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‘dust 514’ Posts

Jun 05 2012 Matthew Harper's Avatar

Visit the 2012 E3 Virtual Booth Today

+ Posted by Matthew Harper

Like God of War

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So you’ve loaded your HDD (err…brain) up with all the exciting PlayStation news that was announced in our 2012 E3 Press Conference and have moved into that phase where you anxiously watch the countdown clock tick on towards the release of top PlayStation titles. But there’s no need to stand by idly waiting for the newest PS3, Vita, and PSN games to hit the proverbial shelves, when you can get hands-on in the 2012 virtual E3 Experience, now live in PlayStation Home!

Journey through our special E3 quest, hosted by Christina Lee, and unlock exclusive rewards from the hottest games like God of War: Ascension, Assassin’s Creed III, PlayStation All-Stars: Battle Royale, LittleBigKarting (and LittleBigPlanet: Vita, of course), Borderlands 2, and more!

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Jun 05 2012 CCP CmdrWang's Avatar

DUST 514 at E3 2012: Summer Beta, PS Home, and a Vita App

+ Posted by CCP CmdrWang

Hello from E3! We know you’re excited and following all of the great stories coming out of the show this year, we just want to briefly touch on some of the DUST 514 news that we’ve announced this week and we’ll be focusing on at the show.

First and foremost, we have details on our first Beta event of the summer. We know many of you are eagerly anticipating your chance to try out DUST 514, and we’re happy to announce that we’ll be doing a big wave of invites for our first summer Beta event on June 29, 2012, and will run throughout that weekend. This will coincide with an update to the Closed Beta containing what we’ve got on show at E3 and more, you can see it in action in our latest trailer (link below). If you haven’t already, you can register at www.DUST514.com/beta, and players will be chosen at random to participate. But don’t worry if you don’t make it into this first round; this is just the first of several Beta events scheduled for this summer, and we’re going to announce lots of info and chances to join the action in the coming weeks. If you are already in the DUST 514 Closed Beta as of today, you will have “All Access” to the Beta events over the summer.

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May 09 2012 Roger Burchill's Avatar

June’s PlayStation: The Official Magazine Issue sets its sights on Borderlands 2

+ Posted by Roger Burchill

PTOM June

PTOM loves shooters, but lately we’ve been yearning for games that go beyond the standard battlefield blastfest. From its unique cel-shaded look to its insane weapons customization to its RPG-esque gameplay elements, our cover-story game, Borderlands 2, looks set to deliver that “next step” experience in spades. Join us as we visit developer Gearbox Software for the inside scoop on the game that’s aiming to redefine shooter-genre expectations.

Our second game feature this month may, perhaps, be even more revolutionary. Dust 514 brings PlayStation players into the immersive world of PC MMO EVE Online. It’s a fascinating concept that has PS3 gamers doing the fighting for, and interacting with, PC gamers as they go about their machinations in their perpetual online universe.

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Apr 26 2012 CCP CmdrWang's Avatar

How Dynamic Battlefields Take Shape in DUST 514

+ Posted by CCP CmdrWang

DUST 514

In traditional or mainstream FPS games, the mission area, i.e. the layout of objectives, structures, and spawn locations, are fairly static, thus making missions predictable after playing them a few times. This is not the case in DUST 514. Because of its sandbox nature, we want to give players the freedom to change the battlefield through choices and this is where the “dynamic” part of the battlefields will come from. This means that battlefields in DUST 514 could change based on the actions that players make – from innocuous actions such as changing one’s character fitting before a deployment, all the way up to decisions made light years away in a player owned corporate board room.

However, giving players a big sandbox to play in does not simply mean throwing a bunch of random choices at them and say, “go.” For players to experience the uniquely emergent gameplay offered by the EVE Online universe, the freedom that these choices offer must be handled in a meaningful manner. To illustrate this, we will be looking at how battlefields in DUST 514 are made dynamic in two major ways: at the macro and the micro scale.

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Mar 27 2012 James Gallagher's Avatar

DUST 514: Five Things We Learned At EVE Online Fan Fest

+ Posted by James Gallagher

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I have never played an MMO and yet I’m going to be doing a lot of talking about DUST 514, a major collaboration between CCP Games and PlayStation to bring the first free-to-play console MMOFPS exclusively to PS3. Therefore, I took a trip to Iceland to attend the EVE Online Fanfest and start to get to know this fervent online community that PlayStation fans will soon be joining in New Eden and, of course, get the latest news on DUST 514.

Here are some of my learnings, although I’m sure there is one pressing question on your minds before we get into that – when can you play the game? Well, the closed beta is currently underway and Fanfest attendees were told that they would be able to access a more open beta in April, which will open in waves throughout the following months. Rest assured, we’ll be keeping you up to date with opportunities to join in here on PlayStation.Blog.

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Mar 09 2012 CCP CmdrWang's Avatar

DUST 514: New Vehicle Roles and Characteristics

+ Posted by CCP CmdrWang

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Since DUST 514 traces its lineage to EVE Online, we wanted to give it the same rich combat environment that EVE Online has when it comes to vehicle classes and roles. For example, in EVE Online there are ships that share the same hull (and thus the same look) but have very different performance envelopes. This will be true in DUST 514 as well with vehicles that will share the same chassis or hull class but depending on their roles and level of technology, offer very different battlefield characteristics.

Another key aspect that is similar between ships and vehicles is the capacitor. A good way to grasp this concept is to think of capacitors as the energy source that powers everything in a vehicle. From weapon turrets to repair modules, almost everything that you fit on to your vehicle in DUST 514 will need to draw capacitor points in order to function. Because of the fusion technology that the capacitor is based on, you will never “run out” of capacitors in the long run, since it will always replenish itself over time. However, as you activate weapons, scanners, ECM and other modules over the course of a battle it is very likely that your vehicle will deplete its stock of capacitors in short order.

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Mar 05 2012 Brandon Laurino's Avatar

DUST 514 Will Be Free to Play on PlayStation 3

+ Posted by Brandon Laurino

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Hi beloved PS Blog readers – we hope you have been enjoying our series of articles here. We have some big news about DUST 514 coming out this week and wanted to write a more personal note about it here, to you.

The development of DUST 514 has been an amazing experience, as we at CCP pioneer new frontiers for console games in collaboration with Sony. It has really been a process of exploring and breaking new ground – running an MMO service that needs constant updates on a console, microtransactions on a console, connecting an MMO on console to an MMO on PC in a real time shared universe and the Marketplace between the two – and there’s even more to come. Today, I’m writing about one more of those things – DUST 514 will be free to play on PlayStation 3!

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Feb 17 2012 CCP CmdrWang's Avatar

The Future of War: Building DUST 514’s Arsenal

+ Posted by CCP CmdrWang

DUST 514

In the last PlayStation.Blog post I introduced you to the three weapon classes in DUST 514: Heavy, Light and Sidearm. In this post, I wanted to pick a few weapons that changed the way that the development team played when we added them to the game.

Gamers don’t always realize how long it can take for a weapon to make the leap from the drawing board to being fully functional and kicking ass in the game. It needs to be concepted, built, textured, animated, weapon logic needs to be engineered, sounds created, various values set up, tested, debugged, and tweaked. As you can imagine, all this takes quite a while, which means you spend a lot of time playing your game with a limited set of gear. Over time, we add new weapons to the game and they can radically alter the balance of play because they open up new possibilities in combat. Below are some examples.

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