Killzone Shadow Fall PS4 Q&A: The Black Hand on PlayStation 4

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30w ago - Killzone Community Editor Victor Zuylen posted up a Killzone Shadow Fall PS4 Q&A today dubbed The Black Hand on PlayStation 4 below.

To quote: Following our recent Guerrilla Dossier on the Black Hand, we've asked Art Director Roy Postma and Assistant Art Director Dan Calvert to tell us more about the creation and design of the radical Helghast subfaction from Killzone Shadow Fall.

• Click here to see the full gallery

Why do the Black Hand look so different from any of the foes seen before in the Killzone universe?

Dan Calvert: We're dealing with the universe-changing consequences of the demise of planet Helghan, plus the jump in time between Killzone 3 and Killzone Shadow Fall. We'd already started to see the Helghast fragment in Killzone 3 after Scolar Visari's death, and the loss of their home and a vast part of their population only furthered this.

The Helghast maintain their identity and their ideals, but their goals are now splintered. The Black Hand are the most divergent Helghast subfaction we see in Shadow Fall; they're not a regular army, and...
 

Hohokum on PS4: New PlayStation 4 Trailer of the Guano Factory

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30w ago - Honeyslug Designer & Co-Founder Ricky Haggett introduced Hohokum on PS4 today, complete with a new PlayStation 4 trailer of the Guano Factory below.

To quote: We're really excited to unveil a new place in Hohokum today - the Guano Factory - with a new teaser trailer made by Scott Benson, and backed by one of our favorite Matthew Dear songs: Temptation.

Matthew Dear is a founding artist of Ghostly International, and is also a DJ, dance-music producer, and an experimental pop artist. The Temptation track is off his latest album, Beams - a suite of weird, wild, and optimistic rhythm-driven pop. The perfect type of music for Hohokum.

In our first trailer, we glimpsed lots of places in Hohokum, and showed some gameplay, but this time around we wanted to try something different: focusing right down on a single part of the game - and the characters and action that happens there - and making something that feels more like a music video than a gameplay trailer.





Not every place in Hohokum is a peaceful place. For example, this factory is a noisy, dirty place, full of pipes and strange machines and bad smells. What are they doing here? What is that gloopy yellow stuff? What are they making with it? We'll...
 

Sony Q&A on The Art of God of War: Ascension for PlayStation 3

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31w ago - Sony Santa Monica Studio Community Strategist Aaron Kaufman shared a Q&A today on The Art of God of War: Ascension for PlayStation 3 below.

To quote: In conjunction with our talented friends at Section Studios, we are proud to present The Art of God of War: Ascension.

At 400 pages, it will redefine what we come to expect from an "art of" book. This is the art book every God of War fan will remember. Click here to buy on Amazon, or learn more at GodOfWar.com.

I sat down with Senior Concept Artist Eric Ryan to discuss his work on one of the Monsters of Ascension, and a bit left on the cutting room floor. All images featured here and hundreds more can be seen in the The Art of God of War: Ascension book.

• Click here to see the full gallery.

Sony Santa Monica: Tell us a bit about your journey as a concept artist here at Sony Santa Monica and time with God of War.

Eric Ryan: Hey I'm Eric Ryan, Senior...
 

Video: Assassin's Creed IV on PS4: A Truly Next-Gen Experience

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31w 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.

We can use the...
 

Video: Bringing Beyond: Two Souls on PlayStation 3 to Life

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31w ago - Sony European Product Manager Ross Alexander shared a new video today which spotlights the bringing of Beyond: Two Souls on PlayStation 3 to life.

To quote: Today we're happy to unveil the final part of our BEYOND: Two Souls 'Making Of' series, focusing on the lengthy process of progressing from the first draft of a script to a finished AAA video game.

The team at Quantic Dream explain how they started with the game script and then drafted concept art to set the scene for the game's many different environments and locations.

Then the real hard work began, with full photo scanning for the actors, the performance capture shoot itself, and then translating the data from the shoot into the dynamic scenes that you will see in the final game.

These are the hugely talented people who bring writer/director David Cage's ambitious vision to life.





If you have any questions, please just add them below and I'll reply as soon as I can.
 







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