Hi everyone! Gravity Rush launches exclusively on PS Vita on June 12 — not long from now! Today, we’ll be giving you a sneak peek at what’s to come with a new demo which will be available later today on PlayStation Store.
The Gravity Rush demo introduces you to our protagonist, Kat, as she awakens with no memory in the mysterious city of Hekseville. You’ll get a chance to help Kat discover new powers while testing out the game’s unique gravity mechanics which utilize PS Vita’s motion sensors. Then you can explore a bit of the Gravity Rush’s vibrant open world environment and try your hand at defending Kat and the city of Hekseville from an array of attacking Nevi enemies.
Be sure to check out the Gravity Rush demo on PSN later today! Also, don’t forget that the full game will be available in stores and on PSN for just $39.99 on June 12.
Starting today, you’ll have even more reason to never stop playing. We’re very excited to announce the following PSP titles and minis will be available on the PS Vita Store, with many more coming soon. These aren’t just the same games you might have played at one time in the past!
With Gravity Rush releasing on June 12th, I wanted to share how the artwork of this game came together as well as how the style of “Bande Dessinee” influenced the title’s art direction.
Gravity Rush incorporates the theme of Bande Dessinee (BD), a popular Franco-Belgian comic book art style. There are various types of BD style and they can be perceived in many ways. We first approached an element of BD we thought would fit well into the pre-existing game art. One of the differences between realistic expression and schematic expression represented by BD is that BD exaggerates the information that author wants to convey to the audience. By doing so, it conveys more of the accurate information that the author wants to be recognized.
While considering the gravity mechanic in the game, we brainstormed with these elements in mind. If a player can move around freely, the level should not only be big horizontally, but also vertically. Therefore, we designed the city with multiple levels of layers and structures.
PS Vita’s gravity-bending adventure, Gravity Rush, hits stores on June 12. And today I’m pleased to announce that we’ll be offering exclusive access to an array of downloadable content when you pre-order the title. Pre-order Gravity Rush at any of our participating retailers and you’ll receive the Military DLC Pack featuring two extra side missions, two new challenge missions and a military-themed costume for Kat. Read on for a full description of what the Military DLC Pack has to offer.
Once you complete Episode 17 of the main story, you’ll unlock the new “Game Rules” side mission. In this mission, Kat has been asked by Commander Yuri to train as a military officer. As she trains with her rival, Seawasp, a message comes in saying that the Nevi have appeared and it is up to you to defeat them. After you clear this mission, you’ll receive Kat’s unique military costume!
Based on the sheer number of questions we get about Gravity Rush, it’s clearly one of the most-anticipated PS Vita games coming along in the next few months. Featuring stunning, cel-shaded visuals, Vita-tailored controls, and gravity-based gameplay, it’s no wonder that reviewers across the Pacific have awarded the game (known as “Gravity Daze” in Japan) high marks.
So when the game’s creators dropped into San Francisco last week for Game Developers Conference, I jumped at the chance to speak with them.
In this conversation (shared with IGN’s Ryan Clements – look for his story soon at Vita.IGN.com), Game Director Keiichiro Toyama and Art Director Yoshiaki Yamaguchi talk about the game’s original platform (not PS Vita!), why they avoided an overly Japanese aesthetic, and the surprising inspiration for its unique gravity-based gameplay.
This week we welcome esteemed fighting game guru Seth Killian to the show. Capcom’s Special Combat Advisor digs deep into Street Fighter x Tekken, including exclusive characters for PS3 and PS Vita, how characters are picked for the game, the very origins of Street Fighter, and how he made the transition from Illini Philosophy professor to International Street Fighter Ambassador. That actually happened. We also share first impressions of Journey and Mass Effect 3, as well as the most-Platinum-ed games in the history of PSN. And of course, we reveal what’s coming to the PlayStation Store next week. Prepare your auditory canal – it’s all on this week’s PlayStation Blogcast!
A lot of you have been wondering about a North American release date for Gravity Rush on PS Vita, which released to great response in Japan on February 9th under the name “Gravity Daze.” Today, we’re pleased to confirm that Gravity Rush will come to PS Vita in North America on June 12th, as both a digital release on PlayStation Store and a game card at retailers nationwide.
If you’re not yet familiar with this epic action-adventure game, read on for a quick overview. In the world of Gravity Rush, a futuristic world is under attack from unknown forces: So-called “gravity storms” have begun appearing in the sky, wreaking havoc while strange creatures terrorize the population. Amidst the mayhem, a young girl named Kat wakes up with a phenomenal new ability to control gravity.
Greetings! As you’ve seen lately, we’ve released some additional information here and there on Gravity Rush and I wanted to give you all a bit more info on this PS Vita exclusive.
You’ll be assuming the role of our cel-shaded heroine, who wakes in a strange city with no memory of how she got there. While exploring the town, she encounters a black cat (clever, huh?), who grants her the ability to control the gravity around her.
From there, the story unfolds across multiple chapters as Kat uses her newfound powers to not only help a city that’s (literally) breaking apart, but to figure out the mystery of her past and what (or who) has brought her here. Using the PS Vita, you’ll be able to release Kat from gravity’s hold and shift her center of gravity to completely change her perspective and gain access to previously unseen areas of the stages you play in. Whether “falling” towards the side of a tower or virtually any visible surface, Kat can be brought back to a floating state with a simple trigger pull, or be forced back to following the laws of real-world gravity by deactivating her skill, dropping her down to the ground without a scratch. I think you can see how this will give a whole new meaning to the term “world exploration.”
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