SONY make dot believe
E3 2012 Is Coming
LittleBigPlanet PS Vita
Sorcery
PixelJam4am
Starhawk
GT Academy 2012 Is Live At Five
Blog_Connectivity3G_EN
Datura - Embark on a voyage of mystery
God of War: Ascension Announced
Sly Cooper Competition

PlayStation®Network |

Author Archive

Unit 13 Training Videos: Part 3 – Sharing And Competing

Countries: , , , ,

Today is the third and final day of our in-depth training series for Unit 13, the PlayStation Vita exclusive released earlier this week. This three-part in-depth video series teaches you everything from the core fundamentals of how to play the game to tips on how to tackle each mission type and even how to fully take advantage of Unit 13′s networking features.

Today’s video, “Sharing and Competing”, covers Unit 13′s robust networking capabilities. Able to utilize PlayStation Vita’s 3G capabilities, Unit 13 features always-on leaderboards, Daily Challenges, High Value Target sharing via Near, and much more. We’re also going to give you a look at Unit 13′s new two-player cooperative multiplayer over WiFi. Two players can take on any of the game’s 36 main missions, mixing and matching operatives and arsenals any way you see fit. You’ll get scoring bonuses for working together as a team, and specialized co-op leaderboards will let you see how well your teamwork abilities stack up against the competition. This video will ensure that you’re fully versed on all of Unit 13′s online options and able to take full advantage of them.

If you missed the previous two videos, “How to Play” and “Game Types”, be sure to go back and check those out as they’ll give you a great overview of Unit 13′s core gameplay mechanics and the various operation types that you’ll come across in the game’s numerous missions.

Unit 13 is now available exclusively for PlayStation Vita, so check out the videos in this series and hone your skills to see if you have what it takes to make it to the top of the leaderboards.

Score:

Unit 13 Training Videos: Part 2 – Game Types

Countries: , , , ,

We recently kicked off our in-depth training series for Unit 13, the PlayStation Vita exclusive shooter that puts you in the middle of some of the world’s deadliest covert missions. This three-part in-depth video series aims to teach you everything from the core fundamentals of how to play the game to tips on how to tackle each mission type and even how to fully take advantage of Unit 13′s networking features.

Today we’re unveiling the second instalment, “Game Types”, which introduces you to the various mission types in Unit 13 and gives you advice on how to best approach them. It goes over basic mission rules, tactical strategies for how to take on each objective and things to look out for along the way.

If you missed the first training video, “How to Play”, be sure to go back and check that out to get a great overview of Unit 13′s fundamentals, and come back in a couple days for the final part of the series, “Sharing and Competing”, where we’ll cover the game’s robust connectivity features.

Unit 13 is now available exclusively for PlayStation Vita, so check out the videos in this series and hone your skills to see if you have what it takes to make it to the top of the leaderboards.

Score:

Unit 13 Out Tomorrow For PlayStation Vita

Countries: , , , ,

Are you ready to prove that you have what it takes to run with the best of the best? The wait is almost over as you’ll be able to pick up Unit 13 across Europe and on PlayStation Store tomorrow! Designed specifically for the Vita, Unit 13 puts a console-quality shooter experience in the palm of your hands by offering true dual analog stick controls, crisp, detailed graphics and always-on network connectivity.

Giving you a selection of 6 elite operatives, it’s your job to quickly and efficiently infiltrate enemy strongholds and complete any objective thrown your way. You’ll have to employ every trick in the book to make it out alive, but you’ll need to rewrite the rules if you want to come out on top of the leaderboards.

Unit 13 has been created for on-the-go play, featuring more than 40 missions that play out in bite-sized chunks to really highlight its focus on portability. Each of those missions begs you to come back and try them again as the game’s scoring system and leaderboard support will show you exactly how you stack up against the competition, be it your friends down the street or strangers on the other side of the globe. A Daily Challenge feature provides you with a new mission every 24 hours — along with a fresh chance to hit the top of the leaderboards. Cooperative multiplayer lets you tackle any of the game’s 36 main missions, and Near support will let you share access to the elite High Value Targets with other players around you.

The team here at Zipper has worked hard on fine-tuning the experience to really blend the best of the console world with the portable one, and we think that you’ll agree that Unit 13 is a great fit in the Vita‘s library. We’ll see you on the leaderboards!

Score:

Unit 13 Training Videos: Part 1 – How To Play

Countries: , , , ,

If you’re going to go up against the world’s deadliest foes you’re going to need every advantage that you can get. Fortunately for you we’ve got inside tips on how to best tackle Unit 13‘s numerous missions, game types, connectivity features and more straight from developer Zipper Interactive. Over the next week, we’ll be rolling out a three-part in-depth video series to teach you everything from the core fundamentals of how to play the game to tips on how to tackle each mission type and even how to fully take advantage of Unit 13‘s networking features.

Part 1, “How to Play”, shows you what it will take to run with the best-of-the-best. It covers everything from a complete control breakdown to tactical combat strategies to Unit 13′s in-depth scoring system. This is as close to a Unit 13 boot camp as you’ll get.

The next two videos in the series, “Game Types” and “Sharing and Competing”, will be released in the near future right here on the PlayStation.Blog, so check back then for more insider tips on Unit 13.

Unit 13 will be available on March 7th exclusively for PlayStation Vita. A playable demo is now available in the PlayStation Store, so check out the videos in this series, download the demo and hone your skills in anticipation of the full release.

Score:

SOCOM: Special Forces Multiplayer Map Flythroughs

Countries: , , , ,

One thing that the SOCOM franchise has been known for is fantastic map design, and SOCOM: Special Forces keeps that tradition alive and well by delivering a slew of awesome battlegrounds for up to 32 players to wage war on. To give you a look at the spots that you’ll be able to play in just a few short days, we’ve put together video flythroughs of every map included with SOCOM: Special Forces, and as an added bonus, we’ve included comments from the designers and artists behind their creation.

Click on the map names or thumbnails watch the videos.

Cesspool
Cesspool takes place in a Southeast Asian slum and surrounding urban decay. We drew inspiration from the campaign mission Means to an End (and a scene or two from the Incredible Hulk film), and especially wanted to incorporate the almost maze-like layout most real world slums seem to have. This was actually the second multiplayer map built for SOCOM: Special Forces (the first map built will sadly never see the light of day).
- Christian Sadak, Designer


Sacrifice
Sacrifice is a map that was assembled with a lot of verticality in mind. Towards the end of production we had a review of all of our multiplayer maps. Sacrifice was about 70 percent complete at that point and originally took place in a large valley. It felt too similar to our previous ruins map “Abandoned”, and overall the map was quite flat. After multiple tests we decided that it just wasn’t working, and we needed to do a full reset. With a fresh start we decided to mix it up, and try to push the vertical aspect for the new layout. After a few weeks of re-assembly we arrived with the level playing out on the side of a cliff. Adding this vertical element really changed up the gameplay; it not only keeps players on their toes, having to watch their flanks, but they have to watch for bullet fire from above as well. Gaining the high ground and defending it is the key to victory on this map.
- Chris Miller, Artist


Bale Out
A temple courtyard in this jungle village is host to a make-shift supply depot, flanked on either side by streams and clusters of stilted huts, windmills and rice silos. A stalled convoy of trucks winds its way through the village along a dirt road. Strangely desolate, the deserted trucks and abandoned livestock anticipate the impending struggle for control. Fighting on this map will often be confused with much back-and-forth, but the central temple will always be hotly contested for its resupply opportunities.
- Chris Donovan, Artist


Outpost
Outpost takes place in a military forward operating and supply base, based off of the campaign levels “Uninvited Guest” and “Countdown”. This map was initially much larger and included more military complex elements (airfields, artillery batteries, etc), but was scaled down when we wanted to ensure SOCOM: Special Forces included smaller, more intimate maps (in the same vein as Desert Glory or Night Stalker). A favorite at Zipper is to play this map with only shotguns and grenades and let the chaos ensue!
- Christian Sadak, Designer


Von Heine Express
Von Heine Express is the largest environment-based map in SOCOM: Special Forces, primarily created for players seeking medium- to long-range combat. The train tracks passing through the center of the map create the shortest route between spawns, while the large areas on either side of the tracks are great for flanking enemy positions. However, the wide-open spaces and long sight lines in Von Heine Express create the ideal playground for snipers, so be sure to stick to the rocks and vegetation as you don’t want to be caught out in the open in this mission.
- CJ Heine, Designer


Assault & Battery
Assault & Battery really takes players into the jungle. Its dense nature and overgrown aesthetic encourages players to stalk their prey from the brush; mastering this play style for this map will definitely give you the edge. In some game modes players can risk climbing the center tower to gain access to BXM 500 sniper rifle — a great reward for anyone willing to expose themselves to a 360 degree threat. The open layout of Assault & Battery can be taxing on new players, but taking the lower routes, hiding in brush, and staying behind tall cover is key to being successful on the battlefield.
- Chris Miller, Artist


Rush Hour
Set on a heavily-damage elevated freeway, Rush hour is a fast map with clearly defined routes that always lead to the hotly contested center. The daring and skillful can push right up the crumbled overpass smack in the center of the road. Sweeping overpasses provide elevated flanking routes for strategic approaches. Shattered windows and crumbled concrete give access to building interiors perfect for defensive stands or methodic room-to-room clearing.
- Chris Brockett, Designer


Port Authority
Port Authority takes place in and around a shipyard dry dock. We drew inspiration from the shipyards and dry docks in New York City (especially one photograph in particular). This map in particular has lots of good sniping and overwatch areas that can only be reached via climbing, jumping, or vaulting.
- Christian Sadak, Designer


Abandoned
Abandoned shouldn’t be a stranger to anyone who has been playing SOCOM since the beginning. This MP map has been a staple since the beginning of the franchise, and it’s now been re-envisioned for SOCOM: Special Forces. While it looks different than you may remember, great efforts were taken to ensure the layout remains completely intact. Originally released on SOCOM 1 it became a fan favorite, and then returned in SOCOM 2 in the cover of nightfall. Now we’ve taken it back to its roots and over the top. It’s been a while since players have had their hands on this map, so during that time the natural elements have encroach upon it. It’s really overgrown and thus “abandoned”.
- Chris Miller, Artist

Score: