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I’ve always been fascinated by video-game soundtrack composition, partly because game composers sometimes face dueling or outright contradictory objectives. For a complex, emotionally charged stealth-action game such as Deus Ex: Human Revolution the soundtrack serves multiple roles, grounding the player in the game’s rich atmosphere while staying limber enough to reflect the player’s choices, be it sweet-talking a pimp or blowing him away.
I’ve wanted to meet Composer Michael McCann ever since I heard his work in the Deus Ex: Human Revolution E3 2010 trailer. Through a series of unfortunate events, I narrowly missed meeting with him at this year’s GDC in San Francisco.
While we are investigating the cause of the Network outage, we wanted to alert you that it may be a full day or two before we’re able to get the service completely back up and running. Thank you very much for your patience while we work to resolve this matter. Please stay tuned to this space for […]
Nine months ago, Point Man and his F.E.A.R. squad were tapped to stop a telepathically gifted cannibal who had begun a murderous rampage. Point Man learned the target was his brother, Paxton Fettel, working alongside their tortured and psychically powerful mother, Alma Wade. Despite this revelation, Point Man followed orders to destroy them and subsequently ravaged the surrounding city and most of his F.E.A.R. team.
Now, it is clear that Alma’s psychic influence survived— and worse, she is about to birth something that could destroy the world. Fettel has returned from death with an unclear agenda, refusing to leave Point Man’s side and asking for help to reach Alma. The remaining F.E.A.R. squad is still trying to complete their mission. With his chain of command broken and Point Man calling his own shots, where will his allegiance lie?
We hope you’re having a magma-tastic time with PixelJunk Shooter 2! We’ve been having fun with Online Battle multiplayer, our squishy-cute Dynamic Theme, and kicking back with some sweet, sweet Shooter tunes brought to you by the one and only High Frequency Bandwidth. Without further ado, introducing Alex Paterson and Dom Beken of HFB with a very important announcement regarding THE album you’ve been waiting for!
At long last, you’ll be able to download the Original Soundtrack to both PixelJunk Shooter games! It’s called “HFB: PixelJunked,” and it’s launched on the PlayStation Store among other digital retailers and will set you back $7.99.
Hi there – here’s another comic store update for you.
Let’s start with a quality addition to our Batman range, in the form of the first two issues of 1989 series Batman: Legends of the Dark Knight. In part 1 and 2 of the 5-part “Shaman” storyline, Bruce Wayne meets a tribal shaman who influences his life forever while mountain climbing in his days before becoming Batman. Returning to Gotham City, Bruce takes up the cowl and meets Leslie Thompkins before experiencing a major tragedy.
Rumor has it that our next character could destroy Iron Man’s armor with his bare hands, and that he commands superhuman martial arts abilities. Meet chilling superbaddie Mandarin in Invincible Iron Man Annual (2010). The Mandarin is a collection of lies, stories, myths, and legends – is he really a violent street crook born in a brothel? The scion of an aristocratic dynasty? Was his father a petty criminal or an ambassador? Was his mother a British noblewoman, or maybe a dragon-chasing wastrel lost in the underbelly of the world? Find out here.
Not so long ago, the whole of gaming faced a terrible evil – a threat so grave that few knew of its true scope, a threat so intense that even fewer were capable fighting back. The greatest video game hero – Duke Nukem, our King– was on the verge of being lost forever.
A world without Duke Nukem wasn’t something I even wanted to consider. I know that because of my history with Duke that I’m not objective about it, but I also know I’m not the only one. In the interests of full disclosure, long before Gearbox was founded, long before we developed our games for Half-Life, long before we created new brands including Brothers in Arms and Borderlands, it was working with Duke Nukem at 3D Realms (with Gearbox co-founder Brian Martel) that launched my professional career as a game maker.
If you watched our recent video Q&A with Ed Boon and Stig Asmussen, then you know that NetherRealm Studios and Sony Santa Monica Studios collaborated closely to ensure that God of War’s ultra-violent antihero was faithfully recreated for his highly anticipated (and PS3-exclusive) Mortal Kombat debut. Now that the shrink wrap is off the game, my hands-on experience has yielded some powerful tactics. First, a few observations: