Schlagwort: #25yearsofplay

  • The Polygonal Evolution of 5 Iconic PlayStation Characters

    The Polygonal Evolution of 5 Iconic PlayStation Characters

    Reading Time: 5 minutes

    Aging gracefully isn’t an option for everyone, but talented game developers have the power to guide the evolution of their iconic characters. Heroes who first appeared on previous PlayStation console generations are now packed with far more detail on PlayStation 4. With PS4 now in its seventh year, and the recent 25th Anniversary of PlayStation overall, we invited creative developers to showcase how far their characters have come. Discover how many polygons beloved characters boast on PS4 compared to their humble PlayStation origins.

    Kazuya Mishima, Tekken Series

    Facial Polygon Count Comparison

    PlayStation: ~100 (estimated)
    PlayStation 4: 2,800 for the head (6,000 including hair and inside mouth)

    “You can see a stark difference between the model for Kazuya in Tekken 1 and that of Tekken 7,” says Michael Murray, producer of Tekken at Bandai Namco “As a character, Kazuya Mishima doesn’t really speak a lot in the game, and much of the character is portrayed in his eyes and facial expression. Not only that, but the added detail in the Tekken 7 model lets us more accurately portray the character by giving a sense of age, and also the scars on his face that help tell the story of the character.”

    Kratos, God of War

    Facial Polygon Count Comparison

    PlayStation 2: 1,200
    PlayStation 3: 5,700
    PlayStation 4: 32,000

    “The Kratos model for the new God of War was created from scratch with the intent of pushing the technology of what we have done before at Santa Monica Studio,” says Rafael Grassetti, art director at Santa Monica Studios. “The geometry was made with a higher density from most of the games because we were going to explore things like muscle deformation systems underneath the skin and we needed enough geometry to drive that information.

    “Kratos from God of War 2 (PS2) had 5,700 polygons for his entire body, 1,200 of those for the face and used five textures. Kratos from God of War 3 (PS3) had 64,000 polygons for his entire body, 5,700 for the face, which was already a big improvement. But compared to what we can do with the PS4 system, it is still not enough for what we wanted to accomplish. The Kratos for God of War (PS4) has 80,000 polygons in total, with 32,000 for the face – 30x what we had for the PS2 models.

    “That allowed us to create systems that could deform that geometry and achieve a level of detail for the muscles that we couldn’t do before. On top of that, we used a combination of layers of normal maps for smaller wrinkles and pores that we weren’t able to use in past generations because of the limitation of textures. Kratos (PS4) uses over 140 textures.”

    Rathalos, Monster Hunter Series

    Facial Polygon Count Comparison

    PlayStation 2: 1,390
    PlayStation 4: 11,274

    Palico, Monster Hunter Series

    Facial Polygon Count Comparison

    PlayStation 2: 144
    PlayStation 4: 11,274

    “From the very first Monster Hunter on PS2, our goal was to show if something is hard or solid, how do we convey that quality in the game and if something’s alive, how can we make it feel as alive as possible,” says Kaname Fujioka, MHW: Iceborne executive director and art director at Capcom. “At that time, it was difficult to dynamically process fine textures and details, complex light reflections, and colors of light had to be baked into the texture.

    “However, in recent years, lighting technology has improved significantly due to advancements in hardware specifications and CG technology. So the glossy look of skin surfaces and monster hides, the soft texture of fur, and the light of the eyeball can all be processed in real time, which is very important for more realistic facial expressions. In addition, I think that the finer detail such as minor changes in facial expressions can also be shown thanks to this technology.”

    Sir Daniel Fortesque, MediEvil

    Facial Polygon Count Comparison

    PlayStation: 60
    PlayStation 4: 1,734

    “Thanks to a much increased poly count, (60 vs 1,734) and far more joint support, we were able to create a wide variety of emotions to flesh out our interpretation of who Dan was and how he should act in his unique resurrected situation,” said Justin Rosenthal-Kambric, animator at Other Ocean Interactive. “I was particularly excited to set up the ability to squash/stretch Dan’s skull which helped in exaggerating some of his more emotional actions, most notably when he tears off his arm or when he munches on that chicken drumstick.”

    Has reflecting on the polygonal progression of these iconic PlayStation characters inspired you to think about how your favorite hero (or villain!) has aesthetically evolved? Share in the comments below.

    Website: LINK

  • 10 Worldwide Studios Creators Name Their Favorite PlayStation Game of All Time

    10 Worldwide Studios Creators Name Their Favorite PlayStation Game of All Time

    Reading Time: 10 minutes

    As we wind down our week of #25YearsOfPlay celebrations, we wanted to leave you with a special treat. We reached out to a few of the biggest names across SIE’s Worldwide Studios to ask a simple question: “What’s your favorite PlayStation game of all time?”

    Read on to get a peek inside the mind of creators from Santa Monica Studio, Sucker Punch, Guerrilla Games, and more — even the new head of WWS, Hermen Hulst, spared a moment to share his pick!

    Now that we’ve gotten answers from these 10 creators, it’s your turn: after you’ve read through these selections, hit the comments and tell us: What’s your favorite PlayStation game of all time?

    Castlevania: Symphony of the Night
    Cory Barlog
    Creative Director, Santa Monica Studio
    No single game that appeared on PlayStation hardware over the years has more solidly formed the foundation of how I make games more than Koji Igarashi’s seminal platforming action/adventure RPG mashup – Castlevania: Symphony of the Night.

    The tone, world building, mechanics, pacing and level design are absolutely masterful. This game is so timeless that I find myself replaying this game almost yearly and it is STILL compelling!

    Honorable Mentions
    The Last of Us
    Metal Gear Solid

    Shadow of the Colossus
    Jason Connell
    Creative Director, Sucker Punch
    Shadow of the Colossus is such a classic. It became an instant favorite the moment I played it. The color, light, atmosphere, and music contribute to a mysterious and eerie mood that’s so somber, yet so beautiful. The mechanics were fresh at the time and are still timeless, and I especially love the way you guide the light with your sword in order to explore. So awesome.

    The game goes to great lengths to deliver a cinematic experience that has always stuck with me. The horse-riding animations and the sheer scale of the Colossi all felt so unique and ahead of their time.

    To me, Shadow of the Colossus is a masterwork that has provided creative fuel for me throughout my entire career as a game maker.

    Honorable Mentions
    Bloodborne
    Final Fantasy 7

    Metal Gear Solid
    Nicolas Doucet
    Creative Director & Producer, Japan Studio (Team Asobi)
    With Metal Gear Solid, it felt like games suddenly took a massive leap forward. Halfway between realism and pure fantasy, it’s a game that totally sucked me in with its stealth action.

    MGS’s gameplay was innovative at the time and I loved the many ways it surprised players. It also carried a deeper message that keeps us talking about it years on. MGS V may be the best of the series, but this one is the most iconic.

    Honorable Mentions
    Ridge Racer
    Resident Evil

    God of War (2018)
    Hermen Hulst
    Head of Worldwide Studios, Sony Interactive Entertainment
    So tough this, like having to pick a favorite child. Alright, I’m going to go with God of War. What a beautifully woven story that was — so immersive with the continuous camera, focusing on Kratos’ relationship with his young son Atreus. As the father of a 14 year old when it came out, this story was incredibly recognizable. Atreus finally throwing it all back at Kratos in the latter’s dream sequence – ‘I just wish he was better.’ Creative director Barlog had me there.

    Reboots can be risky, but Santa Monica Studio succeeded even in making Kratos a likeable character.

    I loved God of War’s Norse mythology-inspired world so much, I made a trip to Jotumheim recently.

    Honorable Mentions
    Uncharted 2


    Metal Gear Solid 3: Snake Eater
    Bryan Intihar
    Creative Director, Insomniac Games
    I went back and forth between choosing MGS1 or MGS3, but at the end of the day I had to choose the latter. I absolutely loved the decision to take the series back in time to the 1960s and its shift to a more natural setting, as well as a greater emphasis on surviving the wild. Oh, and that showdown with the ripely-aged sniper The End—I don’t think I’ve ever been more stressed out during a boss fight!

    But it’s the larger-than-life characters that has always kept me coming back to this historic franchise, and Snake Eater has some of the absolute best. From the mad Russian Colonel Volgin to the brash (and now much younger) Ocelot, their unique backstories and motivations were only matched by their memorable performances. Yet, whenever I look back at Snake Eater, it’s The Boss who I will never forget. Snake’s mentor is the very definition of being the “hero of her own story.” And if learning why she was doing all of this wasn’t gut-wrenching enough, having to actually pull the trigger to end her life (or the cinematic wouldn’t end) did the trick. For me, that was an all-time gaming moment.

    Honorable Mentions
    Uncharted 2: Among Thieves
    God of War (2018)

    Resident Evil series
    (Resident Evil 2 if I have to choose!)
    Siobhan Reddy
    Studio Director, Media Molecule
    I grew up in the era of “strange things happening” stories – the Bermuda triangle and UFOs were big features. I loved choose your own adventure stories, ghost stories, mysteries, and scary fairy tales. These things all terrified me but I loved them. It’s possibly no surprise then that I love horror and the idea that the unexpected can happen and totally change everything around us.

    In real life, Resident Evil would be really scary. In a video game, it allowed us to suspend belief and just be in that world and help save it. I loved that I felt like I was in some kind of crazy X-Files episode but I was badass with my zombie killing and then when I was able to be nifty with my crafting potions. It changed my perspective of what games could do, and I could see before me that they would join films, theatre and literature as mediums to express a wide range of experiences, emotions and motivations.

    This series is the reason I make video games, and it has inspired so many other creators. I have loved seeing the horror genre develop in Dreams. Long may the enjoyment of exploring “strange things happening” continue!

    Honorable Mentions
    Oddworld: Abe’s Oddyssey
    Dark Souls 3

    Dominic Robilliard
    Creative Director, Pixelopus
    Ico is such a memorable game for me, not just because of how beautiful the world, audio and narrative are but because it was the first time an actual gameplay mechanic had affected me emotionally. This story about a young boy trying to save someone is underwritten by a compelling and innovative gameplay ability – holding someone by the hand to guide them and solve puzzles together. The resonance of this game is pinned together by it and makes it so coherent in a truly player-driven way.

    The experience of playing the game has stuck with me as a ‘feeling’ ever since I finished it for the first time. All of Team Ico’s games have a similarly powerful and memorable emotional quality to their gameplay and worlds, (all of which I love!) but Ico remains my favorite. It absolutely blew me away when I first played it, and expanded my horizons for what games can achieve as a medium.

    Honorable Mentions
    Uncharted 2: Among Thieves


    The Last of Us Remastered
    Game Director, Bend Studio
    A case of gameplay and narrative working together in perfect harmony.

    Naughty Dog’s brave design shattered conventional power fantasies by building mechanics around each character’s physical and developmental limitations, which led to highly immersive and relatable encounters. In the final fight through the hospital corridors, as I cut through waves of Firefly soldiers, my mind raced with grief about Ellie’s fate to the point I engaged in rapid-fire emotional bargaining trying to rationalize an outcome I could live with if she were to die.

    In Left Behind, I played as Ellie on a fateful night with her best friend in an abandoned mall and peeled back layers of their relationship through creative gameplay like taking pictures in a photo booth, trying on Halloween masks, and a playful water gun battle. I felt first-hand what it’s like for someone born into a bleak and dangerous world to yearn for universal human desires like freedom, idealism, and love.

    I’ve never inhabited any character’s mind and feelings so fully in another game, but Naughty Dog accomplished this feat twice in one package, and that’s why The Last of Us is my favorite PlayStation game of all time.

    Honorable Mentions
    Red Dead Redemption
    Syphon Filter 2

    Angie Smets
    Studio Director & Executive Producer, Guerrilla
    A game that moved me tremendously, and has always stuck with me is Journey. It is visually stunning with impeccable sound design, and takes you to a unique and mysterious world while creating emotional connections to its characters and events. It beautifully combines subtle game design and storytelling into a deeply meaningful experience.

    A profound classic.

    Honorable Mentions
    Shadow of the Colossus
    The Last of Us

    Demon’s Souls
    Stuart Whyte
    Director of VR Product Development, SIE London Studio
    Demon’s Souls, at least in the UK, was a sleeper hit for the longest time. I remember getting my hands on a US copy and loading it up with very little awareness of the challenges ahead… From the opening section through to the end game Demon’s Souls was a breath of fresh air – an original action RPG with no safety net – no hidden walls to stop you falling off cliffs, no restrictions on being able to accidentally murder a key NPC with a slip of a controller press, and no ability to even pause the game!

    Each combat encounter was a battle of wits, every trap avoided was a near miss – the experience was stressful but highly unique. The multiplayer was truly pioneering – completely integrated into the single-player experience, black phantom invading and that boss fight, the Old Monk, where you had to battle another player to progress – so original even now.

    This was the spiritual prequel to games like Dark Souls and Bloodborne. It was, and still is, a masterpiece.

    Honorable Mentions
    Final Fantasy VII
    The Last of Us

    What a lineup! Our thanks to everyone who participated in this story, and to you for reading it.

    Finally, thank you for your support over the past quarter-century. In the same way that a console is only as good as the games you can play on it, PlayStation would be nothing without its fans. Happy 25th, everyone.

    Website: LINK

  • Share of the Week: 25th Anniversary

    Share of the Week: 25th Anniversary

    Reading Time: 3 minutes

    This week PlayStation celebrates 25 incredible years! We asked you to pull out your memories from over the years and share your favorite consoles, games, and show off your collections. We were blown away by the response, and are highlighting just a handful of the amazing submissions:


    gamers_strike displays an impressive gaming setup, complete with a homemade TV frame to resemble the PSP.


    frollein.herzlich shows off her love of the original PlayStation.


    AmericanPrinceX shows off his impressive collection of consoles and handhelds.


    Homer2k shows off his impressive collection, but the real treat is clicking through to hear the relationships he’s forged through PlayStation (including proposing to his fiance at PSX and their upcoming PlayStation-themed wedding!).


    museo_gamer shows off their set up and many collectables.


    Vicky890_ has a flair for limited editions and DS4s.

    This is just a taste of the love we saw submitted. Make sure to peek at the #25YearsOfPlay tag on Twitter and Instagram to see more incredible memories celebrating this week’s theme. Want to be featured in next week’s Share of the Week?

    Theme: Snowing
    Share by: 9am Pacific on Wednesday, December 11

    Next week, it’s time to bundle up for the winter. Share snowy scenes from the game of your choice using #PS4share and #PSBlog for a chance to be featured.

    Website: LINK

  • How Takafumi Fujisawa Created the Original PlayStation’s Startup Sound

    How Takafumi Fujisawa Created the Original PlayStation’s Startup Sound

    Reading Time: 6 minutes

    Hey! My name’s Jeff Cork, and I’m a senior editor at Game Informer. It’s a great gig; I get to travel around and talk about the hobby I’ve enjoyed since I was a kid. The games are clearly the flashiest part of the job, but I’ve found the most rewarding aspect is talking with the talented men and women behind those games. That’s why this month’s cover story is easily one of the most satisfying that I’ve worked on across my entire career.

    As you probably know, today marks the 25th anniversary of the PlayStation’s launch in Japan. That’s a big milestone. We thought we’d blow it out with what seemed at first like an impossible task: Boil down the past 25+ years of PlayStation history into a single magazine feature. Over the past few months, I’ve interviewed more than a dozen people who were instrumental in making PlayStation what it is today – people like Ken Kutaragi, Jim Ryan, Masayasu Ito, Shuhei Yoshida, Mark Cerny, Kazunori Yamauchi, Evan Wells, Ted Price, Angie Smets, Andy House, and many, many others. It’s been a tremendous amount of work (I think I’m good on transcription, at least for a while) but it’s also been an absolute pleasure.

    Over the course of 24 pages, SIE employees past and present share their stories about PlayStation. We cover the pre-PlayStation days, when Nintendo and Sony were collaborating on a CD-ROM attachment for the SNES, up to our current era and beyond. There were mistakes made along the way that the company learned from, and people struggled for a variety of reasons. But it’s also hard to look at the trajectory from the original PlayStation to PS4 and not see the amazing successes on that journey.

    I wanted to take this opportunity to share my entire interview with sound designer Takafumi Fujisawa. Think of this as the director’s cut of a conversation with one of PlayStation’s unsung heroes. While Fujisawa’s name might not be immediately familiar, you’re undoubtedly acquainted with his work. You know the sound that played when people fired up the PlayStation 1 console 25 years ago? Yep. That was his work. If you want to read the rest of our cover story, head over to gameinformer.com. We’ve posted the feature in its entirety, so set some time aside and enjoy. Thanks!

    How were you first approached to design the PlayStation’s startup sound?

    Takafumi Fujisawa: I was a part of the PlayStation project even before the team was official, and as the hardware development progressed and the prototype was built in the spring of 1994, I created the startup sound. I received the logo animation (in Japanese we call it motion logo) and added my sound design on it.

    What were the parameters that you were given? Were you limited to a specific amount of time?

    Fujisawa: There weren’t much time restrictions on the design itself, but being also a part of the sound chip, firmware, development tool team I was aware of the polyphony and ADPCM requirements already, so I tried to make the best out of them. The concept was set to maintain the core image of PlayStation no matter what type of TV speaker it is played on, as there could be countless kinds of TV around the world. The only limitation I experienced was the size of the ROM, so I kept the size as minimal as possible.

    Did anyone from Sony give you ideas for what they wanted? Like, did Ken Kutaragi come over to you and hum a few bars?

    Fujisawa: No, though I wish he did (laughs). I only got a general brief but the first demo almost already got approved. I had an alternative version with a voice whispering “PlayStation” layered on top of it which I sampled myself, but with the impression being that the game console speaks to you we decided to go with the orthodox (simple) option in the end.

    PlayStation Startup ScreenPlayStation Startup Screen

    The opening tones remind me of Strauss’ “Thus Spoke Zarathustra.” Am I just imagining things, or was that an inspiration?

    Fujisawa: I’m so impressed by your amazing taste. I’m very happy if you got that impression. I started off with an orchestra like sound and added an ethnic style tone as the sound progresses. I structured the sound so that the listener starts off stable and then feels a little bit off, so that the sound will create a strong impression by starting with an equal temperament and taking it to an original, pure intonation harmony.

    The startup sound almost seems as though it shifts through several phases that tells a story. You have the opening tones, then it has the bells, then the swooshing sound, then an almost ethereal finale. Were you trying to tell a musical story? If so, what was that story, in your mind?

    Fujisawa: I expressed the excitement to the game that begins after this sound by starting the music quietly in order not to scare the user when they turn the power on and follow it with the sound quality that sounds original and also welcoming.

    My aim is to lead the sense of security when the console is turned on to the excitement after with the C major dominant motion showing the intention for continuing to be on the mainstream, the rich strings kick in and the last part features twinkling tones and setting the perfect 4th chords.

    The function of this sound is to tell the user that the hardware is running like it is supposed to, and that the disc has successfully been read.

    To add, the swooshing reverse sound is designed so that it can go into loop if the disc couldn’t be read, and we can understand if something went wrong.

    Did the sound come to you fairly quickly, or was it something that took a significant number of iterations?

    Fujisawa: I thought of the structure, selected the tones, and gathered the instruments in two weeks, and the studio work was done essentially in two days. I kept thinking from the start that I wanted the sound image to be something exciting, like that feeling when you walk into a cinema. I really wanted to communicate and reinforce that something fun is going to happen.

    Did you also work on the startup sound for PlayStation 2 or 3? If you did, do you happen to have any stories about them that you can share?

    Fujisawa: When we went into PlayStation 2 the Sound Team had grown to a significant size, so I decided to create a concept and we had a team contest.

    PlayStation Startup ScreenPlayStation Startup Screen

    I finalized the final two options, and made sure that the perfect 4th chords were emphasized as the key feature of the series. Kutaragi-san briefed us with the concept that was beyond our image, like a monolith floating in space with the earth in the background. I used the perfect 4th chords with stable harmony to express simple strength and the image of landing somewhere from space.

    PlayStation Startup ScreenPlayStation Startup Screen

    I was focusing on my duties as the development manager by PlayStation 3 so the sound was created by my junior staff, but I think that the concept is great that the sound features the orchestra tuning up to express that something is starting.

    Sound Design has a never-ending charm of exploring the meaning of homage, superiority and context. In that sense my experience with the startup sound has been extremely valuable and exciting.

    Website: LINK

  • Celebrate PlayStation’s Anniversary With 8 New Custom-Made Wallpapers

    Celebrate PlayStation’s Anniversary With 8 New Custom-Made Wallpapers

    Reading Time: 3 minutes

    We hope you’ve been enjoying our celebrations this week! We’re keeping things rolling today with a selection of wallpapers hand-crafted by our pal Cory Schmitz, fitted for your desktop or mobile device.

    These designs focus on the initial version of each major PlayStation console release, from the original PlayStation all the way through PS4, and including our handheld systems PSP and PS Vita. Look closely and you might notice that each color variant has a different console layout — spice things up with a different layout for each of your displays!

    Take a peek at the wallpapers below, click on each one to download full-resolution versions, then save ’em to your device and show your PlayStation pride.

    Stay tuned to PlayStation.Blog, as well as our , , and — we’ll have more 25th anniversary celebrations going live over the next few days.

    Website: LINK

  • MediaMolecule Dreams Up a Special #25YearsOfPlay Celebration

    MediaMolecule Dreams Up a Special #25YearsOfPlay Celebration

    Reading Time: < 1 minute

    Can you believe it’s been 25 years since the very first PlayStation hit store shelves, first in Japan and less than a year later in the rest of the world? Neither can we!

    The original PlayStation played host to some of our absolute favorite adventures, characters and stories, such as (deep breath, everyone!) Spyro the Dragon, Crash Bandicoot, Final Fantasy VII (and VIII and IX), Tomb Raider, Oddworld, Parappa the Rapper, Silent Hill, Resident Evil, Gran Turismo, MediEvil, Metal Gear Solid and Time Crisis – and that’s only a handful!

    Plenty of those games have stood the test of time and are still around today, with some of them receiving sequels this generation, or being remade from the ground up!
    To celebrate that incredible moment in gaming history, we decided to throw the original PlayStation its very own birthday bash in the Dreamiverse, and we gave some of our own characters a 90s-era polygonal makeover while we were at it! You can check out what we came up with by watching the video below, but before that – HAPPY BIRTHDAY, PLAYSTATION!

    is currently available at PlayStation Store.

    Happy Birthday, PlayStation! Here’s to another 25 years from all of us at Media Molecule!

    Website: LINK

  • Celebrating 25 Years of Play

    Celebrating 25 Years of Play

    Reading Time: 2 minutes

    On December 3, 1994 – 25 years ago this week – the first PlayStation made its global debut in Japan. Starting from a humble beginning as an upstart within Sony, Ken Kutaragi and team delivered on a vision to elevate video games as a form of entertainment that everyone could enjoy, and to make a platform for game developers to express their creativity. The original PlayStation sold 100,000 units in Japan on its first day and went on to become the first-ever home console to surpass 100 million units sold globally.

    We struck a chord with the gaming community because PlayStation offered experiences beyond what anyone could ever imagine was possible with a home console. From the very start, we opened our arms to developers, providing them with the tools and technology to create beautiful, expansive worlds, and to experiment with new ideas. That approach led to the diversity of games PlayStation is known for, a true hallmark for our brand across multiple generations of hardware platforms.

    Over the past 25 years, PlayStation has stood at the forefront as gaming, and I’m honored to have been a part of the team since the early days. As I was helping set up the business in Europe, I remember having to start from scratch with many things, from hiring employees to ordering furniture. Back then, we focused on catering to local markets to ensure that a gamer in Poland would feel a part of the broader PlayStation community just as much as someone in the UK, or Japan, or the U.S. Supported by passionate fans all around the world, our business has grown significantly and our focus on community is more important than ever.

    It’s truly humbling to see fans who grew up on PlayStation passing down their love of gaming to their children, who are now playing on PS4.

    On behalf of all of us at PlayStation – thank you for taking this journey with us. We can’t wait to celebrate what comes next with you!

    Website: LINK