Here’s a new trialer showcasing the Fighter class in the upcoming Dungeons & Dragons Daggerdale RPG for the PSN. The game will be released sometime in spring of this year. The teaser trailer and more about this game can be read after the jump. Travel to the Forgotten Realms, where the adventure begins in the Dalelands, nestled in the remote Desertsmouth Mountains. From the sulfuric catacombs of the mines of Tethyamar, to the dizzying heights of the Tower of the Void, Dungeons & Dragons Daggerdale combines the depth of Dungeons & Dragons 4th Edition with intuitive, action packed combat that will satisfy the most seasoned of adventurers. Dungeons & Dragons Daggerdale centers on the desperate struggle to defeat the evil Rezlus and his Zhentarim in their attempt to invade and conquer the Dalelands. Dungeons & Dragons Daggerdale is an engaging multi-player experience that introduces a riveting narrative and treacherous new characters. Players are charged with the task of restoring order to Nentir Vale by unlocking the secrets of the Mines of Tethyamar, defeating the evil within the treacherous Tower of the Void, leading to the final confrontation with Rezlus himself. Action-packed RPG gameplay allows for solo and co-op play for up to four players. Gamers use intuitive pick-up-and-play combat combined with a wide assortment of weapons, feats and powers to defeat a wide range of deadly enemies. Dungeons & Dragons Daggerdale boasts an array of stunning levels and exploration opportunities set in the richly detailed environments. For more information, check out my sources at Atari.com , or the official Dungeons & Dragons Daggerdale FaceBook page.
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Dungeons & Dragons Daggerdale Fighter Trailer
Qore Epsiode 35 will feature some Brink footage for those anticipating it’s release. Were going to get some Portal 2 action along with Socom 4 and a tour of Valve Studios. Really interested in the Studio tour to be honest. Looking good. Source: PSBlog
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Qore Episode 35 Rundown
Hack and slash is my favorite game genre, and Dungeon Hunter seems to be doing it right! Take a look at this video show casing what to expect. Jen Kye // Social Media Editor, Gameloft had this to say Hello everyone! Just dropping in to see how the PlayStation community is doing with our newest PSN title: Dungeon Hunter: Alliance. This is the first action-RPG game that immerses you in the heart of a unique multiplayer experience, both local and online. Face the world of Gothicus and its horde of creatures either alone or with up to four other heroes. Push evil back to the depths of hell and stop the destructive ambitions of a tyrannical Queen! Our dev team is quite focused on making sure the gameplay is engaging enough for the hardcore audience, while still accessible to newcomers. What does that entail? Dungeon Hunter: Alliance is focused on providing a real quest to complete either solo or with others. This unique campaign experience spans over 30 levels with an immense world of dungeons, villages and forests to explore, including areas that are randomly generated. You’ll be able to choose your class, optimize your hero’s development by assigning experience points. Expect one heck of an immersive game! The immense world of Gothicus and the balance of your hero’s development results in gamers becoming more invested in the role he or she plays. Whether playing solo or with friends, there are strategies players have to consider when approaching each level. In this respect, our dev team is hoping fans experience an epic quest that you can revisit in intense local or online modes. For those of you who like to explore a dark fantasy world, this is a refreshing take on the action RPG genre! Dungeon Hunter: Alliance is set to release April 2011, so check out our launch trailer for an inside peek into our upcoming game! I have been watching this game forever, so it is good to see it is finally coming out. Source: PSBlog
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Dungeon Hunter: Alliance Hitting PSN This April
NGP Loves Pressure Sony recently had a short keynote at GDC in which they commented on some interesting features and one that stuck out was that the NGP touchscreen and touchpad are pressure sensitive and multi-touch. Obviously we expected mutli-touch but the pressure sensitive is something I didn’t expect. This allows for multiple different functions to come from one surface. Other details that were detailed are as follows: – PowerVR SGX543MP4+ GPU, alongside “a multi-core chip with the ability to dynamically load balance between its cores” and dedicated media chips. – GPS is confined to 3G units only, but WiFi-only models will be able to “do positioning via Skyhook Wireless, which uses data about Wi-Fi hotspot locations to get relatively accurate location information.” – Game cards (not memory sticks) will be 2-4GB average for launch titles. – Features some Augmented Reality Game/Quick Response bar code scanner that can bring characters from a video game cover to life. – Has head tracking capabilities. – Pressure sensitive multi-touch OLED screen, and touch pad. – Powerful cameras optimized for low-light, high speed video. Famitsu Survey Via andriasang.com , Famitsu did a survey of developers, retailers and consumers to see what they thought of the NGP and what they wanted for it. The article first speaks with Zenji Nishikawa who is known for his technical readings at Impress Watch. Nishikawa goes on to say that Sony is making use of existing technology which is the opposite path they took with the PS3. He also said that it is completely possible that it could launch in the ¥25,000 range (this is the same price as the 3DS). Do you want NGP? 39% of retailers said yes. 76% of readers said yes. Expected price: 75% of retailers expect below ¥35,000. 60% of readers expect below ¥30,000. Most wanted colors: Readers selected white, blue, red, silver and green. System’s notable features: The system’s visual power was at the top for both retailers and readers. Readers are also excited about the dual analogue sticks. Most wanted genres: Readers and retailers agreed on action, puzzle, and shooting. Most wanted series: Readers and retailers agreed on Monster Hunter, Metal Gear Solid, and Final Fantasy. Most wanted third parties: Readers and retailers agreed on Capcom, Konami and Square Enix. Developer Commentary The magazine got the opinions from a number of high profile producers and directors. Jiro Ishii (Level-5, Time Travelers director) Ishii said he’s personally excited about the “grab” style control possibilities offered by having touch panels on both sides of the system. He said that using the system’s 3G and other network features, he’d like to make an adventure game that is downloadable cheaply on a weekly basis in similar fashion to renting a video. He believes that the system could accelerate the movement away from consoles and thinks things could get interesting if the NGP is accepted overseas in such a way. On price, his hope is that it comes out for around ¥25,000. Yoshinori Kitase (Square Enix) He’s paying attention to the system’s 3G capability, as he feels great potential from the ability to connect to the internet all the time. He wants to make an RPG that utilizes the system’s specs fully — something that’s online compatible and uses the system’s 3G. On price, he said that he’d buy it even it were expensive, but with considerations for sales, he hopes it will cost less than PS3. Hiroyuki Kobayashi (Capcom) Kobayashi believes NGP will change the position of portable systems. He’s interested in particular in the systems’s screen quality and dual side touch. The screen in particular is beautiful and can be seen clearly from all sides. In terms of price, he expects around ¥29,800. Satoshi Sakai (Sega, Phantasy Star producer) He’s watching the system’s Wi-Fi and 3G functionality, as he believes a permanent connection could expand the possibilities for online games. He’s also excited for the dual touch panels. Sakai is concerned about rising production costs on the NGP and believes that how to recoup the costs will be a major talking point. Because of his, he thinks that downloadable games could increase. If he were to make a game, he said he’d want it to be a multiplayer game with online features. On price, ¥25,000 would be best, but he believes ¥30,000 would be shocking enough. Akari Uchida (Konami, Love Plus director) With the appearance of NGP, Uchida believes online games could become even more casual. Users will be able to be attached to games and online communities from all locations. All games will, like with MMORPGs, allow players to communicate while they play. This makes him excited, as it’s something that would work well with the kinds of games that he makes. Uchida joked that if he were to make an NGP game it would be a game where you use the dual touch panels to grab doors. He expects a ¥24,980 price point. Akihiro Suzuki (Tecmo Koei) He’s excited about the system’s dual sided touch and can’t wait to see how the rear touch is incorporated into gameplay. He also believes the constant connection provided by 3G will be a big thing. When making NGP software, he personally believes there are two points: using dual sided touch inputs, and using things like wireless functionality and GPS. He hopes the price will be just as surprising as the system’s specs were. Suda 51 (Grasshopper Manufacture) The point of note for the system is its network connectivity. Also among the areas he’s watching out for are the system’s spread in overseas markets, and its compatibility with the Unreal Engine. If he were to make a game, he’d like to make a punk themed network game. He’s hoping for a price point of below ¥30,000. Jun Takeuchi (Capcom) The feeling upon actually getting his hands on the system was overwhelmingly “game system.” With the feel of holding the system, the feel of the analogue stick controls, and the ease of view for the screen, he felt it was designed to be a complete game system. A price point of under ¥30,000 would have a great impact, he believes. Toshihiro Nagoshi (Sega, Yakuza series) He’s looking at all areas of the system. The system feels like it has good balance and delivers much of what one would want from a new game playing device. He believes it’s possible that by building up community via 3G and other wireless functionality, the system could change the game industry. Work for developers will probably increase, he said, but if it heats up the market, it’s work with value. Yoshifumi Hashimoto (Marvelous Entertainment, Harvest Moon) Said he wants to make a number of sequels, but would also like to try out completely new titles, including a school love game, games with extreme violence, and slow life games. Yousuke Hayashi (Tecmo Koei/Team Ninja) He’s interested in the system’s specs and online environment. Until now, they’ve developed games under the idea that people differentiate between games that are played in the home and on the go. However, in the future, you could be able to continue playing one game on both NGP and PS3. He’d personally buy the system whatever the price, but as a developer he wants the price to be affordable enough that many players can buy it. Katsuhiro Harada (Namco Bandai, Tekken producer) He believes that the NGP will be included in HD multiplatform title plans from now on — not just being multiplatform, but also in connectivity. Regarding what he would like to make, he has to respond “fighting game,” but he’d also like to make a Genpei Toma Den​ (this is an old Namco arcade title) that uses the system’s rear touch panel. Regarding price, he’d like ¥29,800, but he expects ¥34,800. Akihiro Hino (Level-5) The big point of the system is its network functionality, Hino believes. The NGP will make buying games via the internet a more mainstream activity. On the gameplay front, there could be the possibility of all games needing to have internet compatibility. On price, he expects ¥29,800, but hopes that Sony will keep the 3DS in mind and release the system in the lower ¥20,000 range. Makoto Yoshizumi (Namco Bandai, Tales series) The top three features that have his interest are: wireless, connectivity with PS3, and more robust DLC. He’d like to make content that uses these features — in fact, he feels that there’s no meaning if you don’t use those features. On price, he believes that if the system betrays your expectations in a good way, it could cause a huge movement. Hiroshi Maruyama (CyberConnect2) For CC2, the big point is the high specifications. He’s very happy that they’ll be able to use the knowhow they’ve gained from working with HD consoles. If CC2 were to make NGP software, they’d want to make something that would surprise players visually. On price, he wants ¥29,800, but said it could end up being ¥39,800. Whatever the price, he’s going to buy it. Noritaka Funamizu (Crafts & Meister) He views NGP first as a game machine. The OLED display is extremely beautiful. He’d like to use that and the analogue sticks to create a base game and also add networking ideas on top of that. He’s hoping to try out a type of game that’s different from Wii’s Earth Seeker. On price, he expects ¥39,800. NGP Game Flash Carts Via CVG the new storage medium has been outlined for the NGP. There will be two versions, a 2GB and a 4GB flash cart with some space reserved for game saves, patches and DLC. All game saves and extra data will be saved directly to the flash cart itself. With that said I personally expect the carts to grow over the years as developers tap into the systems power. 4GB is however plenty for a great game. Most Xbox games come in around 7GB and PS3 games just a tad higher. Both physical and digital versions of games will be available at the exact same time. Skyhook GPS Via masshightech.com , Skyhook will be putting it location tech on the NGP. Basically via 3G or wifi, it will be able to find your location and help introduce some more social abilities into the handheld from gaming to services. The NGP will have many features related to this function already, specifically one just like foursquare to where it will show you the most popular played game in certain areas as well as help you find other local NGP players. Physical Media = AAA Via VGchartz.com , Only AAA titles will release on physical media flash carts. This will help the smaller developers who aren’t sure their game will turn a profit to forgo physical media for download only so that they can save some of the developmental cost in their game. The way it seems is that larger games will most likely be on physical media since downloading 2-4 GB games may not be exactly the best way to enjoy those types of games, but smaller games would benefit from a downloadable environment. I basically chock this up to being like PSN games for the NGP. It would also allow for quicker price reductions on certain games that are not selling as well as hoped.

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Lets Keep the NGP Hype Train News Round Up Going!
Deep Silver and Piranha Bytes officially revealed their new game Risen 2: Dark Waters this morning. This sequel to the 2007 Risen has been much anticipated by RPG fans everywhere since its announcement last year at Gamescom. Risen 2: Dark Waters will be another 3rd person RPG, that will have a Pirate theme. I expect to see lots of ship and water involvement in this one. This will be the German based Piranha Bytes first game for the PS3, which is known by RPG fans as the creators of Gothic 1, 2, and 3, as well as Risen. (The most recent Gothic game, ArcaniA, was developed by Spellbound.) I never got to play Risen, but I did play Gothic 2 and 3, and they have been some of my favorite RPGs ever. I’m really looking forward to this one and will keep you informed with any new info as soon as we get it. See below for more details and screens. Set several years after the end of Risen, raging titans have devastated the world and pushed humanity to the brink of existence. Subsequently, monstrous creatures have risen from the watery depths of the sea and their attacks have brought all seafaring to a grinding halt. The hero, now a member of the Inquisition, is sent out to find out how to stop the chaos caused by these creatures from the deep. His quest begins with rumors that the pirates who frequent the southern islands are the only ones who know a way to get rid of the creatures once and for all and end their reign of terror. With an all-new pirate-based theme, Risen 2: Dark Waters aims to combine the most loved classic RPG gameplay mechanics of the original Risen with a fresh theme and setting on a huge variety of themed island locales. A third-person role-playing game set in a dark and gritty universe, Risen 2: Dark Waters maintains the most immersive features of the original Risen, with multiple approaches to every challenge allowing players to shape the game world based on their own decisions. These choices will serve to unlock new paths, features and additional skills for the character. Together with a highly interactive environment and a full day/night-cycle affecting countless aspects of the game world, Risen 2 will be set in the most immersive RPG game world so far. Source: Press Release

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Risen 2: Dark Waters Revealed and This One’s Coming to the PS3
Tim Schafer’s studio Double Fine, which created the innovative adventure/platformer “Psychonauts” and more recently the quirky Russian doll game “Stacking,” released the seasonally-themed light RPG adventure “Costume Quest” to PSN and XBLA on October 19, 2010. The game is a delightful bit of cotton candy fluff that features tongue-in-cheek but innocent humor, a solid if simplistic turn-based battle mechanic, and a healthy respect for the sense of empowerment that role-playing can bring to a kid or even to us, whether in a Halloween costume or through digital avatar. The game is suitable for everyone from a child who has never played an RPG before to an experienced and obsessional gamer (you know the type: the one who has to collect every single one of the five hundred useless doodads scattered throughout a game world). Costume Quest Review The conceit in Costume Quest is that your sibling has been carried off by interdimensional goblins (whom only kids can see!) who have invaded Suburbia, USA with the nefarious aim of stealing all the candy that they can lay their grubby little hands on. (The goblins are called Grubbins, by the way.) You choose at the outset whether you want to play as the brother or sister – a choice that has no impact on gameplay, but allows you to cast either gender in the role of hero and protector. But you need funds to accomplish your quest, and what’s a kid’s Halloween currency? Candy, of course! You must go house-to-house in the neighborhood trick-or-treating, and when the front door opens, you’ll either get a stash of candy or be confronted by a pugnacious goblin. When you enter combat, your little tyke in his/her costume cobbled from bedsheets, cardboard, duct tape, and the like grows into an enormous, superheroic instantiation of the costume type. So the hokey cardboard robot becomes a massive Voltron-like powerhouse. The goblins similarly expand, and you and your opponents face off in turn based battle looming high over the suburban houses. Combat is turn-based and rather simple. Each costume has a generic attack and a special power, which charges up over time. You must pay attention during combat as the mechanics are quite reminiscent of “Paper Mario,” in the sense that attacks have timed button press sequences (which are rather rudimentary) that when properly executed do extra damage or minimize the damage that your character takes from enemy attacks. What spices up the battle is that fact that throughout the game you gather patterns and materials that allow you to construct new costumes (eleven costumes in all), which mean new characters on the battlefield when you don these costumes. You also gather party members over the course of the game, whose costumes you choose and who fight alongside you. Finally, the candy that you collect can be traded for “battle stamps,” which are sort of like items that your characters can equip and which allow for different kinds of buffs and attacks when battling, from increased critical damage to stunning attacks to health regeneration. Different costumes have different special powers as well, from area-of-effect attacks to resurrection of downed allies. It’s fun tailoring one’s party to suit one’s play style. But by about half-way through the game, if you’re like me, you’ll have found a formula that works quite well, and you’ll have little reason to vary it. Also, the outcome of the battles will rarely be in question, especially if you pull of the critical attack button sequence (which isn’t a difficult achievement). Battling aside, much of the fun of the game lies in exploration of the three main game areas, which include the neighborhood, a mall, and country fairgrounds. One must solve various puzzles to progress through the game, which often rely on using the various costumes’ powers. Many costumes have powers that can be activated in the game world, not just on the battlefield. The robot costume has rollerblades, allows you to jump ramps to otherwise inaccessible areas, the knight’s shield protects you from falling rocks, and so on. Some of the puzzles require some thought and experimentation, often they are solved readily enough by hunting down missing components of a necessary costume. Along the way there are side-puzzles, mini-games, trading card collection opportunities, secondary quests, and so on. You won’t be confronted with major challenges, but the puzzles are quirky and fun. The game is quite amusing in a sometimes dopey sort of way. But it does a great job of using humor that is appropriate for kids (and doesn’t even resort to the bathos of potty humor and fart jokes – which is a minor annoyance in “Stacking”), while at the same time offering clever socio-political commentaries that adults will appreciate as well as making occasional popular cultural references. (My favorite is an allusion to the sadly defunct Fox sitcom “Arrested Development.”) The game’s visual aesthetic is unique and charming. It’s cartoony in a rather original way, which is consequently difficult to describe. It might be compared to Tim Burton’s “Nightmare Before Christmas” meets “Southpark.” But ignore whatever associations you might have with either of the above texts: I’m just talking cartoon style here, not message, ethics, or humor. The music is serviceable in a workman-like fashion (it gets repetitive), and there is no dialog. But hey, it’s a PSN title. “Costume Quest” is a fun diversion built on a satisfying and quirky adventuring premise. It’s a fun world to explore and to master, and it is one of those rare games that is rewarding for both kids and adults. A speed run-though might only take a few hours, but plan on eight or so hours if you intend to explore all the crevices, finish all the side quests, and collect all the PSN trophies (of which there are twelve, including one gold and four silver). The main downside is that battle eventually becomes repetitive and is always win-able, except in the rare boss fights, which can provide slightly greater challenge and which sometimes require particular costumes and battle-stamp combinations to win. I would have liked to see a little more variety in battling options and strategic opportunities, but I recognize that the fighting mechanic is designedly somewhat stripped-down for the sake of being accessible to a young audience. Also, it should be said that the game has very little replay value. But don’t think that I don’t like the title: This is a charming game suitable for your entire family. Review Pros Cons Unique, seasonal, and empowering game play Satisfying exploration and collection Eccentric, family-friendly humor Battles become repetitive Little replay value Rating 75% Costume Quest DLC Review – Grubbins on Ice “Grubbins on Ice,” the DLC expansion to Double Fine’s “Costume Quest,” was released on PSN and XBLA on December 21, 2010. In this game, your collection of friends ventures through one of the goblins’ interdimensional portals into their monster land, where you’ll aid in a Grubbins revolution. The format here is much the same as in “Costume Quest”: You trick-or-treat and gather candy just like before, except now the candy funds revolutionary coffers, and the houses are inhabited by goblins – some who are comrades and some who decidedly reactionary. The game offers a new breed of enemy, but the enemy soldiers are all one of four types, just as in the original game: warrior, archer, buffing priest, or damaging mage. You’ll have access to all of the original title’s eleven costumes, and over the course of this adventure, you’ll unlock three more costumes (two of which are necessary to advance the story and one of which is not) as well as eight new battle stamps and assorted new collector’s cards. There’s another apple-bobbing game and another find the hiding children quest: It’s much of the same, but with an eccentric new tileset in this alternate universe. The new costumes are cute: pirate, yeti, and eyeball. The eyeball has a neat adventuring power, which zooms the camera out a bit from the map, allowing you to see more, including hidden places that you might jump to. My gripe, though, is that the eyeball power is actually only helpful in one particular place, and your companions tell you to use the ability there, which sort of ruins the puzzle. Moreover, when I got to that spot, I hadn’t yet assembled the eyeball costume, but I was still able to divine where I needed to jump to reach the secret area – so the eyeball’s adventuring power was never useful to me. It’s a neat idea, but it was woefully underused, and it feels rather tacked on. The puzzles seem easier and more geographically contained in this expansion pack. But even if this game is less intellectually demanding (if that’s not too strong a term for the original title), it still has a great sense of humor. The final boss fight, though, is more challenging than any of the battles in the original game. Granted, one of the main reasons that I lost the battle on my first attempt was that the boss fight took me by surprise, so I hadn’t had time to change my party into their boss-killing costumes and arm them with the appropriate stamps. Still, a fun battle, and more rewarding than most of the battles in the game. My main beef with this DLC is that it is really quite short. I spent somewhere between two and three hours playing it, and I did every secondary quest, acquired every battle stamp and trading card, and won every PSN trophy (five this time, including one gold and three silver). Is the DLC worth 5 USD? It’s hard to say. If you’re jonesin’ for more “Costume Quest,” then yes, this title has all the charm of its parent game plus a few new costumes. But if you want “bang for your buck,” then this isn’t the place to invest your money. Review Pros Cons More quirky fun with costumes Too short an experience Little replay value Rating 40% –

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Costume Quest & Grubbins on Ice DLC Review
We have a couple gems this week for the PS3. Up first, we’re looking at Marvel vs. Capcom 3: Fate of Two Worlds. Marvel will be out Tuesday with a MSRP of $59.99 Gameinformer Gave Marvel a 9.5. Product Details: After a decade of waiting, iconic Marvel and Capcom characters join forces again in a re-envisioned team fighting game for a new generation. Fill the shoes of legendary characters from the most beloved franchises in entertainment as you battle in a living comic book brought to life in a VS. fighting game for the first time by Capcom’s MT Framework. Get set for the ultimate faceoff when Marvel vs. Capcom 3 hits Xbox 360 and PlayStation 3 in Spring 2011. * Innovative graphics and gameplay bring the Marvel and Capcom Universes to life: Powered by an advanced version of MT Framework, the engine used in Resident Evil 5 and Lost Planet 2, now comes to Marvel vs. Capcom 3, bringing beautiful backgrounds and character animations to the forefront. * Evolved VS. Fighting System: Wild over-the-top gameplay complete with signature aerial combos, hyper combos and other original systems. The evolved battle system takes the exciting mind-reading game to a whole new level! * 3-on-3 Tag Team Fighting: Players build their own perfect team and use Assist Attacks and each character’s special moves to create their own unique fighting style. * Living Comic Book Art Style: See the most adored characters from the Capcom and Marvel universes brought to life in a “moving comic” style, blurring the boundaries between 2D and 3D graphics. Next up, we have a title for the die hard JRPG fans only. Hyperdimension Neptunia Special Edition, that is a mouth full. MSRP $59.99 Releases Tuesday. Product Details: Hyperdimension Neptunia is an all new PS3 RPG by Idea Factory. Players will take on the role of a young goddess named Neptune. She is a personified video game console who will fight against the evil goddess, a personified version of a video game piracy device. During battle Neptune will fight in her human form or her battle goddess mode which changes her appearance, stats, and personality. Much like a computer Neptune and her fellow goddesses can be customized by finding and creating new parts. Features: * CUSTOMIZE- Creating new computer parts is the way to power up. Players can make their own combinations of parts and designs to customize their goddess. * GRAPHIC EDIT- Pictures stored on your PS3 can be used to customize how your summoning magic. A simple to use picture editing software is in the game for customization. * COMBO- In this game, the player decides how the combo attack is executed. You can assign which buttons to press when and also the name of the skill. * 3D ANIME- Beautiful 3D artworks that move and talk like anime. Movement, execution, and expression is varied and smooth. It comes with an art book and special package. This will be one time consuming game folks.
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Coming to PS3 This Week
It’s been a long time coming and now it’s finally official. The last step was getting caricatures complete for both of them. Both of these guys have helped a lot in the past years. Be it giveaways or managing our twitter/facebook in addition to all the reviews and posts they have done. Both arrived first in the forum I believe. When Oly arrived , he was already giving away things. It was a Uncharted 2 Multiplayer Navarro Skin. When Luke arrived he mentioned he bought some games from our PS3Blog.net Store to help out. So please welcome them both to the Official PS3Blog.net Team! Bios after the jump! Bio’s are also listed on our redesigned about us page. Check it out! Oly – Contributing Editor UTC -8 Follow Oly on Twitter Read Oly’s Posts Subscribe to Oly’s Posts Activity on PS3Blog.net Hiya, I’m Oly. I am a 36 yo Chiropractor in San Diego, CA. I’ve been married for 14 years to a very understanding and loving wife. I am also a father of 1 boy age 13, and three girls ages 12, 8, and 3. I am an avid collector of comics, as well as action figures. I also seem to be collecting PS3 games these days. I have practiced martial arts all my life, and hold a black belt in Kali and Escrima, and have a purple belt in Brazilian Jiu Jitsu. I have also studied many other styles. I have been playing video games for as long as I can remember, first playing Pong on a little black and white TV. I also spent many hours playing text based games like Zork back in the day. I have owned nearly all the gaming consoles ever released, with the exception of the Xbox consoles, however I consider myself a true PlayStation fanboy these days. It’s hard to choose a favorite game for me because I play and like so many different ones, although my favorite genres would have to be action/adventure, FPS games, RPG, and any co-op or multiplayer game I can spend time playing with my family. Luke – Social Media Manager UTC -6 Follow Luke on Twitter Read Luke’s Posts Subscribe to Luke’s Posts Activity on PS3Blog.net I’m Luke, I heart video games. I started playing them when I was around 5 years old on a machine that well used cassette tapes. Can you tell we’ve come a long way? Anyways back in ’89 I moved to the States and got introduced to the Nintendo, oh Mario how I miss thee. Soon after it was the SNES, Commodore 64, Genesis, Sega CD and what have you. I finally jumped ship and left the console industry forever or so I thought. As I started getting older I started building my own computers, which helped me in playing the latest and greatest. One day I met a person online which has remained one of my best friends to this day. We worked on a fan site which he created called Commandos: The Fortress. Back then it was all about the Commandos games for us. We then created a gaming website called GameMarshal, went to E3 a few times and hung out with the big dogs WOOF WOOF! Unfortunately this didn’t have a happy ending, the both of us took on too much for just two users and we finally decided to give up. We shut the website down and that kind of killed gaming for me. I no longer really had a passion for gaming, not sure what it was but I just lost interest. I played a game here and there but that was about the extent of it for the next 7 years. Then all of a sudden something magical happened, I saw Rock Band 2, on the console that should remain nameless… 6 months later I was thinking of getting that console when a friend told me to get the PS3. I guess he just wanted that lets hold hands together on this new journey kind of feeling. Where is the rest you ask? Well the rest is all history, time for a new beginning!

***Warning, before reading, this situation could detail some very minor spoilers. Nothing story driven, just a specific scenario late in Chapter 6.*** I wasn’t the biggest fan of Dead Space 1, but I understood its appeal and respected it enough to give the predecessor a go. Much to my surprise I was having more fun with this sequel than I did with the original. However my fun turns to disappointment after reaching a certain point in Chapter 6. There is a certain area in a zero gravity room that the entrance you need to take is cast in uncontrollable flames. There are 3 oxygen machines pumping out air that are keeping the flame alive. Your job is to remove the battery cores from the machines so that the oxygen is depleted and the flames extinguished only upon my arrival, all 3 battery cores were already missing. I wasn’t exactly sure what needed to be done here and I thought nothing of it. This was a fairly large room and I figured I just needed to explore some more. Upon exploring I found some items such as a precious power core so I went back to the previous save point right outside of the door and saved my game. This was my mistake. Saving the game saved the glitch. No battery cores will pop up for me to remove from the oxygen machines which means I can’t put out the flames. The only way around this is to start the game over completely. To their defense…its my fault for only having one game save. As an RPG fan I understand the added benefit of saving multiple times in multiple places, but for linear shooters, I’ve never seen the purpose of doing that…well that is until now.

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I’m Victim of Dead Space 2′s Game Breaking Battery Glitch
The fourth season of GT.TV kicked off last week with never-before-seen footage of Twisted Metal and an interview with creator David Jaffe. In this extended cut version of what aired on the TV show, Jaffe shares details about what fans can expect from the online multiplayer modes to the usual wacky gameplay that makes Twisted Metal…twisted. Source: GameTrailers
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GT.TV’s Interview With Twisted Metal Creator David Jaffe