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nedjelja, 2. rujna 2012.

Ratchet: Deadlocked Headed to PS3

At PAX today, Ratchet: Deadlocked was confirmed to be headed to PlayStation 3 later this year. Deadlocked will be released in HD as a download on PlayStation Network and will include reworked online multiplayer.

Ratchet: Deadlocked was originally released in 2005 and focuses on battle as opposed to the platforming elements of earlier Ratchet & Clank games. Sony hasn’t provided specific details about pricing, release date or new features, but we’ve reached out for more information and will update this story when we hear back.

Deadlocked follows HD versions of three other Ratchet & Clank games in the Ratchet & Clank Collection, which was released last week in North America and includes Ratchet & Clank, Ratchet & Clank: Going Commando and Ratchet & Clank: Up Your Arsenal. A new game, Ratchet & Clank: Full Frontal Assault, is set to hit both PlayStation 3 and Vita.

For more on Ratchet: Deadlocked, you can read our original review of the PlayStation 2 version from 2005.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

petak, 31. kolovoza 2012.

God of War: Ascension Bosses Revealed

At the conclusion of the God of War: Ascension panel at PAX this weekend, key members of the development team treated the audience to a world exclusive: the video reveal of the "big bosses" to appear in Kratos' next (bloody) quest. The iconic antihero will face three powerful beings known as the "Furies." Not to be confused, I should note, with the Furries, which would present a wholly different and -- perhaps --- more terrifying threat to Kratos.

While we know that three Furies will appear in Ascension, only one was revealed in the video: a woman of horrible power with spider-like appendages clawing out of her back. The God of War team also took note of her ability to infect her victims with parasites that emerge from her "upper chest area." This unnerving skill wasn't shown today, but I fear the day when it will.

God of War: Ascension launches next year on March 12th, and introduces multiplayer to the franchise. So prepare to bring a friend along for the limb-rending fun!

Ryan Clements writes for IGN. He saw an Ellie (The Last of Us) cosplayer today that was super adorable. Follow him on Twitter if you have nothing else to do.


Source : ign[dot]com

Dead Island Riptide Takes a Cue From Call of Duty

The creators of Dead Island Riptide are adamant that it is not Dead Island 2 -- and that's very clear the moment you see it in action. The development team is extremely proud of Dead Island's success, and rather than expanding on it in surprising new ways, it's simply giving its audience more. You can think of it as an expansion pack if you like -- it's the same loudmouth characters, your saved game skills carry over wholesale, and it picks up the moment after Dead Island's ending. This is definitely a game for Dead Island fans, and the new setting, as well as the interactions you have with the world because of it, is the real draw.

At least there aren't any crocodiles, right?

For unspecified reasons, the four survivors land their helicopter on a new infected island. This place happens to have another problem: It's completely flooded, which presents new opportunities to players. You can explore the open jungle or hop into a boat and drive along the rivers. Exploration and escape options open up because of boats -- you'll carve through zombies in the water, who won't be able to catch you as easily, and you'll be able to get to new places much faster.

Water also has gameplay implications. In a mid-game mission Techland demonstrated, survivors drained a flooded a church in order to get to the catacombs beneath. The very loud pump used to relocate the water attracted nearby zombies, and a lengthy wave-based battle ensued. Riptide introduces a few new mechanics here, including a new weapon in the proximity mine and construction elements, a la Call of Duty's Zombies mode. You can build fences (or use them to trip zombies) to keep your team safe, as well as relocate mounted machine-guns to tear down the masses.

Riptide is a lateral move for Dead Island -- it's not a sequel so much as an expansion pack-like continuation. You won't find innovative new mechanics or a new cast of characters wielding wacky new weapons. Instead, you'll have the same cheesy characters spouting off silly one-liners. You'll use the same UI to swap between custom weapons. You will, however, be able to import your save game and skills to continue leveling up, earning new skills on the higher end of the expanded skill tree.

If you're committed to Dead Island already, you're in for a treat.

Mitch Dyer is an Associate Editor for IGN's Xbox 360 team. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com

Square Reveals Final Fantasy 25th Anniversary Collection

Final Fantasy’s 25th anniversary celebration is in full effect over in Japan, and a rather interesting tidbit was revealed leading up to the main event. Andriasang reports that Square Enix will be releasing something called the Final Fantasy 25th Anniversary Ultimate Box, which includes the 13 core Final Fantasy games in one handy compilation.

The games in the collection include the following:

  • Final Fantasy (PSone)
  • Final Fantasy II (PSone)
  • Final Fantasy III (PSP)
  • Final Fantasy IV (PSone)
  • Final Fantasy V (PSone)
  • Final Fantasy VI (PSone)
  • Final Fantasy VII (PSone)
  • Final Fantasy VIII (PSone)
  • Final Fantasy IX (PSone)
  • Final Fantasy X (PS2)
  • Final Fantasy XI (PS2)
  • Final Fantasy XII (PS2)
  • Final Fantasy XIII (PS3)

It was initially unclear if Square Enix would actually be releasing PSone discs (and PSP UMDs) along with PS2 and PS3 discs, but according to its listing on Square Enix’s website, it appears that is the case. All told, the collection will contain 21 discs (18 PSone, 3 PS2, 1 PS3) and a single UMD.

It will also include a “special anniversary video disc,” a soundtrack spanning two discs and more.

The collection reportedly costs ¥35,000, or $447. It comes out in Japan on September 30th. Whether or not it will be released anywhere else remains to be seen.

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

Fuel Overdose Coming to PlayStation Network

Today, the PlayStation Blog revealed an all-new racing game set to come to PlayStation Network. It’s called Fuel Overdose, and it looks rather interesting.

According to Skander Djerbi, the executive producer on the project, his studio I-Friqiya began work on Fuel Overdose back in 2010. They consider their project a “tactical-action-racing” game, combining three unlikely genres together into one. The trailer below explains what the game’s all about rather well, at least in terms of its status as a racer.

Fuel Overdose has a team of three people working on it, and is still in-development. Its release date (or even its release window) remains unknown. However, in the comments, Djerbi did confirm that it will come to PS3 first and later to PC, and that his team is considering bringing the game to Vita as well.

But perhaps most interestingly, Djerbi later says that he “totally agree[s] with the fact that Fuel Overdose on Vita would be a good idea. All your feedbacks [sic] are very constructive and will be reported to Sony (which is the only indie-friendly HD platform) to try to get more support from them.”

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

Report: Killzone Trilogy Incoming for Playstation 3

A listing on Amazon France suggests that Sony will release the Killzone games as a boxed trilogy this October.

The posting, which you can see below, claims that all three of Sony's shooters will be released on October 24 for €59.99, which works out as roughly £47 or $75.

While nothing has been confirmed, and the price and release date for other territories could change even if the posting is correct, Amazon France has previous form in accurately leaking the existence of titles. It was the website that first listed Call of Duty: Black Ops II, outing the identity of this year's Call of Duty shooter, and it did the same for the Ratchet & Clank Trilogy (or Collection, if you're American).

It's this second title that's most interesting to consider in relation to the Killzone Trilogy, as all three games in that collection were originally released on PS2 just like the first Killzone. As they all received HD remastering before coming to PS3, could this mean that the same is in store for the shooter that started the series off? We heard rumours earlier this year that Killzone 1 would be released on PSN as an emulated and updated version, but this was later "delayed indefinitely".

If the game is about to come to PS3 at long last, it'd make sense that they'd want it to compare favourably in terms of visuals with others in the series, especially if updating the graphics has been mentioned before.

We've reached out to Sony for comment and will update the story with any comment we received.

The original Killzone title released on PS2 in 2004. This was followed up by Killzone 2 in 2009 and Killzone 3 in 2011, both on PS3. The next Killzone title currently confirmed as in development is Killzone: Mercenary, which is planned for a 2013 release on Vita.

Thanks, TheSixthAxis.

Luke Karmali is IGN's UK Editorial Assistant and was always more of a Resistance guy. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

četvrtak, 30. kolovoza 2012.

Okami HD’s PlayStation 3 Trophies Revealed

Back in June, Capcom revealed that Okami HD would be coming exclusively to PlayStation 3. It will support PlayStation Move and, like any other HD remake on PS3 these days, will also come packing Trophies.

And now, thanks to the PlayStation Blog, we know what those Trophies are.

Bronze Trophies

  • All Creatures Great and Small - Complete your Animal Tome.
  • Bakugami - Learn how to use Cherry Bomb.
  • Diggin’ It - Complete five digging mini games.
  • Dog Eat Dog - Beat Hayabusa’s turnip-digging record.
  • Dog Gone Fast - Win the race against Kai.
  • Eat My Flower Trail - Win the race against Ida and Hayate.
  • Enemy in the Gates - Defeat enemies inside of a Devil Gate.
  • From Imps to Demons - Complete your Bestiary.
  • Gekigami - Learn how to use Thunderstorm.
  • Give a Dog All the Bones - Complete Your Treasure Tome.
  • Grab Life by the Leash - Increase your Solar Energy, Ink Pot, and Astral Pouch levels to maximum capacity.
  • Hasugami - Learn how to use Water Lily.
  • Have Guides Will Travel - Complete your Travel Guide.
  • Itegami - Learn how to use Blizzard.
  • Kabegami - Learn how to use Catwalk.
  • Kasugami - Learn how to use Veil of Mist.
  • Kazegami - Learn how to use Galestorm.
  • Lupine and Divine - Earn a Cherry Tree rank for each item in the Results screen.
  • Moegami- Learn how to use Inferno.
  • No Furball on the Menu - Make your way to shore without being swallowed by the Water Dragon.
  • No More Fish in the Sea - Complete your Fish Tome.
  • Nuregami - Learn how to use Watersprout.
  • Sakigami - Learn how to use Bloom.
  • Tachigami - Learn how to use Power Slash.
  • Teach an Old Dog New Tricks - learn all god techniques to fill up your Technique Scroll.
  • To the Moon, Ammy!- Enter the Moon Cave.
  • Tsutagami - Learn how to use Vine.
  • Yomigami - Learn how to use Rejuvination.
  • Yumigami – Learn how to use Crescent.

There are also 13 hidden Bronze Trophies.

Silver Trophies

  • Out of the Gate Swinging - Defeat all enemies at all three Devil Gate trial caves.
  • Sniff ‘Em Out - Defeat all monsters on the Wanted List.

There are also three hidden Silver Trophies.

Gold Trophies

  • Barking Up the Cherry Tree - Earn a Cherry Tree rank for each item in the Total Results screen.
  • Leave No Chest Unopened - Collect all Stray Beads.
  • Who Let the Dogs Out? - Defeat the Kusa 5.

Platinum Trophy

  • Top Dog - Acquire all trophies.

Okami HD is set to come out on PlayStation 3 (via PSN) in October, and will cost $19.99.

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

More PSone Classics Released for PlayStation Vita

Back on Monday night, PlayStation Vita’s 1.80 update went live. Along with some interesting fixes and new features – including the ability to use the Vita’s buttons to navigate menus and more – 1.80 turned on the Vita’s ability to play PSone Classics. This was a much-requested feature, so it was great to see it finally available on Sony’s new handheld.

Unfortunately, the rollout of 1.80 wasn’t well-executed. The firmware worked just fine, but Sony’s North American PlayStation Store was only carrying a mere nine games, a far cry from the 129 games available to European PlayStation gamers.

Hundreds of gamers rightfully let their displeasure be known in the comments on the PlayStation Blog’s story about PSone Classic support for Vita, and Sony was listening. Sony’s Morgan Haro revealed a list of 26 more games North American players in particular will have access to from the PlayStation Store. And as he notes, if you already purchased these games, all you need to do is transfer them over.

Among the newly-compatible games are Alundra, Arc the Lad II, Grandia, Klonoa: Door to Phantomile, Medal of Honor, Medal of Honor: Underground, Oddworld: Abe’s Exxodus, Oddworld: Abe’s Oddysee, Rayman, Rayman 2, SimCity 2000, Tekken, Tekken 2 and Tomba!.

But fear not about the still-limited nature of PSone Classics on Vita. Much to the confusion of just about everyone, Sony has remained mum on the fact that many, many more PSone Classics work on Vita, so long as you purchase them on PS3 and transfer them to your Vita. We have an in-progress list of the games that are confirmed to work and the games confirmed not to work, if you’re interested in having a look.

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

Nariko and Sir Daniel Confirmed for PlayStation All-Stars

Update: The video distributed by GameSpot has since been turned to private. We've reached out to Sony about getting footage to replace that video.

Nariko from Heavenly Sword and Sir Daniel Fortesque from MediEvil are the 19th and 20th confirmed characters in Sony’s upcoming brawler PlayStation All-Stars Battle Royale.

A video distributed by GameSpot shows the two characters in action. You can see the footage below.

The reveal of Nariko and Sir Daniel mark the inclusion of every single character from the leaked data from All-Stars’ beta. Could these two characters therefore be the final reveal? It remains to be seen! But keep an eye on IGN for more information on PlayStation All-Stars Battle Royale as it develops.

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

srijeda, 29. kolovoza 2012.

Old-School RPG Dragon Fantasy: Book II Coming to PS3, Vita

Not too long ago, tiny developer Muteki Corporation created an old-school inspired RPG for PC and iOS called Dragon Fantasy. And its sequel, Dragon Fantasy: Book II, is coming to PlayStation 3 and PlayStation Vita.

“With the support of SCEA’s Pub Fund,” which supports independent developers looking to bring their wares to PlayStation platforms, Muteki Corporation is toiling away on the 16-bit sequel to its original 8-bit throwback. So gamers who loved SNES RPGs have something to look forward to here.

The ins and outs of Dragon Fantasy: Book II can be found in a lengthy post on the PlayStation Blog. But let’s just say that with discussions surrounding Mode 7 and more, the old-school pedigree of Muteki Corporation is pretty well-established.

Look for more coverage on Dragon Fantasy: Book II for PS3 and Vita in the coming months.

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

utorak, 28. kolovoza 2012.

Podcast Beyond: Give Us Final Fantasy Tactics 2

PlayStation. Does the word send a chill down your spine? Does it caress your senses with wave upon wave of irresistible pleasure? No? Do you <i>like</i> PlayStation? Then you're certainly in the right place. Welcome to Podcast Beyond, your link to the IGN crew that pushes news, opinions and utter hilarity straight to your ears (and subsequently, your brain).

The deadweight known as Andrew Goldfarb is gone, so the core trio -- Colin, Clements and myself -- walk you through this week in PlayStation news. The Last Guardian looks more screwed than ever, Colin really wants Final Fantasy Tactics 2, and Clements is engaged. Let's catch you up.

BEYOND!

Podcast Beyond, Episode 255 (MP3) - 40 MB

Subscribe to IGN's Podcast Series


Source : ign[dot]com

ponedjeljak, 27. kolovoza 2012.

PS Vita Update 1.80 is Live, Brings PSone Classic Support

PlayStation Vita’s newest firmware update -- 1.80 -- is now live. It comes in at 102 MB in size and should prove to be a quick download over wi-fi. Of course, you could always download it even quicker by connecting your Vita to your PlayStation 3.

Update 1.80 brings with it a few fixes, but it’s most notable for “turning on” the Vita’s ability to play PSone Classics. This is great news, as there are scores and scores of PSone Classics available on the PlayStation Store.

However, it seems there’s a regional discrepancy between North America and Europe in terms of which PSone Classics are available for download on the Vita. The North American PlayStation Blog only lists nine games that will be available. The European PlayStation Blog, on the other hand, lists 129 games.

The reason for this major discrepancy is unknown, though it appears it could be an error on Sony’s part. The items are clearly listed on the PlayStation Blog (see picture below), but some Twitter users are reporting that unlisted games work just fine. The games listed on the Blog are likely the only ones available for purchase directly from your Vita, but games purchased on the PlayStation 3 and transferred to Vita may work, too. We’ve reached out to Sony to clarify the situation.

Update 1.80 also gives you the ability to control menus without the touch screen, great for those of us who are constantly dirtying our OLED screens. To do so, go to Settings, then System, and finally Control with Buttons on PS Vita.

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

The Newest PlayStation Plus Perks Are…

Sony has revealed the newest perks that will be available to PlayStation Plus subscribers in the coming weeks (in North America). So let’s get right into it.

Starting on Tuesday, August 28th, players can expect discounts for Lights, Camera, Party!, Space Channel 5: Part 2 and Spelunker HD. Discounts for all three games brings costs way down: Lights, Camera, Party! goes from $29.99 to $15.00, Space Channel 5: Part 2 from $4.99 to $2.99, and Spelunker HD from $9.99 to $5.00. The later also gets steep discounts to its DLC.

During the update rolling out the next Tuesday, September 4th, the big perk during this announcement comes into effect. Borderlands will be completely free for PlayStation Plus users, and all of its DLC will be slashed in price as well. Daytona USA and Greed Corp will also be discounted. The former goes from $4.99 to $2.99, and the latter falls from $4.99 to $2.50.

The post outlining this update also promises more information soon on when Plus will be migrating over to PlayStation Vita, as well as when the size update for cloud saving (from 150 MB to a full gig) will be rolling out. So keep an eye out for that information soon.

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

ICO and Shadow of the Colossus Producer Leaves Sony

Word is quickly spreading that Kenji Kaido has left Sony. Wired reports that Kaido announced his departure from the company on his Twitter account. “I have some news. This August, I left Sony Computer Entertainment. My plans for the future are undecided as of now, but for the time being I’m going to continue my summer vacation,” his Tweet says (in translation).

Kaido’s departure from Sony marks the third major player involved with Team ICO’s game development projects that has left the company in the last year. Yoshifusa Hayama, Team ICO’s executive producer, left Sony in December of last year. Fumito Ueda, Team ICO’s creative director, followed suit shortly thereafter.

The departure of both Hayama and Ueda from Team ICO certainly created a drain on a developer that hasn’t yet put a game out during this generation. Indeed, Team ICO’s last game – Shadow of the Colossus – was released on PlayStation 2 in 2005. However, for a game already widely acknowledged to be in development hell, Kaido’s departure could mean further trouble for Team ICO, though it’s not clear whether or not he was involved in any capacity with Team ICO’s in-limbo PS3 exclusive. Sony has promised repeatedly -- most recently at Gamescom -- that The Last Guardian is still in development some seven years after the team's last project came to market.

Kenji Kaido’s career began with Taito in 1987. After coming to Sony a decade later, Kaido helped Sony produce and release Tomba!, Tomba! 2, and Ape Escape. ICO and Shadow of the Colossus were the last projects he was confirmed to be associated with.

We’ve reached out to Sony for comment, confirmation and clarification, and will update when we hear back.

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

petak, 24. kolovoza 2012.

PlayStation All-Stars Dream Roster: Mega Man

Ever since PlayStation All-Stars Battle Royale was rumored, IGN's been pitching characters that need to be in the game. Well, after the leak, it appears developer SuperBot Entertainment isn't listening. So, IGN's Podcast Beyond is teaming with IGN reader Pandamusk to create videos for the fighters we think need to be in the game.

This week, we're pitching Mega Man.

Who do you think should be in PlayStation All-Stars Battle Royale? Let us know in the comments below. Plus, check out our past installments...

Greg is the executive editor of IGN PlayStation, cohost of Podcast Beyond and host of Up at Noon. Follow IGN on Twitter, and keep track of Greg's shenanigans on IGN and Twitter. Beyond!


Source : ign[dot]com

četvrtak, 23. kolovoza 2012.

Uncharted Movie Loses Another Director, Gains New Writers

The writers of the National Treasure franchise have boarded Sony's Uncharted movie as Limitless director Neil Burger exits the long-gestating game-to-film adaptation. Burger had succeeded Oscar nominee David O. Russell, whose story plans rankled fans as did his choice of Mark Wahlberg to play hero Nathan Drake.

Variety reports Marianne and Cormac Wibberley will rewrite Uncharted: Drake's Fortune for Atlas Entertainment and Arad Prods. (the former's Charles Roven produced the Nolan Batman films, while the latter is run by Spider-Man producer Avi Arad). "Project will wait to tap a new helmer until the Wibberleys complete their script," according to the trade.

In addition to scripting the National Treasure movies, the Wibberleys also scripted Charlie's Angels: Full Throttle and created the TV series Common Law.


Source : ign[dot]com

Psychonauts Coming to PlayStation Network

Double Fine Productions has quite the following these days, what with cult hits like Brutal Legend, Costume Quest and Stacking. But the studio’s very first game – Psychonauts – holds a special place in the hearts of gamers.

So PlayStation gamers in particular will be excited to know that Psychonauts is set for release on the PlayStation Network as a PS2 Classic. Launched on Xbox and PlayStation 2 in 2005, Psychonauts will come to PSN in North America on August 28th. There’s no word yet on its release date in other territories, and no price for the game has been confirmed, though all other PS2 Classics cost $9.99.

Excited? Good! While you wait for August 28th to roll around, why not check out our original review of the game?

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

Four PlayStation 3 Games That Never Launched

The fall of yet another Sony first party studio – Sony Liverpool -- came as a sad shock to a family of developers that had already lost two studios this year (BigBig and Zipper Interactive). But Sony still has a roster of 12 studios developing games only for PlayStation products, and one of them is known as Sony Cambridge.

Sony Cambridge is perhaps best-known for the MediEvil series. More recently, the studio helped develop LittleBigPlanet for PSP and is currently charged with bringing Killzone to the PlayStation Vita in the form of Killzone: Mercenary. But Siliconera has dug up some interesting tidbits about four pitched games for the PS3 from the studio posted on the blog of Jason Wilson.

Jason Wilson was responsible for concept art, creative direction and more at Sony Cambridge for a long time, working on everything the studio did, from Medievil through 2010’s Move game TV Superstars. And a post on his blog brings to light four pitched games from Sony Cambridge that never got past the planning stages, as “most of these pitch type ideas do not get made for various reasons.” All four pitches were designed for PlayStation 3.

The first game Wilson discusses was called Simian, and hails from 2005, a year before PS3 was to launch. The game was designed to utilize the PlayStation Eye peripheral. “In Simian,” Wilson explains, “the player would interact with a number of small alien monkey creatures. The player and the simians would play through an adventure game set on a strange alien jungle planet.”

Sony Cambridge actually created a working demo showing the game off, but “The project was canned pretty early in pre-production, possibly due to the fact that the game was too ambitious for the actual technology capabilities. The central concept was scaled down and the tech morphed into Sony London Studio’s EyePet game, which would eventually feature a similar simian-like creature.”

The second game was called Manhattan, and was pitched in 2006. “This was our attempt at pitching a survival horror game,” he notes. As the name suggests, the game was to take place in New York City, and “After the city has been quarantined from the rest of America, the player has to escape the chaos and save as many other survivors as possible from the marauding hoards, leading them through the city to safety.”

“The game was pitched as a first-person action game with elements of strategy, as the player tried to keep the survivors alive and get them to various checkpoints.” Wilson doesn’t discuss how far into planning and production the game got before it was ultimately scrapped.

The third game, also pitched in 2006, was called Revolution 4. “The central idea for this game was a first-person shooter set in the UK facing War of the World-style alien invasion. Now, I know what you’re thinking: Resistance: Fall of Man! Soon after pitching this concept we learnt that Resistance: Fall of Man (which, incredibly, had exactly the same scenario) was in development at Sony America featuring an alien invasion of the UK in a first-person shooter. Honestly!”

Revolution 4 never got green-lit for obvious reasons, discussed by Wilson above, but, as you can see, there’s still plenty of art for the game.

The final game Wilson talks about, from 2005, was called Zodiac Assassin. “Our studio director James Shepherd wanted to produce a globe-trotting, Kill Bill-esque assassin game,” Wilson explains. “The game would be set in a number of locations such as Mexico (during the “Day of the Dead” festival), Turkey and Japan. [It] was meant to feature a female lead who was heavily into disguises and assassinations.”

Wilson blamed Heavenly Sword for the game never getting the green light from Sony, but he still worked on art for it.

Every piece of art showcased in this article is courtesy of Jason Wilson. Visit his blog for much more art, as well as information on his career, the games he worked on and more.

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

How Sound Shapes Shines

In a year of indie wonders, PS3 and Vita musical platform puzzler Sound Shapes is a marvel. Crafted by Queasy Games' Jonathan Mak and Shaw-Han Liem, it’s a darling synthesis of a beautifully simple world and hugely likeable music.

Through the central character, a spinning 'fried egg', players navigate gorgeous worlds, gathering musical notes and creating songs along the way.

Platforming and puzzle-solving are wedded together in levels that somehow manage to glue visual minimalism with environmental complexity. This is a game in which thoughtful progression, rather than twitch, pays dividends, especially for those of us who measure our dull two-dimensional acuity with a pendulum. It’s a stop-and-start adventure swinging through the arc of the screen in search of strange, new aural experiences.

Sound Shapes’ cute charm is a balm for anyone suffering from gaming’s malaise, shooting-dudes-fatigue, the point here being discovery and creation rather than mayhem and gore.

Interesting that the tutorial for the game’s level editor comes very early in the experience, a testament to creativity’s central role. It is already yielding genuinely interesting user-generated offerings. Sound Shapes is an artistic adventure both from the creators and for the players.

Some critics have questioned Sound Shapes’ shortness, knocking points off their crude scoring systems because the game is “over” after a few hours. But replayability is a genuine factor here, in which level variety and a catholic musical overlay demand another look, another listen, just like a good album. In any case, there is a Death Mode for people who enjoy a mind-gnashingly tough challenge.

IGN caught up with Jonathan Mak and Shaw-Han Liem to talk about the game’s genesis and the decisions that went into its design. Here are the seven creative steps that culminated in one of the year’s best small-team games.

1. Experimentation

The team had previously created Everyday Shooter, which synthesized a classic game genre with musical exploration. Mak says, “The challenge for us was, ‘how do we give the player more ownership over the music’? Allowing players to actually create music within the game. So when we exhausted the Everyday Shooter style. We kept trying different things, different genres.

“The reason we chose a platformer was, we wanted to find some super-ubiquitous form of video game. A top-down shooter is kind of abstract. It has some weird rules. Certain things you can touch, certain things you can't. If you've never played a video game, you might not really understand that.

“But a platformer already has some real-world things built in. There's gravity. There's a character that walks around. Although I f***ed that up and made the character a fried egg [chuckles]. And the whole going from left-to-right. Classically, the platformer goes the same way. It's similar to how you read music and so it makes sense in that way.”

2. Design

Each of the ‘albums’ that make up the game carry a different musical style and visual story, but they all adhere to a distinctive look, a felt-board collection of shapes and colors that never fails to delight and surprise.

‘Whoa, what is this crazy sound?’ That sense of discovery. You want the player to feel that.”

Mak says the simple aesthetic was designed to give the player as much access to its music as possible. “You need some way to show the player the gameplay features, the checkpoints, in such a way that it doesn't draw attention away from the stuff that's actually making music. But I think Shaw-Han and I share the same liking of the idea of a clean aesthetic. Luckily, we found [designer] Cory Schmitz.  It just feels more modern. You look at the iPhone. Simple is the way to go.”

3. Gameplay

The elegance of the game’s design is underpinned by its relatively forgiving nature. This is no pixel-Nazi platformer. Once the rules of the world are understood, progression is less a matter of hand-eye-perfection as of timing. Music’s own playbook being the obvious inspiration.

Mak says, “Is about enjoying the music, getting players engaged in music, and inspiring them to write their own music as well. Our worst fear was making some sort of musical toy. I really wanted to get to the point where the game was, for real, a video game. Not just this musical gimmicky thing with some half-assed video game slapped over it. Part of the magic of Sound Shapes was how Shaw-Han was insistent that the game itself be a music instrument.”

4. Music

One of the great commercial and cultural successes of the last decade has been selling the illusion of creativity as entertainment. This idea that, with the right tools, we are all towering mountains of artistic genius just waiting to be mined.

Because, let’s face it, there are few things in entertainment more rewarding than the sensation of creativity. The genius of Sound Shapes is in turning a two-dimensional left-to-right progression into an act of musical composition. Of course, the music is really just being ‘read’ by your movements, but it feels like the songs are being untethered by player-choices.

Mak says, “The game is a gateway to the music. It’s showing people that writing music is easy. We let the players discover that for themselves, and that discovery is what's fun. It's like if you're tweaking a patch on a synth and you discover this crazy thing by turning a knob. ‘Whoa, what is this crazy sound?’ That sense of discovery. You want the player to feel that.”

5. Synthesis

That great human invention, musical notation, allows us to visualize and record pitch, tone, duration, and has been with us for centuries (arguably, millennia). Although Sound Shapes moves the player in every direction on-screen, it works much like a musical score, left-to-right with high notes high, and low notes low.

Shaw-Han Liem explains, “Obviously there's a connection. The music and visuals have things in common. You can map relationships, like tones to colors and volumes to sizes. The timing of animations to the curves of volume.

“There are certain things that map pretty naturally across the two aspects. But of course, not only do these things have to sound good and look good, but they have to be understandable in a game world and meaningful in a way where they work with the logic of a 2D platforming game, I think that's where you start. It's really the intersection of those things when it becomes a big design challenge.”

6. Pitch Perfection

Of course, this synthesis sounds pretty straightforward in principle, but in practice, a platform game and a musical score are not the same things, and they both demand absolute perfect placement within the rules of their own domains. A lava pit that cannot be traversed is no use. Likewise, a duff note will ruin an entire composition.

So, the note floating above the lava pit, assailed by shooting bubbles of magma, must be in harmony with its surroundings.

Mak says, “With scoring the levels, even the placement of the notes, we'd have to be super-careful. Towards the end, we'd be like, okay, I need to move this ground here one pixel, but that might change the rhythm bit. I'd need to move a note down, and then there's this huge day-long discussion about this note moving down and what we should do about it. It can get really intricate.

“In the editor for players, it's kind of a whimsical experience, and obviously that's what we intended. But when we're crafting our levels, we have this mindset of perfection. It's hard to be perfect when you have all these variables floating around.”

7. Level Edits

Sound Shapes’ greatest puzzle is its level editor, which invites you to not only create platform worlds, but to work-in a musical theme. This offers limitless creative possibilities.

Liem says, “After about a week from when we launched in North America, there were already thousands of levels, and tons of really cool ones. We've been watching people starting their own communities on different message boards and sharing different tips and levels.

“I got a message from a guy who said he was at his job secretly sketching out what his level was going to be at his desk, and he was sending out the images and the drawings of what he was planning on doing once he got home and was able to put it together. Obviously we hoped that people would be excited by it, but to be able to see that happening first-hand with some people is really exciting.”

Colin Campbell is a British-born, Santa-Cruz based games journalist, working for IGN. I really think you'll like Sound Shapes. You can contact me via Twitter or IGN to discuss this game.


Source : ign[dot]com

Alleged Heavenly Sword 2 Concept Art Leaks

Concept art for what was supposedly planned to be Heavenly Sword 2 has leaked online showing off Nariko in what appears to be a desert setting.

A series of nine images appeared on AllGamesBeta purporting to be from a planned sequel to the 2007 hack and slash adventure that never materialised.

Though they haven't been confirmed, the art style seems pretty similar to the supporting artwork that we saw before the original title was released. A sequel to Heavenly Sword has been talked about for years; the game was originally planned as being the first in a trilogy, but since Ninja Theory has recently focused on multi-platform development, it seems increasingly unlikely that a follow-up to the PS3 exclusive will happen.

Ninja Theory is currently working on the Devil May Cry reboot, DmC, which is due out on January 15, 2013. They previously worked on Enslaved: Odyssey to the West, the art style of which was very clearly inspired by Heavenly Sword.

You can check out some of the leaked concept art below, or head over to AGB for more.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com