Archive for the ‘PS3’ Category

Coming Tuesday to PSN: Earthworm Jim HD for PS3

Remember playing Earthworm Jim during the glorious 16-bit era? How about battling Major Mucus and Evil the Cat? Or saving Princess What’s-Her-Name?

PlayStation Network: Earthworm Jim HD

If you don’t recall ever playing Earthworm Jim, I can only shake my head with utter sorrow. Who else but an ordinary earthworm can transcend fleeing from crows and eating dirt to become a mutated superhero?

Cue the dramatic music.

Get your Plasma Baster ready for some trigger happy times in the sweet world of high definition graphics — thanks to the amazing team at Gameloft, they’ve given all the original levels in the single-player campaign a healthy HD face-lift. As an added bonus, you’ll discover three exclusive levels which you can now venture through in a never-before-seen setting.

Not one for solo adventures? Gameloft has you covered. Earthworm Jim HD offers local and online 2-4 player co-op gameplay in 15 multiplayer levels! You can also team up with your buddies to (you know) launch cows or madly whip space ships.

PlayStation Network: Earthworm Jim HD PlayStation Network: Earthworm Jim HD

Did I mention, launching cows?

Simply strap into the Ultra-high-tech-indestructible-super-space-cyber-suit™ (Super Suit for short) and be prepared to take down Psy-Crow!

Earthworm Jim HD will be hitting the PlayStation Network on August 3rd at an awesome price of $9.99!

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Hands-on: PixelJunk Shooter 2 for PS3

Q-Games and Dylan Cuthbert are cooking up plenty of new tricks for PixelJunk Shooter 2, the follow-up to the 2009 PSN title that mixed retro-styled audio-visuals with progressive gameplay mechanics. But once I picked up the controller at last week’s NYC PlayStation media day, I discovered that PixelJunk Shooter 2 expands upon this formula in several key ways.

Light and dark. I quickly learned that darkness is not your friend in PixelJunk Shooter 2. Traveling though a dark area for more than a few seconds will attract invulnerable apparitions – the spectral remnants of a “lost civilization” — and almost instant death. Faced with a long, shadowy tunnel, I turned my cannons on a nearby phosphorescent mushroom. While it bobbed like a metronome, I was able to stay within its small orb of light to pass through the tunnel unscathed.

That’s when I discovered another threat lurking in the darkness: worm-like parasites that latched onto my ship’s hull and slowed my movement to a crawl. Once exposed to light, the worms quickly wither and die — but their slowing effect can spell doom when you’re desperately trying to escape the ghosts.

PixelJunk Shooter 2 for PS3

New elements. By and large, the original game tasked players with manipulating magma and water (plus that magnetic black fluid found near the end of the game) to advantageous effect in order to rescue stranded explorers. But being set inside the “Belly of the Beast,” PixelJunk Shooter 2’s various substances have a more organic theme: I saw a caustic bile-like fluid as well as a mysterious purple ooze.

PixelJunk Shooter 2 for PS3

Eden…found? In another sequence, I encountered vast clouds of a smoke-like substance that caused my ship to spin like a top and careen helplessly out of control. Trouble was, I had to traverse the cloud in order to reach the end of the level. What to do?

While spinning, I used my grappling hook on an oddly shaped object placed nearby, which caused me to swing around and around like a kid on a merry-go-round. By releasing the grappling hook at the right time, I was able to propel myself out of the cloud and safely into the level’s exit. PixelJunk Eden fans will feel right at home!

My first hands-on experience with PixelJunk Shooter 2 didn’t last long, but it also gave me a chance to track down answers to a couple of PlayStation.Blog reader-submitted questions, which I’ve posted below.

plaztiksyke asks: Will PixelJunk Shooter 2 have a longer campaign than the original?

Q-Games is still hard at work on PixelJunk Shooter 2’s development process. From what I’ve been told, they haven’t yet nailed down the set number of levels and environments for the final game, though the game’s overall length is expected to be roughly comparable to the original game.

I was also reminded that PixelJunk Shooter 2 will also include a new competitive arena, as well as a “ghost attack” mode, both of which will add further gameplay options.

plaztiksyke asks: Who’s doing the music for PixelJunk Shooter 2?

High Frequency Bandwidth will be returning to create new music tracks for PixelJunk Shooter 2.

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Scott Pilgrim vs The World Soundtrack Goes Old School

ScottPilgrimband

Once we decided to go for the old school, side scrolling, beat ‘em up style with Scott Pilgrim vs. The World: The Video Game, we wanted to go all in! We brought in pixel artist extraordinaire Paul Robertson.

The next step was creating an amazing soundtrack. We immediately thought of Brooklyn chiptune rockers, Anamanaguchi. They wowed us (and 5,000 others) at PAX and really captured the sound we wanted for the game. Here, the guys share their favorite songs from the game.

Ary Warnaar

“Twin Dragons”

I really enjoyed how the Twin Dragons cue came into existence. It was very unexpected. A couple months ago we were playing a show here in Brooklyn with Ok, Go. I was hanging out backstage with one of my good friends Damon who also happens to be one of the most talented chip artists I know (he goes by Starscream with his drummer George). We were kinda bored and decided to start a collaboration italo-disco song on Game Boy. He started with an awesome bass line and beat, and I started writing some melody stuff. We didn’t get past the loop that night, but the next day I couldn’t get it out of my head, and kept working on it. I don’t remember at what point I realized it would work perfectly for the game… it sort of just transformed into that cue naturally. So yeah, it’s my favorite because it really started as a song for myself that ended up being for Scott Pilgrim. That natural transition is a great example of what made the project so fun. It never really felt like writing for a video game, it felt more like composing music for life stuff we’ve all experienced – stuff that Scott Pilgrim happened to have experienced as well…

Luke Silas
“Suburban Tram”

I’m especially proud of the track we wrote for the train level – Suburban Tram. When we were working on it, Pete had brought up giving it a sort of Hot Water Music-type sound, and it actually came very naturally after that. I really love positive, uplifting punk and post-hardcore music, and it was a lot of fun to try and translate it into our distinct style. Something about the final version of this track evokes real motion, as in makes you want to move, both from the heart and on the road.. at least that’s how i hear it!

James DeVito
“This is the End”

It was really interesting to hear ‘This is the End’ (yes, it’s for the perfect ending only!) go through many different phases as it was being written. At first it was just a straight ballad, but it needed something more… more epic and triumphant. Obviously it’s gotta be the best song ever if you have to be perfect to get there. That’s when Ary mentioned to Pete to think of it more as an epic Queen ballad, and it all came together after that. Pete absolutely nailed it. Not only will this song be extremely gratifying to the player as they perfect the game, but it also ended up being one of the last songs we wrote, and the last song we mixed, so us too were even treated to the ‘perfect’ ending of an incredibly amazing project.

Peter Berkman
“Scott Pilgrim Theme”

It’s really difficult for me to pick just one track to talk about, so I guess I’ll approach it in the big picture and discuss the theme. This was the first song we wrote for the game, I wanted the theme to be everything that epitomizes “Scott Pilgrim” to me. I wanted a melody that was both melancholy and triumphant, I wanted it to evoke a sort of nostalgic John Hughes world and the deluge of emotions and gut feelings that present themselves when you’re completely smitten, which Scott Pilgrim undoubtedly is. That’s what the second half of the song is about, the first half is about punching people, obviously.

Scott Pilgrim vs. The World debuts exclusively on the PlayStation Network on August 10th.

Don’t forget to pre-order for a free Sex Bomb-Omb tee for your PlayStation Home Avatar!

scott-pilgrim-home-shirt

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Blade Kitten for PS3: Artificial Intelligence, Physics in a 2D World

Working on the PlayStation 3 has been wonderful. As this was my first project on the PS3, I was apprehensive at first about the new technology and how to use it as best we could. But now, I can honestly say I am a fan of the PS3.

Blade Kitten for PS3 (PSN)

Early in development, Blade Kitten was both a 3D and a 2D game and you could switch between them instantly — you’d run through a section then it would transition to 2D. It didn’t take us long to fall in love with the 2D version, so we focused all our efforts on making the 2D the fun game it is today.

From the start of our project, our goal as programmers was to give the designers all the power they needed to create the game that they wanted. Ideally, a level designer controls the player’s progression and experience in each area of the game (enemy placement, special events, collectables, and so on). So rather than implement a boss character’s attack moves myself, I would give the designers scripting tools to implement the boss themselves.

Blade Kitten for PS3 (PSN)

This proved to be one of the best decisions we made. For example, the level where Kit is running away from a huge monster called Acland, who destroys everything in his path, was completely scripted by the designers — as were all our bosses and many of the encounters you see. This has allowed for a much more flexible design with changes being quick and easy. But most importantly, much happier designers!

Being able to move any object anywhere and have our characters move along with them was fundamental to our game, so we made it so Kit can attach to pretty much everything. If the object moves or rotates, so does she. The level designers have done a great job using this and, even from the first level, you will see some fun movement and puzzles you can play with using these moving objects.

Blade Kitten was a re-think of how we normally do artificial intelligence. As there is a single plane that everyone fights on, we needed to make all the enemies work together without getting in each other’s way. Therefore, you’ll see things like the front guy duck down so the guy behind him can take a shot, or even have one guy jump over another to try to aggressively get to you. They all work together which helps create an interesting experience without overwhelming the player. It’s important that the enemies in the game feel like they are alive and are planning their strategy together to form a real challenge to players.

It was fun to get physics working properly in a 2D environment. We have some items which are fully 3D enabled and allowed to fly off into the yonder. Enemies have “ragdoll” effects that have them falling down in different ways when hit, and “fraggable” objects that break apart realistically. Additionally we have items that are fully physics-driven but stay on the player’s plane so you can use them without worrying about them flying away from you. This goes towards making the game world deeper, more detailed and unpredictable.

I hope you all enjoy this game as much as we have enjoyed making it.

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MAG v1.07 Available Early August

If you consider yourself the type of person who likes getting new video game features for free, then our next MAG patch — version 1.07, due in early August — is definitely something for you.

MAG for PS3: Sabotage Mode

Yes friends, in just over a week from now, players will be treated to a number of features that you’ve been asking us for all summer in addition to a few surprises. Like what, you ask? Like these:

  • A new “Happy Hour” Double XP bonus that’s applied to the first hour of any player’s gameplay session in a 24-hour period.
  • Suppression will join Sabotage as a “Faction Neutral” gameplay mode, allowing any PMC to battle each other on any Suppression map.
  • Faster download and patching code that allows us to update MAG with more content and bigger file sizes in a speedier way.
  • Redesigned versions of the Flores Basin (Raven) and Alyeska Terminus (Valor) Domination maps that include new obstacles and repaired exploits.
  • New lighting effects for more attractive and realistic environments.
  • Various fixes to address bugs or glitches to improve MAG’s overall performance.

Of course, there are a number of other additions and fixes coming with MAG v1.07, but the points listed above should whet your appetites while you wait for the full list of changes closer to the update.

Watch this space for patch details next week and, as always, let us know what you think of these modifications on our official forums.

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Dead Space 2, Ignition, Extraction, Aftermath, and Salvage

It’s been a busy few days for Dead Space fans; a lot of news has come to light over the last week. While Dead Space 2 is still on track for early 2011, the world of Isaac Clarke is spreading like necromorphs through a ventilation system.

In this interview from last week’s EA Showcase, Dead Space 2 Producer Rich Briggs answers your questions about Dead Space 2 and the PS3-exclusive HD edition of Dead Space Extraction, and details the forthcoming Dead Space Ignition (which will tie in to DS2).

Later on in the week, EA/Visceral Games made even more Dead Space-related announcements at Comic-Con. Here’s Dead Space 2 executive producer Steve Papoutsis with details for our readers:

Today is a very exciting day for the Dead Space franchise. I’m proud to announce 2 new fiction extensions for the Dead Space universe.

Dead Space Aftermath is our second animated feature. It tells the story of what happened after Isaac had his encounter with the red marker. We are working on this with Starz/Film Roman and will be released January 2011.

Dead Space Salvage is a new graphic novel featuring the talented artist Christopher Shy. It takes a peak at what happened to the Ishimura after Isaac departed.

Both of these additions will continue to expand the Dead Space fiction and we can’t wait to see what people think when they get to enjoy them.

If this stuff sounds cool please post a message and let us know. Thanks.

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Next PS3 Firmware Update Adds PlayStation Store Recommendations

Hi everyone, the next PlayStation 3 (PS3) system software update is coming soon. Firmware update 3.41 will add recommendations for games and videos on PlayStation Store. When you’re browsing through the details of a particular title, you’ll see a new “You May Like” section on the right-hand side. This section lists additional items based on the purchases of other PlayStation Network members who have purchased the item you’re currently looking at.

You can then click on this section to zoom in on the list and scroll the recommended titles.

system software update 3.41 recommendations

This feature is a great way to discover new games that you may not know about, and it’s another step toward making the shopping experience easier and better for you all — similar to the five-star ratings feature we added in the last firmware update. Please note that while the 3.41 update will be released shortly, the recommendations feature on PlayStation Store is slated to go live by the end of July.

In addition to this PS3 update, the next PSP (PlayStation Portable) firmware update (v.6.31) will be coming as well. This is a minor update, and system software stability during use of some PSP format software titles has been improved.

As always, we look forward to your feedback.

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ModNation Monday: Creations of the Week

Greetings everyone Ramone Russell here with another ModNation Monday update!

ModNation Racers: ModNation Monday

MNR Creations of the Week

Amazing creations in ModNation get shared every day and we are playing a ton of them. If you are interested in submitting your mod, kart or track to be a future “creation” of the week be sure to visit up on the official ModNation Community site and who knows? You might see your handy work on the PlayStation.Blog.

Mods of the Week

Mod Name: Break Time
Creator: coltsandcubsfan

ModNation Racers - Break Time

Mod Name: Ike(Remaster)
Creator: paradise131

ModNation Racers - Ike (Remaster)

Karts of the Week

Kart Name: Buggy O’Hare
Creator: SuperSpecs

ModNation Racers - Buggy O'Hare

Kart Name: DualShock
Creator: cros1625

ModNation Racers - Dualshock

Tracks of the Week

Track Name: The Desert Kingdom
Created by: StealthReborn–

The Desert Kingdom 1 The Desert Kingdom 2

The Desert Kingdom 3

StealthReborn—says “This is another map that’s well suited for the beginners and a very fascinating map for the advanced players. There’s a lot to see in this map, and a couple of minor surprises. You think you’re going to be going through that hoop in the air? Think again, you might just find yourself on the same road heading straight for a devastator if you’re not careful. This map is has tons of scenery, nice twists and turns to satisfy everyone.”

Track Name: Alpine Stadium
Created by: dragon_Bremen

Alpine Stadium 1 Alpine Stadium 2

Alpine Stadium 3

dragon_Bremen says “Blast up (or over!) Winding mountain roads, through dangerous caves and BLAST OFF the peak at maximum altitude and velocity! Pods are easy pickings at the base, but become harder to grab toward the top. Can you find all the shortcuts?”

Track Name: Roma
Created by: CIV_BOSS

Roma 1 Roma 2

Roma 3

CIV_BOSS says “This is a trip through ancient Rome. When you play this track you’ll have a choice of whether to focus on the track and win or just be absolutely amazed at how beautiful this map is, and probably hit a wall staring off into the scenery. You will blast off over the Pantheon through the roman city and market, around or through the coliseum, across the aqueduct and through the Circus Maximus. Have fun playing or just enjoy the beauty.

Hot Lap Roster for this week

Continuing with the trend we started weeks ago, this week’s Hot Lap roster features all new community created tracks.

  • Monday: The Desert Kingdom, by StealthReborn–
  • Tuesday: Mount St. Salad Climb, by SaladSnacksSTD
  • Wednesday: Morning Sprint, by Crashdance23
  • Thursday: Roma, by CIV_BOSS
  • Friday: Festival Circuit, by dragon_Bremen
  • Saturday: Crimson Valley 1.6, by BorrelnootjeNL
  • Sunday: La Lotte, by INeon_INoodle

What’s up with the PATCH?

We know everyone has been extremely patient with this patch and it’s much appreciated. We are happy to say that we hope to have a solid release date next ModNation Monday.

Until then… see you in the ModSpot!

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DC Universe Online for PS3: Full Comic-Con trailer

We told you something legendary was about to happen! One of the hits of San Diego Comic-Con weekend was the debut of the full cinematic trailer (a whopping 5 and a half minutes) for DC Universe Online, entitled “Who Do You Trust?” In addition to being shown on Spike TV, the trailer also made its Comic-Con premiere at the DCUO panel discussion to thunderous applause.

In DC Universe Online, you’ll be able to team up with legendary DC heroes like Batman, Superman, and Green Lantern… or pledge allegiance to the Joker, Lex Luthor, and other classic villains to determine the fate of the DC Universe. During the struggle for supremacy, you’ll team up with thousands of other players online from your PS3, customize your own skills and abilities, and ultimately create the most powerful super-being ever depicted in a videogame setting

So now that we know that gamers can become the next great legend of the DC Universe, the next question is whether or not they’ll save it, or conquer it? Guess we’ll find out when the game hits the PS3 on November 2nd.

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PlayStation Move hands-on: Resident Evil 5 Gold Edition

At last week’s PlayStation event in NYC, I was pleased to see Resident Evil 5: Gold Edition make an appearance — complete with the new PlayStation Move control scheme.

I grabbed a PlayStation Move and a Navigation Controller and dove into a combat sequence several chapters into the game. Several details quickly became apparent:

Resident Evil 5: Gold Edition for PS3 and PlayStation MoveResident Evil 5: Gold Edition for PS3 and PlayStation Move

Aiming is much, much easier. I was able to pop headshots, even at long ranges, with impressive accuracy using the PlayStation Move’s reticule aiming. You move your character with an analog stick (via the Navigation Controller or a DualShock 3), then squeeze the trigger on the PlayStation Move to draw your weapon. Once your shot is lined up, you press the Move button with your thumb to fire the shot. Easy!

From what I played, the new PlayStation Move aiming controls will be a big help to players who had difficulty adjusting to Resident Evil 5’s default analog stick control scheme.

Knifing is easier, too. In the original version of Resident Evil 5, swinging your knife was a two-step process: you pressed and held one button to ready the knife, and another to swing it. But using PlayStation Move, you can “waggle” the motion controller to immediately swing the knife at any time. It’s handier in a pinch, and makes close-quarters battles feel faster and deadlier. It’s also easier to smash open crates and barrels to find those all-important healing herbs.

Reloading works through a similar process: you pull the trigger to ready your weapon, then “waggle” the PlayStation Move control to reload. These tweaks make the game feel faster and nimbler, freeing up precious seconds during heated combat sequences.

Chris and Sheva are more maneuverable. By shifting the run button to the left-hand Navigation Controller (or a DualShock 3), Resident Evil 5 frees up your right hand for aiming and knifing. This has a liberating effect on the game’s pacing by encouraging more hit-and-run tactics — a must when battling tough bosses such as the chainsaw-wielding Majini. Much like the other enhancements to the PlayStation Move control scheme, this makes playing Resident Evil 5: Gold Edition a nimbler, easier process.

Resident Evil 5: Gold Edition for PS3 and PlayStation Move

If you already own a copy of Resident Evil 5: Gold Edition for your PS3, you’ll be able to download a free patch close to the launch of the PlayStation Move (September 19th in North America) to enable the new motion-control scheme. This will only work with RE5 copies labeled “Gold Edition” — the original version of RE5 won’t be receiving the patch, for technical reasons.

Moving forward, all new “Gold Edition” versions of Resident Evil 5 that hit store shelves after the launch of PlayStation Move will come with PlayStation Move support included on the disc. Resident Evil 5: Gold Edition also comes with all the DLC add-ons, including the new “Desperate Escape” and “Lost in Nightmares” scenarios, as standard features.

Have any other questions about Resident Evil 5: Gold Edition’s new PlayStation Move control scheme? Ask away in the comments and I’ll see what I can dig up.

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