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	<title>PlayStation.Blog &#187; bend studio</title>
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	<link>http://blog.us.playstation.com</link>
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		<title>UNCHARTED: Golden Abyss Opens The Black Market</title>
		<link>http://blog.us.playstation.com/2012/02/13/uncharted-golden-abyss-opens-the-black-market/</link>
		<comments>http://blog.us.playstation.com/2012/02/13/uncharted-golden-abyss-opens-the-black-market/#comments</comments>
		<pubDate>Mon, 13 Feb 2012 14:31:26 +0000</pubDate>
		<dc:creator>John Garvin</dc:creator>
				<category><![CDATA[PS Vita]]></category>
		<post_tag><![CDATA[bend studio]]></post_tag>
		<post_tag><![CDATA[naughty dog]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[uncharted: golden abyss]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=69468</guid>
		<description><![CDATA[As we get closer to the launch of <a href="http://blog.us.playstation.com/category/ps-vita/">PS Vita</a> and <a href="http://blog.us.playstation.com/tag/uncharted-golden-abyss/">UNCHARTED: Golden Abyss</a>, the team at Bend Studios is getting amped! We’ve been working on this game for a long, long time, from early brainstorming sessions on the <a href="http://us.playstation.com/psvita/">PS Vita</a> beginning in 2008, through the production phase that wrapped up at the end of 2011. When given the opportunity to create a launch title for PlayStation’s new next-gen handheld, we jumped at the chance. When asked what game we'd like to make, we said UNCHARTED! Here's why.

From the beginning, our goal was to create a great UNCHARTED game. We wanted to give players, including ourselves, more of what they love, but with the PS Vita’s unique spin. The cinematic experience, the gunplay and weapons, the compelling story and characters, the mystery and treasure hunting based on real history, the puzzles, the platforming, and of course, the colorful and detailed imagery... it's all there. But it's on a gorgeous five-inch screen that you can take with you.]]></description>
				<content:encoded><![CDATA[<p>As we get closer to the launch of <a href="http://blog.us.playstation.com/category/ps-vita/">PS Vita</a> and <a href="http://blog.us.playstation.com/tag/uncharted-golden-abyss/">UNCHARTED: Golden Abyss</a>, the team at Bend Studios is getting amped! We’ve been working on this game for a long, long time, from early brainstorming sessions on the <a href="http://us.playstation.com/psvita/">PS Vita</a> beginning in 2008, through the production phase that wrapped up at the end of 2011. When given the opportunity to create a launch title for PlayStation’s new next-gen handheld, we jumped at the chance. When asked what game we&#8217;d like to make, we said UNCHARTED! Here&#8217;s why.<br />
</br><br />
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<p>From the beginning, our goal was to create a great UNCHARTED game. We wanted to give players, including ourselves, more of what they love, but with the <a href="http://us.playstation.com/psvita/">PS Vita</a>’s unique spin. The cinematic experience, the gunplay and weapons, the compelling story and characters, the mystery and treasure hunting based on real history, the puzzles, the platforming, and of course, the colorful and detailed imagery&#8230; it&#8217;s all there. But it&#8217;s on a gorgeous five-inch screen that you can take with you.</p>
<p>If you&#8217;ve been following all the pre-release news, then you know that <a href="UNCHARTED: Golden Abyss Opens The Black Market">UNCHARTED: Golden Abyss</a> also has a ton of collectibles &#8212; more than 300, in fact. We wanted to not only give the game some replayability with some additional exploration, but also to tell more backstory, which we do through the items you collect, locations you photograph, and other puzzles you solve. All of these are tied to Trophies that can be earned. We didn&#8217;t forget the gamer who prefers gunplay, either: one of the collectible types in UNCHARTED: Golden Abyss are the Bounties. These drop randomly from fallen enemies throughout the game and represent things that might have been found in the area you&#8217;re fighting in: old Spanish playing cards, gold and silver coins, and so forth. Many of these items are scarce, and some are <em>really</em> rare. You&#8217;re not going to collect all these on a single playthrough!</p>
<p><a href="http://www.flickr.com/photos/playstationblog/6849436181/" title="UNCHARTED: Golden Abyss -- Black Market by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7178/6849436181_3804b275a5_z.jpg" width="640" height="363" alt="UNCHARTED: Golden Abyss -- Black Market"></a></p>
<p>But we&#8217;re not cruel. To make it a little easier to collect all the Bounties, we created The Black Market. This is a near application that allows you select a Bounty type from your collection and send a request out to the Black Market. If any other PS Vita players out there (in the area where you made the request) have a Bounty that you&#8217;re missing, the Black Market will send you a copy of their Bounty, even the rarest collectibles. We even created a sixth Bounty type that you can obtain only through near: if you send a request to the Black Market and no one has what you need, the Black Market will send you a carved Fetish for you troubles. While the five bounties are tied to Trophies, the Fetishes are not&#8230; so you don&#8217;t have to use near to achieve Platinum. But for those of you who want to try a little Black Market trading, take your PS Vita with you!</p>
<p>PS Vita’s launch is right around the corner. We can&#8217;t wait!</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2012/02/13/uncharted-golden-abyss-opens-the-black-market/feed/</wfw:commentRss>
		<slash:comments>65</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2012/02/6050708595_5a9f89a7ee_o.jpg</thumbnail_url>
<rating>3.91</rating><author_title>Creative Director, Bend Studios</author_title>
<comment_count>65</comment_count>
<comment_replies_count>5</comment_replies_count>	</item>
		<item>
		<title>UNCHARTED: Golden Abyss &#8211; The Characters Unmasked</title>
		<link>http://blog.us.playstation.com/2012/01/19/uncharted-golden-abyss-the-characters-unmasked/</link>
		<comments>http://blog.us.playstation.com/2012/01/19/uncharted-golden-abyss-the-characters-unmasked/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 19:00:30 +0000</pubDate>
		<dc:creator>John Garvin</dc:creator>
				<category><![CDATA[PS Vita]]></category>
		<post_tag><![CDATA[bend studio]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[uncharted 3]]></post_tag>
		<post_tag><![CDATA[uncharted: golden abyss]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=67732</guid>
		<description><![CDATA[Learning how to bring characters to life with all the nuances of personality, habits, quirks and mannerisms was really <a href="http://blog.us.playstation.com/tag/bend-studio/">Sony Bend</a>’s first and most important job when we started to work on <a href="http://blog.us.playstation.com/tag/uncharted-golden-abyss/">Uncharted: Golden Abyss</a>. We have an awesome example in the <a href="http://blog.us.playstation.com/tag/uncharted-3-drakes-deception/">Uncharted series</a>, and we wanted to give the characters a level of depth that transcends the screen. These videos shows just a glimpse of our process and how we worked with our eclectic cast of characters.

I’m no stranger to writing, having written all the <a href="http://en.wikipedia.org/wiki/Syphon_Filter_%28series%29">Syphon Filter</a> games, but this title taught me some new tricks. By the time we started shooting in February 2011, I had gone through over 40 revisions, changing everything from setting, characters, names, dialogue and action. If we count all the in-game VO dialogue, we ended up with over 400 pages of script for Uncharted: Golden Abyss.]]></description>
				<content:encoded><![CDATA[<p>Learning how to bring characters to life with all the nuances of personality, habits, quirks and mannerisms was really <a href="http://blog.us.playstation.com/tag/bend-studio/">Sony Bend</a>’s first and most important job when we started to work on <a href="http://blog.us.playstation.com/tag/uncharted-golden-abyss/">UNCHARTED: Golden Abyss</a>. We have an awesome example in the <a href="http://blog.us.playstation.com/tag/uncharted-3-drakes-deception/">Uncharted series</a>, and we wanted to give the characters a level of depth that transcends the screen. These videos show just a glimpse of our process and how we worked with our eclectic cast of characters.</p>
<p><br/></p>
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<p><br/></p>
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<p>I’m no stranger to writing, having written all the <a href="http://en.wikipedia.org/wiki/Syphon_Filter_%28series%29">Syphon Filter</a> games, but this title taught me some new tricks. By the time we started shooting in February 2011, I had gone through over 40 revisions, changing everything from setting, characters, names, dialogue and action. If we count all the in-game VO dialogue, we ended up with over 400 pages of script for Uncharted: Golden Abyss.</p>
<p>Of course, writing and performance capture was just beginning. What followed was an intense year of motion capture clean-up, animation, camera work, set building, lip-synching, prop building, editing, sound and music, by a team of over 50 artists working across five different studios.</p>
<p>Yes, Uncharted’s stunning visuals require next-gen hardware, but in the end, Uncharted’s charm comes from its characters, their friendships and chemistry. The great thing about story is that it’s hardware independent. Players can tell a good story from a bad one, great production values from not-so-great. We knew that the end result – all of that effort by all those people – would pay off in an Uncharted experience that would lose nothing simply because it was on a portable console. It’s the main reason I was so excited to learn the Uncharted approach to cinematic storytelling. On February 22nd, you’ll be able to see for yourself.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2012/01/19/uncharted-golden-abyss-the-characters-unmasked/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2012/01/ugalead.jpg</thumbnail_url>
<rating>4.38</rating><author_title>Creative Director, Bend Studios</author_title>
<comment_count>14</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>UNCHARTED: Golden Abyss &#8211; See Vita’s Intu-Aim Feature</title>
		<link>http://blog.us.playstation.com/2011/12/15/uncharted-golden-abyss-see-vita%e2%80%99s-intu-aim-feature/</link>
		<comments>http://blog.us.playstation.com/2011/12/15/uncharted-golden-abyss-see-vita%e2%80%99s-intu-aim-feature/#comments</comments>
		<pubDate>Thu, 15 Dec 2011 20:59:21 +0000</pubDate>
		<dc:creator>Jeff Rubenstein</dc:creator>
				<category><![CDATA[PS Vita]]></category>
		<post_tag><![CDATA[bend studio]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[uncharted: golden abyss]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=66033</guid>
		<description><![CDATA[Earlier this week we held a massive <a href="http://blog.us.playstation.com/category/ps-vita/">PlayStation Vita</a> event in San Francisco, rife with new games, first hands-on time, and newly-debuted features. The Sony Bend Studios team working on <a href="http://blog.us.playstation.com/tag/uncharted-golden-abyss/">Uncharted: Golden Abyss</a> rolled into town touting something in that last category - the Vita-specific Intu-Aim feature. This “aiming modifier” allows gamers to combine the six-axis gyro features of the Vita to fine tune the shots you line up with the right analog stick for greater precision.

In this exclusive new video, producer Darren Yager shows Drake’s Intu-Aim aided gunning efficiency in action:]]></description>
				<content:encoded><![CDATA[<p>Earlier this week we held a massive <a href="http://blog.us.playstation.com/category/ps-vita/">PlayStation Vita</a> event in San Francisco, rife with new games, first hands-on time, and newly-debuted features. The Sony Bend Studios team working on <a href="http://blog.us.playstation.com/tag/uncharted-golden-abyss/">Uncharted: Golden Abyss</a> rolled into town touting something in that last category &#8211; the Vita-specific Intu-Aim feature. This “aiming modifier” allows gamers to combine the six-axis gyro features of the Vita to fine tune the shots you line up with the right analog stick for greater precision.</p>
<p>In this exclusive new video, producer Darren Yager shows Drake’s Intu-Aim aided gunning efficiency in action:</p>
<p><iframe width="640" height="380" src="http://www.youtube.com/embed/1SsCunU2EpA" frameborder="0" allowfullscreen></iframe></p>
<p>Also of note: Intu-aim is an optional feature; the team is committed to allowing you to play how you want to play. Having tried it out, I found that you’ll probably end up using it without even realizing you’re doing it. </p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2011/12/15/uncharted-golden-abyss-see-vita%e2%80%99s-intu-aim-feature/feed/</wfw:commentRss>
		<slash:comments>36</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2011/12/6051256820_5128b4bfaa_b.jpg</thumbnail_url>
<rating>4.2</rating><author_title>Sr. Social Media Manager</author_title>
<comment_count>36</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>UNCHARTED: Golden Abyss for PS Vita &#8211; Meet Marisa Chase</title>
		<link>http://blog.us.playstation.com/2011/08/17/uncharted-golden-abyss-for-ps-vita-meet-marisa-chase/</link>
		<comments>http://blog.us.playstation.com/2011/08/17/uncharted-golden-abyss-for-ps-vita-meet-marisa-chase/#comments</comments>
		<pubDate>Wed, 17 Aug 2011 15:02:34 +0000</pubDate>
		<dc:creator>John Garvin</dc:creator>
				<category><![CDATA[PS Vita]]></category>
		<post_tag><![CDATA[bend studio]]></post_tag>
		<post_tag><![CDATA[naughty dog]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[uncharted]]></post_tag>
		<post_tag><![CDATA[uncharted: golden abyss]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=56954</guid>
		<description><![CDATA[Hi everyone! I’m the the writer and director of <a href="http://www.unchartedthegame.com/golden_abyss/index.php?utm_source=sony&#038;utm_medium=golden&#038;utm_campaign=sony">UNCHARTED: Golden Abyss</a>.  We’ve just released a trailer that introduces a new and important character from our story. You met Jason Dante  in our <a href="http://www.youtube.com/watch?v=8ce9p1kF1yE">E3 demo</a> and learned a little bit about him: that he and Drake have known each other a long time, that they each know Sully, that Drake taught Dante a lot about treasure hunting, that Dante can be a little, well, <em>greedy.</em>

This time we're introducing Marisa Chase. But as she tells Drake at one point, call her “Chase,” only her grandfather calls her “Marisa.” I don't want to give too much away at this point, but I can say this: once again Nathan Drake finds himself on a quest to solve a historical mystery which he hopes will lead to a fantastic treasure. The trick is staying alive long enough to get there. No easy task. And when Drake gets between Dante and Chase, events quickly spiral out of control.]]></description>
				<content:encoded><![CDATA[<p class="center"><a href="http://www.flickr.com/photos/playstationblog/6051233042/" title="Bend Studio by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6083/6051233042_5d7b09028f_z.jpg" width="310" height="174" alt="Bend Studio"></a><a href="http://www.flickr.com/photos/playstationblog/6051256820/" title="UNCHARTED: Golden Abyss for PS Vita by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6065/6051256820_5128b4bfaa.jpg" width="310" height="174" alt="UNCHARTED: Golden Abyss for PS Vita"></a></p>
<p>Hi everyone! I’m the the writer and director of <a href="http://www.unchartedthegame.com/golden_abyss/index.php?utm_source=sony&#038;utm_medium=golden&#038;utm_campaign=sony">UNCHARTED: Golden Abyss</a>.  We’ve just released a trailer that introduces a new and important character from our story. You met Jason Dante  in our <a href="http://www.youtube.com/watch?v=8ce9p1kF1yE">E3 demo</a> and learned a little bit about him: that he and Drake have known each other a long time, that they each know Sully, that Drake taught Dante a lot about treasure hunting, that Dante can be a little, well, <em>greedy.</em></p>
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<p>This time we&#8217;re introducing Marisa Chase. But as she tells Drake at one point, call her “Chase,” only her grandfather calls her “Marisa.” I don&#8217;t want to give too much away at this point, but I can say this: once again Nathan Drake finds himself on a quest to solve a historical mystery which he hopes will lead to a fantastic treasure. The trick is staying alive long enough to get there. No easy task. And when Drake gets between Dante and Chase, events quickly spiral out of control.</p>
<p>We were lucky to get some really great talent to play our key characters. <a href="http://www.imdb.com/name/nm0636046/">Nolan North</a>, of course, reprises his role of Nathan Drake. Nolan brings more than just acting to the story, he helps make the dialogue his own, creates funny ad libs on the spot, and helps rework scenes that might be having problems. Chase is played by the talented <a href="http://www.imdb.com/name/nm0003115/">Christine Lakin</a>, who you might remember as Al from the television show “Step by Step.” Dante is played by the amazing <a href="http://www.imdb.com/name/nm1032853/">Jason Spisak</a>, who’s played almost as many characters as Mr. North. Working with these guys and watching them bring our UNCHARTED world to life was amazing. I think <a href="http://www.imdb.com/name/nm0377339/">Amy Hennig</a>, the writer over at <a href="http://www.naughtydog.com/">Naughty Dog</a>, once told me that good actors can make even my bad dialogue sound good.  Not that I have any&#8230; :)</p>
<p>Anyway, I hope everyone enjoys the trailer. There’s more information on <a href="http://blog.us.playstation.com/tag/uncharted-golden-abyss/">UNCHARTED: Golden Abyss</a> coming soon.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2011/08/17/uncharted-golden-abyss-for-ps-vita-meet-marisa-chase/feed/</wfw:commentRss>
		<slash:comments>78</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2011/08/6051256820_5128b4bfaa_z.jpg</thumbnail_url>
<rating>4.73</rating><author_title>Creative Director, Bend Studios</author_title>
<comment_count>78</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>NGP Previews: Let’s Talk Games, Starting with Uncharted: Golden Abyss</title>
		<link>http://blog.us.playstation.com/2011/06/02/ngp-previews-let%e2%80%99s-talk-games-starting-with-uncharted/</link>
		<comments>http://blog.us.playstation.com/2011/06/02/ngp-previews-let%e2%80%99s-talk-games-starting-with-uncharted/#comments</comments>
		<pubDate>Thu, 02 Jun 2011 16:52:37 +0000</pubDate>
		<dc:creator>Jeff Rubenstein</dc:creator>
				<category><![CDATA[PS Vita]]></category>
		<post_tag><![CDATA[bend studio]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[ps vita]]></post_tag>
		<post_tag><![CDATA[uncharted]]></post_tag>
		<post_tag><![CDATA[uncharted 3]]></post_tag>
		<post_tag><![CDATA[uncharted: golden abyss]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=51847</guid>
		<description><![CDATA[Until very recently, only a handful of people outside of Sony had ever laid their hands on an <a href=" http://blog.us.playstation.com/tag/next-generation-portable/">NGP</a> unit. People would ask me what I thought about the upcoming handheld, and I’d have to reply with: “It looks really good.” I hadn’t had the chance to play it either. 

That’s why we invited the cream of the gaming press crop onto a Sony Pictures soundstage in LA, where they (and we) could finally spend hours experiencing some of the titles that will comprise the <a href="http://blog.us.playstation.com/tag/ngp-2/">NGP</a>’s diverse launch lineup. Straight off, <a href="http://us.playstation.com/corporate/about/management/shuheiyoshida/">Shuhei Yoshida</a>, President of Sony Computer Entertainment Worldwide Studios, made it clear what the day was all about:

“We’ll talk more about social connectivity features down the line – today is about showing off the core games and getting you hands-on time. I’m sure you have burning questions on launch date, pricing, 3G data plans, and we’ll be very happy to share all those with you moving forward.”]]></description>
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<blockquote>
<h4>More NGP Games</h4>
<ul>
<li><a href="http://blog.us.playstation.com/2011/06/02/ngp-preview-hustle-kings/">Hustle Kings</a></li>
<li><a href="http://blog.us.playstation.com/2011/06/02/ngp-introducing-sound-shapes/">Sound Shapes</a></li>
<li><a href="http://blog.us.playstation.com/2011/06/02/ngp-preview-super-stardust-delta/">Super Stardust Delta</a></li>
<li><a href="http://blog.us.playstation.com/2011/06/02/wipeout-your-ps3-opponents-on-ngp/">Wipeout</a> (working title)</li>
</ul>
</blockquote>
<p style="text-align: justify;">Until very recently, only a handful of people outside of PlayStation had ever laid their hands on an <a href=" http://blog.us.playstation.com/tag/next-generation-portable/">NGP</a> unit. People would ask me what I thought about the upcoming handheld, and I’d have to reply with: “It looks really good.” I hadn’t had the chance to play it either.</p>
<p class="center"><<a href="http://www.flickr.com/photos/playstationblog/5790840374/" title="UNCHARTED: Golden Abyss for NGP by PlayStation.Blog, on Flickr"><img src="http://farm6.static.flickr.com/5266/5790840374_e0bd290716_z.jpg" width="300" height="169" alt="UNCHARTED: Golden Abyss for NGP"></a><a href="http://www.flickr.com/photos/playstationblog/5790282621/" title="UNCHARTED: Golden Abyss for NGP by PlayStation.Blog, on Flickr"><img src="http://farm3.static.flickr.com/2047/5790282621_05da8c6e60_z.jpg" width="300" height="169" alt="UNCHARTED: Golden Abyss for NGP"></a></p>
<p style="text-align: justify;">That’s why we invited the cream of the gaming press crop onto a Sony Pictures soundstage in LA, where they (and we) could finally spend hours experiencing some of the titles that will comprise the <a href="http://blog.us.playstation.com/tag/ngp-2/">NGP</a>’s diverse launch lineup. Straight off, <a href="http://us.playstation.com/corporate/about/management/shuheiyoshida/">Shuhei Yoshida</a>, President of Sony Computer Entertainment Worldwide Studios, made it clear what the day was all about:</p>
<p style="text-align: justify;">“We’ll talk more about social connectivity features down the line – today is about showing off the core games and getting you hands-on time. I’m sure you have burning questions on launch date, pricing, 3G data plans, and we’ll be very happy to share all those with you moving forward.”</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/5790844264/" title="UNCHARTED: Golden Abyss for NGP by PlayStation.Blog, on Flickr"><img src="http://farm6.static.flickr.com/5227/5790844264_9c02d3dd4f_z.jpg" width="300" height="169" alt="UNCHARTED: Golden Abyss for NGP"></a><a href="http://www.flickr.com/photos/playstationblog/5790286773/" title="UNCHARTED: Golden Abyss for NGP by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3476/5790286773_7dc3d5f9c6_z.jpg" width="300" height="169" alt="UNCHARTED: Golden Abyss for NGP"></a></p>
<p style="text-align: justify;">We first spoke with John Garvin and Chris Reese of Sony <a href="http://www.bendgamestudio.com/">Bend Studio</a>, who are developing the highest profile launch title, UNCHARTED: Golden Abyss. Their team was responsible for the <a href="http://us.playstation.com/psp/">PSP</a>’s best shooters, Resistance Retribution and a pair of Syphon Filter titles, so I wondered what they make of the new hardware.</p>
<p>Then we toured around sampling the rest of the titles. Today, you’ll see posts for:</p>
<p style="text-align: justify;">A note about the videos you’ll see: Every NGP you’ll see is a dev unit; they’re the right size, but they don’t possess that final PlayStation-quality fit and finish. What you’ll eventually be able to pick up in a store will look a heck of a lot better.</p>
<p style="text-align: justify;">The titles you won’t see today, you’ll see demoed live at E3 on our stream. Look for much, much more on NGP at next week’s <a href="http://www.e3expo.com/">E3 Expo</a>.</p>
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<rating>4.76</rating><author_title>Sr. Social Media Manager</author_title>
<comment_count>126</comment_count>
<comment_replies_count>11</comment_replies_count>	</item>
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		<title>Syphon Filter: Logan’s Shadow Heading to PS2 on June 1st</title>
		<link>http://blog.us.playstation.com/2010/05/03/syphon-filter-logans-shadow-heading-to-ps2-on-june-1st/</link>
		<comments>http://blog.us.playstation.com/2010/05/03/syphon-filter-logans-shadow-heading-to-ps2-on-june-1st/#comments</comments>
		<pubDate>Mon, 03 May 2010 13:01:20 +0000</pubDate>
		<dc:creator>John Garvin</dc:creator>
				<post_tag><![CDATA[bend studio]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[ps2]]></post_tag>
		<post_tag><![CDATA[PS2]]></post_tag>
		<post_tag><![CDATA[syphon filter: logan's shadow]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=28621</guid>
		<description><![CDATA[Hey everyone, I’m John Garvin, creative director at Bend Studio. I&#8217;m excited to announce that Syphon Filter: Logan’s Shadow will be available for purchase on the PlayStation 2 on June 1! Originally released on the PSP in 2007, we were very pleased that game critics and press recognized all the hard work the team put [...]]]></description>
				<content:encoded><![CDATA[<p>Hey everyone, I’m <a href="http://blog.us.playstation.com/author/jgarvin/">John Garvin</a>, creative director at <a href="http://www.bendgamestudio.com/">Bend Studio</a>. I&#8217;m excited to announce that <a href="http://us.playstation.com/logansshadow/">Syphon Filter: Logan’s Shadow</a> will be available for purchase on the <a href="http://blog.us.playstation.com/category/playstation-hardware/ps2-playstation-hardware/">PlayStation 2</a> on June 1!</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/4566100941/" title="Syphon Filter: Logan's Shadow for PS2 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3490/4566100941_99ba90bbc7.jpg" width="356" height="500" alt="Syphon Filter: Logan's Shadow for PS2" /></a></p>
<p>Originally released on the <a href="http://us.playstation.com/games-and-media/games/syphon-filter-logan-s-shadow-psp.html">PSP in 2007</a>, we were very pleased that game critics and press recognized all the hard work the team put into the game, honoring it with some of the game industry&#8217;s most prestigious awards, including PSP <a href="http://bestof.ign.com/2007/psp/20.html">Game of the Year</a> from IGN: It was also #6 on IGN&#8217;s <a href="http://psp.ign.com/articles/102/1023970p1.html">top 25 PSP games</a> of all time.</p>
<p>Coming just a couple of years after our first PSP game, award winning <a href="http://us.playstation.com/syphonfilterdarkmirror/">Syphon Filter: Dark Mirror</a>, our goal was to create another great chapter in the saga of Gabe Logan, blowing out both the game play and production values to create a state-of-the-art Syphon Filter experience. We got <a href="http://www.azamalimusic.com/main.php">Azam Ali</a> to write an amazing <a href="http://itunes.apple.com/us/album/logans-shadow/id296749598?i=296749635&#038;ign-mpt=uo%3D4">soundtrack</a>, Syphon’s first theme song with lyrics and vocals. Azam’s haunting score is a large part of why this game is one of my personal favorites.</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/4566731308/" title="Syphon Filter: Logan's Shadow for PS2 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3387/4566731308_ea190e460a_m.jpg" width="240" height="167" alt="Syphon Filter: Logan's Shadow for PS2" /></a> <a href="http://www.flickr.com/photos/playstationblog/4566101101/" title="Syphon Filter: Logan's Shadow for PS2 by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3337/4566101101_06b2108764_m.jpg" width="240" height="167" alt="Syphon Filter: Logan's Shadow for PS2" /></a></p>
<p>We got <a href="http://www.gregrucka.com/wp/">Greg Rucka</a> to write the story: Greg’s written many novels and graphic novels, including two series of novels he wrote called <a href="http://www.gregrucka.com/wp/queen-and-country/">Queen and Country</a> and <a href="http://www.gregrucka.com/wp/books-by-greg-rucka/">Atticus Kodiak</a>. Greg liked the idea of playing with the notion of who Gabe’s “shadow” might be and he came up with the idea that <a href="http://img.neoseeker.com/v_concept_art.php?caid=2331">Lian Xing</a>, Gabe’s long-time partner, might have a past that’s catching up with her. Suddenly she disappears. Evidence piles up that she’s a double agent. I can’t say too much more without giving the plot away, but Greg brought a lot to the Syphon experience. You can read more about our collaboration <a href="http://psp.ign.com/articles/809/809401p1.html">here</a>.</p>
<p>While the story, music and game play all translated perfectly to the <a href="http://us.playstation.com/ps2/index.htm">PS2</a>, we’ve made some important tweaks to the controller to please PS2 players. Taking advantage of the extra buttons on the <a href="http://us.playstation.com/ps2/accessories/scph-10010u.html">DualShock 2</a>, we’ve added a snap button to make getting in and out of cover easier; we’ve added “swing out and aim” to L1 to make fighting from combat more intuitive and of course, we’ve completely re-tuned the game for the extra analog stick. We’ve also up-rezed textures and effects to take advantage of the unique features of the PS2 hardware. So fans of the PSP game might want to re-experience Gabe’s adventure on the big screen with new controls, and those who have never played it have a treat in store for them.<br />
<span id="more-28621"></span><br />
Also, keep an eye out this summer for the first-ever Syphon Filter digital graphic novel.</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/4566100813/" title="Syphon Filter: Logan's Shadow for PS2 (Comic) by PlayStation.Blog, on Flickr"><img src="http://farm4.static.flickr.com/3165/4566100813_02429e1f4b.jpg" width="500" height="320" alt="Syphon Filter: Logan's Shadow for PS2 (Comic)" /></a></p>
<p>Over 120 pages long, Syphon Filter: The Opposition Effect is a story that bridges Dark Mirror and Logan’s Shadow, explaining what happens between the two games: Gabe’s hatred of <a href="http://img.neoseeker.com/v_concept_art.php?caid=2328">Ghassan al Bitar</a>, his troubled background with Robert Cordell, and more of his history with the irrepressible Dane Bishop. You even find out what happened to Cobra, the neglected rookie agent who worked for Gabe in <a href="http://en.wikipedia.org/wiki/Syphon_Filter:_The_Omega_Strain">The Omega Strain</a>. Be sure to look for it on the <a href="http://us.playstationcomics.com/main.html">PlayStation Store</a> this summer!</p>
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		<slash:comments>87</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/themes/twenty11/images/rss-default.jpg</thumbnail_url>
<rating>3.7</rating><author_title>Creative Director, Bend Studios</author_title>
<comment_count>87</comment_count>
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