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Video: Perfect Day PS4 TV Spot Debuts, 30 Days Til PlayStation 4

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41w ago - Sony Senior Vice President of PlayStation Brand Marketing Guy Longworth unveiled the first PS4 TV commercial spot today dubbed Perfect Day, reminding fans that the PlayStation 4 release date is only 30 days away!

To quote: Hello PlayStation Nation! The entire team has been hard at work preparing one of PlayStation's biggest launches ever - PS4.

We can certainly feel the excitement mounting as we get closer to November 15th. On behalf of the entire team, we are extremely excited to bring the most powerful gaming system right to your living room.

We listened to all of you and after six years of sweat and tears, we have designed a clear-cut, next-generation platform built for gamers by gamers.

The result is PS4, a system we are all proud of. It's a system that unapologetically provides you with an immersive gaming experience like never before, including powerful performance and graphics, integrated social capabilities, intelligent personalization, and innovative second-screen features.

With four weeks left until launch, we are revealing the second TV spot in our [Register or Login to view links] campaign: "Perfect Day." Perfect Day symbolizes the approaching launch day of the long-awaited PS4 system and you can watch the full video,...
 

PS4 Designer Tetsu Sumii: Every Angle Matters on PlayStation 4

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41w ago - Sony Blog Manager Fred Dutton reports today that PS4 designer Tetsu Sumii stated every angle matters on PlayStation 4 with details below.

To quote: There has been a huge amount of discussion across the media about the inner workings of PS4 since its unveiling back in February.

You've heard about its speed, its power, its storage capacity, and so forth. And in many cases, system architect Mark Cerny has spoken candidly about why it was built that way.

However, there are, of course, two sides to hardware design: a system's interior, and its exterior. Until now there hasn't been too much talk about the latter.

Duly, last month I spoke with Tetsu Sumii, the chief designer of the UX Platform Design Group - the man responsible for PS4's external appearance - to learn a little bit more about the design principles behind the new system.

"When we started the product design for PS4, we didn't start by thinking about what the shape would be. It was more about how we were going to create a new brand identity through the product," he explains.

Without offering details, Sumii tantalisingly admits that his first concept was "totally different" to how PS4 has eventually ended up. That said, his core philosophy for what the PS4 should be remained...
 

Daylight PS4: The Power of the Unknown Hits PlayStation 4 in 2014

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41w ago - Sony Social Media Specialist Ryan Clements announced today that Daylight on PS4 dubbed The Power of the Unknown is slated to hit PlayStation 4 in 2014.

To quote: In an age of horror games with carefully crafted scares and achingly detailed environments, Zombie Studios is trying something new with its upcoming horror game, Daylight.

Players awake inside an abandoned hospital, with only the light of their cellphone to guide them through the thick black. But unlike other horror games, Daylight changes every time you play.

To better understand Daylight, and the scares within, we asked Zombie Studios Creative Director Andre Maguire to explain how the game came together and why procedurally generated scares give the horror genre a shot in the arm. Maguire also tells us about developing on PS4, and what inspirations fueled the team members in their creative process.

Daylight is tentatively scheduled to launch in early 2014.

PlayStation.Blog: What inspired the team at Zombie Studios to develop a hardcore horror title like Daylight, especially following successful first-person shooters such as Blacklight?

Andre Maguire: We love the horror genre, and we wanted to try and create a game that would be scary every time you played it. We knew that...
 

Video: Velocity 2X on PS4: Learning From Gamers Like You

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42w ago - FuturLab Managing Director James Marsden posted up a video today showcasing Velocity 2X on PS4 which outlines how the team leans from their audience of fellow gamers.

To quote: Hey folks. We had such a good time showcasing Velocity 2X at the Eurogamer Expo, we'd like to share our experience with you!

First of all, we managed to find the courage to jump on stage to talk about Velocity 2X in a Developer Session. For those who missed it, we talked about how we've approached making a PS Minis game desirable for PS4.

Velocity 2X takes everything that worked in Velocity Ultra and applies it to a side-scrolling platformer. That's right - in Velocity 2X you can get out of your ship to run around on foot.

You can also teledash through obstacles and throw a personal teleporter to reach high ledges and solve puzzles.





We've also revealed the new enemy in the series: the evil Vokh. They're massive, fast, and tricky to defeat because of their advanced shield technology. However, as you'll see from the video below, Kai's teledash creates a spacetime warp that disrupts their shield temporarily, allowing you to get some cheeky shots from behind! Watch some pre-alpha platforming gameplay here:
 

Beyond: Two Souls on PlayStation 3: It's Not Another Heavy Rain

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42w ago - Sony Social Media Specialist Ryan Clements shared a fresh video today announcing that Beyond: Two Souls on PlayStation 3 is not another Heavy Rain.

To quote: At first glance, Beyond: Two Souls and Heavy Rain seem to have more in common than not. Both games focus on intricate narratives and deep character development, highlighted by cutting-edge performance capture and dazzling digital sets.

But on closer examination, Beyond: Two Souls, which launches exclusively for PS3 on October 8th, is a wholly unique creation with no obvious analogue.

For one, its sweeping story focuses on one character instead of four. Beyond: Two Souls spans an entire lifetime as it follows the trials of protagonist Jodie Holmes (Ellen Page) and her constant companion, Aiden - an invisible entity with incredible powers. For another, it features a radically different, more direct play style compared to Heavy Rain.

In our new interview, [Register or Login to view links] co-CEO Guillaume de Fondaumiere discusses the differences between the team's two latest projects, and the daunting scope of the story. Listen in for his insight on the game design process, and how Quantic Dream infused player-driven choices into a story-driven experience.



 
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