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PlayStation Network Thread (Vita/PS3/PS4) | March 2014

SAB CA

Sketchbook Picasso
Ah Ok then, I was thinking incorrectly, but then Q2 should end at the end of April since they are 3 months each.
The quarters are each 25% of the year. Thus:

Q1: January February March
Q2: April May June
Q3: July August September
Q4: October November December

So Q2 games are expected to release sometime from the first day of April, to the last day of June.
 

joe2187

Banned
*sigh*

Senran Kagura 2 is a direct sequel to Shinovi Versus (which is a direct sequel to Senran Kagura).

Takaki easily offered the words "SK2 will be for 3DS", but he couldn't even say that EV will also be for Vita (albeit multiplat). Someone assure me that it's also for Vita. LOL.

SK2 is a direct sequel to Burst which was originally on the 3DS, Shinovi versus is the Musou title for the Vita.

Dekamori was just released last week on the Vita in japan, and EV was announced for an unnamed SONY platform, since all of the SK titles have so far been on handheld consoles it's pretty much confirmed for Vita at this point.
 

RalchAC

Member
Same here man, played on ps2 back in 2005 i think and DW:Next is really great. The only thing i hate is that the enemys just spawn in front of you. Hope the ps4 version hide the spawning better.

I think I read somewhere that the PS4 version doesn't have that annoying pop-in. I think Next is great and didn't deserve such a low Metascore. It's not for everyone but if you like it it's great.

Q1: January February March
Q2: April May June
Q3: July August September
Q4: October November December

I often have problems with this because in fiscal years Q4 is January - March and all that lol.
 
Holy shit, maldita castilla! I would love to play it on the vita though.

Wait, what? I thought LocoMalito was against releasing games on commercial platforms? I would love to have ALL of his game on the Vita!

Edit: After checking his Twitter, it seems it was an unofficial port as a demo for the GDC, and he has no particular interest in publishing on the Sony systems. Which makes sense as the developer's license is a few thousand $ and all his games are released for free. :/
 

xSL4INx

Member
The quarters are each 25% of the year. Thus:

Q1: January February March
Q2: April May June
Q3: July August September
Q4: October November December

So Q2 games are expected to release sometime from the first day of April, to the last day of June.

Ok thanks for the clarification! I always get confused by "Q" release dates.
 

kiriin

Member
Heads up for anyone that uses JPN PSN a demo of Ao no Kiseki Evolution will be up on the 27th according to Dengeki Playstation. The game will be release later in June.
 
Randomly generated levels...I don't know if that's a good thing :/ Terraria seems to be the more interesting game for my tastes but actually neither of them sounds too interesting (for me)... I'm going to try the demos.
Thanks guys! :D

I very much recommend not judging Spelunky until you get past the tutorial levels. I actually hated Spelunky when I tried the demo months ago and gave up during the tutorial levels due to the difficulty. I went back to the demo later though and played through the tutorial levels and have ended up loving the game.

The game is genius - just don't judge it based on the tutorial levels.

EDIT: As far as randomly generated levels go, that is all part of the greatness that is Spelunky. I actually don't think I'd like the game nearly as well if they were static levels. The whole point is to learn skillsets for dealing with the various traps and enemies thrown at you and that makes every playthrough a new adventure. I typically will play at least once a day just to see what happens. Since I suck at the game I usually die a horrible death early on, but sometimes I last a while. Anyway, try the demo out and give it a chance - it is a gem of a game.
 
Spelunky can't be judged bathe tutorial, that's silly. And the random levels work rally well for what it is trying to do. It's a near perfect game on Vita.
 

RalchAC

Member
Will we get Atelier Ayesha + in June just like what happened with Totori stealth release? I think I'll buy this first since Rorona remake hasn't released in the West and I'd like to play the Arland trilogy in chronological order (Rorona > Totori > Meruru).

I'd actually want Tecmo to do a "limited retail edition" for those that love boxes like me.
 

Arukado

Member
Wait, what? I thought LocoMalito was against releasing games on commercial platforms? I would love to have ALL of his game on the Vita!

Edit: After checking his Twitter, it seems it was an unofficial port as a demo for the GDC, and he has no particular interest in publishing on the Sony systems. Which makes sense as the developer's license is a few thousand $ and all his games are released for free. :/
And now i'm sad. Dammit :/.
 

SAB CA

Sketchbook Picasso
Spelunky is much greater than the sum of it's parts, and the tutorial is a set bunch of challenges simply made to teach one the controls.

After owning it on 360, and re-buying on PS3/Vita, I was surprised by how unlike the full game the tutorial felt, with designs in the mines area that never really make it into a normal play cropping up.

My true joy from the game comes from the feedback received from just about any way you decide to play. The items you can buy and equip are all fun to use, and going about delvin' deeper with a new setup almost feels like playing unique games into themselves. I never feel like its' a chore to go through the early stages again, like I do in some other "incremental progress" games such as Geometry Wars or even Luftrausers.

If anything, I feel more like I did starting out Symphony of the Night; There was always something special at taking those first steps into the castle, even if your abilities are severely limited compared to the crazy stuff you'll be able to do late game. Even your "weaker" times feel fun and well-crafted, and whatever comes later is just icing on the cake! Rather than feeling like you have to wait 30 seconds / a few hours for the "real" game to start.

Oh, and Co-Op. Can't forget that. I've enjoyed Co-Op in that game more than I ever have in my attempts to get into the New Super Mario Bros. series...

I often have problems with this because in fiscal years Q4 is January - March and all that lol.

Ok thanks for the clarification! I always get confused by "Q" release dates.

No problem! :) It does get pretty weird with all the ways people define similar-sounding things...

so, conception 2 demo and deception 4 (and demo) for tomorrow?

There's a demo for Deception? Hadn't heard that.
 

graywolf323

Member
apparently Fez is now going to be $10.39 for Plus members according to the PS+ weekly update post instead of the $9.99 originally announced

so you can't just use the $10 credit towards it anymore (not that I even have mine yet...)
 

Piotrek

Member
Spelunky is much greater than the sum of it's parts, and the tutorial is a set bunch of challenges simply made to teach one the controls.

After owning it on 360, and re-buying on PS3/Vita, I was surprised by how unlike the full game the tutorial felt, with designs in the mines area that never really make it into a normal play cropping up.

My true joy from the game comes from the feedback received from just about any way you decide to play. The items you can buy and equip are all fun to use, and going about delvin' deeper with a new setup almost feels like playing unique games into themselves. I never feel like its' a chore to go through the early stages again, like I do in some other "incremental progress" games such as Geometry Wars or even Luftrausers.

If anything, I feel more like I did starting out Symphony of the Night; There was always something special at taking those first steps into the castle, even if your abilities are severely limited compared to the crazy stuff you'll be able to do late game. Even your "weaker" times feel fun and well-crafted, and whatever comes later is just icing on the cake! Rather than feeling like you have to wait 30 seconds / a few hours for the "real" game to start.

Oh, how much I'd like to agree with this, but I simply can't. I've been really trying to get into Spelunky every now and again for the past few weeks and the farthest I have ever got to was 1-4 or so. The game is just so unfair and random. It punishes you for every little mistake, and that's mighty fine but the randomness makes it that one hit from a violet bat gets you kicked back, falling into a chasm, triggering three traps on the way down and then falling onto the back of giant spider which eats your one remaining heart when you're lying unconscious on the ground.
Thus, there you go - 10 minutes of slow and cautious progress, accumulating gold, saving maidens and whatnot go down the drain. There's no learning to that, just pure bad luck cause the whip hitbox is shit and the game didn't roll any weapon in the one shop you passed on the way.
I mean, sure - there are some crazy ass and really fun situations emerging from the aforementioned randomness, it's just you should be able to have at least one continue from the failed level. Losing all your progress because you happened to get instakilled due to a single false step is just plain infuriating, and it happens way more than it should.

Or am I doing something wrong here?
I really do enjoy difficult games, but just now I finished a 1 hour run of Spelunky and instead of learning something new about the mechanics I'm still in the same spot because I simply rolled a bad level (5 giant spiders in one low-ceiling corridor? I mean c'mon...) and therefore I am sincerely pissed off for losing sixty minutes which could've been spent on a more meaningful game.
 

impact

Banned
Never played a game where you gain exp for discovering new locations and such? :p

FFXIV is (was? might've been patched) broken in the sense that new area discovery XP scales with your level. My friend got to lvl 49 with few locations discovered and just went and explored every area and shot right up to 50 in under an hour
 
D

Deleted member 125677

Unconfirmed Member
I'M ARAUSED

damn good game.

@Piotrek: you're wrong. There's plenty of learning in Spelunky. Trust me, I used to suck too -- we all did -- and now I have a 100 % file and do hell runs 50 % of the time.

All those situations you've encountered, that have felt unfair, can be solved or handled by the right approach
 
SK2 is a direct sequel to Burst which was originally on the 3DS, Shinovi versus is the Musou title for the Vita.

Dekamori was just released last week on the Vita in japan, and EV was announced for an unnamed SONY platform, since all of the SK titles have so far been on handheld consoles it's pretty much confirmed for Vita at this point.

IIRC, EV is announced to be a multiplatform. Unless they mean PSP + Vita, then it'll also be for at least one home console.

SK2 is a direct sequel to SV, just as SV is a direct sequel to SK (Burst).

SK ended with Hebijou hand-picked team running away after Shakugan no ShanaGuren no Homura killed an important member of the school (Dougen). SV already has them being in hiding, and it ended with them learning what exactly Kagura* is. Hebijou ending shows Yumi, Asuka, Homura, and Miyabi fighting demons together.

*By Kagura, I don't mean the new character in SK2.

Go play Rin and Daidouji's Hyakka Ryouran
which ends in Daidouji graduating and both of them becoming a Kagura.
.

Though, that kinda leaves the question
why they're wearing Hebijou uniforms again
in the PV released yesterday. It's kinda weird for it to be during the first game, but it won't be too much of a stretch if it was after most of the events in SV (but before
the scene of the four girls fighting together
).

P.S. I consider Burst as just part of the first game
 
apparently Fez is now going to be $10.39 for Plus members according to the PS+ weekly update post instead of the $9.99 originally announced

so you can't just use the $10 credit towards it anymore (not that I even have mine yet...)

Where is this weekly post?

(Reason 467 why PSN needs weekly threads.)
 
It's confirmed for ps+, and it's releasing in April, so I guess you could say it's confirmed
Specifically, it was announced here on Polygon last November

But now reading kassatsu's comment, and this on the developer's Facebook:
March 8:

Hey Secret Ponchos Community - we thought its a good time to give everyone an update! We've been a little mysterious & quiet lately , as we've had our heads down and been working away, very focused! Behind the scenes we were working up rebuilding the game in the new Engine (Sony's "Phyre" technology). It was a lot of work, but worth it because Secret Ponchos is looking better then ever, and running a really smooth 60 fps even at pre-beta. We cant wait to show you guys the PS4 version, and we are looking to let people get their hands on trying the new engine at PAX EAST as we finalize (where it all began!).

We're currently just wrapping up production and getting the last of the Features in, and then we will be leaping into Beta Testing / Balancing as the next stage. We are currently figuring out the details of how we'll make the beta work but its going to be very soon and we'll keep you posted, so our community can have a chance and participate.

Thanks everyone for your support, and following Secret Ponchos.

-Switchblade Monkeys Team
It doesn't sound like it's ready for next week.
 

nampad

Member
Wait, are all those games confirmed to come to PS4, or are they just demonstrations for GDC?

Just demos for the new Playstation export option of GameMaker.
Some of them are announced for Playstation and others will be probably though.

Sucks that there wasn't a Vita demonstration.
 

coolasj19

Why are you reading my tag instead of the title of my post?
Oh, how much I'd like to agree with this, but I simply can't. I've been really trying to get into Spelunky every now and again for the past few weeks and the farthest I have ever got to was 1-4 or so. The game is just so unfair and random. It punishes you for every little mistake, and that's mighty fine but the randomness makes it that one hit from a violet bat gets you kicked back, falling into a chasm, triggering three traps on the way down and then falling onto the back of giant spider which eats your one remaining heart when you're lying unconscious on the ground.
Thus, there you go - 10 minutes of slow and cautious progress, accumulating gold, saving maidens and whatnot go down the drain. There's no learning to that, just pure bad luck cause the whip hitbox is shit and the game didn't roll any weapon in the one shop you passed on the way.
I mean, sure - there are some crazy ass and really fun situations emerging from the aforementioned randomness, it's just you should be able to have at least one continue from the failed level. Losing all your progress because you happened to get instakilled due to a single false step is just plain infuriating, and it happens way more than it should.

Or am I doing something wrong here?
I really do enjoy difficult games, but just now I finished a 1 hour run of Spelunky and instead of learning something new about the mechanics I'm still in the same spot because I simply rolled a bad level (5 giant spiders in one low-ceiling corridor? I mean c'mon...) and therefore I am sincerely pissed off for losing sixty minutes which could've been spent on a more meaningful game.
I have 1000 deaths and have reached the Final Room 3 times and no wins. Spelunky is neither random or unfair. How long have you been playing? An hour? Two hours? Neither us really enough time your first ways through. It probably took me 4-5 hours to get to the Jungle and that was something to gloat about to my friends I was taking turns playing with. I suggest sitting down with the game and really trying to make it through pretty slowly. And you don't need any weapons. The shopkeepers that spawn are of complete irrelevance to your progression. The most weapon you need is a jar or a rock. You played the tutorial right? Don't forget you can look up or down a screen by holding the respective button. If you really want to be good at Spelunky, you'll get good at Spelunky. You'll reach the Jungle once, then you'll do it again a day later, then an hour later, then successively. Then you'll be mad and stuck at the Jungle. It's really hard to internalize everything Spelunky throws at you but it makes it so rewarding to conquer.
apparently Fez is now going to be $10.39 for Plus members according to the PS+ weekly update post instead of the $9.99 originally announced

so you can't just use the $10 credit towards it anymore (not that I even have mine yet...)

Yeah, that's pretty dirty. Perhaps even thread worthy if someone was mad enough about it.
Maybe they changed it, but I'm seeing $9.74.
Waiting to see what the UK price will be...
Yeah. They just changed it. This is good news. At the sales announcement it was a straight $10. Then it increased to $10.39 now it's $9.74. Hot and loose with the prices I see.
 

SAB CA

Sketchbook Picasso
Oh, how much I'd like to agree with this, but I simply can't. I've been really trying to get into Spelunky every now and again for the past few weeks and the farthest I have ever got to was 1-4 or so. The game is just so unfair and random.

This is the first idea to get out of your head. It's not really unfair at all. It's tightly designed, and it knows very well how to give you an "out" in a situation. Yes, the mousetrap like "Hit by one thing, and then another...and then another... and then DEATH!" situation happens, but it's generally due to the player being unobservant and rushing at a breakneck pace, without understanding the rules of the game.



It punishes you for every little mistake, and that's mighty fine but the randomness makes it that one hit from a violet bat gets you kicked back, falling into a chasm, triggering three traps on the way down and then falling onto the back of giant spider which eats your one remaining heart when you're lying unconscious on the ground.
Thus, there you go - 10 minutes of slow and cautious progress, accumulating gold, saving maidens and whatnot go down the drain.

It's all up to understanding. For example, you can kill a giant spider instantly by tossing a bomb into hiw web, before he notices you. Enemies overhead can be killed by shooting a grappling hook up. Hanging from a leg and falling is the safest way to descend without a rope. Holding up or down will allow you to pan the camera, to "look before you leap". Arrows from Tiki-heads can be set off by dropping any object in front of them. You can use Rocks, Skeletons, or the mice in the cave for this. There is ALWAYS something on your path to use to set off a trap like these; if you don't want to look for it, use a bomb, or rope.


There's no learning to that, just pure bad luck cause the whip hitbox is shit and the game didn't roll any weapon in the one shop you passed on the way.

There's nothing wrong with the Whip hitbox. It even can be used to hit over your head or behind you. Weapons are very fun to use when you get them, but they aren't integral to survival; Though there are many who will P.O. the shopkeepers, so they can get that shotgun. (Even though this is a much-recommended strat, I rarely do it on purpose, personally.)

I mean, sure - there are some crazy ass and really fun situations emerging from the aforementioned randomness, it's just you should be able to have at least one continue from the failed level.

The main point of the game is to complete it in 1 run. However, as you get deeper in , Tunnelman will ask for items to build you shortcuts. They allow you to skip to any zone (Ice caves, jungle, etc) and start from there, without having to pass the previous stages. It's a great way to practice. Once you get good (not even great, just... know what you're doing), it's easy to clear the mines in ~5 minutes anyway.

Losing all your progress because you happened to get instakilled due to a single false step is just plain infuriating, and it happens way more than it should.

In my time with this Spelunky between 3 systems, and watching my brother play, and he playing Co-Op with me, I can say I've seen much less "Random death mousetrap" than actual "Man, why didn't I notice that?!?" real deaths. Even annoying things like mines, spike pits, tikimen, etc, all have audible and visual tells. The late game stuff is much less forgiving, but you should pretty much be prepared to learn to deal with them, if you're good enough to make it that far.

Or am I doing something wrong here?
I really do enjoy difficult games, but just now I finished a 1 hour run of Spelunky and instead of learning something new about the mechanics I'm still in the same spot because I simply rolled a bad level (5 giant spiders in one low-ceiling corridor? I mean c'mon...) and therefore I am sincerely pissed off for losing sixty minutes which could've been spent on a more meaningful game.

Yup, totally something wrong! ;-)

Really, I understand the way of thinking, but I've never felt like my runs in Spelunky were determined fully by my luck. It offers so many things that overlap in usefulness (The treasure item gotten from the mines that points towards the exit and shows treasure, VS the compass you can buy that do the same thing, for example), that I always feel like I have a chance to get what I need, if I'm savvy.

Everything in the first 3 zones of the game CAN be navigated with just your default ability; having items makes it easier, and empowers you to avoid risk (why jump over the spike pits when you can just blow them up? Or tunnel under them!), but there's never a time when you flat out CAN'T make it.

And lastly, with all that said, it's probably much easier to learn the game with a co-op partner. If you die, you live buddies have a chance to find a coffin in the next stages. Break the coffin, and dead player is revived! Even when they're dead, their Ghost can move objects by blowing on them, or set off traps by moving near them.

Even if you don't have a live co-op player with you, just turn on controller 2, and carry the lifeless doll with you! You can toss them (or their dead body) into things, to kinda "feel out" the area, and rules (how close does one have to be for an enemy to proc, how far can one fall without taking damage, etc.)
 
Just demos for the new Playstation export option of GameMaker.
Some of them are announced for Playstation and others will be probably though.

Sucks that there wasn't a Vita demonstration.

Dang it.
I, too, want PS4 Spelunky, preferably with camera support to catch people raging after every loss.
 
Guys, do we have an updated list of PSOne classics and PSP games that can be played on the Vita? I ask this because some of them are not listed in the Vita store but they can be transfered via PS3. I only found one list from 2012...
 

nampad

Member
Dang it.
I, too, want PS4 Spelunky, preferably with camera support to catch people raging after every loss.

With Sony seemingly supporting and pushing indie devs to go multiplatform on all their systems, I would think a PS4 Spelunky is quite possible, especially now that the porting work should be reduced with the GameMaker export option.
It is one of the bigger indie games and other indie games are also getting a PS4 port.
 
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