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X-Blades - More Spells and Beasts Info

More has been released about the upcoming X-Blades game, this time around we have some screenshots and info on some spells and beasts that will be in the game.  The Gaijin Entertainment developed X-Blades will be available to buy February 10 2009 on Playstation 3, Xbox 360 and PC.

Flash Of Light: Wow! The Light Magic truly is awe inspiring. I mean it’s not at all what I thought it was going to be. I was expecting some sparks and maybe some fireworks, but this is amazing. I’m able to form powerful beams of light, bundle them together, and shoot them toward enemies. It is so powerful it consumes everything in the vicinity and works really well against servants of the dark. I truly am amazed at what this can do against groups of enemies. (Requirement: Ray of Light)

Lightning Blades: Nothing says, “leave me alone”, than lightning running up and down your blades. I learned this move from a mysterious man I met one day on the road. The rumor is that it was Thor the old God of Thunder himself. I personally don’t believe it but whatever the case I’m now a stronger fighter because of it. Now I can dance through hordes of enemies striking sparks with every blow. If that man truly was the God of Thunder I bet I’ve made him proud.

Pangolin Sorcerers: The most skilled servants of The Dark, Pangolin Sorcerers can use several different kinds of magic. They’re vulnerable, however, to all kinds of Elemental magic, including teleportation. Those which have the ability to ward off magic attacks are only susceptible to Cold magic.

The Curse: This semi-sentient embodiment of Dark magic is not able to summon any attack spells, but it can invoke various deadly creatures. Weapons and spells do very little damage to the Curse, but after one destroys all the creatures of the Curse has invoked, it recedes for a short time.

Screenshots


EU Killzone 2 Demo Dated

In an email response from a contact over at Sony, We have been informed that he has just received confirmation that the hotly anticipated Killzone 2 demo will “be live on the PSN store on Thursday 5th February across all SCEE PSN
locales.”

It was previously rumoured the demo would land a matter of days before the full game hit retail, with only those who pre-order in the US getting early access on the 5th but it now seems as though all  EU gamers will get the chance to experience the single player demo this week.

Feel free to post your reactions to this exclusive news.

Batman: Arkham Asylum Screenshots

Eidos Interactive have released new screenshots for the upcoming title Batman: Arkham Asylum.  The game being developed by Rocksteady Studios is based around the DC Comics’ Batman as opposed to most other Batman video games where they have been adaptations of the character from other media such as the several movies that have seen the light of day.

 

I personally have never played any of the recent Batman games, with the last one being Batman on the original Gameboy in the early 90’s.  With that said, I will be keeping an eye on this game as although they have nothing to do with it, the recent Batman movies have awoken the fan in me.  So be sure to visit us as I will try and get some more info on this as and when it becomes available.

 

The game will be available on Playstation 3, Xbox 360 and PC and is due for released May 1 2009.

 

Screenshots

 

Prince Of Persia DLC Details Emerge

Last years Ubisoft title Prince of Persia was a big hit with the writing staff her at playthegamez, so it was with some shared excitement that we greeted today’s announcement by Ubisoft of an “Epilogue” becoming available for both PS3 and 360 versions of the game.  Both versions are due to hit their respective stores on the 26th of February and promise to  “continue the story of the Prince and Elika with a brand-new epic adventure” as the dlc is set to feature:

- New Region: The Underground Palace – A corrupted underground palace from which the Prince and Elika need to escape in a new epic journey.
- New Power: Energize – Reconstruct destroyed areas of the environment to create a path and rush through it before it vanishes.
- New high pace: The new trap challenge – The Prince and Elika will face more cunning foes, cleverer traps and level design, adding more to the difficulty level in over 3 hours of gameplay.
- New Attack: Sprinting Clash – A duel move that lets you or the enemy trigger a sprint attack, charging towards each other, clashing your weapons fiercely.
- New Unlockable Skins: Finish the game and unlock exclusively, from the early development of the game, the Prototype characters of the Prince and Elika.

X-Blades: New Details and Screenshots

New details have been released about the upcoming action-adventure game which will be released February 10 on Playstation 3, Xbox 360 and on PC in North America.

X-Blades - More Spells and Beasts …

More Action from X-Blades, the fast-paced action adventure game, featuring a blend of cinematic style and beautiful anime-inspired characters, combat and environments

Light Blades: The power of Light is just as strong as other powers. Perhaps more so? I can actually use the Power of Light to envelope both my blades and guns and use it to inflict awesome damage! I can’t get over how beautiful it looks…or how deadly it is. (Requirements: Lightform)

Ray Of Light: Hmm…this is Ray of Light is actually very impressive. This spell consists of a ray of glittering light that is hurled against an opponent. It explodes upon impact, dealing out damage points galore. I’ve seen it do incredible amounts of damage to creatures of the dark. It will be interesting to what else it can do. (Requirements: Light Blades)

The Queen Spider: The Queen Spider is able to control her offspring. Covered in armor and gifted in the use of magic, she guards the upper floors of the castle. Apart from the spiders, which block the way to the Queen, small creatures that are invulnerable to magic attacks, to which the Queen is particularly vulnerable, surround her.

The Ancient Six-Winged: The oldest living Six-winged has been hiding in cliffs, where his only friends were the little Pangos, which used to share their food with him. They protect him desperately during attacks, so you can only hurt the Ancient Six-winged after freezing the Pangos. He prefers to attack his opponents from a distance due to his extreme sensitivity to heat. He is, of course, vulnerable to light and Fire magic.

Screenshots

Capcom Announces Street Fighter IV Arcade Machine UK Tour

Capcom Europe have announced a Street Fighter IV Arcade Machine UK Tour.

Play Street Fighter IV And Win Exclusive Merchandise
Capcom®, a leading worldwide developer and publisher of videogames, can today announce a whirlwind Street Fighter IV tour of locations up and down the UK, allowing gamers a chance to sample the greatest fighting game of all time in its original form ahead of the console release, and potentially win some exclusive Street Fighter IV merchandise.

Starting in Edinburgh, the machines will sweep down into England crushing all other games that fall before them. The tour is expected to continue beyond release, with further dates to be added, but the current dates and locations are as follows –

29th January – 1st of February
Edinburgh’s Gamestation on Princes Street (EH2 4AH)

5th February – 8th February
Sheffield’s Gamestation in Meadowhall Shopping Centre (S9 1ER)

19th February – 22nd February
London’s HMV in Oxford St

26th February – 1st March
Birmingham’s Gamestation on New St (B2 4NS)

5th March – 8th March
Hull’s Gamestation in Prospect Centre (HU2 8PW)

Street Fighter IV is set for release on February 20th on PS3 and Xbox 360.

Ghostbusters: The Concept Art

Following on from the Ghostbusters: Dev Diary 1 article, two new pieces of concept art have been released along with a nice picture of the dev team.

enjoy.

Concept Art


Ghostbusters: Dev Diary 1

So it looks like the developers for the new Ghostbuster game coming out on the Playstation 3, Xbox 360 and Wii have decided to give everyone an insight into their time working on the game.  There isn’t much more for me to say so I’ll just let you get on with the dev diary.

It Begins

So he looks across the conference table over his impressive beard at us. Pauses. Then he says, “It’s Ghostbusters. We’re going to make a Ghostbusters game. The first really good one.”

And the other one, who for the first time since we met has paused talking for almost two consecutive minutes, adds this: “And we think you’re the right guys do it. You up for it?”

Nobody says anything for a long time. They think that after all the buildup and mystery maybe we’re disappointed, that maybe we’re trying to assess the fastest way of out of the room. But that’s not the case. The fact is that Brendan is sitting in stunned silence and I’m just trying to keep from swallowing my tongue. Mark Randel (Terminal Reality President & Chief Technologist) is taking it better: he’s just near-catatonic.

It was January 2006. We arrived at the publisher forty minutes ago, one of a few stops on a tour to show off our Infernal Engine next-gen technology demo and an original game IP we’d been developing (‘the publisher’ at this time being Vivendi, before Atari took over the title in 2008: look up ‘Activision Blizzard merger’ on Wikipedia for more info). In addition to cutting-edge lighting, materials, and rendering, the tech demo depicted squad gameplay action, heavy emphasis on chaotic environmental destruction, and extremely realistic physical interaction.

It was the massive destruction is what really got their attention. Seriously: fiery explosions & debris will get your foot in any door.

Vivendi Executive Producers John Melchior (tall, quietly fast-talking, awesome), and Pete Wanat (beard & soda also awesome) introduced themselves and let us know immediately that they were the two most hated men at this publisher. John O’Keefe (Terminal Studio Director) asked if maybe there was someone else there we could talk to.
They watched our demo politely, exchanged mysterious raised eyebrows, asked a few pointed questions, and then left for a private discussion in the hall.

When they came back they seemed to have agreed on something. They told us they’d been working on developing a movie license IP. Brendan Goss (Terminal Reality Executive Producer) shot a look my way: Uh-oh. Here we go again. But this was a really big one, they continued: a really great one. And it wasn’t tied to an upcoming theater release in less than twelve months.

Then they dropped the G-bomb.

There it was, out in the open. Ghostbusters. Maybe one of the greatest movies made. Definitely one of the funniest. We were getting a crack at it. To say we were thrilled is a lazy understatement. Pleasantly electrified is closer to the truth. It wasn’t until later, after the shock wore off some, when we realized the depth of the responsibility we had staked ourselves to when we finally stammered, “Y-yes! Of course we’ll do it!”

Stars Align

The Ghostbusters game finally happened as the result of a fairly rarefied confluence of elements, a sort of Hollywood fairy tale.

Sony Pictures Consumer Products (Mark Caplan & Keith Hargrove) knew that the time was ripe for a Ghostbusters revival, and wanted to wrap it around a centerpiece game. Sony felt that game technology had finally arrived and were looking for a developer with the right mix of passion and skills to do the project correctly. First, Sony knew they needed to do two things: 1. Make sure all IP holders—which includes the director, three of the original Ghostbusters stars, and Sony Pictures itself—would be totally on board; and 2. Find a publisher that could make the game happen with as much of the original talent involved, as possible (i.e. the Ghostbusters).

Across town at the publisher, John and Pete had been talking about doing a GB game for quite a while, and had started talking to the owners of the property. They were also trying to sell their own upper management on the concept. Some reluctance is certainly understandable. The reason we jumped at the chance was the same reason the finance people were shy: a major movie-license game that’s not actually attached to a theatrical release can be a tough sell. There’s no built-in multi-million-dollar studio-financed marketing campaign. With a high-profile title, securing the license can be very expensive, especially when that license is one of the highest-grossing and most beloved films of all times (market research by Vivendi revealed that the enduring ‘no-ghost’ logo ranks just behind Coca-Cola and the Nike Swoosh stripe in order of worldwide recognition). Securing the talent can be both cost-prohibitive, if not impossible to do: Murray, Aykroyd, Ramis, and Reitman haven’t worked as a group for years, and each has his own successful career to manage.

In the meantime, Dan Aykroyd had been trying to get a Ghostbusters film sequel off the ground for years, but was having a hard time reassembling the cast and generating studio interest. He had decided that a CG-animated movie would be the best way to go, since the GB III script called for a daunting budget if shot practically. A few voice-acting sessions would require a much smaller time commitment from the cast. And the now almost-sixty-year old principals wouldn’t have to strap those brutally heavy proton packs back on and run through NYC streets. So, from his perspective, moving to a game format for a true sequel wasn’t too big a leap for him.

The three sides found one other and liked what each was bringing to the table. They worked on pulling the rest of the group back together. And the snowball starts to roll. We jumped on as soon as we could.

So what did everyone think of that little insight into the work they do, feel free to comment on your thoughts.

Resident Evil 5 PS3 limited edition packaging and content unveiled

Capcom has released pictures of the Resident Evil 5 Limited Edition box art.The Box art specified in the press release is for the French,Spanish and Italian versions of the game,but it’s likely that it will be the same throughout the PAL/EU region.

Resident Evil 5  is due to be released on March 13 in both North America and Europe.

Motorstorm 2 Update Incoming

Fans of  Evolution Studios Motorstorm 2: Pacific Rift will no doubt be pleased to hear that a patch to fix a couple of problems with the game is in the works, as well as bug fixes the patch also promises to add various gameplay improvements.  No date has been set for the release as of yet but we’ll update as soon as we get more news.  Some details which were made available today by Jamie Brayshaw over on the OPB are as follows Read the rest of this entry »