Video: Race the Sun Coming to PS3, PS4, PS Vita This Summer

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5w ago - Flippfly Co-founder Forest San Filippo announced that Race the Sun is coming to PS3, PS4 and PS Vita this Summer alongside a video of it in action below.

To quote: There's just something about going fast. The desire for speed seems to be ingrained in our very nature. Race the Sun is our attempt to distill that desire into its basic form - to strip away all pretense and let players experience pure, brutal speed. Building a game with this goal in mind took a lot of trial, error, and some new ideas.

The Goals

When we first played the prototype that would become Race the Sun, we felt like we had something special. Every time one of us would crash, we'd say "Just one more run. I know I can do better." It felt like we were playing a classic arcade game designed to suck you in.

After quite a bit of discussion and thought, we decided on some specific goals for Race the Sun. It had to be fast, fun, and challenging. We knew that some of the fastest games out there were encumbered by complex rules and controls - and we really wanted our game to be fun right from the start. The mantra "easy to learn, hard to master" was adopted in lieu of design documents, and we got to work.





Easy to Learn
 

Video: Creating the World of Hyper Light Drifter on PS4 and PS Vita

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5w ago - Head of Heart Machine Alex Preston shared a video on creating the world of Hyper Light Drifter on PS4 and PS Vita below.

To quote: In Hyper Light Drifter you'll travel a ruined land with a twisted past, delving deep to collect lost technologies and unveil secrets long buried.

I'd like to share a few of the key components under development that make Hyper Light what it is: 1) combat that's lightning quick, brutal and never unfair; 2) a strong narrative and character interactions expressed through visual design; 3) a rich and varied world to explore with an intense atmosphere.

Combat

At Heart Machine we're all fans of fast, heavy­-hitting combat that requires skill and rewards a bit of finesse. To hell with bullet­sponges, witless drones and unfair scenarios.

We spend a great deal of time tuning our systems, ­adding meaningful feedback in the controls, visuals, and audio design ­so they feel responsive and satisfying each time you lop an enemy in half, blow something up, or wipe out entire packs of ravenous creatures.

Each enemy reacts to strikes with visible knockback, flashes, and brutal sound effects. No weak or shoddy weapons (I'm looking...
 

Video: Hideo Kojima Talks Metal Gear Solid V: Ground Zeroes

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5w ago - Sony Blog Manager Fred Dutton posted up a video today featuring Hideo Kojima talking Metal Gear Solid V: Ground Zeroes with details below.

To quote: It's been nearly six years since Hideo Kojima and his team at Konami delivered the PS3 epic Metal Gear Solid 4: Guns of the Patriots. Finally, its sequel is nearly upon us.

The first part of Kojima Productions' ambitious Metal Gear Solid 5 project arrives next week on PS3 and PS4. Titled Ground Zeroes, it serves as a prologue for the main event - the still-in-development The Phantom Pain.

Last month, our colleagues at SCE Japan sat down with the legendary creator to learn more about the game, and how he and his team are leveraging the power of PlayStation 4.





Check out the full video above to see what he had to say.
 

Video: Road Not Taken on PlayStation 4: Hand-crafted Randomness

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5w ago - Spry Fox CEO David Edery posted up a video today detailing the hand-crafted randomness in Road Not Taken on PlayStation 4 below.

To quote: In previous blog posts, we've talked about the procedural system we use to create the enchanted forests that serve as your proving ground in Road Not Taken.

This system is what makes Road Not Taken a fun game to play repeatedly, and - as with any good roguelike - you'll need to play Road Not Taken many times before you've stumbled upon every interesting object and creature lurking in the forest.

But a purely random system, even a very rich one, can start to feel repetitive over time. Every snowflake might be unique, but after you've looked at a thousand snowflakes it's easy to stop appreciating them!

Our roguelike developer ancestors have invented a few solutions to this problem, one of which is to change the look and feel of the environment to signal when something new/important/dangerous is happening.Sewers transition into dungeons, dungeons become underground caverns, etc.

And in Road Not Taken, peaceful glades might lead to blizzard-ravaged woods, haunted groves, and dangerous ice caverns! The changing terrain is both a marker of your progress as well as a warning of new challenges to come.

Another classic...
 

Video: Unusual World of Metrico on PS Vita, New Trailer Debuted

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5w ago - Digital Dreams Level Designer Roy van de Mortel shared a new video trailer today spotlighting the unusual world of Metrico on PS Vita.

To quote: We're celebrating! We're in the final stages of Metrico's production. We'd like to celebrate this phase with a special, branching trailer. We got a lot of requests to show some Metrico gameplay, but we're not showing everything just yet.

We're really excited though to finally release a trailer with in-game footage. The trailer let's you choose whether to watch a boy version or a girl version.

As we explained in our previous blog post, Metrico is all about using input to shape the infographics around you and solve puzzles. In this blog entry, we'd like to give a bit more insight into the world of Metrico and our design approach.





Over the last few months, we've been working hard on finishing Metrico's last worlds. There will be six worlds in the final game. We wanted every world to feel fresh and exciting, that's why each world has its own shapes, type of infographics, colors, music, mechanics, challenges, typography, and animation, which all tie closely...
 







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