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May 2010

Modnation Racers Press & Community Event – Breda – NL

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BENELUX JOURNALISTS GET SNEAK PREVIEW OF LONG-AWAITED GAME

11 May 2010, Breda – On Tuesday, 11 May, Tons of game consoles, the smell of burning rubber and a fully-furnished ModNation Racers location were the main ingredients for the largest, long-awaited press event, featuring ModNation Racers, the latest arrival in the creative game genre! Journalists from every corner of the Netherlands and Belgium were the first to become acquainted with the game that will be released on Friday, 21 May for PlayStation 3 and PlayStation Portable. The spectacular press programme, specially designed for the imminent release, was divided into two parts: a challenging competition among eight of the largest game media in the Benelux and an informative afternoon programme for all the other media. Let the excitement begin!

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At 9:30 a.m., Lot 66, one of Brabant’s most comprehensive entertainment centres, opened its doors to welcome the eight media parties from the Netherlands and Belgium for a real ModNation Racers competition. Each media party, consisting of two members of the editorial staff with two fanatic community members who were selected through various special actions, competed for the highly coveted grand prize: a unique ModNation Racers cup and one of the latest Sony Ericsson Xperi X10 smartphones. Ready… set… go!

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Burning rubber and an overpowering smell of fuel awaited the 32 participants when they started on the real-life karting competition. In eight 15-minute heats, all of the participants had the chance to place their fastest lap. This resulted in exciting neck-and-neck races, in which every second counted, since the team with the average fastest lap was awarded the most points for this part.

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FirstPlay Episode 8

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Hello everyone,

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FirstPlay episode 8 is on the Store from Wednesday, and there’s never been a better time to subscribe. This week we’re giving away the addictive arcade minis title Blast Off, and there are two more minis titles to follow in the next two eps. We’ve also got demos, themes and avatars on the way very soon, all of which you’ll get for free if you buy a 90 day subscription for just £8.99.

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As for the videos, this week we start with a HD review of the sun-kissed arcade racer Split/Second: Velocity, which is mostly about blowing things up and looking pretty and therefore pretty amazing. On top of that we’ve got a preview of Codies’ International Cricket 2010 (yes we have been replaying that Australia/England World Cup final over and over) and a review of thunderous bike racer SBK X.

Dig deeper and you’ll find Network Highlights, this week featuring a guide to God Of War III’s challenge rooms, and our screenshot galleries, including the latest on Castlevania: Lord Of Shadows and Saw 2. Dig even deeper and you’ll find where we hid all the bodies. Probably best stop digging after the screenshots.

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As ever if you have any questions or comments then you can email us at FirstPlay@futurenet.com, find us on on Twitter at @firstplay_uk, or hunt us down on the EU forums.

See the Future of PS3. First.

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LOVE IT !

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Our friends over at Sony Pictures have got a great new promotion. Tell them why you love a film and your quote & name could be featured in the advertising campaign!

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Go to the Facebook Love It page ‘like’ love it, and get writing your winning quote. Fame could be a click away …

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Patch Alert: MAG v1.06 Coming In June

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Though we’re still several weeks away from its release, we thought it prudent to give everyone a head’s up on what we’re working towards for our next MAG patch – and it’s a big one!

Slated for sometime next month, MAG v1.06 will add a number of requested new features to the game that should please fans regardless of their play style. Not only have we made it much harder to accidentally kill fellow teammates, for example, we’ve also expanded the Medical Kit’s functionality to give users total control over who they heal (allies or themselves), while updating the experience system that surrounds it. Other new goodies include improved vehicle handling and physics, new gun ports for APCs, weapon efficiency adjustments, credit cost changes, and updated medal and ribbon requirements.

Another nice addition is that we’re also giving users who are currently without access to PlayStation Stores the ability to get all previously-available DLC immediately in-game.

We’ve listed a number of planned fixes on our index below, but this by no means the complete list of changes coming with v1.06 next month. We’ll have additional details on the full list of updates in the coming weeks in addition to the awaited news regarding our next bit of DLC (which is our biggest yet!). In the meantime, enjoy what we have for you so far and stay tuned for more specifics as we get closer to the patch’s release.

MAG Patch v1.06
Available June 2010 | Size: TBD

Gameplay

  • Player knife attacks no longer deal damage to members of own PMC.
  • Headshot damage bonuses no longer apply to friendly fire.
  • Changed rewards for the resuscitation of an incapacitated ally to 5XP for partial health revive, and 10XP for full heath revive.
  • Added functionality to Medical Kit so that players can now heal themselves with L1 in addition to using R1 to heal or revive a teammate.
  • All vehicle handling has been improved and been given more realistic physics.
  • Added three gun ports to APCs of all factions.
  • Slowed down the rate of fire for the APC’s primary gun, but increased bullet damage.
  • Primary APC gun can now damage enemy APCs.

Weapons

  • Adjusted damage for the AM50, Rollins LRRS, and AGVK sniper rifles vs. vehicles and emplaced turrets.
  • Increased rate of fire for all pistols (Raven’s F57, SVER’s IZ-443, and Valor’s M9).
  • Improved close-range effectiveness and decreased long-range effectiveness for all Pistols, Machine Pistols, SMGs and Shotguns.
  • Made all LMG foregrips less effective at stabilizing fire.
  • Made improved stability skills less effective at stabilizing fire for machine guns.
  • Credit cost for Pistols has been changed to 0c from 100c.
  • Credit cost for Machine Pistols has been changed to 200c from 300c.
  • Credit cost for SMGs has been changed to 300c from 400c.
  • Credit cost for Shotguns has been changed to 400c from 600c.
  • Credit cost for Improved Rocket Launchers has been changed to 800c from 1000c.
  • Credit cost for Smoke Grenades has been changed to 200c from 300c.
  • Credit cost for Poison Gas Grenades has been changed to 500c from 600c.
  • Credit cost for Explosives Detector has been changed to 300c from 600c.

Interface

  • Adjusted requirements for most Medal Awards.
  • Added progress bars to all Medal Awards.
  • Changed vehicle icon visibility on the map to reflect its current status of visibility instead of its previous map state of “always seen.”
  • Repaired display problem in the “Community” tab’s “Player Search” screen that improperly presented names with multiple non-alphabet characters.
  • Statistics for “Enemy Vehicles Destroyed Assists” and “Enemy Turrets Destroyed Assists” are now correctly listed in proper category “Objectives.”

Graphics

  • Fixed display problem with player’s left hand placement when using foregrip and bipod on the Raven Apex 100 light machine gun.
  • Fixed issue that prevented repaired roadblocks from “shining” to indicate that they can be interacted with.

Technical

  • Previously-released downloadable content (Fast Attack Gear Pack, Trooper Gear Pack, Raven’s Spyder Body Apparel, SVER’s Hazard Body Apparel, and Valor’s Bulldog Body Apparel) is now accessible to all users without PlayStation Store access.
  • Patched problem that prevented users to save loadout with DLC weapons following a “Respec” action.
  • Repaired issue that caused renamed PSN IDs to be incorrectly identified as its previous name when logging in.

Server

  • Updated patching system to allow for faster download speeds when retrieving in-game updates.
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Killzone 3 Announced And Playable In 3D

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Earlier this month I made my first trip to Amsterdam and while I didn’t get chance to visit the Van Gogh Museum, I did get a different sensory treat: I got to play Killzone 3 in 3D.

The select group of journalists invited had little idea of what to expect as they climbed the stairs to a private cinema in Amsterdam’s Melkweg, but soon Hermen Hulst, Managing Director of Guerrilla Games, took to the podium and revealed all.

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Killzone 3 picks up where its predecessor left off and it’s a much grander experience in terms of scale and ambition. There will be more variety, more enemy types, massive environments and a broader vision of the planet Helghan and its many terrains. The presentation closed with a beautifully violent video montage of the Brutal Melee attacks, which are the new close range attacks.

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I caught up with Hermen after his presentation to ask how community feedback has shaped Killzone 3.

“As you may know, we are always in close contact with the Killzone community,” he said. “The response to Killzone 2 has been fantastic but there is a general response that it had too many ‘corridors’. We have to temper that with the knowledge that many players really enjoy that gameplay style. Our plan is to solve this dilemma with huge variation in gameplay styles.

We had plenty of variety in Killzone 2 but much of it was introduced in the second half of the game. This time around, right from the start every new level has its own distinct feel.”

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The level playable at the show was set in an arctic environment and introduced a number of new gameplay elements. One of the most eye-catching is the new jet packs: first you must fight off three Jetpack Troopers, who are quick and heavily armed. Once you defeat them, you discover a spare jetpack that you can strap yourself into. It works like an exaggerated jump, allowing you to soar high into the air and use the forward thrust twice before having to land, and opens up the possibilities for platforming and aerial combat.

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“If you remember, the Jetpack Troopers were in Killzone Liberation on PSP and we’ve always wanted to bring them back,” explained Hermen. “When you include aerial combat you obviously need plenty of space so the much bigger levels in Killzone 3 have presented us with the opportunity to include this enemy.”

The story is an important part of the Killzone experience so I asked him to set the scene. Warning: there’s a Killzone 2 spoiler in his response.

“We recognise how important the story is in Killzone games,” he replied, “and we’re making great leaps forward with character development and the quality of the dialogue and the writing. We’re going all-out to make Killzone 3 a rounded experience on all fronts.

So with Visari gone, there’s a power vacuum on Helghan where figures like Stahl, the head of the Helghan weapon producer, are vying for power. Essentially, the surviving ISA soldiers are caught in the middle of a catfight when what they really need is to get the hell off the planet and return to Vekta.

On the ground, this political situation changes the nature of the conflict. The Helghan are now in the ascendency and they are bringing a great deal of new technology to the fray. The result for the player is that you’ll be encountering new weapons and enemy types with their own distinct behaviour.”

Finally, I was told beforehand that we wouldn’t be mentioning multiplayer at this particular event but I knew you wouldn’t forgive me if I didn’t at least broach it, so I asked how much of the team’s energy is going into this component.

“We always refer to multiplayer as ‘the other half of the game’,” he said, “meaning that it’s just as important to us as single player. It’s an area on which we have key individuals working and I can promise true innovation. Right now we’re looking through all of the feedback we received on Killzone 2, particularly around accessibility.”

I came away with so many thoughts and impressions from the event that I feel like I could write a short novel. Head to over to eu.playstation.com to read an impressions piece that I wrote, which goes into more detail on the incredible stereoscopic 3D. Feel free to ask questions in the comments; I have more info and quotes from Hermen that I can drop in there where relevant.

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