From November 30th to December 7th, Ubisoft is celebrating its 25th anniversary!
Once upon a time… there were five brothers from Brittany France, who shared a common vision of setting up their own multimedia company. It was the 1980s. Consoles like Atari, Amstrad and Commodore were starting to pick up speed, microcomputers were popping up everywhere and video games were finally starting to garner some support. In France, however, interactive media was still an under-developed sector.
25 years of entertainment, 25 great promos with massive discounts of up to 75% off! Assassin’s Creed, Splinter Cell, Driver, From Dust and many more… Enjoy those awesome anniversary gifts, exclusively on the PlayStation Store! Happy anniversary Ubisoft!
Additional content
Assassin’s Creed II DLC bundle -50% off
Assassin’s Creed Brotherhood – The Da Vinci Disappearance DLC -25% off
Tom Clancy’s H.A.W.X. – Air Supremacy -75% off
Tom Clancy’s H.A.W.X. 2 – all in one pack -50% off
Haze – Destruction Pack – 60% off
Michael Jackson – New track: Another Part of Me -50% off
Ruse – All in one bundle DLC -50% off
PS3
Beyond Good & Evil HD – 50% off
Might & Magic Clash of Heroes – 47% off
Outland – 50% off
Scott Pilgrim vs. The World: The Game – 60% off
Prince of Persia Classic and Cell Factor bundle -75% off
From Dust – 33% off
Assassin’s Creed Brotherhood – 25% off
Assassin’s Creed – 50% off
Far Cry 2 – 50% off
Tom Clancy’s G.R.A.W 2 – 66% off
Tom Clancy’s Rainbow Six Vegas 2 – 66% off
Tom Clancy’s Splinter Cell Trilogy HD – 40% off
Prince of Persia Trilogy – 55% off
PSone
Driver – 40% off
Rayman – 40% off
Video Content
Assassin’s Creed Ascendance – 50% off
*Discount percentages based on the € price. Exact percentages may vary depending on your currency.
We’re super excited that Swarm is finally about to be released on PlayStation Network. The genesis of the original idea for the game stretches all the way back to 2006, shortly after we started Hothead. There was an indie video game developer contest we wanted to enter, so we brainstormed a ton of ideas on what to submit. Dr. Mike Hayward, Hothead’s resident Ph.D., brought forward a concept based on his doctoral research in artificial life. He called it Swarm and it had plenty of science cred. We thought this was our contest winner, so we came up with a cute adorable character to go with his tech, the swarmite, and got to work on a prototype.
In the end we did very well in that contest, placing in the final four, winning the people’s choice vote, and garnering $300,000 in winnings. Every time we wore a Swarm t-shirt in public, invariably someone would ask us about the character. People really seemed to like it. So we knew we were onto something. We just had one problem: what we created wasn’t really a game.
The prototype was cool. 50 pudgy, blue swarmites milled around and waited for you to act. You took control of a single swarmite and the rest watched attentively. You’d take some action, like picking up a rock, and the rest of them would frantically run around, trying to find rocks. There were never enough rocks to go around, and so the swarmites would absentmindedly pick up other items or even their fellow swarmites. Then you’d throw the rocks at a target and they would all follow. Every time you did something, they learned, and as you progressed through the level they used all their learning to move you forward. So the tech was very cool and the way the swarmites behaved was funny, but because you were teaching them, the further you progressed through the level, the more time you spent simply watching and the less time you spent playing.
Our response to this was to park the uber-smart Dr. Mike in a corner and let him play for three years or so. “Turn it into a game!” was our direction. He kept at it, finally hitting a big turning point when he started playing with the idea of directly controlling 50 swarmites at once. Suddenly Swarm started looking like an action game and a platformer. And there were cool examples of emergence that he kind of stumbled on. For example, if you huddle the swarm together and then jump repeatedly, they stack on each other’s heads and form a tall totem. That wasn’t planned in any design document, it just happened by accident in one of Mike’s prototypes.
Armed with some cool new control schemes, we put the game into production and set out to make the coolest PSN game ever. Then we hit our next obstacle. Turns out if you move 50 characters at once and put them in a ridiculously dangerous world with explosives, fans and other things that tend to blow them all over the place, it can get a tad confusing for the player just what is going on and where their swarm is when all hell is breaking loose. So to address this, we did what we always do: lots and lots of playtests. We’d bring in four or five fresh players that have never seen the game before, put a controller in their hand and let them give it a go. Certainly it can be a humbling experience when you watch players get frustrated with your game, but we persisted at iterating and improving it a little each week. It wasn’t long before we had something that users reported was intuitive and fun to play… no small feat for a brand new type of gameplay mechanic!
With our deadline quickly approaching, we turned our attention to replayability. What would give players a reason to want to go back and replay levels they’ve already completed? The epiphany here turned out to be our scoring system. Swarm has multipliers, multipliers on multipliers, checkpoint bonuses, time bonuses and lots and lots of shiny pickups. The upshot of all of it is that whether you’re a beginner or a seasoned player, you can always work to make your score better. There is no natural maximum score on any level. And the great benefit of that is it makes the leaderboards in the game naturally quite competitive. We put your results right in your face as frequently as we can so you always see how you’re measuring up against your friends on each level. We even have the game automatically facilitate a bit of smack talk.
We’re proud of what we’ve made in Swarm: it was wrought from our indie blood, sweat and tears. We’re confident you’ll like what you see when you play it.
E3 2012 – are you ready for it?Wed, 23 May 2012 17:00:00 +0100
Find out how you can stay up to date with all the news from the biggest video game show in the world with eu.playstation.com.
Access TV Episode 35Wed, 23 May 2012 16:47:00 +0100
Available to download from PlayStation Store now
PlayStation Network scheduled maintenanceWed, 23 May 2012 09:30:00 +0100
PlayStation Network is offline for scheduled maintenance from 16:00 BST on Thursday 24 May 2012 to 08:00 BST on Friday 25 May 2012.
The world of Gravity RushTue, 22 May 2012 15:56:00 +0100
Get a closer look at the fantastic world that awaits you in the gravity-bending PS Vita action adventure.
Game OnMon, 21 May 2012 12:30:00 +0100
Hunt down some prestigious Starhawk trophies and tune in to the FIFA Interactive World Cup 2012 final this week on PlayStation.
PlayStation Network scheduled maintenanceThu, 24 May 2012 01:30:00 +0100
PlayStation Network is offline for scheduled maintenance from 1am to 5pm AEST on Friday 25 May 2012.
Sorcery casts a spell on PS3 todayThu, 24 May 2012 00:32:00 +0100
Bringing the magic of PlayStation® to life, Sony Computer Entertainment Australia today conjures a world of magic and wizardry with the launch of Sorcery™ in stores nationally.
Music Unlimited available for iPhone and iPod touchWed, 23 May 2012 01:57:00 +0100
Sony Network Entertainment today announced the Music Unlimited service application is available now in Australia and New Zealand, free of charge, for iPhone® and iPod touch®*, giving subscribers access to the service's global catalog of millions of tracks** whenever and wherever they are.
The world of Gravity RushTue, 22 May 2012 15:56:00 +0100
Get a closer look at the fantastic world that awaits you in the gravity-bending PS Vita action adventure.
MGS HD Collection for PS Vita out July 5Fri, 25 May 2012 04:55:00 +0100
Konami Digital Entertainment today confirmed METAL GEAR SOLID HD Collection for PlayStation®Vita will be released in New Zealand on 5th July 2012.
PlayStation Network scheduled maintenanceThu, 24 May 2012 01:30:00 +0100
PlayStation Network is offline for scheduled maintenance from 3am to 7pm NZST on Friday 25 May 2012.
Sorcery casts a spell on PS3 todayThu, 24 May 2012 00:32:00 +0100
Bringing the magic of PlayStation® to life, Sony Computer Entertainment New Zealand today conjures a world of magic and wizardry with the launch of Sorcery™ in stores nationally.
E3 2012 - are you ready for it?Wed, 23 May 2012 17:00:00 +0100
Find out how you can stay up to date with all the news from the biggest video game show in the world with PlayStation.com.
Music Unlimited available for iPhone and iPod touchWed, 23 May 2012 01:57:00 +0100
Sony Network Entertainment today announced the Music Unlimited service application is available now in Australia and New Zealand, free of charge, for iPhone® and iPod touch®*, giving subscribers access to the service's global catalog of millions of tracks** whenever and wherever they are.
E3 2012 – are you ready for it?Wed, 23 May 2012 17:00:00 +0100
Find out how you can stay up to date with all the news from the biggest video game show in the world with eu.playstation.com.
PlayStation Network scheduled maintenanceWed, 23 May 2012 09:30:00 +0100
PlayStation Network is offline for scheduled maintenance from 16:00 BST on Thursday 24 May 2012 to 08:00 BST on Friday 25 May 2012.
The world of Gravity RushTue, 22 May 2012 15:56:00 +0100
Get a closer look at the fantastic world that awaits you in the gravity-bending PS Vita action adventure.
Game OnMon, 21 May 2012 12:30:00 +0100
Hunt down some prestigious Starhawk trophies and tune in to the FIFA Interactive World Cup 2012 final this week on PlayStation.
Weekend Essentials 126Fri, 18 May 2012 12:00:00 +0100
Wow the world in PixelJunk 4am, help Max Payne rise again and play the original Deus Ex with PlayStation this weekend.
Weekend Essentials 126Fri, 18 May 2012 12:00:00 +0100
Wow the world in PixelJunk 4am, help Max Payne rise again and play the original Deus Ex with PlayStation this weekend.
New Portable IDs from the PlayStation CommunityThu, 17 May 2012 12:00:00 +0100
Give your Portable ID a new look with these brand new themes inspired by PlayStation Vita and designed by the PlayStation Community.
Game Talk: Mortal KombatWed, 09 May 2012 15:30:00 +0100
Ed Boon, creative director at developer NetherRealm, talks about finishing moves and his favourite brawlers exclusively with eu.playstation.com.
Weekend Essentials 124Fri, 04 May 2012 12:00:00 +0100
Get your race face on with the GT Academy demo, take orders from Frobisher and go on an intergalactic adventure with the Awesomenauts this weekend on PlayStation.
The characters of Gravity RushWed, 02 May 2012 17:30:00 +0100
Discover more about the characters that help bring to life one of the most exciting titles on PS Vita.
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