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Posts Tagged ‘dead nation’

Posted on 27 September by Petteri Putkonen – Housemarque

Dead Nation: Road Of Devastation Out Tomorrow!

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With over 3.8 million recruits and more than 13 billion zombies killed worldwide, the time has come to launch the ultimate zombie-killing spectacle of our time. Think you’ve got what it takes to survive “Road of Devastation?” An expansion to Dead Nation with single player and two player co-op modes (online and offline), as well as new trophies to pick up, Road of Devastation is a brand new way to experience Dead Nation. Check out our new launch trailer below! It reveals some awesome new Road of Devastation moments, along with accolades that Dead Nation received – all in iconic 80′s action movies style!

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Posted on 16 September by Petteri Putkonen – Housemarque

Road of Devastation: New Weapons, New Enemies, New Rules

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As Road of Devastation begins, you (and your partner if co-op) escape from a laboratory and find yourself at a crossroads leading to three different roads. Each road has its own perks and dangers lying in wait – with different environments, items and enemies for you to discover. Choose your road, and let the devastation begin…

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Posted on 6 September by Petteri Putkonen – Housemarque

Dead Nation is Expanding

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We hereby announce exciting news for Dead Nation players around the globe! We’ve been hard at work creating a new downloadable expansion called “Road of Devastation”!

Before we say more we take this moment to acknowledge an epic milestone inthe number of zombies killed worldwide: over 11,700,000,000 zombies killed – and counting! To put that number in perspective, that’s more than 1,5 times the entire world’s population of today (though the game takes place in the near future where Earth’s population has grown much bigger, so don’t worry, there’s still plenty of zombies left).

Also, our worldwide recruit count has risen to over 3,8 million! We wish to humbly thank all the people who have supported the game.

Now, onto Road of Devastation:

From the ashes of the apocalypse, an organization has worked in the shadows, tampering with the human gene, modifying and improving upon it to create the perfect soldier – the ultimate zombie killing machine – you!

Continuing from the events where the original game left off (or, is it actually the other way around…), you’ll find Road of Devastation will put
your skills to the ultimate test.

You’ll find yourself waking up in a laboratory with only one way out. Outside the door you’re presented with a choice – you’re faced with a
crossroads leading to three different roads, each with their own unique environments, challenges and enemies waiting for you.

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“You wake up with no memory of the past – your mission: Survive”

In the end, if you manage to overcome the challenges, just when you think it’s over, you’ll make a startling revelation…

In addition to the range of enemies and weapons you’re already familiar with from the original game, Road of Devastation will present you with a variety of new tools and equipment to dispose of enemies with, while also introducing new enemies and obstacles you’ll encounter in unique new environments.

Stay tuned as we reveal more info and details on the blog soon!

Keep up the fight, your country needs you!

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Dead Nation Gets Voice Chat, Checkpoint Saves And Other Additions

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Sound of the Dead: Audio Design in Dead Nation

We have some exciting news to share with everyone about the game and our upcoming patch!

First, we’re extremely pleased to report that Dead Nation received the Editor’s Choice award by Gaming Nexus, Just Push Start, PlayStation Lifestyle, ZTGD, and Gamingbolt!

Not only that, but the game was also chosen as PSN game of the year 2010 by PS Nation, Gamingbolt, and Playstation Lifestyle! We’re most honored for these awards, we wish to thank everyone who voted; this means a lot!

Now, we’re excited to report that our upcoming patch is only days away (coming Monday, March 7) and will provide players with not only online Co-op Voice Chat, but also Checkpoint saves, the ability to copy saves, and some further surprises for all the Dead Nation players out there!

And finally, for those interested in seeing behind-the-scenes of the game’s development, we made a small development diary last year that shows just how the whole zombie pandemic really got started…

We want to thank all the Dead Nation players out there and let them know that they’re appreciated! Keep your eyes peeled and your wits about you, the apocalypse has only begun!

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PlayStation Monsterpedia: Fangs For The Memories

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I love monsters. I grew up watching movies like It Came From Beneath the Sea and The Thing and playing games like War of the Monsters and Resident Evil. I wanted to honor that spirit with this first edition of the PlayStation Monsterpedia, a collection of detailed artwork and in-depth specifications gleaned directly from the game developers that inspired it all.

For this edition, I selected monsters that have left a strong impact on me personally, whether it was Dead Nation‘s shudder-inducing Cutter or Sackboy’s new arch-nemesis the Negativitron. Expect to see future editions of the PlayStation Monsterpedia detailing more memorable monsters from PlayStation lore, both old and new. What beasts would you like to see in the next installment? Be sure to leave your suggestions in the comments.

Widowmaker from Resistance 3

Codename: “WIDOWMAKER”
Height: Varies; size difference assumed to be based on varying maturity
Weight: Varies
Natural habitat: Unknown; Chimeran in origin
Defensive mechanisms: Toxic, caustic saliva; barbed fore talons; thick, chitinous armor
Weaknesses: Heavy artillery
Appears in: Resistance: Fall of Man, Resistance 3

BEHAVIOR:
The Widowmaker is the largest known feral Chimera, a wild spider-like predator that spits caustic saliva at any foes it cannot stab with its razor-sharp tarsi. Its appearance on the battlefield requires immediately engagement by all nearby units, with high casualty rates reported for both human and Chimeran forces. Widowmakers are generally solitary creatures, though scattered reports have indicated the possible existence of clans of Widowmakers stampeding through the wilderness.

Unlike the young Widowmakers Nathan Hale fought in England, fully grown Widowmakers are nearly impossible to defeat with conventional weaponry, though high explosives can prove effective. Initial data suggests that combatants that focus on the creature’s face first, then its weak points as it reacts, suffer lower casualty rates.

Devourer from inFAMOUS 2

Codename: “DEVOURER”
Height: Approximately 25 feet tall
Weight: 15,000 lbs (estimated)
Natural habitat: Marshlands surrounding New Marais
Defensive mechanisms: Powerful musculature; long, barbed tongue; thick armor plating
Weakness: Electricity; gaps between armor plates near the mouth and ribs
Appears in: inFAMOUS 2

BEHAVIOR:
The Devourer is part of The Corrupted, a race of mutant beings that have burrowed from the swamplands surrounding the city of New Marais. More precisely, The Corrupted comprise a hierarchy of organisms, including humanoids equipped with long bladed arm talons as well as smaller armored drones called Ravagers. The Devourer represents the pinnacle of The Corrupted’s unnatural evolution. Its long, barbed tongue is prehensile, which the Devourer uses to immobilize and ingest organic matter.

Eyewitness accounts from New Marais are scarce, but the Devourer is reportedly aggressive and territorial, making it exceedingly dangerous. With its vast size, enormous strength and armored exoskeleton, the Devourer presents a persistent threat to the citizens of New Marais — particularly as The Corrupted make increasingly bold incursions into inhabited urban centers. Attempts to subdue The Corrupted by local law enforcement have proven unsuccessful, sparking a small-scale arms race as mutant and human alike position for control of New Marais. A local anti-mutant vigilante group called the Militia has reported some success in keeping The Corrupted at bay, and have peddled these achievements into a local protection racket.

Speculation that The Corrupted and the Devourer were mutated as a result of local Ray Sphere experimentation warrants further investigation.

Cutter from Dead Nation

Codename: “CUTTER”
Height: Over 11 feet tall
Weight: Over 700 pounds
Natural habitat: Bioengineered, designed for urban environments
Defensive mechanisms: Thick, hardened carapace; machete-like talons
Weaknesses: Very few, though tactically inept and tends to charge mindlessly at prey
Appears in: Dead Nation

BEHAVIOR:
This undead construct patrols large areas and can survive for months, even years, on very little physical sustenance. The Cutter’s behavioral patterns are simple and primal, a testament to its lab-grown origins. Alarmingly nimble despite its towering physique, the Cutter often surprises its unlucky targets. Upon seeing human prey, the Cutter immediately charges and attempts to cleave the victim in two using its massive, bladed talons. The cutting power of the Cutter’s machete-like hands can’t be overstated; they can easily cut through cars, fences, and Kevlar armor with one swipe.

The Cutter shows little discrimination in choosing targets, and won’t hesitate to carve through pockets of infected if they stand between it and living prey. Resourceful survivors have been known to exploit this fact as a way of negotiating the countless infected that now prowl the streets of major urban centers worldwide.

Veradinator from Eat Them!

Codename: “VERANIDATOR”
Height: Approximately 50 feet
Weight: 5.98 tons
Natural habitat: Any large scale urban environment
Defensive mechanisms: Multi-shot rocket launcher; hydraulic claw; immobilizing acoustic eruption
Weaknesses: Easily distracted
Appears in: Eat Them!

BEHAVIOR:
One of over five million variations of monster built from components in the lab of noted monster scientist and madman Dr. Wilder, the Veranidator is equipped for maximum destruction in urban environments. Its rocket launcher can be used to take out ground-based and aerial attackers, and the patented ROAR acoustic system will immobilize unprotected human foes. Its hydraulic claw is just as useful for smashing through structures as it is grabbing improvised weaponry from the ground.

Like all of Dr. Wilder’s creations, the Veranidator is powered by disposable fuel units commonly used in vehicles, cafes, street corners, and anywhere else civilians congregate.

Negativitron from LittleBigPlanet 2

Codename: “NEGATIVITRON”
Height: 2.6 miles, or approximately 42,000 Sackboys
Weight: The Sun
Natural Habitat: The cold, empty reaches of the Cosmos; the cupboard under the stairs
Defensive Mechanisms: Sucking; Creating Meanies and infecting the Cosmos; Telling jokes at funerals
Weaknesses: Metal toy soldiers, bits of string, Sackboy
Appears in: LittleBigPlanet 2

BEHAVIOR:
Deep in the exquisite cold of the interstellar Cosmos, the skilled Negativitron hunter must know when to hunt and when to flee. Wherever there is silence, wherever there is serenity, calm or peace, that is when the tracker must be his most wary.

With infinite patience, the Negativitron waits in the darkest corners of the Cosmos with one terrible eye always open. The hunter will receive but one warning that his quarry has turned: THE UNMISTAKABLE DEATH WOOSH OF AN 1800W BAGLESS INTERSTELLAR VACUUM CLEANER! Snarling, thrashing, sucking, The Negativitron attacks with nothing but vengeance and fury on its mind. In the vast blackness of space, a Vacuum within a vacuum. Feeding on fear, on doubt, on all those times you were told you were worthless and grew to believe it. The Negativitron will read you, search you. The more you fear it, the stronger it becomes.

And what of the hunter? For most, eternal silence and blackness. Perhaps one in a hundred will escape with his life intact, and one in a thousand with his sanity. The Negativitron is a ruthless foe, filled with cunning and empty of remorse. It will lure you, trick you, seduce you and destroy you. Yours will be but another forgotten story, a speck of dust in the nebula of forgotten heroes.

The Negativitron shall live on! Brooding, resting, waiting.

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