Discover endless surprises that the LittleBigPlanet Community have created and shared for you to enjoy, with new levels and games to play every day. Then if you’re feeling inspired, flex your creative muscles with the powerful and intuitive customization tools, to bring your own imagination to life in LittleBigPlanet(TM) 3.
Category: Sony
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Little Big Planet 3 Content Creator Preview – Beta
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Hatsune Miku: Project Diva F 2nd | 36-songs Gameplay Trailer
Sega has released a 10-minute trailer for Hatsune Miku: Project Diva F 2nd, showing all the game’s 36 announced songs.
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Adventure Time: Secret of the Nameless Kingdom Teaser Trailer
Take a look at this teaser trailer from Comic-Con 2014 for Adventure Time: Secret of the Nameless Kingdom
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Borderlands: The Pre-Sequel: The Kotaku Review

Borderlands is an island. In its center, there’s a breezy mix of ridiculous firefights and even nuttier guns. Surrounding it, however, is an ocean of tedium—little inconveniences that have plagued the series since its inception. Borderlands: The Pre-Sequel does only the bare minimum of work to fix that.

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Escape Dead Island – Unraveled Trailer
The mysteries of the island of Narapela beg to be unraveled, but at what cost? Can you survive the island and still maintain your sanity
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From the Ashes of Darksiders Comes Airship Syndicate
(If you’d like to listen to my conversation with Airship Syndicate, it’s available on the Interview Dumptruck.)
Ryan Stefanelli has been through the ringer. The Vigil Games co-founder shipped Darksiders II before THQ went under, but the future became uncertain. When THQ tanked, Darksiders was sold off, and Crytek bought Vigil. But Crytek had its own problems, and Crytek USA transitioned to engine support.
I’m still sad we’ll probably never see what happens after the ridiculously epic ending from the original Darksiders.
The co-founders of Vigil have gone their separate ways. David Adams and several former Crytek USA employees have formed Gunfire Games, while Stefanelli and artist Joe Madureira have formed Airship Syndicate, currently cranking away at something they’re calling Project X.
Darksiders was a cult hit, an unapologetic love letter to The Legend of Zelda. For many, it was exactly what they wanted from a modern Zelda game: violent and apocalyptic. Vigil Games was happy to provide. Darksiders II retained the Zelda elements of the original game, but loaded the game with loot. Around the time Darksiders II shipped, Madureira decided to leave the company he started.
“I knew probably mid-way through Darksiders 2 that I wasn’t going to stay on for another one,” he said.
Though the THQ situation was complicated, the feelings arose earlier. Madureira wanted a break. Vigil had transformed from a group of four trying the impossible into a 200-strong development team building a sequel to a major, bankable franchise. Vigil was even helping out with Warhammer 40K at the time.
“It kind of dawned on me that the most fun part of game development for me is when the studio is small,” he said, “and you don’t have a lot of outside pressures from publishers or marketing teams or whatever.”
Madureira still had a contract with Marvel, so he left Vigil to creatively recharge with comics.
During the development of Darksiders II and the brief existence of Crytek USA, the landscape for game creation had changed. It was now possible to develop games on your own. While the lack of a steady paycheck from a big company will always remain risky, development tools are now much cheaper, new marketplaces exist, and audiences have often rewarded risks. This got Madureira and Stefanelli talking.
“What we’re really looking to do is high-quality execution on a smaller scale,” said Stefanelli. “Games that are a little bit smaller in scale. They’re a little bit more intimate, and it’s something that we can do in a smaller studio setting.”
Chasm, Hyper Light Drifter, and other games have inspired Airship Syndicate’s ambitions.
On Airship Syndicate’s website, the company’s roots provide a hint of what’s likely to come from Project X.
While neither would divulge what exactly that means for Project X, they pointed to a smaller team being able to take risks on ideas as holding enormous appeal, given recent experiences.
“You can probably get away with some things that are a little riskier because the investment isn’t as great, so you can take chances,” said Stefanelli. “We tended to be kind of conservative with some of our decisions on Darksiders. We did a lot of ambitious stuff, but individually, a lot of the decisions were kind of conservative because we were spending a lot of money. THQ had a lot on the line with Darksiders.”
What they would promise was a character-driven game with RPG elements and a focus on storytelling. And because of Madureira’s involvement, it’ll certainly have a unique look.
“You can probably get away with some things that are a little riskier. We tended to be kind of conservative with some of our decisions on Darksiders.”
“We’re fans of games, that’s why we do it. It is a love and a passion and I think that is what we always strive for,” said Madureira. “We always pay homage to the great games of the past, whether it’s blatant or just a subtle nod. We love games and we will always strive for that, whether it’s a next-gen Darksiders-type game or something smaller.”
Though the not-so-great conclusions with THQ and Crytek have informed the creation of Airship Syndicate, it doesn’t mean the studio is averse to working with a big publisher should that make the most sense for what the game (or future games) demands.
“What you want to do is you want to try to put yourself in a position to have as much say in your own destiny and your own fate as possible,” said Stefanelli.
One way Airship Syndicate could retain control is crowdfunding, but that hasn’t been settled. The company is still figuring out what the future holds, and where it might look for help. As development begins on Project X, we won’t have to wait long. The two implied a proper reveal is only months away.
During our whole conversation, Madureira was doing his best to try and not tell me everything. (I tried.)
“Joe is terrible at keeping secrets,” said Stefanelli. “Pretty much he wants to tell [everyone]. He comes to me, and he goes ‘I’m just going to tweet it right now. I’m just going to tweet everybody a picture of what I’m drawing and they’re going to lose their minds.”
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Great, Destiny’s Auto-Rifles Are About To Get Worse

I mean, we all knew it was coming. Bungie had already mentioned that they felt that Destiny‘s auto-rifles were overpowered and too accurate, and that a “fix” was coming. I guess I just started telling myself that they’d forgotten or something. They did not forget.

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Sony Temporarily Delays Driveclub PS Plus Edition
Driveclub launched on PlayStation 4 yesterday, but Driveclub PS Plus Edition didn’t. According to the developers, it’s delayed while server issues are worked out.
Driveclub PS Plus Edition is a stripped down version of Driveclub with access to India, 11 tracks, 10 cars, and every game mode. Users are offered a discount on Driveclub if they decide to upgrade to the full version.
The full statement about Driveclub PS Plus Edition’s status, as shared by game director Paul Rustchynsky on Facebook, is below:
“With DRIVECLUB, we are dedicated to delivering a dynamic and socially connected racing game that everyone can enjoy, and along the way we’re facing new challenges which we haven’t encountered as a development team before. We are seeing a lot of activity and new social behaviours right now, but unfortunately this is pushing the servers to their absolute limits.
We are sorry if you are having a hard time getting online as we know many of you are. Please be aware that the game will automatically keep trying to connect you. Once you’re online, you should have no further problems during your session.
Everyone at the studio is now working hard to get new updates ready for the game servers to improve connectivity. We will be rolling out these updates day by day and will keep you informed.
In order to help all DRIVECLUB players who have the game already, we’re temporarily holding back the PS Plus Edition and the My DRIVECLUB app to ease the load and traffic to the servers. This should give players a better chance of connecting to the game servers and, once the servers are operating well, we’ll be sure to let you know when the PS Plus Edition and My DRIVECLUB app will be available to download.
To our PS Plus fans, we’re sorry you’re having to wait longer to play, but we want to ensure that when you come on board, you get the best experience possible. Rest assured, if you’ve pre-ordered the full game upgrade from the PS Plus Edition, you will still get the full version of DRIVECLUB digitally, and if you can’t get online you’ll be able to get started offline like everybody else with single player mode as you start your DRIVECLUB tour. You’ll still be able to earn fame, unlock cars and get to grips with all of the options for playing and creating your own events and challenges – and everything you do will be synchronised with the servers when you do get connected, so you can set-up a bunch of challenges to send out to your friends as soon as you are able to join each other online.
We fully appreciate how frustrating this is for everyone. We want you to get online with your club because racing, challenging and having fun together is what the game is all about. We know that racing with your friends online is what you’ve been waiting for and we are doing everything we can to deliver that experience to you as soon as possible.
Sorry again for the difficult start. We’ll keep you regularly updated on our progress as we work round the clock to improve connectivity. We want everyone to know what’s happening so please tag your DRIVECLUB friends or SHARE this message to let them know.”
If you’re curious about Driveclub, Jeff reviewed it. He, uh, didn’t like it.
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Bayonetta 2: The Kotaku Review

“What if you could feel good all the time?” That’s the question that Bayonetta 2 seems to ask. It answers that query, too. With an avalanche of mind-bending spectacle that will very often leave you dizzy and, by the end of it, a little numb.

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Driveclub Review
Driveclub looks nice, but doesn’t have a ton of options.
Driveclub is a very rigid driving game, where the only tweakable gameplay option at your disposal is a choice between automatic and manual transmission. In an era where driving games on both ends of the arcade-to-simulation spectrum deliver car upgrades and a lot of other things that players can use to tailor the experience to their liking, Driveclub’s complete lack of meaningful choices makes it feel like a weird throwback to the old, dark days of console driving games. The larger problem, however, is that the game’s overly mechanical AI drivers and weirdly grippy car handling make the on-track action lackluster, at best.
The action in Driveclub is broken up into a small handful of events that you can play a couple of different ways. In the single event mode you can set up on any of the game’s tracks using any of your unlocked cars in a simple race, a time trial that lets you race as long as you like to set the hottest lap you can, and a drift challenge that scores you based on your speed through the straightaways and your drifts on the curves. If you like, you can have those events fed to you in a more-or-less set order via the game’s tour mode, which sets up specific events and classes while also adding some occasional side objectives that earn you stars. Stars are used in the tour mode to unlock additional events in the tour mode.
As you race in any event, you’ll earn experience points depending on how you drive. Earning stars in tour mode is a solid way to earn them, but doing things like drafting behind an opposing car, drifting, and clean passes will also add to your total. You lose points for leaving the track, colliding with other cars, and the total at the end of a race is added to your overall score. You’ll level up along the way, which is how additional cars are unlocked. The car options are weak, with an almost-exclusive focus on European manufacturers. The developers have plans to sell car DLC, so perhaps this will eventually get addressed, but launching without big names like Honda, Nissan, Toyota, or Ford? It seems almost insane. On top of that, you can’t do much with the cars once you’ve unlocked them. There are no tuning or upgrade options and, aside from a loosely customizable “club” paint job set by the leader of your current car club, even the paint options are extremely limited. Even the “factory” paint job option only offers one color. At some point Driveclub’s lack of options crosses out of barebones and into simply appearing to be unfinished. Furthermore, the idea of a set progression of car unlocks instead of offering some way for players to unlock the cars they’re specifically interested in feels old and somewhat restrictive for a game that seems like it’s trying to lean in the simulation direction of things.
The challenge system is one of Driveclub’s high points.
But it’s worth pointing out that Driveclub isn’t an especially realistic simulation of driving, and apparently that’s by design. The cars have an overly grippy feel on the track, letting you get away with some occasional shenanigans by braking at the last possible moment instead of gently braking or coasting into the curves. The developers claim this is an attempt to make the game easier and fun for everyone. But this doesn’t make the game feel more fun or thrilling. It just makes what otherwise feels like an attempt at simulating real cars instead feel like it misses the mark by a mile. If this were on by default as an assist for new drivers that could be disabled, potentially along with a series of additional options to let people tailor the driving a bit, maybe this would make sense. Instead it makes the game feel inauthentic to real-life racing while also not going far enough in the “fun” direction to make it an exciting, arcade-style racer.
It gets even weirder when you throw in the game’s occasional attempt at enforcing rules. It’ll let you brake extremely late into turns and you can pull e-brake drifts and such, but if you get off the track at all it immediately throws up a three-second timer that compels you to get back on the track. If you cut a corner in a way the game feels is giving you an advantage, it gives you a “corner penalty” and reduces your ability to accelerate for a few seconds. Same deal if you decide to slam into another racer–or if the game’s single-minded AI decides to slam into you. Though cutting corners isn’t cool, the way the game handles it with penalties is the opposite of fun. This seems like the sort of thing that should have been handled on the track design end instead of slapping drivers with penalties.
The game has a proper multiplayer option in addition to the single events and tour, and this allows up to 12 players to compete. The menus are slightly confusing, with a series of choices that don’t seem especially different, since the game moves you from one event to the next and one car class to the next as you finish one event and start another, but the online portion of the game is certainly functional. Considering the game’s focus on creating groups of users via its club functions, it seems odd that there isn’t a big focus on clubs in the multiplayer. It’s just a never-ending hopper filled with one-off races. It’s worth noting though, that on launch day, and as of this writing, the Driveclub servers have been offline, preventing players from competing against one-another directly or via leaderboard challenges. Without these features, Driveclub feels like even more of a husk, but one has to expect that these servers will work eventually. They worked just fine during the week prior to release.
Your car customization options consist of basic paint style changes and putting numbers and accolade icons on the side.
If there’s anything Driveclub can hang its hat on, its that it’s a nice-looking game and that it does leaderboards well. Of particular note is the game’s day/night cycle, which you can speed up if you want to see the passage of time happen in a more dramatic way. Driveclub’s night driving showcases its pretty lighting quite well, though considering you’re trying to set good times and win races, I found myself gravitating towards having all my races take place at noon once I had seen the night stuff a few times. Cars shine nicely, again showing off the way light hits them, and it all looks quite striking when you hit dusk. That said, sometimes the ground and wall textures look overly flat and undetailed, and you’ll see some scenery pop into view as you get closer to it. Nothing major, it looks good.
The leaderboards in Driveclub are supplemented by a challenge system that lets you take any of your recent past performances and send the time around to your friends. You set a time to respond when sending a challenge, so you can give those friends (or, if your challenge is open, strangers) a few as 30 minutes or as long as a week to respond. The winner of the challenge gets more XP and the prizes increase as more players join a challenge. This also carries over to clubs. Car clubs in Driveclub can be open or invite-only, and clubs are ranked on leaderboards, as well. You can create club challenges to challenge other clubs to beat your performance, and this makes it so each club only gets one entry on the leaderboard. So you can put your entire club onto one challenge and have them all bang away at it in an attempt to win, if you like. Annoyingly, people can send you challenges for cars you haven’t unlocked yet, but all in all it’s a decent system that would be a lot more useful if it were in a better game.
And, ultimately, that’s the real problem with Driveclub. It’s a shame that there aren’t more options to choose from and the challenge system has potential. But it just isn’t much fun to play. The core act of driving a car feels off in a way that completely put me off of playing the game. Without that in place, the rest of it just falls apart. The PlayStation 4 has been without a serious racing option since launch, and Driveclub doesn’t fill that gap.
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