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Building the first Dragon Fantasy was an amazing experience. And after pouring your heart and soul into a project like that, you can only think “Where do I go from here?”. After we’d really pushed the limits of 8-bit gameplay and graphics with the first game, we knew it was time to bump the game a “generation”. This meant being a lot more ambitious with what we wanted to do, and bigger ambitions require bigger support. So with the support of SCEA’s Pub Fund, we’re thrilled to announce Dragon Fantasy Book II is headed for PS3 and PS Vita next year on PSN!
Originally, we had planned to follow the original three chapters of 8-bit style with another three chapters in a more 16-bit style. We planned to do a slow and steady progression, chapter by chapter adding more and more features. But as soon as we started work on the new chapters we quickly found ourselves aiming squarely at the end of that generation immediately. We didn’t want to start out simple again as we had already done that.
Hello everyone! As some of you may already know, the wonderful team at PlayStation is giving us an opportunity to show off a brand new demo for Papo & Yo at their booth next week during E3. We’re thrilled to have another opportunity today to give you an early peek at some of what attendees will be playing during the show, as well as a few parts of the game that have never been seen before. With that, I’d like to present the latest Papo & Yo trailer, which we’re calling “the Changing World!”
Hello good-looking, internet-savvy PlayStation.Blog readers. Now that you’ve been buttered up a bit, DrinkBox Studios is excited to announce that our new Mexican-themed co-op-multiplayer dimension-swapping Metroid-vania beat-em-up platformer, titled Guacamelee!, will be released through the PlayStation Pub Fund program!
If you have never heard of Guacamelee! the best thing to do is to open your mind, relax, and watch the above trailer.
I know what you are probably thinking…“What is this ‘Pub Fund’? And what does this mean for ME?”
Hello again! Last time I was here I talked about the redesign of Monster – now I want to give everyone an even closer look at the creative and design process for Papo & Yo in our first-ever dev diary. Please take a look – you’ll get a glimpse of Minority’s office, some new ways you can interact with Monster, and even see the first prototype I designed for the game!
If you’ve been following Papo & Yo‘s development, you know that the game was inspired by my childhood in South America and my relationship with my father. But I don’t want that to be the only thing that people see when they get to play the game. Papo & Yo is also about a child’s imagination, and experiencing “fantastic realities” – transforming the real world into a special world that can both help and challenge you. I feel such joy when I play with my boy and see him imagining his toys coming to life – I hope that everyone will feel this when they play Papo & Yo.
Hello everybody! We’ve been hard at work since we first unveiled Papo & Yo last summer, and the game has come a long way in the past few months. As we get ready to (finally!) show off more of the game next week at the Game Developers Conference in San Francisco, I wanted to take the opportunity to tell you all a little bit about how Monster – a character very important to both the story and to me personally – has evolved since my initial concept into the Monster you see today.
If you’ve been following Papo & Yo, you may remember that Monster represents my father, a man I had a difficult relationship with. To tell the story I wanted to tell – my story – I knew that this character had to show the positive aspects of the man I loved… and the negative aspects of the man I feared. This turned out to be challenging – I knew who Monster was, but not what he looked like. Luckily, I’m extremely fortunate to have friends like Nilo Rodis, a man who has worked on the art for movies ranging from Pixar titles to Star Wars, and the man who helped me find my father in Monster.
How do you define what makes an “indie” game? Does “indie” have to mean two game developers building the future of the games industry out of a garage? Does it refer to creating original intellectual property? The debate is ongoing, but one thing is clear: indie game development provides experiences that no one else can. Whether that experience is an interactive psychology test (TestYourself Psychology), guiding a flower petal on the winds of change (Flower) or razing the countryside as a gold-hoarding dragon (Hoard), PlayStation Network is dedicated to delivering games that push the envelope of our young interactive medium.
SCEA seeks out the best development talent from colleges and universities through our academic program as well as at industry shows like IndieCade (where our PlayStation Home partnership with Codename was born), the IGF pavilion at GDC and E3. We also host developer mixers, where we’ve discovered some of the most talented developers on PSN. Once developers are discovered, we can determine which development model will give them the best support to help them thrive.
Salutations! I know it’s been a while since we last spoke, but the Pub Fund group at SCEA has been hard at work on bringing interesting, exclusive content to PSN. Okabu, Papo & Yo, and more clandestine projects are still on the horizon, but today I’m here to drop the launch details for Eufloria – a very different, very special sort of strategy game.
It’s tough to distill the concept down to a couple of sentences without doing the experience a huge injustice, but this excellent trailer (above) should give you an idea of the mood and visual direction.
Now take that ethereal aesthetic, and the tingling that you’re feeling in your temples, and fold a layer of smartly accessible strategy elements over it. You’ll be exploring, conquering and colonizing enemy asteroids without the need for messy tech trees or arcane controls.
We continually strive to make PlayStation Network the most innovative console game and entertainment service and that’s why we’re thrilled to announce a three-year, $20 million dollar investment plan to develop PSN exclusive games. Our line of PSN exclusives has had great success with titles such as Joe Danger, Critter Crunch, Flower and the PixelJunk series, and we’re excited to add new and different game experiences to this portfolio of games that can’t be found on any other game console. This investment includes support across both our own network of first-party studios as well as for the Pub Fund, which was first introduced at GDC in 2009.