Tagged: psn Toggle Comment Threads | Keyboard Shortcuts

  • jhonnythizzlam 9:34 am on September 15, 2011 Permalink | Reply
    Tags: , , , , , , , mediatonic, , monsters, monsters probably stole my princess, my, , , , , ps mini, , , psmini, psn, , , stole, , whos that flying, ,   

    1000 Tiny Claws Coming This October 

    Remember the awesome bros who brought you the epic games Monsters (probably) Stole My Princess and Whos That Flying?? You do! Well we got some great news for you. This October they will be releasing their 3rd PS Mini game on the PS3. 1000 Tiny Claws is about Rana the first mate of a legendary sky pirate crew and how she  has to save them and the world after they’ve  unleashed a deadly curse upon it. Now its up to Rana,  Captain Bluebell and Mr Yoho to clean, bring back and save the world from the hordes of the giant insect plague that have invaded. And they have to do it all in 24 hours or meet their doom.

    1000 Tiny Claws will have all this epicness bundled in it

    • Story mode featuring 25 levels over 5 exotic stages
    • 12 Unique enemies
    • 3 Epic Boss battles
    • 5 Survival Mode Stages
    • 25 Challenge Mode Stages
    • 16 Revealing Ship’s Log entries to discover
    • 15 Awesome Awards to place in your Treasure Room
    • 6 Animated Piratical cut-scenes

    Much Love JT

  • filthyviewwhore 10:04 am on September 14, 2011 Permalink | Reply
    Tags: , bullet time, First trailer, , , , , , , , , , , psn, , , , trailers, , ,   

    Max Payne 3 First Trailer 

    The very first Max Payne 3 trailer is starting to make a tidal wave on the internet. And for very good reason, it features a drunk Max Payne. Some girl he was trying to protect got kidnapped by an organization. And of course, gunfire, explosions and the magical, mystical, stupendous extrrrrrrrrravaganza that is “Bullet Time”. Also.. forget about drive-bys, it’s all about the train-bys (you’ll see it in the video).

    Max Payne 3 is set to release in March 2012 for the PlayStation 3, Xbox 360 and PC.

    Thanks for watching & reading.

    Don’t forget to Like us on Facebook, stalk us on Twitter and let your opinion be known throughout the world in our lonely comments box below.

    Once again, thanks for reading & watching.

    • Mave


  • jhonnythizzlam 8:50 am on September 12, 2011 Permalink | Reply
    Tags: , awesomenauts, , , , , , , , Leon Chameleon, , , , , psn, , , , , , ,   

    Say Hello To Awesomenauts Leon Chameleon 

    Leon Chameleon Awesomenaut’s little villain filled with killin has got his own trailer a couple of days ago. You will catch glimpses of Leon Chameleon’s moves, skills and attributes  through out the video. Alos i totally just wanted to post this for the outro song.Want to know more about Leon? Then head over to Awesomenauts.com where you can read the spotlight for each character in the game.

    Lyrics( Something, something some, some ,some warriors Awesomenaut!!!!)

    Support the game and his dev


    Much Love JT

  • jhonnythizzlam 8:07 pm on September 9, 2011 Permalink | Reply
    Tags: , black, digital reality, , evil, , , , , , grasshopper, knight, , , , , , psn, sidescroller, , , , , , ,   

    Black Knight Sword Trailer 

    Check out this new trailer for Black Knight Sword by Grasshopper and Digital Reality. Black Knight Sword is a sidescrollng hack in slash with a dark story and dark art. As the Black Knight is summoned and risen to fight the Tyrannical Princess he will have to conquer the obstacles sent to stop him beforehand. What will be the Black Knight and Swords faith? When will the game be announced? XBLA & PSN? Keep a close eye for this bizarre gem because I think we will be getting answers to our questions soon. Mwuahahhahaaaaaa!!!

    Much Love JT

  • jhonnythizzlam 7:55 am on September 9, 2011 Permalink | Reply
    Tags: , clothing, coin, , , , insert coin clothing, , , odd, , , , , psn, shirt, , , tee, , , , , world   

    Odd Strangers Wrath Shirts By Insert Coin Clothing Coming Soon 

    The Awesome bros from that odd Oddworld has teamed up with Insert Coin Clothing to bring you some awesome tees based on your favorite Oddworld stranger. The Strangers Wrath based tee’s will tie in with the game and are gonna be epic to wear while you play the up coming Strangers Wrath HD for the PS3’s PSN. If you want to know more about Oddworld Inhabitants and the story on how these two epic company’s came together (that’s what she said) to bring you these awesome tee’s click the links below. Make sure to pick up Strangers Wrath HD when it releases later this year on PSN.



    Insert Coin


    Much Love JT

  • filthyviewwhore 11:37 am on September 8, 2011 Permalink | Reply
    Tags: 40 Weeks of DLC, , , Brian Farrell, , , , , , , , , , , psn, Saints Row (Series), , , , , , ,   

    Cloud Gaming and 40 Weeks of Saints Row 3 DLC 

    Brian Farrell, CEO of THQ, spoke highly of cloud gaming yesterday, which shouldn’t be too much of a surprise once you consider the frequent amount OnLive deals, or the fact that he was speaking at the Cloud Gaming USA Conference.

    Farrell predicted that a move to an all-digital game distribution “will result in a lower cost for the hardware manufacturer, which will result in a lower cost to consumers and therefore a lower entry point, thus driving more mass market adoption.” He doesn’t just see PCs adopting this in the future, but consoles as well.

    And speaking, well, typing of downloading content, Saints Row: The Third is going to have a lot of that. Farrell said that the game would be followed by about 40 weeks of DLC.

    “We totally change how we keep consumer engaged for a very long time,” Farrell said. “We intend to create an online digital ecosystem that keeps them interested for a year or more.” It’s the same kind of approach THQ tried with MX vs. ATV Alive, except without the base game having reduced content to start — or a reduced price.

    “What we found was unlike free to play, $39.99 [the budget-level price of MX vs. ATV] just wasn’t low enough to drive a big enough install base to push the level of DLC we had initially hoped for.”

    It will be interesting to see if that kind of strategy works with a game that is more complete, and fully priced. Of course that wont change the fact that I’ll forever miss the MX vs. ATV series. 😦 I guess I’ll just have to launch myself out of a cannon to get rid of all of this repressed sadness and rage.

  • jhonnythizzlam 7:15 am on September 8, 2011 Permalink | Reply
    Tags: , , from dust, , fune, , , , , lava, , , play.live, , , psn, , , , , , ,   

    From Dust Heading To The PSN 

    The world is falling apart and it is up to you to save us from this lava filled earth. On September 14th the XBLA hit From Dust will be heading to the European PSN store and on the 27th for North America for you to buy and download and watch everyone die under your power and boners. So don’t worry take your time I’m sure that the lava over flowed mountain above us is gonna take a month to flow down. Yip…..were fucked. Torture the tribes of from Dust in a week or three when you’ll be able to get your hands on the game.

    Much Love JT

  • filthyviewwhore 11:41 am on September 7, 2011 Permalink | Reply
    Tags: 10 Dollar Discount, , , , , First Person Survival, , , , , , , , , , , psn, , , , ,   

    Alien and Zombie killing just got ten dollars cheaper! 

    Before you start speculating on how every weapon and garden tool just got ten dollars cheaper, let me tell you to remain calm.. now remain calm. Are you calm?? Good. Okay now it’s time to get you all giddy and stuff, long story short; Resistance 3 and Dead Island are 10 dollars cheaper at Newegg!!!! However there is a catch, you have to input a specific code. Oh, if only there were a omnipotent game blogger that could supply you readers/worshipers with this magical code. Wait, there is :D. Here you go everybody! One last note, both games are eligible for FREE SHIPPING!

    Well there ya go, links to get the games and the codes for your C&P pleasure. Now if you excuse me, I have to go back to making my own game. 🙂

    As always, thanks for reading. Don’t forget to Like us on Facebook and stalk any of us on the Twitter.

    – Mave

    • Nekromorph 1:55 am on November 26, 2011 Permalink | Reply

      Dead Island is awesome.

    • Nekromorph 1:59 am on November 26, 2011 Permalink | Reply

      Did my comment post I cant tell

    • Nekromorph 2:00 am on November 26, 2011 Permalink | Reply

      Wait , its awaiting moderation . nevermind my 2nd comment

  • jhonnythizzlam 6:46 am on September 2, 2011 Permalink | Reply
    Tags: betrayal, bloodrayne, , , , , , , , , , , , psn, , , , , , wayforward, ,   

    BloodRayne Betrayal Seenking Its Fangs Into Your PS3 Console 

    BloodRayne Betrayal is  WayForward‘s upcoming PSN hack n slash platformer and in the video above you will get to see all its platforming goodieness. Throughout the trailer you will see gore, gore and more gore with some Super Meat Boy type platforming. Where you will have to jump and avoid spikes and also saws while decapitating all the enemies on screen. No doubt that this is going to be a bloody good mess and a hell of a fucking fun when it releases next Tuesday on September 6th. So keep your eyes, wallets and butt-cheeks opened or else you might be the one who ends with crabs. I meant punched by a robot with crabs on his arms. Nope I got that wrong again.

    Releases September 6th on PSN. Check out the post by Sean Velasco Wayford’s designer and director of BloodRayne Betrayal.

    “We saved the best for last, however; the final boss battle is beyond epic and totally unforgettable…trust us!”-Sean Velasco


    Much Love JT

  • filthyviewwhore 4:38 am on August 26, 2011 Permalink | Reply
    Tags: , , Adam Saltsman, , , Canabalt, Civilization IV, Dragon Age: Legends, Future of Game Design, , GDC 2012, , , , , , , , , , , , , psn, , , , Soren Johnson, , , , , , ,   

    Unexplored Realms of Game Design 

    Why must I live on the East Coast?? And be broke. 😦

    In an attempt to inspire submissions for the 2012 GDC call for papers, GDC’s advisory board members for the Game Design track spoke on the biggest challenges that face game designers and outlined what they hope to see on March 2012 in San Francisco.

    The creator of Canabalt and independent designer, Adam Saltsman, along with Dragon Age: Legends and Civilization IV designer, Soren Johnson, came together to discuss some of today’s often-overlooked areas of game design, along with some some notable innovations and rising trends as part of their mission to encourage all of you to submit ideas for the 2012 GDC Main Conference.

    These industry veterans and advisory board members will be joined alongside colleagues like Clint Hocking (LucasArts) and Mark Cerny (Cerny Games) to oversee the event’s Game Design track and ensure all of its sessions stay true to the massively high bar of quality and relevance that GDC attendees, and journalists/editors/entities of awesome such as myself, have come to expect.

    ACT FAST, because the deadline on “the call for papers” is September 6th; here’s a list of Game Design-specific topics. Gamasutra sat down with Adam Saltsman and Soren Johnson to discuss key issues that they would like to see pointed out at next March’s show.

    What are some key games from the past year or so that have impressed you with their new approaches to design – and why?

    Adam Saltsman:Amnesia: Dark Descent and Bit Pilot are very interesting games. These are fairly hardcore horror and arcade games respectively, but neither game allows you to attack. Instead, your goal is to hide, avoid, and survive. For me this is a really welcome and interesting break from aiming and shooting games, but without sacrificing any of the awesomeness one might expect from a survival horror game or an arena shooter.

    Soren Johnson: I was very impressed by Magicka‘s concept — letting players cast spells by simply combing simple elements such as fire, water, electricity, arcane energy, and so on. This system encourages a sense of discovery absent from so many games; I loved trying out certain combinations just to see what would happen. That the game often supported my assumptions and guesses made the world feel alive. Allowing play based on intuition from existing knowledge instead of memorization of invented lore is always a big advantage.

    The other development that stands out to me is how the best small-scale, indie games, like Frozen SynapseBastionAtom Zombie SmasherHOARD, etcetera, are creatively outpacing games from the big publishers simply because they can take risks and maintain their own vision. Many game genres and formats are simply not feasible for the big guys to make anymore, and this has surprisingly been great for the industry, because there are now so many gaps for the indies to fill.

    How do you think the rise of social games will influence design in other areas of the game biz? 

    Adam Saltsman: One positive outcome that I am looking forward to is the expansion of our audience. PopCap helped do this, and a few years later the Wii helped do it again. Social games are having that effect right now; I think it’s really great to have people that haven’t played video games in a decade or more playing games again. Not everyone that plays FarmVille is going to rush out and get a PS3 next week, but there is a basic literacy thing happening that is going to have a huge long-term effect.

    Soren Johnson: Social games are still so young that they are difficult to judge. To date, most of them turn the social interaction into a tax that helps the game spread virally instead of a benefit that makes the game much more compelling. The social games that make this leap will be the ones that move the format forward. Right now, the primary lesson for the rest of the industry is that players will nag their friends for whatever in-game bonuses we hand out — I’m not sure if that is a healthy path.

    A second lesson is that the size of an actual mainstream audience is far larger than we ever imagined, and their needs and interests diverge significantly from our traditional core audience. A final lesson is that a demand exists for “sporadic” games, which can be played in bite-sized chunks throughout the day, but which still have persistence and a multi-session arc. These games can appeal both to the mainstream audience as well as the traditional core users because they fit a hole in players’ schedule where persistent gaming did not previously fill.

    What sort of design challenges do you feel the industry has yet to overcome? 

    Adam Saltsman: This is a gross generalization, but I think if you look at The Sims and Call of Duty, the things in those games have been completely explored at this point. That leaves a lot of territory on the table. I think Heavy RainL.A. Noire, and Afrika are headed in some of the right directions. These games all have monumental flaws, but like Amnesia: Dark Descent, the driving force behind the games is not about domination and destruction. This isn’t exactly a new thing, by any means, and maybe this is the decade that adventure games finally make their triumphant return — or maybe not.

    I think chilled-out variety games like Pilot Wings and Wii Sports have secured a very healthy foothold in the space. And there will always be room for some games about exploding things with guns. But our chances at reaching this massive new audience and their budding, social-games-driven computer game literacy will be much better if we are willing to branch out and take some risks.

    Soren Johnson: The biggest design challenge is learning to match the fidelity of a game’s graphics with the depth of its mechanics. Many games are graphically rich but are mechanically barren, so players quickly discover that most of what they see is not real and has no consequence to their gameplay. Sometimes, the graphics even become a hindrance as players begin to understand the “real” game that lurks within and lose patience with the meaningless window dressing.

    Are there particular genres of game that you think are under-utilized and stand to see a lot of design innovation, if better explored? 

    Adam Saltsman: Chances are if it is already a genre, then it has been mined pretty heavily. I am certain there is still gold in any genre we could name, somewhere. But at some point the effort we have to put in to find it is going to outweigh the benefit of discovering it, especially when there are so many unexplored frontiers. I’m not sure which genres have crossed that threshold and which haven’t, but I’d venture that at least some of them are getting awfully close.

    Soren Johnson: Real-time strategy is heavily under-utilized. Obviously, there is a glut of RTS games, but it doesn’t take long to discover that they are all essentially the same game — harvest some resources, build a barracks, rush with tanks, and so on. The design space for real-time play occurring in real-time should be much broader — think of games like Railroad TycoonPopulous,SimCity, even M.U.L.E. Some developers have started to expand this space once more with games like Swords & SoldiersAtom Zombie SmasherAI War, and even Plants vs. Zombies, but it is sad that the letters “RTS” still only mean one thing.

    What subjects are you particularly excited to see covered in this year’s Game Design track? 

    Adam Saltsman: There’s something we’ve been talking about for a lot of the tracks, which is this idea of a “design walkthrough” or “design history.” The idea is that developers can select some part of their game that turned out especially good, but was very, very hard to develop. Then they’ll walk us through the different ways they tried to solve the problem, and the different obstacles they had to overcome. It’s different from a traditional postmortem, more focused, with more of a narrative. We have had a few amazing talks in the past that had this sort of structure, and I am very excited to see more developers taking this approach.

    As far as specific topics go, talks about deep multiplayer system design, especially competitive games, online or otherwise, are just something I am personally interested in at the moment. This is a really rich space and it’s always great to hear people talk about what they’re doing in it.

    Soren Johnson: I thought the most important talk at last year’s GDC was Ben Cousins on the post-launch development of Battlefield Heroes. Simply put, the team discovered there was a huge difference between what players said they were willing to buy and what they actually did buy. Much of microtransaction-based design is still shrouded in mystery, as few developers understand what actually works. I hope other successful teams come forward to share their stories.

    As always, thank you very much for reading. Feel free to leave your opinions that we cherish in our comments section below. And if you really.. REALLY loved this (or us in general) then feel free to subscribe to us. 🙂 Also, don’t forget to Like us on Facebook and stalk your favorite editor/me on Twitter.

    Once again, thanks for reading; now go back to saving the world or something.


Compose new post
Next post/Next comment
Previous post/Previous comment
Show/Hide comments
Go to top
Go to login
Show/Hide help
shift + esc
%d bloggers like this: