10w ago - Supergiant Games Creative Director Greg Kasavin shared a video spotlighting Transistor on PS4 showcasing some secrets of the DualShock 4 controller on PlayStation 4 below.
To quote: While being part of a small independent studio like Supergiant has its share of challenges, it's got a lot of advantages going for it, too.
For instance, one of the ironic differences I've experienced going from a very big game studio to a very small one is that things can often move a lot faster when there aren't too many people around to say "no."
This simple fact is core to our creative process at Supergiant. We like quickly coming up with, and trying, new ideas all through development. If you can loop through that kind of process quickly enough, it can start to produce great results, while the many inevitable failed experiments are easy to move on from, having taught you something.
Let me tell you about one unexpected example from recent months, involving a little trick we decided to try on a whim with the DualShock 4, when we first got our hands on it.
The story of our game, Transistor, revolves around this woman called Red, who winds up with an extraordinary weapon that, among its mysteries, is able to speak to her. When we tested early versions of the game on our...
11w ago - Sony Social Media Specialist Ryan Clements revealed some PS4 and DualShock 4 secrets is a Thief developer Q&A session below.
To quote: With the power of shadows at his beck and call, master thief Garrett returns to PS3 and PS4 in 2014 with a new bag of tricks.
The well-loved stealth series has always empowered gamers with a broad array of in-game choices, whether it was using lethal or nonlethal tactics to drop nosy guards, or leveraging magic and technology to overcome adversity. The upcoming Thief is no exception.
In order to learn more about Thief's stealth systems, storytelling, and PS4 benefits, we turned to Producer Stephane Roy. He shared some incredible insight into Thief's design process, and even sheds new light on how DualShock 4 will empower PS4 thieves.
So let's see what Garrett's gotten himself into this time...
PlayStation.Blog: While developing for both PS3 and PS4, do you have any predictions for what's possible on PS4 that isn't possible on PS3?
Stephane Roy: There are multiple components to this question; an AI component, an audio component, an art component. It's very important for us to immerse players in our universe.
We want to make sure players really feel like they're Garrett, that they're...
17w ago - IGN Senior Editor Colin Moriarty has shared several videos today unveiling some of the secrets from The Last of Us PS3 Multiplayer for fans below.
To quote: Greetings, PlayStation-ers! My name is Colin Moriarty, IGN's Senior Editor.
If you're a PlayStation fanatic - and since you're on the PlayStation.Blog, you probably are - you may recognize me as the man in charge of IGN's PS4, PS3, and PS Vita coverage. You may also know me as one-third of Podcast Beyond.
Today, I write my inaugural PlayStation.Blog post to tell you about something I'm very excited for. See, I'm pretty darn keen on The Last of Us... so much so, in fact, that I got sucked in for about 40 hours worth of multiplayer madness after the game launched. And that got me thinking: who's responsible for The Last of Us' most understated feature, its online suite?
Naturally, I found an answer. Naughty Dog's David Ballard was kind enough to come to IGN's San Francisco headquarters to record a series of videos with me, one for each map in the multiplayer suite.
61w ago - Sony Social Media Manager Sid Shuman has once again gone behind the classics and shared an interview with Amy Hennig today who talks Soul Reaver secrets below!
To quote: Ah, Soul Reaver. I remember it well! This gruesome little gem made quite the splash when it landed on PSone in 1999.
As the wounded, ostracized vampire Raziel, your goal was to avenge yourself against the corrupt vampire lord Kain and restore balance to the decaying world of Nosgoth.
I particularly remember the game's inspired approach to combat; your vampiric foes couldn't be killed by ordinary means, so after weakening them with hand-to-hand combat you had to hurl their broken bodies onto a sharp stake or into a patch of sunlight to finish them off.
The level design was also a knockout, as Raziel was able to phase-shift into a spectral realm in order to bypass obstacles or solve puzzles.
But above all else, Soul Reaver is remembered for its story and characters. And we have the game's director Amy Hennig to thank for that! As you're probably well aware, Hennig later joined celebrated PlayStation developer Naughty Dog, serving as creative director and writer for Jak and Daxter and all three UNCHARTED titles.
Hennig graciously took the time to share her memories of Soul...