I have exciting news for PlayStation fans! I know you all have been eagerly waiting to get your hands on PlayStation 4, the best place to play. I’m happy to announce that PlayStation and Taco Bell are joining forces to give away PS4s before they hit stores on November 15th. One winner will be selected every 15 minutes starting September 26th through November 10th!
Hello, PlayStation.Blog readers. Having just announced the November 15th release date for PlayStation 4, you can imagine that it’s a very exciting time at PlayStation. We’re busy right now putting the final touches on Knack, including the drop-in/drop-out, 2-player local cooperative mode announced at Gamescom. Knack is both fun and challenging, and is a blast to play with a second player controlling a robot version of Knack.
For most mortals, designing a brand new cutting edge gaming system from the ground up would be a full time job, and then some. However, for none-more-diligent PS4 system architect Mark Cerny, that wasn’t quite enough responsibility, so he set about crafting a launch title for the new platform at the same time.
When I first introduced Knack back in February at the New York press conference, I focused on the unique character of Knack, as well as his world and the story of the game. We took a different direction with the latest trailer, shown during the E3 PlayStation press conference: as you can see, it focuses more on the excitement and the variety of the gameplay.
It was a great pleasure to be able to introduce the title at the PlayStation Meeting in New York. With our new project, Knack, we are really trying to take advantage of everything that the PlayStation 4 supports, from the graphics capabilities of the platform to the physics simulation necessary to handle our very unique hero. Over the years I’ve been involved in a number of character-based action titles – Crash Bandicoot, Jak and Daxter, Ratchet & Clank – and with the gameplay of Knack, we’re trying to focus on the essential fun behind the action/platform gameplay. I’m hoping that we can make something that excites those that played the classic games back in the day, as well as something that attracts new fans to the genre.
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