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FarSight: New Tables Coming to Pinball Arcade on PS4, PS3, PS Vita

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2d ago - FarSight Studios Community Manager Mike Lindsey announced today that new tables are coming to Pinball Arcade on PS4, PS3 and PS Vita platforms.

To quote: Hey Pinball fans! I'm Mike Lindsey, Community Manager at FarSight Studios. I'm originally from the Big Bear area where we recreate all these amazing tables.

It's awesome to have the opportunity to do what I love (talk to people and make friends), live in the mountains where I feel most at home, and work on a game that is preserving something as cool as real pinball for all of it's fans out there.

Enough about me, though! We know you guys have been waiting for more pinball tables in Pinball Arcade on PS4, PS3, and PS Vita.

Today, we're proud to announce that Black Knight 2000, WHO Dunnit, High Speed, and Junk Yard will be available on July 15th for PS3 and PS Vita, and then on July 22nd for PS4.

This launch will be retrofitting your system with 80′s and 90′s tables packed with action, suspense, and comedy. These four tables brought tons of excitement to so many when arcades were running at full steam across America. FarSight studios is determined to bring back some of that long lost enjoyment.

Black Knight 2000 (1989):

The Black Knight rides again in this brilliant...
 

Cellar Door Games: Rogue Legacy Hits PS4, PS3, PS Vita on July 29th

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4d ago - Cellar Door Games Designer Teddy Lee announced today that Rogue Legacy is coming to PS4, PS3 and PS Vita platforms on July 29th, 2014.

To quote: What's up guys! We're crazy proud to announce that the official release date for Rogue Legacy on ALL PlayStation platforms will be July 29th, 2014! That's only 3 weeks away!

That's complete insanity, and we're totes mcgoats excited to finally bring it to consoles and handhelds.

Now, before I go into a list of the awesomeness that is the Playstation versions of Rogue Legacy, I just want to give a shout out to the guys at Abstraction Games.

They did almost all of the work on bringing the game to PlayStation, and this would never have happened without them. So big ups to them for all their help!

For those that don't know, I should probably explain to you guys what Rogue Legacy is. It's a rogue-lite game where you must conquer a magical castle which is constantly changing. Every time you die, your children succeed you.

Each child has his or her own unique genetic traits, so one child might be a near sighted wizard, and another could be a flatulent ninja. So every play through is unique, right from the get-go.

As an added bonus, all the money you earn is passed down to your children, giving each...
 

MouseCraft is Out Today on PS4, PS3 and PS Vita Platforms

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5d ago - Crunching Koalas Co-Founder Tomasz Tomaszewski announced that MouseCraft is out today on PS4, PS3 and PS Vita platforms!

To quote: We're very happy to announce that MouseCraft is available today on PlayStation Store for PS4, PS3, and PS Vita. We're proud to see our game launched on PlayStation as a console exclusive, and we hope that everyone enjoys playing.

It seems like a long time ago when we formed our studio, Crunching Koalas, and began working on MouseCraft. Way back when we started we decided to focus on a specific type of game that we called "Crossover Games" - games that can appeal to indie, casual, and core gamers all at once.

That's a simple idea on paper, but much harder to achieve in a game. We've tried our best to make MouseCraft a crossover game that can be enjoyed by everyone.

To do this, we've focused on making a puzzle game with simple mechanics explainable in one sentence (drop blocks to help the mice get to the cheese), but difficult to master.

We've made the difficulty depend on the player making good decisions, not manual skills, and we worked to reward players that go above and beyond in terms of item collecting and puzzle solving, without punishing those who simply want to play through at their own pace.

Once again though,...
 

Atelier Rorona Plus: The Alchemist of Arland Out Today on PS3, PS Vita

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3w ago - Atelier Series Director Yoshito Okamura announced that Atelier Rorona Plus: The Alchemist of Arland is out today on both PS3 and PS Vita consoles.

To quote: Do you know the Alchemist, Rorona? Maybe you do, maybe you don't. Either way, we're very excited to have you live Rorona's story in the best way possible.

If this is your first Atelier game, we're confident you'll be delighted by Rorona's journey with its refined classic JRPG experience.

For those familiar with Rorona, new adventures await her and her friends in Atelier Rorona Plus: The Alchemist of Arland, which launches today on PS3 and PS Vita alongside lots of gameplay enhancements and additions.

Atelier Rorona Plus: The Alchemist of Arland was developed with the intention of creating the full experience we would have loved for players to have in the original release, and more.

New character models, new game systems, a new story - these elements have all been revamped using the core fundamentals of the other two titles in the Arland trilogy, Atelier Totori and Atelier Meruru.

We worked hard to preserve the depth of item synthesis/customizations, yet streamline the systems to create an experience that is enjoyable to both Atelier series fans and people discovering the series for the first...
 

Video: Hohokum is Coming to PS4, PS3, PS Vita on August 12th

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6w ago - Honeyslug Designer and Co-Founder Ricky Haggett made available a video today announcing that Hohokum is coming to PS4, PS3 and PS Vita platforms on August 12th, 2014.

To quote: Hey folks! We're back with another behind-the-scenes look at Hohokum, and to share that Hohokum will be available on August 12th, 2014 for PS4, PS3, and PS Vita.

This one is focused on the roots of the game's design. A question we've been asked a lot is "How did you come up with this game?" The answer isn't straightforward, but hopefully this video will help to illustrate something of the process, as well as reveal some of our inspirations and design goals.





Dick and I started designing Hohokum back in 2008, and since that time it's gone through a lot of changes. For the first few years it was a side-project - something we worked on between other things, or when inspiration struck.

We didn't have a clear mechanic "hook" when starting out - more an overall sense of wanting to make a game that was relaxing and evoked a particular sense of free-form play. Over time this approach allowed the game we have today to emerge organically. I'm not sure we could have done it any other way.

Much of what the game is today...
 
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