3w ago - Following up on the initial news and PS4 Firmware v1.50 release, today Sony has officially released PS4 System Software Update 1.50 (technically 1.501) and the Recovery PUP file just days before the North American PlayStation 4 release on November 15, 2013.
6w ago - Ubisoft Community Developer Gabriel Graziani has outlined everything fans need to know about Assassin's Creed IV Black Flag below, as follows:
Assassin's Creed IV Black Flag is gearing up for launch on PS3 and PS4.
In anticipation of this momentous event, we've created a brand new trailer to deliver all the details you'll need in order to stride confidently in the daunting shoes of Captain Edward Kenway.
With compelling characters, an expansive world, and a near-infinite amount of pirate activities to engage in, Assassin's Creed IV Black Flag is the largest and most immersive game in the Assassin's series.
Get to know Captain Edward Kenway and his host of fearsome pirate allies, like Charles Vane, Anne Bonny, Calico Jack, and Blackbeard. Take on pirate hunter Woodes Rogers, whose ruthlessness is surpassed only by his infamy as the bane of outlaw sailors.
Board the Jackdaw and meet Adéwalé, your talented Quartermaster. He'll ensure the Jackdaw sails true, and will even guide you in upgrading the ship, adding additional cannons, swivel guns, fire barrels, and even the ability to rain hell from the sky with explosive mortars.
Board any ship you please and press its crew into...
7w ago - Thekla Inc President Jonathan Blow shared some fresh PS4 details today of the very big world of The Witness on PlayStation 4.
To quote: It has been a while since we made a post on PlayStation.Blog, so I thought I would give an update about what we are working on.
The Witness takes place on an island full of puzzles. The island is an open world; you can go anywhere you want, and the game does not try to force you into a linear path.
For the past couple of years, we have had the island mostly built in a gameplay sense, and we were trying it out, moving things around, developing location concepts, tweaking puzzles. At this point, most of that stuff is figured out, so we are now going through all the areas of the island and detailing them.
What we learned in this process is that the island is in fact very big, for a place where you carefully visit every location during gameplay! Correspondingly, for a small independent team like ours, detailing this huge space is a lot of work!
8w 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...
15w ago - The Chinese Room Co-Directors Dan Pinchbeck and Jessica Curry gave fans their first look at the PS4 adventure Everybody's Gone to the Rapture during Sony's Gamescom event today.
To quote: Hi there, we're Dan and Jessica, Co-Directors of The Chinese Room. We're based in Brighton, on the south coast of the UK. We made a game called Dear Esther for PC last year that was a first-person story-driven exploration and mystery title.
It was all about immersion and emotion, rather than having lots of complex gameplay, and was slow and poetic, with a really strong emphasis on the quality of the production - music, art, writing, voice-over.
It was one of the breakout indie hits of 2012, gathering up a whole bag of international awards and shifting over three quarters of a million copies. We were left thinking "how do you follow that?"
Everybody's Gone to the Rapture, our new game, is our attempt to answer that question, and I want to tell you a little about it.
Like Dear Esther, the new game is all about the story. It uses simple gameplay - basic exploration of a first-person world - so it's very friendly to people without a lot of game experience. But it's not casual in the classic sense - this is a deep and immersive game.