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Posts Tagged ‘interview’

Hands-on: Sorcery Casts a Spell on PlayStation Move

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One of the more memorable action games I’ve played this year is a game uses the PlayStation Move motion controller to paint a symphony of destruction. Last seen at the E3 2010 PlayStation press conference, Sorcery captured the imaginations of PS3 owners while remaining tantalizingly out of reach. At last week’s PlayStation media showcase in New York City, I was finally allowed to go hands-on with Sorcery and speak with its design director, Brian Upton, who stated that the game is on-track to release next year.

Sorcery is running on a heavily modified version of the Unreal engine, and the art direction has progressed by leaps and bounds since its last showing. The game now skews a bit older, with nastier monster designs and edgier spellcasting combat. Watch the video, read our full Q&A, then let us know what you think of Sorcery in the comments!

PlayStation.Blog: I’ll cut to the chase: Why have we had to wait so long to see Sorcery again?
Brian Upton, design director, Sorcery: Coming out of E3, we knew there were some things we weren’t happy with. We really wanted to re-tool the game’s look, its world. We had the gameplay we wanted, but it just wasn’t ready for public consumption.

PSB: Tell me a bit about the character and quest. What’s changed since the original debut?
BU: The hero is Finn, he’s a sorcerer’s apprentice and a real hothead: he’s always trying to learn things he’s not ready to learn yet. When the game starts, your master’s magical talking cat, Erline, dares Finn into venturing into the realm of the dead. Finn, being the guy he is, can’t resist.

In the realm of the dead, you accidentally unleash something very, very bad. The consequences are dire for you and the entire world, so the quest is to undo the trouble you’ve caused. You also begin to realize the Erline is much more than a magical talking cat: she’s central to the whole problem that you’ve created. You’re cast somewhat in the role of Erline’s protector, you’re trying to get her from the human world to the heart of the faerie world to fix this problem.

Sorcery for PS3: Bogies Fire Wall

PSB: Once I got my hands on Sorcery, I was particularly surprised by the intensity of the combat. What does spellcasting bring to combat?
BU:We noticed that with a lot of motion-controlled games, it works a bit like Simon Says: you’re told to do something and you do it. But that’s not how action games work. Action games let you be creative, to craft your own solutions to the problems you face. So we wanted a game that taught you easy gestures, which became tools that you can use in combat. You can use basic spells in a variety of ways, but you can also layer them on top of each other to create more complex and powerful spell effects.

PSB: I noticed that when I combined the cyclone spell with the fire wall…
BU:Yeah, the Firenado is great. It’s one of the more powerful spells in the game. But there are lots of clever ways to use it: you can pick an enemy up with a cyclone and push it through a campfire to create a Firenado. Or you can cast a fire wall, shoot arcane bolts through it to create fire bolts, and aim them at a whirlwind to suck your enemy in and incinerate him. There’s a whole array of ways to inflict damage in this game.

PSB: Tell me about Sorcery’s approach to motion controls. What’s your philosophy?
BU: We wanted something very accessible, something you can pick up quickly. The very first spell you learn, arcane bolt, is very simple to use because you just flick it forward. It’s like throwing stuff at your enemy. As you keep using it, you start to realize its depth: you can curve bolts and arc bolts around obstacles. When you start using ice magic, you can slow down enemies, or freeze them repeatedly and smash them with another spell.

Sorcery for PS3: Troll

PSB: How do the gesture-based puzzles fit into Sorcery?
BU: We don’t want you fighting all the time, partly because it’s a gesture-based game and you’d get tired. So we try to mix up the intense combat with puzzles to solve. The gestures are pretty simple: You mend things, move them around. It’s less a question of figuring out how to do something; you might see something you can get on top of, and you’ll wonder how you can get up there, what you can rearrange. They aren’t intense brainteasers, but it does change the pace in the overall game.

PSB: I noticed that Sorcery employs an automated camera, a bit like God of War. How does it work and why did you take this approach?
BU: We want to keep it simple: If you have to do camera maintenance all the time, it really sucks. We’re not a shooter, but we do learn a lot of lessons from shooters. In a shooter, on a basic level, you want to establish an interesting shooting gallery and let players be absorbed in it. When you encounter a new group of cameras, the auto-camera will shift to focus on them. It’s a function of trying to streamline the game as much as possible.

PSB: Will there be any RPG elements? Will Finn be able to upgrade his abilities over the course of the game?
BU: There’s an alchemy system. As you travel through the world, you’ll discover magical ingredients and you can use them to research new magical potions. There are roughly 56 magical potions in all, and every time you drink one, it gives you a permanent upgrade. You’ll have about a dozen opportunities to do it, so these potions basically become your build tree, your stats, the way you customize Finn. Do you boost your health or your ice powers? Or maybe make your shield bash more damaging?

Sorcery for PS3: Endless Water

PSB: Is Sorcery a shooter? And if not, what is it?
BU: As a designer, I used a lot of the principles of shooter design. I have a shooter background: I worked on Rainbow Six and Ghost Recon. Coming from that shooter background, I learned a lot of lessons about how to build an encounter. But Sorcery is not a shooter. Your fire rate is much lower, you have to deal with Mana limitations, you can curve and arc your shots…we used shooter gameplay as a touchstone, but then we took it way beyond what shooters do.

PSB: Earlier you mentioned a shift in the game’s tone since E3 2010. Could you shed any light on that?
BU: What we showed at E3 was largely organized around a dungeon crawl, and we realized we didn’t want that. We wanted a full-blown fantasy world, not a series of tunnels. A lot of our re-tooling involved moving the action gameplay into a more free-flowing space. The E3 version also had a much younger hero, and the enemies were a lot more cartoonish. We though, “you know, we have a game here that would appeal to a hardcore PlayStation gamer…and it looks a little bit like Spyro!” [laughs] We didn’t want people to get the wrong impression, so we wanted to bring the visuals in-line with the gameplay.

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X-Men First Class Blu-ray Launch

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X-Men First Class Bluray screen_01

X-Men First Class is the prequel film that blew away audiences around the globe earlier this year – so when 20th Century Fox Home Entertainment invited us to an exclusive media event for their Australian Blu-ray launch of the movie this week, we quickly accepted!
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Hideo Kojima Talks Metal Gear Solid HD Collection, Peace Walker HD, PS Vita

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Metal Gear Solid HD Collection for PS3

These days, Hideo Kojima is a busy man. The Metal Gear mastermind recently revealed that the Metal Gear Solid HD Collection is heading to the PS3 this November. The HD Collection includes revamped versions of Metal Gear Solid 2: Sons of Liberty, Metal Gear Solid 3: Snake Eater and Metal Gear Solid: Peace Walker, complete with dual-analog-stick controls, 1080p graphics, smoother frame rates, a redesigned user interface, rumble support and much more.

We caught up with Kojima last week at an appearance in Mexico City and he was eager to speak with PlayStation.Blog readers. Enjoy the Q&A, and leave your favorite Metal Gear moments in the comments!

Hideo Kojima

PlayStation.Blog: Metal Gear Solid: Peace Walker was designed for PSP — a portable device. What changes did Kojima Productions make to the upcoming PS3 version so it could be enjoyed on a high-definition home console?

Hideo Kojima, Director, Kojima Productions: The PSP obviously has fewer buttons than the PS3 controller, and it had some limitations when it comes to control. Using the DualShock 3, movement of many things improved…as did, of course, [the addition of] rumble support.

On the PSP, it was also hard to tell some textures apart. Now, rendered in HD, they are are much easier to see. The in-game text is also easier to read.

PSB: Your process of “transfarring” will allow PSP players to take their Peace Walker save files from one console to another, and we will also see similar cross-play support with the PS Vita. Do you expect this to be the future of gaming? Is it a concept that you would like to explore beyond what already has been announced?

Kojima: Peace Walker is the first step. It is a PSP game in HD that lets one go back and forth between one PSP and a PSP. The next step is to take PS2-quality games, such as Metal Gear Solid 2 and Metal Gear Solid 3, to HD and then to take them to Vita transferring.

My next step is games that will come out for the PS3 from now on, so I can take advantage of this technology with the Vita with content that is exactly the same. I hope that cloud service is available now, and it would be ideal for me if transfarring were to serve as a bridge between the two services.

Metal Gear Solid HD Collection for PS3

PSB: Just before E3, a glimpse of what will be its new graphic engine (FOX Engine) was shown. What would you say are their greatest visual benefits? Is there anything that stands out in this technology that you can tell us about?

Kojima: For now, FOX Engine has high performance in developing games on multiple platforms; I think that is the most prominent feature. At this point, it is not an engine that has anything particularly prominent when compared to what’s on the market. From now on, we hope to add features and functions that stand out from other engines.

PSB: Okay, PS Vita has already been revealed. Are you interested in the console? What are the features that draw your attention most to a portable device?

Kojima: As for the multitouch pad on the back of the console, I do not want to force users to use it. The PS Vita has cutting-edge technology and it’s the best there is – especially with integration with the PS3 – and I am very pleased I can offer it to users.

PSB: With the commercial success of L.A. Noire, and the return of cyberpunk with Deus Ex: Human Revolution, do you believe that there is a market for a new Snatcher game?

Kojima: L.A. Noire is a game that I really like, but unfortunately I have not played it. I think it is coming out in Japan today, so when I return, I intend to play it. This idea of an open world in 3D is very good, and I would love to do something like Snatcher, but I do not have the time or the means to do so. But if anyone else would like to develop it, I would love it.

NOTE: A few hours after this interview, Hideo Kojima, in collaboration with Suda 51 and Akira Yamaoka, announced a radio drama called “Sdatcher” based on Snatcher.

Metal Gear Solid HD Collection for PS3

PSB: What qualities do you think a game designer needs to be hired in today’s industry?

Kojima: Right now, it’s very similar to movies: You need a lot of money. So rather than doing what you want, doing what you like, you must have a clear idea of marketing and sales. That’s what’s happening to us with FOX Engine; you do not need be an expert in programming to develop a game, but if you have a question, you still need an expert on-hand to provide an answer.

As for expression, that has reached a high level. Video games are trying to reach the peak of entertainment, so game makers should be clear that things like emotion and sound are among the many things that have to be involved.

PSB: How has your perspective from your business point of view and as a game developer changed, now that you are Vice President of Konami Digital?

Kojima: I would like to not change. My priority continues to be to create and produce my own games. Now that I can do this well, I can generate more time to help in other company products, especially in creative ways.

For more info on Metal Gear Solid please visit our Facebook Page: http://www.facebook.com/mgs.

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White Knight Chronicles: Origins

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Following our White Knight Chronicles II Q&A a couple of days ago, we caught up with Hiroaki Iwahara, Main Planner at Matrix Corp, to talk about White Knight Chronicles: Origins on PSP.

White Knight Chronicles Returns To PS3 And Debuts On PSP

How does White Knight Chronicles: Origins feed into the wider WKC universe?

10,000 years before the original PS3 game takes place, there was a period of strife known as the Dogma Wars. This struggle is between the Yshrenian Empire who are harnessing the power of the Knights in a bid to conquer the world, and the Athwani Mage Kingdom who are trying to stop them. These events would shape history to come in the White Knight Chronicles saga, and White Knight Chronicles: Origins tells the story of the unsung heroes who lived through this period of unrest, only to be forgotten in the annals of time.

Can you tell us how the characters from the White Knight Chronicles universe fit into the game story?

There are some characters from the PS3 games who appear in our PSP title. For example, right at the start of the game your character will meet a young Eldore during the downfall of Xarmgand. The Black Knight Demian is another recurring character who plays a big role in the PS3 games. You’ll also meet the troll Thaumus who’s using guerrilla tactics to try and halt the Yshrenian onslaught. And, of course, the White Knight, the Dragon Knight and the Moon Maiden all make an appearance.

White Knight Chronicles Returns To PS3 And Debuts On PSP

Can you tell us about the gameplay, specifically how the combat system will work?

In the game your character is a member of a mercenary group called the Mobile Corps. Your base is a train where you will be able to take on quests, choosing a team of soldiers to fight alongside you. The battle system is essentially the same as the PS3 version – you command you character to perform an action from a variety of skills. But we’ve done a lot of tuning with the speed of the battle flow and also tailored the controls to the PSP.

Were you fans of the White Knight Chronicles franchise before working on your game?

Yes, definitely!

Matrix Corp. has worked on quite a few RPGs up to now. In your opinion, what’s special about this one?

It’s got to be the transformation system. It’s really at the heart of the whole game and gives it its character.

We also put a lot of effort into the character creation system to ensure that players can create an avatar that really appeals to them. From a design perspective we’ve tried to keep the feeling of the PS3 version while also throwing in some new ideas.

White Knight Chronicles Returns To PS3 And Debuts On PSP

What’s your favourite moment in the game?

The Unity Attacks are great fun. You can perform these in single player mode, but they’re much more fun when you pull them off with a group of friends!

Can you give us an insight into your personal playing style in the game?

My personal preference is using a red chroma and my weapon of choice is an axe. My tactic is to max-out my attack power by selecting the right skills and buffing my equipment. You might not always land your blows but when you do it really saps your enemy’s HP!

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White Knight Chronicles II Interview

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As the release of White Knight Chronicles II, exclusively on PS3, draws closer, we got in touch with the game’s director Yoshiaki Kusuda to talk about the story behind WKC II and the future of the series.

White Knight Chronicles Returns To PS3 And Debuts On PSP

Tell us about the story in White Knight Chronicles II

The game takes place one year after the events of the original White Knight Chronicles. A year after the return of the Yshrenian Empire, Leonard and his companions come back together to protect the Kingdom of Balandor, the Archduchy of Faria and the Free City of Greede from the Yshrenian Empire, and end up having to save the entire world.

Two new characters will also play key parts in the story: Miu, the daughter of Archduke Dalam; and the mysterious Scardigne. There is civil unrest in the Archduchy of Faria, with one faction trying to protect Miu and another militant faction trying to spark a revolution. Scardigne belongs to the former, but you’ll need to play the actual game to fully understand the role he takes in the story.

White Knight Chronicles II will bring a satisfying conclusion to the conflict between Yshrenia and the other powers, and to the stories of Grazel, Leonard, and Princess Cisna.

What influenced the original White Knight Chronicles?

We wanted it to be a sort of majestic fantasy, with heroic elements that would appeal to RPG fans. In the original White Knight Chronicles you saved a princess, and in the sequel you have to save the whole world.

Along the way, players will transform into a Knight to do battle with gigantic enemies, and there may even be a little love story in amongst all of the fighting. During their adventures, the players will gradually solve mysteries such as the origin of the Knights and the effects they have on the world. I think the game will help both children and adults remember some things that we tend to forget in our modern lives.

White Knight Chronicles Returns To PS3 And Debuts On PSP

What gameplay improvements have been made to the sequel?

We made a number of changes to improve the game’s pacing, such as better response time in battles and having gauges fill up while a special move is being performed, which allows you to transition to the next move more quickly. However, just doing that would turn the game into a mindless button masher, so we also added elements where the player has to attack his opponent just at the right time. This adds element of strategy has slightly increased the difficulty of battles.

For example, since you can now guard whenever you want, you can avoid getting stunned when an enemy makes a powerful attack by guarding at just the right time. Or, you might use an area-of-effect attack the instant an enemy summons a group of smaller enemies. Strategy is definitely more important in this game.

Why did you decide to include the original game with its sequel on the same Blu-ray Disc?

When we were creating White Knight Chronicles II, the first thing we thought about was what form the product would take. A sequel would usually be sold as a separate package that you could buy on its own and play without the original game if you wanted. However, in the case of a game like White Knight Chronicle,s you also have the online gaming side which means it’s difficult to keep the sequel completely separate from the original. We considered a number of possibilities, like making an expansion that would require the original game.

But that would limit our audience to people who had purchased the first game and wanted to play more. The number of PS3 owners has increased since the first White Knight Chronicles was released, which gives us a chance to attract new players, so we decided that including the original game on the disc was the best solution.

White Knight Chronicles

Will there be more WKC games in the future?

White Knight Chronicles II concludes the story started in the first game, so for the moment we don’t have any plans for more games in the series. However, we will be releasing additional quests in the form of downloadable content. And you never know. If there’s strong support for another sequel…

What is your favourite RPG?

Tactics Ogre. It’s a fairly old game now but the story and game world were fantastic. It’s one of those games that I could just sit back and enjoy.

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