5w ago - Sony Social Media Manager Sid Shuman invites PS4 fans to experience the PlayStation 4 launch live on November 14, 2013.
To quote: In February, we announced PS4. In June, we showed it for the first time. Next week, on November 15th, we unlock a new generation of play in North America.
Join PlayStation and Spike TV for the live PS4 All Access: Greatness Awaits launch event! We'll be live in New York City on November 14th starting at 11:00pm Eastern Time/Pacific Time on regular cable providers; and 11pm Eastern Time/8pm Pacific Time on DirecTV and streaming.
Tune in to see exclusive world premieres and announcements about the PS4 games that will define 2014 and beyond. Watch live on Spike TV, Ustream, or right here on PlayStation.Blog. And why not RSVP, so you don't forget?
And keep checking back for up-to-the-minute information on all the PS4 launch week festivities. This is gonna be one for the history books!
7w ago - Ubisoft Senior Community Developer Mike Madavi shared a video introducing an all-new, inclusive video gaming experience dubbed Rocksmith 2014 Edition.
To quote: Rocksmith 2014 Edition is finally out today! Since we announced it at this year's E3 Conference in June, we've seen an outpouring of excitement, questions, and speculation from old fans, as well as those just hearing about Rocksmith for the first time.
Everyone wants to know what's been updated, fixed, and improved upon - all valid questions with a simple answer: Rocksmith 2014 Edition is a full-fledged sequel that has been built from the frame up to be the best, most fun, and fastest way to learn guitar or bass!
Even though the game was announced in June, our Development team at Studio SF in Ubisoft's San Francisco office has been hard at work on Rocksmith 2014 Edition for two years. The process was long, but ultimately worth it as the team took a hard look at the original Rocksmith and decidedly improved on every existing feature while dreaming up innovative new ones. In the words of Paul Cross, our Creative Director, "We set out immediately to do something different."
The entire format has been reduced to the core functionalities and experiences users want out of playing guitar - a simple menu with clear options,...
10w ago - CCP Games developer CCP Greyscale outlined what he calls the New Player Experience in Dust 514 on the PS3 entertainment system today.
To quote: Greetings, Mercenaries. Our motivation for the release of Uprising 1.5 was to do whatever we felt necessary to improve the chances of new players making it past Day One of playing DUST 514.
The first step was to consider what sort of players we were aiming at, and decide which teaching approach to take.
Our target audience is, for the most part, gamers who are familiar with other console first-person shooters and want to try something a little more interesting. This led us to focus primarily on teaching the differences between DUST and other FPS games, rather than trying to teach people, for example, what a gun is and how to move around.
To accomplish this, we considered two major approaches: instruction-driven and objective-driven. An instruction-driven approach ensures that players are clearly shown what to do at each point along the way.
Commonly this means highlighting every interaction, locking out everything else, and ensuring that every single step is explained.
An objective-driven approach, by contrast, tends towards giving players goals to complete, and telling them just enough to let them figure...
12w ago - Ubisoft Community Developer Gabriel Graziani posted up a video today showcasing Assassin's Creed IV on PS4, proclaiming it is a truly next-gen experience on PlayStation 4.
To quote: A lot of people have asked us what kinds of technical advancements can be expected from Assassin's Creed IV Black Flag on PS4, so we asked Associate Producer Sylvain Trottier to give us a couple of examples...
He went a little nuts, and delivered an entire video detailing a ton of improvements.
CAUTION: Things are about to get a little techy, so put on your coder hats!
Some of the highlights include our use of real Beaufort scale waves for a realistic ocean and the new sea engine, which follows real world physics. Complex shaders work to give the ocean that translucent appearance.
Each raindrop is an individually lit object, puddles accurately mirror the world around them and volumetric fog accepts and reflects light from different sources. Dynamic Navmeshes (three dimensional objects you can run around on) ensure that you can jump from one ship to another without encountering weird collision issues, and can seamlessly interact between two ships involved in a boarding action.
56w ago - Codemasters Game Designer Simon Berry has posted up a video today showcasing a kart makeover in F1 Race Stars below.
To quote: Codemasters are well known for creating racing games with lots of depth, and in many ways our brief for F1 Race Stars (out on PS3 November 20th today) was no different.
When designing the game's structure we intended to provide ongoing variety as crucially as the instant appeal you'd expect from a "karting" game.
Firstly, along with the typical race event, we have introduced a host of other modes of racing. There are eight in total, each requiring unique skills and strategy – some will feel instantly familiar to gamers, and some will feel entirely fresh and unique.
For example, we've introduced Refuel mode - based on the principles of fuel strategy in F1, where fuel re-stocks are placed around the track, but carrying less fuel means more speed. Or Trophy Chase mode, a smash and grab event where players collect trophies, found both on the track and stolen from other drivers.
Gamers should feel instantly at home with other modes such as Sector Snatch mode, where players can own sectors of each track by setting the fastest split time though it, or racing in a classic Elimination mode.