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	<title>PlayStation.Blog &#187; Daimion Pinnock</title>
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	<link>http://blog.us.playstation.com</link>
	<description>The official PlayStation blog for all of your PLAYSTATION 3, PlayStation 2 and PSP news.</description>
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		<title>Savage Moon: The Hera Campaign Coming to PSP!</title>
		<link>http://blog.us.playstation.com/2009/10/savage-moon-the-hera-campaign-coming-to-psp/</link>
		<comments>http://blog.us.playstation.com/2009/10/savage-moon-the-hera-campaign-coming-to-psp/#comments</comments>
		<pubDate>Mon, 12 Oct 2009 16:01:29 +0000</pubDate>
		<dc:creator>Daimion Pinnock</dc:creator>
				<category><![CDATA[PSP]]></category>
		<category><![CDATA[PlayStation Games]]></category>
		<category><![CDATA[psp]]></category>
		<category><![CDATA[savage moon: the hera campaign]]></category>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=17589</guid>
		<description><![CDATA[Hi, this is Daimion Pinnock from SCEA, and I&#8217;m here to give you the latest news on what is going on with Savage Moon. I&#8217;m pleased to inform you that you will now have a chance to take Savage Moon on the go as it will now be available on the PSP! Savage Moon: The [...]]]></description>
			<content:encoded><![CDATA[<p>Hi, this is <a href="http://blog.us.playstation.com/author/dpinnock/">Daimion Pinnock</a> from <a href="http://www.us.playstation.com/">SCEA</a>, and I&#8217;m here to give you the latest news on what is going on with <a href="http://blog.us.playstation.com/tag/savage-moon/">Savage Moon</a>. I&#8217;m pleased to inform you that you will now have a chance to take Savage Moon on the go as it will now be available on the <a href="http://blog.us.playstation.com/category/playstation-hardware/psp-playstation-hardware/">PSP</a>! Savage Moon: The Hera Campaign will feature new gameplay and content galore. For more details, here are my colleagues at <a href="http://www.fluffylogic.net/">FluffyLogic</a>:</p>
<blockquote><p>Hello &#8211; this is <a href="http://twitter.com/anakisssed">Ana</a> (the producer) and <a href="http://twitter.com/arclightfire">Tom</a> (the designer) from FluffyLogic again (you can read our last blog-post&#8217;s for Sony <ahref="http://blog.us.playstation.com/2009/01/savage-moon-coming-to-psn-tomorrow/">here</a> &#038; <a href="http://blog.eu.playstation.com/2009/08/07/savage-moon-waldgeist-expansion-pack-and-patch-now-live-on-the-store/">here</a>). We would like to tell you about the latest developments in the Savage Moon universe: the Insectocytes have invaded the PSP! For the last few months FluffyLogic personnel have been toiling away in an underground bunker to produce the mobile incarnation of the game: Savage Moon: The Hera Campaign &#8211; featuring new weapons, new bugs, news maps and new gameplay.</p></blockquote>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3996725796/" title="Savage Moon PSP Screenshot 1 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3531/3996725796_1f724ea861.jpg" width="480" height="272" alt="Savage Moon PSP Screenshot 1" /></a></p>
<blockquote><p>For those new to the game, Savage Moon is a tower defense strategy game which launched on PS3 <a href="http://blog.us.playstation.com/2009/01/savage-moon-coming-to-psn-tomorrow/">last winter</a>. The game pits the player (humans), who is trying to mine valuable minerals from sentient asteroids or Imoons, against massive chitinous, armoured bugs called &#8216;Insectocytes&#8217;. As the humans burrow into the ground, the Imoon produces its own auto-immune response in much the same way that the human body produces white-blood cells in response to an infection; this is when the killing starts!</p>
<p>We have seen the humans encounter the Insectocytes before. There has been two explosive campaigns set in deep space in the Shathak sector (the original game) and the <a href="http://blog.eu.playstation.com/2009/08/07/savage-moon-waldgeist-expansion-pack-and-patch-now-live-on-the-store/">Waldgeist nebula</a> (the expansion pack). <a href="http://www.fluffylogic.net/savage-moon-support">What we discovered is that the enemy evolves</a> in response to attack &#8211; what does not kill them, makes them stronger! They grow resilient and mutate into diverse new forms with each mission and Imoon contested.</p></blockquote>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3996725690/" title="Savage Moon PSP Screenshot 2 by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2657/3996725690_51c79375da.jpg" width="480" height="272" alt="Savage Moon PSP Screenshot 2" /></a></p>
<blockquote><p>The next step is to colonise the PSP with Savage Moon: The Hera Campaign, named with reference to the <a href="http://en.wikipedia.org/wiki/Hera">Aegophagus</a>: the goat eating aspect of the Greek goddess. This huge gathering of Imoons, the Hera Cluster, drifted into human space a few months ago. Preliminary intelligence suggests that it consists of 20 Imoons populated by a rich variety of Insectocyte forms, some of which have been encountered before and some of which are new. An example of a new form is the Drainer &#8211; evolved in response to our rapidly advancing military capability, this Insectocyte emits a bio-magnetic pulse-field that temporarily incapacitates any human technology within its range &#8211; rendering it vulnerable to rapacious Tank or Stinger Insectocytes. Other forms encountered include the regenerator sub-species that heals any damage it has taken, making them doubly-hard to kill.</p>
<p>But the human military forces have not stood still either. We are going to make new technologies available for the Hera Campaign, with pride of place going to the Sniper Tower &#8211; a deadly new combat tower that seeks the most deadly prey within range. We have also separated the blocking towers from the rest of the tower-tech to give the player both drop-pods (that land a new combat or support tower) and block-pods (that land a blocking tower).</p></blockquote>
<p><span id="more-17589"></span></p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3996725606/" title="Savage Moon PSP Screenshot 3 by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2494/3996725606_6fd90804cb.jpg" width="480" height="272" alt="Savage Moon PSP Screenshot 3" /></a></p>
<blockquote><p>
In addition you now play as the Supreme Commander of the entire armada. The player controls events for the whole campaign as well as each individual Imoon mission. The player chooses which Imoon to concentrate their resources of drop-pods, block-pods and credits into via the new Tactical Layer interface. Success on a mission results in more resources and the unlocking of new technologies.</p>
<p>Savage Moon: The Hera Campaign brings the best of the action-strategy gameplay from the PS3 onto the PSP. It continues the relentless assaults by very large bugs but re-works the overall strategy, adding key aspects to make the game a truly mobile, gaming experience:</p>
<ul>
<li>20 New Imoons</li>
<li>2 new species plus 2 new sub-species of Insectocyte</li>
<li>New interface allowing the player to plan the whole campaign</li>
<li>Unlock vengeance mode version of each Imoon</li>
<li>Unlock hidden alternative music soundtracks by <a href="http://www.parasite.org.uk/">Parasite</a> &#038; special guests</li>
<li>Designed specifically for PSP</li>
<li>Tactical Skills menu &#8211; adds new gameplay controls in addition to Command Skills</li>
</ul>
</blockquote>
<p>Continue to check back here soon for more updates and details for Savage Moon: The Hera Campaign &#8211; we&#8217;re definitely excited and hope that you are too!</p>
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		<slash:comments>34</slash:comments>
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		<title>New Crash Commando Update Coming this Week to PSN</title>
		<link>http://blog.us.playstation.com/2009/10/new-crash-commando-update-coming-this-week-to-psn/</link>
		<comments>http://blog.us.playstation.com/2009/10/new-crash-commando-update-coming-this-week-to-psn/#comments</comments>
		<pubDate>Tue, 06 Oct 2009 16:12:17 +0000</pubDate>
		<dc:creator>Daimion Pinnock</dc:creator>
				<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[PlayStation Games]]></category>
		<category><![CDATA[crash commando]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[psn]]></category>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=17249</guid>
		<description><![CDATA[Hey Crash Commando fans. There&#8217;s a new patch update that we will be releasing later this week, which will fix some of the issues (see below) that have come to our attention since the initial launch of the full game, and the inclusion of the DLC pack released previously in August. As a reminder to [...]]]></description>
			<content:encoded><![CDATA[<p>Hey <a href="http://blog.us.playstation.com/tag/crash-commando/">Crash Commando</a> fans. There&#8217;s a new patch update that we will be releasing later this week, which will fix some of the issues (see below) that have come to our attention since the initial launch of the full game, and the inclusion of the DLC pack <a href="http://blog.us.playstation.com/2009/08/celebrate-crash-commando-this-week-with-new-add-on-content-and-free-patch/">released previously in August</a>. As a reminder to players that perhaps have not purchased the latest DLC pack, you will find that we have included 6 new playable characters, ranging from a Commando, to a French Mermaid all with their own unique taunts and animations, and 2 new playable Maps.</p>
<p>The DLC pack can be purchased for $4.99, or you can purchase the 3 individual packs for $1.99 each. The full game is priced at $9.99, and there&#8217;s even a demo so you can try before you by.</p>
<p>For more on the update, once again here&#8217;s <a href="http://blog.eu.playstation.com/author/jmclaughlin/">John McLaughlin</a> from Xdev Studio Europe to give you a rundown. Looking forward to seeing you online soon!! </p>
<blockquote><p>Hello to all Crash Commandos,</p>
<p>Well I asked you all to go easy on my last time, but it looks like no one took any notice of my begging. :o)</p>
<p>I hope you are enjoying the new maps and characters&#8230;I&#8217;ve been hearing the Colonel taking about some lederhosen and had the Ninja chop me like Sushi!
</p></blockquote>
<p class="aligncenter"><a title="Crash Commando Rapper by PlayStation.Blog.Europe, on Flickr" href="http://www.flickr.com/photos/playstationblogeurope/3855680930/"><img src="http://farm3.static.flickr.com/2497/3855680930_50a4fddf67.jpg" alt="Crash Commando Rapper" width="500" height="281" /></a></p>
<blockquote><p>
Well I know it hasn&#8217;t been long since the last one, but we have another patch coming your way. This fixes a couple of things we have noticed since the last build and adds in some rumble support!
</p></blockquote>
<p class="aligncenter"><a title="Crash Commando Canyon by PlayStation.Blog.Europe, on Flickr" href="http://www.flickr.com/photos/playstationblogeurope/3855681684/"><img src="http://farm3.static.flickr.com/2516/3855681684_b1f5d36830.jpg" alt="Crash Commando Canyon" width="500" height="281" /></a></p>
<blockquote><p>
I&#8217;ll be seeing you all online &#8211; and remember, &#8220;Hurts so bad, feels so good.&#8221; :o)</p>
<ul>
<li>Sound fix for issues where various sounds are not being played at all </li>
<li>Unlock Heist Map Pack fix</li>
<li>Now unlocks the Heist Map Pack properly when purchasing it within the game&#8217;s online store.</li>
<li>Heist cash bag fix</li>
<li>Corrected detection of when players and other players bots are removed from the game taking the cash bag with them. </li>
<li>DUALSHOCK 3 Vibration support</li>
<li>Added rumble for player weapons, near player explosions, player vehicle weapons, player vehicle collision impacts, weapon impacts on the player etc.</li>
<li>To avoid any new text issues the game only acknowledges the on/off setting of vibrations the player can set in the system&#8217;s controller settings.</li>
</ul>
<p>John
</p></blockquote>
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		<slash:comments>34</slash:comments>
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		<title>MotorStorm Arctic Edge &#8212; A Behind-the-Scenes Look at the Making Of: Part 3</title>
		<link>http://blog.us.playstation.com/2009/09/motorstorm-arctic-edge-a-behind-the-scenes-look-at-the-making-of-part-3/</link>
		<comments>http://blog.us.playstation.com/2009/09/motorstorm-arctic-edge-a-behind-the-scenes-look-at-the-making-of-part-3/#comments</comments>
		<pubDate>Tue, 22 Sep 2009 16:01:43 +0000</pubDate>
		<dc:creator>Daimion Pinnock</dc:creator>
				<category><![CDATA[PSP]]></category>
		<category><![CDATA[PlayStation Games]]></category>
		<category><![CDATA[motorstorm]]></category>
		<category><![CDATA[motorstorm arctic edge]]></category>
		<category><![CDATA[psp]]></category>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=16348</guid>
		<description><![CDATA[Hi again, and welcome back to all the MotorStorm fans out there. We hope you&#8217;ve been enjoying our series of behind-the-scenes videos that give some exclusive insight into the development of MotorStorm Arctic Edge for PSP (If you missed them, be sure to check out parts one and two!). For part three, Bigbig Studios takes [...]]]></description>
			<content:encoded><![CDATA[<p>Hi again, and welcome back to all the <a href="http://blog.us.playstation.com/tag/motorstorm-arctic-edge/">MotorStorm</a> fans out there. We hope you&#8217;ve been enjoying our series of behind-the-scenes videos that give some exclusive insight into the development of <a href="http://www.us.playstation.com/PSP/Games/MotorStorm_Arctic_Edge">MotorStorm Arctic Edge</a> for PSP (If you missed them, be sure to check out parts <a href="http://blog.us.playstation.com/2009/09/motorstorm-arctice-edge-%E2%80%93-a-behind-the-scenes-look-at-the-making-of/">one</a> and <a href="http://blog.us.playstation.com/2009/09/motorstorm-arctic-edge-a-behind-the-scenes-look-at-the-making-of-part-2/">two</a>!). For part three, <a href="http://www.bigbigstudios.com/flashindex.htm">Bigbig Studios</a> takes a trip to Alaska to get the snowy scenery just right on the PSP &#8212; see how the different types of weather influence gameplay in Arctic Edge. Also, see how you can customize your experience, how the game integrates into <a href="http://blog.us.playstation.com/category/playstation-network/playstation-home/">PlayStation Home</a>, and get details on the Ad-Hoc and Infrastructure multiplayer features.</p>
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		<slash:comments>23</slash:comments>
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		<title>MotorStorm Arctic Edge – A Behind-the-Scenes Look at the Making Of: Part 2</title>
		<link>http://blog.us.playstation.com/2009/09/motorstorm-arctic-edge-a-behind-the-scenes-look-at-the-making-of-part-2/</link>
		<comments>http://blog.us.playstation.com/2009/09/motorstorm-arctic-edge-a-behind-the-scenes-look-at-the-making-of-part-2/#comments</comments>
		<pubDate>Tue, 15 Sep 2009 17:03:38 +0000</pubDate>
		<dc:creator>Daimion Pinnock</dc:creator>
				<category><![CDATA[PSP]]></category>
		<category><![CDATA[PlayStation Games]]></category>
		<category><![CDATA[motorstorm arctic edge]]></category>
		<category><![CDATA[psp]]></category>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=16098</guid>
		<description><![CDATA[Welcome back MotorStorm fans to our series of behind-the-scenes videos that provide some unique insight into the development of MotorStorm Arctic Edge for PSP.  For this week&#8217;s entry, the team at Bigbig Studios provides details as to the wild vehicles players will get to drive in the game, including two new snow-specific machines.  [...]]]></description>
			<content:encoded><![CDATA[<p>Welcome back <a href="http://blog.us.playstation.com/tag/motorstorm/">MotorStorm</a> fans to our series of behind-the-scenes videos that provide some unique insight into the development of <a href="http://blog.us.playstation.com/tag/motorstorm-arctic-edge/">MotorStorm Arctic Edge</a> for <a href="http://blog.us.playstation.com/category/playstation-games/psp-playstation-games/">PSP</a>.  For this week&#8217;s entry, the team at <a href="http://www.bigbigstudios.com/">Bigbig Studios</a> provides details as to the wild vehicles players will get to drive in the game, including two new snow-specific machines.  Of course with vehicles of the same type, what good is having the same looking vehicle as everyone else? The team also shows the wide variety of customization options available for every type of vehicle from parts, to accessories, to stickers.  </p>
<p>Enjoy the latest inside access to Bigbig and MotorStorm Arctic Edge and we&#8217;ll see you next week with a new behind-the-scenes segment.</p>
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		<slash:comments>28</slash:comments>
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		<title>MotorStorm Arctic Edge – A Behind the Scenes Look at the Making Of</title>
		<link>http://blog.us.playstation.com/2009/09/motorstorm-arctice-edge-%e2%80%93-a-behind-the-scenes-look-at-the-making-of/</link>
		<comments>http://blog.us.playstation.com/2009/09/motorstorm-arctice-edge-%e2%80%93-a-behind-the-scenes-look-at-the-making-of/#comments</comments>
		<pubDate>Thu, 10 Sep 2009 22:58:22 +0000</pubDate>
		<dc:creator>Daimion Pinnock</dc:creator>
				<category><![CDATA[PSP]]></category>
		<category><![CDATA[PlayStation Games]]></category>
		<category><![CDATA[motorstorm arctic edge]]></category>
		<category><![CDATA[psp]]></category>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=15878</guid>
		<description><![CDATA[Hey MotorStorm fans! We’re over two weeks away from the release of MotorStorm Arctic Edge for the PSP, but have already kicked off the MotorStorm festival! Between now and launch date (September 29), we will be unveiling brand new trailers that will allow you to go behind-the-scenes with my colleagues at Bigbig Studios where they [...]]]></description>
			<content:encoded><![CDATA[<p>Hey <a href="http://blog.us.playstation.com/tag/motorstorm/">MotorStorm</a> fans! We’re over two weeks away from the release of <a href="http://blog.us.playstation.com/tag/motorstorm-arctic-edge/">MotorStorm Arctic Edge</a> for the <a href="http://blog.us.playstation.com/category/playstation-games/psp-playstation-games/">PSP</a>, but have already kicked off the MotorStorm festival! Between now and launch date (September 29), we will be unveiling brand new trailers that will allow you to go behind-the-scenes with my colleagues at <a href="http://www.bigbigstudios.com/">Bigbig Studios</a> where they show you exactly how MotorStorm Arctic Edge for the PSP was born, complete with never-before-seen footage from the game, as well as in-depth interviews from Bigbig Studios.</p>
<p>Take a look at the first of four right here on the PSBlog:</p>
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<p>Continue to check back here weekly for the latest MotorStorm Arctic Edge trailer and updates.</p>
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		<slash:comments>39</slash:comments>
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		<title>Celebrate Crash Commando this Week with New Add-On Content and Free Patch!</title>
		<link>http://blog.us.playstation.com/2009/08/celebrate-crash-commando-this-week-with-new-add-on-content-and-free-patch/</link>
		<comments>http://blog.us.playstation.com/2009/08/celebrate-crash-commando-this-week-with-new-add-on-content-and-free-patch/#comments</comments>
		<pubDate>Tue, 25 Aug 2009 16:10:55 +0000</pubDate>
		<dc:creator>Daimion Pinnock</dc:creator>
				<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[PlayStation Games]]></category>
		<category><![CDATA[crash commando]]></category>
		<category><![CDATA[psn]]></category>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=15159</guid>
		<description><![CDATA[Hey, Crash Commando fans! This week we&#8217;re launching a bunch of new stuff for Crash Commando including a patch, new characters and a new map pack. Here to talk about it is John McLaughlin from Xdev Studio Europe. Keep an eye out for the patch and DLC, launching this Thursday with the PlayStation Store update.
Attention, [...]]]></description>
			<content:encoded><![CDATA[<p>Hey, <a href="http://blog.us.playstation.com/tag/crash-commando/">Crash Commando</a> fans! This week we&#8217;re launching a bunch of new stuff for Crash Commando including a patch, new characters and a new map pack. Here to talk about it is John McLaughlin from Xdev Studio Europe. Keep an eye out for the patch and DLC, launching this Thursday with the <a href="http://blog.us.playstation.com/tag/playstation-store/">PlayStation Store</a> update.</p>
<blockquote><p>Attention, Commandos :o)</p>
<p>First of all I’d like to thank the <a href="http://www.us.playstation.com/PS3/Games/Crash_Commando#fbid:hv9dJjeGicK">Crash Commando</a> community who are still out there kicking my butt when I manage to find the time to grab a quick game.</p>
<p>I’m pleased to announce that on August 27 we will be releasing a new patch and some new content that I’m sure you will all love.</p>
<p>We are always <a href="http://blog.us.playstation.com/2009/05/27/crash-commando-patched-and-demoed-dlc-inbound/">looking for feedback</a> and listening to what you guys are saying about Crash Commando. We’ve been taking your comments on board and will be releasing a patch with the following improvements:</p>
<ul>
<li>Rebalanced primary weapons</li>
<li>Portraits of the characters on the standing screen</li>
<li>Access to the online store within the game</li>
<li>Specific invert axis option for the turret gun</li>
<li>Improved sound output levels</li>
<li>Taunt animation when standing still added for original characters</li>
<li>Improved BOT AI</li>
</ul>
<p>As well as that we have a bunch of cool new downloadable add-ons for you.</p>
<p>First of all there are the New Recruits, 6 new characters for you to choose from. Each package comes with 2 characters that have a ton of attitude and plenty to say for themselves.</p></blockquote>
<p><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="545" height="327" id="viddler_fb177bd1"><param name="movie" value="http://www.viddler.com/simple/fb177bd1/" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><embed src="http://www.viddler.com/simple/fb177bd1/" width="545" height="327" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler_fb177bd1"></embed></object></p>
<blockquote><p>
<strong>Colonel Chaos &#038; Army Chick</strong></p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3853355751/" title="Crash Commando ColonelChaos  by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2672/3853355751_81dd12dd46_m.jpg" width="240" height="240" alt="Crash Commando ColonelChaos " /></a>  <a href="http://www.flickr.com/photos/playstationblog/3853355795/" title="Crash Commando ArmyChick  by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3549/3853355795_dcda8f536c_m.jpg" width="240" height="240" alt="Crash Commando ArmyChick " /></a></p>
<p><span id="more-15159"></span><br />
Get to der choppaaaa with these two characters. The Colonel is a beefy guy so you best watch out for his lederhosen, and Army Chick may look cute but she packs a mean array of weaponry.</p>
<p><strong>Nukem Ninja &#038; Maid Mayhem</strong></p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3854145740/" title="Crash Commando NukemNinja  by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2440/3854145740_03b937080c_m.jpg" width="240" height="240" alt="Crash Commando NukemNinja " /></a>  <a href="http://www.flickr.com/photos/playstationblog/3853356079/" title="Crash Commando  MaidMayhem by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2499/3853356079_c1c4f2020f_m.jpg" width="240" height="240" alt="Crash Commando  MaidMayhem" /></a></p>
<p>Who’d have thought Ninjas would be so good with Rocket Launchers?? Well the Ninjas in Crash Commando are….As for our resident French maid…..all I will say if you have a moustache then you may be in line for a date ;o)</p>
<p><strong>Gangster Rapper &#038; Reggae Rasta</strong></p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3853359693/" title="Crash Commando GangstaRapper by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3507/3853359693_bf7d4bef4c_m.jpg" width="240" height="240" alt="Crash Commando GangstaRapper" /></a><a href="http://www.flickr.com/photos/playstationblog/3854145640/" title="Crash Commando ReggaeRasta  by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2536/3854145640_c820a6b5af_m.jpg" width="240" height="240" alt="Crash Commando ReggaeRasta " /></a></p>
<p>Which is best – Rap or Reggae? Well these two guys like to argue with big guns rather than clever lyrics. Why don’t you help them win their argument!!!</p>
<p>We will also be releasing the Heist Map Pack. This contains 2 new large maps for you to wreak destruction on and the all new Heist game mode will test your crash Commando skills to the limit!!</p>
<p>Grab the bag of cash and get to the safe to deposit it. But beware, the bag is heavy and you won’t be able to use any weapons. You have to rely on your team mates for covering fire to keep your opponents away and see you win the day. If you buy this pack you also get to play Heist mode on all the standard maps too. And don’t forget, this pack will add a new bunch of Trophies for you to collect!!</p>
<p>That’s all from me. Remember, keep firing and keep feeding back &#8211; we love to read your comments on the game. Oh and do me a favour….next time I’m online, go easy on me :o)
</p></blockquote>
<p>The full game is out now for $9.99, and there is a demo to try it out before you buy. The new map pack will be available this Thursday for $2.99 (trailer below), and each of the three character packs will be available for $1.99. Or, you can pick up the maps and all of the new characters for a steal at $4.99.</p>
<p class="center"><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" width="545" height="327" id="viddler_88b261d5"><param name="movie" value="http://www.viddler.com/simple/88b261d5/" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><embed src="http://www.viddler.com/simple/88b261d5/" width="545" height="327" type="application/x-shockwave-flash" allowScriptAccess="always" allowFullScreen="true" name="viddler_88b261d5"></embed></object></p>
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		<title>WipEout HD Fury Expansion &#8211; Zone Tracks</title>
		<link>http://blog.us.playstation.com/2009/07/wipeout-hd-fury-expansion-zone-tracks/</link>
		<comments>http://blog.us.playstation.com/2009/07/wipeout-hd-fury-expansion-zone-tracks/#comments</comments>
		<pubDate>Wed, 22 Jul 2009 13:02:01 +0000</pubDate>
		<dc:creator>Daimion Pinnock</dc:creator>
				<category><![CDATA[PSN]]></category>
		<category><![CDATA[PlayStation Games]]></category>
		<category><![CDATA[psn]]></category>
		<category><![CDATA[wipeout HD]]></category>
		<category><![CDATA[wipeout HD fury]]></category>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=13635</guid>
		<description><![CDATA[It&#8217;s another WipEout Wednesday, and we’re back with the fourth in our series of developer diaries featuring the WipEout HD Fury add-on pack. This week we have Rita Linsley, an artist from the WipEout HD development team. Enjoy!
Hey all you kids out there, my name is Rita and I’m one of the artists who worked [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s another WipEout Wednesday, and we’re back with the fourth in our series of developer diaries featuring the <a href="http://blog.us.playstation.com/2009/06/01/wipeout-hd-fury-expansion-pack-details/">WipEout HD Fury</a> add-on pack. This week we have Rita Linsley, an artist from the <a href="http://blog.us.playstation.com/tag/wipeout-HD/">WipEout HD</a> development team. Enjoy!</p>
<blockquote><p>Hey all you kids out there, my name is Rita and I’m one of the artists who worked on the new Zone Tracks for the <a href="http://blog.us.playstation.com/tag/wipeout-hd-fury">Wipeout Fury</a> expansion pack. I’ve been asked to put together a blog post that gives some insight into their creation.</p>
<p>Thought Police Alert: Artistic license takes over from reason and scientific fact here, so feel free to ‘skip to the end’ if you think it all sounds like a bunch of nonsense…</p>
<p><strong>1. ZONE: Intro &#038; context</strong></p>
<p>‘Zone’ is speed experienced in its purest state, with no weapons. From a poetic point of view Zone can be likened to riding an atom in a particle accelerator. The speed of the atom as it ‘rides the torus’ gets increasingly faster and faster, until ultimately it moves at such surreal speeds that it exists contiguously at all points along its path.</p>
<p>It becomes an omnipresent singularity along this path, a very peculiar entity with ‘mixed dimensionality.’ If we could become that little atom at that moment we would find ourselves connected to a psychedelic ‘speed-dimension.&#8217; It would be one hell of a trip! So zone mode is all about surreal abstract geometries, and shifting landscapes of colour that create an otherworldly atmosphere. </p>
<p><strong>2. Landscapes Inspired by Nature’s Fantastic Patterns</strong></p>
<p>Zone has a psychedelic nature, so it was only natural to be inspired by patterns found in nature. In particular fractal phenomena and ‘humanity hugging’ psychedelic philosophies:</p>
<p>Fractal energy flows through everything on this planet. We see it in cloud formations, and in the majesty of epic mountain ranges: “As above so below.” It’s especially apparent in the springtime when plant forms starts to bud and bloom. Symmetries, self similarity, and branching systems are everywhere! We live in, and are all connected by a cosmic fractal-field of energy. </p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3740220139/" title="WipEout HD Fury - CambrianCreatures by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2594/3740220139_3001c601f6.jpg" width="450" height="132" alt="WipEout HD Fury - CambrianCreatures" /></a></p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3741011410/" title="WipEout HD Fury - Reference_Ferns by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2609/3741011410_1c53cdd407.jpg" width="450" height="132" alt="WipEout HD Fury - Reference_Ferns" /></a></p>
<p><span id="more-13635"></span></p>
<p><strong>3. Four Sets of Geometry</strong></p>
<p>There are four zone tracks, so four families of abstract shapes were created that looked/felt like they possessed a particular energy pattern. I wanted to ‘riff’ off these ‘nature patterns’ for Wipeout, so mixed them with graphic design and graffiti aesthetics in an attempt to create an otherworldly psychedelic atmosphere. Below are some of the concept shapes created for Zone 4, riffing off the patterns above:</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3741010622/" title="WipEout HD Fury - Concept_01 by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2520/3741010622_49a4c55476_m.jpg" width="159" height="240" alt="WipEout HD Fury - Concept_01" /></a>  <a href="http://www.flickr.com/photos/playstationblog/3741010900/" title="WipEout HD Fury - Concept_03 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3512/3741010900_8299dd5503_m.jpg" width="200" height="211" alt="WipEout HD Fury - Concept_03" /></a>  <a href="http://www.flickr.com/photos/playstationblog/3741010700/" title="WipEout HD Fury - Concept_05 by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2448/3741010700_a5bbc211d0_m.jpg" width="211" height="200" alt="WipEout HD Fury - Concept_05" /></a></p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3741010780/" title="WipEout HD Fury - Concept_02 by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2588/3741010780_d196ffc858.jpg" width="450" height="180" alt="WipEout HD Fury - Concept_02" /></a></p>
<p><strong>4. Time Constraint and Technique</strong></p>
<p>I was working to an extremely tight schedule. So, with such a fast turnaround I had to come up with a workflow that enabled the fast construction of objects that could be tested on the fly. I liken the resulting process to a bunch of blues &#038; jazz musicians having an impromptu session where they hunt for different permutations on a well known jazz standard. They riff off a pattern, until that pattern becomes something else entirely, a fresh expression of something familiar. Families of shapes were ‘thrown out there’, which were then positioned alongside a tracks twists, turns and chicanes to see if they worked.</p>
<p>The design process was not a linear one, so it’s difficult to describe in words. Each family of shapes was triggered by the ‘vibe’ that I got from certain fractal phenomena I encountered on walks and internet surfs. Zone 4 was inspired by Cambrian creatures &#038; fern formations. See pics above.</p>
<p><strong>5. Speed Perception</strong></p>
<p>When you travel deeper and deeper into the pattern of a fractal the pattern repeats its-self infinitely. It is an infinite loop, which at a very huge stretch could be likened to the enclosed loop of a track. When you travel deeper and deeper into the speeds of the zone, you enter a state of trance where you transcend reality and become like ‘that atom’ that exists contiguously at all points along its path… the pattern repeats, the pattern repeats, the pattern repeats &#8211; and “Dimensionality becomes a function of consciousness” Reference: (Ian McEwan: Solid Geometry). At these surreal speeds you become an ‘infinite loop’. A cosmic piece of fractal consciousness in a golden state of flow!</p>
<p>Hope you enjoy riding the zone fellow pilgrims. God-speed!</p>
<p>Rita</p></blockquote>
<p>And don&#8217;t forget you can get the add-on this Thursday for $9.99, and the full game is <a href="http://blog.us.playstation.com/2009/07/16/playstation-store-update-94/">on sale</a> until tomorrow for $14.99!</p>
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		<title>WipEout Fury Developer Diary &#8211; New Game Modes (+date &amp; price)</title>
		<link>http://blog.us.playstation.com/2009/07/wipeout-fury-developer-diary-new-game-modes/</link>
		<comments>http://blog.us.playstation.com/2009/07/wipeout-fury-developer-diary-new-game-modes/#comments</comments>
		<pubDate>Fri, 17 Jul 2009 15:02:07 +0000</pubDate>
		<dc:creator>Daimion Pinnock</dc:creator>
				<category><![CDATA[PSN]]></category>
		<category><![CDATA[PlayStation Games]]></category>
		<category><![CDATA[psn]]></category>
		<category><![CDATA[wipeout HD]]></category>
		<category><![CDATA[wipeout HD fury]]></category>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=13514</guid>
		<description><![CDATA[Hey everyone! We’re back with number three in our series of developer diaries featuring the WipEout HD Fury add-on pack. This week we have Zico Liu, Programmer on the WipEout HD development team.
Hi everyone! This is Zico Liu, programmer on WipEout HD; you all might remember me from the &#8220;Beat Zico&#8221; trophy. Before I talk [...]]]></description>
			<content:encoded><![CDATA[<p>Hey everyone! We’re back with number three in our series of developer diaries featuring the <a href="http://blog.us.playstation.com/2009/06/01/wipeout-hd-fury-expansion-pack-details/">WipEout HD Fury</a> add-on pack. This week we have Zico Liu, Programmer on the <a href="http://blog.us.playstation.com/tag/wipeout-HD/">WipEout HD</a> development team.</p>
<blockquote><p>Hi everyone! This is Zico Liu, programmer on WipEout HD; you all might remember me from the &#8220;<a href="http://boardsus.playstation.com/playstation/board/message?board.id=racing&#038;thread.id=202374">Beat Zico</a>&#8221; trophy. Before I talk about what I&#8217;ve been up to on the WipEout HD Fury expansion pack, I would just like to let you know that the pack will be available from <a href="http://blog.us.playstation.com/category/playstation-network/playstation-store-playstation-network/">PlayStation Store</a> on Thursday, July 23rd for $9.99.</p>
<p>The pack will provide three new race types – Eliminator, Zone Battle and Detonator, 12 new tracks, 13 new ships, 6 new music tracks, a redesigned menu system, a new campaign to complete as well a host of new trophies to win. Oh and let&#8217;s not forget the additional ranks for you to achieve online. We are really excited about the content and hope you enjoy all the new features.</p>
<p>Also, on Tuesday July 21st, we are releasing a free update to the existing game. If you boot up <a href="http://www.us.playstation.com/PS3/Games/wipEout_HD">WipEout HD</a> at around 5pm GMT, you will be prompted to download the update. It will add a number of new features and tweaks to menus of the game including a brand new statistics section, new redesigned ship and track select screens and some new community/online features.</p>
<p>Now let’s get back to what I’ve been up to since HD was originally released. I&#8217;ve been busy working on the new game modes, mostly Eliminator and Zone Battle but also a bit on Detonator.</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3728075794/" title="WipEout HD Fury - Detonator1 by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2482/3728075794_6074f90ce8.jpg" width="400" height="225" alt="WipEout HD Fury - Detonator1" /></a></p>
<p>Eliminator mode was relatively easy to get in since it was taken from WipEout Pulse but we wanted to make it even better. Someone came up with the idea of having the 180 degree flip, which allows you to flip your ship, fly backwards down the track and fire your weapons at on coming opponents, like the Quake, which I know some people missed being able to do like they could in Pulse.</p>
<p>We also didn&#8217;t want people doing all the hard work of reducing an opponent&#8217;s shield, to then have someone else steal the kill and you receive nothing. So rather than the straight forward kills system seen in Pulse, we have introduced a points system where you are awarded points for completing laps, inflicting damage and getting the kill. The winner is the first player to reach the target score.</p>
<p>Playable as both a single player game as well as online we are really pleased with the end product and hope that players will enjoy the new mode.</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3728075530/" title="WipEout HD Fury - Eliminator1 by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2568/3728075530_44d383620f_m.jpg" width="240" height="135" alt="WipEout HD Fury - Eliminator1" /></a>  <a href="http://www.flickr.com/photos/playstationblog/3728075410/" title="WipEout HD Fury - Eliminator2 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3454/3728075410_fb1aa853ac_m.jpg" width="240" height="135" alt="WipEout HD Fury - Eliminator2" /></a></p>
<p><span id="more-13514"></span><br />
Zone Battle, our 8 player version of Zone mode, was a bit more difficult to get right as it went through several iterations and name changes. We started with just a one on one duel mode, which was basically a split screen version of Zone which you played until one person lost their entire shield. The initial idea of the zone bar was to speed up the other player so they go faster which hopefully meant they would crash more often and be destroyed sooner than if they were travelling slower. Unfortunately this idea didn’t really work as we had hoped and we returned to the drawing board.</p>
<p>As we wanted the game to be played online with up to 8 players, we had to come up with an idea that didn’t have people sitting around waiting until everyone else had been eliminated, so we introduced the idea of racing towards a target zone which meant the race would end at the same time for everyone.</p>
<p>With this in mind the zone bar was changed to increase your own zones so you can reach the target quicker. To add a bit of variety we wanted some obstacles on the track which is where the zone barrier idea came from.</p>
<p>Every time you use your zone bar to boost you leave a zone barrier on the track to try and slow down your opponents. This means that players have to constantly look out for the barriers and try to avoid them or use up their zone bar to shield themselves.</p>
<p>I think it turned out very well and hopefully people will enjoy playing it in the Fury expansion pack!</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3728075706/" title="WipEout HD Fury - ZoneBattle1 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3470/3728075706_57bb62e2bb_m.jpg" width="240" height="135" alt="WipEout HD Fury - ZoneBattle1" /></a>  <a href="http://www.flickr.com/photos/playstationblog/3727275513/" title="WipEout HD Fury - ZoneBattle2 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3424/3727275513_dc66164a18_m.jpg" width="240" height="135" alt="WipEout HD Fury - ZoneBattle2" /></a></p>
<p>Other stuff that I was working on was the new ship, track and campaign cell selection screens for the new front-end, and also the HUD’s for the new modes.</p>
<p>Finally I hope everyone enjoys this expansion and please don&#8217;t hate me too much, it&#8217;s not really that hard to Beat Zico.</p></blockquote>
<p>So there you have it! Be sure to check out the update on Tuesday, and watch out for the Fury add-on, coming Thursday July 23!</p>
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		<title>WipEout Fury Developer Diary &#8211; Environment Design</title>
		<link>http://blog.us.playstation.com/2009/07/wipeout-fury-developer-diary-environment-design/</link>
		<comments>http://blog.us.playstation.com/2009/07/wipeout-fury-developer-diary-environment-design/#comments</comments>
		<pubDate>Wed, 08 Jul 2009 15:01:40 +0000</pubDate>
		<dc:creator>Daimion Pinnock</dc:creator>
				<category><![CDATA[PSN]]></category>
		<category><![CDATA[PlayStation Games]]></category>
		<category><![CDATA[psn]]></category>
		<category><![CDATA[wipeout HD]]></category>
		<category><![CDATA[wipeout HD fury]]></category>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=12936</guid>
		<description><![CDATA[Picking up from last week, we&#8217;re back with number two in a small series of developer diaries featuring the upcoming WipEout HD Fury add-on pack. This week, I am happy to introduce Marcus Tanner, WipEout Fury Art Director from the WipEout HD development team.
Hello my name is Marcus Tanner, Art Director on WipEout Fury, and [...]]]></description>
			<content:encoded><![CDATA[<p>Picking up from <a href="http://blog.us.playstation.com/2009/07/03/wipeout-fury-developer-diary-ship-design-ethos/">last week</a>, we&#8217;re back with number two in a small series of developer diaries featuring the upcoming <a href="http://blog.us.playstation.com/2009/06/01/wipeout-hd-fury-expansion-pack-details/">WipEout HD Fury</a> add-on pack. This week, I am happy to introduce Marcus Tanner, WipEout Fury Art Director from the <a href="http://blog.us.playstation.com/tag/wipeout-HD/">WipEout HD</a> development team.</p>
<blockquote><p>Hello my name is Marcus Tanner, Art Director on WipEout Fury, and I&#8217;m here today to give you a brief insight into how a WipEout environment evolves from concept art to production geometry.</p>
<p>A WipEout track is set in a Utopian environment populated by stunning, cutting-edge architecture enhanced by contemporary graphic design. This aesthetic is created by designing architectural forms that are influenced by abstract sculpture, structure in art and science, futuristic architecture, mecha detailing and contemporary product design.</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblogeurope/3694206906/" title="Talons Environment design 01 by PlayStation.Blog.Europe, on Flickr"><img src="http://farm3.static.flickr.com/2431/3694206906_f9816ebcbd.jpg" width="384" height="500" alt="Talons Environment design 01" /></a></p>
<p>To create the WipEout aesthetic, our concept artists use a fluid design process that involves creating abstract shapes in 3D and bouncing work around the team from artist to artist to evolve and clarify the designs. This results in bold, abstract 3D structures, which are rendered and painted over with architectural detailing and placed into the context of a WipEout environment.</p>
<p>These concept images use the structures as set pieces, trackside furniture, tunnels etc, and give the production team an idea of how they would look in game:</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblogeurope/3694207066/" title="Talons Environment design 02 by PlayStation.Blog.Europe, on Flickr"><img src="http://farm3.static.flickr.com/2566/3694207066_df86879c22.jpg" width="384" height="500" alt="Talons Environment design 02" /></a></p>
<p><span id="more-12936"></span></p>
<p>The positioning of objects in a WipEout environment is created by a design process called Dynamic Composition. The results can be likened to a piece of music providing the track with a visual melody, rhythm and harmony. This process involves sectioning the environment along the track to provide the fundamental flow of shapes that creates an interesting rhythm for the player. It includes strategically adding set pieces which provide focus for the player and then populates the track to create an enhanced game experience. The result is a dynamic environment that emphasizes the feeling of speed and movement as a result of the rhythmic pattern of structures around the track, and also focuses the players&#8217; attention on set pieces.</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblogeurope/3693402201/" title="Talons Environment design 03 by PlayStation.Blog.Europe, on Flickr"><img src="http://farm3.static.flickr.com/2656/3693402201_cdd76a17bf.jpg" width="384" height="500" alt="Talons Environment design 03" /></a></p>
<p>WipEout Fury is all about the use of bold structural shapes which define the architectural forms. These structures are oversized so they register with the player as they accelerate past at high speed and their striking shapes become associated as icons of each track. Interlocking modular shapes &#038; overlaid layered surfaces make best use of the lighting by allowing shadows to play over the structures, and sunlight to glint through the gaps. This gives the impression of a highly complex and richly populated environment which is enhanced by the use of hyper-real gleaming hi-tech surfaces.</p>
<p>That&#8217;s it from me! Keep an eye out for more information on <a href="http://blog.us.playstation.com/tag/wipeout-HD-Fury/">WipEout Fury</a> on the <a href="http://blog.us.playstation.com/">Blog</a> as we countdown to release &#8212; we don&#8217;t have an exact release date for you yet, but I understand that you&#8217;ll be told as soon as we do.
</p></blockquote>
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		<title>WipEout Fury Developer Diary &#8211; Ship Design</title>
		<link>http://blog.us.playstation.com/2009/07/wipeout-fury-developer-diary-ship-design-ethos/</link>
		<comments>http://blog.us.playstation.com/2009/07/wipeout-fury-developer-diary-ship-design-ethos/#comments</comments>
		<pubDate>Fri, 03 Jul 2009 16:01:40 +0000</pubDate>
		<dc:creator>Daimion Pinnock</dc:creator>
				<category><![CDATA[PSN]]></category>
		<category><![CDATA[PlayStation Games]]></category>
		<category><![CDATA[psn]]></category>
		<category><![CDATA[wipeout HD]]></category>
		<category><![CDATA[wipeout HD fury]]></category>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=12776</guid>
		<description><![CDATA[Daimion Pinnock here, SCEA Producer for the WipEout franchise. As some of you may be aware, the WipEout franchise has been around for a while now, and continues to improve with each new update. We released WipEout HD last year in stunning 1080p for $19.99, and it received strong reviews. This year we have a [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.us.playstation.com/author/dpinnock/">Daimion Pinnock</a> here, SCEA Producer for the WipEout franchise. As some of you may be aware, the WipEout franchise has been around for a while now, and continues to improve with each new update. We released <a href="http://blog.us.playstation.com/tag/wipeout-hd/">WipEout HD</a> last year in stunning 1080p for $19.99, and it received strong reviews. This year we have a new release for you all, which is called WipEout HD Fury!! We <a href="http://blog.us.playstation.com/2009/06/01/wipeout-hd-fury-expansion-pack-details/">announced it</a> the day before E3</a>, and I&#8217;m sure that you&#8217;ll be very impressed with what the guys at Studio Liverpool have been able to do.</p>
<p>Starting off a small series of posts, I&#8217;m happy to introduce some cool exclusive information about the making of the game and the Fury add-in, coming straight from Dave Glanister, WipEout Fury Ship designer on the WipEout HD development team. </p>
<blockquote><p>Hello everyone, my name is Dave Glanister and I&#8217;m the WipEout Fury Ship designer, here to give you a little insight into how we created the look of the ships.</p>
<p>Our main aim for the new WipEout Fury ships was to modernize their visual look whilst keeping the DNA of each existing individual team. On previous WipEout games, a key feature for ship design was its dynamic straight edge and triangular silhouette. For PSone and PSP this key element was the best way to achieve a great design without using a huge amount of polygons.</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3682411750/" title="Page_01 by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2629/3682411750_847bf6ab4c.jpg" width="400" height="225" alt="Page_01" /></a></p>
<p>Our approach for the Fury ships was to keep the dynamic straight edge design but add to it by dividing the ships body panels up into three main layers. This new addition to the ships allowed us to overlap, interlock and weave the main ship panels together to achieve a more complex look.</p>
<p>By taking this approach it allowed the designs to show gaps, grooves and negative windows of space that were in-turn filled with real time PS3 self shadows. This made the ships appear lighter and more hover like without reducing the ships scale or bulk.</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3681598239/" title="Page_02 by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2458/3681598239_7da1c02714.jpg" width="400" height="225" alt="Page_02" /></a></p>
<p><span id="more-12776"></span><br />
To evolve the designs further we replaced the nut and bolt element to the WipEout HD ships by building clean simplified inter-locking mechanical shapes. This suggested fewer components in the ships build. Also it gave the ships a tailor-made look and also suggested that the ships parts had been created with new and advanced material.</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/3682414620/" title="Page_03 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3537/3682414620_c3b6d4d70c.jpg" width="400" height="225" alt="Page_03" /></a></p>
<p>When viewing the ship design side on, the body panels have been purposely angled forwards to help create a dynamic appearance even when stationary. As a result the ship’s profile fights against the horizontal lines of the track’s surface which helps communicate the notion of an anti-gravity spacecraft.</p>
<p>To help identify the Fury ships within a race we added a second layer to the cockpit. This gives the impression of extra pilot protection. Well also placed a blue emissive tint to the cockpit glass which adds energy, notion of power and focal point to the core of every ship design.</p>
<p>That&#8217;s it from me! Hope you enjoyed reading about what I do :) I understand that we&#8217;ll have another update for you on WipEout Fury next week by another member of the team here. In the meantime, have a great weekend.</p></blockquote>
<p>I look forward to seeing you all online!<br />
-Daimion</p>
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