8w ago - Sony Associate Product Marketing Manager Cristian Cardona of Software Marketing revealed the PS4 Limited and Collector's Editions for InFamous Second Son today.
To quote: The PS4 launch is right around the corner, which means plenty of fantastic, next-gen games to check out on November 15th! But today, we're here to update you on inFAMOUS Second Son.
Sucker Punch Productions has devoted tremendous effort to it so far, and we've been working with them to reward gamers who pre-order with not only the exclusive vests we announced, but also an upgraded, limited edition that gives you a unique foil cover, as well as Cole's Legacy DLC.
Behold! The inFAMOUS Second Son Limited Edition for only $59.99! Like the title says, it's limited, so if you're interested, don't forget to pre-order. This item won't be available after launch.
Don't worry if you've already pre-ordered, by the way. You'll automatically be upgraded to the Limited Edition!
But what's this Cole's Legacy DLC we mentioned? For one, it won't be available for purchase when inFAMOUS Second Son launches. It's only available through these offers here.
It's additional downloadable content you'll be able to play that uncovers what happened between the devastating events of Infamous 2 and inFAMOUS...
8w ago - Creative Director Nathan Gary of External Development at Santa Monica Studio announced today alongside a video trailer that Flower, flOw, Sound Shapes and Escape Plan are coming to PS4.
To quote: Hey, this is Nathan Gary over at Sony Santa Monica with some great news for PlayStation fans. For years, the team here at Santa Monica Studio has been pushing the boundaries of gaming with small, innovative games.
Now, some of our best titles are making the jump to new PlayStation platforms - including PS4.
As you may have heard, thatgamecompany's Flower is coming to PS Vita. Today I am happy to officially announce that it is also coming to PS4 and that both versions will launch on November 15th. Now this beautiful, meditative game can be experienced at 1080p and 60fps.
I'm also excited to tell you that Sound Shapes, the ground-breaking musical platformer from Queasy Games, will also be joining Flower in the PS4 launch line-up on November 15th.
Flower isn't the only thatgamecompany title making its way to new places. We are also bringing flOw to PS Vita and PS4. This is the first game TGC released - the one that started it all. It will release for both PS4 and PS Vita on November 29th.
8w 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 Greatness Awaits campaign: "Perfect Day." Perfect Day symbolizes the approaching launch day of the long-awaited PS4 system and you can watch the full video,...
9w 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...
9w 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...