24w ago - Sony Blog Manager Fred Dutton posted up a video today introducing PlayStation 4 fans to Mark Cerny, a PS4 System Architect, Knack creator and one of the busiest men in gaming!
He also discussed the "Road to the PS4" live at Gamelab 2013 with a video HERE for those interested.
To quote: For most mortals, designing a brand new cutting edge gaming system from the ground up would be a full time job, and then some.
However, for none-more-diligent PS4 system architect Mark Cerny, that wasn't quite enough responsibility, so he set about crafting a launch title for the new platform at the same time.
Said title, Knack, is a lovely counterpoint to the bulging biceps of Killzone: Shadow Fall and the steely realism of #DRIVECLUB.
Harking back to classic action platformers of yore, such as Spyro the Dragon, Crash Bandicoot, Jak & Daxter and so on, it's a bold, bright and hugely enjoyable romp that injects the PS4 launch line-up with a pleasing splash of color.
The day after the physical form of PS4 was finally unveiled at E3, I sat down with the hardest working man in the business to find out more about his twin endeavors.
28w ago - Today French PlayStation 3 developer sazerty and tester hijam via ps3gunz have made available PSN Tool v1.0 and PSN Tool Creator v1.0 to combat PSN bans alongside multiMAN Base CEX Stealth XMB 30/04/00 by Hijam and multiMAN Base CEX Stealth SingStar 04.40.00 by Arch with details below.
29w 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...