+ Posted by Simon Oliver
HandCircus is a really small team — there are only five of us at the studio! In addition to myself, we have Mikko and Matt handling art needs, Luke spearheading programming and Shane tackling level design. We’ve also been working with Resonate Music, who have been crafting Okabu’s original, authentic African-inspired soundtrack. Their studio has been filled to the rafters with all manner of exotic instruments like Marimbas, Kalimbas, Vibraphones as well as some extremely talented vocalists. Read on to learn more about how we’re implementing co-op, physics puzzles and minigames to make Okabu our most immersive game yet!
Co-op is at the core of the game. Even single player is a co-op experience because it allows you to swap between Kumulo and Nimbe (and they hero that they may be carrying) at any time. Much of the game revolves around using the different skills of the heroes together – get Monkfish to pull open a door, then Picolo can lure a bull through and get it to take out a dastardly Dozabot.
A lot of people ask me what I do at Marvel as Manager of Licensed Games. The answer is, probably a lot more than you think – but the most important thing by far is checking out each and every element of a game I’m assigned to, ensuring it’s as on-brand for Marvel as possible.
Over the last year or so, I’ve had the privilege of working with Zen Studios on Marvel Pinball for PSN. With the Captain America DLC table coming this week, I figure there’s no better time to give you an inside look at what it’s like to approve things here by presenting my…
Why six? Because five just wasn’t enough. Also, know that you’re getting the real deal here – the heading for each entry below is copied and pasted verbatim from Zen’s actual approved submission. Anyway…
Hi everyone! This summer, we know you’ll be looking for ways to spend all of those lazy days. With an awesome selection of titles in the both “Greatest Hits” and “Favorites” collections, there’ll be no shortage of entertainment on-the-go. We’re always looking for ways to add value to your PSP experience and today, we’re very excited to announce the new PSP “Dual Pack” software line, which features two PSP games from our most popular franchises in one package for only $14.99 (MSRP). YES, just $14.99!
Starting this week, you can buy Dual Packs with Secret Agent Clank and Daxter; Syphon Filter: Logan’s Shadow and Killzone Liberation; and Syphon Filter: Dark Mirror and SOCOM: U.S. Navy SEALs: Fireteam Bravo. These PSP Dual Packs will be available at retailers nationwide and on the PlayStation Store in downloadable form.
+ Posted by Randall Lowe
Coming out of E3 a few weeks ago, we at thatgamecompany couldn’t be more excited about the reception our latest game, Journey, received from both the press and general showgoers. Journey is our third exclusive game with SCEA’s Santa Monica Studio for PS3 and PSN, and we’re trying something new, something that we hope changes the way people think about online gaming.
As you may have heard, in Journey, players take on the role of travelers headed to a mysterious mountain in the distance. But unlike our previous two games, flow and Flower, Journey is presents our vision of what an online adventure can be. As you explore Journey, you may cross paths with other travelers. You can to join and play with up to one other player at a time.
The arrival of inFAMOUS 2 on PSN as a digital download was an electrifying way of wrapping up the week. A classic, and equally infamous title, Beyond Good and Evil receives the HD treatment and headlines this week’s The Drop. Mr. X, Axel, Blaze, Skate and Max make their PSN debut when Streets of Rage 2 also makes its PSN premiere.
Naughty Dog and the cast of UNCHARTED 3: Drake’s Deception welcome you to multiplayer beta this week, with exclusive early access to all PlayStation Plus members.
The Drop brings Arcade editions, fitness systems and a heavy dosage of demos this week.
We’re now firmly settled into the Summer Lull, and I, for one, love it. When I look into the not-too-distant-future of Resistance 3, Twisted Metal, UNCHARTED 3, Arkham City, Battlefield 3, Skyrim, and many more one right after another, I’m glad that now I can “stretch my legs” with titles like inFAMOUS 2. Yes, I got every last blast shard this time ^_^.
I’m also taking advantage of the lighter release schedule to catch up on PSN titles I missed, like the very-well-reviewed Outland (example below), and to take a crack at one of the games I regret missing last year: Darksiders. How are you spending your summer gaming hours?
The dog days of summer have begun, but it was still a solid week for PlayStation news. Killzone 3 celebrated the launch of the new From the Ashes Map Pack with a triple-XP weekend; PlayStation Move Ape Escape and Beyond Good & Evil HD announced PSN release dates.
The quiet days of summer are usually a great time to catch up on games, so I’ve doing my part by shredding through Shadows of the Damned (a great ride, particularly if you liked Resident Evil 4′s shooting mechanics) and Outland. Next up: inFAMOUS 2, Batman: Arkham Asylum (my secret shame), and Assassin’s Creed II (my other secret shame).
Greetings fellow demon hunters! I’m the Sound Director and Chief Creative Officer at Grasshopper Manufacture. Some people may know me from my work on the Silent Hill series, but today I’m here to talk about our latest game — Shadows of the Damned, out now on the PS3.
Music plays an incredibly important role in setting the atmosphere for games, and it’s especially vital in an action-horror game like Shadows of the Damned. When scoring Damned, I tried to imagine tracks that would bring Hell to life for the player and the lead character Garcia. Designing music isn’t always the most transparent task, so in this blog post I want to explain my thoughts behind the creation of a few tracks included in the pre-order bonus soundtrack.