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April 2011

LittleBigPlanet 2 – FOUR MEE-EELION LEVELS!

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First of all, LittleBigPlanet fans – congratulations are in order. Thanks to all of you, we recently hit a very cool milestone – more than FOUR MILLION LittleBigPlanet levels have now been shared by players around the world.

Four million – or more exactly, 4,141,742 at the moment I’m writing this. Wow. If you played LBP solidly, 12 hours a day, and only played each level for 5 minutes, it would take you *taps calculator frantically* more than 78 years to play through all of them. Phew.

Here’s an additional message to all of you from the folks over at Media Molecule

For us the most exciting thing has always been seeing what the community does with a LittleBigPlanet game when they get their hands on the new features and tools. We’re constantly delighted – and amazed – by their ingenuity and creativity, and it’s so inspiring to see the level of affection that exists for LittleBigPlanet amongst fans around the world.

Contraption Challenge 13

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Next news – the LittleBigPlanet Contraption Challenge has returned! If you’ve no idea what I’m talking about – the Contraption Challenge is a long-running series of tasks to test and reward the creativity of the LBP nation, ably coordinated by community members Nuclearfish and Chimpanzee and the Official PlayStation Community Team.

The challenge this time is to construct a working submarine – check out the full details on the official PlayStation Forums. The closing date is this Sunday, the 17th April, so there’s still time for you to get involved by submitting your own entry (although it might mean pulling a couple of all-nighters!). Alternatively, you could just check out some of the great submissions on lbp.me using this handy link.

If you only look at one thing this week, check out the teaser trailer for the new series of contraption challenges if you didn’t see if a couple of weeks ago – it’s all kinds of awesome.

Upcoming Downloadable Costumes

Finally, an update on some of the imminent downloadable goodness coming to LittleBigPlanet 2. Our next release on the PlayStation Store will be the Tron: Evolution Minipack, which will be released on 27th April at €2.99 / £2.39. In the pack you’ll get two brand new costumes, plus a batch of handy new stickers – here’s some shiny neon pics…

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May will see the release of the Killzone 3 Minipack – and I couldn’t resist giving you a sneaky look at one of the two costumes from that pack, as I think it’s one of the coolest LBP costumes I’ve seen. Behold, the Hazmat Trooper…

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Combine this together with the original Killzone costume kit (which is fully compatible with LittleBigPlanet 2, remember) and you’ll have all the tools to recreate the battle for Helghan down to the finest detail. With rather more sponge, of course.

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Gamocracy Dev Diary: Know Thy Enemy!

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Hi everyone. Here at the Bearded Ladies office we are hard at work testing and tweaking different aspects of…

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That is right, we finally settled upon a name. Thanks to everyone that joined the facebook discussion and, of course, congratulations to the winner daemondd1234. So we have started work on a splash screen (sorry we took the liberty of changing your original art just slightly ;) )

When it comes to the testing and tweaking, our main concern has been the head, which of course needs to work flawlessly. One issue that became apparent was that the head slows down the pace of the game to much if we force the player to bounce on it frequently. This has led to quite a few changes in the maps to keep the pace of the game up.

Though testing and tweaking has taken a lot of our time, we have still managed to squeeze in quite a few new additions. H7 has gotten his second replaceable arm, a cannon that makes blasting enemies a breeze, so we had to add some new ones to get in its way; below is a list of the enemy units that are currently in the game:

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If you took part in the last challenge (grafitti), you might spot yourself in the images above.

As of writing this I am unsure whether we will have a video in time for this blog post coming up. However we will have several videos coming out over the next few weeks. They will be shorter clips showing different parts of the game. We want you to see as much of it as possible so that you can write an awesome sales text for the PSN in this weeks “The Pitch” challenge!

Don’t forget to keep the submissions coming in – you can enter and check out everyone’s entries over at your local official PlayStation forum: English, French, Italian, German, Spanish, Portuguese, Russian, Polish, Scandinavian languages. You can also get involved by casting your votes over at the Bearded Ladies facebook page.

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MUBI Update: 15 April 2011

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This week on MUBI we have some fun, time-limited collaborations.

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City of Lights, City of Angels x MUBI (pictured above)

The 15th City of Lights, City of Angels, a festival with both a handy acronym, COL•COA, and a winning subtitle, “A Week of French Film Premieres in Hollywood,” has opened in Los Angeles. We’re teaming up with the festival to present five of their shorts for free. All five have been made by students of La fémis in Paris (whose alumni, by the way, include Laurent Cantet, Costa-Gavras, Claire Denis, Louis Malle, Arnaud Desplechin, Claude Miller, François Ozon and Alain Resnais). You can view our offering here.
Available in: Everywhere!

Libertas Film Festival x MUBI

The 7th Libertas Film Festival is off and running through Sunday in the beautiful old Croatian town of Dubrovnik and we’re teaming up with the festival to present a selection of new Croatian short films for free, viewable around the world. View our offerings here.
Available in: Everywhere!

The Sweet Hereafter (Atom Egoyan, Canada)

Egoyan made his name in America with this prize-winning adaptation of Russell Banks popular novel about the repercussions in a small town after a school-bus accident. A terrific ensemble cast headlines this film, which caught the Grand Jury Prize in Cannes and scored Egoyan an Oscar nomination for Best Director.
Available in: Denmark, Finland, Norway, Sweden

PTU (Johnnie To, Hong Kong)

This is a very personal film for Hong Kong genre master To (the Election Movies, Exiled, The Mission, and many, many more)—he shot it over three years at night between more commercial projects. It tells of the Police Tactical Unit, a night-clad squad of policemen who roam the vacated nocturnal city streets and get entangled in gang mischief and a missing firearm. Taut, mysterious, expert and thrilling—all hallmarks of a film directed by To.
Available in: United Kingdom, Ireland

Arsenal (Aleksandr Dovzhenko, USSR)

“Arsenal, Dovzhenko’s most complex, avant-garde work, is as revolutionary in its politics as in its style,” argues Philip French in the Observer. “It’s a dense, symbol-laden account of the last days of the first world war on the eastern front followed by the civil war in the Ukraine. This ambitious film has evoked comparisons with Picasso’s Guernica for its angry, compassionate, complex depiction of war and is full of unforgettable images such as the gassed German soldier and the portrait of a celebrated poet coming to life and blowing out the candle placed beneath it.”
Available in: Everywhere!

Kinatay (Brillante Mendoza, Philippines)

This film by Filipino auteur Brillante Mendoza caused a sensation at Cannes. A violent thriller telling of an initiation of a young police officer into the reality of how crimes are solved and justice handed out, it is as much about the darkness of night as it is a gripping moral tale.
Available in: Portugal

Mid-August Lunch (Gianni Di Gregorio, Italy)

This charmer follows a middle-aged Roman who lives with his tyrannical 93-year-old mother and suddenly finds himself forced to look after three other elderly ladies. Debuting director di Gregorio’s combination of artistry and humanity avoids platitudes as he spins this warm-hearted, humorous tale.
Available in: Australia, New Zealand

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Portal 2: Pretty Much Every PS3 Question Answered (And That Cake Thing, Too)

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Valve Software has repeatedly described Portal 2 for the PS3 as being “the best console version of the game.” And for good reason, given that you’ll get a free PC or Mac version of Portal 2 along with your PS3 copy, as well as exclusive cross-platform PS3-to-PC co-op gameplay and voice chat, Steamworks features and much more. Good stuff!

Not long ago, we asked you to submit your very best PS3 Portal 2 questions. We wanted every nerdy, detail-obsessed question possible and, as we’ve come to learn, PS3 fans never disappoint. Last week, we finally cornered Portal 2′s Project Lead Joshua Weier and Writer Erik Wolpaw in a bare concrete room under harsh florescent lighting. We slapped a thick stack of your questions on the table, cracked our knuckles, and extracted the answers via a combination of brow beating, idle threats, and good old-fashioned seduction.

Actually, we just called them on the phone and goofed off for an hour or so. It went something like this:

Jeff Rubenstein, PlayStation.Blog: I’m one of the people who played Portal via The Orange Box on PS3, and I’m told it wasn’t the best version of the game. Why not?

Joshua Weier, Valve Software: We learned a lot from The Orange Box, which was ported to the PS3 by an external group. This time, we developed it in-house at Valve and made it a full-fledged PS3 title. At the time of The Orange Box, we just didn’t have any internal PS3 knowledge at the company. As we worked on Portal 2, two things happened. One was that PlayStation had a very open stance on their platform and they were willing to do a lot of work with us to make Steamworks on the PS3 a reality. And Steamworks is a huge thing for Portal 2 and for Valve in general, so that really made us want to work with PlayStation.

The second thing is, as we’ve grown the company internally, we’ve hired people who have experience at great studios such as Naughty Dog and who have a lot of experience on the PS3. They were able to look at our engine and make the required tweaks to make sure Portal 2 works really well with the PS3.

Jeff, PSB: Steam and PS3: Two great tastes that taste great together? Tell us how you’re getting your chocolate in our peanut butter.

Joshua, Valve: We wanted to make sure that if you’re a Steam user, the PS3 experience is very familiar to you. When you’re playing the game on the PS3, you press the Select button to bring up the Steam overlay — that’s very similar to the PC and Mac version. From there, you can see your Steam friends, text chat, and invite them into Portal 2. And we also have Steam Cloud, which works the same way as it does on the PC or Mac, where your games are backed up to the Steam Cloud automatically via your Steam account. If you delete them or move to another PS3, they will be restored.

And this time around, you can actually play with your PC and Mac friends on your PS3, which is a pretty big deal. They show up as any old friend on your Steam friends list — you don’t even need to know whether they’re on a Mac or PC. You’re playing the same content, the game works the same way…it’s super-seamless for everyone. We’re all about giving gamers choices. Being able to hop into the game, find a buddy, and not care what platform he’s playing on is a pretty cool thing.

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Jeff, PSB: You will need to sign up for a Steam account to take advantage of that, yes?

Joshua, Valve: If you want to take advantage of that, yes. We don’t require that you sign up if you want to use simple matchmaking or to play with your PS3 friends.

Sid, PSB: Given the Steamworks functionality, will the PS3 version be getting the same updates at the same time as the PC and Mac versions?

Joshua, Valve: It’s our goal that, as we update the PC or PS3 version, we keep them all in lockstep. Especially because we have co-op gameplay between both platforms. Not all of the PC updates we do will matter for the PS3 — there might be a videocard-specific update on the PC, or a PS3-specific tweak. But as far as content goes, we want to keep them in lockstep.

Sid, PSB: Another reader question: If a user gets Portal 2 for the PS3, can two people play that copy at the same time? One on the PS3 and one on the PC?

Joshua, Valve: Well, of course you can play two-player splitscreen on one PS3. But otherwise, it works the way Steam play does now — you can only be logged into one device at a time.

Sid, PSB: Obviously the PS3 version will have Trophies. Will Trophies be synchronized between both the PC/Mac and PS3 versions?

Joshua, Valve: For your Steam account, we have Steam Achievements that mirror the Trophies and those are always up to date between the PC and PS3. That does not include Trophies, however. Trophies have to be unlocked on the PS3.

Sid, PSB: A lot of PS3 owners have pre-ordered Portal 2. Will their pre-order bonuses apply to both the PC/Mac version and the PS3 version?

Joshua, Valve: Yes. We combine that into your Steam account and that will show up wherever you’re playing.

Sid, PSB: Any chance for supporting a USB mouse and keyboard control scheme?

Joshua, Valve: No, unfortunately we don’t do that. The whole game is built around playtesting, which extends to the hardware and how people use it. We have people internally who played on the PS3 — we use it all the time — and we constantly iterated it. Luckily, Portal 2′s not a super twitchy, complicated game, so we just focused on making a comfortable controller experience.

Sid, PSB: Does Portal 2 on PS3 require a hard drive install? How much space does it take up?

Joshua, Valve: We do not require users to install to the hard drive [note: there's no hard drive install at all], but you’ll need 22 MB for saved games.

Sid, PSB: If the Steamworks system and Portal 2 are well received by the PS3 community, do you see any opportunity or chance of re-releasing older Valve titles through that framework onto the PS3?

Joshua, Valve: You know, we’ll see. If customers are super excited and there seems to be an opportunity there, we’re always interested in looking at that kind of thing. Right now, we’re just waiting to see how everyone responds.

Sid, PSB: On that note, are you thinking about DLC for Portal 2 in general?

Erik Wolpaw, Valve: We’re definitely thinking about DLC. I believe we’ll be talking about some of those details soon. We are doing DLC, we just haven’t released the details yet.

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Sid, PSB: Tell me about the split-screen support for the PS3. How has it been implemented?

Joshua, Valve: It’s pretty straightforward. If you start a co-op game, you have the option of doing it remotely with another PS3 or PC/Mac, or you can do local splitscreen. Splitscreen is a really fun way to play Portal 2, actually, because the co-op is all about communication. Having the person right next to you on the couch makes it much easier to give them a high-five.

Sid, PSB: Is Portal 2′s co-op play drop-in, drop-out?

Joshua, Valve: It’s not drop-in, drop-out because you can’t play the co-op game by yourself due to the way the puzzles are structured in the co-op mode — you’ll always need two players. You can invite whoever you want into your game, and then the game figures out where you both are in your game progress based on what the two of you have done. It’s probably best to play with one friend, as you’ll learn together and build a rapport, but it’s not necessary.

Sid, PSB: A common question: Will the PS3 version have a smooth framerate and look great?

Joshua, Valve: Oh yeah. We’ve done a lot of work to make sure that’s the case.

Sid, PSB: Let’s settle this once and for all: there’s no PlayStation Move support in Portal 2, right?

Erik, Valve: There is no Move support.

Sid, PSB: What is your favorite feature in Portal 2 that didn’t make it into Portal?

Erik, Valve: Co-op is the biggest one. It’s just a huge game changer — it makes you re-think the way you solve puzzles with portals. It’s a whole different experience in co-op.

Jeff, PSB: I’m trying to wrap my head around having another set of portals in co-op… what are you doing to make sure I’m not punching my partner rather than high-fiving them?

Erik, Valve: The puzzles are a little bit more complex in co-op, but you’ve also got a second brain to work with you on those puzzles. Playtesting is the cornerstone of Valve’s development philosophy — we playtest early and often. Two people looking at a puzzle can make a difficult thing a lot, lot easier. And we train you; the game is a gradual progression in terms of puzzles. By the end of the game, you’re doing things that would have seemed really daunting at the beginning of the game.

Sid, PSB: Another popular question from our readers: Is Portal 2 a longer, beefier game than the original Portal?

Erik, Valve: Oh yeah, it’s definitely longer. And…I’m not quite sure what the definition of ‘beefier’ is, but…sure, it’s beefier. Less cake, more beef?

Joshua, Valve: It’s tough to talk in terms of hours, as everyone plays through the game at their own pace. But just the single-player part of Portal 2 is about two-and-a-half to three times longer than all of Portal 1. So that should give you an idea. Then co-op, which is a separate track, is about two times longer than Portal 1.
Erik, Valve: It’s definitely a more elaborate story in terms of what happens from beginning to end. I don’t think you’ll be disappointed by the amount of story that’s in the game.

Jeff, PSB: I hate to get into the cake thing…but were you guys taken aback or surprised by how persistent a meme the “cake is a lie” thing became?

Erik, Valve: Yeah, it was a shock. But I assume that’s probably always the way it is, you know? It’s really hard to manufacture a meme and have it catch on. It probably always comes as a shock to whoever had a hand in making it.

Jeff, PSB: Was there a moment in Portal 2 where you thought, “I wonder if this is going to stick like the cake meme?”

Erik, Valve: Usually in a joking sense. You pick the dumbest thing possible you just wrote and you say, “this is it, this is the one!” But at no point did we seriously consider it. Process-wise, you stick with what works. At no point in our process is “thinking up the meme” part of the process. It either happens or it doesn’t. You do the thing you always do and hope for the best. Most things come out and there’s no meme, so it’s very possible there’s no meme here. Hopefully you’re just entertained for eight or nine solid hours.

Sid, PSB: Are you sick of “the cake is a lie?” Are you over it?

Erik, Valve: Well, it’s not like we’re angry about it! It’s flattering that people latched onto it like that. It’s more that we figure everyone else is most likely sick of it. Internally, we thought, “if we go back to that cake well, people are going to be livid!” Actually, I don’t know if they’d be mad — they’d probably be sad. It’d be so pathetic, you know?

Sid, PSB: So will you be moving on to other pastries in Portal 2?

Erik, Valve: Well, that would be a spoiler. Actually, I’m going to spoil it — no! No, no, no. None of it! The cake has been retired, it’s gone. Well, kind of. I think some geeky artist might have buried a cake reference in there somewhere, but it’s buried deep. You don’t have to worry about it.

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Mortal Kombat: Komposing Cinematic Audio And The Origins Of “Toasty!”

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Mortal Kombat for PS3

I’ve worked on Mortal Kombat for most of its life, starting with the early arcade versions, and moving on through the first two console versions – Mortal Kombat: Deadly Alliance and Mortal Kombat: Deception. I took a hiatus with Mortal Kombat: Armageddon and Mortal Kombat vs. DC Universe, but am back with this latest and deadliest version and having a great time working in the audio department with a super-talented and experienced team.

As Audio Director, Rich Carle provided excellent leadership and guidance for the team in addition to writing music, creating sound effects and mixing movies. Senior Sound Designers Matt Grimm and Michael Caisley created a ton of sound effects for the characters and environments in the game as well as for the story mode movies and Senior Sound Designer Brian Chard wrote a lot of the story mode and recorded and edited pretty much every vocal sound in the game in addition to wrangling localization and arcade endings. Chase Ashbaker helped us out at the end with sound design and in-game audio scripting. I wrote a lot of music, created some sound effects for characters and environments and scripted most of the character audio in the game.

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This time around, we’ve made an effort, spearheaded by Rich, to create a cinematic game audio experience. While we definitely wanted to keep and enhance the bone-crunching audio design of the past, we also wanted to create a dynamic experience, so that big events really stand out but we can also hear things like the rustling of the fighter’s clothes and details in the fighting arenas like branches creaking in the Living Forest, insects buzzing in the Courtyard, and people screaming in the distance in the Dead Pool. With nearly two hours of cinematic cut-scenes, we really wanted the player to have a cinema-quality audio experience throughout the story mode, yet still get the in-your-face game experience during the fights.

Regarding the music, our initial approach was to re-work the original music with better instruments and audio tools. This is apparent on backgrounds like Living Forest, Courtyard and the Subway. As we went along, it felt appropriate to allude to some of the melodies in the older tunes, but create a completely new arrangement, as in the Pit, the Temple and the Armory. In a few cases, Rich and I wrote completely new material as in the Street and the Desert, so there’s a broad spectrum of music from the familiar to the brand new in this game. We also went in an orchestral direction with some of the music which was a lot of fun. Matt Grimm mixed all the music in quad (four speakers), so fire up your surround sound system to hear how immersive the musical experience is.

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A lot of people ask me about where “Toasty” came from. Before we worked on Mortal Kombat, Mortal Kombat co-creator Ed Boon developed the arcade football games High Impact and Super High Impact. We used to play these a lot and, as the offense and defense approached the line of scrimmage, I’d say something like “You’re toast!”, which turned into “I predict Toasty!”, delivered in high operatic falsetto. Another developer there, George Petro, suggested we put some of our silly taunts into our games as Easter Eggs. Ed decided to go ahead and try it in Mortal Kombat II, so we did, and the rest is history… or something…

Dan "Toasty" Forden

I hope everyone enjoys the game as well as the audio experience. Remember, be sure to play it loud!

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