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December 2010

Posted on 16 December by Emmanuel Orssaud – Portal Manager

The Official PlayStation App, Coming Soon To iPhone And Android Handsets

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The Official PlayStation App, Coming Soon To iPhone And Android Handsets

I’m very happy to finally be able to announce on the PlayStation.Blog that we will launch the Official PlayStation App very soon.

The app will be available to download for iPhone and iPod Touch with OS 4 and above, and most Android compatible handsets with a minimum of OS 1.6.

The Official PlayStation App for the iPhone

The Official PlayStation App for the Android

In version 1.0 you’ll be able to:

The first version (1.0) will be available in the following countries: UK, France, Germany, Spain, Italy, and The Netherlands.

We are already working on the next version that will support most SCEE countries and languages, and will also let you comment on PlayStation.Blog.

There are tons more features we are planning to bring to this app in the next few months so keep an eye on the PlayStation.Blog for further announcements early next year.

I’ll be back here to let you know once the app goes live.

Oh, and I almost forgot to say that the app will be free to download! :)

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Modern Combat: Domination Interview With The Producer

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It’s been a while since Gameloft dropped by the PlayStation.Blog. We didn’t mean to go M.I.A. on everybody, but our dev team’s been quietly working on our newest project. The producer wanted to share a few thoughts on Modern Combat: Domination before its debut next January.

MCD_3

So…what exactly is the title about? Boiled down, it’s immersion in a modern war experience with one of the most complete FPS multiplayer games on PSN. Throw in PlayStation Move compatibility and you can look forward to a comprehensive shooter experience. FPS fans can expect maps featuring Middle Eastern and Western metropolitan cities, as well as high-resolution graphics and an extensive use of physics creating impressive game environments.

Read on for our full interview regarding our upcoming PSN title: Modern Combat: Domination!

Gameloft: With the Modern Combat series always offering an immersive experience, how did the development team work to offer greater depth to the gameplay?

Producer: We focused purely on the multiplayer experience. We worked on the different game modes, the level design of tactical maps, the core weapons to offer both variety and good balance, and the unlocks / ranks for an addictive progression. Regarding the gameplay itself, we wanted something more realistic; while still accessible to the newcomer, hardcore gamers would welcome the chance to hone their skills. We’re trying to make the gamer more interested in his role while he plays; it increase the adrenaline and tension during gameplay. We wanted to offer fans an experience that isn’t typically felt in the current top-seller FPS.

Gameloft: Were there specific challenges the development team faced?

Producer: We are using our latest next generation in-house engine for the game. One of the biggest challenges is the visual aspect; this required significant work from the team. Because this fresh engine is dedicated to next generation consoles, the development team had to quickly adapt and apply technical details on the fly. It was rather nerve-wracking, especially since the game features all the special effects you’d expect from a console game, including the latest shaders support and 60 FPS.

The second big challenge is online stability; we have to adapt and learn the massive scale for it to work flawlessly on such a game.

MCD_1

Gameloft: We know that Modern Combat: Domination is an online multiplayer experience with quite a variety of maps. How were maps for the game built and what can gamers expect?

Producer: I will try not to give away too many spoilers. For the Middle Eastern maps, we took our inspiration mainly from our previous games. For example, we created a cave and brainstormed how we could reuse the concept and push it graphically. Each map was discussed on paper first, then tested many times in grey boxes; once the core level design was approved, we applied texture and finished the last micro level design elements.

As for what gamers can expect, these maps are all about cover and opportunity spots. The level designs feature strong drawbacks and advantages that require teams to cooperate and coordinate attacks. Rushing into objectives will only lead to mission failure, so it’s key for the team to anticipate and progress with care. When under fire, gamers will need to be quick and accurate or else just a few enemy bullets can send gamers to respawn. It is the perfect challenge for people who are seeking a very engaging FPS experience; gamers will have to master maps, skill sets and abilities, and of course, function as a team. It’s not something we think you’ll commonly find on the PSN.

Gameloft: Modern Combat: Domination also features an extensive customization system. What are the customization options and how do they translate in terms of gameplay?

Producer: The development team wanted to go further with the weapon list. For both visual variety and gameplay richness, the team didn’t want upgrades to be simply cosmetic. Without breaking weapon balance, custom options can significantly change the way gamers play. The default iron sight can be difficult on some weapons so you can prefer visibility with red dot sight for precision. Or you can add foregrip to reduce the recoil of your weapon. Or you can add a grenade launcher. Or…well, the list goes on. That’s how we’ve worked it; it comes as a reward while you progress in the ranks to unlock them. They won’t magically turn you into the greatest player, but it allows you to define how you want to play your preferred weapon.

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Gameloft: Finally, what would you say are the main advantages of Modern Combat: Domination over other PS3 FPS?

Producer: We come with a different multiplayer experience compared to what we always see now in contemporary military FPS. It offers great graphics, addictive gameplay and and a price that is far less expensive thanks to being offered on PSN instead of a traditional box title. I believe it will please players on PSN!

Look forward to more updates in the coming weeks because Modern Combat: Domination will be hitting PSN next month!

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New PixelJunk Shooter 2 Video Shows Online Battles, 20 Weapons, New Boss

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Long time no post! Here at Q-Games we’ve been ultra-busy finishing PixelJunk Shooter 2; unfortunately it took a little longer than we expected but that’s because of a number of (very cool) reasons!

You may have already heard, but PixelJunk Shooter 2 has the most insanely fun online Versus mode that has ever been created. Rather than just do a simple battling-type system, we created a special cat-and-mouse type game which has you and the enemy take turns as cat or mouse, either scouring the stage for the other player or running away from him. The trick being that the “mouse” is invisible to the other player unless he views you directly, so you can sneak around collecting the survivors and transporting them to your base. Each survivor that goes into your base is an extra point. But watch out – when it is the other player’s turn to play mouse they can steal them back if they are cunning enough.

PixelJunk Shooter 2PixelJunk Shooter 2

Carefully laid out on top of this really addictive core game is a league system that earns you “money” that you can use to buy crazy and special items for use in battle (you only have to buy them once and you can use up to three types at any time per battle). The ultra-slow but ultra-smart homing missile is one of my favourites (it doggedly tracks the other player and is difficult to shake off!), as is the “Time Slip” item that rewinds the positions of both players for a few seconds. There is a limit on the number of uses of certain items within a battle, so a lot of strategy is involved and it has a seriously good “just one more go” factor — if you win, you will climb into new leagues to get bonuses so you can buy even cooler weapons (with 20 to choose from!) and more maps to play on. I can see many, many late nights being caused by just this part of PixelJunk Shooter 2.

PixelJunk Shooter 2PixelJunk Shooter 2

But on top of all this we have created a whole new set of three worlds with new liquids, puzzles and some brilliant new enemies and bosses, packing even more fun into the regular adventure mode too! So PixelJunk Shooter 2 is not only our first true sequel in the PixelJunk series, it’s also our first PS3 online title and the combination of these two things means it is simply bursting at the seams! Oh, and remember to look forward to the new “suits” for your ship, of course!

Anyway, no more chit-chat. Check out the trailer above and see what I mean!

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PlayStation Home: Relive Old Favourites In The PSN Sphere!

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December is a great month for events, and so it is that this week we announce the launch of the PSN Sphere public space. The brand new PSN Sphere will showcase the top PlayStation Network titles and act as a hub for accessing the uniquely themed event spaces devoted to each title. At launch, the Sphere will host three classic and much-loved event spaces: Fat Princess, Hustle Kings and Gravity Crash. In addition, those who love puzzles should try out the maze mini game, in which you’ll use the SIXAXIS controller to navigate a glass ball towards a portal against the clock. There’s a reward on offer for each area navigated … if you’re fast enough! The Sphere will be worth revisiting over time, as it grows with information about upcoming titles as well as themed areas for the best titles; the first of which is due soon, and is sure to send a shiver down your spine!

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Christmas: a time for good food, good times … and good sledging! The good people at Audi have taken their long-held interest in all things winter sports related to another level with the design of their technically peerless Audi S1 Sledge concept. Now this isn’t your run-of-the-mill toboggan. Nor is it available in the shops any time soon. But through the magic of PlayStation Home you can now give this sledge-to-end-all-sledges a run down the piste. Have you ever noticed those glorious snow-covered peaks in the distance from the Audi Home Terminal? The Audi S1 Sledge game takes you there to the Audi Alpine Lodge to test your sledge skills. For those that are successful there are a range of fantastic rewards to be won. Oh, and who said the yeti doesn’t exist…. Happy sledging! While you’re visiting Audi, don’t forget to get your votes in for the questions that will be submitted to Audi for a Q&A soon. Voting ends December 20th!

Audi_Yeti_Costume Audi_SledRider_Costume

Audi_Sled_Race01 Audi_Sled_Furniture_Reward

Enjoy a good murder mystery? Head for the GAME space this week, where you’ll find a selection of items from Relentless’ Blue Toad Murder Files! In the Billabong store there’s another new release, featuring ladies tight jeans and vests for the guys as the highlights. The MyDeco store has taken delivery of new stock, including lamp, seat and festive tree. Finally, Codeglue’s Cardboard Cartel store updates with a special Santa costume (he’s on a reindeer!) alongside a range of new dresses sure to set new ladies fashion trends in Home this winter.

FlowerDress Tuxedo

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See the Skyline Track from MotorStorm Apocalypse in Action

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Hi everyone,

On the recent trip to New York we unveiled Skyline and we’d like to share a video of this new track with everyone on PlayStation.Blog, as well as bring you a round-up of the details revealed at the event and give away some info on the activity you can expect to see coming up. First up, the video of Skyline starring my favourite new vehicle, the Superbike:

…and here’s a recap of the new info we shared:

  • PSN avatars, dynamic themes, pre-order and PS+ exclusives are all planned and we’ll have specifics very soon.
  • We’ve got a sophisticated Photo Mode with really high resolutions available and some simple tools that allow for fantastic post-effects – all of the Skyline screenshots were taken using Photo Mode mid-race!
  • We have big ambitions to continue support for the game after it releases, and to develop some of the concepts we haven’t been able to find time for in development, including a special island track we’re hoping to be able to give away for free.
  • New videos – including a series of three developer diaries – will be launched on the blog and PSN in the next couple of weeks.
  • Full visual customisation and performance customisation in the form of perks are both new features.
  • All previous versions of MotorStorm featured the ability to taunt other riders. This time round we have a set of insanely flamboyant ‘gestures’ guaranteed to get your opponents fuming.
  • We don’t have a final global release date but are scheduled to launch in Spring 2011.
  • A demo is being planned for 2011.
  • We showed Skyline in stereoscopic 3D, and pretty much everyone agreed with me that it sets the benchmark for 3D gaming. I hope you get to experience it in this way!

We always try to release video and game information first here on the blog, but as some of you have already discovered we didn’t quite manage it this time. Here’s a quick round-up of some of the reaction to the unveiling, and some links to me talking and (more excitingly) videos of MotorStorm…including some playthrough footage of the track.

Jamie, our Community Manager who answered your questions while I was travelling back, has shared your reactions, feedback and concerns with me, and a great way to keep in the loop on all things MotorStorm Apocalypse is to follow him on Twitter: @PhenomEvolution.

Thanks to everyone for your comments and your support. Speak soon!

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