<![CDATA[Kotaku: ready at dawn]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: ready at dawn]]> http://kotaku.com/tag/readyatdawn http://kotaku.com/tag/readyatdawn <![CDATA[Ready At Dawn Makes Its Own Game Dev Platform]]> Ready At Dawn gives its experience and expertise back to the development community with the Ready At Dawn Engine, a comprehensive game development platform that contains everything a company needs to make AAA console titles.

In order to develop a title for the PlayStation 3, Xbox 360, or even the PSP, developers have to piece together middleware applications for 3D content editing, audio, user interface, asset management, and more. God of War: Chains of Olympus developers Ready At Dawn are looking to make the whole process a little easier, integrating its own code-base with to tool providers works to create the Ready At Dawn Engine, "the only comprehensive and fully integrated console game development platform."

"At Ready At Dawn Studios, we are faced with the challenges of making a great game everyday," Didier Malenfant, president, Ready At Dawn Studios, said. "We are building something for developers who are tired of the challenges of PC engines shoe-horned into consoles, or trying to stitch together layers upon layers of middleware from multiple vendors. Our solution will be a complete game development platform that simply works."

The Ready At Dawn Engine supports PlayStation 3, Xbox 360, and PSP development, with the company offering tailored evaluations of each project's needs to ensure that developers get the most out of the package.

It should be amazingly useful to dev teams making the switch from PC to console, and it's great to see this sort of support from one developer to others. Nicely done, Ready At Dawn.

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<![CDATA[Kratos' Companion Cube Gets Unchained]]> Did you know that there's an extremely well-hidden cameo in God of War: Chains of Olympus? It's the much deadlier, more ancient Companion Cube, the omega of all cubeforms, capable of kicking serious ass.

Ready At Dawn writes today that the developer, known for its PSP expertise, was "surprised no one has found this one out yet." The dev also reveals how it's done, saying the player must "finish Chains of Olympus in god mode, [with] no upgrades, and collect all the urns of power twice without dying you open up the companion cube as a hidden character."

That makes this a little strange. I've collected every single Urn of Power at least three times over, even the one you can only get using the Basilisk glitch, yet I've never seen this. I'm guessing that's because it's not real.

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<![CDATA[Ready At Dawn Would Love A UMD-Less PSP, Hates Used Games]]> Who truly knows whether Sony is planning on dropping UMDs for the next version of the PSP? Only Sony (and David Perry). Certainly not God of War: Chains of Olympus developer Ready At Dawn.

"I really have no clue what Sony's plans are," Ready At Dawn CEO Didier Malenfant told Edge Online, despite being a top notch PSP developer and a trusted second-party. But that doesn't mean he wouldn't like to see the rumored PSP-4000 go the digital distribution route, sloughing off the UMD format. In fact, he'd probably love it.

"I'd love to see anything that can help distribution move quicker toward a 100 percent online model," Malefant said. "It's not piracy but used games that are killing us." And, you know, it's pretty tough to trade in the games one buys from the PlayStation Store.

Ready At Dawn is rumored to be hard at work on a follow-up to Chains of Olympus, a title that would likely generate interest in a new PSP if it were offered as a digital download alongside a hard copy.

We're hoping that if Sony does opt to push for more digital distribution, the most recent management shuffle at the company means the PlayStation Store on the PS3 and PC, combined with some nice iTunes-style games management software, will make the medicine go down easier.

Ready At Dawn's Two Cents on PSP Rumors [Edge Online]

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<![CDATA[Rumor: Second God Of War PSP Game In The Works]]> The PlayStation Portable may be getting a second helping of Kratos, as reports put God of War: Chains of Olympus developer Ready At Dawn Studios hard at work on a follow-up handheld adventure.

According to a report from Joystiq, Sony has already put in an order for a sequel to the PSP blockbuster, a game that could make an appearance in announcement form at this year's E3. That's according to the site's "trusted source," which puts Ready At Dawn back on PSP development as of "late 2008."

While Ready At Dawn reps opted not to confirm the rumor, it would certainly make a lot of sense. The Irvine, California based dev certainly knows its way around a UMD.

After "moving on" from PSP development last year, the Chains of Olympus developer looked to have a change of heart, if only for its successes on the platform.

John Koller, Sony Computer Entertainment of America's director of hardware marketing, says that the publisher is in talks with the studio, noting to Kotaku that PSP software development is ramping back up. With LittleBigPlanet, MotorStorm and Assassin's Creed already confirmed for the PSP, another entry in the bestselling God Of War series seems perfectly logical from a money-raking standpoint.

Hopefully we'll know more at E3 2009 or when the manual for God of War III starts making the rounds.

Rumor: Ready at Dawn developing new PSP God of War [Joystiq]

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<![CDATA[Sony In Talks with Ready At Dawn About PSP Title]]> Ready at Dawn, the development studio behind two of the most popular titles for the Playstation Portable, may be returning to PSP development.

The studio famously got out of the PSP-development business last year, returning their development kits to Sony and moving on to other things. But John Koller, director of hardware marketing for Sony Computer Entertainment of America, says that Sony Computer Entertainment have been in talks with the studio about returning to the PSP.

"Ready at Dawn is a fantastic developer, they did God of War: Chains of Olympus and Daxter," he said. "The conversations with them continue.

"Don't give up on Ready at Dawn yet."

Koller said that a lot of studios who were reluctant to develop for the Playstation Portable in 2006 have noticed the surge in PSP sales with the release of the PSP 2000 model. That, he says, explains the impressive slate of games announced this week for the portable.

"In mid 2006 the hardware had seen a bit of a bottoming out, a lot of publishers decided to reallocate their resources," he said. "In 2007 the PSP 2000 came out and we saw a big increase in sales. When we met with developers in 2008 they said, 'How can we get back into the PSP?'"

With the long development window, those games are just now starting to hit the console.

Sony also sat down with developers and talked to them about stream lining costs to make game development and marketing for the PSP more cost effective.

"We went in with a number of ideas and really laid it out," he said. "We had recommendations about franchises that made a lot of sense for the PSP."

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<![CDATA[At Least Ready At Dawn Is Hiring!]]> If you're one of the hundreds of video game developers finding yourself newly unemployed, you can always get a job at God of War: Chains of Olympus developer Ready At Dawn studios!

The independent developer sounded the call for new talent today, looking for a few folks willing to relocate to sunny Santa Ana Irvine, California to work on their next projects. Projects that aren't PSP games or Wii ports, but for "other consoles" like the PlayStation 3... and maybe even the Xbox 360 and PC.

Sorry, not much info on the developer's new games to be gleaned from the available job listings. But anyone who does find gainful employment there, you know where the tips e-mail is located.

Just sayin'!

Jobs [Ready At Dawn]

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<![CDATA[Ready At Dawn Reconsidering PSP Development?]]> Are Ready at Dawn reconsidering their flight from Playstation Portable development?

You may recall that back in June, Ready at Dawn announced that they were going to stop developing for the PSP after putting out the fantabulous God of War: Chains of Olympus. They even put their money where their mouth was, returning all of the PSP dev kits to Sony.

But recently they posted about the continued success of Chains and Daxter.

According to Gamasutra, 2 out of 5 top PSP games sold on Amazon in the US last week were Ready At Dawn games with Daxter and Chains of Olympus both making the top 5.

Maybe we should reconsider this whole ‘no more PSP games’ thing because we seem to be doing pretty good at it

It sounds like they are kidding, but why not return to the PSP. Maybe Sony should send those boxes back, filled to the brim with cash to help convince Ready at Dawn.

Happy Holidays indeed… [Ready at Dawn]

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<![CDATA[Ready At Dawn Is Serious About Dropping The PSP]]> Daxter and God of War: Chains of Olympus developer Ready At Dawn was dead serious when it said it was moving on from PSP development. Proof is in the form of the boxing up and shipping out of dozens of PSP development kits and the continued teasing of what's in store after the Japanese release of the PSP version of God of War. With three solid games under its belt, we're appropriately psyched about where the dev is going next.

Ready At Dawn News

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<![CDATA[Capcom Fuck Clover's Sad Panda Corpse [Updated]]]> How does Okami director Hideki Kamiya feel about the Wii port? He's pretty bummed out! The Wii version has cut the staff end credits from the game, which was released in North America earlier this month. The original game was developed by now dissolved Capcom subsidiary Clover and ported by Daxter developer Ready at Dawn. According to Kamiya:

I really don't know what under pretext the credits were cut... What do you all think? I feel dejected, and not only because my own name has been erased from my creation. Of course we have pride in our work and we want to scream "We made this!" from the top of our lungs. But more than that, the fact that they cut the entire staff is utterly deplorable.
The reason for this is that the end credits were a pre-rendered movie that contained the Clover logo, and Capcom says it couldn't use that logo because of legal issues or something. With Clover gone, Kamiya no longer works for Capcom, but heads up his own Osaka-based studio called Platinum Games. Regardless, erasing the names of people who worked years on a game? That's what the kids call "shitty."

Kamiya on Credit [Platinum Games via Canned Dogs Thanks, Sarah!]

Eds Note: Oh! For those who are interested in reading the entire post (in English), Platinum Games has posted the official translation here.

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<![CDATA[God of War Chains of Olympus Review: Portable Near Perfection]]> gowscreen2.JPG God of War: Chains of Olympus is a stunning and portable prequel to the much touted God of War franchise. Taking place ten years before the original God of War, Kratos is delivered to gamers in a title that can be played on the go. While the story-driven gameplay and over-the-top action of previous God of War games made them nearly instant classics, developers Ready at Dawn had to try and encapsulate all of that screen-filling glory on a 4-inch LCD without losing any of the pizazz.

Ready at Dawn certainly achieved their goals, but they didn't do so without a bit of stumbling.

Loved:
Channeling God of War: This pocket-sized God of War is an amazing reproduction of the big screen version. Everything from the epic scope of the backdrop, to over-the-top battles, to the hidden sex mini-games is packed into this excellent title.
Pacing: As with the original, Chains of Olympus keeps you enthralled with a storyline you care about and the perfectly paced blending of battles and puzzle solving.
Graphics: Miniaturized, Kratos is just as much a bad-ass as he was in the original games. The detail of animation is at times awe-inspiring, and the character design at times almost surpasses the first two in the franchise.
Controls: With the exception of a few quick-time boss battle kills, the controls are flawless, allowing you to hammer out 40 to 50-chain attacks on a screen full of enemies.
Weapons: From the Gauntlets of Zeus to Kratos' mainstay Blades of Chaos, the portable God of War comes packed with an amazing selection of boostable weapons, a half dozen all told.
Bonus Material: While the game's five hours or so of campaign play was more than enough to satisfy my God of War bloodlust, it's nice that the game also includes five challenges that unlock silly bonus material, like being able to play as Kratos in a dress, and a God difficulty.
Addictive: Because of the vagaries of early builds and demos, I managed to play through chunks of Chains of Olympus three to four times, and it never got old. In fact, I had a lot of trouble putting it down. It's rare that a game gets its claws into me so deep. Even rarer that it would be on the PSP.

Hated
The Thumbstick: There are a number of big monster, quick time event kills in which you have to do timed swirls with the thumbstick and often it just doesn't register. There's nothing as annoying as failing in a boss battle or creature fight because of the hardware.
Save Points: There are a couple of unforgivable save points in the game. Why on earth would you put a save point right before the unskippable cut-scene that introduces an incredibly hard boss battle?
Story: This prequel to the original God of War has a wonderful, potentially emotional plot marred by disjointed delivery. There are moments in the game that could have truly touched gamers, but felt too forced to work.

God of War: Chains of Olympus delivers more to the Playstation Portable than I thought was possible. The game is nearly flawless in its production value and what minor issues it does have has more to do with the irritating difficulty than any real design flaws. My only disappointment lies in the story, which had such great potential for evocative gaming, but never fully delivers.

Set aside a chunk of one day to sit down and enjoy this experience uninterrupted from beginning to end. If I could only buy one game for the PSP, this would be it.

God of War: Chains of Olympus, developed by Ready at Dawn, published by SCEA, released March 4, for $40. Available on Playstation Portable, played to completion.

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<![CDATA[Ready At Dawn Moving On To "Other Consoles"]]> If you want to play God of War: Chains of Olympus, you're going to have to do it on a PSP, because a PlayStation 2 port ain't happenin'. That's what Ready At Dawn says, smashing rumors that it would follow the PSP-to-PS2 precedent set by games like Grand Theft Auto: Vice City Stories and Silent Hill Origins. Seriously, get a PSP already!

The RAD team also says that after a short, post game launching break, they'll be working on new projects that aren't for the PSP, with Chains of Olympus being their "last PSP game." What's next? "Other projects and other ideas on other consoles" is all they'll say. Who wants to make some guesses?

Two Rumors, One Stone [Ready At Dawn]

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<![CDATA[Okami On Wii Delayed]]> And here you all were thinking you'd be getting the Wii version of Okami on March 25. You're not. The game's been delayed a smidge, and instead of being ready in March now has an American release date of April 15. No reason was given for the delay, so feel free to come up with your own hair-brained plots involving aspect ratios and brushwork calibration below.
Wii Okami bumped to April 15 [GameSpot]

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<![CDATA[Ready At Dawn Read-...Prepared For New Franchise]]> Ready At Dawn have already shown they're great at handling other people's properties. Daxter, God of War PSP, the upcoming Okami on Wii...they're a trusty bunch. Only problem is that those are all, well, other people's properties. Nothing new, nothing original! That's something Ready At Dawn are changing, as it's been announced at GDC today that they're working on "new IPs" for "new platforms".
Ready At Dawn's Upcoming Plans [IGN]

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<![CDATA[Okami Wii Screens, Video]]> Capcom have loosened the leash holding their Okami Wii assets back, and today have released a ton of screenshots for the upcoming port, along with some video footage. The video, which you can find after the jump, looks as lovely as you'd hope, so you might want to focus on it if the quality of screens leave you a little underwhelmed. Oh, and remember, while there's black bars along the sides in the screenshots, Ready At Dawn told us yesterday that the final, retail build of the game will feature "full" 16:9

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<![CDATA[Okami On Wii Controls Well, Only "Quasi-16:9" [UPDATE]]]> okamii.jpg Last week, Capcom stated on their company store that Okami on Wii would be running at 16:9. Why is this important? Because the PS2 version did not, and if the Wii version did, it'd be a very valid reason for many to go out and buy the same game twice. Turns out that the game doesn't really run at 16:9, however. IGN sat down with it the other day and found it actually sports:
...a quasi-16:9 widescreen mode — we call it "quasi" because it's not full resolution; thin black bars remain on each side of the screen.
Ah well. On the bright side, they report that the use of the Wii Remote for celestial brushwork is like "night and day" compared to the PS2 version, with brushwork becoming faster, more accurate and easier to pull off. And in case you weren't already aware, the port's best feature is related neither to aspect ratio nor gameplay: you can now skip the game's cutscenes, which should make a second playthrough all the more enticing.
Hands-on Okami [IGN]

UPDATE - I'm done with this topic. The build IGN were playing on was, according to Ready At Dawn, an old one, and RaD president Didier Malenfant has promised us that the final, retail build of the game will feature "full 16:9". Case closed. Move along.

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<![CDATA[God of War PSP Sex Scene Trailer Skips To The Good Part]]>

Here's something you should've seen coming a mile away—a nipple-filled threesome mini-game in Ready At Dawn's PSP title God of War: Chains of Olympus. Outside of a polygonal pair of boobs, don't expect much more than a suggestive candle-as-phallus bobbing about on a crate, occasionally ejaculating hot wax. Suffice it to say, it's not safe for work, if only for the banging and moaning sounds, but mostly for the digital ta-tas.

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<![CDATA[Two Million Daxters Sold!]]> It would be safe to call Daxter *the* PSP game. First released in 2006, it's been bundled with the handheld twice: With the Ceramic White unit and the new silver Slim & Lite PSP. Now, developer Ready At Dawn announces that December was one of the game's strongest months and that the game has sold 2 million copies of Daxter worldwide. From Ready At Dawn's website:


Daxter has been an incredible success for us, especially considering it was our very first game as a company.

Congrats!
Over 2 Million Served [Ready At Dawn Studios]]]>
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<![CDATA[Ready at Dawn's Child's Play Auction]]> readyatdawnpsp.JPG

Ru Weerasuriya, Ready at Dawn co-founder, dropped me a line to let me know that his studio has put two eBay auctions up to hlp raise money for Child's Play.

The studio managed to get their hand on one of the last Daxter PSP Entertainment packs around and then had everyone at Ready at Dawn Studios. As if the cool autographed, hard-t0-find PSP weren't enough, the Ready at Dawn folks are throwing in an autographed piece of original production art from the game.

All proceeds go to Child's Play. Hit up the link for the U.S. auction, and check out Ready at Dawn's other auction if you live in Europe.

Ready at Dawn eBay Auction


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<![CDATA[New God of War: Chains Of Olympus Screens]]> The arrival of Sony Computer Entertainment's God of War franchise on the PSP this coming March will finally give fans of the handheld an opportunity to experience sex mini-games and excessive amounts of gore on the go. To keep hype going through the holidays, SCEA has handed out a new batch of screens of God of War: Chains of Olympus, all of which are in our gallery below. They may not have the polished allure of the original set of screens release many moons ago, but developer Ready At Dawn look to do portable justice to Kratos and whomever he'll be slicing from skull to crotch.

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<![CDATA[Okami Wii "Exact PS2 Port"]]> So, the Wii is getting a straight up PS2 port with tacked on waggle, and that could be a really great thing or a really not-so great thing. Since Clover Studios is now kaput, studio Ready at Dawn will be handling the migration and even used Clover's original code due to time constraints. Ready at Dawn president Didier Malenfant stressed how committed he and his team are to staying true to the original. Says Malenfant:


The game on Wii is going to be an exact port of the PS2 version and I think that's what fans of the franchise want to see. This game has such a huge following throughout the world that people would probably send us death-threats if we messed it up by trying to add things that don't have their place in the Okami universe. Being huge fans of the franchise ourselves, we made sure that Capcom also wanted to stay true to the original before signing on to do this... To this day the graphics of Okami are some of the most awe-inspiring ever seen in a video-game and I know it sounds cliche but you don't want to fix something that's not broken.

We're not so concerned about Ready at Dawn's ability to port Clover code — Ready at Dawn is a very competent studio. We're worried about the controls. Malenfant assures that Okami and the Wii-mote are a "perfect combination" and feels "absolutely awesome." That's what they're really selling here, playing Okami with the Wii-mote. Is that enough to ensure a purchase?
Okami Port Interview [IGN via Siliconera]]]>
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