115w ago - Sony Senior Social Media Manager Jeff Rubenstein has shared a RetroGrade video walkthrough on PlayStation 3 today with details below.
To quote: We've featured Retro/Grade several times on the PlayStation.Blog over the past couple of years.
And so, we know a lot about it: it's a shooter, controlled with a guitar controller, in reverse. But before Fantastic Fest 2011, I had never seen someone actually play the thing. As a pretty experienced Rock Band-er, I thought I'd be able to jump in and kick some ass, but the reality is, my gaming brain had never been taxed in quite this way.
So we set up a camera for 24 Caret Games' Matt Gilgenbach, clad in a hard hat, to show you how the game actually plays. He actually beats the game in the first 30 seconds, but that's not an accident...
While at Fantastic Fest, Destructoid called it "a blast in the pants." I agree (I think). Retro/Grade will be coming exclusively to PSN in 2012. Hold on to those plastic guitars.
163w ago - Sony's Product Software Marketing Manager Cristian Cardona has shared a PlayStation Move developer walkthrough video today spotlighting PS3 title Heroes on the Move.
To quote: The title "Heroes on the Move" has always been a working title for our upcoming Spring 2011 PlayStation Move crossover game.
When we debuted the game at E3 this summer, the game was still in its infancy and we couldn't wait to show you a sneak peek.
Since then, we've been unveiling bits and pieces of the game at Gamescom, PAX Prime, Tokyo Game Show, and most recently at New York Comic Con where we unveiled the title's new official name, PlayStation Move Heroes.
Same great cast of characters, same great PlayStation Move action, just a new official name.
Our developers, Nihilistic Software, also joined us at our NY Comic Con event to demo some of the new gameplay we've been working on.
Check out the video above as Robert Huebner, Studio Director for Nihilistic Software, and Andrew Woodworth, Producer for SCEA, play through a new mission and discuss how they're leveraging the accuracy and precision of the PlayStation Move to develop PlayStation Move Heroes.
206w ago - United Front Games Designer Mat Thomas has shared a ModNation Racers PS3 racing video walkthrough today on the PlayStation Blog.
To quote: Today I want to talk about our approach to the racing and give you an insight into the philosophy around developing the handling, weapons and AI.
When we started working on ModNation Racers we knew we couldn't simply create a basic physics system to deliver our core race experience. We were also weary of the fact that unlike many racers, the player in ModNation Racers will also be focused on weapon play.
Very early on in development we experimented with extremely tight handling (akin to driving on rails) and a much more physical race experience. What we soon realized is that when the handling model is tight, there is not much fun in the race experience, it was essentially too easy and likewise when the user is spending a lot of time concentrating on just keeping the vehicle on the track with a more complex handling model then this doesn't leave any mental power to experiment and use weapons.
So as you may expect we ended up with something in the middle which offered us the physicality and emergent feel that for us makes this feel like a true next generation karting title. What we found is that this made the handling very much pick...
207w ago - Today United Front Games designer Mark Riddell has shared a video walkthrough on ModNation Racers PS3 track studio, as follows:
Last week, Rob laid out even more details of the character creation features in the game, and today I'll be talking to you about some of the features of Track Studio.
One of the design goals of Track Studio has always been to cater to both casual and advanced users. You've probably seen and read about people easily creating tracks in just a few minutes. But as a track designer, I'm more interested in what I can do with the tools, and how far I can push them. So today I'm going to talk about a few powerful features that we use to create cool gameplay moments on our tracks.
When you drive out your track, we've tuned it so that you'll always make a track that is drive-able to ensure a good experience. But we don't want those constraints to stop you from making something unique and wild. That's why we've provided basic width, lift and bank in Quick Edit to allow further customization of the track after you've driven it out.
They are easy to use, and will give most people what they need to customize and tune their track. As a professional track designer I require an even finer level of control - and this led to the development...