The wait is finally over as Gravity Rush is set to hit retail shelves across PAL from today. To celebrate the occasion, we’re bringing you a brand-new trailer to give you a taste of what the game has in store for you:
If you missed out on the opportunity to pre-order the game and receive the Military Mission DLC pack, we have some more exciting news: If you purchase the full digital version from the PS Store, you will receive the Military Mission DLC pack at no extra cost – this promotion ends on Tuesday 19th June, so be sure to purchase the game until then if you haven’t already!
And speaking of downloadable content, I’m excited to announce that we’ll be bringing more DLC Mission Packs to your PS Vita, each offering a bespoke costume and additional storyline and side missions for hours of additional gameplay:
From June 27th, you will be able to get your hands on the Spy Mission DLC Pack while the Maid Mission DLC Pack will be available from July 11th. Lastly, if you missed out on getting the Military Mission DLC Pack as a pre-order bonus or as part of the launch promotion until 19th June, you will be able to purchase this pack again from the PS Store from July 25th.
“I hope that you enjoy experiencing Gravity Rush and these three DLC packs as much as the team and I enjoyed creating them!” ~ Keiichiro Toyama, director Gravity Rush
Read on after the break to hear what else the director, Keiichiro Toyama, had to say about the launch of Gravity Rush this week:
“Gravity Rush was based on the inspiration I received from the artwork I saw in a magazine when I was a teenager. When I joined the industry, I thought that someday I would want to create a game with a world setting as vivid as that piece of art.
It’s been a while since Japanese videogames have carried the clout that they used to in our industry. When I began my career, I was striving to find a way to break through. I thought about making a game based on the top global marketing strategies, major genres that were popular at that time, and even based on a character that would be widely accepted in the Western market. However, none of those concepts produced the results I desired, which is when I realised I was trying to put the cart in front of the horse.
After that, my ideas began to gain more momentum. The Gravity Rush project started with the simple idea of ‘making something based on my original vision,’ – a game that has a brand new and exciting mechanic, gorgeous visuals, a captivating world setting, fascinating storyline, and lovable characters. The goal was to deliver a game that contained each of these aspects. If you think of it, that’s what most games are targeting, and it makes sense to go back to the basics.
During the production process, we faced a few challenges and there were times when the game was misunderstood. However, thanks to the potential of PlayStation Vita, we were able to create something completely unique to the market. The path we took was similar to the character Kat’s, where she started off unsure of herself, but slowly gained the trust of her peers and became accepted and admired.
We’ve been receiving a tremendous amount of feedback from players since the title was released in Japan. I was both surprised and overwhelmed by the amount of comments I received. Most of the feedback was positive, and one comment that really touched me was: “It’s been a while since I enjoyed a game like this that is truly innovative, and I believe that only a Japanese developer could have created such a work of art.” I really feel that my vision fit what the players wanted to see, and that I have truly achieved what I was striving for. That comment almost brought me to tears. This assured me that our thought process wasn’t wrong. I feel a state of fulfillment, and I’m sincerely hoping that everyone who plays the game will have a similar opinion.