PLAYSTATION NEWS AND REVIEWS
December 31st, 2009

LittleBigPlanet: Sack It to Me – The 09 Sackies minus one more award (and we need your VOTE!!!)

The past few weeks, Media Molecule has been awarding some of the best creations and talents within the LittleBigPlanet universe over the past year (and more). It started with the “Best Visuals and use of Special Effects in a level”, but now as we near the end, we wanted to recap an recognize the winners. Check out the winners below and click on over to LittleBigPlanet.com to see all the nominees and details – then go online and play, experience these amazing creations yourselves. Oh – and there’s one more award that requires voting from you! The coveted Level of the Year award!!!

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Best Visuals and use of Special Effects in a level – Post–Apocalyptic by Anpostteller

Best LittleBigPlanet Machinima Video – LittleBigRevenge By SeaKittenCollective

The Ever-Watching-Eye AwardStevenl

Best Innovative Creation – Little Big Calculator by Upsilandre

Best use of Audio in a Level – Roll Over Beethoven by Smearedink

Best Fan Project of the YearLittleBigPlanet Central’s Logic Pack

Best use of Story in a Level – The Good, the Bad and the Sackboy series by Wexfordian

Outstanding Achievement – Little Big Contra by Jaeyden, Leonidas2123, SaitoHalifax, NinjaMicWZ, El_Beefo, Gevurah22, and TeknomanEX.

Best Gameplay in a Level – Save, Die, Reload by Carlsen_Jeppe

Creator(s) of the Year – We couldn’t pick one, so we picked them all!!! Congrats to Wexfordian, Fullgorr, jump_button, Candyk, Jackofcourse, Jaeyden

AND FINALLY…….its your turn to vote…
Level of the Year – VOTE NOW!!!

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December 31st, 2009

Yamaha Supercross - PS2 (E)

Play as the promising younger brother of one of the biggest names in Supercross who was hospitalised in the final race of the World Championships in an intentional move by Team Nemeshisu - the toughest and dirtiest team in the world of Supercross. Players must take their brother's place at team Yamaha and, with their brother's help, work up through the ranks, to finally become World Champion and avenge his foes. Aimed at real racing fans, Yamaha Supercross is easy to play but offers a depth and experience that is challenging and rewarding.

Release Date:Thu, 31 Dec 2009
December 30th, 2009

Celebrate MAG Going Gold in Vegas – CES Meetup details

Do you like first-person shooters? Do you enjoy hanging out with guys who make video games? Do you consider professionally-catered appetizers “food of the gods?” If you answered yes to any or all of these questions, then you don’t want to miss our MAG Community Event in Las Vegas!

CES MAG Meetup

All you have to do, besides be 18 years of age or older, is show up at the brand new Aria Hotel at CityCenter on Thursday, January 7 from 4:00 to 7:00pm. Once you’re there, you can sit back and mingle with the developers of MAG, and be among the first groups of people to try out the final PSN beta for MAG – one of the most extensive and ambitious beta programs in PlayStation history.

Keep in mind, we’re limiting entry to the event to only the first 100 people, so don’t think you can just waltz right in and take all of our hors d’oeuvres buddy! If you want to go, be sure to visit this link on the PlayStation Facebook Fan Page and RSVP. If you don’t let us know you’re coming via Facebook, then we won’t let you in at the event – so don’t forget this important step. Here are the details you need:

Who: You and 99 other diehard MAG fans
When: Thursday, January 7 from 4:00 to 7:00pm
Where: The Aria Hotel at CityCenter in Las Vegas, Nevada

Requirements:
· You must be 18 years-old or older – ID *will* be checked by burly men!
· You must RSVP via the Facebook event page.
· Don’t hang out in the main lobby! Line up outside Juniper rooms 2 & 3.

And there you have it. We look forward to seeing you all there!

December 30th, 2009

United Front Games Studio Tour: Behind the Scenes with the ModNation Racers Developer

Hello ModNation!

My name is Julian Beak and I’m the Lead Producer on ModNation Racers. Today I’m going to talk about our studio at United Front Games in Vancouver, Canada where we make the game. Rob Oliveira, who you’ve met before, will walk you through so you can picture it for yourself.

We have a lot of design, technology and art direction to discuss every day. Sometimes this is done in meeting rooms which are very sensibly named after Mexican wrestlers. More often these discussions take place right at our desks. There are no offices at United Front Games — not even for the President. This puts everyone on an equal footing when it comes to access. We believe making innovative games requires a touch of chaos and lots of communication.

Our character, kart and world artists make up the largest group on our team so we don’t let them sit together or they would take over. Designers, artists and programmers are mixed up in small teams devoted to major features. All the people who design and build a particular feature sit close. This lets them play and improve these features very quickly.

The creation tools you’ll use in ModNation Racers are the same ones we’re using to make our characters, karts and tracks in the final game. The team of designers, programmers and artists who make these tools are the same people who made the first prototype of the game back in 2007. Sitting close by is another team who design and engineer the user interface for these tools so anyone can pick them up and start playing immediately.

At the core of ModNation Racers is our racing and online teams. As Mat Thomas described in an earlier post, the racing mechanics have evolved a lot over the course of development. In addition to multiplayer races, there is an online community in ModNation that we’ll talk more about in the coming months. All of this sits on top of our game engine which is optimized for the PS3 thanks to our technology team. They will be tweaking performance right up until we ship.

Around the corner we have animators and programmers who bring the Mods in ModNation to life. Our Quality Assurance group keep us honest and are fast becoming the best racers on the team. Which brings us to our front lobby and lounge with all the regular office features: leather seating for about 40, a 10 foot bean bag, rotating disco balls, many, many PS3s and screens for multiplayer mayhem, DJ turn-tables and a glass video wall.

I hope you enjoyed a look behind the curtain at United Front Games. We are very excited about what you will build in ModNation Racers in 2010.

December 29th, 2009

Happy Holidays from Insomniac Games!

Hey everyone!

A very Happy Holidays to you all from all of us here at Insomniac Games. This is a great time of year for all of us, as we take time off to be with our family, friends, and to play all of the videogames from this year that we missed out on while making Ratchet & Clank Future: A Crack in Time. Some of us will be busy exploring with Nathan Drake in UNCHARTED 2: Among Thieves, others will be unlocking the powers of Cole MacGrath in inFAMOUS. We might find ourselves buried in BioWare’s latest epic Dragon Age: Origins, or maybe just jamming out to Lego Rock Band with the family. Regardless, it’s an exciting holiday season with a ton of good games. Hopefully you’ve had the chance to check out Ratchet and Clank Future: A Crack in Time, but if not, it’s the perfect game to cash in those gift cards for (in our humble opinion).

Every year, we send out Christmas cards to close friends and partners of the studio, and we always love to share those cards with our fans over the internet. This year’s card portraying Ratchet, Clank, Qwark and Nefarious was created by Dave Guertin, our principle artist in North Carolina. He and Greg Baldwin were also responsible for the sculptures of the employee only Ratchet & Clank vinyl collectibles. There are still a few sets of these vinyls left that are being auctioned for charity to benefit Starlight Foundation. You can see their currently listed items and bid on them here.

2009 Insomniac Games Holiday Card

Thanks again for all of your support for us, and for our games. We are so grateful for our fans -– and we can’t wait to get back next year and show you what we’re working on next!

Happy Holidays!

December 29th, 2009

Personal Fitness for Women - DS (E)

Benefit from a high intensity workout no matter where you're at with Personal Fitness. Choose from pre-defined training schedules or build a unique custom workout as your personal fitness coach leads you through physical training and education. The training schedules tailored towards your fitness goals will help to ensue you reach and maintain your fitness goals. Specialized training schedules such like "Six-Pack of Steel" for the men and "30 Minutes for Beauty" for the women are just a sample of what awaits you in your journey to good health.

Release Date:Tue, 29 Dec 2009
December 29th, 2009

Personal Fitness for Men - DS (E)

Benefit from a high intensity workout no matter where you're at with Personal Fitness. Choose from pre-defined training schedules or build a unique custom workout as your personal fitness coach leads you through physical training and education. The training schedules tailored towards your fitness goals will help to ensue you reach and maintain your fitness goals. Specialized training schedules such like "Six-Pack of Steel" for the men and "30 Minutes for Beauty" for the women are just a sample of what awaits you in your journey to good health.

Release Date:Tue, 29 Dec 2009
December 28th, 2009

ModNation Racers — Racing Walkthrough with Designer Mat Thomas

Hello everyone, my name is Mat Thomas and I am a game designer here at United Front Games working on ModNation Racers. Today I want to talk about our approach to the racing and give you an insight into the philosophy around developing the handling, weapons and AI.

When we started working on ModNation Racers we knew we couldn’t simply create a basic physics system to deliver our core race experience. We were also weary of the fact that unlike many racers, the player in ModNation Racers will also be focused on weapon play. Very early on in development we experimented with extremely tight handling (akin to driving on rails) and a much more physical race experience. What we soon realized is that when the handling model is tight, there is not much fun in the race experience, it was essentially too easy and likewise when the user is spending a lot of time concentrating on just keeping the vehicle on the track with a more complex handling model then this doesn’t leave any mental power to experiment and use weapons. So as you may expect we ended up with something in the middle which offered us the physicality and emergent feel that for us makes this feel like a true next generation karting title. What we found is that this made the handling very much pick up and play, and easy to understand but at the same time offering depth you’d expect in other racers.

The other key component to a kart racing title is the drift, and we focused very hard on this to make it fun. Our drift is simple to use; the player simply presses and holds the X button to engage the drift. The key thing is that while drifting the user can still steer, influencing the turn and the counter-drift. Holding the drift as long as you can and disengaging at the right time can become quite an art. This is made more fun by the endless number of track designs we expect from Track Studio. Successful drifts are rewarded in our other key component: the boost meter.

We decided very early on in development that in order to make sure the race experience is fun at all times, the player should have a lot of different abilities even when they were unarmed. All of these abilities are then tied back into our boost system – we encourage the user to earn boost by doing a variety of abilities. These include drafting, spinning, hopping, hitting enemies and of course drifting. The better the player is at this then the more boost they will accumulate. This accumulated boost can be spent in several ways: the player can obviously boost, but also the player can use their shield to defend against weapons, or spend boost on delivering a tough ramming attack on a nearby opponent in the form of a sideswipe. The result is that even without weapons the player can combine all these skills to have a great race experience.

In terms of weapons, no kart racing game can go without them! Again, we set out early to try and add depth to the weapons system. You can play ModNation Racers by collecting weapons and firing them but the key is what we have called the ladder system. In a nutshell, the more item pods you collect the better the weapon you will get. In all, we have four classes of weapons with three levels to each. Also you can convert all weapons to secondary weapons that can be dropped behind the player. The depth this adds is great; it gives the player the option to either save up weapons to get to the more devastating weapons or simply fire as you please. Saving up can be risky however, as the player will lose item pods if hit by other racers. This really helps build up different strategies, and we have found playing the game here at UFG that people approach the weapons in very different ways. Personally, I am big fan of constantly firing so I don’t tend to upgrade all the time but then again, I don’t win all the time!

Finally I will touch on the artificial intelligence (AI) and how we approached this. Fundamentally, approaching the AI has been a very complex process but the goal has been clear – the AI has to be competitive, the AI has to be fun to play against and it needs to feel fair. Also layer on top our biggest challenge: how do you develop AI when anyone can create a track that contains anything?

Traditional racing games rely on the fact that the tracks never change, and good racing lines can be recorded or generated during development. Since we did not have this luxury, our development team followed a river analogy for the AI. A river flows along its path, around any obstacles such as rocks, forming rapids through tight spaces, and slowing down in wide open areas. Similarly, we have created a flowfield that is interrupted by avoidable objects, and flows towards the apex of corners or special objects such as boostpads. The AI racers then “flow” along this “river”. Everything is computed in real time, which would not have been possible without the incredible power of the PS3’s cell processor.

The result is AI that feels very smart, can react to anything thrown at it, and can make key decisions at the right time. Give it a go in the public beta in Track Studio; build any track and go to test race to see how the AI deals with your designs!

Anyway, that is it for now. Stay tuned for future posts where we will go into more detail on the racing, and we look forward to hearing from you all.

December 28th, 2009

Happy Holidays From Guerrilla!

Between the release of Killzone 2, the Behind The Bullet demo, the three DLC map packs and the PlayStation Home content, this has been an extremely eventful year for all of us here at Guerrilla. We wish to express our heartfelt gratitude to you, the fans, for supporting us throughout 2009 – by cheering us on, by playing our game, by giving us feedback and by sharing your passion. Without your enthusiasm, there simply wouldn’t be a Killzone 2. We hope you have a wonderful Christmas and an exciting New Year!

We hope you’ll come visit us regularly at Killzone.com.

Killzone 2 Merry Christmas

December 27th, 2009

Learn Chess - DS (E)

Become a chess master! Train and master the game of chess with the greatest of ease on your Nintendo DS with Learn Chess. Learn the rules, tactics and strategies of Chess through different exercises. All the game modes are accessible right from the start allowing experienced players to test their skills immediately.

Release Date:Sun, 27 Dec 2009