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NA-PSN 99 cent flash sale!

18 April 2014 - 03:05 PM


Back to the Future Full Game
Blast Factor
Crash Bandicoot 1-3 (PS1)
Crash Commando
CTR: Crash Team Rcing (PS1)
Everyday shooter (PS3) (PSP/Vita)
Gex: Enter the Gecko (PS1)
Gotham City Imposters
Jurassic Park The Game Full Season
Plants Vs Zombies
Red Faction (PS2)
Red Faction 2 (PS2)
Red Faction Battleground
Retro City Rampage (PS3/Vita Cross-Buy)
Sam and Max the Devils Playhouse
Spyro 1-3
Stuntman Ignition (PS2)
Super Statdust HD
Takes of Monkey Island Bundle
Tokyo Jungle
Urban Trial Freestyle (PS3) (Vita)
When Vikings Attack! (PS3/Vita Cross-Buy)
World Gone Sour

Uncharted 4 - Looks Great, almost amazing

18 April 2014 - 02:51 PM



We all are waiting for some official words from Sony on next installment in Uncharted series, but apart from a teaser trailer that was showcased way back in November 2014, nothing is known.

Uncharted 4But it seems like this will change soon. According to well know industry insider "Shinobi602", Uncharted for Playstation 4 will be showcased at E3 2014.

Shinobi602 tweeted:

"I know a lot of people are starved to finally see Uncharted, understandably. Fear not. #soon #E32014"

When asked, how glorious Uncharted for Playstation will look? Shinobi602 replied:

"Great, almost amazing"

When another Twitter user asked, whether this "Uncharted for Playstation 4 E3 2014 showcased" is just a whishful thinking or insider stuff? Shinobi602 replied:

"It's not wishful thinking."

Shinobi602 also added that The Last of Us: Remastered for Playstation 4 is just a summer filler, and its not a huge project at Naughty Dog.

"There weren't any layoffs at ND. TLOU PS4 is a summer filler, it's not a huge project."

As these details are coming from insider sources, we advice readers to take it with grain of salt, but going by the track record of Shinobi602, it looks pretty legit. So folks wait for just 52 more days to see another masterpiece from Naughty Dog.

BotZone out today for KZ:M

15 April 2014 - 09:11 AM




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A few weeks ago we added two classic Killzone multiplayer maps to Killzone Mercenary. Since then we’ve been working on adding more to Killzone Mercenary, and finally it’s here on PS Vita. We’re very pleased to announce the release of our latest update for Killzone Mercenary, delivering an offline multiplayer experience to our 8 maps.

With the purchase of the Botzone Soldier Training Pack, all of our multiplayer maps can be played offline in Mercenary or Guerrilla Warfare modes, against up to 7 AI soldiers. As the game host, you’ll have control over the number of teammates and enemies joining you in battle.

In team modes, you have the luxury of picking your compatriots and foes: play with 3 against 1 for a quick kill, or go brave and take on an entire team of bots alone. Your choice, soldier!
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Killzone Mercenary Botzone brings new skills to the series’ traditionally strong AI bot experience: Vanguard usage, zip line navigation, interrogations, rescues, capsule hacking, and valour card collection are all behaviors unique to the game and our AI is going to challenge you with all of them. Not only that, but our cunning bots will also be using many of the game’s diverse loadouts to stop you in your tracks.

And it doesn’t stop there; you’ll have the chance to collect some of those harder-to-obtain multiplayer trophies in an offline arena — provided your skills are up to the challenge, of course!

Finally, we’ve also taken opportunity with this update to fix up some longer standing collision issues reported in the multiplayer maps. As such, the update will be mandatory for anyone wishing to play online multiplayer, with 23 MB required on the memory card to download it (549 MB if you’ve not downloaded our previous updates).

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Today, the title update will be made available for download, and the Botzone Soldier Training Pack will also be available for purchase from PlayStation Store. The Botzone Soldier Training Pack will be required in order to unlock the in-game Botzone menu.

Happy fragging, and enjoy your training!

Sackboy joins The Playroom in v1.04

15 April 2014 - 08:45 AM

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He looks amazing in 1080P

PS Vita doesn't deserve bad reputation - Drinkbox

14 April 2014 - 01:32 PM



Guacamelee developer Drinkbox Studios today announced its next game, Severed, a fantasy role-playing game with touch-based combat controls. And while the company hasn't committed to platforms just yet, the PlayStation Vita seems a likely candidate, given the game's interface and the studio's experience.

Drinkbox was one of the earliest supporters of the Vita. The studio's Tales from Space: Mutant Blobs Attack!!! launched alongside the system in 2012, the first indie game on the handheld that wasn't published by Sony. They followed that up last year with the critically acclaimed Guacamelee on Vita, PS3, and (several months later) the PC. Speaking with GamesIndustry International earlier this month, Drinkbox's Chris McQuinn explained his affinity for Sony's portable platform.

"Honestly, Vita owners are the ****ing best," McQuinn said. "People rag on the Vita so much, and I think people who rag on the Vita don't understand, at least from a business perspective, the purchasing power of Vita owners. Vita owners are serious purchasers of games. It's an amazing system."

That sentiment falls in line with Sony's own pitch to developers from last year. And Guacamelee gave McQuinn all the evidence of that he needed.

"The split in sales for Guacamelee between the Vita and the PS3 wasn't quite even, but it wasn't far off," McQuinn said. "I think that speaks to the strength of the Vita as a console to sell your game on because there are so many more PS3s than Vitas. For us, the sales on the Vita were really, really strong. It was a great SKU for us."

As for why the system is perceived as an unattractive platform, McQuinn suggested it was more an issue of hardware numbers than software sales.

"If people don't see the Vita doing the same number of sales as the 3DS, then it's automatically a failure," McQuinn said. "But I think what people fail to understand is the purchasers of Vitas are very, very engaged game consumers. For them, the attach rate with games is very high. There might not be a lot of Vitas out there, but the people who do own Vitas are very serious consumers; they buy a lot of games."

While the touch-based combat of Drinkbox's next title might lend itself well to tablets and smartphones, those platforms aren't a priority for the studio.

"For us, I think we're still going to be a bit hesitant about that market until we can see the market to be a bit safer with regards to you making a good game, putting it out, and people buying it," McQuinn said. "That's not necessarily true in that market. We've seen great games come out in that market that just don't get picked up, and that's scary. Whereas I feel if you put out a really good game on the Vita, people will buy it. So until we see that stabilize a bit, we'll probably be a bit hesitant."

The idea of selling games for $0.99 instead of $14.99 was another daunting aspect of dealing with the mobile market. Price deterioration and discoverability are two oft-lamented concerns with the almost non-existent barriers to entry in the mobile market, but while some indie developers see pushing the barriers down as an absolute good, McQuinn suggested they should probably only be lowered to a certain point.

"I think there being some barrier to entry is probably a good thing," McQuinn said. "And I'm not saying a very high one, but something to at least ensure there's some quality to the game, with regards to it even working. I'm not saying you want to go as far as consoles still have it set up. Consoles are getting better, it's easier to put your game out on a console, but there's still a ton of work that's involved. I think there's a happy middle ground we could find."

McQuinn noted technical requirement checklists (TRCs) that ensure the product functions properly as one barrier probably worth retaining in some form.

"I think that's good for the customer, and when you have that, the customers will be more confident, so they'll be purchasing more."

Looking at the future of the indie scene, McQuinn was optimistic, saying there's plenty of room for small developers to steal a larger piece of the industry's pie. However, he predicted the big challenge for indies in the near future will be breaking out of the indie fanbase to get on the radar of the mainstream AAA gaming crowd.

"There's a huge number of those gamers who would like indie games but just aren't exposed to them," McQuinn said.

While growing the audience is a priority for the indie development scene, McQuinn has no similar interest in growing Drinkbox itself.

"It sounds kind of stupid, but I think it's really easy for our team to grow, but we don't want to do that," McQuinn said. "We don't want a big company. We just want a small team. We all know each other really well, and I think we're happy with the size we're at...We're at 14 now, which is monstrous for us. And I don't see us going any bigger. That's enough for us to always be working on two projects simultaneously, and I think we're pretty happy with that."

Love this developer and will be supporting their projects in the future.