Yesterday, Ubisoft hosted its second annual Digital Day where we showed off a handful of our upcoming digital products, including new PlayStation Network titles. Last year, Ubisoft released some great PSN titles, such as From Dust, Outland, Clash of Heroes and Beyond Good & Evil HD. We’re looking to build on that momentum with a diverse portfolio of digital games.
In September, Ubisoft announced that I Am Alive was releasing on digital platforms this winter. At Digital Day, we showed off the long awaited game for the first time ever. Our demo started off with the main character arriving back to his home town of Haventon one year after the event. He finds the place he once knew and loved torn apart by “the Event”. Society is torn as everyone in the town of Haventon fight for survival. Your mission: find your family and stay alive.
A few weeks ago I gave you a run-down on our new 2D fighter, Skullgirls. Last time I discussed the game’s story and its characters, and exclusively revealed Ms. Fortune. This week we’ll be talking about the really important part: the gameplay.
As I noted last time, Skullgirls’ lead designer and programmer is Mike “Mike Z” Zaimont, a noted tournament fighter and (regretful) creator of the “real soviet damage” internet meme. While our art team strives to make the game look amazing, gameplay always comes first. Mike’s impetus to create Skullgirls was to make a game that was as fun to play as Marvel vs. Capcom 2, but addressed the system and balance problems that kept that game from being competitively viable.
The bane of many a fighter is the infinite combo: these are easily-repeated, inescapable attack patterns, and they can completely ruin games. Skullgirls gets around this by monitoring the players’ attacks, and if the game detects a looping combo the other player can break out of it free by hitting any button. Because we’ve eliminated the worst case scenario, we can free up the rest of the game in ways others have been afraid to – Skullgirls’ combo system is wide open, letting you experiment freely.
+ Posted by Sid Shuman
Yes, Virginia, there is a multiplayer mode in Mass Effect 3. And it’s in the form of a galaxy-spanning PSN cooperative campaign that pits two to four players against wave after wave of relentless Reaper forces. In this way, the basic premise of Mass Effect 3’s Galaxy at War co-op mode is not unlike Call of Duty’s Nazi Zombies or Modern Warfare 2’s Spec Ops, only with the series’ robust RPG progression system making the jump in full force.
In my demonstration of Galaxy at War, Bioware’s team first teased what looked to be a large, interactive map that will enable teams to hop into different theaters of war spread around the galaxy. You won’t be able to port your Commander Shepard into the co-op Galaxy at War mode; instead, you’ll create a new character from scratch, earning XP by slaying enemies and completing objectives. The co-op scenarios are heavily combat focused, though simple objectives — such uploading computer files or disarming bombs — creep in from time to time. The pace is fast-paced and grueling, and your goal is simple: outlast your Reaper attackers.
Hey PlayStation Vita fans! How would you like to get your hands on PS Vita one week before the official release date of February 22nd? After last Tuesday’s announcement of the PS Vita launch date, we are excited to bring more PS Vita news your way with the introduction of the PS Vita First Edition bundle. We’ve decided to give our most loyal fans an opportunity to own a PS Vita before everyone else. For a limited time in the U.S. and Canada, the PS Vita First Edition bundle will be pre-sold at select retail locations, starting today.
The U.S. bundle includes a PS Vita 3G + Wi-Fi model, a limited edition case, 4GB PS Vita Memory Card, and Little Deviants game for $349.99 (MSRP). The Canadian bundle includes a Wi-Fi model, a limited edition case, 4GB PS Vita Memory Card, and Little Deviants game for $299.99 (MSRP). Best of all, you can pick up the PS Vita First Edition Bundle on February 15, 2012, so this is your chance to play before everyone else.
The whole Snowblind Studios team here in Seattle is in the final stretch of development for The Lord of the Rings: War in the North. We cannot wait for the PlayStation community to get their hands on the game, which ships on November 1st.
This has been a great year for The Lord of the Rings. The extended BDs came out this summer, timed with special theatre showings of the films across the nation. It really gave fans the chance to reconnect with these amazing stories, as well as see new content. With The Lord of the Rings: War in the North, players will be able to experience the iconic Middle-earth universe even more deeply with completely new adventures and story, all based on The Lord of the Rings canon and approved by the license holders.
The Lord of the Rings: War in the North brings a new story to the table, and we’ve also created a video game experience that I believe is truer to The Lord of the Rings than has been achieved before. We developed the game as an Action RPG, rather than purely Action or Action Adventure, and this hybrid genre really allows us to spotlight some of the central themes of the books and films – combat and exploration of course, but also character growth and progression, and the theme of Fellowship.
+ Posted by Locust_Star
Darkness falls on Central Plaza this week, as ghosts and ghouls alike rise from their graves and converge upon PlayStation Home for an evil event full of unspeakable horrors beyond what the human mind can fathom. We have tons of spooktacular content coming just in time for this weekend’s Halloween festivities, so log in to PlayStation Home this Thursday, October 27th and check out this monstrous update!
The celebration begins with the launch of Aurora v1.3 and continues with some devilish community events courtesy of nDreams. Visit Aurora on Friday, October 28th to start the nDreams’ Halloween competition; visit the space on Monday, October 31st and join the nDreams team for their 19-hour “Around-the-World” Halloween party. Whizzing around the globe on their broomsticks, nDreams staff will be hosting the Truly Terrifying Quiz in Aurora and handing out some spellbinding prizes. The party starts in the dead hours of the morning on October 31st and ends shortly before the clock strikes midnight – so log in to PlayStation Home this Hallows Eve to take part in this special nDreams event!
If you’re like me, then you’ve already whipped out your fat red marker and circled February 22nd, 2012 on your calendar the minute our friends at Sony Computer Entertainment announced the launch date of the PS Vita in North America. Last week we were able to reveal the name of Touch My Katamari, which will be hitting on launch day. Today, we’re back with more on another launch title from Namco Bandai.
While they still won’t let ME have a PS Vita yet, I do know at least one other person that does have one. That would be Mr. Kazuhiro Watanabe at famed studio Acquire in Japan. Known around the world for being among the best developers in the stealth action genre with their work on the Tenchu series, Mr. Watanabe’s team has been working non-stop on a PS Vita title that will be slicing the life out of enemies before they can even see what’s coming.
PixelJunk SideScroller is finally out in the world! This retro-styled side-scrolling shooter plays like a love note to the arcade games I grew up with in my youth, and serves as a quasi-epilogue to the PixelJunk Shooter series. Before you pick it up on the PlayStation Store, get a closer look with this handy new Q&A. Q-Games President and Executive Producer Dylan Cuthbert took to Twitter to answer your most burning questions. Read closely and you might learn a few helpful secrets!
Q: How many levels come with PixelJunk SideScroller? (via @wildbillhickock)
A: There are 13 levels (called “Sectors”) in total. This includes four absolutely amazing boss battles (Note: Expect an “old friend” from the Shooter-verse to make an appearance, but you’ll be seeing loads of new faces as well). One thing that’s so great about SideScroller is that it has four difficulty modes, and the experience will change depending on what difficulty mode you select.