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Does this include TLOU remastered? If so that seems pretty low seeing as how many PS3 and PS4's there are out there.

It's on PS3 and PS4 and you think 17 million seems low? are you crazy? That's about 6 million more copies than Halo CE, Halo CE anniversary and The MCC sold combined.
 
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Does this include TLOU remastered? If so that seems pretty low seeing as how many PS3 and PS4's there are out there.
Yes. Install base isn't a good way to judge sales.
 
New trailer, still no release date just "soon." The game also has a PSVR campaign that is 8 hours long. Looks like some of the footage might be from VR in this. It honestly looks incredible.

 
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Playstation Hits, $19.99. "PlayStation Hits includes over 20 games at launch with more to be added over time."

Includes:
- Uncharted 4
- Ratchet & Clank
- Metal Gear Solid 5
- Bloodbourne
- TLoU: Remastered
- Yakuza 0
- Battlefield 4
- Little Big Planet 3
- Batman: Arkham Knight
- AC: Black Flag

Launches June 18 in Europe, June 26 in US.

https://www.videogamer.com/news/playstation-hits-range-announced-for-ps4
 
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PS Now will offer downloads later this year, similar to what Game Pass does. It'll only include PS4 games.
 
Many of those games are $14.88 at my nearest Walmart and have been for well over a year on some of them like Batman and LBP3. I wish they'd drop the red case idea and rework the artwork only.
 
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My ps4 is fire hot in my media center so I had to move it out. Xbox one x has spoiled me, it stays in a sealed cabinet and is on most of the day and never gets more than warm. I had the pro on for 30 Minutes and the outside of the cabinet was hot to the touch. No loud fans on my pro though. Just got really hot.

Do they have a fire breathing Dragon in there?
 
My ps4 is fire hot in my media center so I had to move it out. Xbox one x has spoiled me, it stays in a sealed cabinet and is on most of the day and never gets more than warm. I had the pro on for 30 Minutes and the outside of the cabinet was hot to the touch. No loud fans on my pro though. Just got really hot.

Do they have a fire breathing Dragon in there?
Fire fire fire....
 
July PS+ games

Heavy Rain
Absolver
Rayman 3 HD, PS3
Deception IV: The Nightmare Princess, PS3
Space Overlords, PS Vita
Zero Escape: Zero Time Dilemma, PS Vita
 
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Does this include TLOU remastered? If so that seems pretty low seeing as how many PS3 and PS4's there are out there.

But people only bought PS3 and PS4 for the blu ray player. Or was that the PS2 for the DVD player? I can't keep up with people's lame ass excuses anymore. Go play your PC bruh and leave the console greatness to the greats.
 
But people only bought PS3 and PS4 for the blu ray player. Or was that the PS2 for the DVD player? I can't keep up with people's lame ass excuses anymore. Go play your PC bruh and leave the console greatness to the greats.

mental-institution-word-cloud.jpg
 
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The previews are awesome for this. I know Farpoint with the AIM controller felt like VR 1.5 compared to games that use a controller. Sticking the gun around a corner to blind fire is crazy immersive. Sling the gun over your shoulder to switch weapons. Put the gun right up to your face and you can see dust, nicks, and wear and tear on the gun. It's unbelievable. I have no doubt this will be even more immersive, just sucks that videos don't do VR any justice. It ends up looking wonky on a vid.



https://uploadvr.com/preview-firewall-zero-hour-tactical-vr-shooter-waiting/
During my most recent pre-release play session of Firewall: Zero Hour on PSVR, I had a revelation. I was playing the game in a low-light demo area for a pre-E3 Sony demo event in Santa Monica, but inside the headset I was in some sort of shipping warehouse full of cargo containers. I knew there were enemies about 30 yards ahead of me on the other side of the container I was hiding behind, so I reached around the corner with my arms holding the PS Aim controller and blind-fired at them.
While doing so, I physically turned my neck to check behind me to make sure I wasn’t getting flanked and spotted an enemy approaching from the side. Out of ammo in my rifle, I quickly switched to my pistol and spun around, in the real world, to quickly unload five or six shots into his chest, downing him as quickly as I spotted him.
Basically none of that interaction that I described just now could have happened in a non-VR game at all. The sense of presence afforded in a realistic shooter you play on a team with other people while holding a rifle peripheral is absolutely fantastic.

Ever since I played Farpoint I thought about something like Rainbow Six in VR. The future is almost here. Then Ace Combat VR is right around the corner too.
 
Excerpt from a talk with Cerny and Layden. Interesting stuff about trying to bring Western games to Japan, Crash Bandicoot, and their early relationships with ND, Sucker Punch, Insomniac, and Guerilla.


Cerny: Your challenge, if I understand it, was to sell to western games in Japan. What could go wrong?

Layden: [laughs] Those of who are old enough, or who read history, there’s a platform called the PlayStation. At that time Japanese developers were just crushing it. Games like Tekken and Ridge Racer and of course Final Fantasy VII. I had the job, in Tokyo, of taking western games and bringing them to the Japanese market. Trying to say, “Forget Tekken! You want Mortal Kombat! Forget Ridge Racer! You want Destruction Derby!” It was a hard slog.

I say this with no offense to my European and American counterparts who made those games and made a fortune in their own countries, but bringing them to Japan was impossible. Western games just could not catch on. Probably the biggest-selling western game I was able to work on in Japan was Formula One. Japan has a huge Formula One fan base. But even that was only about 500,000 units.

Cerny: What everybody said was that no western title could sell more than 200,000 units in Japan.

Layden: Most of my western titles couldn’t sell 30,000 units in Japan. So yes, you’re right. Except the most successful western title on the PlayStation—it came through our shop. It was immediately taken away from my international software group and pulled into the standard Japanese production group. This one little title called Crash Bandicoot. We wanted to do that on my team, but this guy named Shu Yoshida snatched it off our desk and took it into the standard domestic production house.

The localization job was incredible. Naughty Dog were fantastic developers. Of course my colleague here Mark Cerny was deeply involved in the original Crash. That’s where we met. You came to Japan to pick up an award.

Cerny: Right! And we met Hideo Kojima at that awards ceremony.

Layden: All these roads come back to Crash. But like I say, we’re not old. We’re vintage. Put that in all your stories.

Cerny: That was a great time in the ‘90s. All of these teams and people that are household names today were just getting in the business. Andy and Jason at Naughty Dog, I think you met them when they were seven people. I met them when they were just two people.

Layden: Back when games only cost a million dollars to make.

Cerny: Well, we were making incredibly expensive games for under $2 million. Or your first meeting with Sucker Punch, when they had their little cabin in the woods.

Layden: Yeah, those crazy Microsoft refugees who created Sucker Punch. They were out in the woods. You had to drive down past the old mill and turn down a road with no name.

Cerny: Microsoft wasn’t in the games business at the time. It was Microsoft Office that they’d worked on. They decided to escape and found a little game developer.

Layden: They had this game about a thieving raccoon, which we jumped on, and it became part of that.

Cerny: Or Insomniac, when it was just Ted Price and the Hastings brothers.

Layden: Spyro, that’s when you worked with them, right? When you discovered them.

Cerny: Yes, and Disruptor, the shooter.

Layden: And now they’re working on Spider-Man. You may have heard of that. Or you’ll be hearing about it.

Cerny: Guerrilla, when you started working with them, were they already Guerrilla? Were they Lost Boys? They were working on a title called Kent or–

Layden: They were working on a title called Kim. Very charismatic, the Guerrilla people. I say that because one of them is here. It was a great challenge, to see their potential. They had a fantastic first-person shooter called Kim. We couldn’t get that trademark, so it became Killzone.

https://venturebeat.com/2018/07/01/...icarus-moment-to-managing-3000-devs/view-all/
 
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http://sms.playstation.com/careers/278/concept-artist-character-contract/


Sony Santa Monica be lookin for Senior Cocept Artist....


Santa Monica Studio is looking for an experienced Senior Character Concept artist to help develop genre defining visuals delivered only on PlayStation. Come help us design a rich cast of characters and creatures steeped in story, mythology, mixed with strong historical detail and influences.


PRINCIPLE DUTIES

  • Work with the Art Directors and Leads to create high quality characters, gods, creatures, and props.
  • Must be able to create character designs that are both visually strong while also supporting the gameplay and narrative needs.
  • Possess the knowledge of design process through the creation of thumbnail, sketches, painting, model sheets, and production paintings.
  • Is able to participate in meetings, brainstorming ideas, pitching concepts, and responding to feedback.
  • Is comfortable receiving critiques and working under tight deadlines.
 


Guerrilla is expanding from 250 employees to 400

Growth should also make it possible to release A-list games more often. "We have worked at Horizon for 6.5 years, which is exceptional: we want to release games in the two or three years, both new titles and games based on existing titles."
 
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On that same subject (Sony studios), I also heard that Bend is hiring for a second project, presumably just getting underway.
 


Guerrilla is expanding from 250 employees to 400


Guerrilla is secretly the most underrated developer out there. Given adequate time they released Killzone 2 and Horizon. When rushed they gave us Killzone 3 and Shadowfall. Awesome news. Hopefully they're working on two games and one of them is a new IP.
 
This is coming out July 31st. It's also out on PSVR, but it's not a VR-specific game.

I might pick it up. I got tired of "walking sims" (that's probably unfair, but close enough) a couple years ago, but this looks a little different. It deals with depression and seems to be pretty creative. Besides, I've got nothing else to play.





"Anamorphine is about a cellist named Elena, who suffers a debilitating accident that leaves her unable to play, and her husband Tyler, who "revisits a succession of milestones that define his relationship with his wife" as he grapples with his inability to help her cope with the depression that overtakes her. The story is told without dialog or an "action button," relying instead on "pure environmental storytelling" through exploration, the discovery of secrets, and the evolution of their relationship and perceptions."
 
Just got a white ps4 pro with god of war and Detroit.
Let me know after a week if it is super quiet. I might trade my Pro in if it doesn't get quieter after i try to dust it out. Some are saying newer ones are quiet.
 
This is coming out July 31st. It's also out on PSVR, but it's not a VR-specific game.

I might pick it up. [...]

Just a follow up on Anamorphine. A couple of reviews have come out, and they're 6 and 6.5. Both of them say the story and visual presentation is worthwhile, but there are serious technical problems, ranging from 3 to 10 second hitches whenever stepping into a new area, low framerate and stuttering, extremely long load screens separating levels (some lasting for minutes), and "always some sort of technical issue slowing everything down to a screeching halt."

So, I'll pass. It's a simple game, basically a walking sim that uses only the thumbsticks. It shouldn't have these sorts of problems.

http://www.gamerevolution.com/revie...aumatic-tale-told-through-a-technical-tragedy
 
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