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Stealth Bstard is Now Stealth Inc - Clone in the Dark, Coming to PSN

Stealth Bstard is Now Stealth Inc - Clone in the Dark, Coming to PSN 50°
97w ago - Curve Studios Lead Designer Sam Robinson announced today that Stealth Bstard is now Stealth Inc - Clone in the Dark and confirmed it is coming to PSN.

To quote: It brings me great pleasure to announce that the renaming competition for Stealth Bstard, our wonderfully nefarious stealth-puzzle-platformer, was a complete success!

Rather than picking just one of our favorite entries, we've chosen two and fused them together to create one ultimate, unified gaming title: Stealth Inc. - A Clone in the Dark!

It's with this we'd like to congratulate Ash Baker for 'Stealth Inc.' (and for the other 250 entries submitted thereafter) and Ben Collins for 'A Clone in the Dark'. You will both be awarded a PS Vita, a copy of Stealth Inc. - A Clone in the Dark when it's released and you will both appear in the credits of the game!

You are both stars and we are eternally grateful to you both for coming up with a clean name that our coarse minds were incapable of formulating!

If you yourself entered one of the above ideas for a game title but are not listed as a winner, this is because we had to accept winning entries on a first come, first serve basis... we simply do not have that many PS Vitas to give away! Take solace in the fact that your mind is powerful and the world...
 

Sony Unveils God Mode, Storms PlayStation Network on April 23, 2013

Sony Unveils God Mode, Storms PlayStation Network on April 23, 2013 250°
97w ago - Old School Games Producer Nick Madonna announced via Sony's blog today that God Mode storms PlayStation Network on April 23, 2013.

To quote: Old School Games is a new game studio launched by Saber Interactive whose focus is to deliver low-cost, high-quality downloadable titles.

Using Saber's technology and development platform, we strive to create digital games that look like retail products. With our first release, God Mode, we wanted to create a lighthearted throwback experience, which focuses on arcade-style action over story. We came up with a classic premise - fighting to get out of Hell - then wrapped it in a third-person shooter with 3D graphics on par with full-price titles.

Finally, we added a slew weapons: plasma launchers, rail guns and what we affectionately call the "buzzsaw," in order to wipe out waves and waves of demonic hordes.

We decided that God Mode should be less about deep narrative and more about action. This approach gave us the ability to really go crazy and build a unique world full of plenty of characters to shoot, blow up, impale and maim.

After making this decision early on in the design process, the designers...
 

Video: Mad Dog 2: The Lost Gold Hits PlayStation Network Tuesday

Video: Mad Dog 2: The Lost Gold Hits PlayStation Network Tuesday 300°
98w ago - Digital Leisure Supervising Producer Paul Gold has posted up a video today spotlighting Mad Dog 2: The Lost Gold announcing it will hit PlayStation Network this Tuesday.

Below are the details, to quote: Following the successful launch this January of arcade classic Mad Dog McCree, gamers have been asking us "Where's Mad Dog 2 already?!"

Well, we listened, and now I'm happy to say that you'll be searching for 'The Lost Gold' this Tuesday with the release of Mad Dog 2 on PSN. We once again went back to the original video and gave it a fresh HD upgrade for this PlayStation Move release.

So pick a guide and get ready to take down the ruthless outlaw Mad Dog McCree once and for all!

This release includes a bunch of extra features, much like its predecessor Mad Dog McCree. We bumped up the original video quality, and remastered it in 720p. We created a fresh new interface to give the game a true western feel.

We've added all new difficulty modes, which will give even the fastest quickdraw a run for their money in their quest to take out Mad Dog - and post their high scores to the worldwide Leaderboards.




Now this might not be the toughest shooter you've played through recently,...
 

Video: Frobisher Says - Mega Fun Pack Adds 15 New Mini-Games

Video: Frobisher Says - Mega Fun Pack Adds 15 New Mini-Games 200°
99w ago - Honeyslug Producer Mark Inman confirmed today that the Frobisher Says Mega Fun Pack adds 15 new mini-games and is out Tuesday with a video trailer below.

To quote: If you enjoy being ordered to open seafood, not smile at woodland creatures and punch a bear in the face, you'll be delighted to hear that Frobisher's Mega Fun Pack is coming to a PS Vita near you on Tuesday!

As if the previous requests Frobisher made weren't crazy enough, the Mega Fun Pack contains 15 new games involving such ludicrous demands as joining a gurning squad, milking a mammoth and driving to Stephen's house. Who is Stephen? We're still not quite sure.

Frobisher hasn't exhausted all the ways you can use your PS Vita to solve his conundrums, so expect to utilize the system's unique motion and touch capabilities in even more bizarre ways with the Mega Fun Pack.




In case you haven't played lately, Frobisher has added some new features for the main game - and our previous Super Fun Pack DLC - too! If you're used to doing his bidding, you'll be pleased to know that Frobisher has found some Trophies he no longer wants, and he's going to make you work for them.

For those...
 

Divekick: The Fighting Community Phenomenon Comes to PSN

Divekick: The Fighting Community Phenomenon Comes to PSN 50°
101w ago - Divekick Creator Adam "Keits" Heart has confirmed that the fighting community phenomenon Divekick is coming to PSN.

To quote: Divekick began as a late night joke. I asked aloud to my friend Stephen, "What if there was a game called Divekick, and the characters were Dive and Kick, and the buttons were Dive and Kick?"

He shot up and proudly announced to me that he could make such a game, and by morning we had a design document and we were ready to start. I didn't know it when I made the joke, but Stephen apparently knows enough to code a game!

As we developed the prototype, it became clear that this game was a great tool to clearly explain how deep a single move can really be, and that the high-stress, high-tension gameplay was keeping our test groups hooked. We couldn't get rid of them! We would invite a test group in for a four-hour session, and after fourteen hours they'd still be there laughing and raging at each other.

I'm so excited to finally show what we've been working on to the public. You just really have to try it for yourself to understand what it is all about! We've been playing it every day in serious competition in the Iron Galaxy office after lunch for six months now.

As our players' skill increases, and the number of mistakes they...
 

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