Did you see us? We were shown at the E3 Sony Press Conference! How cool is that?! We’re incredibly excited about bringing our next game to the fantastic PlayStation Nation. Not A Hero is looking better and better every day, and it wouldn’t be possible without John Ribbins, Not A Hero’s creator and lead developer.
Everyone at Roll7 is ecstatic to say that the latest patch for OlliOlli on the PS Vita has finally fixed the crash bug that has been causing inconvenience to a small number of players. It’s with Sony’s QA team and should be rolling out for users before June 20th.
Well, it’s been quite a rollercoaster for us at Roll7 over the last few months!
Our submission process last year was pretty hardcore, with many a pizza-stained late night at our Deptford HQ, London. The team was pretty much broken by the time OlliOlli came out. We had broken down everything that was ‘wrong’ about the game to such an extent that we had managed to successfully convince ourselves that the game would most likely be a flop, a mediocre launch at best…
Next Thursday, February 13th, the Daily Grind Spot will be the Base Amateur 5 Spot. So, if you have unlocked it, get practicing! If not – crack on with career mode until you can access it (then rinse and repeat!). King of the Daily Grind for the day will win a custom OlliOlli skateboard, helmet and first aid kit.
I’ve spent about a week with OlliOlli, during which I’ve picked up a few tricks for maximizing one’s scoring potential on any given stage. This list is by no means comprehensive — these are just notes I’ve taken over the course of the last week. If I’ve missed anything, or if you’ve got your own tips, leave ‘em in the comments! Oh, and good luck on that Daily Grind.
We’ve finally finished OlliOlli, and what’s even better, we now have a release date: January 21st!
As you may know, this our first PS Vita game, so it’s been a big challenge for us – a challenge that’s been well worth it (and we hope you’ll think so, too). We originally planned to launch before the holiday, but due to some technical issues we had to push back. We want to take this opportunity to thank everyone who patiently supported us throughout 2013, including fans, press, and all the crew at PlayStation – especially Shahid and Spencer.
Hello! It was back in June that we last posted here. At that point we were about to embark on our first E3 trip with a very early build of the game. Needless to say a lot has changed since then! Player physics have been tweaked, we’ve redesigned a ton of grindable assets and we’ve also settled on the final modes of the game (there are four in total!).