Japan Studio

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  • Gravity Rush started life as a PS3 title, inspired by Crackdown

    by 
    Ben Gilbert
    Ben Gilbert
    03.15.2012

    When Sony's internal Japan Studio set out to work on Gravity Rush (Gravity Daze in Japan), the game was positioned as a PlayStation 3 title. According to an interview with the US PlayStation Blog, the team "came across PS Vita along the way" and realized it was "perfect for the game."That's not the weird part, though. The game's primary influence is cited as Realtime Worlds' 2007 Xbox 360 game, Crackdown. "I really like the aspect of unlocking skills and becoming more powerful, and achieving a higher level of freedom as you become more powerful," one team member said. "I enjoyed moving in that game." Given that Gravity Rush is an open world game in a third-person view with an upgradable character, the comparison makes sense. Both games feature unrealistic art styles accentuating the fantastical gameplay, making their crossover even clearer.While Gravity Daze has been out for a bit in Japan, Gravity Rush won't float to US shores for another few months.[Image credit: PlayStation Blog]

  • Art in service of gameplay: Gravity Rush

    by 
    Ben Gilbert
    Ben Gilbert
    03.09.2012

    Sony's next big internally developed PlayStation Vita game, Gravity Rush, is still a few months from launch in North America. In Japan, however, the game has been out since early February, freeing up art director Yoshiaki Yamaguchi to present his work on the already completed game to a room of GDC 2012 attendees this morning. Yamaguchi spoke of how cel shading and creating a living world helped to service the project's open world gameplay. "The color of the sky provides information about location or acts as sort of like a symbol for that place. However, just simply applying a layer of color would be too direct or too strong, and may even feel out of place," he said. "So we crafted this atmospheric sort of simulation to give it a more natural feel and appeal." The result, as shown off during the presentation, is a vibrant, painterly world that can be fully interacted with by the player. Yamaguchi said the team at Sony's Japan Studio pushed for an open world from the beginning of the project, as seen in the first concept video above (revealed for the first time during his GDC panel). The game's main character saw more of an evolution than the game world, in fact. Seen after the break, Kat saw several iterations before the team settled on a definitive look that would represent a "strong female" as well as a "strong ninja."

  • Retailers think Gravity Rush is out on May 29

    by 
    Jordan Mallory
    Jordan Mallory
    02.12.2012

    We've been under the impression that Gravity Rush was slated to reorient our Newtonian perspectives sometime during the Vita launch window, but Amazon and Gamestop disagree, listing the title's release date as May 29, which is quite a ways away from the Vita's February 22 launch.We called a local Gamestop to confirm the listing, and an employee informed us that Gravity Rush has a "ship date" of May 30 in their system, which lines up just about right. It's entirely possible that the end of May is within Sony's definition of the Vita's release window, but we won't know what's the dealio really-o until Sony elaborates on the game's "TBD" release date.

  • Sony confirms Ueda's departure; The Last Guardian to be completed on contract

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    12.13.2011

    The real news, of course, is that Sony is publicly promising The Last Guardian will be finished ... at some point. The respected creative force behind the project, Fumito Ueda, is "committed to completing" his third major game with Sony on a contract basis. Sony confirmed his departure with Gamasutra, concluding a swirl of rumors from last month. The Last Guardian has yet to receive a solid release date after being bumped out of holiday 2011. "I sincerely apologize to all the customers who have been waiting for 'The Last Guardian' for so long, but I beg for your patience," Ueda said in April. "I will also announce the new release timing at a later time." The game's other notable departure, Executive Producer Yoshifusa Hayama, has joined social gaming studio Bossa Studios. Ueda hasn't provided a clear indication of his post-Guardian future yet, giving us enough time to envision dream team-ups with Grasshopper Manufacture's Suda 51, or Shinji Mikami at the Zenimax-owned Tango. Who's going to say no to Mr. Shadow of the Colossus?

  • Deja Review: The Ico and Shadow of the Colossus Collection

    by 
    Griffin McElroy
    Griffin McElroy
    09.27.2011

    We're of the firm opinion that your time is too precious, too valuable to be spent reading a full review for a game that was already reviewed many, many years ago. What's the point of applying a score to a game that's old enough to be enrolled in the sixth grade? That's why we invented Deja Review: A quick look at the new features and relative agelessness of remade, revived and re-released games. It would be difficult to think of two games that have so unanimously been labeled as masterpieces by gaming critics and consumers alike than Ico and Shadow of the Colossus. Each possesses a unique beauty possessed by (regrettably) so few other games: Ico with its sense of childlike wonder and grand adventure, Colossus with its abject desolation and foreboding. They're poignant, and sad, and (fortunately for Sony and Team Ico) inimitably timeless. The Ico and Shadow of the Colossus Collection pairs HD-remastered versions of the two titles in one tidy $40 package. Their visual revivification -- the most substantial improvement over the PS2 originals -- isn't quite as thorough as ground-up reconstruction of Halo: Anniversary or the total reskinning of Ocarina of Time 3D. But it's certainly enough to make these once-beautiful games even more staggering. %Gallery-130949%

  • Take a look at the gorgeous openings of Ico and Shadow of the Colossus HD

    by 
    Ben Gilbert
    Ben Gilbert
    08.10.2011

    Sure, you've already shed dozens of sympathy tears over Ico and Shadow of the Colossus, but have you ever shed tears of joy from the sheer beauty of the games, now updated to high-def? Well, these two videos, showcasing the opening to each game from the upcoming Ico and Shadow of the Colossus Collection re-release, may cause a bit of eye-born precipitation. At very least, they'll serve to get you extra pumped for the September launch of the remastered duo on PlayStation 3.

  • Bonus content detailed for Ico and Shadow of the Colossus HD

    by 
    Richard Mitchell
    Richard Mitchell
    07.20.2011

    As if owning HD versions of two of the best games of the previous generation wasn't enough reason to pick up the Ico & Shadow of the Colossus Collection, Sony has revealed bonus content that will be included with the PS3 re-release. In addition to the remastered games, the collection will also include two dynamic PS3 themes, one for each title. Also included with the collection will be "a ton of exclusive video content from ICO, Shadow of the Colossus, and The Last Guardian." While bonus content for Ico and Shadow of the Colossus is certainly nice, any content related to the mysterious Last Guardian is very enticing indeed.

  • PlayStation Move Ape Escape launches July 5, demo flees to PSN on June 28

    by 
    David Hinkle
    David Hinkle
    06.23.2011

    How can apes be so unimprisonable? It's a question for the ages, obviously, and a premise that's fueled countless games in the beloved Ape Escape series. The latest game, PlayStation Move Ape Escape (guess which peripheral it uses?), has been confirmed for PSN with a July 5 release date in the US -- it's already available in Europe -- and a demo will precede the full game on Tuesday, June 28, if you're into that whole try-before-you-buy thing. Us, we're more the impulse purchasing type. PlayStation Move Ape Escape is a port of the Japanese game, Ape Escape: Fury! Fury!. You can check out our preview from last year's TGS show right here. %Gallery-118853%

  • Patapon 3 review: Pata-Pata-Pata-Punishing

    by 
    Griffin McElroy
    Griffin McElroy
    04.21.2011

    When all the components of a game development studio share a singular, inspired vision, that spirit of cooperation shines through its products in a very real, very satisfying way. You can certainly think of a game you've played where you can just feel that the the team responsible for the game shared cogent, unique vision. On the other hand, when a studio suffers from an apparently severe split personality disorder, it's equally apparent, and infinitely more disappointing. Patapon 3 suffers from seemingly being developed by two distinct sects of people subscribing to two different design philosophies: One group wants you to fall wildly love their product, and the other wants to use their product as a means to completely destroy you. Sadly, the charm produced by the first never quite surmounts the infuriation of the latter. %Gallery-96053%

  • Ico remastered preview: Not too little, definitely not too late

    by 
    Ben Gilbert
    Ben Gilbert
    12.14.2010

    I'm going to say something now and I don't want you to get mad. Promise that you won't? Promise?! Okay, fine -- I've never played Ico. It just didn't happen. A mixture of procrastination and disc-read errors have conspired to keep me from the lauded PS2 classic. That changed late last week at a Sony press event, where the publisher showed off the forthcoming, double-game remaster Ico and Shadow of the Colossus Collection. %Gallery-102414%

  • Famitsu reveals some delicious Malicious details

    by 
    Mike Schramm
    Mike Schramm
    08.19.2010

    This week's Famitsu has the very first details about Malicious, a downloadable 3D action title for the PS3 from Japanese developer Alvion (part of Sony's Japan Studio group) that looks pretty spectacular. A teaser site for the game went up a couple of months ago, but we now have some actual info, like the fact that the game will consist entirely of battles against boss characters and their minions. Also, combat will integrate moves using the character's magical cloak, which can turn into a protective shell, a fist, or even shoot "demon bullet" projectiles depending on the situation. Malicious is scheduled for release later this year in Japan. We'll be watching that teaser site for more media and updates.

  • Third 'Badman' game coming to Europe as 'No Heroes Allowed'

    by 
    JC Fletcher
    JC Fletcher
    08.17.2010

    The Yuusha no Kuse ni Namaikida series has undergone a number of name changes in localization. NIS America originally released the PSP's evil overlord hideout design game under the hilariously unwieldy title "Holy Invasion of Privacy, Badman! What Did I Do to Deserve This!?" Shortly before the release of the sequel, a trademark complaint forced NIS to change the series title to "What Did I Do to Deserve This, My Lord!?" Now, a trailer released during Gamescom has revealed Sony Europe's plans to localize the third game, called Yuusha no Kuse ni Namaikida 3D in Japan, under yet another completely different title, the much pithier "No Heroes Allowed." This third game adds the ability to flood your dungeon with water in order to destroy any invading heroes, and also allows for competitive or cooperative multiplayer. Check out the trailer after the break, My Lord!

  • Patapon 3 multiplayer demo moves to the beat next week

    by 
    David Hinkle
    David Hinkle
    07.02.2010

    Demo-demo-demo! That's what we imagine you'll be screaming to yourself as you download the Patapon 3 demo from PSN this upcoming Tuesday. To make things even better, the PlayStation Blog informs us that it's a multiplayer demo -- a sampling of the internet-based functionality that will be included in the franchise's third installment. Now, before you ask, the demo isn't exclusive to PlayStation Plus subscribers, so one and all looking for their taste can get it. Clear up some space on your Memory Stick -- you're going to want to check this out on Tuesday, July 6.

  • Preview: Echochrome 2

    by 
    Randy Nelson
    Randy Nelson
    06.18.2010

    Announced during Sony's press conference, Echochrome 2 is the PlayStation Move-exclusive sequel to Sony Japan Studio's M.C. Escher-inspired puzzle platformer, in which players change the camera perspective to create paths with intersecting shapes. This sequel is an extension of that concept -- except you're using the Move controller as a flashlight, aiming its beam to project shadows against a wall, which are used by your character to reach the exit. The concept and the controller couldn't make more sense together, based on what I played. Several levels -- there will be 100 in the final product -- were available on the show floor, each one introducing a new concept. For example, the shadow circles created by spheres can be used to bounce the game's indirectly controlled protagonist towards the exit. %Gallery-95580%

  • Patapon 3 revealed, coming 'between now and December'

    by 
    Ben Gilbert
    Ben Gilbert
    06.15.2010

    Do you hear that? It's the pata pata of tiny feet, vibrantly dancing along a 2D plane. It's not just the mice you have running around your apartment (you might wanna clean up, amigo), it's a third Patapon game. Sony announced the game alongside the news that 70 PSP games will be released "between now and December." All pons aside, we're thrilled to hear about another Patapon title. And hey, we'd love to get our hands on it sooner than later, Sony. You meant December 1, right?

  • Hands-on: PlayStation Move's Slider

    by 
    Andrew Yoon
    Andrew Yoon
    03.16.2010

    Don't get too excited, folks. This isn't a game adaptation of a popular sci-fi series. Slider is one of the first PlayStation Move-enabled games to come out Sony's Japan Studios. It's also a perfect example of a game that's significantly hampered by uninspired motion control design. Slider certainly has a lot of charm. You play as a business man (or woman) on the run from the Japanese mafia. In typically zany Japanese games logic, your escape vehicle of choice is random office furniture. The quirky concept is very reminiscent of Incredible Crisis, a PS1 minigame collection that also featured a race with furniture. A Sony producer told us that he was proud of the comparisons. Unfortunately, thanks to poor implementation of motion controls, Slider just isn't as good. Waggling the controller propels your character forward. To jump or duck, you need to thrust your controller upward or downward. Yes, moving forward, up and down all involve nearly identical motions, making for an imprecise and rather frustrating control experience. Every time our character failed to make a boost, or turn, or jump, or duck, we couldn't help but think, "Is this supposed to be fun?" Perhaps it's my innate lack of gaming skill, but I highly doubt casual gamers would be able to pick this up and play with any ease.

  • LocoRoco wallpapers make for a cute Christmas

    by 
    David Hinkle
    David Hinkle
    12.23.2009

    Our biggest problem when not playing LocoRoco is that we wished we were playing it. Sometimes, you're stuck in a situation where you just can't game, but that doesn't mean you can't have those cute and cuddly little blobs a mere glance away. That's where the PlayStation Blog comes in, as it's just posted some festive LocoRoco wallpapers for all to enjoy, which differ somewhat from those posted by the American site yesterday. Feel free to slap 'em on your computer or on your PSP. And if anyone catches you staring and asks why you're crying, ignore them because that just means they don't get it at all.

  • Sony's Japan Studio urged to create more PS3 games

    by 
    Andrew Yoon
    Andrew Yoon
    11.02.2009

    Japan Studios has had little impact on the PlayStation software library this generation. The platform's greatest hits so far have, instead, come from America and Europe. Titles like Uncharted, Killzone, LittleBigPlanet, Ratchet & Clank, Resistance, God of War, and WipEout all come from various studios at SCEA and SCEE. But what has Japan Studio created thus far? Siren, Trash Panic, and The Eye of Judgment -- noteworthy games perhaps, but hardly a collection of system-selling blockbusters.Sony Worldwide Studios boss Shuhei Yoshida explained to Gamasutra that "their focus was shifted onto the PSP, which reflects the success of the PSP as a platform in Japan ... It's completely opposite of the way how US and European teams moved onto working on the PS3 and we see the fruits of those efforts, while Japan studios shifted their focus onto the PSP." Of course, handheld owners have much to be thankful for: system-defining hits like Patapon and LocoRoco were created out of Japan Studio's dedication to the platform.However, the next year (and beyond) should be very different for Sony's Japanese developers. With The Last Guardian and Gran Turismo 5 coming from Sony's other Japanese studios, the pressure is on for other developers to follow suit. "We are now re-energizing teams and coming up with new ideas for PS3 development," Yoshida said. "We'll be able to show fruits of this work sometime next year."

  • TGS 2009: Hands-on: Echoshift

    by 
    JC Fletcher
    JC Fletcher
    09.27.2009

    I think that if I hadn't played Yoshio Ishii's Cursor*10, I wouldn't have had any idea what was going on in Echoshift. But because I have played both Cursor*10 and its sequel, I had no problem playing Echoshift, because the Echochrome sequel is that game, but side-scrolling. This is not a complaint. Echoshift was one of the most engrossing games at Tokyo Game Show. There's far more room for exploration in the still-fresh time-loop genre.

  • Only 8% of Koei's sales come from outside of Japan

    by 
    Andrew Yoon
    Andrew Yoon
    09.19.2009

    How does a company like Koei, which seemingly releases a new Dynasty Warriors game every few months, stay afloat? Well, it's not with the help of American audiences, that's for sure. Sony Japan Studios' senior VP, Yasuhide Kobayashi, shared some information with DICE Asia attendees. He revealed that many Japanese companies are struggling to have their games appeal beyond the Japanese market. The worst offender? Koei, with 91.8% of its sales coming from the Japanese market.Tecmo follows at 89.6 percent, while Square Enix receives a startling 86.6 percent of its sales from the motherland. With Kobayashi saying "the Japanese market is really shrinking," these companies must "develop [a] global title." in order to survive. Expect to hear even more about the dwindling importance of the Japanese market, and publishers' efforts to make more "global" titles, at Tokyo Game Show next week.