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  Events / Penrose Tackie

Events

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Penrose Tackie

GT Academy 2013 Kicks Off in July with Gran Turismo 6 Demo

Posted by: Penrose Tackie // European Brand Manager
Category: News > Events

Region: SG , MY , TH , ID

Buckle up, Gran Turismo fans – our annual GT Academy competition will return for a fifth season this year, and it’s set to be the biggest yet, with more countries than ever before participating.

 

The online gaming element of the competition gets under starter’s orders this July via a demo of the just-announced Gran Turismo®6 exclusively on PlayStation®3.

 

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Since it began in 2008, the acclaimed virtual-to-reality competition has attracted over two million entries, with gamers and motor sport fans battling it out in Gran Turismo for the chance to become real Nissan racing drivers. Six former winners of the competition, which now runs in Europe, the USA, Germany, Russia, the Middle East and South Africa, are now Nismo Athletes competing in top-level motor sport on behalf of Nissan.

 

Nissan’s Director of Global Motorsport, Darren Cox, revealed the plans for GT Academy 2013 today at the famous Silverstone Circuit, at the same event where Kazunori Yamauchi announced Gran Turismo 6.

 

“At its core GT Academy remains a highly-accessible route into professional motor racing for people who would otherwise not have the opportunity. Unearthing genuine driving talent from the world of gaming is a real example of digital age performance and the innovation for which Nissan is famous.

 

“We are predicting that more people than ever will enter the competition this year on the stunning new GT6 demo.”

 

Kazunori Yamauchi, President of developer Polyphony Digital, added: “GT Academy is a fitting platform for the Gran Turismo community to preview GT6 for the first time, as we aim to bring the worlds of virtual and reality closer than ever.

 

“We are very proud of this partnership with Nissan, and we have aimed to make a very appealing and accessible competition featuring a range of their cars. The challenges, even at this early stage of the competition, are designed to improve people’s race craft before they even make it to driving real cars.

 

“We have also incorporated the Silverstone circuit for the first time in Gran Turismo. This should ensure that competitors will arrive at Race Camp better prepared than ever.”

 

Winning GT Academy is a passport to a career in global motorsport, with Lucas Ordoñez (2008 winner) and Jann Mardenborough (2011 winner) racing at the 2013 Le Mans 24 Hours for Nissan Nismo.

 

The latest graduates Wolfgang Reip from Belgium (European winner), Mark Shulzhitskiy (Russian winner), Steve Doherty (US winner) and Peter Pyzera (German winner) are currently competing in the Blancpain Endurance Series in a pair of Nissan GT-R Nismo GT3 cars.

 

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The format of GT Academy sees the fastest PlayStation gamers from each country join winners from a number of live events to compete in their respective National Finals. The action will then make the transition from the virtual world to real Nissan sports cars when the winners of each national competition are invited to take part in the intense international final at Silverstone Circuit, now the established home of the GT Academy Race Camp.

 

The winners of each of the GT Academy competitions will then be put through an intensive and thorough Driver Development Program, rated among the best in the world, in order to qualify for the ultimate competition prize – a full season racing a Nissan GT-R GT3 Nismo in a top-level championship.

 

Details of how to enter GT Academy 2013 can be found on Facebook, Twitter and the official Gran Turismo site. Good luck!

Ichi jo

Direct from Paris  - "BEYOND: Two Souls" Exclusive interview

Posted by: Ichi jo // SCEH Author
Category: News > Events

Previously, we shared the tour to Quantic Dreams headquarter in Paris and unveiled the mysteries of producing “Beyond: Two Souls”. After knowing the storyline and game features, here are the in-depth interviews with David Cage and Guillaume de Fondaumière, the title and studio directors of “Beyond: Two Souls”. Let’s pry into their world of inspiration.

 

Interview with David Cage

 

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Reporter: What inspired you to write the story of “Beyond”? I’ve heard that you started the story in about 2005.

 

David Cage: Yes, I started this story long time ago. I was interested in death and what’s on the other side. I wanted to write something about this. Sometimes you see people in the subway talking to themselves like talking to an invisible friend.

Reporter:  Was there any movie or something inspired you to write this story?

 

David Cage: Well, actually since “Heavy Rain”, I discovered that I could write about things that happened to me. “Heavy Rain” was about me being a young father and the relationship with my son. “Beyond” is about death. I lost someone I felt really close to in my family. Death is something really brutal and finally, there is nothing you can do about it, so I wanted to write something about what had happened to this person after she died. “Beyond” is my attempt to that.

 

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Reporter:  Do you believe that there’s spiritual power and the other side?

 

David Cage: Actually I don’t believe there’s something on the other side. I am afraid that I don’t believe there’s a god and I don’t believe there is something after you die. But that doesn’t make a very good story, so I thought I should better write something - what if there is something after you die and if there is something and that’s it.

 

Reporter: So if we finish the game, can we get the answer?

 

David Cage: Yes.

 

Reporter: I know that in the very beginning of your writing, you chose Ellen page as the main character. Why was she your choice?

 

David Cage: What I really like about Ellen in the films was how she looked like a very fragile and vulnerable girl, but at the same time she is very clever, really courageous and she has some kinds of strength inside. She has something really unique. If you watch her in “Hard candy”, for example, or in “Juno”, she is really driven by something very strong inside her and that’s really unique and I thought that was really appealing. I didn’t want a blonde girl with big boobs and high heels. I mean I am not interested in this kind of characters. I am interested in people that are true, that are real, that are clever. Also I was looking for an actress would be capable of being this character between the age of 14 and the age of 23; be capable of being this young teenager or being this young adult and playing different ages in the life of Jodie, and this is what Ellen Page did.

 

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Reporter: In the game, there is Aiden and he has some kind of link to Jodie. In your point of view, is Aiden a burden or a gift for Jodie? In the demo played this morning, it is interesting that Jodie wanted to escape from Aiden. She wanted to die but Aiden protected her and didn’t let her die.

 

David Cage: What is really special about the game is that these two characters have a link and they can’t be separated. But Jodie doesn’t want this link. She doesn’t want this entity. She just wants to be like anyone else but she can’t have a normal life because of Aiden, so she hates him for that. But she loves him at the same time because they were together since she was born. So it’s a love and hate type of relationship. Same thing with Aiden, Aiden probably doesn’t want this link. He doesn’t want to be with Jodie. He wants to live in this world. But they are trapped together, they are tied together and they need to do with it, cope with it and accept the situation. “Beyond” is not just a story of Jodie. It is the story of this relationship between these two characters.


Reporter: In terms of time, some people played “Heavy Rain” and said that the game was too short for them. Generally, to complete “Beyond”, how long does it take?

 

David Cage: Like most story-driven games, there is going to be between 10 and 12 hours for one walkthrough. But in one walkthrough, you can’t see everything and you’ll miss a lot of things.

Reporter:  Are there any difficulties by using performance capture in the studio. Can you share them with us?

 

David Cage: As I explained this morning, we used what we called “Performance Capture” which is really about capturing the entire performance - body, face, voice, at the same time, so there were many issues tied to this technology, especially because we didn’t want the technology to be invasive. We just want the actors to feel free and dedicated to the performance. So we work on this wireless technology. The main difficulty was properly for actors to work without any set, without any wardrobe, without any props because you saw the set which was totally empty. My work as a director was really to explain to the actors what was going on, what space they were in, what was going on around them so they could really react with the surroundings. That was really a big challenge for them.

 

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Reporter: From the experience of “Heavy Rain”, there are many endings in the game and your ending is based on your choices. Does it also apply to “Beyond”?


David Cage: The thing that is difficult to demonstrate is that you got the feeling that it was really linear except in this moment where there were dialogue choices but that’s not the case actually! There were many different ways of playing the scene and you just saw one possibility, but this morning we could have showed you many different ways of playing the scene with different results and different consequences. People sometimes get confused because they don’t see big prompts on screen “Do you want to do this?”, ”Do you want to do that?” flashing and then they are “Oh, here is a choice!”, but actually there are many moments where you just make choices by interacting and you don’t fully realize that you made the choices but actually you made the choice. It’s a strange thing to explain, but when you play it, it’s obvious and organic. This is how it works. Same thing than in “Heavy Rain”, in “Heavy Rain” you make choices all the time, but there was no big sign flashing “Oh, be careful, you are about to make a choice!” No, it was just like as you play, you told the story, same thing with “Beyond”.


Reporter: Is Aiden a ghost or something?

 

David Cage: Well, it’s one of the goals of the game to know exactly what Aiden is.


Reporter: There is no picture of Aiden. Is there an image of Aiden?

 

David Cage: You never know what it looks like. It’s a ghost!

 

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Reporter: In the story, Aiden always protects Jodie. Is it because if Jodie dies, Aiden disappears too? Is this their relationship?

 

David Cage: Aiden does not always protect Jodie. It can be very possessive and jealous sometimes. And about your question, this is something you don’t know when you start the game. I can’t tell you too much as it’s really part of the story.

 

Reporter: Can you tell us more about the technology of Performance Capture? It is amazing that it captures facial expression, movement, actions at the same time.


David Cage: You know what “Heavy Rain” and what most games did in the past. We shot facial animation and voice, and then we went on the performance capture stage and tried to do the body on top. But it was done in two different takes, so all the body language was lost in the process. All the very subtle things that you do with your body when you speak were lost. There are some tiny things that very few people know. For example, when you turn your head, you blink your eyes all the time, just because your brain needs to reset. It’s very rare that you move your head keeping your eyes open. It looks very unnatural. When you shoot in two different takes, this is something that you lose because there is no sync between the face and the body. But when you shoot in performance capture, you get these kinds of subtlety back. You get body language. You got perfect sync between what you say and how you move and your face. Everything is in sync because it’s captured in one take. This is where all the subtlety and nuances come from. We have also developed the specific technology about eyes animations. How the eyes move is also something very important in understanding expression of someone and reading the expression on their faces. It plays a big role. What I really enjoy about what I see in “Beyond” is the fact that sometimes you can just film Jodie being silent and just know what she thinks or how she feels by just looking at her face. That’s something really new in games because before that, you needed a dialogue or a GUI (Graphical user interface) telling you “Oh, you feel tired. You feel good. I am injured” but now you can just look at the character and you can see “Oh, I get how she feels.”

 

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Reporter: What is your expectation of “Beyond”?

 

David Cage: What I hope from “Beyond” is that when people switch off the console once they are done with the game, they would really feel that they like Jodie a lot that they knew her by heart because they knew her since she was a kid and they saw all the very important moments of her life, so they’ll feel that she is someone real, someone they know, someone they like and someone they will miss like their friend. This is what I really want to achieve with this game.

Reporter:  Thank you.

 

David Cage: Thanks!

 

 

Interview with Guillaume de Fondaumière

 

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Reporter: My first question is that “Heavy Rain” has made a great success in 2010, so why did not Quantic Dream play safe to release a sequel, but to make a totally new one?

 

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Guillaume de Fondaumière: First of all, the reason is that it’s an author thing. David Cage felt that he had already said everything he had to say about the story of “Heavy Rain” and didn’t want to work on another sequel or prequel to the story. He had tons of ideas for other stories, one of which was “Beyond”. And at that point we felt that this was the next story that we wanted to tell. Yeah, from a commercial point of view I agree with you that it might have been interesting to do a sequel, but we thought that there was something more interesting from an intellectual standpoint. So we decided to go with a new project.

 

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Reporter: Do you think that it is risky to work on such a large title? Do you have the devices or the technology for developing this title? I heard that the number of staff at Quantic Dream has increased from 100 to 200 in the past 3 years. What’s the anticipation for this new title? I think it’s a bit risky to take on such a large project.

 

Guillaume de Fondaumière: I don’t think that it’s a risk. I mean, the sales number of PS3™ has risen by 50% since 2010? So that means there are more PS3™ out there than there were in 2010. So we expect that the market will be larger for “Heavy Rain” and “Beyond”.  This is the first thing. The second thing is we did increase the headcount. But let’s not forget that we are not only working on one title, I can’t tell you more. But indeed “Beyond” is a bigger project than “Heavy Rain” so its budget is higher. I think it was a bigger risk to produce “Heavy Rain” than to produce “Beyond”. We have more confidence and we have proven with “Heavy Rain” that the return of our investment is very positive.

 

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Reporter: Why did you have the idea to find actual people to be the characters of the game, other than just creating them with computers?

 

Guillaume de Fondaumière: We are of the opinion that actors are capable of portraying human emotions in a very peculiar way. Since our games are very story-driven, one of the objectives is to steer the players’ emotions. We believe that it’s far more efficient to work with actors than with computer-generated animations, for instance, and things like that. And I think that in “Beyond” this is going to be very, very obvious. Working with Ellen Page and Willem Dafoe had been a tremendous plus. I guess you have already seen it this morning. There is already a difference in the acting performance between “Heavy Rain” and that we have in “Beyond”. I think it raises the bar quite significantly. 

 

Reporter: Will “Beyond” be released on the PS4™ platform?

 

Guillaume de Fondaumière: “Beyond” is going to be released on PS3™.

 

Reporter: But it is announced that PS4™ will be released this year, is it possible to have a new version?

 

Guillaume de Fondaumière: It would be possible but nothing has been decided yet.

 

Reporter: Was Ellen Page your first choice as the main character?

 

Guillaume de Fondaumière: Yes, both Willem and Ellen were a first choice. So it was kind of easy for me. I am negotiating with the agents, the managers. So I only had to give one phone call each time.

 

Reporter: Why did you choose them as actors for the characters?

 

Guillaume de Fondaumière: This is a question to ask David. When David starts writing, he’s basically always projecting known actors onto the faces. Even if the design is going to be different, he likes to think of the characters as known actors before starting to write. So for Jodie Holmes, it was Ellen Page; and for Dr. Dawkins it was Willem Dafoe, right from the beginning. When it came the time of casting them, we thought “why don’t we try contacting them?”. Maybe they are going to be willing, available, accessible from a financial point of view. So we tried. We sent them the synopsis, and very rapidly in both instances, I first contacted Ellen Page. She was the first to join the project.  Then we met her in LA, spent a few hours with her, discussing the role, the project but also explained to her that “it’s not going to be easy, you will have to learn everything by heart”. Because the last thing you want is an actor coming without knowing his part. And not being willing to do what you expect from them. So, we wanted to be very clear of what we would be expecting from them. And when they accept “Ok I understand”, I think they didn’t really understand. And then they realized “Ohhh it’s a lot of work!”. But after a few days, they knew exactly what this was about. So again, this is how things came into play. Same with Willem, discussing with them, showing them the script and then he said “Ok I will do it.”

 

Reporter: I am curious how long did the performance capture for Ellen Page take?

 

Guillaume de Fondaumière: 4 weeks.

 

Reporter: 4 weeks? Just like a short movie.

 

Guillaume de Fondaumière: Four weeks every day, from 8:30 until 6pm. And Willem stayed 2 weeks.

 

Reporter: Did they do the performance capture together or separately?

 

Guillaume de Fondaumière: They did all the scenes together. When you have a stage like this for performance capture, it’s very important to have both actors as much as possible. We have to make sure that each time there is an ensemble of actors to perform together.

 

Reporter: The game tells of the story of Jodie when she is 8 years old to 23 years old. How did you create the character of her when she is 8? With CG?

 

Guillaume de Fondaumière: We are using another actor who is a child. So there is another actor called Caroline Wilson.  She’s playing Jodie Holmes when she is 8. What we did actually is creating a blend from a facial standpoint between Caroline and Ellen when she was young. So she would resemble Ellen. And we were very much helped by the fact that Ellen has been playing in films and series since she was young. So we have documentation to see how she looked like when she was a child and be able to recreate Ellen Page when she was younger.

 

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Reporter: What is your expectation of the sales of “Beyond”?


Guillaume de Fondaumière: “Heavy Rain” sold 2.5 million copies. If you take second-hand games, we were like 3.5 millions. So, that’s naturally my ambition for “Beyond”.

 

Reporter: When did the idea of making “Beyond” come up? Was it after finishing “Heavy Rain” or during the production?

 

Guillaume de Fondaumière: It came earlier. It was a project that David had started to write at a very early stage a few pages of concept. Probably in 2005. It was before “Heavy Rain”. It was a very rough story about a girl. And then he really started to work on the writing after we released “Heavy Rain”, in October 2010. 

Ichi jo

Direct from Paris! Be Impressed of Hollywood Blockbuster Style “BEYOND: Two Souls”

Posted by: Ichi jo // SCEH Author
Category: News > Events

Region: SG , MY , TH , ID , VN , PH

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PS3™ exclusive title “BEYOND: Two Souls” by Quantic Dreams has made a pioneering decision in the gaming industry by casting Ellen Page (one of my favorite actresses who has starred in “Juno” and “Inception”) as the heroine as well as the Green Goblin actor from “Spiderman” to play the scientist. Sony Computer Entertainment Hong Kong Limited was invited to visit Quantic Dreams headquarter in Paris on 19th March and had a tour of the huge shooting studio for Motion Capture, sneak peek of freshly released gameplay and interviews with producers David Cage and Guillaume de Fondaumière to unveil the mysteries of this Hollywood-style game.

 

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Press from all over the world visited the Quantic Dream headquarter for a trial session of the anticipated new title “BEYOND: Two Souls”.


 

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Quantic Dream boosts more than 200 employees. David Cage showed the press around the office area with a huge fullview glass window. Game production does not mean working around the clock without seeing daylight.

 

 


In Search of Two Souls: Jodie & Aiden

“BEYOND: Two Souls” is due to be released in October this year. Those who have played “Heavy Rain”, a title also produced by Quantic Dreams, should have found its impressive cinematic storyline charming. This cinematic title has always been my favorite game. However, this time around Quantic Dreams has chosen not to produce a sequel to “Heavy Rain”, instead, they started this brand new title “BEYOND: Two Souls”, which does not tell of a murder like “Heavy Rain”. “BEYOND: Two Souls” takes players through the story of heroine Jodie Holmes (Ellen Page) from the age of eight to twenty-three. Since she was born, Jodie has been connected with Aiden, an invisible entity. She is gifted with supernatural powers but plagued with pain known to nobody. According to the producers, the game proceeds with flashbacks taking players to revisit Jodie at different ages including her childhood, adolescence and adulthood so they could identify the reason and result of each incident through rearranging the pieces.

 

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Consequences from Small Decisions

During the hands-on session, players could freely control Jodie or Aiden, facing challenges along the way to continue the story. For example, there is a scene of Jodie being inside a fire scene when the elevator fails to work. Players can play as Aiden to leave the elevator, pushing away luggage stuck at the door of another floor so that the elevator can function again. The entity Aiden is invisible, flies and can pass through any object. Aiden can also move objects and even possess people. It’s up to players to consider how to make use of Aiden’s abilities depending on the situation to overcome challenges and continue through Jodie’s life.  Retaining “Heavy Rain”’s choice-centered gameplay, players will be constantly making decisions, and each small decision can lead to a different ending - just like in real life. Once a decision is made, there’s no way back.

 

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PS3™ consoles were placed in the venue for the press to try playing a part of “BEYOND: Two Souls”.

 

 

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Jodie Learns Fighting But Not QTE Controls

Different from “Heavy Rain”, “BEYOND: Two Souls” does not use QTE controls. Those who have played “Heavy Rain” before should remember that when close battle takes place they have to press buttons according to the directions displayed on-screen to unleash attacks. The same QTE controls is not used in “BEYOND: Two Souls”, instead, during the hands-on session we saw Jodie receiving close combat training. Players can make use of the analog sticks to unleash attacks of different levels, such as kicks or uppercuts. Actions also slow down during battles to facilitate easier controls. By not retaining QTE controls,  “BEYOND: Two Souls” lets players be more immersed in the gameplay and to experience together with Jodie a grappling and thrilling life journey spanning 15 years.

 

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Hollywood Stars and Their Eyes Took Part in the Acting

Lastly, what must be mentioned about this title is that Hollywood stars Ellen Page and Willem Dafoe have taken part in the development of this title by actually “acting out” the game characters. Most scenes of the title were produced by Motion Capture- sensors placed onto the actors’ faces and bodies, to detect each action and expression for further production. More than 90 sensors were placed on each actor’s face, no wonder producers claim that even the actors’ eyes have taken part in “acting”. More than 12 months were spent filming for the game, involving more than 300 characters, which is something that makes this title a much anticipated one, not to mention the brand-new game engine!

 

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David Cage, Creative Director of “BEYOND: Two Souls” presented the title to the press inside the Motion Capture studio. Sixty five cameras were placed inside the studio, where Ellen Page and Willem Dafoe acted out every scene of the game.

 

 

Coming Soon:

We will have interviews coming up of David Cage and Guillaume de Fondaumière, the title and studio directors! Stay tuned!

The entity Aiden is constantly protecting Jodie; but on the dark side, it also has a jealous and violent character.

Sam Chan

10th Annual Gran Turismo(R) Awards

Posted by: Sam Chan // Community Specialist
Category: News > Events

Sony Computer Entertainment America (SCEA) hosted its 10th annual Gran Turismo(R) Awards at the SEMA (Special Equipment Market Association) last week. The award ceremony was held on 1st November 2012, at "Rain" night club in the Palms Casino Resort Hotel, in Las Vegas with the tons of GT fans and party lovers.

 

 

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Each year, the GT Awards offer SEMA show exhibitors the opportunity to join the ranks of the famed Gran Turismo racing fleet, awarding one car the honor of being added to the Gran Turismo franchise as a playable car in the game and driven virtually by millions across the globe.

 

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After heavy deliberation over the entries, Kaz Yamauchi the Producer of the “Gran Turismo” series selected "Eckerts Ford Mach Forty" as the "Best Hot Rod" winner This stunning vehicle will be playable in a future installment of “Gran Turismo”, available through an online update.

 

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Best European Import: 2013 Volkswagen Turbo Beetle (VWVortex.com 2013 Super Beetle Project)

 

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Best Truck or SUV: Antron Brown’s Family Dragster Toyota Sequoia

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Best Hot Rod: Eckerts Ford Mach Forty

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Best Domestic Automobile: 2014 Ford Mustang GT RTR Spec 3

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Best Asian Import: 2013 Scion FR-S Evasive Motorsports

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Closing the event, a big guest took to the stage to celebrate this 10th anniversary event. A living legend of Hip Hop, and a big fan of the “Gran Turismo” series, Snoop Doggy Dogg performed, entertaining the fans until the morning.

 

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      10th annual Gran Turismo(R) Awards Giveaway

 

Celebrating this 10th anniversary event, you will get Cushion with Snoop Dogg and Yamauchi san's signature:

  From 20/11 – 25/11, comment and write down “which track do you look forward to the coming GT title?”. One winner will be chosen by lucky draw.


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For more details, please refer gran-turismo.com (URL: http://www.gran-turismo.com)

Sam Chan

Worldwide Studios President Presents the “Cross Platform” Features

Posted by: Sam Chan // Community Specialist
Category: News > Events

Region: SG , MY , TH , ID , VN , PH

A series of producer sessions were held during Tokyo Game Show by SCE Asia for game media to conduct interviews with the producers and to obtain more updated information about the new titles.


Worldwide Studios President Presents the “Cross Platform” Features

Apart from the announcement of new PlayStation titles, the Cross Platform feature of PlayStation®3 and PlayStation®Vita was also a highlight introduced to the public in this year’s Tokyo Game Show.

 

 

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Trial stands were available at the show venue to let visitors experience a brand-new cross platform gameplay between PS3™ and PS Vita. For the interview session, SCE Asia invited Mr. Shuhei Yoshida from SCE Worldwide Studio to demonstrate and talk about the six features of this innovative cross platform play via a demo of “LittleBigPlanet™ 2”.

 

The six features are Cross Play, Cross Goods, Remote Play, Cross Save, Cross Buy and Cross Controller.

 

 

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According to Mr. Yoshida, a DLC will be launched at the end of this year, bringing the Cross Platform feature to “LittleBigPlanet™ 2”. He demonstrated how Cross Play and Cross Controller allow two players to cooperate in making through the levels. In other words, when a player uses DUALSHOCK®3 wireless controller to control the character, another player can hold onto PS Vita, on which a special screen shows the structure of the stage and traps. The 2P player thus gives hints to the player who is controlling Sackboy on choosing the right path and actions to avoid traps, move obstacles along the way with PS Vita touchscreen to help Sackboy get pass.

 

 

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Mr. Yoshida expressed that the Cross Platform feature update introduces a brand-new gameplay to existing titles, as well as delivering an alternative gaming experience to gamers. In his answer to a reporter’s question on the future development of the Cross Platform feature, Mr. Yoshida said that apart from upcoming new titles from SCE Worldwide Studio being compatible with the Cross Platform feature, they would also actively demonstrate and provide development support to third party developers so that more of them will be interested in this new feature and develop more compatible titles.

 

Mr. Yoshida also explained other new features- Cross Goods allows players to use DLC, game items and UGC on both platforms; Cross Save allows players to share the save data of a game between playing at home and on the go; and with Cross Buy, players can own two versions of the same title at one single price, further encouraging players to use the Cross Platform feature.

 

 

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Stay tuned to PlayStation Blog for more details of the various “Cross” features!

Sam Chan

Street Fighter® 25th Anniversary Tournament New Stars born from Final Tournament in Taiwan!

Posted by: Sam Chan // Community Specialist
Category: News > Events

Sony Computer Entertainment Taiwan Limited (“SCET”) held Street Fighter® 25th Anniversary Final Asia Tournaments in Taipei World Trade Center Hall 2 on 26 August. The finishers are from Taiwan, Hong Kong, Singapore and South Korea to battle at four of the most popular fighting games that Capcom Co., Ltd developed.

 

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Although there was a big storm in Taiwan in the morning, it also cannot stop gamers’ passion to attend this event. Apart from the tournament, PlayStation®Vita (PS Vita) STREET FIGHTER X TEKKEN andPlayStation®3 (PS3™) STREET FIGHTER X TEKKEN CROSS PLAY are also available at the event for public trial.

 

PlayStation® also invited Toro and Kuro from Japan and cosplayers to participating at the event and taking photos with public. Two Japan professional fighting game players, Tokido and Mago, and Japan famous fighting game artist KAYO (KAYOPOLICE) also met their fans and the stage event had lighted up the passion of the gamers.

 

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Apart from the Asia Final Tournament, we are honored to have the Producer of Street Fighter IV Arcade Edition and Street Fighter X Tekken, Mr. Yoshinori Ono to be the special guest at the event. To enrich the atmosphere of the event, Mr. Ono costumed as one of the popular Street Fighter characters – Chun Li and played games with fans on-site. 

 

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After fierce fighting, three championships were won by South Korea players, while Street Fighter II Turbo HD Remix was won by Singapore player - SGESportd.BOC. The top finishers from Asia Final got up to USD 100,000 worth of cash prizes, non-cash prizes and amenities awarded and will be receiving invites to the Grand Finals of Street Fighter 25th Anniversary Tournament in the United States in December 2012.

 

At this juncture, we would like to congratulate all winners and wish them well in their training; May they grace the headlines once again.


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<Street Fighter 25th Anniversary Asia Final Tournament>

 

Tournament

Winners

Prize List

PS3™ <Street Fighter X Tekken> Versus (Single)

Champion:

Korea - WW MCZ INFILTRATION

Champion

  • Participate in Grand Finals of Street Fighter 25th Anniversary Tournament in the United States
  • Hotel accommodation and round trip flight ticket from Singapore to US
  • Street Fighter 25th Anniversary Collector’s Pack 1
  • USD2,000 x1
1st Runner Up
  • Participate in Grand Finals of Street Fighter 25th Anniversary
  • Hotel accommodation and round trip flight ticket from Singapore to US
  • Street Fighter 25th Anniversary Collector’s Pack 1
  • USD1,000 x1
1st runner up:Korea - POONGKO
PS3™ Super Street Fighter IV: Arcade Edition 2012 (Single)Champion:Korea - WW MCZ INFILTRATION
1st runner up:Taiwan - AVERMEDIA GamerBee
PS3™ Street Fighter III: Third Strike – Online EditionChampion:Singapore – SGESports BOCChampion
  • Participate in Grand Finals of Street Fighter 25th Anniversary Tournament in the United States
  • Hotel accommodation and round trip flight ticket from Singapore to US
  • Street Fighter 25th Anniversary Collector’s Pack 1
  • USD2,000 x1

PS3™ Street Fighter II Turbo HD Remix

Champion:

Korea - WW MCZ LAUGH

 

 

 

For more detail, please refer to official website: http://asia.playstation.com

Raze Lok

Gran Turismo Asian Championship 2012

Posted by: Raze Lok // SCEH Blog Manager
Category: News > Events

Region: SG , MY , TH , ID

The final of Gran Turismo Asian Championship 2012 was held at the Nissan Global Headquarters Gallery in Yokohama, Japan. Drivers from Japan, Korea, Taiwan, Hong Kong, Singapore, Malaysia, Indonesia and Thailand, who are champions of “GT Academy 2012” in their countries, gathered to compete to become the fastest racer in Asia. They participated in various GT activities during the two-day event. Here’s a report for those who weren’t there!

 

 

A Visit to the Polyphony Digital Inc. Studio

 

Lead by GT producer Kazunori Yamauchi, drivers visited the studio of Polyphony Digital Inc. on 10th August as well as the art, motion-capture and programming department, learning how much time and effort the production team have put in over the years to create the “Gran Turismo” series they see.

 

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Mr. Kazunori Yamauchi made a welcome speech

 

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Kazunori Yamauchi demonstrated his driving skills. Something to learn for our drivers?

 

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Various awards won by the Gran Turismo series line the studio

 

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Kazunori Yamauchi introduces the origin of the awards

 

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The studio is equipped with a huge library of books on automobile

 

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The huge screen of Kazunori Yamauchi's private racing booth is close to what you see in a real car

 

 

The Final of All Asia Gran Turismo Championship 2012

 

On 11th August, drivers arrived at Nissan Global Headquarters Gallery for their show time. After familiarizing competition rules, filming personal introduction video and testing equipment, lots were drawn to determine the division of competing group.

 

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The competition was held in a grand venue

 

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Drivers learning the rules of the competition

 

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Do I look smart in my personal introduction video?

 

 

The preliminary races were held in Time Trial and only the top four drivers with fastest lap time enter the finals.  To ensure a fair competition, drivers were only informed of the course, car and tire settings right before it started.

 

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Mr. Yamauchi wished drivers on getting satisfactory results

 

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All drivers drew lots to determine their competing groups

 

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The details of the race were only announced right before the competition began

 

 

All drivers have shown impeccable driving skills, making victory and defeat a mere difference of millisecond. Here are the drivers who got into the Final:

 

Ranking

Name of Racer

Nationality

Time

1

Maulana ANDIKA RAMA

Indonesia

2:02:589

2

Takuya TAKAHASHI

Japan

2:02:658

3

Kazuteru YAMADA

Japan

2:02:742

4

Sachai NATHAKUNJORN

Thailand

2:02:954

5

Shogo YOSHIDA

Japan

2:03:486

6

Tomoaki YAMANAKA

Japan

2:03:492

7

Takuma KAWAJIRI

Japan

2:03:823

8

Singi CHOI

Korea

2:03:978

 

The Final was held in Point Challenge in which the fastest driver would be awarded 10 points, the second and the third 7 points and 6 points respectively, and so on. The driver with highest points after three rounds became the champion.

 

After some heated battles on the track, Yamada took over Rama in the third round with his stable and brilliant driving skills in a dramatic way and took the seat of champion with 27 points. A huge credit should be made for his perseverance.

 

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Rama led the way all along in the third race

 

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But he was taken over by Yamada only in the very last minute

 

 

Result of the Final:


Ranking

Name of Driver

Nationality

Points

1

Kazuteru YAMADA

Japan

27

2

Takuma KAWAJIRI

Japan

22

3

Maulana ANDIKA RAMA

Indonesia

17

4

Sachai NATHAKUNJORN

Thailand

14

5

Shogo YOSHIDA

Japan

12

6

Takuya TAKAHASHI

Japan

11

7

Tomoaki YAMANAKA

Japan

8

8

Singi CHOI

Korea

3

 

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Kazuteru YAMADA was crowned the champion of the competition

 

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Producer Kazunori Yamauchi, Driver Lucas Ordóñez and the 16 greatest drivers of Asia took to the stage for a group photo

 

 

This rang the curtain down on Gran Turismo Asian Championship 2012. Thanks must be expressed to those who like and support the GT series. Hope to see you again in our future competitions!

Jenny Barbour

E3 2012: Wonderbook: Book of Spells Features Writing from J.K. Rowling

Posted by: Jenny Barbour // Associate Producer, SCEA
Category: News > Events

Region: SG , MY , TH , ID

 

As you may have heard, PlayStation had some exciting news to reveal tonight.

 

For some time now, we have been working on a project called Wonderbook – an interactive book that uses Augmented Reality technology and PlayStation®Move products to bring stories to life before your eyes. The AR in Wonderbook has been developed by London Studio – the team behind EyeToy and EyePet. We believe that this is the most advanced AR out there, not least because it utilizes brand new technology which enables enhanced fidelity.

 

  Wonderbook is a physical book that will act as a platform for a range of different titles that the whole family will enjoy. Games, reading experiences, adventures – the possibilities are endless for Wonderbook, and we can’t wait to tell you more about the exciting things you can look forward to on this peripheral. It truly is one book, with a thousand stories.

 

 

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The first story is one we are extremely proud to announce. Wonderbook: Book of Spells is a title developed by London Studio, with brand new writing from one of the world’s most popular authors – J.K. Rowling.

 

 

From the world of Harry Potter, Book of Spells is an enchanted textbook written over 200 years ago by Miranda Goshawk. Open the book and you are immediately transported to the Hogwarts library, where your lessons will begin. Chapter by chapter, you will be able to read about and practice 20 spells, picking up valuable experiences and lessons along the way – as well as house points – just like a student at Hogwarts.

We are proud to have the support and involvement from J.K. Rowling herself, who described the experience in her own words: “Wonderbook: Book of Spells is the closest a Muggle can come to a real spellbook. I’ve loved working with Sony’s creative team to bring my spells, and some of the history behind them, to life. This is an extraordinary device that offers a reading experience like no other.”

 

 

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From interactive reading experiences to dueling, spell-casting, and exciting new content, there’s so much to discover. We’re particularly proud of the Augmented Reality technology, and how we have used it to take storytelling to a whole new level. Over the coming months we’ll be bringing you dev diaries, behind the scenes previews, and much more – so watch this space. We can’t wait to tell you all about it – from what the artists have been working on, to how we brought J.K. Rowling’s background stories of the spells to life, so stay tuned for more on one of our most exciting titles this year.

Omar Kendall

E3 2012: PlayStation All-Stars Battle Royale Expands: PS Vita, Drake, Big Daddy

Posted by: Omar Kendall // Game Director, SuperBot Entertainment
Category: News > Events

Region: SG , MY , TH , ID , VN , PH

 

 

In the weeks that have followed the PlayStation All Stars Battle Royale reveal, we’ve been asking you all to stay tuned for more exciting announcements. Well it’s finally time to deliver! We’re very pleased to announce that in addition to coming to the PS3, PlayStation All Stars Battle Royale will also be available on the PS Vita with full Cross Play support! Equally exciting is that Nathan Drake of the famed UNCHARTED series and Big Daddy from the amazing Bioshock universe join us as the latest additions to the PlayStation All Stars roster!

 

 

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The pick-up and play nature of PlayStation All Stars and the portable power of the PS Vita seem to be made for each other, so bringing the two together was a no-brainer. With Cross Play support, owners of the PS3 and PS Vita versions will be able to play against each other seamlessly, via both local and online play. Both versions of the game feature identical gameplay at a blazing-fast 60 frames-per-second, offering the complete PlayStation All-Stars experience. PlayStation All- Stars PS Vita takes advantage of many of the unique Vita features, including “near” functionality and both front touchscreen and rear touchpad support.

 

 

 

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Equally exciting of course is the announcement of two new characters: UNCHARTED’s Nathan Drake and BioShock’s Big Daddy. Nathan Drake is a true PlayStation star known to never miss an opportunity for adventure, making him a perfect addition to our roster. Big Daddy’s introduction may come as a surprise, but we think he’s a character that typifies the celebration that is PlayStation All-Stars. This deep sea giant packs a serious punch when he’s angry, offering a fun play style that’s fresh and exciting.

 

 

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E3 week is always an exciting time, and we’re really excited to be sharing this news with you all. If you make it out to E3, be sure to stop by the Sony booth to check out PlayStation All-Stars Battle Royale Vita featuring Cross Play, as well as our two new characters, Nathan Drake and Big Daddy. And of course, stay tuned for more feature announcements leading up to PlayStation All Star’s release this Holiday season.

Ross Alexander

E3 2012: Quantic Dream to Take You to the Beyond

Posted by: Ross Alexander // European Product Manager, SCEE
Category: News > Events

Region: SG , MY , TH , ID , VN , PH

 

Hopefully many of you will have seen that we’ve just announced the much anticipated next title from Quantic Dream, the makers of Heavy Rain. BEYOND: Two Souls is an interactive psychological action thriller starring Oscar nominee Ellen Page (Inception, Juno) in the lead role of Jodie Holmes. Yes, I know, Ellen Page — pretty awesome!


Ever since she was born, Jodie has always been different from everyone else. She possesses supernatural powers through her psychic link to an invisible entity she calls Aiden, and this gift has changed her life forever.


In BEYOND: Two Souls you will experience the most striking moments of Jodie’s life as your actions and decisions determine her fate. You’ll also be able to take full control of both Jodie and the entity in spectacular action and adventure scenes. And as Jodie traverses the globe, you will face incredible challenges in emotionally charged events never before seen in a video game.


BEYOND: Two Souls also features a brand-new game engine and will be one of the best-looking games ever seen on a PS3. Don’t take my word for it, watch our E3 trailer above!


And a couple of screenshots below showing Jodie in action:

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We’ll have lots more to come in the coming weeks and months, so do stay in touch.

Todd Papy

E3 2012: God of War: Ascension Unleashes on PS3 Next March

Posted by: Todd Papy // Game Director of God of War: Ascension
Category: News > Events

God of War fans, our journey to Ascension begins now! We just showcased the worldwide premiere of our single-player experience for God of War: Ascension on the grandest E3 stage of them all – the PlayStation E3 press conference. The story behind God of War: Ascension tells the journey of Kratos’ redemption from his past sins and the rise of his rage to break free from Ares bond. Our team is excited to explore the tormented past and psyche of Kratos and showcase his journey with a bevy of signature gameplay features, combat advancements, and epic “bigger than life” moments. We’ve been tucked away working hard here at Sony Santa Monica, and we are super excited to inform you that God of War: Ascension will be unleashing on PS3 on March 12, 2013. We’ve got a long road ahead of us, but the whole team here at Sony Santa Monica Studios is dedicated to making this the biggest and best God of War yet. Be sure to follow our journey at www.godofwar.com. Now about that single-player demo…

 

 

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In the single-player demo we showed off some of our new gameplay mechanics and combat systems. We’ve evolved our combat system to be more immersive and powerful than ever with a new tether system allowing you to sling enemies around as a wrecking ball, while maintaining a blade attack at the same time, in the air and the ground. Our new world weapon system also allows Kratos to steal enemies’ weapons to use against them. Now you can now easily switch back and forth between the blades and sub-weapons mid combo.


Also, if you watched the demo closely, you’ll notice that we’ve replaced some of our QTE mini-game button prompts with a new prompt-less free-form system. While in the mini-game, you’ll need to focus when to attack or dodge based off of the enemies actions, instead of an indicated button prompt.

We also showcased our new Life Cycle mechanic. Kratos can use this new ability to control the flow of time on various objects in the environments to solve puzzles, and freeze enemies during combat. Watch the demo for a better illustration of this.


For those of you with 3D-compatible TVs, you’ll be able to feel up close and brutally personal with Kratos as God of War: Ascension is going with 3D. We are creating the game in an intelligent way for 3D and not just a converted experience.


You’ve heard us mention time and time again that single-player is the heart and soul of the God of War franchise. While we are excited to deliver a kick-ass multiplayer experience no one has ever seen before, we are devoting more time, effort and resources than ever into the single-player experience to ensure we exceed everyone’s expectations. Our team is committed to delivering yet another epic God of War experience to you.

 

 

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If you’re going to be amidst the E3 craziness, don’t leave the LA Convention Center without stopping by the Sony booth to check out God of War: Ascension. This will be the first time that anyone, press or otherwise, will be getting their hands on our multiplayer game. We’re pumped to get people’s first impressions and feedback.


If you want to catch a glimpse of God of War: Ascension throughout the week of E3, you can start by tune into SPIKE tonight at 8:00pm Pacific Time for an interview and peek at what fans can look forward to getting their hands on at the PlayStation booth. We will also be kicking off G4’s live E3 coverage on Tuesday at 1:00pm , and will be appearing in various LIVE shows on IGN, GameSpot, Machinima, the PlayStation.Blog, and of course collating every bit of God of War news at www.godofwar.com, throughout the week. We’ll have some more details to spill, so be sure to tune in and follow us.

 

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Last time around for God of War III, our Ultimate Collector’s Edition took our fans by storm, so we are pleased to announce a truly special Collector’s Edition again for God of War: Ascension. We know you’ve been asking for the ultimate collectible, a Kratos statue, that will be the prized 8” centerpiece of this edition. The CE is also jam-packed in a premium steel book game case, with the official game soundtrack (digital version), a PS3 dynamic theme and PSN avatar pack, double XP points for multiplayer (more on that later), and a DLC pass to unlock all future DLC releases at no additional cost. The team is working hard on a dedicated post-launch multiplayer experience, XP and DLC are going to be treasures you will want. Get started with the Collector’s Edition. You’ll be able to pick up the Collector’s Edition for just $79.99 on March 12 next year. We’ll have more information and pictures of the content in the near future, so hang tight.


The Collector’s Edition will be limited, so make sure you pre-order it early. We would hate for you to miss out on it! For pre-ordering either the standard or Collector’s Edition, you’ll be able to pick up our Mythological Heroes Multiplayer DLC Pack as well. This is a universal pre-order item, so you can pre-order at any participating retailer and get the DLC pack.

We’ve got a long E3 week ahead of us, but we always love reading what our fans worldwide have to say. Your passion is incomparable! We’re stoked to hear your feedback and comments, or just flat out excitement. Follow and tweet to me @ToddPapy or @SonySantaMonica for all the latest, and definitely hit up our website. The countdown to March 12th begins now!

 

 

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Like us over on Facebook to stay up to date with the latest GOW news and community updates or join us at www.godofwar.com.


Note: Actual contents included in the Asia Collector's Edition and Pre-order DLC may be different. Details of the Asia version will be announced in the future.

Eric Monacelli

E3 2012: Naughty Dog Reveals The Last of Us Gameplay

Posted by: Eric Monacelli // Community Strategist, Naughty Dog
Category: News > Events

Region: SG , MY , TH , ID , VN , PH

Did you catch the PlayStation press conference livestream? Notice when it went all black? We wanted to set a proper mood, tone, and stage for our debut of The Last of Us gameplay. The venue, as well as the hard work of the press conference production crew, afforded us a fantastic setup. It was an amazing opportunity to showcase our blood, sweat, and pixels on the massive video screen in the Los Angeles Memorial Sports Arena this Monday night. We’re amped by the response we’ve received so far and looking forward to a very busy, very fun E3.

 

If you didn’t catch the livestream or would like to see unadulterated, pure images of the gameplay watch this video. At this point in the story Joel and Ellie are attempting to get to the bridge and out of the city. They are tourists in an area that’s controlled by hunters. They are hunted and yet they too are hunters. Everyone is willing to do whatever it takes to survive. What you’ll see is something that we’re calling Balance of Power AI. Enemies will react realistically to whatever situation your combat style forces them into. Playing as Joel, Ellie’s help and whatever weapons you can scavenge are your best shot at progressing in this brutal, violent world. Check it out:

 

 

The Last of Us is a game like no other. We’ve just begun to show you what’s in store for Joel and Ellie as they travel across the post-pandemic United States. The drive to preserve humanity against the infection creates tension that pushes the limits of what constitutes being human. The story will explore the bond that forms between Joel and Ellie, and themes of loyalty, love, and redemption in ways never before experienced in entertainment. It’s an emotional rollercoaster that plunges and twists into the depths of what it means to be human and what it takes to survive. So buckle up and brace yourself. Our ride is just getting started.

Jessie Chan

14-year-old gamer won Super GT Cup Hong Kong regional final

Posted by: Jessie Chan // PR Manager
Category: News > Events

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Do you still remember what you have done at the age of 14? Have you ever wanted to represent Hong Kong to take part in an Asian competition?

 

Last Sunday, we held Super GT Cup Hong Kong regional final at Olympian City. The match was keenly competitive because the 6 finalists had a close game. Finally, a boy named Chung Ho Hin has won the final with 5’23.138 at a mere 14 years of age. Next month, he will fly to Malaysia representing Hong Kong to attend the Asia Final in Sepang Circuit Malaysia and fight with the other 5 regional finalists. On the day of the match, Chung’s family and his PSN online teammates came to support Ho Hin and they were very excited to see him showing his ability. This definitely broke the ice and brightened the atmosphere up.

 

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We would like to wish his good luck on the next match to win the Asia Final, and also we thank all the enthusiastic fans to flock together to root for the Hong Kong final. Your continuous support makes GT eternal!

 

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Jessie Chan

PlayStation “Kings of shooting love to fight” in May

Posted by: Jessie Chan // PR Manager
Category: News > Events

All shooting game fans should be very excited that there are so many shooting games available on PS3 and PS Vita in May! We just held an event called “Kings of shooting love to fight” to introduce some new PS3 and PS Vita shooting games including Starhawk, Tom Clancy's Ghost Recon Future Soldier and Resistance: Burning Skies. We invited pretty Rose, Bonnie who is known for her appearance on the TV show “Bride Wannabes” and model Jacquelin to attend the event. They all dressed up like a “Queen of shooting”. The event was held at Impact Force C.Q.B, the largest indoor War Game place in Hong Kong. The game consoles were placed in a jungle setting which made the participants feel as they were in the nature and threw themselves into the battle.

 

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Needless to say, our loyal fans are indispensable for this kind of event. We invited 30 fans to come to join “Fans love to fight” activity and added Real War Game shooting match in addition to free trial of the game titles. They could take a cool gun to participate in the PlayStation battlefield. Being well trained by shooting games, many fans achieved very good scores even though this is their first trial of real war game. Very awesome! Finally, two fans with the highest scores won Tom Clancy’s Ghost Recon Future Soldier and Resistance: Burning Skies software as prizes from our pretty model Snow. Besides, there were also two PS3 new titles Sorcery(compatible with PS Move) and DATURA(PSN exclusive) available for free trial at the site!

 

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   “Playing Resistance in a jungle brings you a special atmosphere!”

 

 

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   PS3 version of Ghost Recon is compatible with PS Move and 3D. Fans don’t miss it!

 

Those who missed this event don’t have to be disappointed. Thanks to the support of the owner of the venue, if you bring either of Starhawk, Tom Clancy’s Ghost Recon Future Soldier or Resistance: Burning Skies with you to Impact Force C.Q.B during the period from the launch date of the software to 31st of December, you can have HK$50 discount for a real war game. Players who got tired of fighting online can take your friends to the War Game site to fight in real!

 

Impact Force C.Q.Bhttp://www.impactforcecqb.com/

 

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More details of the above mentioned titles will be available on Hong Kong PS Blog. Make sure you don’t miss it!

 

Hot PlayStation titles in May

 

Platform

Title

Release Date

SRP

PS3

Starhawk (Chinese + English version)

8-May

HK$ 388

PS3

Tom Clancy's Ghost Recon Future Soldier [compliant with PS Move and 3D]

24-May

HK$ 388

PS Vita

Resistance: Burning Skies

(Chinese + English version)

29-May

HK$ 298

PS3

Sorcery (Chinese + English version) [PS Move exclusive]

22-May

HK$ 258

PS3

DATURA (PSN exclusive)

8-May

HK$ 60

 

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