Thursday Sep 08, 2011
A brand new event has arrived for Phantasy Star Universe on the Xbox 360 – Maximum Attack X!
UPDATE: The event website is now live! … http://phantasystaruniverse.jp/event/max2011/en/
It has been over a year since the last “Maximum Attack” event — in PSU, these have historically been all-out monster brawls, with GUARDIANS competing against the hordes — and the more kills, the better, unlocking progressively more content and event rewards. For the all-new Maximum Attack X, you’ll still be competing against hordes of monsters, but there’s more variety in missions and of course, new rewards to pursue!
As with previous PSU events, there will be an event website chronicling the progress of players: this time around, instead of a simple all-out killfest, you are collecting data chips. And, okay, to be fair — and in keeping with the spirit of Maximum Attack — you are collecting those data chips by killing monsters.
The story of Maximum Attack X finds GUARDIANS discovering an ancient RELICS device — an Ark Reactor which seemed to be running simulations of Gurhal’s future — that is to say, Gurhal’s possible futures. The Ark needs data, and that’s where the GUARDIANS come in — collecting special packets of data to feed to the Ark, giving it the ability to run better simulations and see further ahead, with more clarity.
Of course for you individual GUARDIANS that means a number of specialized missions, and fighting of waves of monsters, and competing for glorious prizes — all in the name of the future, of course.
A special training mission to introduce GUARDIANS to the missions for MAX!
The introductory mission for MAX … or is it so simple? Left or right, left or right, until you get to the end… be sure to bring a wide variety of elemental-powered weapons with you!
Just like it sounds — a devious labyrinth, this mission has the most to offer experience GUARDIANS wishing to discover the secrets of the reactor!
And finally — a new lobby decoration for the GUARDIANS Colony, never before seen on Xbox 360 PSU!
Stay tuned, we will post the event website as soon as it is live!
Thursday Sep 08, 2011
It’s time again for Free Stuff Friday, and we’re back with a new video! We haven’t done a video in a while, and we’re excited to show you the second edition of our very popular “controller” hoodies — the prize for this week’s Free Stuff Friday giveaway as well as for our PAXtravaganza raffle.
If you came to our party at PAX a few weeks ago, you had a raffle ticket and a chance to win one of these hoodies. We drew 20 lucky winners, and will be shipping your hoodies shortly.
How it Works
1. You must be following us on Twitter to be eligible. (If you don’t have a Twitter account, you can create one by going to http://www.twitter.com and click the green “get started — join!” button in the center of the page.)
2. At random times on Friday, we will announce the prize we are giving away, a word or phrase, and what number of response you need to be to win. Send us a direct message (DM) via Twitter and be that number to win the prize. (@ replies do not count as entries!)
We tweet “GIVEAWAY: Sonic T-shirt, size L. Be the 15th person to DM “Sonic Adventure” to win!”
You see this, and want to win it, so you send us a direct message that says “Sonic Adventure”. If you are the 15th person to do so, you are the winner!
Quotation marks do not matter, capitalization does not matter, but spelling does matter!
3. All followers are eligible to win all prizes, unless a restriction is noted. Restrictions are usually due to the prize being region-locked. For example, US games that won’t work on UK gaming systems. There may also be age restrictions due to the rating of the game.
4. We will announce the winner on our Twitter feed once eligibility is confirmed.
How to Send Direct Messages on Twitter
Due to a change in our account status with Twitter, you should be able to send us direct messages without us following you.
There are a few ways to send us a Direct Message on Twitter. The easiest way is to go to our Twitter page and select “message” under the “Actions” heading in the side bar. If you do not see “message”, this means that we are not following you. Please send a message to @sega to let us know, and we will follow you. When you click “message” you will be taken to a window where you can type a message and press send.
You may also select the “direct messages” tab from your Twitter homepage, and select SEGA from the drop-down menu at the top of the page. Again, if you don’t see our name there, it’s probably because we’re not following you. Let us know, and we’ll follow you.
There are also many Twitter clients that you can use instead of using the website. These include TweetDeck, Twitteriffic, Tweetie, and Twhirl. Each of these programs works differently, so you’ll want to figure out how to send a direct message on the program you use. If you want to send us a test message, we’ll let you know if we received it or not.
Thursday Sep 08, 2011
As part of an ongoing series, we are very honored to post the first Developer Diary from the good folks at WayForward, creators of the upcoming Aliens: Infestation. The first entry discusses the team at WayForward and their general philosophy, while offering insight into the Aliens world that they are building into. These developer diaries are shared between the SEGA blogs (you are here!) and the Gearbox community blog at Gearboxity.com. We hope you enjoy the first entry!
Who is WayForward and What is Their Design Philosophy for Aliens: Infestation?
Adam Tierney of WayForward (Director):
But for me personally, Aliens is a step beyond that. James Cameron’s 1986 movie is arguably (and I WILL argue this) the greatest action film ever made, and holds up remarkably well to this day. Not just because of the horror (which is there) and the action (BOY is it there), but because of the incredible characters and world Cameron wove together. Everything felt like it extended beyond the boundaries of those two hours we saw.
So when we got the call from Sega and Gearbox about making a 2D pixel DS game based on Aliens, needless to say we were pretty ecstatic. And when I say based on Aliens, I mean BASED ON ALIENS. This isn’t just an action title that happens to feature Xenomorphs. This is a game firmly set in the world and events established by James Cameron, and Ridley Scott before him. It’s a game that pays homage to both of those films, without recycling from either, and continues where they left off.
It also came along at the perfect time for WayForward. Having just finished Contra 4 on the Nintendo DS, we were in the perfect mindset for another 2D action platformer. Contra 4 had been very well received by both critics and fans for its retro feel and tough-as-nails gameplay. But at the same time, Contra is a very reactionary series: run, something appears, kill it before it kills you. There are few subtleties in a world of shirtless mercenaries. And while the two brands certainly share the same intense action, we knew creating a game based on Aliens would require a deeper connection between the characters and their world.
So we took a long, hard look at what worked so well in the James Cameron film. And we found that it all essentially boils down to two things: love and loss. James Cameron’s recipe for success was to write the most endearing, badass, memorable action heroes ever, and then kill them off one by one. Love and loss, that’s what the film was built on, beyond all the fantastic action and inventive sci-fi visuals.
We realized a true Aliens game would only work if players got as invested in our characters as we were in Hicks, Vasquez, Apone, Bishop…yes, even Hudson. We had to make players love everything about our Marines: their weapons, their abilities, their appearance, their personalities, even their humor. So that when they died (and we’re talking real, permanent death), it actually meant something. That’s a pretty tall order for a game where the characters are only 40 pixels tall.
So right from the start, it was apparent that the heart of the game rested with our troops. And once we figured that out, we knew we were on the track to creating a really unique experience for players.
Onward to Gearboxity.com for part 2!
But wait, there’s more! Head over to the Gearboxity blog and catch part 2 of the WayForward Developer Diary which touches on all things Gameplay from Cole Phillips (Lead Designer) and Jeff Pomegranate (Producer). Onward to Part 2!
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