PSP
By Dale Weir on March 18, 2012 - 1:38pm.
Do you love spending hours in front of a computer writing code? Do you prefer spending many more hours debugging software than spending time with your loved ones? Do you want to spend time justifying your hard work to fickle gamers and an even more fickle gaming press? Then you want to be a video game developer and this video might be right for you. 
By Brandon Bales on March 18, 2012 - 11:56am.
Here's the wrap-up of our fantastic talk with David Jaffe, creative lead on the Twisted Metal series and one of my favorite all-time games, God of War. Inside, we finish up our talk on the new Twisted Metal, we hear about Mr. Jaffe's future plans, and we hear how he feels about other games and designers aping his style. If you're a fan of David's, you don't want to miss this one! 
By Peter Skerritt on March 10, 2012 - 10:20am.

In a way, it's good to see that there hasn't been the reaction to February's NPD data that I anticipated. On the flip side, February was another month of deep Year-over-year (YOY) negatives and presents questions to me about just how long the current console cycle can remain viable.
By Brandon Bales on March 3, 2012 - 2:48pm.
In this episode, Mr. Jaffe shares with us his thoughts on God of War 4, the troubles of tumultuous development (including two cancelled games, Darkons and Heartland), the failures of Calling All Cars, and the reasons why he left God of War. Finally, we wrap up with thoughts on the process of creating the brand-new Twisted Metal. 
By Brad Gallaway on March 3, 2012 - 2:30pm.

It took nearly a decade, three console generations, and some "epic" help for gamers to get their hands on Too Human. This flawed gem from developer Silicon Knights was anything but a watershed moment for the developer. I believe this game failed with the core gaming demographic is because of two things: Denis Dyack and combat controlled by the right stick.
By Brad Gallaway on February 29, 2012 - 3:11pm.

Most probably due to her upcoming role as a playable fighter in Street Fighter X Tekken, pink-haired, handcuff-sporting Poison has been popping up all over articles, online and on Twitter lately. If you don't know who she is, Poison (to my knowledge, anyway) is one of the only transgender characters in gaming who's gained a solid level of visibility and a decent fanbase considering that her exposure over the years has been far less frequent than some of the other well-known faces that one would usually associate with Capcom, or fighting games.
By Brad Gallaway on February 28, 2012 - 4:55am.

Folklore received heavily mixed reviews upon its release back in 2007. Though it was praised by many for its dark atmosphere and emphasis on lore, it was hit hard by some for its incessant back-tracking, messy storytelling, and hit-or-miss Sixaxis controls. Though it was never deemed a complete failure (and surprisingly, got more than a couple 9/10's) there was something about it that doomed it for the bargain bin.
By Brandon Bales on February 28, 2012 - 2:49am.
Welcome to the first part our final interview for Season One of State of Play with Brandon Bales! We're thrilled to share with you our talk with David Jaffe, director and creative lead for such classics as Twisted Metal and God of War. Join us as we discuss David's humble beginnings in Sony's testing department, his work on the original Twisted Metal games (I & II), and the prevalence of gaming sequels.

By Dale Weir on February 27, 2012 - 6:26pm.
Created for the opening of the 15th Annual Interactive Achievement Awards, this montage depicted 15 of the year's top games. The project was created by Alex Kobbs and features a musical score called "Roll the Dice" and composed by Glen Ballard. It must have been a treat for attendees. 
By Brad Gallaway on February 23, 2012 - 5:18am.

As someone who grew up loving the Choose Your Own Adventure paperbacks, finding titles to play on my PSP that were essentially the same thing blew my mind—rather than turning the concepts into a clunky platformer or simplistic action game, the good people at Laughing Jackal translated the books themselves into text-based adventures with short minigames replacing the dice-rolling and combat that real-life readers would have performed.
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