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	<title>PlayStation.Blog &#187; gamescom11</title>
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	<link>http://blog.us.playstation.com</link>
	<description>The official PlayStation Blog for news and video updates on PS3, PS4, PSN, PS Vita, PSP</description>
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		<title>Co-op the Battlefield 3 Way</title>
		<link>http://blog.us.playstation.com/2011/08/31/co-op-the-battlefield-3-way/</link>
		<comments>http://blog.us.playstation.com/2011/08/31/co-op-the-battlefield-3-way/#comments</comments>
		<pubDate>Wed, 31 Aug 2011 14:00:55 +0000</pubDate>
		<dc:creator>Tommy Rydling</dc:creator>
				<category><![CDATA[PS3]]></category>
		<post_tag><![CDATA[battlefield 3]]></post_tag>
		<post_tag><![CDATA[DICE]]></post_tag>
		<post_tag><![CDATA[gamescom11]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=58128</guid>
		<description><![CDATA[Hi all! Having just come back from a great <a href="http://blog.us.playstation.com/tag/gamescom11/">gamescom</a> show in Germany, here’s your chance to learn all about the co-op campaign in <a href="http://blog.us.playstation.com/tag/battlefield-3/">Battlefield 3</a> that we showed off on PS3. We designed co-op to be the perfect blend between the strong narrative from single player and the open-ended action from multiplayer. We are fusing the replayability of multiplayer with a pick up-and-play mentality to create a totally new flavor of Battlefield.

Co-op follows the same philosophy as our award-winning multiplayer game mechanics. Teamwork is practically never <em>forced</em> upon you, but working together will make things much easier and -- more importantly -- lead to victory.

For the most part, the missions in the co-op campaign are asymmetric. This means that one mission can have you piloting a helicopter while your friend is the gunner, for example. Other situations have one player disarming a bomb and the other one defending him. ]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/playstationblog/6098434328/" title="Battlefield 3 for PS3: Co-op by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6206/6098434328_8c6942558d_z.jpg" width="640" height="393" alt="Battlefield 3 for PS3: Co-op"></a></p>
<p class="center"><em>“Snake-66 is mission go!”</em></p>
<p>Hi all! Having just come back from a great <a href="http://blog.us.playstation.com/tag/gamescom11/">gamescom</a> show in Germany, here’s your chance to learn all about the co-op campaign in <a href="http://blog.us.playstation.com/tag/battlefield-3/">Battlefield 3</a> that we showed off on PS3. We designed co-op to be the perfect blend between the strong narrative from single player and the open-ended action from multiplayer. We are fusing the replayability of multiplayer with a pick up-and-play mentality to create a totally new flavor of Battlefield.</p>
<p>Co-op follows the same philosophy as our award-winning multiplayer game mechanics. Teamwork is practically never <em>forced</em> upon you, but working together will make things much easier and &#8212; more importantly &#8212; lead to victory.</p>
<p>For the most part, the missions in the co-op campaign are asymmetric. This means that one mission can have you piloting a helicopter while your friend is the gunner, for example. Other situations have one player disarming a bomb and the other one defending him. Or (as you could see in our press conference playthrough at gamescom) you can do tandem kills to avoid detection. There are also other mechanics requiring teamwork, such as spotting enemies to make large firefights easier, or the essential concept of reviving one another to avoid ending up at the game over screen.</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/6098434238/" title="Battlefield 3 for PS3: Co-op by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6074/6098434238_6c66d30b72_z.jpg" width="640" height="393" alt="Battlefield 3 for PS3: Co-op"></a></p>
<p class="center"><em>Man down! Give your co-op buddy a helping hand to stay in the game.</em></p>
<p>The co-op missions in <a href="http://us.playstation.com/games-and-media/games/battlefield-3-ps3.html">Battlefield 3</a> all take place in the same world as the single-player campaign, and follow a unique series of events that lead up to an explosive finish. Players in co-op will take the role of soldiers that are not tied to any one particular branch of the Armed Forces. This is an intentional design decision to allow for a vast variety in gameplay in the different co-op missions.</p>
<h4>Extracting Hamid El Zakir</h4>
<p>At gamescom 2011, we ran <a href="http://www.battlefield.com/battlefield3">Battlefield 3</a> in co-op for the first time, with the mission Exfiltration on 10 PlayStation 3 stations. During the five days of the show, thousands of fans and journalists got hands-on time with Exfiltration. The mission revolves around a defecting informant, El Zakir, that you and your co-op friend need to escort to safety. The mission starts outside the building where El Zakir resides. You need to move in, remove any opposition, and extract the target. If you can make it that far without raising a single alarm, there’s a little bonus in it for you.</p>
<p>Part two of Exfiltration has you clearing a path for your convoy so you can reach the outskirts of the city, before entering two vehicles and manning the top-mounted machine guns to provide some assistance. There’s much more to the mission, but that gives you an idea of what to expect.</p>
<h4>Lend a Helping Hand</h4>
<p>To survive through the co-op missions, you’ll need to stay close to your buddy. If he goes down, lend a helping hand with the new co-op “Man down!” mechanic, that lets you revive him in the heat of battle. While being down, you can still use your secondary weapon to defend yourself, while slowly crawling to a safer spot where your friend can help you without getting shot. If both of you go down, it’s game over.</p>
<p>You fight together. You die together. And you score together. After having cleared a co-op mission with your friend, your total combined score will be displayed via Battlelog, our suite of free social features that connect all Battlefield 3 players. Missions are designed to be shorter than single-player missions, so you can easily do multiple rounds in an evening to try and beat your friends’ high score. The best score of your friend will be displayed for each mission, so you know what to aim for.</p>
<p>Expect to encounter high difficulty: We are definitely going for a tough challenge in all missions. Also, since competitive players will likely try each mission several times, all of the co-op missions contain randomized elements to keep every playthrough fresh. Clearing the co-op missions not only gives you scores and bragging rights – it also has benefits for your multiplayer career. There are a number of weapons that you can unlock in co-op and take with you to the regular multiplayer modes. These unlocks are based on your combined scores accumulated throughout the co-op campaign.</p>
<p>We hope you enjoyed this first look at Exfiltration. It was very rewarding meeting our fans at gamescom, and we hope you stay tuned for more blog posts here at the PlayStation.Blog as we move ever closer to launch. And don’t forget there’s an upcoming Open Beta in September!</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2011/08/31/co-op-the-battlefield-3-way/feed/</wfw:commentRss>
		<slash:comments>92</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2011/08/6098466054_4cb682cac6_o.jpg</thumbnail_url>
<rating>4.46</rating><author_title>Jr. Product Manager, DICE</author_title>
<comment_count>92</comment_count>
<comment_replies_count>4</comment_replies_count>	</item>
		<item>
		<title>Aliens: Colonial Marines Q&amp;A &#8211; Not Bad For a Human</title>
		<link>http://blog.us.playstation.com/2011/08/25/aliens-colonial-marines-qa-not-bad-for-a-human/</link>
		<comments>http://blog.us.playstation.com/2011/08/25/aliens-colonial-marines-qa-not-bad-for-a-human/#comments</comments>
		<pubDate>Thu, 25 Aug 2011 14:04:03 +0000</pubDate>
		<dc:creator>James Gallagher</dc:creator>
				<category><![CDATA[PS3]]></category>
		<post_tag><![CDATA[aliens colonial marines]]></post_tag>
		<post_tag><![CDATA[gamescom11]]></post_tag>
		<post_tag><![CDATA[gearbox software]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=57661</guid>
		<description><![CDATA[I checked out <a href="http://blog.us.playstation.com/tag/aliens-colonial-marines/">Aliens: Colonial Marines</a> when I popped over to the SEGA <a href="http://blog.us.playstation.com/tag/gamescom11/">gamescom</a> booth to say hi to a friend and, within minutes, it became one my highlights of the show. I’m not as familiar with the Aliens films as many – I remember seeing one of them on TV as a child and not sleeping well for a few days – but judging it purely as a shooter, it is looking very impressive.

The level shown was a beautifully lit labyrinth of corridors on-board a craft sent to investigate LV-426, 11 months after Ripley escaped in <a href="http://en.wikipedia.org/wiki/Aliens_%28film%29">Aliend</a>. The most memorable aspect for me was the animation of the Xenomorphs and my skin is crawling as I type just thinking about them. This added to the level design, which always leaves you feeling exposed as creatures pour from every angle and air vent, produces an unnerving shooter that piles on the tension.]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/playstationblog/6077707135/" title="Aliens: Colonial Marines for PS3 by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6074/6077707135_9f77bbc385_z.jpg" width="640" height="360" alt="Aliens: Colonial Marines for PS3"></a></p>
<p>I checked out <a href="http://blog.us.playstation.com/tag/aliens-colonial-marines/">Aliens: Colonial Marines</a> when I popped over to the SEGA <a href="http://blog.us.playstation.com/tag/gamescom11/">gamescom</a> booth to say hi to a friend and, within minutes, it became one my highlights of the show. I’m not as familiar with the Aliens films as many – I remember seeing one of them on TV as a child and not sleeping well for a few days – but judging it purely as a shooter, it is looking very impressive.</p>
<p>The level shown was a beautifully lit labyrinth of corridors on-board a craft sent to investigate LV-426, 11 months after Ripley escaped in <a href="http://en.wikipedia.org/wiki/Aliens_%28film%29">Aliens</a>. The most memorable aspect for me was the animation of the Xenomorphs and my skin is crawling as I type just thinking about them. This added to the level design, which always leaves you feeling exposed as creatures pour from every angle and air vent, produces an unnerving shooter that piles on the tension.</p>
<p>After the demo, I spoke with <a href="http://blog.us.playstation.com/tag/gearbox-software/">Gearbox</a> Chief Creative Officer Brian Martel about working with such an iconic IP and why his team is best suited to bringing the essence of the Aliens films to the interactive space.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/6077707019/" title="Aliens: Colonial Marines for PS3 by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6203/6077707019_1097b5b2c8_z.jpg" width="640" height="360" alt="Aliens: Colonial Marines for PS3"></a></p>
<blockquote><p>
<strong>Earlier in the week, Rocksteady Studios told us that they had been given the creative freedom to build their own ‘Batman canon’ with the Arkham games. Is that what you’re trying to do with Aliens: Colonial Marines?</strong></p>
<p>That’s exactly what we’re looking to do. Fox has been great to work with and SEGA has been a good partner in building the bridges between developer and IP holder. Fox is a little more flexible with the canon than other companies out there, but they do have to be careful not to annoy directors – if you put together a proposition that assumes a particular film never happened, the director isn’t going to like that very much and Fox may have plans to work with them again in the future.</p>
<p>We’re able to introduce our own elements that we feel are right for the interactive space, whether that’s weapons or new types of aliens, and we’re aware that in doing so we’re adding to the existing canon.
</p></blockquote>
<p><a href="http://www.flickr.com/photos/playstationblog/6078246432/" title="Aliens: Colonial Marines for PS3 by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6076/6078246432_1c4872054f_z.jpg" width="640" height="360" alt="Aliens: Colonial Marines for PS3"></a></p>
<blockquote><p>
<strong>What is the essence of the Aliens films?</strong></p>
<p>The aliens aren’t just looking to kill you, they’re trying to propagate the species and take you elsewhere so they can get you face-hugged. That’s the threat and it forms the scary aspect of the world, and then you also need to have the high action aspect. If you watch the film Aliens, there aren’t too many scare moments; it’s scary because you know what’s going to happen if you get caught but it’s action-packed, and to make a great game like this you have to have lots of aliens, lots of stuff to shoot at. You need the diversity between extremely quiet all the way up to high-octane.</p>
<p><strong>What are the differences between creating fear cinematically, in a film, and doing so in the interactive space?</strong></p>
<p>A lot of it is the same, so you’re going to have audio cues that catch the player unaware and you always want to use some misdirection, drawing the eye to one spot and then making something happen elsewhere. But at the end of the day, with a co-op shooter it’s pretty hard to truly scare the player so that’s why Colonial Marines is more action driven. It’s not like Dead Space, which has a fright around every corner, or something like Condemned, which was pure tension throughout.
</p></blockquote>
<p><a href="http://www.flickr.com/photos/playstationblog/6077707171/" title="Aliens: Colonial Marines for PS3 by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6205/6077707171_a7667c69c1_z.jpg" width="640" height="360" alt="Aliens: Colonial Marines for PS3"></a></p>
<blockquote><p>
<strong>We could talk about the Aliens IP all day; what gameplay innovations are you bringing to the table?</strong></p>
<p>You’re going to see a lot of growth in terms of what you expect from a Gearbox game that is co-op focused. Obviously, things like the look and atmosphere belong to the Aliens universe, but underneath you’re going to get a sense of something that is totally Gearbox.</p>
<p><strong>Why is Gearbox the right developer to take on the Aliens IP?</strong></p>
<p>If you take a look at our track record on working with IPs, whether it’s Half Life or James Bond, we’ve been true and honest with what it needs to be. We’re one of the best at that, looking at what gamers want and expect from the license and giving it to them.
</p></blockquote>
<p><a href="http://www.flickr.com/photos/playstationblog/6077707107/" title="Aliens: Colonial Marines for PS3 by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6072/6077707107_0814b0f1c5_z.jpg" width="640" height="360" alt="Aliens: Colonial Marines for PS3"></a></p>
<blockquote><p>
<strong>What’s more important to Aliens fans: familiarity or surprise?</strong></p>
<p>It’s important to have these little signposts or fan service moments, such as finding out what happened to Burke or seeing what happened to Hudson when he got pulled down. But then you also have people coming in who might never have seen the movies so we’re bringing something for everybody.</p></blockquote>
]]></content:encoded>
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		<slash:comments>33</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2011/08/6077707171_a7667c69c1_z.jpg</thumbnail_url>
<rating>3.61</rating><author_title>Blog Manager, SCEE</author_title>
<comment_count>33</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>Need for Speed: The Run &#8211; 200 Racers, One Avalanche</title>
		<link>http://blog.us.playstation.com/2011/08/24/need-for-speed-the-run-200-racers-one-avalanche/</link>
		<comments>http://blog.us.playstation.com/2011/08/24/need-for-speed-the-run-200-racers-one-avalanche/#comments</comments>
		<pubDate>Wed, 24 Aug 2011 18:52:45 +0000</pubDate>
		<dc:creator>Rey Gutierrez</dc:creator>
				<category><![CDATA[PS3]]></category>
		<post_tag><![CDATA[EA]]></post_tag>
		<post_tag><![CDATA[gamescom11]]></post_tag>
		<post_tag><![CDATA[need for speed the run]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=57560</guid>
		<description><![CDATA[You may recognize Executive Producer Jason DeLong on <a href="http://blog.us.playstation.com/tag/need-for-speed-the-run/">Need for Speed: The Run</a> from our l<a href="http://blog.us.playstation.com/2011/06/21/e3-replay-need-for-speed-the-run-unbuckles-the-seatbelt/">ive E3 show</a>, which we streamed live from our PlayStation booth earlier this year. Interactive cinemas, fast cars and loud tunes propelled The Run at <a href="http://blog.us.playstation.com/tag/e311/">E3</a>, but all along EA Black Box was quietly scheming to reveal more at gamescom.

In my play session, I chased after a pearl white Laborghini Aventador down a treacherous mountain road on Independence Pass in Colorado. Then it happened: I found myself staring at an oncoming avalanche from behind the wheel of my car, plowing and drifting through chaos while I sat comfortably in a dark room at EA’s show floor. I couldn’t help but smile after my demo session with Need for Speed: The Run, knowing that I finally got to play a true-to-forml Michael-Bay-inspired Hollywood action racer on my PS3.]]></description>
				<content:encoded><![CDATA[<p><!--[if IE]><object width="640" height="380" id="viddlerOuter-4bcfae1a" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"><param name="movie" value="//www.viddler.com/simple/4bcfae1a/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&#038;autoplay=f&#038;disablebranding=0&#038;loop=0&#038;hd=1"><object id="viddlerInner-4bcfae1a"><video id="viddlerVideo-4bcfae1a" src="//www.viddler.com/file/4bcfae1a/html5mobile/" type="video/mp4" width="640" height="360" poster="//www.viddler.com/thumbnail/4bcfae1a/" controls="controls" x-webkit-airplay="allow"></video></object></object><![endif]--> <!--[if !IE]> <!--> <object width="640" height="380" id="viddlerOuter-4bcfae1a" type="application/x-shockwave-flash" data="//www.viddler.com/simple/4bcfae1a/"><param name="movie" value="//www.viddler.com/simple/4bcfae1a/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&#038;autoplay=f&#038;disablebranding=0&#038;loop=0&#038;hd=1"><object id="viddlerInner-4bcfae1a"> <video id="viddlerVideo-4bcfae1a" src="//www.viddler.com/file/4bcfae1a/html5mobile/" type="video/mp4" width="640" height="360" poster="//www.viddler.com/thumbnail/4bcfae1a/" controls="controls" x-webkit-airplay="allow"></video> </object></object> <!--<![endif]--></p>
<p>You may recognize Executive Producer Jason DeLong on <a href="http://blog.us.playstation.com/tag/need-for-speed-the-run/">Need for Speed: The Run</a> from our <a href="http://blog.us.playstation.com/2011/06/21/e3-replay-need-for-speed-the-run-unbuckles-the-seatbelt/">live E3 show</a>, which we streamed live from our PlayStation booth earlier this year. Interactive cinemas, fast cars and loud tunes propelled The Run at <a href="http://blog.us.playstation.com/tag/e311/">E3</a>, but all along EA Black Box was quietly scheming to reveal more at <a href="http://blog.us.playstation.com/tag/gamescom11/">gamescom</a>.</p>
<p>In my play session, I chased after a pearl white Laborghini Aventador down a treacherous mountain road on Independence Pass in Colorado. Then it happened: I found myself staring at an oncoming avalanche from behind the wheel of my car, plowing and drifting through chaos while I sat comfortably in a dark room at EA’s show floor. I couldn’t help but smile after my demo session with Need for Speed: The Run, knowing that I finally got to play a true-to-form Michael-Bay-inspired Hollywood action racer on my PS3.</p>
<p>I got a few minutes with DeLong and picked his brain about a retaining the authenticity and how the high-tech Frostbite rendering engine opens up new storytelling vistas for this action racer.</p>
]]></content:encoded>
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		<slash:comments>25</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2011/08/6074552046_3e7d8e769e_z.jpg</thumbnail_url>
<rating>4.08</rating><author_title>Senior Social Media Specialist</author_title>
<comment_count>25</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>Insomniac at gamescom: Resistance 3 Trailer, Ratchet &amp; Clank Recap</title>
		<link>http://blog.us.playstation.com/2011/08/24/insomniac-at-gamescom-resistance-3-trailer-ratchet-clank-recap/</link>
		<comments>http://blog.us.playstation.com/2011/08/24/insomniac-at-gamescom-resistance-3-trailer-ratchet-clank-recap/#comments</comments>
		<pubDate>Wed, 24 Aug 2011 16:43:01 +0000</pubDate>
		<dc:creator>Brandon Winfrey</dc:creator>
				<category><![CDATA[PS3]]></category>
		<post_tag><![CDATA[gamescom11]]></post_tag>
		<post_tag><![CDATA[insomniac games]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[ratchet & clank: all 4 one]]></post_tag>
		<post_tag><![CDATA[resistance 3]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=57574</guid>
		<description><![CDATA[I went to Germany once. I visited a castle, ate schnitzel – all things you should do as a guest of that fine country. However, the most fun I had was when my exchange family set up a massive LAN party and we played games for 12 hours straight! It was then and there I realized that Germany is ground zero for videogames.

So for this year’s <a href="http://blog.us.playstation.com/tag/gamescom11/">gamescom</a> conference, the Insomniac crew hopped across the pond to show off our anticipated fall titles, including <a href="http://blog.us.playstation.com/tag/resistance-3/">Resistance 3</a>. By now, you’ve probably seen the beautiful new Olly Moss-inspired trailer, right? If you haven’t, I’m giving you permission to stop reading this blog for a second to watch it. After that you can check these all new screenshots. They show the blissfully creepy side of Resistance 3. I don’t know about you, but I wouldn’t want to take a stroll (or even a sprint) through those areas.]]></description>
				<content:encoded><![CDATA[<p>I went to Germany once. I visited a castle, ate schnitzel – all things you should do as a guest of that fine country. However, the most fun I had was when my exchange family set up a massive LAN party and we played games for 12 hours straight! It was then and there I realized that Germany is ground zero for videogames.</p>
<p><!--[if IE]><object width="640" height="380" id="viddlerOuter-32a6ae74" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"><param name="movie" value="//www.viddler.com/simple/32a6ae74/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&#038;autoplay=f&#038;disablebranding=0&#038;loop=0&#038;hd=1"><object id="viddlerInner-32a6ae74"><video id="viddlerVideo-32a6ae74" src="//www.viddler.com/file/32a6ae74/html5mobile/" type="video/mp4" width="640" height="360" poster="//www.viddler.com/thumbnail/32a6ae74/" controls="controls" x-webkit-airplay="allow"></video></object></object><![endif]--> <!--[if !IE]> <!--> <object width="640" height="380" id="viddlerOuter-32a6ae74" type="application/x-shockwave-flash" data="//www.viddler.com/simple/32a6ae74/"><param name="movie" value="//www.viddler.com/simple/32a6ae74/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&#038;autoplay=f&#038;disablebranding=0&#038;loop=0&#038;hd=1"><object id="viddlerInner-32a6ae74"> <video id="viddlerVideo-32a6ae74" src="//www.viddler.com/file/32a6ae74/html5mobile/" type="video/mp4" width="640" height="360" poster="//www.viddler.com/thumbnail/32a6ae74/" controls="controls" x-webkit-airplay="allow"></video> </object></object> <!--<![endif]--></p>
<p>So for this year’s <a href="http://blog.us.playstation.com/tag/gamescom11/">gamescom</a> conference, the Insomniac crew hopped across the pond to show off our anticipated fall titles, including <a href="http://blog.us.playstation.com/tag/resistance-3/">Resistance 3</a>. By now, you’ve probably seen the beautiful new Olly Moss-inspired trailer, right? If you haven’t, I’m giving you permission to stop reading this post for a second to watch it.</p>
<p>The gaming media also experience a new section of Resistance 3 behind closed doors, so expect new previews to start rolling in soon. Fans on the show floor were able to play a single-player demo of the game so they can get a feel for the riveting atmospheric action Resistance 3 has in store.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/6074498275/" title="Ratchet &amp; Clank: All 4 One for PS3 by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6201/6074498275_1898c3a87a_z.jpg" width="640" height="360" alt="Ratchet &amp; Clank: All 4 One for PS3"></a></p>
<p>Meanwhile, <a href="http://blog.us.playstation.com/tag/ratchet-clank-all-4-one/">Ratchet &#038; Clank: All 4 One</a> showed up with its guns blazing in a new trailer showcasing the mischievous side of four-player co-op gameplay along with the banter that radiates from the dysfunctional foursome of Ratchet, Clank, Qwark, and Dr. Nefarious. If moving images are a little too exciting for you, check out these screenshots which tease the epic Wigwump battle in the game. Great, now my earthworm nightmares are going to crop back up again.</p>
<p>Ratchet &#038; Clank: All 4 One was also on the show floor with a new demo for all the attendees to play and enjoy. From the looks of it, boatloads of people have been itching to get their hands on the co-op adventure. No, I mean literally boatloads of people. Look at this picture.</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/6074516277/" title="Ratchet &amp; Clank at gamescom by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6184/6074516277_a2932471d6.jpg" width="500" height="374" alt="Ratchet &amp; Clank at gamescom"></a></p>
<p>There you have it: gamescom 2011. Luckily, both of these games will be out soon. Resistance 3 drops on September 6th and Ratchet &#038; Clank: All 4 One lands on October 18th in North America. Be sure to preorder both titles in order to reap exclusive bonus content. You can also register at <a href="http://ratchetandclank.com/">www.ratchetandclank.com</a> to get some free <a href="http://blog.us.playstation.com/category/psn/">PSN</a> Avatars, Home t-shirts and Static Theme! If you want to keep up with all the latest news on both of these titles be sure to follow us on Twitter and “Like” our Facebook page.</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/6075038998/" title="Ratchet &amp; Clank: All 4 One for PS3 by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6184/6075038998_5503a329b1.jpg" width="310" height="174" alt="Ratchet &amp; Clank: All 4 One for PS3"></a><a href="http://www.flickr.com/photos/playstationblog/6075039260/" title="Ratchet &amp; Clank: All 4 One for PS3 by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6181/6075039260_a218b96fb0.jpg" width="310" height="174" alt="Ratchet &amp; Clank: All 4 One for PS3"></a></p>
<p>And with that, we leave you Germany. You are truly a country with gaming (and boats!) at its core. Au revoir! That’s German, right?</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2011/08/24/insomniac-at-gamescom-resistance-3-trailer-ratchet-clank-recap/feed/</wfw:commentRss>
		<slash:comments>31</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2011/08/6075077182_60854ffbcb_o.jpg</thumbnail_url>
<rating>4.35</rating><author_title>Community Intern, Insomniac Games</author_title>
<comment_count>31</comment_count>
<comment_replies_count>9</comment_replies_count>	</item>
		<item>
		<title>Devil May Cry: Dante&#8217;s Vertical Slice</title>
		<link>http://blog.us.playstation.com/2011/08/22/devil-may-cry-dantes-vertical-slice/</link>
		<comments>http://blog.us.playstation.com/2011/08/22/devil-may-cry-dantes-vertical-slice/#comments</comments>
		<pubDate>Mon, 22 Aug 2011 22:02:15 +0000</pubDate>
		<dc:creator>Rey Gutierrez</dc:creator>
				<category><![CDATA[PS3]]></category>
		<post_tag><![CDATA[capcom]]></post_tag>
		<post_tag><![CDATA[devil may cry]]></post_tag>
		<post_tag><![CDATA[gamescom11]]></post_tag>
		<post_tag><![CDATA[ninja theory]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=57423</guid>
		<description><![CDATA[Last year, <a href="http://blog.us.playstation.com/2010/09/24/re-imaging-of-dante-and-the-new-devil-may-cry/">Capcom and Ninja Theory</a> revealed their re-imagining of Devil May Cry (now known as "DmC") at the 2010 Tokyo Game Show. The response to Dante’s makeover and new look to the universe was split between adoration and outright confusion, with fans questioning the new look and fighting style of protagonist Dante. 

Heading into <a href="http://blog.us.playstation.com/tag/gamescom11/">gamescom</a>, I received word that Creative Director Tameem Antoniades wanted to discuss DmC’s progress and indulge me in Dante’s new found love for aerial combat. After being reunited with Tameem and Dante, I'm left crying for more.
]]></description>
				<content:encoded><![CDATA[<p><!--[if IE]><object width="640" height="380" id="viddlerOuter-1f1ff130" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"><param name="movie" value="//www.viddler.com/simple/1f1ff130/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&#038;autoplay=f&#038;disablebranding=0&#038;loop=0&#038;hd=1"><object id="viddlerInner-1f1ff130"><video id="viddlerVideo-1f1ff130" src="//www.viddler.com/file/1f1ff130/html5mobile/" type="video/mp4" width="640" height="360" poster="//www.viddler.com/thumbnail/1f1ff130/" controls="controls" x-webkit-airplay="allow"></video></object></object><![endif]--> <!--[if !IE]> <!--> <object width="640" height="380" id="viddlerOuter-1f1ff130" type="application/x-shockwave-flash" data="//www.viddler.com/simple/1f1ff130/"><param name="movie" value="//www.viddler.com/simple/1f1ff130/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&#038;autoplay=f&#038;disablebranding=0&#038;loop=0&#038;hd=1"><object id="viddlerInner-1f1ff130"> <video id="viddlerVideo-1f1ff130" src="//www.viddler.com/file/1f1ff130/html5mobile/" type="video/mp4" width="640" height="360" poster="//www.viddler.com/thumbnail/1f1ff130/" controls="controls" x-webkit-airplay="allow"></video> </object></object> <!--<![endif]--></p>
<p>Last year, <a href="http://blog.us.playstation.com/2010/09/24/re-imaging-of-dante-and-the-new-devil-may-cry/">Capcom and Ninja Theory</a> revealed their re-imagining of Devil May Cry (now known as &#8220;DmC&#8221;) at the 2010 Tokyo Game Show. The response to Dante’s makeover and new look to the universe was split between adoration and outright confusion, with fans questioning the new look and fighting style of protagonist Dante. </p>
<p>Heading into <a href="http://blog.us.playstation.com/tag/gamescom11/">gamescom</a>, I received word that Creative Director Tameem Antoniades wanted to discuss DmC’s progress and indulge me in Dante’s new found love for aerial combat. After being reunited with Tameem and Dante, I&#8217;m left crying for more.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2011/08/22/devil-may-cry-dantes-vertical-slice/feed/</wfw:commentRss>
		<slash:comments>139</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2011/08/6070515635_69a1c3c414_z.jpg</thumbnail_url>
<rating>2.65</rating><author_title>Senior Social Media Specialist</author_title>
<comment_count>139</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>LittleBigPlanet for PS Vita: A Touch of Creation</title>
		<link>http://blog.us.playstation.com/2011/08/22/littlebigplanet-for-ps-vita-a-touch-of-creation/</link>
		<comments>http://blog.us.playstation.com/2011/08/22/littlebigplanet-for-ps-vita-a-touch-of-creation/#comments</comments>
		<pubDate>Mon, 22 Aug 2011 18:08:12 +0000</pubDate>
		<dc:creator>Jeff Rubenstein</dc:creator>
				<category><![CDATA[PS Vita]]></category>
		<post_tag><![CDATA[gamescom11]]></post_tag>
		<post_tag><![CDATA[littlebigplanet]]></post_tag>
		<post_tag><![CDATA[littlebigplanet 2]]></post_tag>
		<post_tag><![CDATA[media molecule]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=57407</guid>
		<description><![CDATA[<a href="http://blog.us.playstation.com/tag/littlebigplanet/">LittleBigPlanet</a> and <a href="http://blog.us.playstation.com/tag/littlebigplanet-2/">LBP2</a> enabled PS3 players to play, create and share custom-made levels and game modes online for all to enjoy. Now, with the upcoming PS Vita game harnessing the handheld’s plethora of inputs and sensors for playing <em>and</em> creating, Sackboy’s new adventure will be the most accessible - and empowering - LittleBigPlanet yet.

We’ve seen glimpses of what <a href="http://blog.us.playstation.com/category/ps-vita/">PS Vita</a> adds to Play starting at <a href="http://blog.us.playstation.com/tag/e311/">E3</a>, when SCEE’s Pete Smith <a href="http://blog.us.playstation.com/2011/06/15/e3-replay-littlebigplanet-for-ps-vita/">demonstrated</a> how the touch screen, gyroscopes, and rear touch panel helped Sackboy navigate levels in all-new ways. At <a href="http://blog.us.playstation.com/tag/gamescom11/">gamescom</a>, Smith was joined by Tarsier Studios designer Richard Meredith to show us some more Play possibilities and tools you’ll use to Create new types of games.]]></description>
				<content:encoded><![CDATA[<p><!--[if IE]><object width="640" height="380" id="viddlerOuter-f9969644" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"><param name="movie" value="//www.viddler.com/simple/f9969644/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&#038;autoplay=f&#038;disablebranding=0&#038;loop=0&#038;hd=1"><object id="viddlerInner-f9969644"><video id="viddlerVideo-f9969644" src="//www.viddler.com/file/f9969644/html5mobile/" type="video/mp4" width="640" height="360" poster="//www.viddler.com/thumbnail/f9969644/" controls="controls" x-webkit-airplay="allow"></video></object></object><![endif]--> <!--[if !IE]> <!--> <object width="640" height="380" id="viddlerOuter-f9969644" type="application/x-shockwave-flash" data="//www.viddler.com/simple/f9969644/"><param name="movie" value="//www.viddler.com/simple/f9969644/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&#038;autoplay=f&#038;disablebranding=0&#038;loop=0&#038;hd=1"><object id="viddlerInner-f9969644"> <video id="viddlerVideo-f9969644" src="//www.viddler.com/file/f9969644/html5mobile/" type="video/mp4" width="640" height="360" poster="//www.viddler.com/thumbnail/f9969644/" controls="controls" x-webkit-airplay="allow"></video> </object></object> <!--<![endif]--></p>
<p><a href="http://blog.us.playstation.com/tag/littlebigplanet/">LittleBigPlanet</a> and <a href="http://blog.us.playstation.com/tag/littlebigplanet-2/">LBP2</a> enabled PS3 players to play, create and share custom-made levels and game modes online for all to enjoy. Now, with the upcoming PS Vita game harnessing the handheld’s plethora of inputs and sensors for playing <em>and</em> creating, Sackboy’s new adventure will be the most accessible &#8211; and empowering &#8211; LittleBigPlanet yet.</p>
<p>We’ve seen glimpses of what <a href="http://blog.us.playstation.com/category/ps-vita/">PS Vita</a> adds to Play starting at <a href="http://blog.us.playstation.com/tag/e311/">E3</a>, when SCEE’s Pete Smith <a href="http://blog.us.playstation.com/2011/06/15/e3-replay-littlebigplanet-for-ps-vita/">demonstrated</a> how the touch screen, gyroscopes, and rear touch panel helped Sackboy navigate levels in all-new ways. At <a href="http://blog.us.playstation.com/tag/gamescom11/">gamescom</a>, Smith was joined by Tarsier Studios designer Richard Meredith to show us some more Play possibilities and tools you’ll use to Create new types of games.</p>
<p class="center"><a href="http://www.flickr.com/photos/playstationblog/6069408535/" title="NewVerticalPlay_RacingGame by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6208/6069408535_6e501641a1.jpg" width="180" height="390" alt="NewVerticalPlay_RacingGame"></a></p>
<p>Even the “Super Oval” shape of PS Vita is giving the development team novel new possibilities. Smith turned the Vita vertically to demonstrate a gravity-based game where players rapidly sort colored balls into the right chute – reminiscent of a touch-enabled version of PSN game <a href="http://blog.us.playstation.com/tag/droplitz/">Droplitz</a>.</p>
<p>Next, the duo demonstrated an air hockey game where two people can play at once by each grabbing one side of the PS Vita. The demonstration made clear that, much like in LBP2, Vita’s LittleBigPlanet will allow for games far outside of simple side-scrolling platformers. Add in PS Vita’s tilt sensors, front and real touchscreen, cameras, and microphone and you’ve got a powerful but intuitive suite of control options for playing and creating levels.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/6069954870/" title="Platforming_Shark_MPlayer by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6182/6069954870_37f8aa93f3_z.jpg" width="640" height="296" alt="Platforming_Shark_MPlayer"></a></p>
<p>Of course, if you see it in the world of LittleBigPlanet, you can also create it yourself.</p>
<p>Meredith took the controls here, showing how the most basic functions of creation can now be mapped to the intuitive touch screen. He first painted a simple stickman with his finger. As he dragged the completed scarecrow around the screen, the game automatically recorded the movement path. When he let go, and the little man danced along the path all on his own. Sorcery!</p>
<p>Smith then shared an anecdote about how development team members were tasked with making a complete game in about three minutes. Meredith re-created the experience by selecting a Swiss cheese texture and drawing a maze with his finger, dropping in a few pitfalls to make things interesting. Then he snapped a photo of someone’s mouth with the PS Vita camera, which he placed as the end goal of the maze. Drop in a ball, assign tilt controls to steer, and you’ve got yourself a game! Meredith also showed a more advanced version of that level, which took him a couple of hours to create. Though it packed far more detail and polish, it was essentially the same game he created in just a few minutes.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/6069407813/" title="CreationOfSack_PSVita_logo by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6072/6069407813_351425683c_z.jpg" width="640" height="346" alt="CreationOfSack_PSVita_logo"></a></p>
<p>When it comes to the third element of LittleBigPlanet, Share, the team is working on a seamless connection between the PS Vita and PS3 community, including LBP.me compatibility. It seems clear that finding new levels to play will be as easy on PS Vita as it is on PS3. Perhaps most importantly, the simplicity of the new Create interface should entice countless new players to contribute to the millions of levels already living in the LBP ecosystem.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2011/08/22/littlebigplanet-for-ps-vita-a-touch-of-creation/feed/</wfw:commentRss>
		<slash:comments>62</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2011/08/6069851129_10fddbe3c1_z.jpg</thumbnail_url>
<rating>4.59</rating><author_title>Sr. Social Media Manager</author_title>
<comment_count>62</comment_count>
<comment_replies_count>4</comment_replies_count>	</item>
		<item>
		<title>PlayStation Around the Web: What We Read (gamescom edition)</title>
		<link>http://blog.us.playstation.com/2011/08/21/playstation-around-the-web-what-we-read-gamescom-edition/</link>
		<comments>http://blog.us.playstation.com/2011/08/21/playstation-around-the-web-what-we-read-gamescom-edition/#comments</comments>
		<pubDate>Sun, 21 Aug 2011 16:48:29 +0000</pubDate>
		<dc:creator>Jeff Rubenstein</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<post_tag><![CDATA[gamescom11]]></post_tag>
		<post_tag><![CDATA[recap]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=57343</guid>
		<description><![CDATA[I've only been home from Germany's gamescom for a few hours, spending that time catching up on sleep, baseball highlights, and gaming news. Looks like a solid showing all around, and a <a href="http://www.joystiq.com/2011/08/21/gamescom-2011-welcomes-275-000-attendees/">huge turnout in Cologne</a>; gamescom really is an impressive sight to behold. We'll have more reports and interviews from the show over the next couple of days.

<strong>The PS.Blog weekly reading list (Week of August 15, 2011)</strong>
<ul>
	<li><a href="http://www.joystiq.com/2011/08/20/ps3-wireless-stereo-headset-heads-to-retail-september-6/">PS3 Wireless Stereo Headset heads to retail September 6 - Joystiq</a></li>
	<li><a href="http://kotaku.com/5831821/you-and-this-vita-platformer-will-make-beautiful-music-together">You and This Vita Platformer Will Make Beautiful Music Together - Kotaku</a></li>
	<li><a href="http://kotaku.com/5832238/more-beautiful-cel+shading-in-this-gravity-rush-video">More Beautiful Cel-Shading in This Gravity Rush Video - Kotaku</a></li>
<li><a href="http://www.joystiq.com/2011/08/20/heres-how-dust-514s-microtransactions-work-on-your-ps3/">Here's how Dust 514's microtransactions work on your PS3 - Joystiq</a></li>
	<li><a href="http://www.joystiq.com/2011/08/19/konami-dishes-out-mgs-snake-eater-hd-footage-at-gamescom/">Konami dishes out MGS Snake Eater HD footage at Gamescom - Joystiq</a></li>
	<li><a href="http://www.joystiq.com/2011/08/19/see-every-side-of-pixeljunk-sidescroller/">See every side of PixelJunk Sidescroller - Joystiq</a></li>
	<li><a href="http://www.siliconera.com/2011/08/20/castlevania-harmony-of-despair-sounds-off-on-playstation-3-in-september/">Castlevania: Harmony of Despair Sounds Off On PlayStation 3 In September - Siliconera</a></li>]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve only been home from <a href="http://blog.us.playstation.com/tag/gamescom11/">Germany&#8217;s gamescom</a> for a few hours, spending that time catching up on sleep, <a href="http://philadelphia.phillies.mlb.com/mlb/gameday/index.jsp?gid=2011_08_20_phimlb_wasmlb_1&#038;mode=recap&#038;c_id=phi">baseball highlights</a>, and gaming news. Looks like a solid showing all around, and a <a href="http://www.joystiq.com/2011/08/21/gamescom-2011-welcomes-275-000-attendees/">huge turnout in Cologne</a>; gamescom really is an impressive sight to behold. We&#8217;ll have more reports and interviews from the show over the next couple of days.</p>
<p>Now, back to sleep.</p>
<p><strong>The PS.Blog weekly reading list (Week of August 15, 2011)</strong></p>
<ul>
<li><a href="http://www.joystiq.com/2011/08/20/ps3-wireless-stereo-headset-heads-to-retail-september-6/">PS3 Wireless Stereo Headset heads to retail September 6 &#8211; Joystiq</a></li>
<li><a href="http://kotaku.com/5831821/you-and-this-vita-platformer-will-make-beautiful-music-together">You and This Vita Platformer Will Make Beautiful Music Together &#8211; Kotaku</a></li>
<li><a href="http://kotaku.com/5832238/more-beautiful-cel+shading-in-this-gravity-rush-video">More Beautiful Cel-Shading in This Gravity Rush Video &#8211; Kotaku</a></li>
<li><a href="http://kotaku.com/5832849/assassins-creeds-ezio-has-become-bomberman">Assassin&#8217;s Creed&#8217;s Ezio Has Become Bomberman &#8211; Kotaku</a></li>
<li><a href="http://www.joystiq.com/2011/08/20/dust-514-preview-contractual-murder/">Dust 514 preview: Contractual murder &#8211; Joystiq</a></li>
<li><a href="http://www.joystiq.com/2011/08/20/heres-how-dust-514s-microtransactions-work-on-your-ps3/">Here&#8217;s how Dust 514&#8242;s microtransactions work on your PS3 &#8211; Joystiq</a></li>
<li><a href="http://www.joystiq.com/2011/08/19/konami-dishes-out-mgs-snake-eater-hd-footage-at-gamescom/">Konami dishes out MGS Snake Eater HD footage at Gamescom &#8211; Joystiq</a></li>
<li><a href="http://www.joystiq.com/2011/08/19/see-every-side-of-pixeljunk-sidescroller/">See every side of PixelJunk Sidescroller &#8211; Joystiq</a></li>
<li><a href="http://www.siliconera.com/2011/08/20/castlevania-harmony-of-despair-sounds-off-on-playstation-3-in-september/">Castlevania: Harmony of Despair Sounds Off On PlayStation 3 In September &#8211; Siliconera</a></li>
<li><a href="http://www.siliconera.com/2011/08/19/sideway-new-york-is-another-take-on-the-2-5d-platformer/">Sideway: New York Is Another Take On The 2.5D Platformer &#8211; Siliconera</a></li>
<li><a href="http://www.siliconera.com/2011/08/18/elevator-action-deluxe-deathmatches/">Elevator Action Deluxe… Deathmatches?! &#8211; Siliconera</a></li>
<li><a href="http://www.destructoid.com/cowboys-are-back-in-space-with-starhawk-209393.phtml">Cowboys are back in space with Starhawk &#8211; Destructoid</a></li>
<li><a href="http://www.destructoid.com/new-rochard-screenshots-confirm-this-game-looks-rad-209406.phtml">New Rochard screenshots confirm this game looks rad &#8211; Destructoid</a></li>
<li><a href="http://www.destructoid.com/ps-vita-screens-see-livearea-near-party-and-trophies-209288.phtml">PS Vita screens: See LiveArea, near, Party and Trophies &#8211; Destructoid</a></li>
<li><a href="http://ps3.ign.com/articles/118/1189545p1.html">Gamescom: LittleBigPlanet 2&#8242;s Quick Start &#8211; IGN</a></li>
<li><a href="http://psp.ign.com/articles/118/1188288p1.html">Gamescom: LittleBigPlanet – Far From a Gimmick &#8211; IGN</a></li>
<li><a href="http://www.gamespot.com/ps3/action/elshaddai/review.html">El Shaddai: Ascension of the Metatron PS3 Review &#8211; GameSpot.com</a></li>
<li><a href="http://www.giantbomb.com/news/meet-noah-solis-the-8-year-old-fighting-game-wunderkind/3600/">Meet Noah Solis, the 8-Year-Old Fighting Game Wunderkind &#8211; Giant Bomb</a></li>
<li><a href="http://zoknowsgaming.com/2011/08/16/watch-movies-99-cents-psn/">Watch Movies For Just 99 Cents On PSN &#8211; ZoKnowsGaming</a></li>
<li><a href="http://www.industrygamers.com/news/ps3-enjoys-immediate-lift-in-sales-at-target/">PS3 Enjoys &#8216;Immediate Lift&#8217; in Sales at Target &#8211; IndustryGamers</a></li>
<li><a href="http://psp.ign.com/articles/118/1187892p1.html">The Next PlayStation Vita Game Is&#8230; &#8211; IGN</a></li>
<li><a href="http://www.sfgate.com/cgi-bin/article.cgi?f=/g/a/2011/08/12/businessinsider-sony-network-head-tim-schaaf-on-hacking-spotify-and-hulu-2011-8.DTL">Q&#038;A With Sony President Tim Schaff: Why Spotify Helps Everyone &#8211; SFGate</a></li>
<li><a href="http://www.ign.com/videos/2011/08/16/ign-daily-fix-081611">Gamescom 2011: PS3 Price Cut, Resistance Vita, Infamous: Festival of Blood Video &#8211; IGN</a></li>
<li><a href="http://www.destructoid.com/valve-on-rewarding-sony-for-making-ps3-an-open-platform-209394.phtml">Valve on rewarding Sony for making PS3 an open platform &#8211; Destructoid</a></li>
<li><a href="http://www.wired.com/gamelife/2011/08/minecraft-pocket-edition">Portable Minecraft Digs Into Xperia Play Android Phone &#8211; Wired.com</a></li>
<li><a href="http://www.joystiq.com/2011/08/17/ninja-gaiden-3-will-be-compatible-with-playstation-move/">Ninja Gaiden 3 will be compatible with PlayStation Move &#8211; Joystiq</a></li>
<li><a href="http://ps3.ign.com/articles/118/1187274p1.html">PS3 Firmware 3.70 Is Cool, Here&#8217;s Why &#8211; IGN</a></li>
<li><a href="http://www.gamespot.com/ps3/action/galaga-legions-dx/review.html">Galaga Legions DX PS3 Review &#8211; GameSpot.com</a></li>
<li><a href="http://www.industrygamers.com/news/playstation-vita-is-technically-brilliant-says-sega/">PlayStation Vita is &#8216;Technically Brilliant,&#8217; says Sega &#8211; IndustryGamers</a></li>
</ul>
]]></content:encoded>
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		<slash:comments>50</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2011/03/What-We-Read-Tag.jpg</thumbnail_url>
<rating>4.17</rating><author_title>Sr. Social Media Manager</author_title>
<comment_count>50</comment_count>
<comment_replies_count>2</comment_replies_count>	</item>
		<item>
		<title>The Games of gamescom: PAYDAY: The Heist &#8211; Your Partners in Crime</title>
		<link>http://blog.us.playstation.com/2011/08/19/the-games-of-gamescom-payday-the-heist-your-partners-in-crime/</link>
		<comments>http://blog.us.playstation.com/2011/08/19/the-games-of-gamescom-payday-the-heist-your-partners-in-crime/#comments</comments>
		<pubDate>Fri, 19 Aug 2011 19:30:20 +0000</pubDate>
		<dc:creator>Jeff Rubenstein</dc:creator>
				<category><![CDATA[PS3]]></category>
		<post_tag><![CDATA[gamescom11]]></post_tag>
		<post_tag><![CDATA[payday the heist]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=57288</guid>
		<description><![CDATA[Sony Online Entertainment’s PSN publishing division is really on fire. As announced <a href="http://blog.us.playstation.com/2011/08/18/psn-payload-launch-dates-for-payday-the-heist-rochard-sideway-new-york/">yesterday</a>, Rochard, Sideway: New York, and PAYDAY: The Heist are all coming to the PlayStation Network on consecutive weeks this fall. Earlier today, I had the pleasure of a walkthrough of <a href="http://blog.us.playstation.com/tag/payday-the-heist/">PAYDAY: The Heist</a> with developer Overkill Software.

Here, creative director Simon Viklund explains PAYDAY’s level-up system and customization, and the importance of co-operation in a heist.]]></description>
				<content:encoded><![CDATA[<p>Sony Online Entertainment’s PSN publishing division is really on fire. As announced <a href="http://blog.us.playstation.com/2011/08/18/psn-payload-launch-dates-for-payday-the-heist-rochard-sideway-new-york/">yesterday</a>, <a href="http://blog.us.playstation.com/tag/rochard/">Rochard</a>, <a href="http://blog.us.playstation.com/tag/sideway/">Sideway: New York</a>, and PAYDAY: The Heist are all coming to the PlayStation Network on consecutive weeks this fall. Earlier today, I had the pleasure of a walkthrough of <a href="http://blog.us.playstation.com/tag/payday-the-heist/">PAYDAY: The Heist</a> with developer Overkill Software.</p>
<p>Here, creative director Simon Viklund explains PAYDAY’s level-up system and customization, and the importance of co-operation in a heist.</p>
<p><!--[if IE]><object width="640" height="380" id="viddlerOuter-7552bab2" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"><param name="movie" value="//www.viddler.com/simple/7552bab2/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&#038;autoplay=f&#038;disablebranding=0&#038;loop=0&#038;hd=1"><object id="viddlerInner-7552bab2"><video id="viddlerVideo-7552bab2" src="//www.viddler.com/file/7552bab2/html5mobile/" type="video/mp4" width="640" height="360" poster="//www.viddler.com/thumbnail/7552bab2/" controls="controls" x-webkit-airplay="allow"></video></object></object><![endif]--> <!--[if !IE]> <!--> <object width="640" height="380" id="viddlerOuter-7552bab2" type="application/x-shockwave-flash" data="//www.viddler.com/simple/7552bab2/"><param name="movie" value="//www.viddler.com/simple/7552bab2/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&#038;autoplay=f&#038;disablebranding=0&#038;loop=0&#038;hd=1"><object id="viddlerInner-7552bab2"> <video id="viddlerVideo-7552bab2" src="//www.viddler.com/file/7552bab2/html5mobile/" type="video/mp4" width="640" height="360" poster="//www.viddler.com/thumbnail/7552bab2/" controls="controls" x-webkit-airplay="allow"></video> </object></object> <!--<![endif]--></p>
<p>Of note: these missions are pretty lengthy. My World Bank playthrough took 28 minutes to complete, though it was with first-timers. Viklund estimates between 15 and 30 minutes of gameplay per playthrough of each of PAYDAY’s six missions.</p>
<p>PAYDAY: The Heist will be available for download on PSN this October 4th for $19.99. That price drops to ZERO if you purchase the rest of the <a href="http://blog.us.playstation.com/tag/psn-play/">PSN Play</a> lineup. Click <a href="http://blog.us.playstation.com/2011/08/05/psnplay/">here</a> for more info.</p>
]]></content:encoded>
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		<slash:comments>59</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2011/08/6059785278_3c6543ee9f_z.jpg</thumbnail_url>
<rating>4.21</rating><author_title>Sr. Social Media Manager</author_title>
<comment_count>59</comment_count>
<comment_replies_count>3</comment_replies_count>	</item>
		<item>
		<title>Virtua Tennis 4 Serves PS Vita-exclusive Features, VT Apps</title>
		<link>http://blog.us.playstation.com/2011/08/19/virtua-tennis-4-serves-ps-vita-exclusive-features-vt-apps/</link>
		<comments>http://blog.us.playstation.com/2011/08/19/virtua-tennis-4-serves-ps-vita-exclusive-features-vt-apps/#comments</comments>
		<pubDate>Fri, 19 Aug 2011 17:13:46 +0000</pubDate>
		<dc:creator>Jeff Rubenstein</dc:creator>
				<category><![CDATA[PS Vita]]></category>
		<post_tag><![CDATA[gamescom11]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[sega]]></post_tag>
		<post_tag><![CDATA[virtua tennis 4]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=57281</guid>
		<description><![CDATA[<a href="http://blog.us.playstation.com/tag/virtua-tennis-4/">Virtua Tennis 4</a> for <a href="http://blog.us.playstation.com/category/ps-vita/">PlayStation Vita</a> first stepped onto the court at <a href="http://blog.us.playstation.com/tag/e311/">E3</a>. Even at that early stage in its development, the game showed signs of ambition. It seems that Sega is taking great care to adapt the tried-and-true gameplay for PS Vita by extensively leveraging the handheld’s hardware strengths, all without dumbing down the series’s winning formula.

Now, at <a href="http://blog.us.playstation.com/tag/gamescom11/">gamescom</a>, I finally got to see some of these game modes in action.

Virtua Tennis 4’s core experience is nearly identical to its recently-released PS3 counterpart; you can create a character, start a career, and participate in tournaments while enhancing your skills through all kinds of bizarre tennis-related skill tests. Likewise, you can jump into the shoes of Andy Roddick, Roger Federer, or other real-world tennis stars.
]]></description>
				<content:encoded><![CDATA[<p><a href="http://blog.us.playstation.com/tag/virtua-tennis-4/">Virtua Tennis 4</a> for <a href="http://blog.us.playstation.com/category/ps-vita/">PlayStation Vita</a> first stepped onto the court at <a href="http://blog.us.playstation.com/tag/e311/">E3</a>. Even at that early stage in its development, the game showed signs of ambition. It seems that Sega is taking great care to adapt the tried-and-true gameplay for PS Vita by extensively leveraging the handheld’s hardware strengths, all without dumbing down the series’s winning formula.</p>
<p>Now, at <a href="http://blog.us.playstation.com/tag/gamescom11/">gamescom</a>, I finally got to see some of these game modes in action.</p>
<p><!--[if IE]><object width="640" height="380" id="viddlerOuter-47e10cdc" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"><param name="movie" value="//www.viddler.com/simple/47e10cdc/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&#038;autoplay=f&#038;disablebranding=0&#038;loop=0&#038;hd=1"><object id="viddlerInner-47e10cdc"><video id="viddlerVideo-47e10cdc" src="//www.viddler.com/file/47e10cdc/html5mobile/" type="video/mp4" width="640" height="360" poster="//www.viddler.com/thumbnail/47e10cdc/" controls="controls" x-webkit-airplay="allow"></video></object></object><![endif]--> <!--[if !IE]> <!--> <object width="640" height="380" id="viddlerOuter-47e10cdc" type="application/x-shockwave-flash" data="//www.viddler.com/simple/47e10cdc/"><param name="movie" value="//www.viddler.com/simple/47e10cdc/"><param name="allowScriptAccess" value="always"><param name="allowNetworking" value="all"><param name="allowFullScreen" value="true"><param name="flashVars" value="f=1&#038;autoplay=f&#038;disablebranding=0&#038;loop=0&#038;hd=1"><object id="viddlerInner-47e10cdc"> <video id="viddlerVideo-47e10cdc" src="//www.viddler.com/file/47e10cdc/html5mobile/" type="video/mp4" width="640" height="360" poster="//www.viddler.com/thumbnail/47e10cdc/" controls="controls" x-webkit-airplay="allow"></video> </object></object> <!--<![endif]--></p>
<p>Virtua Tennis 4’s core experience is nearly identical to its recently-released PS3 counterpart; you can create a character, start a career, and participate in tournaments while enhancing your skills through all kinds of bizarre tennis-related skill tests. Likewise, you can jump into the shoes of Andy Roddick, Roger Federer, or other real-world tennis stars.</p>
<p>What PS Vita brings to the court is a new, yet optional way to control the main serve-and-volley action, plus a series of “VT Apps.”</p>
<p><a href="http://www.flickr.com/photos/playstationblog/6058955219/" title="23819Match_04 by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6190/6058955219_392160c30f_z.jpg" width="640" height="363" alt="23819Match_04"></a></p>
<p>The core gameplay opens up considerably thanks to the PS Vita touch screen. Tap on the screen and your player will run to that spot. Once in place, you swipe in the direction you want to hit the ball, utilizing different gestures for topspin shots, lobs, backhands and more. Multitouch is employed to launch a lethal power shot – just swipe using two fingers to add an exclamation mark to a long volley.</p>
<p>Of course, you can still use the traditional stick-and-button controls, but here’s where it gets interesting: since both types of controls are always enabled, you can use a combination of the two. After a couple of games, I was navigating around the court with the left analog stick, and directing my shots with my right index finger on the screen. You can leverage any mix of touch and traditional controls, even in the middle of a point.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/6059503924/" title="23812App_TouchVs_02 by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6190/6059503924_d8a78a423d_z.jpg" width="640" height="363" alt="23812App_TouchVs_02"></a></p>
<p>You might not always have enough time to power through a five-set marathon match, and so Virtua Tennis 4 for PS Vita includes a number of “VT apps” which are exclusive to the platform. My fave is called Touch Vs – a top-down mode for two players to compete on a single PS Vita. By turning the PS Vita on its side &#8212; air-hockey style &#8212; each player gets an analog stick and some screen real estate to shoot. It should prove to be a fun way squeeze in some two-player competition (and start a few conversations, too).</p>
<p>Additionally, Virtua Tennis 4 takes advantage of the Vita’s gyroscopes with the first person VR match (see the video above), and skill-building Rock the Boat, where you’re controlling your player as well as a ship you can lean back and forth. Virtua Tennis 4 also plans to take advantage of the system’s cameras through use of augmented reality, though Sega wasn’t yet ready to show that off.</p>
<p><a href="http://www.flickr.com/photos/playstationblog/6058956809/" title="23811App_RockTheBoat_03 by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6090/6058956809_a3e3164727_z.jpg" width="640" height="363" alt="23811App_RockTheBoat_03"></a></p>
<p>Virtua Tennis 4 will be ready for launch when the PS Vita goes on sale. Tennis game aficionados should probably plan on taking it home with them the day they pick up a PlayStation Vita.</p>
]]></content:encoded>
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<rating>4.38</rating><author_title>Sr. Social Media Manager</author_title>
<comment_count>26</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>The Man Behind the Cowl: Arkham City Interview</title>
		<link>http://blog.us.playstation.com/2011/08/19/the-man-behind-the-cowl-arkham-city-interview/</link>
		<comments>http://blog.us.playstation.com/2011/08/19/the-man-behind-the-cowl-arkham-city-interview/#comments</comments>
		<pubDate>Fri, 19 Aug 2011 14:00:42 +0000</pubDate>
		<dc:creator>James Gallagher</dc:creator>
				<category><![CDATA[PS3]]></category>
		<post_tag><![CDATA[batman arkham city]]></post_tag>
		<post_tag><![CDATA[gamescom11]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[rocksteady studios]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=57260</guid>
		<description><![CDATA[I remember the day my copy of <a href="http://us.playstation.com/games-and-media/games/batman-arkham-asylum-ps3.html">Arkham Asylum</a> arrived at the office because I hadn’t followed the game’s development too closely and, when I took it home just to check out what my colleagues had been raving about, I finished it that same weekend.

As a result, I’ve had a keen eye on <a href="http://us.playstation.com/games-and-media/games/batman-arkham-city-ps3.html">Arkham City</a>, so yesterday I swooped over to the Warner Brothers <a href="http://www.gamescom-cologne.com/en/gamescom/home/index.php">gamescom</a> area and watched a demo of the new challenge maps, which offer a high-score chasing, combo-stringing alternative to the meat and drink of the story campaign. Compeered by Dax Ginn, marketing game manager at Rocksteady Studios, two members of the dev team played through identical challenge maps on different TVs – one as Batman and one as Catwoman – in a face-off as a small group of journalists watched the stereoscopic 3D beatdown.]]></description>
				<content:encoded><![CDATA[<p>I remember the day my copy of <a href="http://us.playstation.com/games-and-media/games/batman-arkham-asylum-ps3.html">Arkham Asylum</a> arrived at the office because I hadn’t followed the game’s development too closely and, when I took it home just to check out what my colleagues had been raving about, I finished it that same weekend.</p>
<p>As a result, I’ve had a keen eye on <a href="http://us.playstation.com/games-and-media/games/batman-arkham-city-ps3.html">Arkham City</a>, so yesterday I swooped over to the Warner Brothers <a href="http://www.gamescom-cologne.com/en/gamescom/home/index.php">gamescom</a> area and watched a demo of the new challenge maps, which offer a high-score chasing, combo-stringing alternative to the meat and drink of the story campaign. Compeered by Dax Ginn, marketing game manager at Rocksteady Studios, two members of the dev team played through identical challenge maps on different TVs – one as Batman and one as Catwoman – in a face-off as a small group of journalists watched the stereoscopic 3D beatdown.</p>
<p>Afterwards, I caught up with Dax to discuss the gamescom build of Arkham City and their approach to character development with this sequel.</p>
<p class="aligncenter"><a href="http://www.flickr.com/photos/playstationblog/6058560279/" title="Arkham City interview at gamescom by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6204/6058560279_4aa2de7ee5_z.jpg" width="640" height="360" alt="Arkham City interview at gamescom"></a></p>
<blockquote><p>
<strong>What do you have to show us in this build of <a href="http://blog.us.playstation.com/tag/batman-arkham-city/">Arkham City</a>?</strong></p>
<p>At <a href="http://blog.us.playstation.com/tag/e311">E3</a> and <a href="http://blog.us.playstation.com/tag/comic-con11/">San Diego Comic-Con</a> we showed some of our single-player story and side-missions and, here at gamescom, we’ve brought the third big part of our game: our challenge mode. We’ve brought both combat and Predator challenge maps and we’re showing it all in 3D.</p>
<p>We’ve put so much work into this area but we haven’t shown them to anyone yet so that’s what’s most exciting right now.</p>
<p><strong>How are you treating the challenge mode in this sequel?</strong></p>
<p>They’re kind of like a dojo where you can go to sharpen your skills. For all its atmosphere and emotional intensity, Arkham Asylum was a very driven, focused experience; with <a href="http://community.batmanarkhamcity.com/">Arkham City</a> the design is aimed towards giving the player freedom, so there are a lot of choices on offer at any given moment. The challenge in that, for us, is not being able to control and ramp up the difficulty in the same way we did in the first game, so if you find at any point you’re getting slaughtered in the main game, you have the challenge maps to work on your skills.</p>
<p>The second function of the mode is to massively blow out the amount of content in the game and we’ve added in a reward structure with the Riddler Revenge feature, where you earn up to three medals for getting a high score in combat or taking out enemies in specific ways in the Predator maps, and online leaderboards.</p>
<p><strong>With Catwoman taking a central role in what we’ve seen of the game so far, and a distinct, Rocksteady take on Robin appearing in challenge mode, what is the essence of those two characters?</strong></p>
<p>The ‘Rocksteady take’ is a very good way of putting it because we’re given a lot of creative freedom to define the Arkham verse, as we call it. Take a look at what we’ve done with Penguin – the monocle doesn’t really work in the 21st century so we’ve smashed a beer bottle into his face and that’s our take on it. That sums up our approach to character design: gritty and nasty, and with a tangible sense of threat in the game world.</p>
<p>Catwoman’s design is driven by the hostile atmosphere in Arkham City and her Catsuit has a military feel – if you look closely then you’ll see a very fine black and grey camouflage pattern, in keeping with her being very difficult to detect in the shadows. </p>
<p class="aligncenter"><a href="http://www.flickr.com/photos/playstationblog/6059108358/" title="Arkham City interview at gamescom by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6200/6059108358_3f6f4ed968_z.jpg" width="550" height="309" alt="Arkham City interview at gamescom"></a></a></p>
<p>Because Robin only appears in the challenge maps, our focus is on taking him in a direction not seen before. To fit in our world then he needs to be hard-hitting and have abilities that are approaching the potency of Batman’s, so he has a bow staff and shield, and he is an explosions specialist, with vision augmentation that allows him to identify explosives in the environment. Robin is a complex character and very different to Batman – it’s not a case that we’ve just reskinned him.</p>
<p><strong>How has the Rocksteady team built up such an extensive knowledge of the Batman universe and characters?</strong></p>
<p>Working closely with DC Comics helps a lot. They are masters of that universe and we consult them on every aspect of the game because we want to make sure any new idea is there to create a deeper experience of feeling like Batman. </p>
<p><strong>The alter ego is a big part of any superhero and yet you have never explored that. Why did you decided to steer clear of Bruce Wayne?</strong></p>
<p>Because it’s a Batman game. He’s powerful and aspirational but you never lose sight of the fact that he is mortal. It’s such fertile ground and in Arkham City we will go deeper into the man behind the cowl by bringing in characters like Hugo Strange, who knows Batman’s true identity, and Talia al Ghul, who has a romantic relationship with him. Through those characters we see his vulnerable side but our aim has always been to make an action game, not a business simulator, and when you start thinking about what you would do while playing as Bruce Wayne, it doesn’t seem terribly exciting in comparison.</p>
<p class="aligncenter"><a href="http://www.flickr.com/photos/playstationblog/6058560557/" title="Arkham City interview at gamescom by PlayStation.Blog, on Flickr"><img src="http://farm7.static.flickr.com/6197/6058560557_1c9cfd645d_z.jpg" width="550" height="309" alt="Arkham City interview at gamescom"></a></p>
<p>My favorite parts of Arkham Asylum were when events would suddenly take a dark turn to the left, like the scene in the morgue and the Scarecrow levels. How will you surprise players this time around knowing that they are now expecting that kind of stuff?</p>
<p>It’s a really tough challenge. I can’t be completely truthful with my answer here because we want to make sure that surprises remain. We have moments in the game that are designed to take you by surprise and… this really is a difficult question to answer… players are going to appreciate what we have done because those moments you mentioned worked so well in the first game, and we totally understand that there’s an expectation now. We’ve thought a lot about what we think people are going to think, and then worked out ways to stay one step ahead.
</p></blockquote>
<p>Let me know if you have any questions based on my time with Arkham City and I’ll do my best to answer over the weekend.</p>
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<rating>4.45</rating><author_title>Blog Manager, SCEE</author_title>
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