I’m just back from the wonderful city of San Francisco and the 2013 Game Developers Conference. Whilst I was there, I met with some members of the press to give them an exclusive look at the first two acts in Puppeteer, and also share an exciting gameplay reveal… Hero Heads!
+ Posted by Dais Kawaguchi
It’s been two weeks since we released TOKYO JUNGLE and we‘re thrilled with the comments we’ve received from players. Thanks to everyone who is enjoying the game!
Today, we are releasing four additional animal characters (Crocodile, Giraffe, Kangaroo, Panda) and giving away more costumes, so please be sure to check out PlayStation Store this afternoon.
In other news, we’ve received many questions about TOKYO JUNGLE’s premise and gameplay, so we asked Game Director Yohei Kataoka from Crispy’s and Producer Masaaki Yamagiwa from Japan Studio to elaborate on the game’s concept and inception.
Japan Studio has a pedigree in creating a breadth of incredibly unique games, so it is no surprise to see that their next is a stylistic, original title. Crafted by a team of talented creators known as PlayStation C.A.M.P., we’re pleased to introduce their latest game, rain.
In this dark, mysterious world, you take on the role of a boy who becomes invisible, so his figure can only be seen in the rain. Freshly revealed at Gamescom, watch the announce trailer for a first look at this wondrous story.
That’s all for now, but keep an eye out for more news about rain in the coming months.
+ Posted by Yoshiaki Yamaguchi
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.
+ Posted by Wilson Cheng
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.
Extra Missions:
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.