<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>The Indie Mine &#187; PS3</title>
	<atom:link href="http://theindiemine.com/category/games/gamenews/ps3news/feed/" rel="self" type="application/rss+xml" />
	<link>http://theindiemine.com</link>
	<description>Unearthing the hidden gems of culture and entertainment</description>
	<lastBuildDate>Mon, 22 Dec 2014 10:00:45 +0000</lastBuildDate>
	<language>en-US</language>
		<sy:updatePeriod>hourly</sy:updatePeriod>
		<sy:updateFrequency>1</sy:updateFrequency>
	<generator>https://wordpress.org/?v=3.9.40</generator>
	<item>
		<title>Blood of the Werewolf Preview</title>
		<link>http://theindiemine.com/blood-werewolf-preview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=blood-werewolf-preview</link>
		<comments>http://theindiemine.com/blood-werewolf-preview/#comments</comments>
		<pubDate>Wed, 17 Jul 2013 10:20:16 +0000</pubDate>
		<dc:creator><![CDATA[daikaijuz]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[blood of the werewolf]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[monster movie]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[scientifically proven]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[Windows]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=9297</guid>
		<description><![CDATA[A white-knuckle, action-packed platformer featuring classic golden age movie monsters.]]></description>
				<content:encoded><![CDATA[<p dir="ltr" style="text-align: left;">The indie platformer is a well-worn genre now, but <em>Blood of the Werewolf</em> still packs enough of a punch to merit a look. Developed by Scientifically Proven, this action platformer pays homage both to the classic monster movies of the golden age of cinema and to classic video games such as <em>Metroid</em> and <em>Mega Man</em>.</p>
<div id="attachment_9299" style="width: 310px" class="wp-caption alignleft"><a href="http://theindiemine.com/wp-content/uploads/2013/07/BOTWPostImage.jpg"><img class="size-medium wp-image-9299" alt="Blood of the Werewolf" src="http://theindiemine.com/wp-content/uploads/2013/07/BOTWPostImage-300x168.jpg" width="300" height="168" /></a><p class="wp-caption-text">Blood of the Werewolf</p></div>
<p dir="ltr" style="text-align: left;">Beautifully illustrated and filled to the brim with cool creatures realized in excellent 3D, <em>Blood of the Werewolf</em> drops you into its world as Selena, mother of Nikoli, last of the once prosperous Werewolf clan. The player must then use their reflexes, their crossbow, and their werewolf strength to battle their way through fifteen unforgiving levels featuring hordes of over thirty different enemy monsters.</p>
<p dir="ltr" style="text-align: left;">It’s tough stuff, and you’ll probably die a lot, but it’s a lot of fun. The controls are tight and super easy to learn, but the need for good timing makes the game much more challenging than it initially appears.  There&#8217;s a few somewhat irritating flying enemy types, but nothing so frustrating that it takes away enjoyment from the core experience. The musical score and art direction all make for a relatively serious tone while still providing an exciting, intense atmosphere.</p>
<p dir="ltr" style="text-align: left;">The developer also promises a load of different play modes, such as Boss Rush, Score Rush, and Hardcore, as well as online play and leaderboards.</p>
<p>A playable demo is available on the <a href="http://www.bloodofthewerewolf.com/" target="_blank">game’s official site</a>. It’s also up for voting on <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=133210361" target="_blank">Steam Greenlight</a>. <em>Blood of the Werewolf</em> is slated for release later this summer on PC, PSN, and Wii U. You can keep up with more news about the game on the developer&#8217;s<a href="https://twitter.com/BotWerewolf" target="_blank"> Twitter</a>, <a href="https://www.facebook.com/BloodoftheWerewolf?fref=ts" target="_blank">Facebook</a>, and <a href="http://www.youtube.com/user/thantastic1?feature=watch" target="_blank">YouTube</a> pages.</p>
<p dir="ltr" style="text-align: center;"><iframe src="http:////www.youtube.com/embed/OjUf5lozGwA" width="560" height="315" marginwidth="0" marginheight="0" frameborder="0"></iframe></p>
<p dir="ltr" style="text-align: left;">Scientifically Proven is also giving fans a chance to win one of two copies of their previous title, <i>Real Heroes: Firefighter. </i>IGN previously rated the Wii version their Wii Shooter of the Year, and we&#8217;re offering 2 codes for the 3DS version. Check out the widget below to find out how to enter.</p>
<p><a id="rc-6cec7b11" class="rafl" href="http://www.rafflecopter.com/rafl/display/6cec7b11/" rel="nofollow">a Rafflecopter giveaway</a><br />
<script src="//d12vno17mo87cx.cloudfront.net/embed/rafl/cptr.js"></script></p>
<p style='text-align:left'>&copy; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
			<wfw:commentRss>http://theindiemine.com/blood-werewolf-preview/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Eden Industries launches Garden of Indie initiative</title>
		<link>http://theindiemine.com/eden-industries-launches-garden-indie-initiative/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=eden-industries-launches-garden-indie-initiative</link>
		<comments>http://theindiemine.com/eden-industries-launches-garden-indie-initiative/#comments</comments>
		<pubDate>Thu, 24 Jan 2013 11:22:55 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[British Columbia Institute of Technology]]></category>
		<category><![CDATA[Eden Industries]]></category>
		<category><![CDATA[Garden of Indie]]></category>
		<category><![CDATA[initiative]]></category>
		<category><![CDATA[partnership]]></category>
		<category><![CDATA[spotlight]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=6696</guid>
		<description><![CDATA[Veteran studio starts program to aid development community.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/wp-content/uploads/2013/01/EdenIndustries_logo_UseWithWhiteBackgrounds.png"><img class="alignleft size-medium wp-image-6809" alt="Eden Industries launches Garden of Indie" src="http://theindiemine.com/wp-content/uploads/2013/01/EdenIndustries_logo_UseWithWhiteBackgrounds-259x300.png" width="233" height="270" /></a>Although the exact plans are still being worked out, Canadian development studio Eden Industries is taking the first steps in an initiative to help other indies get their projects off the ground. While there are a number of charities, fundraisers, and networking organizations out there to help connect and fund struggling indie developers, the Garden of Indie initiative aims to do things a bit differently.</p>
<p>The first area being tackled is in education. Eden Industries has taken on a mentorship role with a number of students from the British Columbia Institute of Technology in Vancouver. These students have the chance to channel their passion and interest in game development into a real environment. By taking the areas of game development these students are most interested in and finding areas within Eden Industries that are in line with those interests, it&#8217;s giving these students a chance to learn and create while building the skills and confidence that will help them succeed in the industry. In most cases, the work being done by these students actually makes it into the released product. The studio would like to branch out to other schools if the situation is right.</p>
<p>On a more professional level, the Garden of Indie initiative is helping development teams fill gaps in experience or abilities. A prime example can be found directly within Eden&#8217;s ranks. Lead level designer Robin Vincent has started his own project with his own team outside of Eden&#8217;s confines. While that project has the right people to handle level design, certain technical aspects need some outside help, and that&#8217;s where Garden of Indie steps in. Eden Industries has been able to to provide a custom-built game engine that Robin and team can build on.</p>
<p>Naturally there&#8217;s risk involved with focusing so much effort outside of the team&#8217;s own work, but Eden Industries founder Ryan Vandendyck  believes that these kinds of strategic partnerships can benefit all sides. Even if it&#8217;s not always a success from a financial standpoint, they can find value in the work completed. Exposure to new types of game genres or even the tech developed are potentially valuable resources for later projects. Will all future partnerships be as involved as the project with Robin Vincent? Not necessarily as Vandendyck says &#8220;it may look different from partnership to partnership&#8221;.</p>
<p>It sounds like Eden Industries is pushing forward with a new method of collaboration within the gaming industry. It will be interesting to see whether there are some growing pains as the studio expands beyond this first round of partnerships. I know I&#8217;ll be watching to see whether Garden of Indie picks up steam within the community and whether it can spur other developers to take on these same kind of roles.</p>
<p>&nbsp;</p>
<p style='text-align:left'>&copy; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
			<wfw:commentRss>http://theindiemine.com/eden-industries-launches-garden-indie-initiative/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Announcing the Indie Dev Grant</title>
		<link>http://theindiemine.com/announcing-indie-dev-grant/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=announcing-indie-dev-grant</link>
		<comments>http://theindiemine.com/announcing-indie-dev-grant/#comments</comments>
		<pubDate>Sun, 25 Nov 2012 19:08:27 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Browser-based Games]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[bundle]]></category>
		<category><![CDATA[Bundle In A Box]]></category>
		<category><![CDATA[fundraiser]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Indie Dev Grant]]></category>
		<category><![CDATA[Kyttaro Games]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=6193</guid>
		<description><![CDATA[Latest bundle promotion helps fund an indie developer grant.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/announcing-indie-dev-grant/bundleinaboxfeatured/" rel="attachment wp-att-6195"><img class="aligncenter size-full wp-image-6195" title="Bundle In A Box Indie Dev Grant" alt="Bundle In A Box Indie Dev Grant" src="http://theindiemine.com/wp-content/uploads/2012/11/BundleInABoxFeatured.png" width="600" height="237" /></a></p>
<p>Here at The Indie Mine, we&#8217;re all about helping out independent developers in whatever way we can. So when we heard about a new fundraiser to help out new industry pioneers, we were excited to share the news with you. The 3rd Bundle in a  Box promotion will help bring in money to aid one lucky studio in funding their future projects. As indicated in the press release below, any developer wishing to participate in the promotion has until tomorrow to get their submissions in. Stay tuned to The Indie Mine for future announcements including when the bundle will officially launch.</p>
<p>&nbsp;</p>
<blockquote><p>The <strong>Indie Dev Grant</strong>, the feature of Bundle In A Box we are most proud of, is, as you may already know, a grant designed to help indie game developers actually create the games they’ve always wanted to. For every 100 bundles sold, $10 will be added to the grant. One indie developer (be it a group or an individual), voted by the esteemed fans of Bundle in a Box will get the whole amount after the bundle ends.</p>
<p>No strings will be attached by either Bundle in a Box or Kyttaro Games.</p>
<p>The grant can be used in any way the developer that earns it sees fit and will in no way be obliged to co-operate with Kyttaro Games or Bundle in a Box. Developers that have already taken part in one of our bundles or are willing to do so in the future are also eligible for the grant. Actually, absolutely anyone is free to enter; yes, even people trying to buy some time in order to create their next freeware gem.</p>
<p>As gamers will start voting on the developer that will earn the grant from the moment the bundle launches, <strong>we do ask those interested in participating to contact us with their entries up to November 26</strong>.</p>
<p>&nbsp;</p>
<p><span style="color: #373737; font-family: arial, sans-serif;">To enter, applicants will have to e-mail us at </span><a href="mailto:info@bundle-in-a-box.com" target="_blank">info@bundle-in-a-box.com</a><span style="color: #373737; font-family: arial, sans-serif;"> </span><span style="color: #373737; font-family: arial, sans-serif;">and provide us with the following:</span></p>
<p>&nbsp;</p>
<p>-A title for the project they are going to be using the IDG for.</p>
<p>-One screenshot or piece of concept from their project.</p>
<p>-One link to their project’s or their personal site (if available).</p>
<p>-A description of the project (up to 200 words)</p>
<p>-Something about them or their team (up to 100 words)</p>
<p>&nbsp;</p>
<p>All Indie Dev Grant entries will be presented on tumblr and on the <a href="http://blog.bundle-in-a-box.com/" target="_blank" class="broken_link">Bundle In A Box blog</a>.</p>
<p>-Konstantinos Dimopoulos, Kyttaro Games</p></blockquote>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
			<wfw:commentRss>http://theindiemine.com/announcing-indie-dev-grant/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>BlazeJam raises money for Colorado Red Cross</title>
		<link>http://theindiemine.com/blazejam-colorado-red-cross/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=blazejam-colorado-red-cross</link>
		<comments>http://theindiemine.com/blazejam-colorado-red-cross/#comments</comments>
		<pubDate>Fri, 20 Jul 2012 10:57:03 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Browser-based Games]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[BlazeJam]]></category>
		<category><![CDATA[BlazeJam the Robot]]></category>
		<category><![CDATA[Colorado]]></category>
		<category><![CDATA[fires]]></category>
		<category><![CDATA[Fresh Aces]]></category>
		<category><![CDATA[fundraiser]]></category>
		<category><![CDATA[Marc Wilhelm]]></category>
		<category><![CDATA[Red Cross]]></category>
		<category><![CDATA[spotlight]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=4881</guid>
		<description><![CDATA[Fundraiser successfully raises money for recent Colorado fire victims.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/blazejam-colorado-red-cross/blazejam/" rel="attachment wp-att-4886"><img class="alignleft size-full wp-image-4886" title="BlazeJam the Robot from Fresh Aces" alt="BlazeJam the Robot from Fresh Aces" src="http://theindiemine.com/wp-content/uploads/2012/07/BlazeJam.png" width="295" height="240" /></a><a title="BlazeJam 2012" href="http://blazejam2012.ceruleangames.com/" target="_blank" class="broken_link">BlazeJam 2012</a> has come and gone, and the 48-hour game jam and auction helped raise over $2000 to support the Colorado Red Cross in its aim to help victims of the recent fires. The indie event featured participants from every corner of the globe, and patrons donating more than $5 received all of the games in the BlazeJam bundle.</p>
<p>A big thanks to developer Marc Wilhelm of <a title="Fresh Aces official website" href="http://www.freshaces.com/" target="_blank">Fresh Aces</a> who was kind enough to share this story with us, along with details on his game <em>BlazeJam the Robot</em>. Check out the official trailer below, and become acquainted with the local <a title="Colorado IGDA" href="http://www.meetup.com/Colorado-Independent-Game-Developers-Association-ICGA/" target="_blank">Indie Game Developers Association</a> if you&#8217;re in the Colorado area.</p>
<p>&nbsp;</p>
<p><center><iframe src="http://player.vimeo.com/video/45761121" height="281" width="500" frameborder="0"></iframe></center><center><a href="http://vimeo.com/45761121">BlazeJam the Robot</a> from <a href="http://vimeo.com/marcwilhelm">Marc Wilhelm</a> on <a href="http://vimeo.com">Vimeo</a>.</center>&nbsp;</p>
<p>&nbsp;</p>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
			<wfw:commentRss>http://theindiemine.com/blazejam-colorado-red-cross/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>2012 Independent Games Festival Award Winners</title>
		<link>http://theindiemine.com/2012-independent-games-festival-award-winners/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=2012-independent-games-festival-award-winners</link>
		<comments>http://theindiemine.com/2012-independent-games-festival-award-winners/#comments</comments>
		<pubDate>Thu, 08 Mar 2012 04:06:02 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[awards]]></category>
		<category><![CDATA[IGF]]></category>
		<category><![CDATA[Independent Games Festival]]></category>
		<category><![CDATA[winners]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=2500</guid>
		<description><![CDATA[The 2012 Independent Games Festival award winners have been announced.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/2012-independent-games-festival-award-winners/igf2012awards/" rel="attachment wp-att-2501"><img class="aligncenter size-full wp-image-2501" title="2012 Independent Games Festival Awards" alt="2012 Independent Games Festival Awards" src="http://theindiemine.com/wp-content/uploads/2012/03/IGF2012Awards.jpg" width="510" height="188" /></a></p>
<p>The 2012 Independent Games Festival has come and gone and tonight it concluded with the annual awards show.  Below you&#8217;ll find the winners for all 10 categories.</p>
<p>Best Student Game: Way by The Way Team</p>
<p>Technical Excellence: Antichamber by Alexander Bruce</p>
<p>Excellence in Design: Spelunky by Mossmouth</p>
<p>Best Mobile Game: Beat Sneak Bandit by Simogo</p>
<p>Excellence in Visual Art: Dear Esther by thechineseroom</p>
<p>Excellence in Audio:  Botanicula by Amanita Design</p>
<p>Audience Award: Frozen Synapse by Mode 7 Games</p>
<p>XBLA Award goes to Super Time Force by Capy Games</p>
<p>Nuovo Award goes to Storyteller by Daniel Benmergui</p>
<p>Seamus McMally Grand prize: Fez by Polytron Corporation</p>
<p>Congratulations to all the winners and we look forward to trying out all your games in the coming year.</p>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
			<wfw:commentRss>http://theindiemine.com/2012-independent-games-festival-award-winners/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>PlayStation SDK Open Beta Announced</title>
		<link>http://theindiemine.com/playstation-sdk-open-beta-announced/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=playstation-sdk-open-beta-announced</link>
		<comments>http://theindiemine.com/playstation-sdk-open-beta-announced/#comments</comments>
		<pubDate>Wed, 07 Mar 2012 23:20:43 +0000</pubDate>
		<dc:creator><![CDATA[Brandon Schmidt]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[PlayStation]]></category>
		<category><![CDATA[PlayStation SDK]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Vita]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=2465</guid>
		<description><![CDATA[Sony announces the open beta for their PlayStation SDK.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/playstation-sdk-open-beta-announced/playstationsdk/" rel="attachment wp-att-2466"><img class="aligncenter size-medium wp-image-2466" title="PlayStation SDK Open Beta" alt="PlayStation SDK Open Beta" src="http://theindiemine.com/wp-content/uploads/2012/03/PlayStationSDK-300x133.png" width="300" height="133" /></a></p>
<p>Indie developers now have a new avenue to look forward to for getting their games out to the public.  Sony has announced that their PlayStation SDK, which has been in closed beta since late last year, will go to an open beta starting in April.  This will allow indie developers to create games for all devices in the PlayStation Suite including the PS Vita and certain Android tablets and phones.</p>
<p>In what seems to be an effort to stay competitive with Microsoft&#8217;s indie program, the official SDK will debut later this year at a price of $99, the same price for Microsoft&#8217;s XNA Creator&#8217;s Club license.  To get the full story, check out Sony&#8217;s press release below.</p>
<p>&nbsp;</p>
<p style="text-align: center;"><em><strong>Sony Computer Entertainment to Expand PlayStation®Suite by Further Strengthening Support for Content Development</strong></em></p>
<p><em> Open Beta Version of SDK to be Released in April, Official Version to be Released Later This Year</em></p>
<p><em> TOKYO, March 7, 2012 /PRNewswire/ &#8212; Sony Computer Entertainment Inc. (SCE) today announced that it will release the open beta version of PlayStation®Suite SDK*(1) to content developers in April 2012 and the official version later this year. Through the introduction of these SDKs, SCE will offer a more streamlined content development environment for content developers &#8211; from large game development companies to small, independent shops &#8211; and further expand the world of PlayStation® to open operating system based portable devices.</em></p>
<p><em> In November 2011, SCE released the closed beta version of PlayStation®Suite SDK to limited content developers in Japan, United States and the United Kingdom. The upcoming open beta version incorporates their feedback and will dramatically enhance convenience and efficiency of the content development environment. The phased rollout of the open beta version will start in April 2012 free of charge and expand target countries beyond Japan, United States and the United Kingdom. Developers will also be able to conduct performance verification of their content developed with the open beta version on PlayStation®Vita.</em></p>
<p><em> SCE will also release the official version of PlayStation®Suite SDK at $99 US annually later this year, allowing content developers to have their content distributed through the PlayStation®Store*(2) on a commercial basis. Through the official version, content developers will also be able to seamlessly continue to develop content which was created with the open beta or the closed beta versions.</em></p>
<p><em> Furthermore, SCE will be adding content for PlayStation®Suite in Japan, United States, Canada, United Kingdom, France, Italy, Germany, Spain, and Australia. The phased rollout of the update will start later this year. The phased rollout will include improving the PlayStation®Suite presence on PlayStation®Store for users who want to enjoy a variety of content with ease and convenience on their PlayStation™Certified devices. SCE will also deliver content created through the official version of PlayStation®Suite SDK after the necessary procedure is completed.</em></p>
<p><em> As of March 7, 2012, the line-up of PlayStation™Certified devices includes Xperia™ arc, Xperia™ acro, Xperia™ PLAY, Xperia™ acro HD, Xperia™ S, Xperia™ ion*(3) from Sony Mobile Communications AB, and &#8220;Sony Tablet&#8221; S and &#8220;Sony Tablet&#8221; P from Sony Corporation. SCE will continue to further accelerate the expansion of PlayStation™Certified devices.</em></p>
<p><em> Through PlayStation®Suite, SCE will deploy various measures to support content developers in their business, and expand the PlayStation® entertainment experience on an open operating system.</em></p>
<p><em> *(1) Software Development Kit is a set of development tools and software libraries. Developers are able to obtain this SDK by signing a license agreement with SCE.</em><br />
<em> *(2) Users can download vast digital content including games through PlayStation Store for PS3, PSP, PS Vita and PS Certified devices.</em><br />
<em> *(3) Model name may vary by region.</em></p>
<p style='text-align:left'>&copy; 2012 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
			<wfw:commentRss>http://theindiemine.com/playstation-sdk-open-beta-announced/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Okabu Impressions</title>
		<link>http://theindiemine.com/okabu-impressions/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=okabu-impressions</link>
		<comments>http://theindiemine.com/okabu-impressions/#comments</comments>
		<pubDate>Wed, 26 Oct 2011 12:12:20 +0000</pubDate>
		<dc:creator><![CDATA[Kendrick]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[Handcircus]]></category>
		<category><![CDATA[Impressions]]></category>
		<category><![CDATA[Okabu]]></category>
		<category><![CDATA[Playstation Network]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[spotlight]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=1313</guid>
		<description><![CDATA[Okabu? I barely know you.]]></description>
				<content:encoded><![CDATA[<p>Okabu is a platform puzzle title, aimed at kids but striving to be fun for all ages. While it&#8217;s got great design and inspired sound, the game lacks that crucial interesting hook that keeps you playing. Here are some quick impressions.<br />
<a href="http://theindiemine.com/wp-content/uploads/2011/10/okabu_ps_e3_screen_09.png"><img class="aligncenter size-medium wp-image-1314" alt="" src="http://theindiemine.com/wp-content/uploads/2011/10/okabu_ps_e3_screen_09-300x168.png" width="300" height="168" /></a><br />
Another Playstation Network exclusive for October, Okabu obviously slots into the &#8216;family&#8217; demographic category. Squat, colorful characters wander green grass under clear blue skies, where flying whales convey vaguely humanoid mammals around on grand adventures. While you might use whimsical exploding fruit to disable the evil, vaguely reptilian Doza enemies, they clearly don&#8217;t die when you defeat them as they flail around helplessly without their armor and vehicles.</p>
<p>The setting is the most interesting part of the game, a cel-shaded island paradise that wouldn&#8217;t have been out of place on the Nintendo 64 or the Dreamcast. The laid-back cartoon physics of the puzzles are certainly reminiscent of Banjo-Kazooie, and the faux-Caribbean structures and music pleasantly recall Samba de Amigo. These qualities aren&#8217;t good enough to distract from the fiddly gameplay, which on the first level is repetitive and more than a little tedious.</p>
<p>Since your flying whales can&#8217;t actually interact with the environment, you&#8217;re dependent on the other characters to do your dirty work. This generally involves picking them up, and then using their unique gadget to drag something, push something, or flip something over. This is fine when you just need to put weight on a floor switch or move a large obstacle. But when multiple puzzles are nailed together in separate rooms, the game becomes a frustrating marriage of fetch quests and unavoidable backtracking. I have to go over the stream to push the little guy onto the switch using the magic animal flute, then I have to come back over the stream and switch to the grappling plunger so I can rotate the lever that moves the ski lift so I can get the second guy over to the second switch. But wait, the second guy isn&#8217;t on the lift yet, so I have to switch back to the flute to push him into the seat and then switch back to the grappler&#8230; And now I&#8217;m ready to download <a href="http://blogs.sega.com/2011/10/25/daytona-usa-speeds-onto-consoles/" class="broken_link">Daytona</a>. There&#8217;s intriguing potential for two simultaneous players to cooperate for puzzle solving, but imprecise control and an annoying crosshair reticule don&#8217;t make me anxious to try that feature out.</p>
<p>Will kids warm to this game with no licensed characters and no marketing outside of PSN? That&#8217;s for parents to decide. Ten years ago this game would have merited a budget release on a disk for $30. Is it worth $14.99 to download the full game? Let your child try the demo first and see if she asks for more.</p>
<p style='text-align:left'>&copy; 2011 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
			<wfw:commentRss>http://theindiemine.com/okabu-impressions/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Eufloria Impressions</title>
		<link>http://theindiemine.com/eufloria-impressions/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=eufloria-impressions</link>
		<comments>http://theindiemine.com/eufloria-impressions/#comments</comments>
		<pubDate>Mon, 17 Oct 2011 10:51:56 +0000</pubDate>
		<dc:creator><![CDATA[Kendrick]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Eufloria]]></category>
		<category><![CDATA[Playstation Network]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Real Time Strategy]]></category>
		<category><![CDATA[RTS]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=1008</guid>
		<description><![CDATA[An RTS that's not for RTS fans. That might not be a very big market]]></description>
				<content:encoded><![CDATA[<p><em><a href="http://theindiemine.com/wp-content/uploads/2011/10/eufloria01.jpg"><img class="aligncenter size-medium wp-image-1011" alt="" src="http://theindiemine.com/wp-content/uploads/2011/10/eufloria01-300x168.jpg" width="300" height="168" /></a>Eufloria</em> is being marketed as an exclusive for the Playstation Network in the month of October, even though it came out for PC at the end of 2008. This new release is streamlined and optimized for the Dual Shock 3 pad, but there&#8217;s nothing in the PSN version of <em>Eufloria</em> that isn&#8217;t better served by any other real time strategy game. Here are some quick impressions.</p>
<p>A disembodied voice commands you to plant trees and spread seedlings around a white, featureless universe. &#8216;Go forth and multiply&#8217; is the command, and you&#8217;re tasked with establishing a presence on big round asteroids found all throughout space. But you&#8217;re not the only plant life form in the world, and so you&#8217;re challenged to fill the emptiness and not to surrender to the other plants who are encroaching on your property.</p>
<p>It might not be fair to compare <em>Eufloria</em> to other RTS games. It&#8217;s not aimed at the market that plays <em>Warcraft</em>, <em>Starcraft</em>, or any other imitator. Abstraction is the order of the day, in that every mechanical component of an RTS is stripped down to the most basic presentation. Units are &#8216;seedlings&#8217; that look like dots until you zoom in on them, and even then there&#8217;s very little customization to do. Bases are &#8216;trees&#8217; whose function differs depending on where you build them, and again you can&#8217;t otherwise customize the type of base that gets built.</p>
<p>The main strength of <em>Eufloria</em> is also its most glaring weakness, in the way that information about your success or failure is communicated. By centering combat around bases only, it becomes very easy to evaluate how well you&#8217;re doing. Units are always associated with a base, and while they can travel from one base to another they don&#8217;t actively engage enemies except in the context of attacking or defending an asteroid. So moving your cursor to an asteroid immediately tells you how many of each unit are present and whether you&#8217;re winning or losing. While that makes for efficient play, it also robs the game of the nuance that&#8217;s unique to the genre. Without the complexity of customization, without the build-up and gathering of varied resources, the whole affair becomes a binary, black-or-white decision making process. That will divert but not hook new players, and will do nothing to retain veteran RTS gamers.</p>
<p>Other RTS experiments on consoles have produced deviations from the standard play format that might some day come together in a transcendent game. <em>Tom Clancy&#8217;s Endwar</em> has a method of geographic delineation similar to Eufloria. <em>Robocalypse</em> had a unique icon-based command system that hasn&#8217;t been imitated. And Sega&#8217;s <em>Stormrise</em> has a imperfect but inspired method of moving units around. <em>Eufloria</em> will be considered another one of those stepping stones in the long run. There&#8217;s a demo you can try first before you decide if it&#8217;s worth the full $9.99.</p>
<p style='text-align:left'>&copy; 2011 &#8211; 2013, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
]]></content:encoded>
			<wfw:commentRss>http://theindiemine.com/eufloria-impressions/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

<!-- Performance optimized by W3 Total Cache. Learn more: http://www.w3-edge.com/wordpress-plugins/

 Served from: theindiemine.com @ 2026-04-17 19:32:50 by W3 Total Cache -->