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January 2011

Posted on 28 January by Ed Fear – PR Manager, Curve Studios

The Explodemon Saga

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Hello again, PlayStation Bloggers!

Hope you had a lovely Christmas and New Year! Explodemon is out in just a few weeks’ time – February 8th (save the date) so we thought it would be nice to ease the wait a little with a look at the long, long history of Explodemon and the realities of life as an independent developer (and now publisher).

Our wonderful design director and (non-biological) father of Explodemon, Jonathan Biddle – known almost exclusively as Bidds – has documented the whole five year saga. It’s a long tale, so I’ve formulated a super-condensed version here – but if you want the full, unedited saga, point your Internet Machine over to http://www.onebitbeyond.com

To set the scene: Curve was founded in 2005: a pretty dire time for game developers in the UK. The fledgling company got some work making ‘joystick games’ which, while it could be considered a comedown having previously worked on triple-A products, turned out to be a great chance to get back to gaming’s roots. I’ll let Bidds pick up the story from there:

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After finishing a long, complex, demoralising project, working on getting five 2D games out of the door within three months was refreshing and liberating. The constraints of the system, combined with my love of classic arcade, SNES and GBA games made for an interesting period.

One of the joystick games we were working on at the time was a Spider-Man platform game, and I’d had to spend a good deal of time explaining to the game’s coder the basics of platform game control. The more I thought about it, the more my neurons flickered with my multiple past replays of Yoshi’s Island, Treasure’s Astro Boy and Gunstar Heroes. These kinds of games possess a certain quality to them; something about the pixel art; the depth of gameplay, deriving from simple rules; the accessibility; the collecting; the level designs; and the perfect controls. I felt a burning desire to create my own game that explored these mechanics.

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Explodemon prototype (above); Explodemon final version (below)

The Explodemon Saga

Over the next few months, the game began to take shape. Those interested in exactly how the mechanics in Explodemon! came about should check out the unabridged Part 2 and Part 3, but for this whistle-stop tour we’ll scoot forward into March 2006, when the prototype was considered complete enough to show colleagues. A spontaneous showing to a visiting publisher brought favourable reactions, so we decided to cast it further afield.

Publishers initially showed interest in it, but would always find reasons to not get involved – concerns about an exploding character in the post-9/11 climate, or that it was too Japanese. Nevertheless, our art team ploughed ahead and made a concept render video of how we imagined the finished product to look like, which we used to get more interest from a publisher and to secure a PSN slot for the game. But when that publisher pulled out in early May 2008 we found ourselves once again back at square one.

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While one platform holder decided that we hadn’t progressed enough to keep our slot, luckily Sony believed in us and let us soldier on. We started our first coders working on the engine in November 2008 and Explodemon’s lead artist joined in January 2009.

Then, on one unsuspecting March day, we were sprucing up the website when we decided to put the concept trailer up on it, as it was mostly only publishers that looked at it. Simultaneously, we switched to a new piece of software and the manufacturer asked if they could put out a little press release about us.

Perhaps we were naive to think that the two wouldn’t be connected, but the next day – April 1st – the Internet was ablaze with stories about Explodemon. While it was great for the team to see such excitement about a game that had been knocked back so much by publishers, the high was to be shortlived.

Also on April 1st, the most insane thing happened. Something that I still can’t really believe to this day, something that shows that truth really is stranger than fiction. A few hours after our video was revealed, a totally different developer on the other side of the world independently announced a 2.5D platform game with an exploding lead character. We literally couldn’t believe it.

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Explodemon prototype (above); Explodemon final version (below)

The Explodemon Saga

With all the media interest, though, guess who came knocking back on our doors again: yep, the many legions of publishers. Once again we went back into their green-light processes. By this time, we’d not progressed a huge amount with our limited resources, whereas the other guys were gearing up for release. Once again: all rejections, this time because of our new competition, which was (deservedly) going down a storm.

That game launched at the end of July, to great acclaim and sales. While we were happy for the developers – they’re nice guys, and it’s always good to see indies prosper – they were dark days for me. With our tiny team and massive collection of publisher refusals – about 20 companies – we’d been unable to make an impact on production. We were at a crossroads. There was no getting away from it this time; there would be no funding from any external sources; we would have to make this game ourselves or just give it up forever. What was it going to be?

Well, given that you’re here now, reading this, you can pretty much figure out what happened: we put our money where our mouth was, hired a full team and, in late 2009, the project entered full development, with a full team of artists, programmers and designers all beavering away at producing an overwhelmingly awesome experience.

We were still unsure of how it was going to turn out back then, and we weren’t always convinced that it was going to get finished. And because running an independent games developer is very hard and very stressful, it’s true that things haven’t always gone smoothly.

One thing’s for certain though: when Explodemon is finally released, I’m just as convinced now as I was then that our belief in the game will ultimately enrich the lives of everyone in the world and bring peace and harmony to all. Or it’ll just be a great video game, whichever is more important.

Let’s start with the latter.

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DC Universe Online Alert: End Game Alerts & Raids

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Greetings Playstation.Blog,

This will sadly be my final DC Universe Online Alert blog post, but don’t fret – I have definitely saved the best until last.

Check out the below video where Chris Cao, Game Director of DC Universe Online, takes us through some of the final end game alerts and raids.

You’ll be let loose on Arkham Asylum, Ace Chemicals, Kahndaq and even The Batcave.

Until then, I’ll see you Metropolis!

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Posted on 27 January by James Gallagher – Blog Manager, SCEE

Next Generation Portable (NGP): All The Early Details

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Next Generation Portable (NGP): All The Early Details

Today in Tokyo, Sony Computer Entertainment Inc. announced the next generation portable entertainment system (codename: NGP). NGP will make its debut at the end of the 2011, but here’s everything you need to know right now.

Key NGP features:

  • Multi-touch 5-inch organic light emitting display (OLED) as the front display
  • Multi-touch pad on the rear of the device
  • Dual analog sticks
  • Two cameras (front and rear)
  • Software titles on small, dedicated flash memory-based cards
  • Three motion sensors, gyroscope, accelerometer and electronic compass
  • Wi-Fi and 3G network connectivity
  • PlayStation Network access, including “”LiveArea™”, “Near” and “Activity” log features Trophy Support
  • NGP will be able to play PSP titles, minis, PS one classics and video from the PlayStation Store, as well as all games newly released via PlayStation Suite.

Technical Specs:

CPU ARM® Cortex™-A9 core (4 core)
GPU SGX543MP4+
External Dimensions Approx. 182.0 x 18.6 x 83.5mm (width x height x depth) (tentative, excludes largest projection)
Screen
(Touch screen)
5 inches (16:9), 960 x 544, Approx. 16 million colors, OLED
Multi touch screen (capacitive type)
Rear touch pad Multi touch pad (capacitive type)
Cameras Front camera, Rear camera
Sound Built-in stereo speakers
Built-in microphone
Sensors Six-axis motion sensing system (three-axis gyroscope, three-axis accelerometer), Three-axis electronic compass
Location Built-in GPS
Wi-Fi location service support
Keys / Switches PS button
Power button
Directional buttons (Up/Down/Right/Left)
Action buttons (Triangle, Circle, Cross, Square)
Shoulder buttons (Right/Left)
Right stick, Left stick
START button, SELECT button
Volume buttons (+/-)
Wireless communications Mobile network connectivity (3G)
IEEE 802.11b/g/n (n = 1×1) (Wi-Fi) (Infrastructure mode/Ad-hoc mode)
Bluetooth® 2.1+EDR (A2DP/AVRCP/HSP)

Games Shown or Mentioned (Titles Not Final):

  • Killzone
  • Uncharted
  • WipEout
  • LittleBigPlanet
  • Call of Duty
  • Resistance
  • Little Deviants
  • Hot Shots Golf
  • Reality Fighters
  • Gravity Daze
  • Smart As
  • Broken
  • Hustle Kings

It’s still early going, so we understand that you likely have questions not addressed here. Details such as release date, price, and more will be announced in due course. We’ll keep you updated.

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Introducing NGP – The Next Generation Of Portable Gaming

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For those of you who don’t know me, I’m Andy House and I am President and CEO of Sony Computer Entertainment Europe. I’ve not participated on the blog before, but with the announcements that were made a few hours ago in Japan, I thought that this would be an ideal time for me to write my maiden post.

In case you haven’t heard, earlier today in Tokyo, Kazuo Hirai, President and Group CEO of Sony Computer Entertainment Inc, introduced PlayStation’s portable gaming strategy, which included our much anticipated next generation portable entertainment system (codename: NGP), and details on our first foray into providing PlayStation content on Android based portable devices, via PlayStation Suite (PS Suite).

I’d like to start by introducing you to NGP. It is an innovative and powerful next generation portable entertainment system, built to deliver the ultimate gaming experience on the move.

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At the heart of NGP is cutting-edge technology that will deliver the best performance and graphics, multiple control inputs for new ways to play and complete integration with PlayStation Network for a truly next generation portable gaming experience.

NGP introduces new ways to play and interact with PlayStation games, giving gamers and developers the biggest range of control inputs, offering the best gameplay experiences for all types of games. It features the much requested familiar two analogue sticks, as well as motion sensors, a front touch display, plus a unique multi-touch pad on the rear for a truly innovative gameplay experience. Coupled with a stunning 5″ OLED screen, NGP offers gamers the opportunity to experience quality handheld gaming that’s way beyond anything experienced in the portable market.

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NGP will also be supported by an incredible software line-up with all titles being developed to maximise the capabilities of the system and provide the richest portable gaming experiences. I’m particularly excited to see that the best PlayStation exclusive franchises will be coming to NGP, including Uncharted, as well as fantastic new IPs that will provide ingenious uses of the NGP functions. And let’s not forget the incredible titles being provided by our 3rd party developers and publishers.

We have learnt a great deal from our previous experiences and as such will be distributing games both at retail and via the PlayStation Network. We want to give consumers the choice as to how they access the great content available on NGP.

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For the first time on a PlayStation platform, we will be offering a choice of connectivity options – including 3G network support, providing a completely connected experience, fully integrated with PlayStation Network, allowing you to enjoy true social gaming, entertainment on demand and anytime, anywhere* communication with your PSN Friends.

I am extremely excited about the potential of this innovative and powerful next generation portable entertainment system, which has been built to deliver an unparalleled gaming experience.

NGP is the first step in our portable strategy as we start to offer PlayStation experiences to a wider audience than ever before. As well as offering the ultimate portable gaming experience, via NGP, we will also be introducing a new way to deliver PlayStation games, via PlayStation Suite.

Casual gaming on multi-purpose mobile devices is a growing market that we simply cannot neglect. With that in mind, PS Suite is a new initiative to offer PlayStation quality games on Android based portable devices, be it mobile phones, smartphones or tablet PCs. By offering a fantastic selection of legacy PlayStation games (PS one classics), alongside content made specifically for PS Suite, we believe that we will be offering the PlayStation experience to a wider base of users.

Via a program, called PlayStation Certified license program, we will work with hardware manufacturers to provide devices that optimize the gaming experience. We want to give consumers the freedom to choose between various devices when they wish to enjoy a certain piece of PlayStation content.

We also realise that PlayStation content should be provided through a secure and unique means, that is both reliable and user friendly. Therefore we also plan to open PlayStation Store to download content on the Android based portable devices. This is a significant move for us and one that we firmly believe will make PlayStation content more accessible than ever before.

So as you can see, today’s announcements we have set out our Portable Strategy for a significant length of time. We see huge potential in this market and with our experience and knowhow, believe that we can not only improve on the portable experiences previously offered by PlayStation, but make it more accessible to a wider audience.

If you want to see more about today’s announcements, visit www.playstation.com/psmeeting2011.

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Posted on 26 January by James Gallagher – Blog Manager, SCEE

Live From Japan: PlayStation Meeting 2011

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As we speak, the heads of Sony Computer Entertainment are gathered in Tokyo, along with selected members of the gaming press, for an invitation-only PlayStation meeting. While I man the ship from here in London, Jeff Rubenstein of the US PlayStation.Blog is on location, typing fingers at the ready. You can read his live commentary below and, as always, provide your reactions in the comments.

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