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PS Vita Designer on Perfect Screen Size and Battling Engineers

400°
149w ago - SCEE Manager James Gallagher has shared an interview today with the PlayStation Vita designer on the perfect screen size and battling engineers below.

To quote: Last December I attended the Tokyo launch of PlayStation Vita, which is going to be in your hands just about one month from now.

While I was there I got to chat with Tokashi Sogabe of the Sony Corporate Design Centre, head of the team in charge of the aesthetic of the console.

Sogabe-san has 27 years of experience working with Sony, in which time he has designed the Walkman, Vaio notebooks, the current slimmer model of PS3 and many other electronic
devices.

We spoke about the look and feel of PS Vita and the eternal tug of war that goes on between the designers wanting to create something as sleek and compact as possible and the engineers whose job it is to cram as much technology as they can into that shell.

PS.Blog: A lot of people seem impressed by the five inch OLED screen on PlayStation Vita. How did you decide on that particular size?

Tokashi Sogabe: When we first saw a prototype of the beautiful OLED screen we used on PS Vita, we felt it deserved to be bigger than the 4.3 inch screen on PSP. It's almost as if we settled on five inches in order to really...
 

Video: Unit 13 Hits PS Vita March 6th, Covert Mission Walkthrough

100°
150w ago - SCEA Director of Development Seth Luisi has made available a Covert Mission Walkthrough video today for Unit 13, which will be infiltrating the PlayStation Vita handheld on March 6, 2012.

To quote: We are at CES this week showing off the latest, near-final build of Unit 13 and we have something special in store for the community.

First, in case you missed the announcement from the PS Vita CES keynote yesterday afternoon, Unit 13 is scheduled for release on Tuesday, March 6th. We are quite excited to bring this new title to PS Vita.

Thanks to the excellent dual analogs sticks on the Vita, Unit 13 represents the first full shooter experience on a portable gaming device.

We also have, as another exclusive, the first view of the North American box front!

But what I am really here for is to provide an exclusive video walkthrough of a new level and game type in Unit 13. This is the first detailed video walkthrough of a Covert mission:





For those not keeping up on Unit 13, there are four different mission types. Direct Action missions are larger, multiple objective missions that reward tactical play.

Deadline missions are medium-sized missions where players have to...
 

Video: Sumioni: Demon Arts for PS Vita Platforming Action Demo

100°
150w ago - Today XSEED Localization Specialist Tom Lipschultz has posted up a video demonstrating the combination of classic Japanese Art and modern platforming action of Sumioni: Demon Arts for PS Vita consoles.

To quote: Before you stands a tower, and upon that tower stands an angry bowman, shooting wave upon wave of arrows in your direction. He's far out of reach, and the tower completely blocks your path, so you're forced to deal with this situation in order to proceed - but how do you go about it?

You could always hack at the tower's support structure with your sword, wearing it away bit by bit until the whole thing comes tumbling to the ground...but that might take a while, and the bowman would be shooting you in the head repeatedly the whole time.

Maybe you'd be better off taking out your paintbrush and drawing a sloped platform up, over and around the tower, creating a bridge to guide you past it safely. Or perhaps you could set the tower (and its occupant) ablaze, or spawn a lightning-spewing thundercloud above it and let Mother Nature handle the rest.

Or, if you're feeling particularly frisky, how about summoning a phoenix or a sacred lion and directing it to spew waves of holy energy at the tower, instantly reducing it and any threats beyond it to ashes?



 

CES 2012: PS Vita's Augmented Reality Transforms Table to Arena

550°
150w ago - Today Sony's Senior Social Media Manager Jeff Rubenstein has shared some video footage from CES 2012 spotlighting PS Vita's Augmented Reality, which transforms your table into an arena!

To quote: A couple of months ago, [Register or Login to view links] that showed off some cool-looking augmented reality apps running on PS Vita.

Since then, it's been confirmed that Vita will come with six AR Play Cards and a voucher to download a handful of free augmented reality mini games via the PSN.

Today at CES, we were able to see one of these games in action: Table Football (it will be called Table Soccer in the US, because we already have football).

Backstage, Sony Santa Monica Sr. Manager Dave Thach dealt the AR Play Cards on a table, and a soccer pitch sprung to life through the window of the PS Vita's luscious OLED display.

The actual game is kind of like a turn-based soccer match - it reminded me of a 2012 version of paper football. But enough talk, let's see it in action:





Bonus points if you spotted the Men in Black 3 alien who walked through the frame. Vegas is weird.

Table Soccer is just one of the augmented-reality...
 

PS Vita Half Byte Loader (HBL) Development FAQ by Wololo

1300°
150w ago - Today PS Vita hacker wololo has made available a Half Byte Loader (HBL) development FAQ for those interested in progress thus far on Sony's PlayStation Vita handheld console.

Also below he [Register or Login to view links] that he has ported HBL for Teck4's exploit successfully and updated to EU/US versions.

To quote: I managed to port HBL to the US version of Teck4′s exploit in exactly 45 minutes (including writing the savedata exploit and the binary loader), which is a new personal record, thanks to the scripts included in HBL's repository, and also to the fact that the different versions of the game are internally fairly similar (which is to be expected because technically the game is supposed to be the same, just translated, but I seem to recall it wasn't that easy for the Hotshots golf exploit)

I also updated the EU/US versions of this HBL port to get the tweaks I worked on for the past weeks in order to get a fair amount of homebrews to work.

The next step for me is to write a bit of documentation on how to use all this, and then patiently wait. As far as a release is concerned... well check the FAQ I wrote yesterday.

I could spend time polishing...
 
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