During the presentation, Lead System Architect Mark Cerny remarked that PS4 was made “by game creators, for game creators.” To test that theory, we met with two of PlayStation’s top game creators, SCE Worldwide Studios President Shuhei Yoshida and SCE Worldwide Studios Senior Vice President Scott Rohde, to see which of PS4’s new features has them most inspired.
Today is an exciting day for gamers everywhere. As you may have seen live with millions of others across the world, just moments ago we introduced PlayStation 4 (PS4), our next-generation console that will deliver breakthrough gaming experiences for our fans starting this holiday season.
PlayStation 4 is centered on all of you – the gamers. It redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. When we designed PlayStation 4, we focused on building an architecture that will allow the greatest game developers in the industry to push boundaries and dig deep within their imaginations to create the most immersive and unique games for you to enjoy.
Hi Everyone! It’s a special day at PlayStation, and I hope all of you had a chance to watch the livestream of PlayStation Meeting 2013 in New York, where we just unveiled PlayStation 4. One of the most exciting components of our next-generation platform is DUALSHOCK 4, the new wireless controller that combines with PlayStation 4 to deliver new gameplay experiences that have never been possible before.
I’d like to give you a tour of DUALSHOCK 4 and the features that will provide game developers the freedom to create brand new experiences that previously were limited to their imaginations.
DUALSHOCK 4 adopts the familiar form factor of the DUALSHOCK 3 wireless controller with some key enhancements.
Hi, PlayStation fans! I’ve been looking forward to this day for quite some time. It’s true, PlayStation 4 is coming! I hope you enjoyed watching our PlayStation Meeting live on PlayStation.Blog (you can watch it here if you missed it) and getting a sneak peek at the future of PlayStation gaming: Watch_Dogs, Killzone: Shadow Fall, inFAMOUS: Second Son, and many more. Are you as excited as I am?!
PlayStation 4 will be incredibly powerful but elegant and easy to use, empowering game developers to create innovative gaming experiences we can only begin to imagine. As we prepared for today’s PlayStation Meeting, we asked some of the top game designers in the world to share their inspirations and ambitions for PlayStation 4. Please watch the video below to see the shape of things to come.
Today we are happy we can finally show you what we have been working on.
It has been an amazing journey for us so far, being offered the opportunity to be a launch title for the new PlayStation, and the subsequent mild panic to figure out how to best handle all of that.
But being able to now share it with you is both a scary and proud moment. We are hoping you will like what we have created, and are happy to present you with the first glimpse of Killzone Shadow Fall.
The piece of live gameplay we presented at the PlayStation Meeting 2013 shows you a new world, a new situation and a new hero.
So what’s new? I mean, what have you been up to? Cool. Us? Not much. Just a new character, new city, new powers, and all designed especially for the new PlayStation 4. I hope you’re excited – because we really are! Actually, for us it’s probably one part excitement and one part pure terror, but that’s just the way of things I guess… But here we are at last to break the months of silence: All of us at Sucker Punch are very pleased to introduce you to Delsin Rowe, and our new title Second Son! Let’s cut to the chase!
Delsin Rowe is the star of Second Son, and you probably know someone like him: A 24 year-old who is absolutely convinced he’s destined for greatness; though so far that greatness has managed to elude him. He grew up just outside Seattle, where his great – if accidental – calling comes crashing into his life.
When I joined Evo nine years ago, the first concept I worked on was for a racing game that was all about racing with friends. It combined the best cars (and they would have to be real ones), on the most breathtaking roads in the world, with gameplay that was totally focused on team-based racing.
I loved the job from day one.
The game was all about utter car passion. It was about connecting people who are as in love with car culture as we are, and creating a universe for these impassioned racers to all play together. We created web design concepts that showed how you could connect with people and access your club when you were away from the living room, and we created prototypes of the most immersive, detailed vehicle interiors and exteriors possible.
+ Posted by Nik Schmidt
Watch_Dogs is back. In reality it never really went away, but it has been a while since E3 2012. A lot of development has been done on our side. We know you have many questions. Believe this: we’ll do our best in the upcoming months to answer all of them… well, most of them.
For now, though, the whole development team is very proud to show you this new gameplay demo where you’ll get to see yet another facet of Watch_Dogs in action. In it, you can see that Watch_Dogs will be a game of opportunities and choices; of connections and consequences.
As we continue our march towards launch you’ll get to know Aiden Pearce, our mysterious protagonist. Learn what drives him and what makes him tick.