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	<title>london studio &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Wonderbook: Book of Spells Dev Diary Details the Mystery Behind the Magic</title>
		<link>https://gamingbolt.com/wonderbook-book-of-spells-dev-diary-details-the-mystery-behind-the-magic</link>
					<comments>https://gamingbolt.com/wonderbook-book-of-spells-dev-diary-details-the-mystery-behind-the-magic#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 07 Sep 2012 08:00:07 +0000</pubDate>
				<category><![CDATA[Video News]]></category>
		<category><![CDATA[london studio]]></category>
		<category><![CDATA[playstation eye]]></category>
		<category><![CDATA[Playstation Move]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[Wonderbook: Book of Spells]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=109096</guid>

					<description><![CDATA[Hogwarts comes to PS3, PS Move and PS Eye (yes, you'll need all three).]]></description>
										<content:encoded><![CDATA[<p>Sony is on an avant garde streak as of late. Tearaway, Puppeteer, The Unfinished Swan &#8211; and now Wonderbook: Book of Spells, developed by London Studio. This latest dev diary goes behind the scenes of the Move-based adventure, based on the Hogwarts Restriction section edition of the same name.</p>
<p>Meant to allow students to become wizards, Wonderbook also employs Augmented Reality via the Playstation Eye for a larger than life experience. The team at London Studio talk about the book in question and how it can be utilised in different ways during gameplay.</p>
]]></content:encoded>
					
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		<title>More details over cancelled Eight Days emerge</title>
		<link>https://gamingbolt.com/more-details-over-cancelled-eight-days-emerge</link>
					<comments>https://gamingbolt.com/more-details-over-cancelled-eight-days-emerge#respond</comments>
		
		<dc:creator><![CDATA[Kartik Mudgal]]></dc:creator>
		<pubDate>Mon, 01 Aug 2011 14:48:53 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[cancelled]]></category>
		<category><![CDATA[eight days]]></category>
		<category><![CDATA[exclusive]]></category>
		<category><![CDATA[london studio]]></category>
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		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=38104</guid>

					<description><![CDATA[The game was "jaw dropping".]]></description>
										<content:encoded><![CDATA[<p style="text-align: center;"><a href="https://gamingbolt.com/wp-content/uploads/2011/08/eight_days.jpg"><img decoding="async" class="aligncenter size-full wp-image-38106" src="https://gamingbolt.com/wp-content/uploads/2011/08/eight_days.jpg" alt="" width="505" srcset="https://gamingbolt.com/wp-content/uploads/2011/08/eight_days.jpg 636w, https://gamingbolt.com/wp-content/uploads/2011/08/eight_days-300x142.jpg 300w" sizes="(max-width: 636px) 100vw, 636px" /></a></p>
<p>I have to admit, I was looking forward to this game, but alas! Seems like I won&#8217;t be able to play this game this gen. Richard Bunn, an ex-Sony employee, who worked on the game, let out some juicy details about the game to Eurogamer. The game along with Getaway 3 was put on hold to fund Eyepet and the likes, for reasons unknown.</p>
<p>The impressive looking third-person shooter was unveiled at Sony E3 press conference, and Phil Harrison, ex-president of Sony WWS really put this game on a pedestal.</p>
<blockquote><p> It was going to have online co-op,&#8221; said Bunn. The entire concept behind the game was based around buddy gameplay. Imagine Uncharted, where you have two  Nathan Drakes, and you can cover swap between each other and chuck ammo between each other. That was pretty much the game.</p></blockquote>
<blockquote><p>We fully intended to have online co-op support. No multiplayer, but online co-op. We definitely didn&#8217;t have any plans to do multiplayer modes. The game was looking spectacular,&#8221; Bunn continued. &#8220;A lot of what was shown off publicly had a bit of a mixed review. But what was going on in-house at the time was looking quite spectacular.</p></blockquote>
<blockquote><p>I designed a new opening level for them. My goal there was to make the opening level every bit as good as something you would see in a cinematic game. We had that fully playable in prototype form and it was jaw dropping. It was exceedingly good. All of the other level designers on the team were doing great work.</p></blockquote>
<p>You can check out the E3 2006 gameplay video below. Please tell us in the comments section as to how you feel about this decision from Sony. You can read more about the game <a href="http://www.eurogamer.net">here</a>.</p>
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