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 that realization, the PlayStation.Blog staff began planning a trip to Toronto to meet with Drinkbox Games (Tales From Space: About a Blob), Queasy Games (Sound Shapes), ][ Games (Dyad) and other indies working on PS3 and PS Vita games. Our friends at Sony Computer Entertainment Canada suggested that we invite the media and, well, we thought it only fair to include our Canadian fans in on the fun. That means you!
It’s no secret that electronica artist deadmau5 signed on with Toronto-based Queasy Games to collaborate on the upcoming PS Vita musical platformer Sound Shapes. But last week we finally tasted the succulent fruits of that creative collaboration. During a media showcase in New York City, Sound Shapes Producer Jason deGroot kindly demonstrated a new set of levels (a “Record” in the game’s lingo) that featured audio effects provided by the mousey maestro and pixelicious art courtesy of indie developer PixelJam. You can analyze the results for yourself below — headphones recommended!
It’s worth noting that deadmau5’s album tracks, such as the pop cut “Ghosts ‘n Stuff,” won’t be appearing in Sound Shapes. And that’s by design: the game’s interactive soundtrack synthesizes with your platforming progress, making each “performance” a unique arrangement.
It’s Game Developers Conference time once again, and while headlines are a bit light, it’s a great place to find game developers (of course). We’ll be bringing you videos, interviews, and conversations over the next several days, as well as a mega GDC Blogcast on Thursday.
The first game we got ahold of here at GDC is upcoming PS Vita musical platformer Sound Shapes. The game is best seen (and heard), so we present here Jason deGroot of Queasy Games. In this video, deGroot takes you on a tour through a never-before-seen level, as well as sharing the in-game tutorial, so you know exactly what you’ll be seeing when you load up Sound Shapes for the first time.
As you may have seen from the photo gallery I posted, I spent last week in Tokyo, Japan covering the first launch of PS Vita and finally getting to see this stunning new hardware in gamers’ hands. While I was there, I met up with Shuhei Yoshida, Vice President of Sony Computer Entertainment and President of Worldwide Studios, to talk about what PS Vita is set to deliver in spades: great games.
PlayStation.Blog: Many view the PlayStation Vita launch line-up as the best in our company’s history. How long have you been planning it for?
Shuhei Yoshida, President, Worldwide Studios: Full development of PS Vita hardware started in Spring, 2008 when the semiconductor was complete.
This afternoon on stage at the Web 2.0 Summit in San Francisco, I shared some very exciting news that I know the PlayStation Nation has been anticipating since we unveiled PlayStation Vita back in January. For those looking to get their hands on the ultimate in handheld entertainment, I’m thrilled to let you know that starting on February 22, 2012, PS Vita will be available at major retailers in the United States, Canada, Latin America, and Europe.
Our first-party studios and an army of publishing partners have been extremely hard at work to ensure that PS Vita launches with a vast library of titles that deliver unique gameplay experiences that go beyond any handheld or mobile device on the market.
Last week I finally had a chance to go hands-on with Sound Shapes, the upcoming PS Vita platformer-cum-music-studio that left critics reeling in its E3 debut. Coached by co-designer and Everyday Shooter creator Jonathan Mak and co-designer Shaw-Han Liem, I delved into this charming side-scrolling platformer and realized that Sound Shapes gave me the tools to build a series of game levels – and a corresponding song – in seconds flat.
Sound Shapes’ level creation and music composition are inseparable. As you use the PS Vita’s front touchscreen to place objects – platforms, lasers, obstacles – that you’ll interact with during gameplay, you’re simultaneously laying down beats and musical cues that will evolve into a full song.