One of the stand-out moment at this year’s PlayStation press briefing at E3, for me at least, was when eight independent developers took to the stage to show off their PS4 titles. Leading them out were Greg Kasavin and Amir Rao of Supergiant Games, who announced that Transistor, their bewitchingly beautiful follow-up to smash hit action RPG Bastion, will be debuting on PS4 when development wraps up in 2014.
As many of you will have seen, the review scores are finally in for The Last of Us – the brand new PS3 title from Uncharted studio Naughty Dog. At the time of writing, its Metacritic score sits at a mighty 95/100, cementing its place as one of the very finest video games of this console generation. In just seven days’ time you’ll be able to judge for yourself, but in the meantime I caught up with the game’s Creative Director Neil Druckmann to delve into the project’s origins, its development and the studio’s thoughts on the finished product.
Hopefully you found the time last week to take a look at the haunting new trailer for Rain – the new adventure game from Japan Studio heading to PlayStation 3 later this year. It’s shaping up to be one of the most intriguing PSN titles of the year, channeling the same sense of freewheeling creativity that made Journey, The Unfinished Swan and Tokyo Jungle such stand-out experiences.
As you’ll find out in just two weeks’ time, Naughty Dog’s rabidly-anticipated new survival adventure The Last of Us does a phenomenal job of making you really care about its two protagonists, Joel and Ellie. To find out a little more about how Naughty Dog pulled it off, we sat down for a quick chat with Ashley Johnson, the young actress bringing world-weary teen Ellie to life.
As detailed in our coverage last week, the game’s core conceit – that its central hero, hacker Aiden Pearce’s primary weapon is not a gun, but an entire city – is one of the boldest, most ambitious ideas to come along in some time. To find out more about the game’s attempts to re-write the action rulebook, PlayStation.Blog sat down with the game’s creative director Jonathan Morin.
Like God of War
With God of War: Ascension’s launch just a few days away now, we sat down with the game’s Lead Combat Designer Jason McDonald and Lead Game Designer Mark Simon to find out how they’ve kept the formula fresh six games into the series, and what challenges the addition of multiplayer presented to the team.
Hopefully you all took the time to enjoy the new trailer for Media Molecule’s forthcoming PS Vita adventure, Tearaway, last week. In the eyes of PlayStation.Blog, it’s one of the loveliest titles inbound for any platform, bursting at the seams with invention, wit and creativity.
We stopped by Mm’s Guildford HQ late last month to check up on progress, and grabbed director Rex Crowle for a quick chat about the game’s unusual inspirations and influences. Read on to find out more about the eccentric themes that the team are pulling in an effort to make a truly unique video game…
For a series that’s always been at the bleeding edge of modern FPS design – both in terms of technical performance and muscular gameplay – it’s fair to say that expectations are sky high for Killzone: Mercenary – the first PS Vita entry in Guerrilla’s acclaimed franchise.
Until last week’s reveal, all the studio has shown off was a brief teaser clip at Gamescom last September. But earlier this month, in a very snowy Amsterdam, it finally took the wraps off the game, showing off big chunks of both the single and multiplayer modes.