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Name: PlayStation - Persona 3 Reload - Expansion Pass: Episode Aigis Launch Trailer | PS5 & PS4 Games
Category: Gaming Industry Videos
Date Added: 09/10/2024
Submitter: Commander FuryPersona 3 Reload - Expansion Pass: Episode Aigis Launch Trailer | PS5 & PS4 Games
PlayStation - Persona 3 Reload - Expansion Pass: Episode Aigis Launch Trailer | PS5 & PS4 Games -
Over the last four years since the launch of PS5, we’ve worked hard to continuously evolve the console experience and deliver the great games our players expect from us. Today, I’m incredibly proud to announce the next step in that evolution and welcome PlayStation 5 Pro to the PlayStation family – our most advanced and innovative console hardware to date.
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We developed PS5 Pro with deeply engaged players and game creators in mind – as many have asked for a console that runs even higher fidelity graphics with smoother frame rates at 60FPS. We achieved this on PS5 Pro with several key performance features.*
- Upgraded GPU: With PS5 Pro, we are upgrading to a GPU that has 67% more Compute Units than the current PS5 console and 28% faster memory. Overall, this enables up to 45% faster rendering for gameplay, making the experience much smoother.
- Advanced Ray Tracing: We’ve added even more powerful ray tracing that provides more dynamic reflection and refraction of light. This allows the rays to be cast at double, and at times triple, the speeds of the current PS5 console.
- AI-Driven Upscaling: We’re also introducing PlayStation Spectral Super Resolution, an AI-driven upscaling that uses a machine learning-based technology to provide super sharp image clarity by adding an extraordinary amount of detail.
PS5 Pro provides gamers with amazing graphics at high frame rates. You can hear Mark Cerny, lead architect for PS5 Pro, discuss the key innovations from PS5 Pro in the following video presentation. This presentation provides a deep dive into the key performance features that make PS5 Pro truly special.
Play Video
Other enhancements include PS5 Pro Game Boost, which can apply to more than 8,500 backward compatible PS4 games playable on PS5 Pro. This feature may stabilize or improve the performance of supported PS4 and PS5 games. Enhanced Image Quality for PS4 games is also available to improve the resolution on select PS4 games. PS5 Pro will also launch with the latest wireless technology, Wi-Fi 7, in territories supporting this standard. VRR and 8K gaming are also supported.
It’s humbling to see how game creators have embraced the latest technology from PS5 Pro, and several games will be patched with free software updates for gamers to take advantage of PS5 Pro’s features. These games can be identified with a PS5 Pro Enhanced label within their title. Some games you can look forward to include blockbuster hits from PlayStation Studios and our third-party partners, such as Alan Wake 2, Assassin’s Creed: Shadows, Demon’s Souls, Dragon’s Dogma 2, Final Fantasy 7 Rebirth, Gran Turismo 7, Hogwarts Legacy, Horizon Forbidden West, Marvel’s Spider-Man 2, Ratchet & Clank: Rift Apart, The Crew Motorfest, The First Descendant, The Last of Us Part II Remastered, and more.
We kept the look of the PS5 Pro consistent with the overall PS5 family of products. You’ll notice the height is the same size as the original PS5, and the width is the same size as the current PS5 model to accommodate higher performance specs. Players can add an Ultra HD Blu-ray Disc Drive, or swap out console covers when they become available.
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PS5 Pro fits perfectly within the PS5 family of products and is compatible with the PS5 accessories currently available, including PlayStation VR2, PlayStation Portal, DualSense Edge, Access controller, Pulse Elite and Pulse Explore. The user interface and network services will also remain the same as PS5.
The PS5 Pro console will be available this holiday at a manufacturer’s suggested retail price (MSRP) of $699.99 USD, £699.99 GBP, €799.99 EUR, and ¥119,980 JPY (includes tax). It will include a 2TB SSD, a DualSense wireless controller and a copy of Astro’s Playroom pre-installed in every PS5 Pro purchase. PS5 Pro is available as a disc-less console, with the option to purchase the currently available Disc Drive for PS5 separately.
PS5 Pro will launch on November 7, 2024 and will be available at participating retailers and directly from PlayStation at direct.playstation.com. Preorders will begin on September 26, 2024.
Our PS5 journey would not be possible without the millions of players that have supported us through the years and have shared with us their love of gaming. Whichever console option players choose, whether it’s PS5 or PS5 Pro, we wish to bring everyone the very best gaming experience that fits their needs.
*Features only available on select PS5 games that have been enhanced for PS5 Pro when compared with the PS5. PS5 Pro enhanced features will vary by game.
- Upgraded GPU: With PS5 Pro, we are upgrading to a GPU that has 67% more Compute Units than the current PS5 console and 28% faster memory. Overall, this enables up to 45% faster rendering for gameplay, making the experience much smoother.
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Name: XBox - Persona 3 Reload: Expansion Pass — Episode Aigis Launch Trailer
Category: Gaming Industry Videos
Date Added: 09/10/2024
Submitter: Commander FuryPersona 3 Reload: Expansion Pass — Episode Aigis Launch Trailer
XBox - Persona 3 Reload: Expansion Pass — Episode Aigis Launch Trailer -
Name: PlayStation - Elsie - Launch Trailer | PS5 Games
Category: Gaming Industry Videos
Date Added: 09/10/2024
Submitter: Commander FuryElsie - Launch Trailer | PS5 Games
PlayStation - Elsie - Launch Trailer | PS5 Games -
When Liu Kang changed the timeline to what we know it to be in Mortal Kombat 1, he created a whole new universe of possibilities. In this New Era, some characters have been reimagined. Sektor first appeared in Mortal Kombat 3 as a cybernetic ninja, famous for punishing enemies with missile barrages and flamethrower attacks. In Mortal Kombat 1: Khaos Reigns which launches September 24 on PS5, Sektor emerges as a reinvented character with an arsenal of new abilities. Including a devastating new Brutality, which we’ll be sharing for the first time here.
Verify your age to view this content. Verify your age to view this content.Design-wise, we wanted to explore the idea that in this new timeline Sektor fights in a cyber suit as opposed to being completely robotic, a precursor to the origins of the Lin Kuei’s cybernetic initiative before they reached the level of fully converting humans into cyborgs. For Mortal Kombat 1, the goal was to convey strength and overwhelming firepower through her use of heavy weapons. Sektor’s power comes primarily through an exosuit that deploys her assortment of weapons but also enhances her hand-to-hand fighting ability using thrusters on her palms and feet. Despite Sektor’s new appearance, it remained imperative to design abilities that retain the DNA from the klassic version of the character, while simultaneously complementing her toolkit with new powers that highlight the technology of her new exosuit.
To highlight these new attacks, we continually looked for opportunities to design Brutality moments that pair well with key special moves. Brutalities are prominent moments during gameplay where an opponent gets destroyed in a compelling, over-the-top way. The recipe for a good Brutality often lies in a combination of imagination while creating a visceral reaction with comedic elements. For us, Sektor’s Tug of War Brutality ticks each of those boxes. The attack is based on a move she had in Mortal Kombat 3 where a mechanical arm comes out and throws her opponent. In Mortal Kombat 1: Khaos Reigns, we wanted to pay homage to this by having the mechanic arm tear off the victim’s head and hold it up like a trophy. This then presented a unique opportunity in terms of how the opponent’s head could be best demolished in the most audacious way possible. After mulling it over, our design group decided on having her grind the head up as if it was jammed into a garbage disposal, with the liquefied remains ejecting outward from the flaps in her suit, which we think will elicit a reaction from players.
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Gameplay-wise, Sektor is an accessible space control character with good mid to long-range zoning potential. Additionally, she has excellent air mobility options primarily due to her use of air thrusters capable of propelling her in any direction, acting similarly to a double jump. One of Sektor’s new attacks is SkyDrop, where she blasts into the air using her thrusters and slams down over the opponent. For the enhanced version, Sektor crushes the opponent with an uppercut before slamming down and blasting them into the air for a juggle opportunity leading to potentially big combo damage. Moreover, Sektor’s new Blast Shield is a unique special move where she deploys a large shield while at the same time clamping her feet to the ground. While the shield is deployed, incoming projectiles can no longer push Sektor back, and successfully blocking projectile attacks charges up secondary weapons and gives her certain cancel options into special moves.
Sektor has always been an enormous fan-favorite in the Mortal Kombat Universe, and now in Mortal Kombat 1: Khaos Reigns, her arsenal of devastating weaponry and abilities give her a target-rich environment among the cast of kombatants in the game. We’re excited for players to finally get their hands on Sektor and experience all the fun and interesting things she is capable of.
Sektor will be available as a playable character when the Mortal Kombat 1: Khaos Reigns Expansion releases digitally on PS5 on September 24.
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Name: XBox - Towerborne Dev Diary #3
Category: Gaming Industry Videos
Date Added: 09/10/2024
Submitter: Commander FuryTowerborne Dev Diary #3
XBox - Towerborne Dev Diary #3 -
Name: XBox - Carmen Sandiego Game Announce Trailer
Category: Gaming Industry Videos
Date Added: 09/10/2024
Submitter: Commander FuryCarmen Sandiego Game Announce Trailer
XBox - Carmen Sandiego Game Announce Trailer -
Name: PlayStation - Carmen Sandiego - Announcement Trailer | PS5 & PS4 Games
Category: Gaming Industry Videos
Date Added: 09/10/2024
Submitter: Commander FuryCarmen Sandiego - Announcement Trailer | PS5 & PS4 Games
PlayStation - Carmen Sandiego - Announcement Trailer | PS5 & PS4 Games -
It’s been quite a long time since the pioneering fighting game franchise Fatal Fury has seen a proper new installment. Yes, characters from the Fatal Fury series have shown up in other games, but the last proper Fatal Fury game, Garou: Mark of the Wolves, hit arcades all the way back in 1999. 25 years later, the Legendary Wolves are back in action in Fatal Fury: City of the Wolves, ready to captivate a new generation of fighting gamers and tie-up plot threads longtime fans have seen dangling for decades.
To get a close-up look at Fatal Fury: City of the Wolves, we sat down with director Hayato Konya and art director Yoichiro Soeda to discuss the game’s development, the new and returning faces, and what makes it special.
A continuation long in the making
Fatal Fury is among the pioneers of the fighting game genre. The original game followed martial artists Terry and Andy Bogard and their friend Joe Higashi on a quest to avenge the death of their adoptive father. It emphasized story and cinematics, ending with a shocking climactic scene where villain Geese Howard falls to his demise from a skyscraper. From that point on, Fatal Fury’s gameplay would evolve greatly. Still, the emphasis on stylish and memorable characters, action-film-inspired stories, and its vibrant Southtown setting would continue.
“In the very beginning, we had the concept where Fatal Fury was like a movie, where the protagonists had to work up to fight the big villain,” Soeda said. “It was popular, and players wanted more, so we kept expanding with each game. At one point, Terry takes on Geese’s child Rock as his son. At the time, we didn’t know where that would lead.”
Eventually, however, Rock became the new face of Fatal Fury.
These wolves pack style
One of the most striking elements of City of the Wolves is its bold, vibrant art style. The visuals were meant to evoke a mixture of American comic art and Japanese anime and appeal to both old and new players.
“We wanted the characters to really ‘pop’ and be striking. We thought American comic books do that well, and we wanted to emulate that,” Soeda said. “Fatal Fury traditionally has an anime style to it. We felt that, for the modern audience, the blending of those two things would work well for the game. Now we have it, and it looks great.”
One of the newest additions to City of the Wolves’ gameplay is the Rev Gauge, a special meter tied in with new mechanics that allows for new attacks and movement techniques. The damage players can score off using Rev-boosted skills like powered-up Rev Arts special moves and Rev Accel to chain damaging attacks together is explosive. Still, the danger of using too much Rev and going into a fatigued Overheat state is also a concern.
“We want to give people the ability to use super moves, but not limit them to a single gauge,” explains Konya. ” So, we have two different bars, making it a lot easier. Originally, there was no Rev Gauge–just a power gauge. The idea came from Fatal Fury: Wild Ambition, where you had a Heat gauge. We modernized and made it more flashy and easier to use.”
Coming home to Southtown
One thing fans are eagerly anticipating is character reveals of both old favorites and new faces. One example is the recent re-introduction of longtime fan favorite character Mai Shiranui, sporting a new look. But even the new characters have ties to old favorites: the spunky young martial artist Preecha is a disciple of the original hero, Joe Higashi.
“Garou left us with a lot of homework,” says Konya. “What happened with Hotaru and her brother? What’s going on with Kain and Rock? We want to focus on telling those stories to completion and making sure that we’ve tied up all of those things. So we have a lot of work to do.”
SNK games also have a history of meshing gameplay and narrative together, with story events affecting characters’ skills and abilities that will continue in City of the Wolves.
“It’s been 25 years since Garou was released, and there’s a lot of people who are still playing that game now,” notes Konya. “But we consider the story very important. And if the story requires this person to lose powers, lose their arm, then so be it. Still, because this is a long-awaited game, we don’t want to change it so much that it becomes alien to people looking forward to seeing these characters again. It’s a balancing act.”
Fatal Fury: City of the Wolves will mark the series’ long-awaited return on PlayStation 4 and PlayStation 5 on April 21 of next year. Fret not, fans of the Wolves. You won’t be hungry for much longer.
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Name: PlayStation - Beyond Galaxyland - Gameplay Overview Trailer | PS5 & PS4 Games
Category: Gaming Industry Videos
Date Added: 09/10/2024
Submitter: Commander FuryBeyond Galaxyland - Gameplay Overview Trailer | PS5 & PS4 Games
PlayStation - Beyond Galaxyland - Gameplay Overview Trailer | PS5 & PS4 Games -
Name: PlayStation - Space Adventure Cobra - The Awakening - Reveal Teaser | PS5 & PS4 Games
Category: Gaming Industry Videos
Date Added: 09/10/2024
Submitter: Commander FurySpace Adventure Cobra - The Awakening - Reveal Teaser | PS5 & PS4 Games
PlayStation - Space Adventure Cobra - The Awakening - Reveal Teaser | PS5 & PS4 Games -
Can you believe it’s been 10 years since Destiny first launched on PS3 and PS4? 10 years since players first chose Hunter, Titan, or Warlock and jumped into Bungie’s expansive sci-fi world to build up their fledgling Guardian. I can still vividly remember my first time facing off against a daunting Fallen Walker in the Cosmodrome during the Destiny alpha all those years ago.
To celebrate the series’ decade-long run, we asked developers from PlayStation Studios to share their fondest memories playing Destiny and their developer perspective on what makes the game so sticky and satisfying.
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With no further ado, happy 10th anniversary, Destiny!
“When Destiny first launched, and after I played for a bit, I actually reached out to my old high school friends who live in another town and convinced them to buy a PS4 and immediately join me. We had such a great time that it kickstarted our weekly game night that has been going on since 2014. Destiny was basically the reason why we reconnected and became even better friends.
I usually can’t play a game without analyzing the animations. I’ve always been impressed with Destiny’s cinematics and enemy animations. Each faction has always felt very distinct and unique from each other with varied personalities coming through their movement. Bungie’s use of runtime, full-body IK rigs has always been amazing as well.“
– Bruno Velazquez, Game Director, Santa Monica Studio
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“I got Destiny two months after release as a birthday present to myself, and it gave me so many moments of joy throughout this past decade, and a fireteam of lifelong friends.
But the one moment I will never get over is the opening mission of the Shadowkeep expansion. One of my friends made it out of the Hive’s tunnels first and said: ‘Oh my god, you guys gotta get up here, now.’ I can still remember the awe and horror of turning the corner in the tunnels of the moon and seeing a huge pyramid embedded in the lunar rock, and processing what it meant. One of the best reveals I’ve ever seen done.
As a lighting artist, Destiny is a huge inspiration for me, from the beautiful skyboxes to the excellent use of color and silhouette to create interest, focal points, and lead the player throughout fantastical spaces. It’s a dream of mine to work on a game with such freedom of color and atmosphere!“
– Jen Carlin, Lighting Artist, Insomniac Games
“Destiny is a game I’ve been playing on and off since September 2014. I begged my aunt to get it for me as an early Christmas gift because even from the early trailers, I knew this game was special. Through high school, college, and my career at PlayStation, it’s always been there.
When I enter the Tower, no matter how long of a hiatus it’s been, it feels like coming home. Which of course made it all the more devastating when we lost the first one, and all the more elating when we found it again in the Pale Heart. Destiny has achieved an incredible symbiosis based on the dedication of not just the developers but also the players and community, which allows them to create this intense emotional connection.
As a Narrative and Mission designer, the longevity of the story, the depth of the world-building, and the memorability of not just the main campaigns but the seasonal stories have left a profound impression on me that makes me wish I could experience it all over again and hope to emulate in the future of my career.“
– Sam Jordan, Designer, Insomniac Games
“My earliest memory of Destiny is running Relic Iron loops on Mars for a friend, but my favorite memory would have to be my raid team beating Nezarac on contest mode after we wiped during the final stand, all thanks to one friend’s insistence on using Osteo Striga.
The player expression through buildcrafting is what keeps me constantly interested in Destiny, especially the minutia of how a build can differ from person to person. I love fine-tuning my support builds to help my teammates, whether that’s printing orbs on Arc Hunter, locking down the battlefield on Stasis Warlock, or creating safe havens on Void Titan. Happy 10th anniversary Destiny, you’ve definitely become legend!“
– Matthew Makuch, Senior Technical Designer, Bend Studio
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“Each raid has a physical jacket you can buy if you complete it in the first week. My favorite is my first, the Crown of Sorrow jacket. The jacket features a chalice and my gamer tag. I didn’t have a clan, but that was worth trying LFG. At minimum Power, the difficulty got ridiculous. Most hits would put me one shot from death. Eventually, the group kicked me, and I went to bed dispirited and disappointed.
The next day, I joined another LFG for one last shot an hour before reset. In the group were speedrunners from Fast who’d set the world record two weeks later. I only realized when they flew across and skipped the whole jumping puzzle!
At the final boss, random crystals spawned which required two players to melee them. I was so focused on surviving I’d often miss the spawn, so I heard a constant chorus of “Behind you! Hurry up!” With ten minutes before reset, we wiped on an enrage [an attack that’s unleashed if players take too long] just before we killed the boss. But we rallied and got the kill with only minutes left. In less than 24 hours, I had gone from the lowest to the highest point in my Destiny journey.“
– Jeffrey Lininger, Senior Game Designer, Guerrilla
“One of my favourite things about Destiny is that it’s like a social sandbox and a TV show I can’t get enough of rolled into one. Guiding a group of my friends through Vault of Glass, their first raid, was a brilliant experience!
My first instinct when I find anything cool is to tell someone about it. So it was so much fun to be able to share one of my all time favourite experiences, take them through each encounter and watch them, well, die over and over but also get excited as they figure out each mechanic and eventually succeed.
At the same time, it’s a world that’s so fascinating to explore and delve into. Reading through the Books of Sorrow and the work of the amazing writing team is as impactful to me as exploring the Pale Heart or finally defeating Skolas when we foolishly (or bravely?) tried that week Lightswitch was the modifier. Good times. Telesto is also the Besto.“
– Luke Gillard, Senior Functional Tester, Guerrilla / PlayStation QA
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“The most memorable moment for me is the entrance of the Witch Queen expansion as you cannonball (quite literally) through an endless bound of beautiful locations that left me speechless.
Destiny 2 is a masterpiece in visual quality and graphical standards; the carefully crafted environments are rich with narrative design and especially to me, the lighting. The artistic lighting since Destiny began has had such a significant influence on the methods that I use to approach lighting in similarly enriched environments. From the use of colour, compositions and implementation to gameplay, the artistic talent of the team truly sets one of the highest standards for our industry and they continually prove that with each new expansion.
“
– Daniel Sewell, Senior Lighting Artist, Haven
What are your earliest and fondest memories from Destiny’s past 10 years?
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Name: PlayStation - PS5 Technical Presentation hosted by Mark Cerny
Category: Gaming Industry Videos
Date Added: 09/09/2024
Submitter: Commander FuryPS5 Technical Presentation hosted by Mark Cerny
PlayStation - PS5 Technical Presentation hosted by Mark Cerny -
Join us for a streamed presentation hosted by Mark Cerny, Lead Architect of the PS5 console. The 9-minute Technical Presentation will focus on PS5 and innovations in gaming technology.
How to watch
The stream will be broadcast in English on the PlayStation YouTube channel September 10 at 8:00am PT / 11:00am ET / 4:00pm BST.
Regarding co-streaming and video-on-demand (VOD)
Please note that this broadcast may include copyrighted content (e.g. licensed music) that PlayStation does not control. We welcome and celebrate our amazing co-streamers and creators, but licensing agreements outside our control could interfere with co-streams or VOD archives of this broadcast. If you’re planning to save this broadcast as a VOD to create recap videos, or to repost clips or segments from the show, we advise omitting any copyrighted music.
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Name: XBox - Test Drive Unlimited Solar Crown | Launch Trailer
Category: Gaming Industry Videos
Date Added: 09/09/2024
Submitter: Commander FuryTest Drive Unlimited Solar Crown | Launch Trailer
XBox - Test Drive Unlimited Solar Crown | Launch Trailer -
Name: PlayStation - Vigor Chronicles: Genesis - Launch Trailer | PS5 & PS4 Games
Category: Gaming Industry Videos
Date Added: 09/09/2024
Submitter: Commander FuryVigor Chronicles: Genesis - Launch Trailer | PS5 & PS4 Games
PlayStation - Vigor Chronicles: Genesis - Launch Trailer | PS5 & PS4 Games -
Astro Bot made his anticipated return to PS5 with last week’s release of the titular game. Team Asobi, the PlayStation Studio behind Astro’s Playroom, infused the little bot’s big new adventure with enough stages, power-ups, secrets, and fun to make any 3D platforming fan grin.
With the game’s launch fresh in our minds, I visited Team Asobi’s studio to interview the development team about the studio’s history, development style, and tribute to 30 years of PlayStation. Let’s delve right into it.
Art & Animation: Everything begins with gameplay ideas
Left: Jamie Smith, Principal Animation Director, Team Asobi
Middle: Sebastian Brueckner, Principal Art Director, Team Asobi
Right: Maki Murakami Senior Animator, Team AsobiPlayStation Blog: What do you prioritize the most when creating characters?
Jamie Smith: I pay close attention to “playfulness.” When creating animations, we model how children express joy, like jumping up and down with excitement, to elicit jubilant feelings among players. Children are packed with actions and emotions, and we strive to imbue all these essences in our character designs.
How do you decide which of these ideas make it into the game?
Sebastian Brueckner: First and foremost, everyone must agree that these ideas will enhance the gameplay. We don’t choose ideas solely from the art aspects, but everything begins with the gameplay ideas. As a team, we collectively envision a series of gameplay scenarios and make decisions on the world and its details. For instance, if the gameplay involves ice, we further collaborate on the idea and may suggest the sea as the world setting. Once the details are finalized, the art comes in to refine the world.
Maki Murakami: This brainstorming process is particularly palpable in Astro’s new power-ups and enhancement designs. Handy-D is one example. The idea behind this long-armed monkey was to assist Astro in climbing. Then we explored the ideas on how we could make it cuter and agreed on the design for it to be carried on Astro’s back. We create prototypes, then playtest them and refine them together to take the level of fun to eleven.
Tech & Programming: New features stem from the passion for delivering new experiences
Left: Toshimasa Aoki, Sr Principal Product Manager
Right: Masayuki Yamada, Principal Gameplay Programming Lead, Team AsobiTell us about Team Asobi’s unique modeling techniques.
Masayuki Yamada: Gameplay programmers start by creating primitive models based on the specifications provided by the designers and test the gameplay with them. Once we verify the models are indeed fun, the artists step in to elevate the experience. Our team process is different from others in the sense that we first define what makes the gameplay fun and then amplify that aspect of the game even further.
As a hardware developer, how do you feel about the DualSense controller transforming into a character and featuring in the game as the Dual Speeder?
Toshimasa Aoki: I was genuinely thrilled to see the controller I helped create featured in the game. Before Astro Bot, the controllers received a spotlight only in the User’s Guide. But look at them now, flying around in the game as 3D characters, responding to every move and action. What better way to showcase the hardware than this?
Team Asobi’s work is also a great platform to highlight new PlayStation technologies, like PlayStation VR and the DualSense controller. To deliver these new, unique features to players, is there anything your team focuses on?
Toshimasa: We introduce new features because we want to create new experiences for our players. Our close collaboration with Team Asobi allows us to test prototypes early in their development. When we see smiles or hear chuckles from the team, it’s a sign that we’ve successfully created something new, and those reactions are a testament to the motivation in our work.
A game packed with fun action and 30 years of PlayStation history
Nicolas Doucet, Studio Head, Team Asobi
What do you think is Team Asobi’s unique strength that sets the studio apart from others?
Nicolas Doucet: Our strengths are ideas and speed. Innovation is a key aspect of Sony’s DNA, and achieving innovation requires testing numerous ideas. Ideas and speed are inseparable when it comes to promptly identifying what works. And that’s what Team Asobi excels in. Everyone on the team is always eager, inspired, and motivated to create something new.
What kind of experiences do you want players to have when they play Astro Bot?
Doucet: For veteran gamers, we hope to bring them the fun of platform action games and a sense of nostalgia, as the title is packed with tributes to PlayStation’s 30 years of history. With cameos like PaRappa, I hope players feel a wave of joy and nostalgia when encountering these familiar faces.
I also feel a profound sense of responsibility towards novice players, especially very young gamers about to embark on their first gaming adventure. I vividly remember the first time I played a video game- it was incredibly fun and left a lasting impression on me. If Astro Bot is someone’s first video game and sparks the same joy and excitement that I felt, I would be personally delighted.
What are some unique advantages that come with being part of PlayStation Studios? And how do you collaborate with other PlayStation Studios?
Doucet: Since this title packs in much of PlayStation history, we worked closely with all the PlayStation Studios. When we shared our concept with the studio directors and game creators, their responses were overwhelmingly positive. Initially, I thought we could only feature around 50 characters out of the 150 characters we wanted to feature. But to our greatest surprise, the studios unanimously agreed to the cameo of all 150 characters. Apart from our PlayStation Studios, we were also lucky to collaborate with third-party publishers.
What message do you have for the players who are waiting eagerly for the Astro Bot’s release?Doucet: We’ve spent three years creating Astro Bot for both long-time PlayStation fans and new players, so please take your time and enjoy every nook and cranny of the game. We’ve also hidden many secrets and surprises, so have fun exploring and discovering them all!
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Name: PlayStation - Dead Second - Launch Trailer | PS VR2 Games
Category: Gaming Industry Videos
Date Added: 09/08/2024
Submitter: Commander FuryDead Second - Launch Trailer | PS VR2 Games
PlayStation - Dead Second - Launch Trailer | PS VR2 Games -
Name: XBox - Call of Duty: Black Ops 6 - Open Beta Trailer
Category: Gaming Industry Videos
Date Added: 09/07/2024
Submitter: Commander FuryCall of Duty: Black Ops 6 - Open Beta Trailer
XBox - Call of Duty: Black Ops 6 - Open Beta Trailer -
Name: Now Featuring SFS Kal | urgentfury on #Twitch
Category: Urgent Fury
Date Added: 09/07/2024
Submitter: Commander FuryNow Featuring SFS Kal | urgentfury on #Twitch
Now Featuring SFS Kal | urgentfury on #Twitch -
Name: Show'n Off in BO6 Beta | urgentfury on #Twitch
Category: Urgent Fury
Date Added: 09/07/2024
Submitter: Commander FuryShow'n Off in BO6 Beta | urgentfury on #Twitch
Show'n Off in BO6 Beta | urgentfury on #Twitch -
Name: XBox - ARK Aberration Ascended + Bob's Tall Tales 2 Trailer
Category: Gaming Industry Videos
Date Added: 09/06/2024
Submitter: Commander FuryARK Aberration Ascended + Bob's Tall Tales 2 Trailer
XBox - ARK Aberration Ascended + Bob's Tall Tales 2 Trailer -
Name: PlayStation - ARK Aberration Ascended + Bob's Tall Tales 2 Trailer | PS5 Games
Category: Gaming Industry Videos
Date Added: 09/06/2024
Submitter: Commander FuryARK Aberration Ascended + Bob's Tall Tales 2 Trailer | PS5 Games
PlayStation - ARK Aberration Ascended + Bob's Tall Tales 2 Trailer | PS5 Games -
Name: PlayStation - Call of Duty: Black Ops 6 - Open Beta Trailer | PS5 & PS4 Games
Category: Gaming Industry Videos
Date Added: 09/06/2024
Submitter: Commander FuryCall of Duty: Black Ops 6 - Open Beta Trailer | PS5 & PS4 Games
PlayStation - Call of Duty: Black Ops 6 - Open Beta Trailer | PS5 & PS4 Games








Video Discussion: PlayStation - Call of Duty: Modern Warfare III & Warzone - Season 6: The Haunting | PS5 & PS4 Games
in Video and Stream Discussion
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Name: PlayStation - Call of Duty: Modern Warfare III & Warzone - Season 6: The Haunting | PS5 & PS4 Games
Category: Gaming Industry Videos
Date Added: 09/10/2024
Submitter: Commander Fury
Call of Duty: Modern Warfare III & Warzone - Season 6: The Haunting | PS5 & PS4 Games
PlayStation - Call of Duty: Modern Warfare III & Warzone - Season 6: The Haunting | PS5 & PS4 Games