9h ago - Thekla Incorporated President Jonathan Blow shared some video footage today which include conversations with the creators of upcoming title The Witness on the PlayStation 4 / PS4 video game console.
To quote: It's been a few months since our last post, so I think it's a nice time to let people know how the game is coming along.
If you haven't heard about The Witness, it is a game about exploration and puzzle-solving in an open world. Here's our trailer:
The open-world aspect of the design is important; it means you have freedom in terms of where you go and what puzzles you choose to approach right now. At any time you can just stop what you're doing, turn around and go somewhere else, and the game world has plenty of new things to show you.
It's interesting to try and design a puzzle game this way. Puzzle games are usually linear, because the designers want to make sure you have solved a puzzle before going on to a more difficult one.
But in The Witness we have a broader idea about what makes puzzles interesting, and this lets us be versatile in designing the flow of gameplay. We build systems of puzzles...
What we bring to you today is a fresh look into the CO-OP experience. This time we're really going all out!
Ubisoft Shanghai is doing the maps, and we are incredibly proud of what they've been putting together. As you may know, they've got a rich history in the Splinter Cell franchise, having led the charge on Pandora Tomorrow and the current-gen version of Double Agent.
Here at Ubisoft Toronto, we're tasked with making sure everything fits appropriately into the grand package of Splinter Cell Blacklist. Not only are there 14 unique missions... there's a ton of variety contained within those missions.
There are four different mission types - two of which we're talking about today. They're given...
9h ago - Sony's Jenny Murphy posted up a video showcasing the art and design of Diggs Nightcrawler on PlayStation 3 below today.
To quote: Hello again everyone! In this latest development diary we're taking a look at some of the art and design in Diggs Nightcrawler.
Our starting point for the game was Wonderbook itself, and it was from here that we arrived at a bookworm hero, a city made of books and cast of characters from fiction.
We also knew from day one that we wanted Wonderbook to be the key method of interaction, and so the physical nature of the book was intrinsic to the design of the game.
We wanted the experience to be intuitive, so we imagined every scene as if it were a real physical object on the book that would respond in the way the player would expect.
Early on, we have a scene where Diggs is looking for clues, but it's dark and he needs light. Overhead is a lamp on a chain which will swing if the player picks up the book and tilts it.
All scenes, including this one, were initially prototyped as foam models. Using these we could test interactions, experiment with scale and move scenery around. Given that the player is in full control of the book, we took inspiration from theatre in the round.
9h ago - Sony Product Planning and Platform Software Innovation Director Don Mesa announced today that Epic Mickey 2 hits PlayStation Vita this June with enhanced features as outlined below.
To quote: We're always looking for new experiences to bring to PS Vita owners, and many times it's as easy as looking at the extensive catalog of games that make up the PS3 library.
The powerful hardware included in PS Vita has no problem handling PS3-quality experiences on the go, and we're excited to bring another PS3 title to your favorite handheld.
Today we're announcing that PS Vita owners will be able to check out Disney Interactive's Epic Mickey 2 on PS Vita next month, on June 18th.
Epic Mickey 2 comes to PS Vita with a number of new features that are only made possible with PS Vita's unique touch capabilities. On the backend, we've added things like ad hoc network functionality, but we've also implemented new ways to control the game.
You'll be able to control paint, thinner and Oswald's electric beam using the touch screen, as well as use orientation-based controls for both the camera and while driving.
You'll find added touch screen functionality elsewhere; use it to give instructions to AI, select/drag/drop sketches, burst bubbles and projectiles, and navigate...