Hey everyone, Shawn here again. I’m dropping by the PS.Blog to let you know the Dyad Demo launches today! Yay!
Mare Sheppard of Metanet Software, David Kanaga (Dyad’s composer) and I worked tirelessly through the night to create a new trailer announcing the launch of the demo. It’s a playful take on the first Dyad trailer and other game trailers. I got to star in my very own trailer; that’s pretty neat! I hope everyone has a good laugh, and yes, that’s my real hair!
If the (overwhelmingly positive) reviews are correct, then Dyad is a game you have to play to fully understand — now’s your chance! Check out Dyad’s first 5 levels and see if you groove with it. If you do, the PlayStation Plus discount continues this week.
The latest headset begins rolling out to stores today! Details inside.
Dyad is available today on PSN for $14.99 and $11.99 with a PlayStation Plus subscription. I’m really excited by all the positive reviews that Dyad’s receiving. It currently has a Metacritic score of 87.
It’s been a crazy amount of hard work to finish it and bring it to you on the PlayStation 3. It’s out today and I am extremely proud of it — thanks for all the love and support!
When Tim Rogers, director of Action Button Entertainment, first played Dyad he literally died. When he resurrected he demanded to be allowed to direct and co-star in his own Dyad advertisement with Vito Gesualdi. I hope you find their take on Dyad as hilarious as I do.
Today, Dyad was approved by the U.S. Fun and Diversion Administration to administer extreme doses of sensory stimulation. It is absorbed directly into gamers’ cerebral cortex via their optical, audial and touch receptors. The game was approved for use in all patients in North America who are in possession of a PS3 console and $14.99, and who are not adversely affected by excessive synaptic activity.
Research on Dyad began in 2008 in TRNT by Shawn McGrath. After TRNT officials observed test subjects wholly absorbed in euphoric trances and reviewed testimonies of transcendental interactive experiences, TRNT halted development of Dyad and expelled Shawn.
Last week in New York City I was fortunate enough to show off Dyad, the almost-ready-done-really-soon-I-promise game coming to PSN for PS3. During our NYC showcase, the PlayStation.Blog crew was kind enough to stop by and conduct a quick Q&A and gameplay session, and you can watch the results in this new original video.
Each of the game’s 27 different levels touch upon a variety of mechanics and goals: forming long combos, racing, surviving as long as possible, hitting certain top speeds and more. And the game’s 26 special Trophy levels have challenging alternate goals, whether it’s playing just by using sound or collecting objects as quickly as possible. Since each level has a corresponding leaderboard to track online rankings, Dyad boasts a huge number of leaderboards — 52 in all, each requiring a unique set of skills to master.
Hi everyone! Shawn here again, and I brought along Dyad‘s composer, David Kanaga. We’re going to talk a bit about Dyad’s interactive music system, how it works and what makes it unique. We’re also treating you to a free three-song EP consisting of linear mixes of Dyad’s interactive music and some new screenshots!
Below is a new gameplay video showcasing one of the later levels in Dyad. Don’t worry if it looks too complex! It’ll make perfect sense once you’ve completed the earlier levels.
When you hear the term “interactive music” you might think of “rhythm games” such as Guitar Hero, Rock Band, Frequency, or others of that nature. Dyad’s music system is very different from those games.
Dyad is an abstract racing game that has influences in many genres including racing games, fighting games, puzzle games and classic arcade shooters.
Dyad does away with the traditional racing game mechanics of break and accelerate and replaces them with puzzle-like mechanics. You must interact with your enemies in unique and varying ways in order to gain speed.
I’ve always loved the visceral feel racing games provided, especially the WipeOut series, and I wanted to translate that feeling into a puzzle game. In most racing games, each track has an ideal ‘racing line’ which players must memorize and translate into muscle memory in order to be successful – I remember months of repeating tracks in WipeOut XL for the PSX! With Dyad I replaced the mental process of memorizing a racing line with various combo mechanics.
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