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Video: PAX East 2014: See The Evil Within in Action for PS4 & PS3

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36w ago - Bethesda Softworks Global Community Lead Matt Grandstaff posted up a video today spotlighting The Evil Within in action for PS4 and PS3 at PAX East 2014.

To quote: This weekend, evil takes hold of our Bethesda Booth at PAX East in Boston, MA.

Throughout the day, we'll be doing the first North American public demonstrations of The Evil Within - the new survival horror game developed by Shinji Mikami and his Tango Gameworks team based in Tokyo, Japan.

During the demo, the game's main protagonist, Sebastian Castellanos, will square off against one of the game's most terrifying creatures: Boxman.

Be sure to stop by our booth and check out the presentation. And if you happen to dress up with The Evil Within cosplay, we'll reward you with a spot in the front of the line.





Can't make PAX? Be sure to watch our new PAX East trailer for a glimpse of the Boxman boss battle.

Stay tuned for more info on The Evil Within - coming to both PS4 and PS3 on August 26th.
 

Video: Watch_Dogs: Welcome to Chicago on PS4 and PS3, Details

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38w ago - Ubisoft Community Developer Nik Schmidt made available a new Watch_Dogs video today dubbed Welcome to Chicago for PS4 and PS3 fans with details below.

To quote: As the third largest city in America and an iconic urban landscape, Chicago also holds the distinction of being the most surveilled city in the nation.

Its network of cameras and security systems makes Chicago the perfect setting for a game like Watch_Dogs. One of the challenges of rendering a real city in a game is balancing creative vision with reality: people must be able to recognize and believe in Watch_Dogs' Chicago while allowing the game's unique tone to shape its atmosphere.

With the freedom afforded by Disrupt, an impressive new game engine exclusive to Watch_Dogs, Ubisoft has created a version of Chicago that is almost impossibly alive. Learn all about the new engine and how we've created a living, breathing Chicago inside Watch_Dogs here:





Watch_Dogs is never just black and white; whether in expressing Aiden's morality or building the city in which he lives, there is always another layer to consider. On the surface, The Wards may be crime-ridden, festering in the shadow of the Mad Mile, but beneath the mirrored sky-scrapers and...
 

Video: First Look: Behind the Terror of Alien: Isolation on PS4

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38w ago - Sony Social Media Manager Sid Shuman shared a first look behind the terror today of Alien: Isolation on PS4 and PS3 consoles alongside a video and interview below.

To quote: Alone, unprepared, and unarmed, Amanda Ripley is forced to match wits with death itself in Alien: Isolation.

The Creative Assembly's deeply immersive and fanatically detailed survival-horror game returns to the roots of the Alien film franchise - no pulse rifles or space marines here, just you, your wits, and the galaxy's most feared predator.

To better understand the "lo-fi sci-fi" origin of Alien: Isolation on PS3 and PS4, we asked Creative Lead Alistair Hope for insight into the team's development process. From design philosophies to the technical possibilities of PS4, Hope reveals a host of insights on the development of Alien: Isolation.

Watch our new video interview, read our Q&A with Alistair, and leave your questions in the comments!

PlayStation.Blog: So far, Isolation's concept seems to be an intimate one, with Amanda Ripley squaring off against a single Alien. What gave you the inspiration to take the "back to basics" approach?

Alistair Hope: From the start we wanted to make a game that took the player back to the roots of the series - back to Ridley...
 

Roll7 Announces OlliOlli is Rolling to PS4 and PlayStation 3, Details

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39w ago - Roll7 General Dogsbody Simon Bennett announced today that OlliOlli is rolling to PS4 and PlayStation 3 platforms with details below.

To quote: Well, it's been quite a rollercoaster for us at Roll7 over the last few months!

Our submission process last year was pretty hardcore, with many a pizza-stained late night at our Deptford HQ, London. The team was pretty much broken by the time OlliOlli came out.

We had broken down everything that was 'wrong' about the game to such an extent that we had managed to successfully convince ourselves that the game would most likely be a flop, a mediocre launch at best...

What we were met with on the 21st and 22nd of January this year genuinely knocked us sideways. There was media frenzy for days, amazing review scores and most of all gamers, real people (not testers or our friends) were playing the game and enjoying it.

There were numerous late-night emotional drinking sessions in central London as we essentially came to the realisation that we were a 'proper' studio with a hit game - it has still not properly sunk in for most of us!

The BIG moment was almost fate-like. We were out doing a belated wrap party on the project at our local in New Cross and at about 10pm (after many rounds of tequila) we found out via...
 

Behind Supernatural Scenes of Murdered: Soul Suspect on PS4, PS3

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39w ago - Sony Social Media Specialist Ryan Clements goes behind the supernatural scenes of Murdered: Soul Suspect on PS4 and PS3 today.

Below are the details, to quote: In a storm of broken glass and gunshots, Ronan O'Connor dies in the dark Salem night. So begins a supernatural investigation into his own murder.

In the upcoming thriller for PS3 and PS4, help Ronan unravel the mystery of his untimely demise and save his ghost from the inevitable corruption of the Dusk.

In light of the upcoming launch of Murdered: Soul Suspect, we asked Airtight Games Chief Creative Officer Matt Brunner and Senior Design Producer Eric Studer some questions about their design process. Read on to see what inspired this ghostly thriller, and how the team fashioned a story around your own murder.

PlayStation.Blog: How did the team at Airtight Games come to the idea of a supernatural crime story? How does the detective narrative and the ghostly elements fit together?

Matt Brunner: From my recollection, we started with the core concept of a ghost game. It was that notion that got the team most excited. Our first round of gameplay and character development led us more into a ghost action hero with ranged weapons and the ability to traverse great heights.

After our...
 
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