Archive for the ‘Inside PlayStation’ Category
Pulse 1/11 Out Today: New Games and Videos for the New Year
Posted by Kevin Furuichi in Inside PlayStation, news, PSN, PULSE on January 11th, 2011
PULSE is back for 2011 and in anticipation of the upcoming release of LittleBigPlanet 2, don’t miss Christina Lee’s special co-host for this edition. She also checks out the long-awaited DC Universe Online along with the new HD release of TETRIS. We also cover the Top Ten PlayStation Home items and preview Qore’s January episode. In new video releases, The Social Network is picking up all kinds of Oscar buzz. But if you’re looking for a movie with much more bite, check out Piranha 3D.
So, watch PULSE now, or download to your PS3 in full HD after today’s PlayStation Store update.
PlayStation @ CES 2011
Posted by Jeff Rubenstein in ces11, Events, Inside PlayStation, sony electronics on January 5th, 2011
The 2011 International Consumer Electronics Show kicks off tomorrow. As you might expect, PlayStation has a part to play; the massive Sony booth will showcase games such as LittleBigPlanet 2, inFAMOUS 2, MotorStorm Apocalypse, PlayStation Move Heroes, and Killzone 3 and MLB 11: The Show in stereoscopic 3D. We’ll be bringing you a video tour of the booth, highlights of a 3D gaming presentation, and a closer look at some of the games on display.
CES is a huge event for Sony – attendees see new products and services from all branches of the company… and it’s not surprising to see stars from our Music, TV, or Film divisions up on stage as well. I know I’ll be shopping for my next TV to play PS3 on at the booth, and the videos on this site are shot on a Sony HDR cam first unveiled at the last CES.
So, even though PlayStation is merely a part of this Sony-wide event, we thought you might be interested in watching today’s press conference. We’ve embedded it below, and there’s a chat-enabled version available on the Sony Electronics Ustream page, if you’re so inclined to participate. Enjoy!
Greetings from the New Sucker Punch Headquarters
Posted by Ken Schramm in Developer Corner, Inside PlayStation, sucker punch on December 27th, 2010
It’s no secret that in inFAMOUS 2 Cole has to flee Empire City and head to New Marais after his first encounter with the Beast. Well, Cole’s not the only one changing scenery. Although we didn’t have an ultimate showdown, we did move 24 floors down in the same building but tripled our square footage. Yes, we may have lost our great views, but to rid the sun glare we closed the blinds anyway. Besides, as you’ll see in this little photo tour… the new diggs are really cool.
We start off by coming out of the elevators to our welcoming lobby (see above). Julie, our office manager and Meagan, studio recruiter, will be the first to greet you. Our interview room for new recruits and main conference room featuring a 60″ 3D TV completes our lobby area. Moving in a circular rotation the next open space would be the environments team (environments team) who are all hard at work making New Marais look awesome. Next is our huge kitchen/dining area (see below). It easily handles all of us and Julie ensures that all the snacks and drinks are well stocked. There is even a huge balcony for use during those 30 days of Seattle sun :)
The kitchen flows into the game design, animation (see above), lighting and character areas. The character and animation teams are working hard on the game-opening sequence now. FX and lighting are vastly improving elements from last game. Design and gameplay teams are full tilt at this point — making and balancing missions, powers, and AI.
Upon leaving this area, you’ll walk down our long, long did I say long hallway. If you look closely you’ll see the Cole halo neon sign at the far end and all our Sly Cooper art (above). Looking towards the other end of the hallway shows off more inFAMOUS art from past events and a Sly Cooper Mask neon sign (above). After trekking parts of the hallway you’ll find yourself in the software engineer’s wing (above). Offices are decorated in a variety of ways (below) and we still have plenty of room to grow.
To finish off our tour, we take you to the QA area (above). We went from three QA staffers to over 25 in this group as we continue to ramp up production. Oh, and we also have many conference rooms that are actually named after our beloved characters including our chill conference room appropriately named “Zeke” (below).
Hope you enjoyed the tour of our new offices. We leave you with a little bit of our art that are splashed around the offices.
Enjoy!
Sucker Punch Productions: Our Favorite Superheroes
Posted by Ken Schramm in Developer Corner, Inside PlayStation, sucker punch on December 27th, 2010
The inFAMOUS storyline tells of a classic superhero origin: Boy meets explosion, boy gains superhuman powers, boy must choose between hero or villain. As we’re readying Cole MacGrath for his big encore this year, a collection of us here at Sucker Punch wanted to share with you who our favorite superhero is and why. Feel free to share your favorite superhero below in the comments. Enjoy!
Chris Zimmerman – Director of Development, Co-Founder
When I was growing up, my favorite superhero was the Flash. I was a DC kid, and all the other DC superheroes were pretty boring as far as my ten-year-old self was concerned. Superman? Boring. Batman? This was the 70s, which was about ten years before Frank Miller made Batman cool. For me, Batman was Adam West, and even at ten, I didn’t think Adam West was cool. And don’t even get me started on Aquaman.
The Flash, on the other hand, I loved. I think I loved him because he had to be clever to win. It wasn’t just a matter of using his super breath, or firing up a magic ring that could do just about anything. He actually needed to think his way through things, to figure out ways to use his super-speed to get things done. I liked being surprised by what he came up with.
Bob Mowery – QA Lead
Magneto. I realize that choosing a villainous character may somewhat violate the spirit of the question, but let me explain. As a child, my favorite superheroes were solely based on a suite of powers. Green Lantern would probably top my childhood list as he could do just about anything with that ring. The older I get, the more interested I become in the fallibility of heroes and their more “human” characteristics. Magneto’s history is quite profound, being a holocaust survivor. This tortured past guides his character to great lengths. Magneto constantly wrestles with the question “what does it mean to be a member of a hated minority?” His past informs him that this means captivity, torture, and death. As a powerful member of the mutant minority, Magneto takes it upon himself to use his powers to fight for that minority. Magneto is a heroic character, but not to the greater power-lacking populace. Magneto fights for mutant-kind much like the United States fights for democracy around the world. His assistance and methods are often not welcome, but he fights passionately for his mutant brethren in the way he sees fit. I must also shamefully admit that the influence of my childhood is not completely absent from this equation. I still think it would be awesome to rip a building from its foundations, use its girders to tie up someone, and send bullets back to their source with an unnecessary wave of my hand. Parting the Red Sea that is Seattle gridlock would just be an added bonus.
Billy Harper – Animation Director
Any one that knows me, and probably those who’ve seen me talk about inFAMOUS 2 on the internet, know that I think Spider-Man is the best superhero ever. I’ve felt that way since I was a little kid and would try to get spiders to bite me so I could climb walls. However, it didn’t stop there. As I grew up, I continued to find reasons that I liked him that fit with my age and life.
Originally, I liked him because he had the coolest toys and was on one of my favorite shows, The Electric Company. As I got older, I liked him because his powers somehow seemed “accessible” and had inherit weaknesses that sometimes tested his REAL courage because he had to deal with things that his powers couldn’t really help with. I also liked the fact that he still remained true to himself after becoming a hero. He was still a geek. He still used his brain to solve problems. Plus, at the end of the day, he had to figure out how to live a real life. He had to make rent. He had to go to class. Now, as an animator he’s great because his motions are so interesting and difficult to flesh out in my head. It really challenges me to think about how he moves through the world and what exactly he would do and how he’d do it.
Plus, he always has the coolest theme songs!
Darren Bridges – Game Designer
Daredevil. If you asked me five years ago, it probably would have been Spider-Man or Batman or Green Lantern or someone cool. Acrobatics, radar-vision, and “willingness to deal with lots of pain” are definitely not the coolest super-powers in the world. So why the ‘Devil? I read a lot of graphic novels, and a few years ago I got hooked on a Daredevil storyline by Brian Michael Bendis and Alex Maleev. Like lots of Marvel heroes, Daredevil gets dragged through a horrible mess… his identity is exposed, his life starts to crumble, and he and his friends all suffer. He’s pushed so far that he starts to skim the edge of what is acceptable for a hero, defeating the crime lord of his district and declaring himself the “New Kingpin.” Daredevil encompasses my favorite aspect of superheroes – that they are human people with super powers. They are powerful but still vulnerable; they are aspirational but still relatable.
Rebecca Mayfield – QA Lead
Batman will always be my favorite. He is a complex character that I can identify with in some way or another… minus the super-awesome gadgets, of course. The closest I can get to a utility belt packed with Batarangs and Thermite Grenades is my cell phone. But that’s beside the point. Batman is the whole superhero package.
He is human through and through. He bleeds and feels pain. He can experience great happiness one day, and feel the sink hole of loss the next. Yet he is super human, possessing things that allow him to surpass the restraints that we are bound to. This was something I always admired as a kid. Batman is such a powerful figure because of what he has enabled himself to do, but he is also like me in the sense that he can be hurt by a car accident, or a scraped knee. He gave me hope that I could achieve more than I thought was possible by just trying my best. He shows us that even someone who is ordinary can be extraordinary.
inFAMOUS 2 Update and 2010 Recap
Posted by Ken Schramm in Developer Corner, infamous 2, Inside PlayStation, PlayStation Games, PS3, sucker punch on December 27th, 2010
Hey guys, hope you are having a great holiday break. 2010 was a huge year starting with the amazing response to our announcement at E3 to the sharing of Cole’s comic book inspirations at Comic-Con. Whether it’s exciting new powers, gruesome new enemies, or a new comic book, there’s a lot in store for our hero/villain Cole MacGrath.
We’re busy working on making inFAMOUS 2 the best action game experience we possibly can, and we’ll have more to share in the New Year, including some big announcements. What will Cole’s powers be? How will your choices affect the game? What lies unseen in the city of New Marais? Your questions will be answered in 2011.
Until then, check out the holiday issue of PlayStation: The Official Magazine where you can get more details on inFAMOUS 2 and soak in some new images from the game.
We’ll have more updates soon — thanks for your support!!
Farewell, Canal House
Posted by Aryeh Loeb in Developer Corner, guerrilla games, holidays10, Inside PlayStation on December 23rd, 2010
Early next year, Guerrilla will relocate to a new building. It’s been a long time coming, but we’ve finally outgrown the Canal House on the Herengracht. When we moved in here we had more space than we knew what to do with – two adjoined buildings, a monumental garden house, six stories of seventeenth century architecture and a reinforced basement which had doubled as a bank vault at one point. Now, every nook and cranny of the Canal House is filled with high-tech gadgetry, network cables, dev kits, monitors and action figures.
We knew the writing was on the wall when our power needs became so demanding that our neighbors started to experience brownouts. Adding an electrical transformer allowed us to at least finish Killzone 3 without bringing down the whole block, but the rising number of employees and the start of a new IP meant it was only going to be a temporary reprieve. (And we’re still hiring, by the way. You can check out guerrilla-games.com/jobs for a full overview of available positions.)
Anyway, we’ll miss the old Canal House – not just for its quaint atmosphere, but for its unique construction as well. Between the parallel-but-uneven stairwell columns and the mixed-height floors, it took new employees months to get a grasp of the layout. Many were the times an intern would get hopelessly lost, ending up in the wrong room or even on the wrong floor after returning from a meeting. The Canal House would’ve made a pretty good multiplayer level, but somehow we never got around to including it in a game.
As for the studio itself, Guerrilla isn’t going far: 700 meters to the east to be precise, to a lovely location overlooking Rembrandt Square. By sheer coincidence, the new building also used to be a bank – but unlike the Canal House, this one was constructed in the twentieth century. That means there will be plenty of space for high-tech gadgetry, network cables, dev kits, monitors, action figures and anything else we might choose to bring along.
See you in the New Year, everyone!
Christmas in Amsterdam
Posted by Aryeh Loeb in Developer Corner, guerrilla games, holidays10, Inside PlayStation on December 23rd, 2010
Without a doubt, one of the biggest perks of working at Guerrilla is the fact that it’s located in Amsterdam. Unlike the Helghast, the people here are very welcoming to newcomers; “Amsterdammers” are world-famous for their open-mindedness and acceptance of different cultures and lifestyles. Most of them are fluent in English, and they relish any opportunity to speak it.
At the same time, Amsterdammers place a lot of value on traditions. They have their own version of Santa Claus called “Sinterklaas,” whose holiday in early December rivals Christmas in terms of importance. And they insist on using bicycles as their primary form of transportation, regardless of temperature or precipitation. At this time of year, it’s not uncommon to see someone chugging through 2 inches of snow on a bike, with one hand on the handlebars and the other clutching a bag Christmas shopping.
Above all else, the people of Amsterdam appreciate atmosphere – or, as they call it, “gezelligheid” – and nothing brings this out more than the holiday season. When the days grow short and the weather grows cold, the city takes on the nostalgic charms of a Dickens-inspired Christmas village display. The sight of so many cozily lit canal houses and decorated high streets is enough to warm the heart of even the coldest Helghast polar trooper.
If you’d like to experience Christmas in Amsterdam someday, you may be in luck – Guerrilla is hiring! Check out our website at http://www.guerrilla-games.com/jobs for the full list of job vacancies. Who knows, by this time next year you could be walking – or, if you’re brave enough, biking – around Amsterdam yourself.
Merry Christmas everyone!
Happy Holidays from Guerrilla!
Posted by Aryeh Loeb in Developer Corner, guerrilla games, holidays10, Inside PlayStation, PlayStation Community on December 23rd, 2010
The holidays are here! After a busy but productive crunch period on Killzone 3, we’re finally able to catch up on our Z’s and spend some quality time with the family. For quite a few of us, there’s an additional family member waiting at home this year. In fact, since we began working on Killzone 3 over a dozen of our developers have become parents!
Here at Guerrilla, we observe a peculiar Dutch tradition to celebrate the birth of a baby: we eat “beschuit met muisjes,” which literally translates as “biscuits with little mice.” It’s a Dutch delicacy consisting of biscuits coated in butter and sprinkled with sugared anise seeds. We also give the parents these adorable little one-pieces to put on their newborns:
As to why there have been so many Guerrilla babies lately – perhaps it’s the constant exposure to militaristic Helghast propaganda, which has increased the virility of our developers. Or perhaps it’s simply a sign that Guerrilla has matured. After all, the young turks who stood at the studio’s metaphorical cradle ten years ago are professionals in their thirties today. They’re old and wise enough to stand at real cradles.
Being able to provide for your family by doing what you love is a rare fortune, and it’s during these days of celebration and reflection that we truly realize how blessed we are. We want to take this opportunity to thank you, the fans, for supporting us all these years; for showering us with your infectious enthusiasm and honest criticism, and for playing our games with endless dedication. We hope you’ll share a wonderful holiday with your loved ones, and we’ll see you in 2011.
Happy Holidays from PlayStation.Blog, Game Developer Invasion Starts Tomorrow
Posted by Sid Shuman in holidays10, Inside PlayStation, playstation move, PS3, recap on December 22nd, 2010
That’s a wrap! Together with James from the EU PlayStation.Blog, Jeff, Rey, and I will soon be winding down for the holiday break. But this is no Blog blackout: The PlayStation.Blog will be going strong with fresh new posts helmed by some of the greatest game developers in the world. It starts tomorrow with Guerrilla Games and a unique look Christmas in Amsterdam. Insomniac Games and Sucker Punch Productions will also be spreading a little holiday cheer of their own. And later…well, who knows who else will drop by?
Looking back, 2010 was one hell of a year for PlayStation fans. We got great games like Heavy Rain, God of War III, Gran Turismo 5, MAG, and ModNation Racers; we got sweet new PSN video services such as Hulu Plus, (a disc-free) Netflix, VUDU, MLB.TV, and NHL.TV; we got PlayStation Move in all of its precise glory; we got stereoscopic 3D and Facebook integration and Share and HD PS2 classics and PlayStation Plus and betas and a LittleBigPlanet 2 demo and an UNCHARTED 3 announcement and a Twisted Metal E3 announcement and a bunch of other things I’m probably forgetting (feel free to remind us in the comments!)
Be happy, be healthy, and be good! And be sure to join us in 2011 for one of the wildest PlayStation software lineups of all time. I’m tingling already!
P.S. What was your favorite overall PS3 and PSP game this year?
MotorStorm Apocalypse Dev Diary Details The Festival, New Gameplay Video
Posted by Matt Southern in Developer Corner, evolution studios, Inside PlayStation, motorstorm apocalypse, PlayStation Games, PS3 on December 21st, 2010
We teamed up with the guys in the video production department at Studio Liverpool to produce three video diaries focusing on the two main modes in the upcoming MotorStorm Apocalypse. Both modes have been present in every MotorStorm game, but we’re trying to do a lot more with them this time round. This one is all about Festival mode, which is our version of a ‘Campaign.’
There’s a ton of unseen game footage in this video that I hope you like and also some glimpses into the recording of the original soundtrack. It features Paul ‘Rushy’ Rustchynsky, our Lead Designer and handling design guru, and Simon ‘Barlos’ Barlow, our invaluable Assistant Game Director who looks after big chunks of the gameplay features.
We call our more flexible free-play mode ‘Wreckreation,’ and it needs two video diaries to fully explain. They’ll follow soon. For now, enjoy our first video diary focusing on The Festival!































