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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title>LittleBigPlanet director talks about trophies, mandatory install, SIXAXIS</title><link>http://www.ps3fanboy.com/2008/07/02/littlebigplanet-director-talks-about-trophies-mandatory-install/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/07/02/littlebigplanet-director-talks-about-trophies-mandatory-install/</guid><comments>http://www.ps3fanboy.com/2008/07/02/littlebigplanet-director-talks-about-trophies-mandatory-install/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a></p><div align="center" class="copy"><a href="http://www.eurogamer.net/article.php?article_id=164853"><img hspace="4" border="1" vspace="4" src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/07/littlebigplanet_sackboy_dragon_0001.jpg" alt="" /></a></div>
<div class="copy"><a href="http://www.eurogamer.net/article.php?article_id=164853">Eurogamer</a> moderated an interview with David Smith, Media Molecule co-founder and technical director of <a href="http://www.ps3fanboy.com/tag/littlebigplanet"><em>LittleBigPlanet</em></a>, and lucky fans had the chance to send him some questions. Smith revealed some new elements of the game and confirmed some old ones; the release date is still October, with a beta trial that has already begun but Smith hopes "to have as many people as possible." Trophies were slightly elaborated upon, with creation being a big focus: an example brought up involved creating a new tool/machine that will launch a sackperson at a high speed. <br /><br />You can create inventions, then use a camera tool make copies of them, and give them away. A simple system of "hitting a button at any time and following a simple series of operations." will allow users to report objectionable content, including copyrighted content. Water is currently not in the game, but "it's something that would be very high on our list of priorities." Gravity change is also said be added later on. <br /><br />Whether install will be mandatory is unknown, but Smith simply said: "The HD install is perhaps around a gig. Perhaps more or less." <em>LBP</em> will run at "30fps at 720. The game uses a lot of filmic techniques like depth of field and motion blur, so this fits the game pretty well." There will be "VOIP and PS Eye support" but no further details are revealed. Finally, SIXAXIS will "let you look around, point at things and change your facial expression." For more details, read a transcript of the interview <a href="http://www.eurogamer.net/article.php?article_id=164853">here</a>.</div>
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</div><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.eurogamer.net/article.php?article_id=164853>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/07/02/littlebigplanet-director-talks-about-trophies-mandatory-install/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1243796/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/07/02/littlebigplanet-director-talks-about-trophies-mandatory-install/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/07/02/littlebigplanet-director-talks-about-trophies-mandatory-install/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1243796"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1243796?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1243796" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1243796&amp;url=http://www.ps3fanboy.com/2008/07/02/littlebigplanet-director-talks-about-trophies-mandatory-install/" /></p>]]></description><category>david-smith</category><category>interview</category><category>littlebigplanet</category><category>media-molecule</category><dc:creator>Alan Tsang</dc:creator><dc:date>2008-07-02T19:00:00+00:00</dc:date></item><item><title>Eric Lempel talks more about 2.40 and PSN's 'leap forward'</title><link>http://www.ps3fanboy.com/2008/07/02/eric-lempel-talks-more-about-2-40-and-psns-leap-forward/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/07/02/eric-lempel-talks-more-about-2-40-and-psns-leap-forward/</guid><comments>http://www.ps3fanboy.com/2008/07/02/eric-lempel-talks-more-about-2-40-and-psns-leap-forward/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.ps3fanboy.com/category/psn/" rel="tag">PlayStation Network</a></p><a href="http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=11182&amp;Itemid=2&amp;show=1"><img hspace="12" border="0" align="right" vspace="4" alt="" src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/07/lempel_eric_a.jpg" /></a>Surely most of you have downloaded firmware version 2.40 and have been avidly collecting trophies on <em>Super Stardust HD</em> like us. But why did it take so long to get this stuff? Why are some things still missing? <a href="http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=11182&amp;Itemid=2&amp;show=1">Eric Lempel spoke with Next-Gen</a> on just that and we'll summarize the answers to those questions, since you've probably heard enough about what 2.40 does.<br /><br />To start, Lempel says "some of the [features of 2.40] people have been requesting for some time, some of them are a bit newer. We have a roadmap and there were a lot of other things on the roadmap that we had to deliver prior to these features." They won't release features until they are completely ready and have developer support and interest behind them -- this may be implying that it's difficult to get developers on board for custom soundtracks (the ability is already on the PS3 and it's up to developers to support it). Cross-game invites are also on this 'roadmap' for the future.<br /><br />He promised gamers that the PlayStation Network will remain free, stating that it's "nice for consumers who want to try out the online experience, those who may be new to it and may not be ready to commit to spending dollars, and that's a really good message for us. Being free also gives them the opportunity to spend the money that they may have spent on a subscription on online items or online games instead." He also says that he'd like to see more games on the PS Store -- like PS One titles. Whether or not these things will come in the next few months is anyone's guess ... but for now, we're pretty happy with the direction the PS3 is taking.<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=11182&amp;Itemid=2&amp;show=1>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/07/02/eric-lempel-talks-more-about-2-40-and-psns-leap-forward/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1243044/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/07/02/eric-lempel-talks-more-about-2-40-and-psns-leap-forward/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/07/02/eric-lempel-talks-more-about-2-40-and-psns-leap-forward/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1243044"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1243044?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1243044" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1243044&amp;url=http://www.ps3fanboy.com/2008/07/02/eric-lempel-talks-more-about-2-40-and-psns-leap-forward/" /></p>]]></description><category>eric-lempel</category><dc:creator>Nick Doerr</dc:creator><dc:date>2008-07-02T18:00:00+00:00</dc:date></item><item><title>LittleBigPlanet team talks about Phil Harrison's 'influence'</title><link>http://www.ps3fanboy.com/2008/06/26/littlebigplanet-team-talks-about-phil-harrisons-influence/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/06/26/littlebigplanet-team-talks-about-phil-harrisons-influence/</guid><comments>http://www.ps3fanboy.com/2008/06/26/littlebigplanet-team-talks-about-phil-harrisons-influence/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a></p><div align="center"><a href="http://www.gamesindustry.biz/articles/harrison-s-influence-was-pivotal-says-evans"><img vspace="4" hspace="4" border="1" src="http://www.joystiq.com/media/2007/03/littlebigplanet-skateboard.jpg" alt="" /></a><br /></div>
Phil Harrison will be missed. His groundbreaking "<a href="http://www.ps3fanboy.com/2007/03/07/gdc-07-sony-fights-back-unveils-home-littlebigplanet-killzon/">Game 3.0</a>" keynote at GDC showed Sony's exciting and innovative ways forward in the online community. After <a href="http://www.ps3fanboy.com/2008/02/21/phil-harrison-blames-sony-japan-for-underestimating-social-gamin/">accusing</a> Sony Japan of not being forward-thinking regarding the online sector, he left Sony and joined <a href="http://www.ps3fanboy.com/2008/03/03/phil-harrison-now-officially-with-infogrames-atari/">Atari</a>.<br /><br />Harrison's message wasn't simply the creation of marketing folk, however. He genuinely believed in online communities, and without his support, <em>LittleBigPlanet</em> wouldn't be the game it is today. According to Alex Evans, one of the co-founders of Media Molecule, "[Phil's] influence on the game early on ... was hugely useful to have." The development team was focused on the gameplay, but it was Harrison that talked about the online potential <em>LittleBigPlanet</em> had. "He was very instrumental in telling us to think about what it would mean to have user-generated content - to think about what that means for the community."<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamesindustry.biz/articles/harrison-s-influence-was-pivotal-says-evans>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/06/26/littlebigplanet-team-talks-about-phil-harrisons-influence/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1237641/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/06/26/littlebigplanet-team-talks-about-phil-harrisons-influence/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/06/26/littlebigplanet-team-talks-about-phil-harrisons-influence/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1237641"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1237641?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1237641" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1237641&amp;url=http://www.ps3fanboy.com/2008/06/26/littlebigplanet-team-talks-about-phil-harrisons-influence/" /></p>]]></description><category>alex-evans</category><category>littlebigplanet</category><category>phil-harrison</category><dc:creator>Andrew Yoon</dc:creator><dc:date>2008-06-26T13:05:00+00:00</dc:date></item><item><title>LittleBigPlanet dev chats about story mode, adult content, and Sackboy plushies</title><link>http://www.ps3fanboy.com/2008/06/19/littlebigplanet-dev-chats-about-story-mode-adult-content-and-s/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/06/19/littlebigplanet-dev-chats-about-story-mode-adult-content-and-s/</guid><comments>http://www.ps3fanboy.com/2008/06/19/littlebigplanet-dev-chats-about-story-mode-adult-content-and-s/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a></p><div style="text-align: center;"><img vspace="4" hspace="4" border="1" src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/06/lbpinterview1.jpg" alt="" /><br /></div>
<span style="float: left; margin-right: 10px; margin-top: 7px;"> <script> var digg_url = 'http://digg.com/playstation/LittleBigPlanet_on_story_mode_adult_content_sackboy_dolls'; </script> <script src="http://digg.com/api/diggthis.js"></script></span>For the latest episode of the PS Nation podcast, we chatted with Media Molecule founder, Mark Healey. He previously worked on <em>Rag Doll Kung Fu</em>, before moving onto the hotly anticipated PS3 exclusive, <em>LittleBigPlanet</em>. In our 40 minute chat, we covered a number of topics. For example, did you know <em>LittleBigPlanet</em> will have a story mode? Did you know that you'll be able to share "risque" levels privately amongst your friends? Finally, we have confirmation that Sackboy plushies are being made. Yes! Read on.<br /><br /><strong><em>LittleBigPlanet</em> has been evolving at every show. For example, enemies were introduced in the most recent build. How is Media Molecule staggering these features? What's the schedule and why are certain things only being shown at certain times?<br /></strong>To be honest, because we showed the game at GDC originally, so early on in the development process. Really, we've been showing things as they go into the game. People have been seeing the game evolve. Quite often, people show the game much nearer the end and are very careful about what they show and what they don't show. It's literally as we're designing the game that we're showing things. There wasn't one big master plan. At some point, we decided "we need enemies," so we put enemies. And then it was shown to people.<br /><br /><strong><a href="http://www.ps3fanboy.com/2008/06/04/pixeljunk-eden-will-support-youtube-uploading/">YouTube video uploading</a> has been discussed for games like <em>PixelJunk Eden</em> and an educational title in Japan. Is it something that's being considered for the game?</strong><br />We haven't made any plans to do that yet. But, like we've always said. We really want to listen to the community. Really, whatever they're most hungry for, we'll make every effort to feed them with what they're hungry for. Like the fluid, with YouTube -- I'm taking a guess, but those are going to be high up on that list. I don't really know what the logistics are, who you have to talk to at YouTube. If there's a huge desire for it, and it's possible, then I'm sure we'll have a go at doing it.<br /><br />
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<strong>How were the <a href="http://www.ps3fanboy.com/2008/05/07/cute-stuff-see-the-killzone-sackboys/"><em>Killzone</em> Sackboys</a> introduced into <em>LittleBigPlanet</em>?</strong><br />Alex, one of our technical directors, he happened to know one of the people at Guerilla. That particular thing came about over a couple of beers. It's a really small world, the games industry, really. We're definitely interested in getting first party game elements into the <em>LittleBigPlanet</em> universe. I don't want to say too much about it, really. As things unfold, we'll definitely make them known. And, I have to be careful ... Brandon (SCEA PR) might snap some legs if I go any further.<br /> <br /> <strong>What's the breadth of content we can find in the final game, considering it's been taking so long?</strong><br />
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            <h2><strong>"There's a whole game there you can play through ... strung together in the form of a story."</strong></h2>
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First of all, out of the box, there's going to be a whole heap of example levels. Last time I counted, there were fifty plus. We put a lot of time and effort into those. We wanted to kill a few birds with one stone. A, we wanted to show what's possible with the tools. B, for people that don't want to be creative, there's a whole game there that you can play through, basically. They are strung together in the form of a story. A very loose story, but incredibly funny at certain points. There's elements in those levels that will satisfy a lot of different type of gamers. So yeah, there's definitely going to be enough content to just play.<br /><br /><span style="font-weight: bold;">We've seen levels that scroll from the left to the right. Will levels be able to go from the right to the left?</span><br />When you create a level (or scene, as I like to call it), you can place an entrance anywhere you'd like. You've got a huge area you can build your level in ... so yes is the answer to that.<br /><br /><span style="font-weight: bold;">Some people will want to build more risque content for the title. How are filters being implemented and can people get away with putting more ... adult content on the service?</span><br />First of all, I can tell you that you can make private levels. You can publish a level and make it locked and give away keys to friends. But, I personally wouldn't put risky content in there. We have a post-grievance system. The way that works is ... pretty much at any point in the game, you can press a button and effectively take a screenshot. That screenshot knows lots of information of where that screenshot came from, what players were there, etc. You can send that screenshot to the powers that be ... If you want to make a private level, give keys to people you trust. You can do that, I suppose.<br /><br />
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<br />
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            <h2><strong>"Maybe in the future, we'd like to explore other areas outside of games."</strong></h2>
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<span style="font-weight: bold;">Why the name Media Molecule?</span><br />I remember we had lots of arguments at the time about what we should call ourselves. I think we settled on that on in the end. Well, all of us here are interested in various forms of media. Music, video, computer games ... and we clustered together to form a molecule. It sort of makes sense in a way. I remember one of the things we talked about is that we didn't want to have the word "Games" in our company name. Maybe in the future, we'd like to explore other areas outside of games. Who knows? It's a name we'd like to go forward with our global empire.<br /><br /><span style="font-weight: bold;">So "LittleBigPlanet: the Movie" confirmed.</span><br />Absolutely. Via YouTube, of course. [Ed's note: this is a joke. We think.]<br /><br /><span style="font-weight: bold;">Can we use the Playstation Eye to customize our characters?</span><br />Absolutely ... For example, you can wear a cardboard box and put a sticker of yourself there. And presto, you have a little creepy version of yourself walking around in the game. So yes, you can absolutely do that.<br /><br /><span style="font-weight: bold;">Can we expect more quirky music (featured in the trailers) in the game?</span><br />Absolutely. We've got some real gems in there. I won't name them now and spoil the surprise. But we've got ... well, I forget the number. We've got several really cool tunes in there from bands that aren't necessarily very well known. In addition to that, we've got a whole set of interactive pieces of music. So, things like the Go Team track are effectively licensed track that you can place into a level if you like and they just play. But we've got some other pieces of music where you can actually tinker with a virtual mixer, so you can alter what they sound like. You can alter the drums, or the bass, or change the vocal parts. You can sequence that and have different mixers throughout the game. Hours of fun just messing with that. I'm not going to say more about that ... but that's very cool. There's some exciting things related to that in store. It's something that's never been done before, I don't think.<br /><br />
<div align="center"><img vspace="4" hspace="4" border="1" alt="" src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/02/lbplush.jpg" /><br /><em>They're coming.</em><br /></div>
<br /><span style="font-weight: bold;">Are there any plans to sell <a href="http://www.ps3fanboy.com/2008/02/06/we-3-this-littlebigplanet-plush/">Sackboy plushies</a>?</span><br />I hope so. I want one. And everyone I know wants one. I think it'd be silly not to really. I don't know what plans have been made to start the process, but I think it's a no-brainer, really. I need one to give one to my newborn child, to start. [Ed's note: check the podcast for more details on that!] So that's got to happen. Do you know anything about that Brandon?<br /><span style="font-weight: bold;">Brandon:</span> <span style="font-style: italic;">It's on the way. Details will be emerging shortly.</span><br /><br /><span style="font-weight: bold;">Did companies other than Sony try to get <span style="font-style: italic;">LittleBigPlanet</span>?</span><br />
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            <h2><strong>"It was pitched exclusively to Sony. They said the right things."</strong></h2>
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Well actually, Sony were the first people we showed it to. They just got it straight away. They loved it, really. They said all the right things, and they really went out of their way to establish us as a new studio. We didn't even feel the need to go to show it to anyone else, really. It was pitched exclusively to Sony. They said the right things, so good Sony!<br /><br /><br />=====<br />Mark goes into great detail about the inspiration behind <span style="font-style: italic;">LittleBigPlanet</span> in our full interview. Stay tuned to PS3 Fanboy and listen to the upcoming episode of the <a href="http://podcasts.ps3fanboy.com">PS Nation podcast</a> to listen to the entire conversation. Thanks to Mark and Brandon from Sony for helping us arrange everything.<br /><br />%Gallery-3199%<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.ps3fanboy.com/2008/06/19/littlebigplanet-dev-chats-about-story-mode-adult-content-and-s/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1230746/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/06/19/littlebigplanet-dev-chats-about-story-mode-adult-content-and-s/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/06/19/littlebigplanet-dev-chats-about-story-mode-adult-content-and-s/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1230746"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1230746?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1230746" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1230746&amp;url=http://www.ps3fanboy.com/2008/06/19/littlebigplanet-dev-chats-about-story-mode-adult-content-and-s/" /></p>]]></description><category>interview</category><category>joystiqfeatures</category><category>littlebigplanet</category><category>mark-healey</category><category>media-molecule</category><category>ps-nation</category><category>psnation</category><dc:creator>Andrew Yoon</dc:creator><dc:date>2008-06-19T19:30:00+00:00</dc:date></item><item><title>Mirror's Edge video interview describes city, couriers</title><link>http://www.ps3fanboy.com/2008/06/18/mirrors-edge-video-interview-describes-city-couriers/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/06/18/mirrors-edge-video-interview-describes-city-couriers/</guid><comments>http://www.ps3fanboy.com/2008/06/18/mirrors-edge-video-interview-describes-city-couriers/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.ps3fanboy.com/category/media/" rel="tag">Videos and Screenshots</a></p><center><embed width="425" height="272" pluginspage="http://www.macromedia.com/go/getflashplayer" allownetworking="all" allowscriptaccess="always" allowfullscreen="true" type="application/x-shockwave-flash" bgcolor="111111" scale="noscale" src="http://www.pixel.tv/embed/67"></embed></center>Because we love the style of the game -- from graphics to gameplay, we thought you'd also enjoy <a href="http://www.pixel.tv/program/sneak-peak/mirrors-edge.html">this <em>Mirror's Edge</em></a> video interview. The senior producer for the game, Owen O'Brien, talks a bit about Faith and the construction of the city she gets to run around in. Apparently, the city is very "monitored" and the citizens don't like that. So, they've gone back to the courier system of sending messages to one another. That puts the running in perspective and why you should probably make your way to your client as quickly as possible. It's a pretty excellent interview as it clears up a lot of mysterious bits about the game, so even if you're vaguely interested, check it out!<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.pixel.tv/program/sneak-peak/mirrors-edge.html>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/06/18/mirrors-edge-video-interview-describes-city-couriers/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1229721/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/06/18/mirrors-edge-video-interview-describes-city-couriers/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/06/18/mirrors-edge-video-interview-describes-city-couriers/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1229721"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1229721?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1229721" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1229721&amp;url=http://www.ps3fanboy.com/2008/06/18/mirrors-edge-video-interview-describes-city-couriers/" /></p>]]></description><category>dice</category><category>mirrors-edge</category><dc:creator>Nick Doerr</dc:creator><dc:date>2008-06-18T21:15:00+00:00</dc:date></item><item><title>Fallout 3's Todd Howard discusses RPG elements, implementation</title><link>http://www.ps3fanboy.com/2008/06/18/fallout-3s-todd-howard-discusses-rpg-elements-implementation/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/06/18/fallout-3s-todd-howard-discusses-rpg-elements-implementation/</guid><comments>http://www.ps3fanboy.com/2008/06/18/fallout-3s-todd-howard-discusses-rpg-elements-implementation/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.ps3fanboy.com/category/media/" rel="tag">Videos and Screenshots</a></p><center><object width="425" height="370" id="VideoPlayer"><param name="movie" value="http://www.g4tv.com/lv3/26453" /><param name="allowScriptAccess" value="always" /><param name="allowFullScreen" value="true" /><embed src="http://www.g4tv.com/lv3/26453" type="application/x-shockwave-flash" name="VideoPlayer" width="425" height="370" allowScriptAccess="always" allowFullScreen="true" /></object></center>Ever wonder what Todd Howard is thinking about when moving from <em>Oblivion</em> to <em>Fallout 3</em>? The executive producer from Bethesda Softworks <a href="http://www.g4tv.com/xplay/previews/26453/Face_Time_Fallout_3s_Todd_Howard.html">speaks with Adam Sessler from X-Play</a> about the ambitious title and covers the difference between <em>Oblivion</em> and <em>Fallout 3</em> (besides the obvious, of course). Howard says <em>Fallout 3</em> is "far ahead" in terms of technology from <em>Oblivion</em>. We'll figure out the truth behind those words when we get our hands on <em>Fallout 3</em>, we guess. Otherwise, Howard speaks a bit about the trials and errors involved in getting RPG elements into the game when the use of guns and futuristic weapons is a gameplay must-have. Enjoy the video!<br /><br />[via <a href="http://www.ps3forums.com/showthread.php?t=146839">PS3Forums</a>]<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.g4tv.com/xplay/previews/26453/Face_Time_Fallout_3s_Todd_Howard.html>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/06/18/fallout-3s-todd-howard-discusses-rpg-elements-implementation/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1229524/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/06/18/fallout-3s-todd-howard-discusses-rpg-elements-implementation/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/06/18/fallout-3s-todd-howard-discusses-rpg-elements-implementation/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1229524"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1229524?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1229524" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1229524&amp;url=http://www.ps3fanboy.com/2008/06/18/fallout-3s-todd-howard-discusses-rpg-elements-implementation/" /></p>]]></description><category>bethesda</category><category>bethesda-softworks</category><category>fallout-3</category><dc:creator>Nick Doerr</dc:creator><dc:date>2008-06-18T19:30:00+00:00</dc:date></item><item><title>Next year will be the 'year of differentiation,' claims Yoshida</title><link>http://www.ps3fanboy.com/2008/06/17/next-year-will-be-the-year-of-differentiation-claims-yoshida/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/06/17/next-year-will-be-the-year-of-differentiation-claims-yoshida/</guid><comments>http://www.ps3fanboy.com/2008/06/17/next-year-will-be-the-year-of-differentiation-claims-yoshida/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a></p><a href="http://www.gamesindustry.biz/articles/development-will-favour-ps3-in-2009-says-yoshida"><img vspace="4" hspace="12" border="1" align="right" src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/06/management_full_shuhei.jpg" alt="" /></a>Shuhei Yoshida isn't wasting any time getting his PR machine in prime condition. As the new head of Sony Worldwide Studios, he's got a lot of responsibility under his belt, but <a href="http://www.gamesindustry.biz/articles/development-will-favour-ps3-in-2009-says-yoshida">also a lot of knowledge</a>. He admits the first year of the PS3 was riddled with growing pains because developers built their games on the 360's architecture. This was the developers error, since releasing the game on the PS3 involved more effort than thought to take advantage of the multi-core processor -- leading to delays or sub-par ports.<br /><br />This was also Sony's fault, he says, but now that good tools exist to assist developers and many have gotten their hands into the PS3, the trend may change soon. "Moving forward I'm totally confident that developers will start to use more from the PlayStation 3 platform. This year is the year of parity, next year is the year of differentiation in favour of the PS3 platform," he said. With the clear difference in power between PS3-based games like <em>Uncharted</em> and <em>Metal Gear Solid 4</em>, we hope more devs take his advice and start their projects on the PS3 in the coming years. It will prove easier in the long run, since moving PS3 titles to the 360 is supposed to be much simpler.<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamesindustry.biz/articles/development-will-favour-ps3-in-2009-says-yoshida>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/06/17/next-year-will-be-the-year-of-differentiation-claims-yoshida/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1227246/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/06/17/next-year-will-be-the-year-of-differentiation-claims-yoshida/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/06/17/next-year-will-be-the-year-of-differentiation-claims-yoshida/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1227246"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1227246?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1227246" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1227246&amp;url=http://www.ps3fanboy.com/2008/06/17/next-year-will-be-the-year-of-differentiation-claims-yoshida/" /></p>]]></description><category>shuhei-yoshida</category><dc:creator>Nick Doerr</dc:creator><dc:date>2008-06-17T01:15:00+00:00</dc:date></item><item><title>Shuhei Yoshida explains Eight Days, Getaway cancellations</title><link>http://www.ps3fanboy.com/2008/06/16/shuhei-yoshida-explains-eight-days-getaway-cancellations/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/06/16/shuhei-yoshida-explains-eight-days-getaway-cancellations/</guid><comments>http://www.ps3fanboy.com/2008/06/16/shuhei-yoshida-explains-eight-days-getaway-cancellations/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.ps3fanboy.com/category/news/" rel="tag">News</a></p><a href="http://www.developmag.com/interviews/216/Meet-the-new-Boss"><img vspace="4" hspace="12" border="1" align="right" src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/06/shuheigambaste.jpg"  alt="" /></a>Remember when Phil Harrison left Sony Worldwide Studios to join Atari? He was replaced by Shuhei Yoshida, a man who <a href="http://www.developmag.com/interviews/216/Meet-the-new-Boss">finally steps forth for an interview</a> and, among other things, tells us why games like <em>Eight Days</em> and <em>The Getaway</em> got the axe. He first describes the state of the consoles pretty well: each console is going for a different target market and are actually working together to expand the gaming market as a whole.<br /><br />Online technology and the PlayStation Network are the big pushes, Yoshida says. <em>LittleBigPlanet</em>, <em>SingStar</em>, and <em>Buzz!</em> are all going to push online tech with the PS3 in new ways. This was partly why <em>Eight Days</em> and <em>The Getaway</em> were canceled -- no real online components. There's a shift away from big-budget single-player experiences and more towards online functionality. Not that you can't have both; but only single-player? Unless it's a huge name, it probably won't fly. Yoshida seems to have his head on straight. Let's hope he can help forge a bright future for Sony!<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.developmag.com/interviews/216/Meet-the-new-Boss>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/06/16/shuhei-yoshida-explains-eight-days-getaway-cancellations/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1226587/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/06/16/shuhei-yoshida-explains-eight-days-getaway-cancellations/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/06/16/shuhei-yoshida-explains-eight-days-getaway-cancellations/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1226587"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1226587?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1226587" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1226587&amp;url=http://www.ps3fanboy.com/2008/06/16/shuhei-yoshida-explains-eight-days-getaway-cancellations/" /></p>]]></description><category>eight-days</category><category>shuhei-yoshida</category><category>the-getaway</category><category>the-getaway-3</category><dc:creator>Nick Doerr</dc:creator><dc:date>2008-06-16T13:30:00+00:00</dc:date></item><item><title>Siren: Blood Curse Q&amp;A session briefs you on the game</title><link>http://www.ps3fanboy.com/2008/06/14/siren-blood-curse-qanda-session-briefs-you-on-the-game/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/06/14/siren-blood-curse-qanda-session-briefs-you-on-the-game/</guid><comments>http://www.ps3fanboy.com/2008/06/14/siren-blood-curse-qanda-session-briefs-you-on-the-game/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a></p><center><a href="http://blog.us.playstation.com/2008/06/13/developer-qa-siren-blood-curse/"><img vspace="4" hspace="12" border="1"  src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/06/swheewrjg_04.jpg" alt="" /></a></center>For those of you who need a little more information about <em>Siren: Blood Curse</em>, like if it's a remake, a retelling, or a whole new game in the franchise, the <a href="http://blog.us.playstation.com/2008/06/13/developer-qa-siren-blood-curse/">PlayStation Blog has posted up a nice Q&amp;A</a> with the series' creator, Keiichiro Toyama, to ease you into the lore of the game. First thing's first: this is not a sequel nor a remake, he says. It's an adaptation/dramatization of the original, or as he put it, if the original game happened in real life, <em>Blood Curse</em> would be a "movie based on a true story".<br /><br />Adding Western characters is to add to the feelings of isolation and terror -- when a Japanese and Westerner get stuck together, communication trouble is inevitable and only adds to your situational frustrations. The release structure as episodes is to give players the feeling of participating in an event; a TV drama they play.<br /><br />As for gameplay, sight-jacking is a split-screen affair now. You can move your character while checking out the enemy positions at the same time. Unlike other survival horror games, <em>Siren</em> is keeping itself away from "action" and more towards "survival" -- that is, scares and story. The difficulty has been toned down, since the first was infuriatingly difficult. There's a ton of more information to read up on if you're interested as well as some of Toyama's personal opinions on the horror genre, influences, and what scares him the most.<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://blog.us.playstation.com/2008/06/13/developer-qa-siren-blood-curse/>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/06/14/siren-blood-curse-qanda-session-briefs-you-on-the-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1225145/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/06/14/siren-blood-curse-qanda-session-briefs-you-on-the-game/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/06/14/siren-blood-curse-qanda-session-briefs-you-on-the-game/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1225145"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1225145?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1225145" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1225145&amp;url=http://www.ps3fanboy.com/2008/06/14/siren-blood-curse-qanda-session-briefs-you-on-the-game/" /></p>]]></description><category>siren</category><category>siren-blood-curse</category><category>siren-new-translation</category><dc:creator>Nick Doerr</dc:creator><dc:date>2008-06-14T00:30:00+00:00</dc:date></item><item><title>Sakamoto describes his inspirations for echochrome's music</title><link>http://www.ps3fanboy.com/2008/06/12/sakamoto-describes-his-inspirations-for-echochromes-music/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/06/12/sakamoto-describes-his-inspirations-for-echochromes-music/</guid><comments>http://www.ps3fanboy.com/2008/06/12/sakamoto-describes-his-inspirations-for-echochromes-music/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.ps3fanboy.com/category/e-distribution/" rel="tag">e-Distribution Games</a></p><a href="http://www.siliconera.com/2008/06/11/sound-of-echochrome-hideki-sakamoto-interview/"><img vspace="4" hspace="4" border="1" align="right" src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/04/chosound225.jpg" alt="" /></a>How does one craft the music for a game like <em>echochrome</em>? It must have been a challenge to create the ambiance necessary for such an abstract puzzle game, but Hideki Sakamoto was up to the challenge. Speaking with <a href="http://www.siliconera.com/2008/06/11/sound-of-echochrome-hideki-sakamoto-interview/">Siliconera</a>, the musician noted the need for simplicity to match the game's visual style. <em>echochrome</em> is a game that needs no language, and Sakamoto wanted to convey that through a sound that's universally appealing. "<span></span>Considering that the visual aspect of the game is strikingly simple, I had it in mind not to let the music overpower the overall design.<span>  </span>I wanted to avoid distracting the player by using unusual sound effects or unfamiliar instruments.<span>  </span>Classical music seemed to me the best choice because it is universal."<br /><br />One of the challenges of crafting the musical landscape for <em>echochrome</em> was creating a sound that doesn't necessarily move the player in a particular way. "In <em>Echochrome</em>, the important thing was for the player to have such feelings, just for their own sake.<span>  </span>There was no sense of striving to manipulate the player's emotions, and that was something of a realization for me as a musician."<br /><br />Please read the entire interview at <a href="http://www.siliconera.com/2008/06/11/sound-of-echochrome-hideki-sakamoto-interview/">Siliconera</a> for more. It really is quite fascinating. Samples of the soundtrack can be heard <a href="http://www.team-e.co.jp/products/kdsd-00209.html">here</a>. The soundtrack is available for import at <a href="http://www.play-asia.com/SOap-23-83-57ld-71-8l-49-en-84-j-70-2om0.html">Play-Asia</a>.<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.siliconera.com/2008/06/11/sound-of-echochrome-hideki-sakamoto-interview/>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/06/12/sakamoto-describes-his-inspirations-for-echochromes-music/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1223868/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/06/12/sakamoto-describes-his-inspirations-for-echochromes-music/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/06/12/sakamoto-describes-his-inspirations-for-echochromes-music/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1223868"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1223868?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1223868" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1223868&amp;url=http://www.ps3fanboy.com/2008/06/12/sakamoto-describes-his-inspirations-for-echochromes-music/" /></p>]]></description><category>echochrome</category><category>hideki-sakamoto</category><category>soundtrack</category><dc:creator>Andrew Yoon</dc:creator><dc:date>2008-06-12T16:00:00+00:00</dc:date></item><item><title>Fallout 3 using HDD smartly -- no upfront install</title><link>http://www.ps3fanboy.com/2008/05/29/fallout-3-using-hdd-smartly-no-upfront-install/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/05/29/fallout-3-using-hdd-smartly-no-upfront-install/</guid><comments>http://www.ps3fanboy.com/2008/05/29/fallout-3-using-hdd-smartly-no-upfront-install/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.ps3fanboy.com/category/news/" rel="tag">News</a></p><center><a href="http://www.joystiq.com/2008/05/28/fallout-3-just-says-no-to-mandatory-install-on-ps3/"><img vspace="4" hspace="12" border="1"  src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/05/fallout-3-sunset-shot-490.jpg" alt="" /></a></center>Bethesda <a href="http://www.joystiq.com/2008/05/28/fallout-3-just-says-no-to-mandatory-install-on-ps3/">sat down with our big brother site</a>, Joystiq, and spoke a little bit about <em>Fallout 3</em>. As many people know, it's pretty much customary for developers to slap a giant mandatory install onto our PS3 titles. It's mildly annoying if you don't have a big hard drive. Bethesda echoes these sentiments and as such, have declared that the PS3 version of <em>Fallout 3</em> will not have any upfront install whatsoever.<br /><br />Pete Hines, marketing man for Bethesda, confirmed this and then went on to say "that doesn't mean we don't use the hard drive, just that it does it in the background as opposed to a large, upfront install." The game will require an estimated 4-5 GBs of space, similar to <em>Oblivion</em>, though. So even without a large install, you'll have to make sure you've got adequate free space to let the game work its magic.<br /><br />[via <a href="http://www.joystiq.com/2008/05/28/fallout-3-just-says-no-to-mandatory-install-on-ps3/">Joystiq</a>]<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.joystiq.com/2008/05/28/fallout-3-just-says-no-to-mandatory-install-on-ps3/>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/05/29/fallout-3-using-hdd-smartly-no-upfront-install/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1209343/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/05/29/fallout-3-using-hdd-smartly-no-upfront-install/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/05/29/fallout-3-using-hdd-smartly-no-upfront-install/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1209343"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1209343?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1209343" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1209343&amp;url=http://www.ps3fanboy.com/2008/05/29/fallout-3-using-hdd-smartly-no-upfront-install/" /></p>]]></description><category>bethesda</category><category>fallout-3</category><dc:creator>Nick Doerr</dc:creator><dc:date>2008-05-29T12:30:00+00:00</dc:date></item><item><title>Rise of the Argonauts to be unlike other action-RPGs</title><link>http://www.ps3fanboy.com/2008/05/27/rise-of-the-argonauts-to-be-unlike-other-action-rpgs/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/05/27/rise-of-the-argonauts-to-be-unlike-other-action-rpgs/</guid><comments>http://www.ps3fanboy.com/2008/05/27/rise-of-the-argonauts-to-be-unlike-other-action-rpgs/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.ps3fanboy.com/category/news/" rel="tag">News</a></p><center><a href="http://www.gamespot.com/ps3/rpg/riseoftheargonauts/news.html?sid=6191526"><img vspace="4" hspace="12" border="1"  src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/05/rise-of-the-argonauts.jpg" alt="" /></a></center>If there was one thing we should have learned from classic games like <em>Contra</em> or <em>Bushido Blade</em>, it's that bullets and swords hurt. Bad. <em>Rise of the Argonauts</em> is continuing this train of thought, says the game's director, Ed Del Castillo. <a href="http://www.gamespot.com/ps3/rpg/riseoftheargonauts/news.html?sid=6191526">Gamespot sat down for a Q&amp;A session</a>, so we're going to do what we do and summarize the important points for those interested in this game.<br /><br />This isn't a true recreation of the classic Greek myth. Jason is off to find the fleece not because he was commanded to, but to resurrect his wife. So expect a lot of internal reflections about love and commitment. The game is an action-RPG, but without hit points or layers of menus. It's ... an action game, but role-playing. As such, there's no HUD to display (although you can turn it on in the options menu if you really need to). To save you from any spoilers, they list a couple of the special moves you can unlock in the game -- they sound pretty vicious. Kratos would be pleased.<br /><br />The game progresses differently based on what god you choose to follow: different skills appear and certain enemies will be more or less difficult to destroy. The game needs to be executed well, obviously, because the ambition felt by the developers is rather large. We'll keep looking for more info because if done right, this could be a nice addition to the PS3 library.<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamespot.com/ps3/rpg/riseoftheargonauts/news.html?sid=6191526>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/05/27/rise-of-the-argonauts-to-be-unlike-other-action-rpgs/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1205031/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/05/27/rise-of-the-argonauts-to-be-unlike-other-action-rpgs/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/05/27/rise-of-the-argonauts-to-be-unlike-other-action-rpgs/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1205031"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1205031?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1205031" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1205031&amp;url=http://www.ps3fanboy.com/2008/05/27/rise-of-the-argonauts-to-be-unlike-other-action-rpgs/" /></p>]]></description><category>codemasters</category><category>liquid-entertainment</category><category>rise-of-the-argonauts</category><dc:creator>Nick Doerr</dc:creator><dc:date>2008-05-27T11:30:00+00:00</dc:date></item><item><title>Mirror's Edge interview discusses PS3's 'quirks'</title><link>http://www.ps3fanboy.com/2008/05/18/mirrors-edge-interview-discusses-ps3s-quirks/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/05/18/mirrors-edge-interview-discusses-ps3s-quirks/</guid><comments>http://www.ps3fanboy.com/2008/05/18/mirrors-edge-interview-discusses-ps3s-quirks/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.ps3fanboy.com/category/news/" rel="tag">News</a></p><center><a href="http://www.videogamer.com/xbox360/mirrors_edge/preview-912.html"><img vspace="4" hspace="12" border="1" src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/05/walkthatcranehippy.jpg" alt="" /></a></center>An interview with <em>Mirror's Edge</em> devs, DICE, has <a href="http://www.videogamer.com/xbox360/mirrors_edge/preview-912.html">swept onto the internet</a> and we're collecting the information to relay back to you. The title is multiplatform, but was showcased only at the PlayStation Day event. DICE's general manager, Sean Decker, explained it was because Sony has been a great partner and developing on the PS3 gives them a lot of little quirks to work with (Sixaxis balances Faith, Cell helps push higher texture resolutions). This is interesting because Decker goes on to explain how each version of the game (PS3, 360, PC) will be different -- imagine, a developer taking the time to tweak a game to perform optimally on each platform.<br /><br />The developers are aiming for a 720p experience across all platforms, to keep a super-smooth frame rate at all times. There's not going to be any user interface in the game whatsoever other than a dot in the middle of the screen, a "focus point" for players, which will minimize motion sickness for those susceptible to such an ailment.<br /><br />The game isn't about combat, Decker explains, but about movement. Even when you get a weapon, it's more of a tool to get through an obstacle than to take out other people. Any online elements are being kept secret until summer (E3, we presume), along with information on any sort of demo. No release date yet, but that's also going to get discussed this summer. We'll keep looking.<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.videogamer.com/xbox360/mirrors_edge/preview-912.html>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/05/18/mirrors-edge-interview-discusses-ps3s-quirks/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1198453/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/05/18/mirrors-edge-interview-discusses-ps3s-quirks/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/05/18/mirrors-edge-interview-discusses-ps3s-quirks/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1198453"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1198453?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1198453" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1198453&amp;url=http://www.ps3fanboy.com/2008/05/18/mirrors-edge-interview-discusses-ps3s-quirks/" /></p>]]></description><category>DICE</category><category>ea</category><category>electronic-arts</category><category>mirrors-edge</category><dc:creator>Nick Doerr</dc:creator><dc:date>2008-05-18T09:30:00+00:00</dc:date></item><item><title>LittleBigPlanet devs will 'support' interesting tool exploits</title><link>http://www.ps3fanboy.com/2008/05/15/littlebigplanet-devs-will-support-interesting-tool-exploits/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/05/15/littlebigplanet-devs-will-support-interesting-tool-exploits/</guid><comments>http://www.ps3fanboy.com/2008/05/15/littlebigplanet-devs-will-support-interesting-tool-exploits/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.ps3fanboy.com/category/news/" rel="tag">News</a></p><center><a href="http://www.gamespot.com/news/6190916.html"><img vspace="4" hspace="12" border="1" alt="" src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/05/howdycowgirlsplaystationday082.jpg" /></a></center>It isn't that we're disgruntled with <em>LittleBigPlanet</em> or interviews in general, but we can't help but think we know pretty much everything we possibly can about this little giant of a title short of having it on our consoles. Its release date is still far off, but <a href="http://www.gamespot.com/news/6190916.html">Gamespot took the time to question Media Molecule</a>, the developers, on its progress. Let's listen in with our handy-dandy summary goggles.<br /><br />There are interesting parallels between the Media Molecule office and <em>LittleBigPlanet</em> -- both have co-op and versus modes, both have dark sides, and both are totally awesome. They feel the game could have existed and risen in popularity even without user-generated content. They want to enforce that concept: they pitched the gameplay mechanics and tactical elements to Sony. The user-generated idea wasn't the focus. It's a fun game where building stuff yourself is merely an option and not a necessity.<br /><br />Still, they hope what users create is as professional or better than what they ship with the game. Those kinds of talents are in every game with user-generated content, after all. In fact, if people find ways to exploits the creation tools Media Molecule provides in interesting ways, they'll promote it. On the flipside, offensive or poor content will get rated down, similar to our own website's comment system where the "rubbish" simply fades away, while the good remains. We look forward to hearing more as the game draws closer to release.<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.gamespot.com/news/6190916.html>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/05/15/littlebigplanet-devs-will-support-interesting-tool-exploits/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1195485/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/05/15/littlebigplanet-devs-will-support-interesting-tool-exploits/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/05/15/littlebigplanet-devs-will-support-interesting-tool-exploits/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1195485"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1195485?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1195485" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1195485&amp;url=http://www.ps3fanboy.com/2008/05/15/littlebigplanet-devs-will-support-interesting-tool-exploits/" /></p>]]></description><category>little-big-planet</category><category>littlebigplanet</category><category>media-molecule</category><dc:creator>Nick Doerr</dc:creator><dc:date>2008-05-15T01:15:00+00:00</dc:date></item><item><title>Hirai claims when all is said and done, PS3 will reign supreme</title><link>http://www.ps3fanboy.com/2008/05/08/hirai-claims-when-all-is-said-and-done-ps3-will-reign-supreme/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/05/08/hirai-claims-when-all-is-said-and-done-ps3-will-reign-supreme/</guid><comments>http://www.ps3fanboy.com/2008/05/08/hirai-claims-when-all-is-said-and-done-ps3-will-reign-supreme/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.ps3fanboy.com/category/media/" rel="tag">Videos and Screenshots</a>, <a href="http://www.ps3fanboy.com/category/news/" rel="tag">News</a></p><center><a href="http://news.bbc.co.uk/2/hi/technology/7387628.stm"><img vspace="4" hspace="12" border="1"  src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/05/krazykazperhaps.jpg" alt="" /></a></center>It appears Sony is getting excited -- Kaz Hirai made a statement recently boasting the PS3's upcoming success this generation. Overtaking the Wii and Xbox 360 is within Sony's grasp, when looked at through the telescopic lens of the "ten year life cycle". In a <a href="http://news.bbc.co.uk/2/hi/technology/7387628.stm">video interview with the BBC</a>, he talks up this point as well as some of the trials and tribulations of creating the PS3, the launch, what's to come later this year, and challenges or hurdles he expects Sony and the PS3 to overcome in the near future. It's pretty interesting to watch a sit down chat with Kaz, so be sure to check it out and let us know your opinions.<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://news.bbc.co.uk/2/hi/technology/7387628.stm>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/05/08/hirai-claims-when-all-is-said-and-done-ps3-will-reign-supreme/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1190458/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/05/08/hirai-claims-when-all-is-said-and-done-ps3-will-reign-supreme/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/05/08/hirai-claims-when-all-is-said-and-done-ps3-will-reign-supreme/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1190458"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1190458?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1190458" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1190458&amp;url=http://www.ps3fanboy.com/2008/05/08/hirai-claims-when-all-is-said-and-done-ps3-will-reign-supreme/" /></p>]]></description><category>kaz-hirai</category><category>kazuo-hirai</category><dc:creator>Nick Doerr</dc:creator><dc:date>2008-05-08T20:00:00+00:00</dc:date></item><item><title>DragonBall Z: Burst Limit interview describes "What If..." scenarios</title><link>http://www.ps3fanboy.com/2008/05/05/dragonball-z-burst-limit-interview-describes-what-if-scena/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/05/05/dragonball-z-burst-limit-interview-describes-what-if-scena/</guid><comments>http://www.ps3fanboy.com/2008/05/05/dragonball-z-burst-limit-interview-describes-what-if-scena/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.ps3fanboy.com/category/news/" rel="tag">News</a></p><center><a href="http://ps3.ign.com/articles/871/871534p1.html?RSSwhen2008-05-04_193300&amp;RSSid=871534"><img vspace="4" hspace="12" border="1"  src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/05/friiiiieezadbz04.jpg" alt="" /></a></center>Face it: you can't get enough of the adventures of Goku, Gohan, and the rest of the inferior cast of DragonBall Z. Thus why a lot of work has been put into <em>DragonBall Z: Burst Limit</em> to make it the most like watching the series in HD motion. The game's co-producer over at Namco Bandai, Yasu Nishimura, <a href="http://ps3.ign.com/articles/871/871534p1.html?RSSwhen2008-05-04_193300&amp;RSSid=871534">answered a few of IGN's questions</a> about the game and we'll outline them below.<br /><br />The story arc (from Saiyan to Cell) is important to the development team and have prepared famous cutscenes to be presented in new ways that'll please DBZ fans. Not just that, but based on your progress, you can see new scenes or events that aren't from the canonical timeline (titled "What If..." events). Expect the usual list of moves, including vanishing skills to appear behind opponents, super, special, and transforming attacks. Balancing seemed tricky, but they decided to use a character's relative size to increase or decrease speed of attacks as well as similarly sized characters getting unique move rosters. The game is due out in June and will feature online battles! So until then, yell loudly and charge your powers. Worked in the show.<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://ps3.ign.com/articles/871/871534p1.html?RSSwhen2008-05-04_193300&amp;RSSid=871534>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/05/05/dragonball-z-burst-limit-interview-describes-what-if-scena/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1186964/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/05/05/dragonball-z-burst-limit-interview-describes-what-if-scena/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/05/05/dragonball-z-burst-limit-interview-describes-what-if-scena/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1186964"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1186964?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1186964" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1186964&amp;url=http://www.ps3fanboy.com/2008/05/05/dragonball-z-burst-limit-interview-describes-what-if-scena/" /></p>]]></description><category>dragon-ball-z</category><category>dragon-ball-z-burst-...</category><category>namco-bandai</category><dc:creator>Nick Doerr</dc:creator><dc:date>2008-05-05T20:00:00+00:00</dc:date></item><item><title>New Prince of Persia info spotted in EDGE magazine</title><link>http://www.ps3fanboy.com/2008/05/05/new-prince-of-persia-info-spotted-in-edge-magazine/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/05/05/new-prince-of-persia-info-spotted-in-edge-magazine/</guid><comments>http://www.ps3fanboy.com/2008/05/05/new-prince-of-persia-info-spotted-in-edge-magazine/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.ps3fanboy.com/category/news/" rel="tag">News</a></p><center><a href="http://www.thatvideogameblog.com/2008/05/05/new-prince-of-persia-goes-open-world/"><img vspace="4" hspace="12" border="1"  src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/05/persia.jpg" alt="" /></a></center>Wow -- Ubisoft wasn't kidding when they said they were going to take the <em>Prince of Persia</em> franchise is new directions. A new article in Edge magazine explains a lot of the concepts and ideas going into the game, so let us know if you decide this is too much of a change, too fast. The game remains in Ubisoft Montreal's hands -- so you're getting the same team that worked on the first trilogy of games. The team will be using the same engine used in <em>Assassin's Creed</em> (which we expected). The difference between this game and <em>Assassin's Creed</em> is the visual style. The team wants to go for "fantasy, but credible" like those found in the new <em>Street Fighter</em> or classic animated film like Princess Mononoke.<br /><br />This is a new story. The sands of time are gone and so is that cast of characters, including the prince. You're a wanderer lost in the desert. You're thrown into a conflict between two gods: Ormazd and Ahriman, light and darkness respectively. Ahriman has released a plague on mankind or something, so you decide to meddle in this war and stop it. This is where the changes happen.<br /><br />Past <em>Prince</em> titles launched you into a world that was filled with a room, then enemies, then another room in an incredibly linear, but satisfying, pattern. Say farewell to that. This game is truly non-linear and will allow you to progress the game in whatever order you see fit. Every fight in the game will be a duel -- you won't be slicing around bad guys like an overpowered acrobat anymore unless it's one-on-one. You don't even win a lot of these duels, apparently -- you just make the enemy retreat for a time and then fight them off again until you manage to defeat them. More secrets are being kept, so we'll inform you as soon as they are revealed!<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.thatvideogameblog.com/2008/05/05/new-prince-of-persia-goes-open-world/>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/05/05/new-prince-of-persia-info-spotted-in-edge-magazine/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1186638/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/05/05/new-prince-of-persia-info-spotted-in-edge-magazine/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/05/05/new-prince-of-persia-info-spotted-in-edge-magazine/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1186638"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1186638?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1186638" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1186638&amp;url=http://www.ps3fanboy.com/2008/05/05/new-prince-of-persia-info-spotted-in-edge-magazine/" /></p>]]></description><category>prince-of-persia</category><category>ubisoft</category><dc:creator>Nick Doerr</dc:creator><dc:date>2008-05-05T16:30:00+00:00</dc:date></item><item><title>A (very late) Metal Gear Online interview</title><link>http://www.ps3fanboy.com/2008/05/02/a-very-late-metal-gear-online-interview/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/05/02/a-very-late-metal-gear-online-interview/</guid><comments>http://www.ps3fanboy.com/2008/05/02/a-very-late-metal-gear-online-interview/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a></p><center><object type="application/x-shockwave-flash" width="425" height="283" data="http://www.vimeo.com/moogaloop.swf?clip_id=963157&amp;server=www.vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=ff9933">	<param name="quality" value="best" />	<param name="allowfullscreen" value="true" />	<param name="scale" value="showAll" />	<param name="movie" value="http://www.vimeo.com/moogaloop.swf?clip_id=963157&amp;server=www.vimeo.com&amp;fullscreen=1&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=ff9933" /></object></center>
<p>Unfortunately, due to some technical glitches, we weren't able to edit this <em>Metal Gear Online</em> video until recently. Since then, <em>Metal Gear Online</em> has come out -- and new game play modes have <a href="http://www.ps3fanboy.com/2008/04/28/mgo-update-brings-new-map-game-mode/">already been added</a>! While the revelations are few in this video, we thought it'd be a shame to let it disappear in the vast emptiness of the internet. At the very least, you can see the one key bit of advice our friends at Konami have while playing the game ...</p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.ps3fanboy.com/2008/05/02/a-very-late-metal-gear-online-interview/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1184043/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/05/02/a-very-late-metal-gear-online-interview/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/05/02/a-very-late-metal-gear-online-interview/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1184043"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1184043?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1184043" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1184043&amp;url=http://www.ps3fanboy.com/2008/05/02/a-very-late-metal-gear-online-interview/" /></p>]]></description><category>metal-gear-online</category><dc:creator>Andrew Yoon</dc:creator><dc:date>2008-05-02T00:30:00+00:00</dc:date></item><item><title>PixelJunk Monsters: originally like a Red Riding Hood game</title><link>http://www.ps3fanboy.com/2008/04/29/pixeljunk-monsters-originally-like-a-red-riding-hood-game/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/04/29/pixeljunk-monsters-originally-like-a-red-riding-hood-game/</guid><comments>http://www.ps3fanboy.com/2008/04/29/pixeljunk-monsters-originally-like-a-red-riding-hood-game/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a></p><center><a href="http://blog.us.playstation.com/2008/04/29/pixeljunk-monsters-encore-details-interview/"><img vspace="4" hspace="12" border="1" alt="" src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/04/2450623454_9165f7cdc0.jpg" /></a></center>Last time we <a href="http://www.ps3fanboy.com/2008/03/31/whats-new-in-pixeljunk-monsters-encore/">heard anything from Q Games and Dylan Cuthbert</a> about <em>PixelJunk Monsters: Encore</em>, we told you the Ice Tower was coming standard and the Tesla tower was getting a lowered cost. Japan <a href="http://www.ps3fanboy.com/2008/04/24/pixeljunk-monsters-encore-out-in-japan-wheres-ours/">got the game last week</a>, but the rest of the world is still waiting. Now we get to hear from SCEA Santa Monica on the game's progress for US release. In their talk with Cuthbert, there are a lot of queries answered but even more to come, so we're only going to graze over what's most important and <a href="http://blog.us.playstation.com/2008/04/29/pixeljunk-monsters-encore-details-interview/">leave it to you to check out the rest</a>.<br /><br />The game took <em>Encore</em> as its title because, well, it's like at the end of a concert -- you just want a little bit more (plus it was easier for the Japanese crowd to understand). Also, some people complained of plasma TV's getting the game burned onto their screen because they just couldn't stop playing -- there's now an anti-burn option on the game's menu to prevent that.<br /><br />As for Cuthbert himself, his favorite level in the expansion is Racer Gardens, since it's based off of a <em>PixelJunk Racers</em> design. He even gives you a hint on how to beat it -- the big guys always cross the bridge! Interestingly, the game's overall design is based off of Red Riding Hood concepts. At first, our Tiki hero was the girl in red, protecting grandma's house from wolves ... we're exaggerating, but that would have been the basic concept, for sure. Eventually, the design we see now took over. More information to come!<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://blog.us.playstation.com/2008/04/29/pixeljunk-monsters-encore-details-interview/>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/04/29/pixeljunk-monsters-originally-like-a-red-riding-hood-game/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1181078/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/04/29/pixeljunk-monsters-originally-like-a-red-riding-hood-game/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/04/29/pixeljunk-monsters-originally-like-a-red-riding-hood-game/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1181078"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1181078?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1181078" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1181078&amp;url=http://www.ps3fanboy.com/2008/04/29/pixeljunk-monsters-originally-like-a-red-riding-hood-game/" /></p>]]></description><category>dylan-cuthbert</category><category>pixeljunk</category><category>pixeljunk-monsters</category><category>q-games</category><dc:creator>Nick Doerr</dc:creator><dc:date>2008-04-29T20:30:00+00:00</dc:date></item><item><title>Ghostbusters on PS3 hindered because of 360?</title><link>http://www.ps3fanboy.com/2008/04/29/ghostbusters-on-ps3-hindered-because-of-360/</link><guid isPermaLink="true">http://www.ps3fanboy.com/2008/04/29/ghostbusters-on-ps3-hindered-because-of-360/</guid><comments>http://www.ps3fanboy.com/2008/04/29/ghostbusters-on-ps3-hindered-because-of-360/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.ps3fanboy.com/category/interviews/" rel="tag">Interviews</a>, <a href="http://www.ps3fanboy.com/category/news/" rel="tag">News</a></p><a href="http://www.videogaming247.com/2008/04/28/sierra-spring-break-08-ps3-exclusivity-would-have-allowed-double-the-amount-of-objects-on-screen-says-ghostbusters-dev/"><img vspace="4" hspace="12" border="1" align="right" src="http://www.blogsmithmedia.com/www.ps3fanboy.com/media/2008/04/amazinglyepic.jpg"  alt="" /></a>We're not entirely sure <em>why</em> the devs for the multiplatform title <em>Ghostbusters</em> are setting themselves up the bomb with a flamebait remark like this, but apparently the <a href="http://www.videogaming247.com/2008/04/28/sierra-spring-break-08-ps3-exclusivity-would-have-allowed-double-the-amount-of-objects-on-screen-says-ghostbusters-dev/">PS3 version of the title is getting hampered</a> thanks to the development on the 360. To soften this surefire console spit-fest, we're using an exciting kitty image, because everyone loves kittens for some reason.<br /><br />Terminal Reality has made headlines for saying that if they were allowed to make the game solely for the PS3, they "could double the amount of objects on screen that you're seeing," commenting also that "we've reserved one whole processor on the PS3 for Dolby Digital 5.1 sound whereas on the 360 you have part of one processor to do that." Take it however you want, but we know who we're gonna call this October. It's been way too long since that joke was even slightly relevant.<h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href=http://www.videogaming247.com/2008/04/28/sierra-spring-break-08-ps3-exclusivity-would-have-allowed-double-the-amount-of-objects-on-screen-says-ghostbusters-dev/>Read</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/04/29/ghostbusters-on-ps3-hindered-because-of-360/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/forward/1179659/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.ps3fanboy.com/2008/04/29/ghostbusters-on-ps3-hindered-because-of-360/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.ps3fanboy.com/2008/04/29/ghostbusters-on-ps3-hindered-because-of-360/#comments" title="View reader comments on this entry">Comments</a><br /><br /><p><map name="google_ad_map_96-1179659"><area shape="rect" href="http://imageads.googleadservices.com/pagead/imgclick/96-1179659?pos=0" coords="1,2,367,28" /><area shape="rect" href="http://services.google.com/feedback/abg" coords="384,10,453,23" /></map><img usemap="#google_ad_map_96-1179659" border="0" src="http://imageads.googleadservices.com/pagead/ads?format=468x30_aff_img&amp;client=ca-pub-3546992251556849&amp;channel=21&amp;output=png&amp;cuid=96-1179659&amp;url=http://www.ps3fanboy.com/2008/04/29/ghostbusters-on-ps3-hindered-because-of-360/" /></p>]]></description><category>ghostbusters</category><category>terminal-reality</category><dc:creator>Nick Doerr</dc:creator><dc:date>2008-04-29T03:15:00+00:00</dc:date></item></channel></rss>