Archive for the ‘playstation move’ Category
2011 CES Show Floor Report: MLB 11 The Show
Posted by Rey Gutierrez in ces11, mlb 11: the show, PlayStation Games, playstation move, PS3, san diego studios on January 7th, 2011
Sports! If there’s two things that baseball has ever taught me it’s that 1) hot girls love the sport and 2) MLB 11 The Show faithfully recreates the favorite American pastime on the PS3. But don’t take my word for it, Jeff and I tracked down community manager Ramone Russell who gave us an in-depth look at the new (alternative) analog control mechanics, new four-player co-op mode, the 3D experience and PlayStation Move functionality.
Baseball, 3D, Move support and hot girls? Sold. Also, the above video proves that anything can happen when my camera is rolling. Now can someone grab me a hot dog?
2011 CES Show Floor Report: PlayStation Move Heroes
Posted by Jeff Rubenstein in ces11, nihilistic, PlayStation Games, playstation move, playstation move heroes, PS3 on January 6th, 2011
The 2011 International Consumer Electronics Show is now in full swing, with the PlayStation section of the Sony booth now opened to attendees through Sunday.
First stop? Hands on with the latest build of PlayStation Move Heroes. In this show floor video, Producer Caley Roberts tells shows us new PlayStation Move mechanics, and answers questions on finding a cohesive visual style for Jak, Daxter, Sly Cooper, and Bentley’s first all-new appearance on the PS3.
We’ll have more videos, including a Sony booth tour tomorrow on this very blog.
Happy Holidays from PlayStation.Blog, Game Developer Invasion Starts Tomorrow
Posted by Sid Shuman in holidays10, Inside PlayStation, playstation move, PS3, recap on December 22nd, 2010
That’s a wrap! Together with James from the EU PlayStation.Blog, Jeff, Rey, and I will soon be winding down for the holiday break. But this is no Blog blackout: The PlayStation.Blog will be going strong with fresh new posts helmed by some of the greatest game developers in the world. It starts tomorrow with Guerrilla Games and a unique look Christmas in Amsterdam. Insomniac Games and Sucker Punch Productions will also be spreading a little holiday cheer of their own. And later…well, who knows who else will drop by?
Looking back, 2010 was one hell of a year for PlayStation fans. We got great games like Heavy Rain, God of War III, Gran Turismo 5, MAG, and ModNation Racers; we got sweet new PSN video services such as Hulu Plus, (a disc-free) Netflix, VUDU, MLB.TV, and NHL.TV; we got PlayStation Move in all of its precise glory; we got stereoscopic 3D and Facebook integration and Share and HD PS2 classics and PlayStation Plus and betas and a LittleBigPlanet 2 demo and an UNCHARTED 3 announcement and a Twisted Metal E3 announcement and a bunch of other things I’m probably forgetting (feel free to remind us in the comments!)
Be happy, be healthy, and be good! And be sure to join us in 2011 for one of the wildest PlayStation software lineups of all time. I’m tingling already!
P.S. What was your favorite overall PS3 and PSP game this year?
Beat Sketcher user videos sizzle, updated demo now available
Posted by Dais Kawaguchi in beat sketcher, PlayStation Games, playstation move, PS3, PSN on December 22nd, 2010
It’s been a few weeks since Beat Sketcher for PlayStation Move released onto PSN in the U.S. and we’ve been checking out all the great Beat Sketcher videos that fans are posting onto YouTube every day! We’re having so much fun and we’d like to thank you all for sharing your videos.
This week we’d like to introduce few videos that caught the attention of the team.
Yasuhiro Kawagoe – Sound Director *noisycroak Co., Ltd.
“I liked the uniqueness of drawing traditional Japanese“ORIGAMI” using Japanese sounds. Also, I was surprised by the idea of having the background pattern come up using the eraser at the end of the video!”
Hiroshi Shiina – Producer
“The Artist quickly learned how to use the tools and I love the artwork! Also, I liked how he drew without having any hesitation. It seemed so natural. If anyone is having difficulty drawing on the edge of the screen, try moving your body to the left and right or stepping closer to the camera”
Kenei Hayama – Art Director
“It made me expect that something was going to happen, but nothing actually did..
Scratching the head was cute and I was simply attracted by the artwork.”
Thanks again to everyone who posted the videos! For anyone who wants to see what people are creating, please visit the YouTube Beat Sketcher channel.
We’d also like to announce that the updated demo is now available on the PlayStation Store! So if you still haven’t had a chance to try out Beat Sketcher or would like to check out the updated demo, make sure to download it today!
And finally, here is another video created by Ichiro Ebisu, the sound creator.
Happy Holidays!!
Out Now on PSN: Blokus for PlayStation Move
Posted by Jen Kye in blokus, gameloft, PlayStation Games, playstation move, PS3, PSN on December 22nd, 2010
For most of the Gameloft crew, board games are deeply ingrained in our childhood memories. Whether it involved picking up our first chess piece or throwing backgammon dice, we all hold fond memories of playing board games. With consoles like the PlayStation 3 offering a modern twist to various traditional board games, it can be a great way to play familiar titles for that nostalgic feeling.
One of our favorite games we like to play in the office is Blokus. This is essentially an abstract strategy game, so it gets pretty intense when the Gameloft crew faces off against each other. Producer Philippe Laurens is particularly excited to share the news regarding Gameloft’s release of Blokus on PSN!
Jennifer Kye: For those unfamiliar with the game, what is the basic concept of Blokus?
Philippe Laurens: The goal of the game is for each player to place as many of his/her 21 differently-shaped pieces on the board as possible. The strategy to win is to place your pieces so they “block” the other players from placing their pieces!Each player begins at one of the corners of the board. The players take turns placing one block at a time. Each new piece on the board must touch another piece of the same color, but it can only touch at the corners, never along the sides. When none of the players can place any more pieces, they all count the number of squares that their pieces occupy. This is their final score for the match. It’s a captivating strategy game!
JK: How did the development team work to make the game accessible to beginners?
PL: The principle of the game is really simple so even a child can grasp it quickly. The tutorial is pretty clear but we’ve also added an option that can be handy for beginners. With this option on, once you select a block, all the different places on the board where you could actually place it are highlighted. You just have to choose one spot to place your block. Plus, PlayStation Move controls enable you to move your blocks even more intuitively (Blokus also works with standard control pads).
JK: Conversely, how did the development team incorporate challenges for Blokus veterans?
PL: Getting the perfect blocking strategy on Blokus can be tricky. You can, of course, select the difficulty level in the game, but also determine a time limit for each move. Having to choose where to put your block in only 10 seconds is very challenging, believe me!Also, each of the four game variations requires a totally different strategy. We have created a Career mode which gets progressively more difficult. You can play through 30 rounds, each with a different game type and rule variant.
JK: How did you end up adding a special mode for color blind gamers? And how does it work?
PL: One of our game designers on the team is color-blind, so it became clear that we had to add a Color-Blind mode, if only for him to work on the game! It works very simply: different icons for each different color are added on the blocks to make them more easily identifiable for the color-blind.JK: What aspects make Blokus such a fun and engaging game?
PL: The principle is really simple and you can play for hours while still discovering a new strategy – it’s quite addictive. With its four game variations, Blokus definitely offers a lot of variety. Based on the game variation, you have the following options: Four players control one color each, two players control two colors each, or four players play in teams.You can also play Blokus Duo. With only twocolors, the board is smaller and the start position is in the middle of the board. We also added some avatars to the game you can customize as you like. The Multiplayer mode also adds a lot of fun. You can play with up to four riends locally on the same PS3, or play online.
JK: If the development team were to play a Blokus tournament, who would come out as the champion?
PL: I would! I accept challenges! As I’d like to say: Bring it on!
Top Darts $9.99 on PSN Today with 1080p, PlayStation Move, Custom Dartboards
Posted by Michael Pulst in devils details, playstation eye, PlayStation Games, playstation move, PS3, PSN, top darts on December 21st, 2010
Earlier this month we announced the PlayStation Move exclusive PSN game Top Darts by Devil’s Details and SCEE XDEV. I’m pleased to announce it is available today exclusively on the PlayStation Store.
As a quick recap, Top Darts is a game that utilizes the PlayStation Move motion controller to give the realistic feeling of throwing darts. It’s a game for all users who have an interest in playing classic games such as 501, Around the Clock and Cricket. Top Darts also has unique games such as Mayhem, Fusewire, Cat and Mouse, Stack Up and many more.
The game allows you to bring a lot of your own personality into the game. For example, you can customize your darts to match your personal style or use the PlayStation Eye camera to customize your avatar and even the dart board. For an interesting effect while playing, you can use the camera to capture video that displays on the dart board during gameplay.
In our previous announcement a lot of you asked how the throw mechanics would be used in the game. Check out the trailer to see more of the game and to get an insight into how the PlayStation Move controller is held and used in the game.
Top Darts is a game for darts enthusiasts and those who hold a casual interest in darts. It has an extensive Single Player League and Cup campaign modes. Up to 8 player local gameplay support in a dozen game modes. Four locales each with a optional unique dart board style. It’s a ton of gameplay that feels great with the Move controller and it’s a lot of fun. I hope you enjoy the game as much as I have enjoyed playing it. And it’s available today for $9.99 exclusively on the PlayStation Store. Happy Holidays everyone.
PlayStation Move: Approaching 50 Supported Games, More to Come
Posted by Kim Nguyen in PlayStation Games, playstation move, PS3 on December 17th, 2010
From newly released PSN titles like Beat Sketcher and Auditorium to free updates on favorites like Heavy Rain and Resident Evil 5: Gold Edition, support for PlayStation Move is growing like wildfire. And the best is yet to come: 2011 will see the release of banner titles with PlayStation Move support such as LittleBigPlanet 2, Killzone 3, SOCOM 4, and many more.
Here’s an updated list of games that currently feature PlayStation Move support, as well as a sneak peek at what’s next for the most immersive motion controller on the market. And stay tuned: This list is only the beginning. What are your favorite PlayStation Move games so far, and what are you most excited for in 2011 and beyond?
- Auditorium*
- Beat Sketcher*
- Brunswick Pro Bowling
- Cabela’s Dangerous Hunts 2011
- Create
- Dance Dance Revolution
- EyePet
- The Fight: Lights Out
- Funky Lab Rat*
- Get Fit With Mel B
- Heavy Rain (via PSN software update)
- High Velocity Bowling* (via PSN software update)
- Hustle Kings* (via PSN software update)
- John Daly’s ProStroke Golf
- Kung Fu Rider
- MAG (via PSN software update)
- NBA 2K11
- Pain* (via PSN software update)
- Planet Minigolf* (via PSN software update)
- Racquet Sports
- Rapala Pro Bass Fishing 2010
- Resident Evil 5: Gold Edition (via PSN software update)
- R.U.S.E.
- Sackboy’s Prehistoric Moves*
- Singstar Dance
- The Sly Collection
- Sports Champions
- Start the Party
- Swords & Soldiers* (via PSN software update)
- The Lord of the Rings: Aragorn’s Quest
- The Shoot
- Tiger Woods PGA Tour 11 (via PSN software update)
- Time Crisis: Razing Storm
- Toy Story 3: The Video Game (side modes via PSN software update)
- TRON: Evolution
- Tumble*
- TV Superstars
Coming Soon
- echochrome II
- Dead Space Extraction
- de Blob 2
- Dungeon Defenders*
- Dungeon Hunter: Alliance*
- PlayStation Move Heroes
- Killzone 3
- LittleBigPlanet 2
- Michael Jackson: The Experience
- Modern Combat: Domination*
- No More Heroes: Heroes’ Paradise
- SOCOM 4
- Sorcery
- Top Darts*
- Under Siege*
- Virtua Tennis 4
- Yoostar 2
- Zumba Fitness
*Denotes a downloadable PSN title
echochrome ii Hits PSN Tuesday, Trophy Update and New Video
Posted by Kumi Yuasa in echochrome ii, PlayStation Games, playstation move, PS3, PSN, trophies on December 16th, 2010
In my last echochrome ii post, we announced the release date of echochrome ii, but now I want to share more about the game. Many of you have asked about the price in the last post. echochrome ii will be available at PlayStation Store for $14.99, so make sure you have funds in your wallet on December 21st!
Also, some of you were wondering about the Trophies. I am happy to announce that echochrome ii supports Trophies and there are 12 Trophies in total. Just like the original echochrome, our quiet hero character patiently keeps walking on the path you create. So why don’t we award him as “Avid Walker”. He definitely deserves to get a Trophy for taking so many steps for us! During the adventure, he may sometimes fall, end up twisting his ankle or hit his head on the ceilings… He cannot avoid these accidents at times to achieve his goal, but who knows…these may lead into obtaining some Trophies? Happy Trophy hunting!
echochrome ii is a very unique, original puzzle game utilizing the PlayStation Move motion controller. The team is very creative and their ideas always blow my mind. We have a video from Japan featuring the original producers Tatsuya Suzuki and Ken Suzuta, as well as the creator/director of the game, Jun Fujiki that you can see above.
The other most asked question was about the soundtrack. As a fan of the music in this franchise myself, I’m pleased to let you know that echochrome ii soundtrack will be coming soon. The music score was composed by Hideki Sakamoto, the same composer as the original echochrome soundtrack. This piece of music is called “Prime #4507″ and is the longest piece of soundtrack composition ever scored for a video game! Featuring over 2628 measures of music written this piece is over 75 minutes long and was recorded over a 5-day period. Indeed, the team has applied for the Guiness World Records as “The longest videogame soundtrack composition”.
Remember, the release date is coming up next week! We can start the count down from today. Stay tuned on PlayStation.Blog, for more information about the capabilities for creating user-generated content in echochrome ii!
Killzone 3 Meets the PlayStation Move sharp shooter
Posted by Sid Shuman in Featured Post, guerrilla games, killzone 3, PlayStation Games, playstation move, PS3, socom 4 on December 16th, 2010
Last week saw the introduction of the PlayStation Move sharp shooter, an upcoming peripheral which transforms the PlayStation Move motion controller into a sleek assault rifle designed for hardcore shooters such as Killzone 3 and SOCOM 4. The sharp shooter’s feature set is extensive, so I went hands-on to learn more about its functionality and (surprisingly easy) setup process. Guerrilla Games Managing Director Hermen Hulst and I field tested the PS3’s new weapon of choice.
Developed with input from the FPS experts at Guerrilla Games and Zipper Interactive, the sharp shooter is a snap to assemble: you secure a navigation controller into the foregrip, then fasten the PlayStation Move motion controller into the “barrel,” which connects to a small digital port on the bottom of the PlayStation Move called the extension connector. In comparison, the PlayStation Move Shooting Attachment is mechanical; the sharp shooter’s use of the extension connector means that buttons can be remapped to other areas of the sharp shooter. For example, the triangle and square buttons on the motion controller have been re-mapped to buttons on the sharp shooter, providing an identical experience for right- and left-handed users as key buttons are duplicated on both sides of the peripheral.
The sharp shooter is customizeable in other ways: a handy firing mode switch will enable game developers to support single-shot and burst-fire settings; the extendable stock enables you to choose to shoot from the hip or from the shoulder; and the Move button (located beneath the trigger) can be “locked” if it’s not needed. Hulst also pointed out that Killzone 3 enables players to customize the PlayStation Move motion controls to suit their play style. “We made sure that the default settings are very accessible, but for more advanced users, we made sure that deadzones and sensitivity settings are customizable.” As an example, Hulst notes that he prefers to make the horizontal deadzone “very small” to enable faster turning of his character.
The darker box you see here is the “Deadzone,” and its size is fully adjustable. Within this area, you can move your crosshair freely. Once you get outside the borders, your character will turn.
Then there are the subtler fit-and-finish details you may not notice immediately. A pump-action mechanism located under the barrel could be used as a reload function, or alternately may serve another secondary function depending on the game designer’s wishes. The RL button located under the gun’s clip can be used to reload. And thanks to the PlayStation Move’s motion capabilities, you can thrust the gun forward to initiate a close combat attack, or tilt the gun onto its side to activate a reload. If you’re sensing an emphasis on total immersion in the experience, you’re on the right track. Combined with Killzone 3’s stereoscopic 3D and first-person perspective, “the sharp shooter literally puts you right in the middle of the action,” Hulst observed. “It’s like getting your cake and eating it too.” That doesn’t mean players using 3D and the sharp shooter will have an advantage in Killzone 3’s multiplayer battlefields — Hulst noted that “the guy with the 2D screen and DualShock 3 can play just as well.”
There were also some updates for Killzone 3, which Hulst confirmed will support two-player split-screen couch co-op for the entire campaign — a feature long requested by Killzone fans. Considering Killzone 2’s buddy assist maneuvers, such as reviving A.I. partners and boosting your buddy up onto ledges, Killzone 3’s co-op support is a natural addition. But don’t think co-op play will make the campaign a cakewalk. “Because the A.I. in Killzone 3 is so autonomous,” Hulst warned, “you never know what to expect. You and your partner will need to keep out-strategizing and outsmarting the Helghast.”
Hulst then gave us a sneak peek at the second-to-last level in Killzone 3 called “The Reckoning.” This goosebump-inducing set piece pits the battered ISA forces against the MAWLR, a 280 foot-tall, arachnoid Helgast mech that tears apart the environment with energy beams and mortars. “When fighting the MAWLR, you’re never safe,” Hulst cautioned. “You can try to hide in bunkers but they’ll be destroyed; you can try to hide behind the nearby transformers but you could get electrocuted.” Your secret weapon comes in the form of Killzone 3’s WASP rocket launcher, which you use to pick off the massive mech’s cooling panels. Don’t expect this to be a cut-and-dried affair: the MAWLR confrontation is a lengthy, multi-layered boss battle, and the battle will rage from ground to the air and back to ultimately bring the Helghast’s war machine to its knees.
Killzone 3 hits the PS3 on February 22nd, 2011, and is fully playable with the PlayStation Move and the sharp shooter at launch, with SOCOM 4 following suit later in 2011. What questions do you have about the sharp shooter’s features and functionality? Let us know in the comments and we’ll dig up answers.
Killzone 3 Meets the PlayStation Move sharp shooter
Posted by Sid Shuman in guerrilla games, killzone 3, PlayStation Games, playstation move, PS3, socom 4 on December 16th, 2010
Last week saw the introduction of the PlayStation Move sharp shooter, an upcoming peripheral which transforms the PlayStation Move motion controller into a sleek assault rifle designed for hardcore shooters such as Killzone 3 and SOCOM 4. The sharp shooter’s feature set is extensive, so I went hands-on to learn more about its functionality and (surprisingly easy) setup process. Guerrilla Games Managing Director Hermen Hulst and I field tested the PS3’s new weapon of choice.
Developed with input from the FPS experts at Guerrilla Games and Zipper Interactive, the sharp shooter is a snap to assemble: you secure a navigation controller into the foregrip, then fasten the PlayStation Move motion controller into the “barrel,” which connects to a small digital port on the bottom of the PlayStation Move called the extension connector. In comparison, the PlayStation Move Shooting Attachment is mechanical; the sharp shooter’s use of the extension connector means that buttons can be remapped to other areas of the sharp shooter. For example, the triangle and square buttons on the motion controller have been re-mapped to buttons on the sharp shooter, providing an identical experience for right- and left-handed users as key buttons are duplicated on both sides of the peripheral.
The sharp shooter is customizeable in other ways: a handy firing mode switch will enable game developers to support single-shot and burst-fire settings; the extendable stock enables you to choose to shoot from the hip or from the shoulder; and the Move button (located beneath the trigger) can be “locked” if it’s not needed. Hulst also pointed out that Killzone 3 enables players to customize the PlayStation Move motion controls to suit their play style. “We made sure that the default settings are very accessible, but for more advanced users, we made sure that deadzones and sensitivity settings are customizable.” As an example, Hulst notes that he prefers to make the horizontal deadzone “very small” to enable faster turning of his character.
The darker box you see here is the “Deadzone,” and its size is fully adjustable. Within this area, you can move your crosshair freely. Once you get outside the borders, your character will turn.
Then there are the subtler fit-and-finish details you may not notice immediately. A pump-action mechanism located under the barrel could be used as a reload function, or alternately may serve another secondary function depending on the game designer’s wishes. The RL button located under the gun’s clip can be used to reload. And thanks to the PlayStation Move’s motion capabilities, you can thrust the gun forward to initiate a close combat attack, or tilt the gun onto its side to activate a reload. If you’re sensing an emphasis on total immersion in the experience, you’re on the right track. Combined with Killzone 3’s stereoscopic 3D and first-person perspective, “the sharp shooter literally puts you right in the middle of the action,” Hulst observed. “It’s like getting your cake and eating it too.” That doesn’t mean players using 3D and the sharp shooter will have an advantage in Killzone 3’s multiplayer battlefields — Hulst noted that “the guy with the 2D screen and DualShock 3 can play just as well.”
There were also some updates for Killzone 3, which Hulst confirmed will support two-player split-screen couch co-op for the entire campaign — a feature long requested by Killzone fans. Considering Killzone 2’s buddy assist maneuvers, such as reviving A.I. partners and boosting your buddy up onto ledges, Killzone 3’s co-op support is a natural addition. But don’t think co-op play will make the campaign a cakewalk. “Because the A.I. in Killzone 3 is so autonomous,” Hulst warned, “you never know what to expect. You and your partner will need to keep out-strategizing and outsmarting the Helghast.”
Hulst then gave us a sneak peek at the second-to-last level in Killzone 3 called “The Reckoning.” This goosebump-inducing set piece pits the battered ISA forces against the MAWLR, a 280 foot-tall, arachnoid Helgast mech that tears apart the environment with energy beams and mortars. “When fighting the MAWLR, you’re never safe,” Hulst cautioned. “You can try to hide in bunkers but they’ll be destroyed; you can try to hide behind the nearby transformers but you could get electrocuted.” Your secret weapon comes in the form of Killzone 3’s WASP rocket launcher, which you use to pick off the massive mech’s cooling panels. Don’t expect this to be a cut-and-dried affair: the MAWLR confrontation is a lengthy, multi-layered boss battle, and the battle will rage from ground to the air and back to ultimately bring the Helghast’s war machine to its knees.
Killzone 3 hits the PS3 on February 22nd, 2011, and is fully playable with the PlayStation Move and the sharp shooter at launch, with SOCOM 4 following suit later in 2011. What questions do you have about the sharp shooter’s features and functionality? Let us know in the comments and we’ll dig up answers.
















