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Video: Knack on PlayStation 4: Conversations with PS4 Creators

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45w ago - Sony Associate Project Manager Nick Accordino made available a video today showcasing Knack on PlayStation 4 featuring conversations with PS4 creators below.

To quote: Hello, readers. Having just announced the November 15th release date for PlayStation 4, you can imagine that it's a very exciting time at PlayStation.

We're busy right now putting the final touches on Knack, including the drop-in/drop-out, 2-player local cooperative mode announced at Gamescom.





Knack is both fun and challenging, and is a blast to play with a second player controlling a robot version of Knack. Check out the brand new story trailer here if you haven't already.





Mark Cerny, lead system architect for PS4, is also the creative director for Knack. And bringing Mark's vision to life are the talented artists and developers at Japan Studio, our big internal studio in Shinagawa, Tokyo.

The video above, our latest Conversations With Creators video, showcases both Mark Cerny and game producer Yusuke Watanabe, who talk about creating this next-gen character action game for PS4.

Stay tuned right here for more Knack and PS4 news.
 

Video: Conversations With Creators: Infamous Second Son on PS4

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51w ago - Today Brian Fleming at Sucker Punch Productions posted up some video footage of conversations with creators from Infamous Second Son on PS4.

To quote: Hope everyone is enjoying their summer outdoors in the nice weather! We've been looking through our windows with envy as we continue working hard on Second Son.

Last time we checked in, we were debuting a trailer and a taste of Delsin's smoke abilities at E3... It was really exciting for us to see the response from all of you - and we were also grateful to leave E3 with an armload of nominations and awards from the media.

It all was a nice lift for us as we continue to try to make Delsin's story in Seattle into something special...

Here's something else for you to take a look at, another entry in the "Conversation with Creators" series. The crew behind these came up and interviewed us about what it's like making PS4 games, and our experiences with the DualShock 4 controller (which is great, by the way!).

In addition to myself, Sucker Punch senior staff members Nate Fox, Jaime Griesemer and Horia Dociu discuss what developing Second Son has been like, and some of the things we're each excited about...





That's...
 

Video: Conversations with Creators: Blacklight: Retribution on PS4

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54w ago - Zombie Studios Communications Manager Collin Moore shared a video today spotlighting conversations with the creators of Blacklight: Retribution on PS4 below.

To quote: The last couple months have been amazing for Zombie Studios, and bringing Blacklight: Retribution to the PlayStation 4 makes it even more exciting.

Before E3 we were contacted by Sony representatives who wanted to come to our offices and interview us for Conversations with Creators. After getting answers to a few questions and learning about the other groups involved, we were thrilled and humbled to be included.

If you've been following our progress then you know we've had an awesome first half of the year (especially with our new coffee machine).

You know that we'd been working to get Blacklight: Retribution ready for E3 and, after attending and having thousands of people play it, we're happy to report all those long nights were worth it.

We still remember when our PlayStation 4 development kits arrived and the excitement it created within the office. Being involved with a platform launch is a special badge of honor, and we're thrilled to be a part of it.

Our goal with Blacklight: Retribution is to make the best free-to-play first person shooter, and the PlayStation 4 is allowing...
 

Video: Killzone: Shadow Fall on PS4: Conversations with Creators

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58w ago - Guerrilla Games Game Director Steven Ter Heide posted up a video today showcasing conversations with PS4 creators of Killzone: Shadow Fall on PlayStation 4.

To quote: With Killzone Shadow Fall, we are part of an exciting line up of launch titles for PS4. This is both daunting and exciting, but a good feeling to have!

Since the game's announcement earlier this year at the PlayStation Meeting 2013, we have been hard at work on Killzone Shadow Fall.

At the event, we were able to give you a brief glimpse of the direction we are taking the game with live on-stage gameplay.

The demonstration focused on setting up the new conflict between the two warring factions that now occupy the same world, we are very much looking forward to sharing more of the exciting new gameplay opportunities soon.





Today we are happy to show you a developer diary as part of PlayStation's Conversations with Creators. In this video, we briefly talk about what it means to us to be a launch title on this new platform.





Killzone: Shadow Fall is scheduled for a Holiday 2013 release, and will be available exclusively on PS4.
 

Video: The Witness on PlayStation 4 / PS4: Creator Conversations

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59w ago - Thekla Incorporated President Jonathan Blow shared some video footage today which include conversations with the creators of upcoming title The Witness on the PlayStation 4 / PS4 video game console.

To quote: It's been a few months since our last post, so I think it's a nice time to let people know how the game is coming along.

If you haven't heard about The Witness, it is a game about exploration and puzzle-solving in an open world. Here's our trailer:





The open-world aspect of the design is important; it means you have freedom in terms of where you go and what puzzles you choose to approach right now. At any time you can just stop what you're doing, turn around and go somewhere else, and the game world has plenty of new things to show you.





It's interesting to try and design a puzzle game this way. Puzzle games are usually linear, because the designers want to make sure you have solved a puzzle before going on to a more difficult one.

But in The Witness we have a broader idea about what makes puzzles interesting, and this lets us be versatile in designing the flow of gameplay. We build systems of puzzles...
 
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