SONY make dot believe
GT5 DLC Pack 5
DOA5
GT5 Academy
Tokyo Jungle
LittleBigPlanet AR
FIFA_13
New PS3M Chassis
Little Big Planet Campaign
Borderlands 2
 LittleBigPlanet PS Vita

PlayStation®Network |

Video

Hands-on: Sorcery Casts a Spell on PlayStation Move

Countries: , , , ,

One of the more memorable action games I’ve played this year is a game uses the PlayStation Move motion controller to paint a symphony of destruction. Last seen at the E3 2010 PlayStation press conference, Sorcery captured the imaginations of PS3 owners while remaining tantalizingly out of reach. At last week’s PlayStation media showcase in New York City, I was finally allowed to go hands-on with Sorcery and speak with its design director, Brian Upton, who stated that the game is on-track to release next year.

Sorcery is running on a heavily modified version of the Unreal engine, and the art direction has progressed by leaps and bounds since its last showing. The game now skews a bit older, with nastier monster designs and edgier spellcasting combat. Watch the video, read our full Q&A, then let us know what you think of Sorcery in the comments!

PlayStation.Blog: I’ll cut to the chase: Why have we had to wait so long to see Sorcery again?
Brian Upton, design director, Sorcery: Coming out of E3, we knew there were some things we weren’t happy with. We really wanted to re-tool the game’s look, its world. We had the gameplay we wanted, but it just wasn’t ready for public consumption.

PSB: Tell me a bit about the character and quest. What’s changed since the original debut?
BU: The hero is Finn, he’s a sorcerer’s apprentice and a real hothead: he’s always trying to learn things he’s not ready to learn yet. When the game starts, your master’s magical talking cat, Erline, dares Finn into venturing into the realm of the dead. Finn, being the guy he is, can’t resist.

In the realm of the dead, you accidentally unleash something very, very bad. The consequences are dire for you and the entire world, so the quest is to undo the trouble you’ve caused. You also begin to realize the Erline is much more than a magical talking cat: she’s central to the whole problem that you’ve created. You’re cast somewhat in the role of Erline’s protector, you’re trying to get her from the human world to the heart of the faerie world to fix this problem.

Sorcery for PS3: Bogies Fire Wall

PSB: Once I got my hands on Sorcery, I was particularly surprised by the intensity of the combat. What does spellcasting bring to combat?
BU:We noticed that with a lot of motion-controlled games, it works a bit like Simon Says: you’re told to do something and you do it. But that’s not how action games work. Action games let you be creative, to craft your own solutions to the problems you face. So we wanted a game that taught you easy gestures, which became tools that you can use in combat. You can use basic spells in a variety of ways, but you can also layer them on top of each other to create more complex and powerful spell effects.

PSB: I noticed that when I combined the cyclone spell with the fire wall…
BU:Yeah, the Firenado is great. It’s one of the more powerful spells in the game. But there are lots of clever ways to use it: you can pick an enemy up with a cyclone and push it through a campfire to create a Firenado. Or you can cast a fire wall, shoot arcane bolts through it to create fire bolts, and aim them at a whirlwind to suck your enemy in and incinerate him. There’s a whole array of ways to inflict damage in this game.

PSB: Tell me about Sorcery’s approach to motion controls. What’s your philosophy?
BU: We wanted something very accessible, something you can pick up quickly. The very first spell you learn, arcane bolt, is very simple to use because you just flick it forward. It’s like throwing stuff at your enemy. As you keep using it, you start to realize its depth: you can curve bolts and arc bolts around obstacles. When you start using ice magic, you can slow down enemies, or freeze them repeatedly and smash them with another spell.

Sorcery for PS3: Troll

PSB: How do the gesture-based puzzles fit into Sorcery?
BU: We don’t want you fighting all the time, partly because it’s a gesture-based game and you’d get tired. So we try to mix up the intense combat with puzzles to solve. The gestures are pretty simple: You mend things, move them around. It’s less a question of figuring out how to do something; you might see something you can get on top of, and you’ll wonder how you can get up there, what you can rearrange. They aren’t intense brainteasers, but it does change the pace in the overall game.

PSB: I noticed that Sorcery employs an automated camera, a bit like God of War. How does it work and why did you take this approach?
BU: We want to keep it simple: If you have to do camera maintenance all the time, it really sucks. We’re not a shooter, but we do learn a lot of lessons from shooters. In a shooter, on a basic level, you want to establish an interesting shooting gallery and let players be absorbed in it. When you encounter a new group of cameras, the auto-camera will shift to focus on them. It’s a function of trying to streamline the game as much as possible.

PSB: Will there be any RPG elements? Will Finn be able to upgrade his abilities over the course of the game?
BU: There’s an alchemy system. As you travel through the world, you’ll discover magical ingredients and you can use them to research new magical potions. There are roughly 56 magical potions in all, and every time you drink one, it gives you a permanent upgrade. You’ll have about a dozen opportunities to do it, so these potions basically become your build tree, your stats, the way you customize Finn. Do you boost your health or your ice powers? Or maybe make your shield bash more damaging?

Sorcery for PS3: Endless Water

PSB: Is Sorcery a shooter? And if not, what is it?
BU: As a designer, I used a lot of the principles of shooter design. I have a shooter background: I worked on Rainbow Six and Ghost Recon. Coming from that shooter background, I learned a lot of lessons about how to build an encounter. But Sorcery is not a shooter. Your fire rate is much lower, you have to deal with Mana limitations, you can curve and arc your shots…we used shooter gameplay as a touchstone, but then we took it way beyond what shooters do.

PSB: Earlier you mentioned a shift in the game’s tone since E3 2010. Could you shed any light on that?
BU: What we showed at E3 was largely organized around a dungeon crawl, and we realized we didn’t want that. We wanted a full-blown fantasy world, not a series of tunnels. A lot of our re-tooling involved moving the action gameplay into a more free-flowing space. The E3 version also had a much younger hero, and the enemies were a lot more cartoonish. We though, “you know, we have a game here that would appeal to a hardcore PlayStation gamer…and it looks a little bit like Spyro!” [laughs] We didn’t want people to get the wrong impression, so we wanted to bring the visuals in-line with the gameplay.

Score:

Gamocracy Dev Diary: Week Four

Countries: , , , ,

Greetings, citizens of our beautiful gamocracy!

The Bearded Ladies are back to full capacity after last week’s unacceptable sickness. (This european gamocracy should really have better universal healthcare ;) ).

So this here is a little of what we have been up to this week:

“Programmer admits error”

CodeProblem

The week began with me admitting to a mistake. This is the first and last time this will happen ;) .

The mistake(bug) in question broke old maps if new tiles/entities were added to the worlds in a certain order. This was discovered a few weeks ago but I pushed it aside claiming that we weren’t really going to make any real maps for a few weeks anyway.

Sadly those few weeks have gone and the art department (Kalle) was showing its fangs. So I had to spend the first part of the week rewriting large parts of the map and editor code which was a drag; but, like always, this allows you to add a few new features as well (iterative development ftw!).

After this “boring” part it really got much better. We nailed down some core design decisions (which we will show next week) and I got to play around with the winning entry from the last challenge: “The Magnet Hand”. I implemented the core features of the Magnet Hand and have working on level designs to complement it. I think it will work out great and we have some nice plans for it. One thing we most likely will drop however is the “swinging” part of the hand. We feel that the bouncy head already has the mechanics for most challenges where this would be used and restricting the magnet hand to vertical movement will complement the head better.


Portrait_Kalle_Animation

“Art Department is right… again!”

Apart from finding bugs, I spent most of this week creating art assets for the first world in the game. At the moment it includes rooftops, streets and a subway tunnel. All the sprites can be combined in lots of ways to build different variations of the buildings. That way I can easily add a new type of window or wall-detail to a building later on. The levels feel a bit empty as I still need to make the background art and more “stuff” to put on the streets to make the city really come alive.

Tilesets

Making new art is fun… if it wasn’t for that .txt file where every single sprite (276 at the moment) needs to be manually labeled with coordinates and other data. I can’t recall that in the job description!

Taking of my whining-hat for a brief moment, I’m really looking forward to improving the H7 animations (and tweaking the design a bit) and starting working on the art for the jungle world.

Don’t forget to keep the submissions coming in – you can enter and check out everyone’s entries over at your local official PlayStation forum: English, French, Italian, German, Spanish, Portuguese, Russian, Polish, Scandinavian languages. You can also get involved by casting your votes over at the Bearded Ladies facebook page.

Score:

Resistance 3 And Ratchet & Clank: All 4 One Come To London

Countries: , , , ,

James from Insomniac here. We’ve spent today in London demoing our two upcoming PlayStation 3 exclusives, Resistance 3 and Ratchet & Clank: All 4 One, to members of the press. This marks the first time anyone outside Insomniac has played both games. In addition, we’re showing new levels and content.

We realize it’s not entirely fair that only the press gets to see what’s new, so we wanted to make sure we brought it here to the PlayStation Blog as well.

Resistance 3

Resistance 3 and Ratchet & Clank: All 4 One Come to London

The Resistance 3 demo takes place in Haven, Oklahoma. Our new hero, former Sentinel Joseph Capelli, has taken up arms with his fellow Haven citizens to defend the town from Chimeran forces. The fighters are trying to buy enough time for an evacuation of Haven, as a Chimeran terraformer is closing on the city and threatens to wipe it off the map. As the battle wages on and the terraformer nears, you see the wind begin to pick up… and then the Chimeran Brawler arrives to turn the tide of the battle.

Resistance 3 and Ratchet & Clank: All 4 One Come to London Resistance 3 and Ratchet & Clank: All 4 One Come to London

Ratchet & Clank: All 4 One

Resistance 3 and Ratchet & Clank: All 4 One Come to London

Ratchet, Clank, Qwark and Dr. Nefarious must cross through a dangerous Seaside Village on Planet Magnus to reach their next destination. The fearsome foursome will have to use several weapons in their arsenal, including the returning Combuster, and the Warmonger rocket launcher. In All 4 One, when players combine to use the same weapon, such as the storm-cloud generating Thundersmack, they can create even more devastating effects. But players can also specialize and use different weapons, such as when one player uses the Arc Lasher kinetic energy whip to stun an enemy while allies blast it with their own weapons. The choice is up to you and your friends in All 4 One as you explore and try to unravel the mysteries of the Creature Collector.

Resistance 3 and Ratchet & Clank: All 4 One Come to London Resistance 3 and Ratchet & Clank: All 4 One Come to London

That’s all for now – we hope you enjoyed this updated look at what we’ve been working on. Be sure to follow us on twitter or become a fan of us on Facebook to catch the latest on both Resistance 3 and Ratchet & Clank: All 4 One, and a whole lot more.

JS

P.S. remember to check out eu.playstation.com for all the latest information on Resistance 3 and Ratchet & Clank: All 4 One.

Score:

DC Universe Online Alert: Smallville

EnglishSelect a Language:

Countries: , , , ,

Have I got a treat for you?

It gives me great pleasure to share with you information on a very special group combat alert. We’re letting you loose on where Superman grew up; Smallville.

Check out the below video where Chris Cao, Game Director of DC Universe Online, takes us through Smallville as you’ve never seen it before.

As Chris said, this is a fierce and ferocious fight so make sure you come prepared.
Until next time, see you in Metropolis!

Score:

PlayStation Video Store Update

Countries:

Hello Folks,

PlayStation Video Store Update

This week I am pleased to let you know that Resident Evil Afterlife is available to download in the store. If you buy the HD version, you also get an SD version to watch on your PSP. If you fancy watching any of the earlier movies, we have these too:

  • Resident Evil: Apocalypse £6.99 to buy or rent for £2.49
  • Resident Evil: Extinction £6.99 to buy
  • Resident Evil: Degeneration £6.99 to buy

Also available are the following new releases:

To Buy

  • Resident Evil Afterlife (HD)
  • Dinner for Schmucks

To Buy & Rent

  • The Switch (HD)
  • Jonah Hex (HD)
  • The Girl Who Played with Fire (HD)
  • Catfish (HD)
  • Devil (HD)
  • The Last Airbender
  • Baaria
  • Death Wave
  • The Hole
  • Outcast
  • Control (HD)
Score: