Our newest challengers are Isaac Clarke from Electronic Arts’ Dead Space, and Zeus from… well, from some of the foundational myths of Western society, but also from a little PlayStation game you might know called God of War by SCEA Santa Monica Studio.
How did these two emerge as All-Stars from the vast PlayStation multiverse? Synchronicity.
Our Day 1 Digital program continues this week with Medal of Honor Warfighter, sequel to 2010’s Medal of Honor. The Darkness II also makes its way onto the store this week, along with the single-player campaign of Starhawk. If you do end up purchasing Starhawk’s single-player campaign and decide you want in on the multiplayer action, please purchase the separate multiplayer item in the store, not the online pass.
Another highly anticipated release this week is The Unfinished Swan. This artistic game is receiving positive reviews, so check it out. Killzone HD joins The Unfinished Swan as a PSN release this week, so if you’ve been itching to replay it with trophies, here’s your chance.
Finally, there’s a bunch of new releases on PS Vita. Street Fighter X Tekken hits the platform, along with a plethora of downloadable content.
The Unfinished Swan is now finished and I think it’s a pretty amazing game. You probably shouldn’t take my word for it though.
See, making a game is like having a baby. You put a lot of yourself into it, there’s a mad scramble to push it out at the end, and once it’s out there’s no way you can ever be objective about it. So I’m not the best judge of whether this game is any good.
What I can say though is that it’s definitely the game we wanted to make.
We set out to create a game about a sense of wonder, about what it feels like to discover astonishing new things. We wanted to create an experience where as soon as players started getting the hang of something the game would shift and they’d be on to something new. I’m still surprised we managed to pull it off because making a game like that is crazy.
Like a lot of folks, I first saw the tech demo for The Unfinished Swan when it made the rounds online in 2008. The idea stuck in the back of my head but it wasn’t until later when Giant Sparrow put up a job posting that I decided: I had to make that game. I had just graduated from college without much professional experience, so I did what I do best and made a game for them. You can check it out here if you’d like. The video cuts off because the end of the game says “Call me” and has my phone number on it. It got the attention of the Giant Sparrow team, and I ended up flying out to Los Angeles to work on the game. I was elated and a little shocked, but I came to learn that at Giant Sparrow, the player experience always comes first – and my little game was designed to create a very specific experience. Now, in October 2012, The Unfinished Swan is out in the wild (well, to PlayStation Plus members) and we’re proud that we were able to make a truly experiential game.
By now, you should have already tackled NFL Blitz which came in free for Plus members earlier this month. You should also make sure to download one of the best fighters in the genre, King of Fighters XIII, which is also free for Plus members. With tomorrow’s PlayStation Store update, you’ll want to get your blueprints out and cover up those fingerprints because you’ll be robbing some banks (in video game form of course) courtesy of PAYDAY: The Heist, coming free to Plus members! You’ll also be able to get Unfinished Swan before anyone else this week. That said, there’s much more so let’s get to it.
The Unfinished Swan is an unusual game with an unusual history. We wanted to give you an exclusive look into its history before it lands on PSN October 23rd — as well as some secrets you’d never guess. Find out where we came up with the idea, who helped make it happen, and some techniques we used to make the game feel just right.
Virtual reality: The Unfinished Swan started as a student project in the University of Southern California’s Interactive Media program. Originally it was meant to be played with a head-mounted display. Over time, the game eventually became a PS3 exclusive.
At its core, The Unfinished Swan is about the joy of creation and self-discovery. These themes revolve around two central characters: one young, who has dealt with great loss and loneliness, and one old, who must reconcile his current stage of life as well as his fate.
One of the initial conversations I had with Peter Scaturro, music supervisor at the Santa Monica Studio involved using the key components of the score to offset the melancholy of the story. I consciously steered away from anything that felt too sad, stark or desolate. Instead, I focused on crafting a mood that was lush, curious, and warm. We wanted the music to serve as a companion for Monroe and the player as they explored the world of the game.
When you make a game about something unusual like, say, throwing paint in an all-white world, you expect to get a lot of questions. But we were surprised that the question we got asked the most turned out to be “when can I buy it?”
In the meantime, there’s still a lot to learn about the game. You’ve met the King, now get to know us: the team behind it all.