Archive for May, 2012

Slim PS3 news: Cross-platform features on PS Vita explained

Find out how you can connect with friends on PlayStation 3, challenge them to games and share loads of great content on your PlayStation Vita.

From racing through futuristic streets in WipEout to sharing your creations in ModNation Racers, PS Vita allows you to enhance your gaming experience by connecting to friends on PS3.

Cross-Play (simultaneous)

One of the most exciting and anticipated features of PS Vita is the ability to play live against your friends on PlayStation 3. The competition heats up in WipEout 2048, as you take on up to seven of your PlayStation Network friends, whether they’re playing on PS Vita or PS3. You’ll be on the same track, in the same race, at the same time.

Cross-Play (turn-based)

You can also challenge your PSN friends while they’re offline, in turn-based games such as Hustle Kings and Top Darts. Begin a game with a friend and, once you take your turn, they’ll receive a notification so they know it’s their go. They can make their move whenever they have time.

You’ll also get notifications if someone beats your lap time or completes a challenge in MotorStorm RC so you can try and better their score. This type of Cross-Play connectivity means that you can play on your own schedule while enjoying competitive gaming with friends.

Cross-Save

If you own a PS Vita and a PlayStation 3 system, don’t feel like you’re restricted to playing on one or the other. Games such as Top Darts and MotorStorm RC allow you to continue your progress when you switch to another system. Just make sure you’re signed in to PlayStation Network and you’ll never miss a moment of the action.

Cross-Goods

If you own ModNation Racers: Road Trip, you can download Mods, tracks and karts that have been designed by the ModNation Racers community on PS3. With so many fantastic creations made on PlayStation 3 games, it would be a shame not to share them with PS Vita users.

Cross-Buy

Several PS Vita titles are available to download from PlayStation Store to your PlayStation 3 and, thanks to Cross-Buy, you’ll only have to pay once to receive both versions of certain games. Hustle Kings, Top Darts and MotorStorm RC are just three titles that you can enjoy on both your PS3 and PS Vita systems if you pay for one version. If you’ve already bought PS3 versions of Hustle Kings and Top Darts, you’ll be able to download their PS Vita version for free, thanks to Cross-Buy.

A new way to play

This incredible range of cross-platform features allows you to play live games against friends on PS3, access content created by other users and will completely transform the way you play. Make sure you make the most of this innovative new experience on PlayStation Vita and PlayStation 3.

Slim-PS3.com is updated regularly every day with the latest Free Slim PS3 news and hardware reviews.

Posted on May 29th, 2012 by  |  No Comments »

Slim PS3 news: E3 2012 – are you ready for it?

Recent news:

Find out how you can stay up to date with all the news from the biggest video game show in the world with eu.playstation.com.

The clock is ticking ahead of the annual video game extravaganza that is E3 (Electronic Entertainment Expo). Kicking off on 5 June 2012 at the Los Angeles Convention Centre, the event promises to be an unmissable showcase of upcoming games, exciting announcements and eye-popping innovations in the world of PlayStation.

Following its release in February 2012, PlayStation Vita will be at the heart of an exciting line-up alongside a host of eagerly anticipated PlayStation 3 titles. E3 2012 will be bursting at the seams with treats for PlayStation fans and you can book yourself a front row seat at the first big video game show of 2012 by following these easy steps:

On PC, keep up with all the details on announcements for PlayStation 3 and PS Vita at eu.playstation.com/e3. You’ll also find in-depth features and interviews with the people behind the games.

Get live coverage of the must-see SCEA press conference from PlayStation.Blog at blog.eu.playstation.com, as well as all the latest news straight from the show floor.

Join in with the hottest debates on the official PlayStation Forums at community.eu.playstation.com, and get involved in competitions and community events – including the chance to put your questions directly to game developers in a live web chat.

Check out our official Twitter page at twitter.com/PlayStationEU and use our Twitter hash tag #psE3 to get the latest updates wherever you are.

Keep an eye on our official Flickr page at flickr.com for all the latest screens and exclusive, behind the scenes pictures from the Los Angeles Convention Centre.

Head over to PlayStation Home on your PS3 to catch the SCEA press conference live with your buddies in the E3 Theatre, plus pay a virtual visit to the official E3 booth for some exclusive previews and rewards – doors open at 20:00 BST on 5 June 2012.

E3 2012 runs from 5 to 7 June 2012. Make sure you get all the news on the future of PlayStation, right here on eu.playstation.com/e3.

This site is updated regularly every day with the very latest Slim PS3 news.

Posted on May 26th, 2012 by  |  No Comments »

news: Weekend Essentials 127

There’s something for everyone this weekend as Sorcery, DiRT Showdown, Table Top Tanks and more great entertainment arrives on PlayStation.

The magic is in your hands

Your PlayStation Move motion controller becomes a powerful magic wand this weekend as Sorcery lands on PlayStation 3. As young apprentice sorcerer Finn, can you master the power of PS Move to conquer the Nightmare Queen and restore peace to the Faerie Kingdom?

Find out if you’re up to the challenge this weekend by picking up your copy of Sorcery.

A new kind of DiRT

The world is your playground this weekend in DiRT Showdown on PS3, the brand new arcade racing game from the team behind the award-winning DiRT series. Blast past rivals on spectacular courses, smash your way through a series of demolition derbies or go wild in free-roaming stunt parks – the choice is yours.

Experience a new world of driving delirium on PS3 this weekend with DiRT Showdown.

Answer the call

Save the world this weekend on PS3: pick up Dragon’s Dogma and immerse yourself in huge, open and lush environments where you must track down and destroy a mysterious dragon, or go deep undercover as a precision-trained human weapon in Tom Clancy’s Ghost Recon Future Soldier. Which one will you choose?

New to download

A certain time-travelling doctor and his trusty companion invite you to join them on an exhilarating romp across the universe this weekend on PS3 as Doctor Who: The Eternity Clock materialises on PlayStation Store. Elsewhere, grab your PlayStation Move motion controller and show off your cooking skills in Order Up!!, or try the latest augmented reality experience on PlayStation Vita courtesy of Table Top Tanks.

Try before you buy

Download a selection of new demos from PlayStation Store this weekend: cast powerful spells with simple movements of your PS Move controller in the Sorcery demo; blast your way through the adrenaline-fuelled Ridge Racer Unbounded demo; enter the sprawling super-prison in the heart of Gotham City in the Batman: Arkham City demo; and, on PS Vita, sample retro action in the A-MEN demo. Grab them all now from PlayStation Store at no extra cost.

More for your PS3 games

Visit PlayStation Store this weekend to add a bevy of well dressed Pets to your gang with the Saints Row: The Third – Penthouse Pack – call them into combat at any time to do battle against the Syndicate. Alternatively, pick up a heap of new outfits, equipment and more for SOULCALIBUR V, or add new stages, in-game music and weapons to Warriors Orochi 3.

From the vaults

SEGA has unleashed a healthy slice of classic gaming action on PlayStation Store this weekend; several new titles are available to download now including Alex Kidd in Miracle World and street bike racer Super Hang-On. Look out also for PS2 Classic Conflict: Desert Storm II for your chance to engage in a series of absorbing, squad-based missions.

More from PlayStation

Keep an eye on PlayStation.Blog at blog.eu.playstation.com for the latest PlayStation news.

Visit eu.playstation.com/competitions for your chance to win great prizes.

Follow us on Twitter at twitter.com/PlayStationEU.

Join in with a variety of activities on the Official PlayStation Facebook page at facebook.com/SonyPlayStation.

Have your say in the official PlayStation Forums at community.eu.playstation.com.

Sign up to Inside PS Vita at eu.playstation.com/psvita to be first with the news on the revolutionary handheld.

This blog is updated regularly per day with the latest Slim PS3 news and reviews.

Posted on May 25th, 2012 by  |  No Comments »

Ghost Recon: Future Soldier – review

PS3/Xbox 360/PC; £39.99-£49.99; cert 15+; Red Storm/Ubisoft

If there’s one thing you can expect from a game with Tom Clancy in the title it’s gadgets, and this latest in the popular squad-based series is fully loaded. Of course there’s also the usual cast of monosyllabic fighting machines, tenuous plot and unrealistic satellite tech that can pick out individual beards from deep space.

GR:FS adopts a close up third-person perspective, but plays very much like an FPS, packed with in-your-face action right from the offset – something that might surprise fans of the series.

With four acts – set in Africa, Pakistan, Russia and Norway – GR:FS fits so much into its generic 14-mission campaign it can feel a bit rushed. There are obvious debts to Crysis 2 and Deus Ex, particularly with futuristic gear such as the camoflage suit offering ghostly protection provided you don’t move too fast or fire a weapon.

But some ideas are both original and superbly realised. Take the Sync Shot, where you can paint up to four targets for team mates to establish line of sight for a coordinated kill. It’s a great idea that’s bound to be copied by others, as will some of the gadgets.

From the brilliant Warhound mobile artillery platform that launches mortars or sidewinder missiles according to remote commands, to the portable UAV’s that hover above the battlefield picking out targets, GR:FS has the kind of gadgets James Bond would kill for. And although we’re used to seeing intelligent HUDs these days, GR:FS has one of the best – including a super sharp Magnetic View mode, which picks out armed enemies and other metal objects such as landmines.

GR:FS also keeps the gun club happy with a massive selection of more than 50 weapons – each of which can be customised – in seven categories with more than 600 separate components. From sniper scopes to armour-piercing rounds, custom stocks and retractable undercarriages, there are so many choices it’s tempting to keep replaying levels until you find your ultimate combo.

It’s fun to play too, with a learning curve that tempts you with new gadgets every few levels and some decent squad AI to back you up. And although making progress is heavily geared towards finding and taking cover, it makes this easier with a cover-dash command that lets you sprint between them by holding down the X key.

However, there are some problems. For starters, the engine is far better at depicting gizmos than environments, with largely flat textures, cramped locations and occasional graphical glitches throughout – even in cutscenes. It’s also ironic that most of the eye-catching moments – the sandstorms and blizzards or the way the screen shakes when under suppressing fire – are also ones that reduce your visibility to near zero.

GR:FS is also very linear, with each level providing a single objective and only additional challenges for, say for killing 15 enemies in Magnetic mode. Admittedly, giving total player freedom would undermine the squad-based ethos, but without being able to issue movement commands, straying from a narrow focus risks losing sensor lock and a return to the last checkpoint.

Speaking of which, although most of the cut-scenes are forgettable, they’re also un-skipable, meaning you may see them repeatedly after restarts.

Luckily, when the single player game is done, there’s plenty more to get on with. GR:FS multiplayer is very much a work in progress, and there are some stability, balancing and lobby issues with U-Play still to be sorted, but it’s clear the developers have been busy since their recent 600,000-player beta test. The original three multiplayer modes – Conflict, Saboteur and Guerilla – have been boosted with 3 more: Decoy, Siege and a split-screen Co-Op Campaign.

Conflict has two teams competing to see who can fulfill the most objectives in 15 minutes. Saboteur is a race to carry a bomb to the rival team’s detonation area. Decoy and Siege are best-of-three modes; the first a slightly confusing one involving one real objective and two decoy traps, the second with no respawns and both teams up against the clock to claim or defend a base. Finally, Guerilla is a Horde variant where your team has to withstand 50 waves of increasingly hostile enemies.

With character classes that owe a clear debt to Battlefield 3, you get a choice of three to start with and two more unlocked on reaching level 50. Scouts are basically snipers, fleet footed and supported by camo suits. Engineers can hack enemy scanners for intel, but are also useful in close combat. Finally, there’s Riflemen, who can lay down suppressing fire and soak up more damage.

Whichever character or mode you choose, GR:FS is unashamedly team focused, with frantic battles best won by supporting your colleagues and additional bonuses, upgrades and kill-streaks awarded for objectives solved by teamwork. This won’t please lone snipers or last-man-standing fans, but when it works with the right compadres, GR:FS is a refreshing alternative to the usual FPS machismo.

However, with only two maps for each multiplayer mode and four for Guerilla, Ubisoft is not exactly splashing out on content. This may be due to a premium DLC pack coming in July with more maps, weapons and upgrades, but including a few more maps would have been a nice reward for a patient Ghost Recon community that now risks being divided between DLC haves and have-nots.

GR:FS is so nearly a landmark game. It’s busting with great gadgets, challenging and unusual to play and committed to a true co-op spirit that most rivals have long since abandoned. If only it looked a little better, had a few more maps and U-Play made it easier to find a quick online match-up with your mates. Even so, it’s a worthy alternative to any FPS and puts the Ghost Recon franchise right back at the cutting edge.

• Game reviewed on PS3

Rating: 4/5

Games

Shoot ‘em ups

PS3

PlayStation

Sony

Xbox

Microsoft

PC

Mike Anderiesz

guardian.co.uk © 2012 Guardian News and Media Limited or its affiliated companies. All rights reserved. | Use of this content is subject to our Terms & Conditions | More Feeds

Our site is updated regularly each day with all latest games industry news.

Posted on May 24th, 2012 by  |  No Comments »

news: Dead Island: Game of the Year Edition to Hit Stores on June 26, 2012

Deep Silver’s surprising critical and commercial hit “Dead Island” will get a coveted “Game of the Year Edition” on June 26, 2012. Following shortly on the heels of a “Game of the Year Edition” for “Batman: Arkham City…
Read Full Post
Slim-PS3.com is updated regularly each day with the latest Free PlayStation 3 news and hardware reviews.

Posted on May 24th, 2012 by  |  No Comments »

PS3 news: Sony Tablet S Review

Tablets aren’t cheap. How do you know the right one for your hard-earned dollar? With the Sony Tablet S, Sony has smartly developed a machine that is designed to appeal to owners and fans of the Sony PlayStation 3. With a similar interface, bundled games, and access to services like Video Unlimited, the Sony Tablet S has been built for the Sony PS3 player. We got our hands on one and have been playing around with it for weeks now, trying to find its strengths and flaws. Read on to find out what they are.

Read Full Post
This site is updated several times each day with the very latest Free PlayStation 3 news and hardware reviews.

Posted on May 23rd, 2012 by  |  No Comments »

Hideo Kojima: video game drop-out – interview part 1

EXCLUSIVE: On the 25th anniversary of the genesis of his game series Metal Gear, creator Hideo Kojima reflects on a career spent battling the stigma of working in video games in the first of a two-part interview

Six months after Hideo Kojima joined Konami, one of Japan’s most respected video game studios, he was asked by a university friend to be best man at his wedding.

“The groom stood up to introduce me. He said: ‘Welcome everybody. This is Mr Kojima. He’s a very talented and otherwise likeable person. But I am sorry to say that, for some unknown reason, he has decided to join a video game company.’ Everybody laughed. You see: working in the games industry was seen as a very low status job at that time. There wasn’t even a word in Japanese for the job of game designer back then. I would lie at parties. I told people I worked for a financial firm …”

Born to well-to-do parents, Kojima – the creator of the multi-million selling Metal Gear series, and vice-president of Konami Digital Entertainment – was the youngest of three children and a high achiever from a young age. But he was also a dreamer.

“When I was small I was always thinking about different worlds in my head,” he tells me, as we sit down over breakfast in a boutique London hotel in Soho to discuss his life and career on this, the 25th anniversary of the genesis of Metal Gear.

“I was constantly making up stories about the things around me. I’d find myself laughing or crying at seemingly random things and people wouldn’t understand why. In Japan, there are storm channels on either side of the main roads. There were so many times when I’d fall into these ditches because I was lost in stories as I was walking along. It’s still dangerous for me to drive. I’ve driven into the gate outside my house numerous times.

“Even now, while we are talking, I find my mind wandering if I’m not careful,” he says, with a warm smile. He motions to the untouched cappuccino on the table in front of him: “Take this coffee cup, for example.”

“OK. What’s the story of the coffee cup?,” I ask.

“I am imagining a story in which there’s a massive coffee cup that we’re all sitting inside now. It’s not really a story, I guess, so much as a vivid picture. But this! This is how my mind works.”

A born storyteller, Kojima’s parents encouraged the gift, not least through their own love of cinema. “I was born in a countryside town,” he says. “But when I was four years old we moved to Osaka. It was a huge environment change and after that I would spend much more time at home, watching television or making figurines.

“It was during that time that my parents introduced a family tradition: every night we would all watch a film together. I wasn’t allowed to go to bed till the film had finished: the opposite of how it is for most children. My parents were huge fans of westerns, European cinema and horror in particular. They wouldn’t just show me kids’ films. I’d even see the sex scenes.”

At the age of 10, Kojima’s parents began to encourage him to watch films by himself. “They would give me money to go to the cinema by myself,” he says. “I was allowed to go on the condition that I came home and discussed the movie with them afterwards. I had to buy the film brochure and bring it back with me. Then we would talk about the movie’s themes and direction; what I felt.”

This love of watching film soon combined with Kojima’s own creative spark and, using a friend’s 8mm camcorder, he and his high-school friends began to make their own short movies. “To be honest, my friends weren’t really as into making films as I was,” he says, with a laugh. “But I convinced them all to make some zombie films with me.

“You see, every year there was a culture festival held at our school. My idea was to make a zombie film, show it there and sell tickets in order to make some money with which we could buy more films to watch. We sold tickets for about 50p. But we didn’t make enough money to buy even one film.”

Kojima is now known for his theatrical games, his most famous title – 1998’s Metal Gear Solid – pioneering the kind of grand 3D storytelling in games that is commonplace today. As a young boy there were glimpses of this same motivating creative ambition.

“There was one film we tried to make that was set on an island,” he says. “My idea was there had been a plane crash and a bunch of high school students had survived it. I wanted it to be like Robison Crusoe.

“We managed to trick our parents into giving us the money to go on a four day trip to an exotic island off the coast of Japan. But when we arrived we spent the first three days swimming in the sea. On the final day we realised how little time we had left so I changed the plot … to another zombie movie. The idea was still that the plane had crashed and high school student had survived. But this time they found zombies on the island.”

“Did you show your parents the film?” I ask.

“No,” he replies, breaking into a generous laugh.

It was in the midst of this time of his life, watching movies and starting out on the journey to create them, that Kojima’s world fell apart with the death of his father. “I was just 13 when he died,” he says. “It was hard and lonely but, in a way, it strengthened my resolve to become a filmmaker.”

Aside from the loss of his father’s support – of someone to talk over the latest Spaghetti western or European horror flick – the odds were stacked against the young Kojima’s calling. “I desperately wanted to make films professionally,” he says. “It was so difficult though. There were no film schools near where I lived and, beyond that, the budgets for Japanese films at that time were very low, so I didn’t think I’d be able to make the kind of films I was interested in. That’s pretty much how I came to work in games, I guess.”

Kojima was studying economics at university when he made the decision to join the games industry. “I wrote novels in my spare time while studying,” he says. “Even this pursuit was related to film as I wanted to win awards for my novels and thought that if that happened perhaps I would get the chance to make a movie. But I had no friends that were interested in cinema; nobody to encourage me in that career. It was around that time that I saw Nintendo’s Famicom for the first time. Immediately it struck me that this might be another route into making film-like experiences.”

“Do you feel like you settled for second best, then?” I ask him.

Without pausing, he replies: “You know, right away I thought games could become something important in the future. That’s what swayed my decision. I wouldn’t describe it as settling so much as working with what was in front of me. And while it’s true that I entered the games industry specifically because I couldn’t find a way into movies, I soon fell in love with games. It’s so different to film: it’s interactive and you need to understand people in a different sort of way. I soon fell in love with the art of making games. But at the same time, I do still harbour the ambition to make a film in the future as well.”

Despite the success of Space Invaders in the arcades, and the release of Super Mario in 1985, Kojima soon found that the Japanese games industry wasn’t socially frowned upon. “When I announced my decision, all of my friends and lecturers begged me to reconsider. They thought I was crazy, to be honest.”

“It was only my mother who told me that I could do whatever I wanted to in life. She was the only one.”

Despite Kojima’s defiance in the face of his friends’ disdain, he wasn’t immune to a sense of embarrassment about his chosen career. “I began looking for a company to work for and settled on Konami, not because of the type of games they were making at the time, but rather because they were listed on the stock exchange,” he says. “They were the only games company to be listed at the time; not even Nintendo had that accolade. I guess it was a status thing, but I thought working for a company like that might help people to view my vocation in a more positive light.”

I wonder if Kojima also drew inspiration from those negative attitudes that he encountered, a resolution to prove everybody wrong. “Yes, definitely,” he says. “Right from the start I believed I was creating art. I felt like the world was waiting to see what video games could be, what they could become. It was a huge incentive to do my best, to show them.”

When Kojima joined Konami, he found a community of like-minded individuals, many of whom had arrived at games either through failure or a lack of opportunity in other creative industries. “There were many people joining the industry at that time who wanted to make films, to be directors or to write comic books but, for whatever reason, hadn’t been able to ‘make it’,” he says.

“Some were in a band and had released a record but it hadn’t sold well. Others were struggling artists who wanted their own manga series. The industry was full of dropouts, people who felt like games offered them another chance. I met many people in that same situation; we bonded together through that in some sense.

“But there wasn’t a negative spirit with it at all. At Konami there was this feeling amongst us all that games were somehow important to the future. We believed in the future of the medium and that drove us to create the best possible work.”

• Part 2 of this interview – in which Kojima talks of the early days of Metal Gear, through to his current role as chief executive of Konami Digital Entertainment – will be published on Thursday

Games

Game culture

Simon Parkin

guardian.co.uk © 2012 Guardian News and Media Limited or its affiliated companies. All rights reserved. | Use of this content is subject to our Terms & Conditions | More Feeds

Slim-PS3.com is updated regularly each day with all latest Free PlayStation news and games reviews.

Posted on May 23rd, 2012 by  |  No Comments »

Slim PS3 news: BioShock: Infinite, Tomb Raider delayed, but try these games instead

Latest news: BioShock: Infinite and Tomb Raider were two of 2012’s biggest releases and now won’t show up until early 2013. However, it’s not all bad news: Here’s 5 games you should check out later this year instead. Slim-PS3 is updated several times each day with the very latest Free Slim PS3 news.

Posted on May 19th, 2012 by  |  No Comments »

Slim PS3 news: How to Make PlayStation Home More Inviting to Outsiders

PlayStation Home is a fun social experience on the PS3. The thing is, those that havent put much – if any – time into it wont be trying it out anytime soon. The service sits in their XMB, as fun waiting to be had. This is why Home needs to interact better with the PS3, instead of just being that icon in the PlayStation Network tab. Following are some ways to embed Home with the PS3. PlayStation Plus deserves some exclusivity here, as the cost of membership should go toward such benefits. Our blog is updated regularly each day with the very latest Free Slim PS3 news and hardware reviews.

Posted on May 19th, 2012 by  |  No Comments »

Slim PS3 news: New Crysis 3 Screenshots

EA released eight new images today from their highly-anticipated 2013 game “Crysis 3″ and they were just too beautiful to keep to ourselves. The “Crysis” games have been praised for their incredible graphics and it looks like they have raised the bar yet again. In the game, Prophet has returned to New York City in 2047 to find that it’s been turned into a futuristic combat arena and encased in something called a nanodome. Across seven distinct environments, Prophet must “Assess Adapt Attack” and fight his way to freedom. Check out the screenshots and see what is shaping up be one of next year’s most interesting titles.

Read Full Post
Slim-PS3.com is updated regularly each day with the latest Free PlayStation 3 news and hardware reviews.

Posted on May 17th, 2012 by  |  No Comments »