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September 2010

Posted on 25 September by James Gallagher – Blog Manager, SCEE

PlayStation.Blog Recap

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Right now, working on the PlayStation.Blog feels like standing in the eye of a storm, with a summer of blustery trade shows behind me and a torrential downpour of huge games coming in October and November. Which blockbuster do you think will be standing tall at Christmas, or do you have your eye on some plucky contender that could sneak up and take the laurels? Here’s your recap.

PlayStation.Blog.Europe Weekly Content Recap

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Posted on 24 September by James Gallagher – Blog Manager, SCEE

The Friday Debate – Trial Or Tribulation?

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My first two PlayStation experiences began with demos. When Garth Crooks handed me my original PlayStation console for winning a game of Pro Evolution Soccer at Match of the Day Live in Birmingham, I rushed home and blitzed through every demo on the disc included, before putting in an Ocean Colour Scene CD and being amazed that I could make it sound like I was in a church.

When I unwrapped My PS2 one Christmas Day (can’t remember the year but I think we had a goose) my Dad had forgotten to get any games so I had to make do with the demo disc from a hurriedly purchased copy of the Official PlayStation Magazine.

This week’s Friday Debate isn’t about my childhood, but demos – how important are they?


Additionally, what makes a good demo? Do you prefer a nicely structured guide to as many of the game’s features as can be crammed in, like the God of War III demo, or time restricted freedom, like with Just Cause 2 and Mafia II?

Share your thoughts in the comments and, for the first time this week, take part in The Friday Debate in PlayStation Home. Just head over to the Polling Station in Home Square and register your vote.

Go!

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Posted on 24 September by James Gallagher – Blog Manager, SCEE

Castlevania: Lord Of Shadow Interview

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The game’s producer Dave Cox speaks to the PlayStation Blog about the upcoming Castlevania revamp.

Castlevania: Lords of Shadow

By now, quite a few PlayStation 3 owners will have had the chance to try out the Castlevania: Lords of Shadow demo. What were you trying to put across with that teaser?

It was just a small taster of what to expect. The demo was created to showcase the visuals the game enjoys and as a basic introduction to how the user can enhance Gabriel’s combat and abilities. It is difficult showing the variety of the full game in just two levels, but the first stage is a sampler of the way combat works, while the second level, where Gabriel is horse-bound and battling Wargs and Lycans, highlights the variety of content the final game offers.

How would you describe the learning curve of your combat system?

It’s a constantly evolving system, where the player can decide what to add and when. We wanted to remain true to the exploration ethos of the original Castlevania games, where a picture of the map would indicate areas you had missed for whatever reason.

In CLOS, we have areas that cannot be reached at that point, but with the addition of, say, double-jumps, they can. In terms of combat, the newer moves are essential as the range of adversaries is constantly evolving and their AI is sharpening all the time. We also use it to vary up the combat elements, as we were conscious that combat stages can descend into just button pressing stages. Everything in CLOS is there for a reason and hones the gameplay.

Castlevania: Lord Of Shadow Interview

What’s your approach to storytelling?

That it works symbiotically with the game. When Mr Kojima came on board, he worked closely with us to show how the story can feed the game and vice versa. Our initial outline for Gabriel was that of a generic barbarian, but Mr Kojima’s input helped us flesh him out, and new elements for the action segued from that. It was because we had such a rounded character that could be emphasised, that the actors such as Robert Carlyle had more to work with – which I think shows in the final product.

You’ve assembled a really impressive cast; did you have those actors in mind from the beginning?

We always had the cast we got in mind, and they have been brilliant. What could have been an ‘in and out’ voiceover job for them wasn’t. Instead, their love of the script and praise saw them developing their characters and working through the motivations for them – offering little nuances and touches that we knew actors of their ranges and talent would bring to the project.

Castlevania: Lord Of Shadow Interview

One of the things I remember about the original games was a lot of repetition, but in a good way, if that makes sense, encouraging players to revisit areas to find something new. Will we see more of that, or is it just not in keeping with current fashions?

Actually, repetition is not a part of CLOS – if anything, we have been obsessed with constantly surprising the player. We were determined that CLOS would not fall into the‚’level, level, boss, level, level boss’ cliché that some games suffer from. Yes, there are nods to past Castlevania games and we have patterns that fans of the series will recognise, but this was about delivering a new Castlevania – and we wanted to create fresh elements that people would enthuse about.

There has been a fair amount of controversy around the new Dante in DmC: Devil May Cry, another IP created in Japan and now being rebooted by a Western developer. Did you ever fret over a similar reaction?

God yes! When we announced we were doing CLOS, there were so many negative comments. People loved Castlevania, and felt that it was being sold short. I had to convey that it was my love for Castlevania that A) made me want to work for Konami in the first place and B) try to breathe new life into it. As we have shown more and more of the game, I think some of the doubts have been cast aside and the fanbase is now looking forward to the rebirth more than being wary of it.

CLOS has been compared to many games, including God of War and Shadow of the Colossus; which ones have you agreed or disagreed with?

Castlevania is a series that is 25 years-old. It is fairer to say that the games you mention owe their existence to it, than Castlevania to them! We are in 3D, have huge real-time bosses and a mixture of combat and platform styles – as such there are links to any number of games there.

However, when you look at the greater picture, CLOS is a game that mixes and matches these elements to constantly surprise the player. It is inevitable that a new game is going to be compared to other games as people often need to pigeon hole stuff to understand it, but hopefully after CLOS everyone else’s games will be billed as CLOS clones!

How sick are you of that last question?

It used to bug me, but it had to be expected when CLOS was an unknown quantity!

Castlevania: Lord Of Shadow Interview

It seems a recent trend for fans to debate around which is the ‘lead platform’ during game development. Why did you decide to ‘lead’ on PS3 and does it really make a big difference?

Hmmm, I think that the ‘lead’argument traces back to a comment I made early on in the game’s development. The two formats were developed side-by-side but, at the time of that interview, the PS3 version was more advanced. Loose lips and all that…

Do you want CLOS to be judged as a Castlevania game or as a breakaway project?

Can I have both? It has enough elements to please Castlevania fans, and has little nods to the past and touches that they will recognise and appreciate, but it is not bogged down with the whole canonical scenario, so is a perfect new jumping on point for newcomers. Yeah, both please…

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Posted on 24 September by Tom Bramwell – Eurogamer Editor

Sony Goes Big At The Eurogamer Expo!

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Eurogamer Expo

Hello everyone! My name’s Tom Bramwell and I’m the editor of a website called Eurogamer.net. We do reviews, news, that sort of thing – but we also run an annual event called the Eurogamer Expo and we’ve got an absolute TON of PlayStation 3 stuff there this year, so I thought you might want to hear about it!

The Eurogamer Expo is at Earls Court in London next Friday, Saturday and Sunday (1st to 3rd October) and consists of a huge show floor where you can play the likes of Gran Turismo 5, inFAMOUS 2, Killzone 3 and more, as well as a special auditorium where top game developers like Media Molecule and Guerrilla Games will be presenting their games and taking questions from the public.

Sony Goes Big At The Eurogamer Expo!

When we started the Expo our goal was to put on an event where everyone can come along and play the games they REALLY want to play without having to queue for four hours. I’ve done that at E3 and it is not fun! Over the years we’ve expanded it to include all sorts of other fun stuff and nowadays it’s a really great place to play games, talk to developers and meet like-minded gamers.

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Enough of the hard sell though – you probably just want to hear exactly which PlayStation 3 games we have and which of your favourite developers are speaking, so here’s a rundown: (more…)

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PlayStation Moves Into New Home In Dublin City Centre

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To celebrate the launch of PlayStation Move in Ireland, we’ve transformed vacant premises on Dublin’s South William Street into a state-of-the-art gaming zone, the PlayStation Hub.

PlayStation Moves Into New Home In Dublin City Centre PlayStation Moves Into New Home In Dublin City Centre

50 South William Street has been converted into an intimate gaming paradise with the PlayStation Hub being kitted out with six demo areas dedicated to PlayStation Move, and a separate gaming zone where visitors will have a chance to preview some exciting new PS3 game releases, including Gran Turismo 5 and Killzone 3.

PlayStation Moves Into New Home In Dublin City Centre PlayStation Moves Into New Home In Dublin City Centre

The PlayStation Hub is open until Sunday 14 November and admission is free. Everyone who visits the PlayStation Hub will also be in with a chance to win a PS3 and PlayStation Move starter pack.

For more information and to check opening hours visit our Facebook page – Facebook.com/SonyPlayStationIreland.

We hope to see you at the PlayStation Hub soon!

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