Each generation of consoles is distinguished by unique games. Exclusives sell consoles, and sales of consoles attract third -party developers. No matter how we relate to the "chosenness" of some games, there is no getting away from this. And why not before the start of sales of a new generation to turn out and not look at who worked on and on what all these years. In a word, let's talk about the main internal studios of Sony and their works.
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The history of the industry is always written today. And those phenomena and events that we will talk about after a few years, it is not always possible to see the veil of current problems. Perhaps now, while you are reading this material, at the other end of the world, someone is working on a piece of software code or draws new characters that will become known tomorrow. Many talents are revealed within the framework of one studio, then go to others, but the experience remains experience, and the games created by them live. And every platform holder seeks to gather well -known people and the best studios under his own hand. Let's take a closer look at those flagships of Sony that will be the first to rush to conquer the next generation.
SCE Japan Studio
Japan, Tokyo
Ape Escape | ICO | Shadow of the Colossus | Siren | Locoroco __patapon | White Knight Chronicles | Demon’s Souls __tokyo Jungle | Gravity rush | Soul Sacrifice
Japanese unit Sony Computer Entertainment known by the line of own games about crazy monkeys Ape Escape (PlayStation/2/3/PSP), spinning, spinning and singing groovy songs of gelatin balls in Locoroco (PSP) and musical-military-strategic-rhythmic simulator of God Patapon (PSP). But more serious games for senior consoles SCE Japan Studio He develops together with colleagues in the workshop, both independent and internal studios Sony are the most famous of their number Team ICO And Project Siren.
► "Pata, Pata, Pata, Pon!»In the attack, black knights! ► Locoroco charm lies in simplicity.
As in any large company, SCE Japan Studio has its own celebrities and key persons. Fumito Weda , The founder of the Team ICO unit, from childhood loved pets and completely devoted himself to creativity. Perhaps that is why the projects created under his leadership are more reminiscent of artistic productions, and all the elements in them, from music to gameplay, work for the atmosphere. The emotional orientation became a cornerstone in the ICO, where the atmosphere of unity and care for each other of the two characters was created, and in Shadow of the Colossus, with his feeling of loneliness and overcoming, it would seem, insurmountable obstacles.
► ICO taught us not to let go of those who are dear to us … ► … and Shadow of the Colossus – to win what seems to be beyond strength.
The next should be the notorious The Last Guardian. Its development is going on (or not go – go understand) for at least six years, and there is no information about the game. In December 2011, Fumito Weda left his own studio without explanation, but by agreement with the leadership of Sony agreed to oversee the long -suffering project as a free agent. Now the news about the game and comments from Sony representatives are increasingly appearing, which inspires hope. More recently, Weda apologized to the audience for the delay and said that his creative and design part of the game was done for a long time, but when and how it will come true, he can no longer influence.
SCE Japan Studio has recently abandoned all my strength at Puppeteer And Knack, And now, when work on them is completed, The Last Guardian has a chance. Meanwhile, the president of the game unit Sony claims that work on the game continues. The studios need time for “re -assembling”, and the publisher is waiting for the right moment to “reduce” the project. These vague phrases lead the game public to the idea that if The Last Guardian sees the light, then the console is already on the new generation.
► We are still waiting for ..
Another significant person for the studio has become Kayitiro Toyama. His first serious project, even under the guidance Konami , was Silent Hill , in the work of which Toyama played the role of the director and screenwriter. Despite the success of the game, he decided to part with the team Team Silent and crossed under the wing SCE Japan Studio, where he founded his own unit Project Siren and got the opportunity to freely develop his ideas. Series Siren (PlayStation 2/3) It really turned out to be a unique and, unlike the same Silent Hill, more confusing and less Americanized. The story was presented with fragments, as if glued in a random order of a film; The player often had to follow his character through the eyes of local monsters – Sibito, and the search for weapons took no less time than attempts to slip past enemies unnoticed.
► From the time of Silent Hill, the wheelchair has changed slightly. ► If you have depression and the whole world seems gray and dull, just become Sibito. These guys see the world exclusively in fairy -tale colors.
After three stories about the occult Japanese evil, the Project Siren took up the new genre and the universe. Gravity rush (PS vita) was originally developed for the third Sony console, but later the developers found a new portable more suitable for the idea of free flights and control of gravity. Even at the initial stage of the project, Keitiro Toyama abandoned “Western realism” in the graphics, preferring her more mental villager animation.
However, Toyam had to go to the internal compromise and give the characters a more “overseas” look, yet the game was made not only for the internal Japanese market. Seeing an ambiguous, but for the most part the positive attitude of the press to the game, Toyma said that he did not mind working on a continuation. And in September this year, Tokyo Game Show 2013 announced a new project in the Gravity Rush universe.
► from bloodthirsty monsters – to a beautiful heroine. Than not a coup?
Many projects significant for the industry were born thanks to the close cooperation of Japan Studio with other developers. One of them was an unusual and in many ways a revolutionary role action Demon’s Souls. Sony’s Worldwide Studios President Suhai Yoshida later admitted that the refusal to publish a game on large continents is its main management error on the current generation of consoles. Studio From Software , with which he has a long -standing relationship, developed the project primarily for the Japanese market. Therefore, when a copy of the game was on the table with the president of Sony's Worldwide Studios Lottomart Casino, the decision to cancel the release in other regions was more than hasty. According to Yoshida, after two hours of the game, he did not advance on a yota and considered that Demon’s Souls was a complete trash. But the world is not without enthusiasts, and the publishing house Atlus , And later and Namco Bandai , presented the game to the general public.
► For the first time getting acquainted with the realities of Demon’s Souls, many could not believe that in the modern world with the player they could be treated so cruelly.
The success of the game was waiting for a tremendous, unprofitable Atlus corrected their financial situation, and the studio From Software The game opened the way to the western, and as time showed-also on a PC market. Many Demon’s Souls, for example, are an indirect interaction of players on the network and game with death, went hands. In the game reviews of the world press, the familiar name is increasingly found as a starting point. And some projects, like Zombiu, try to submit these elements in a new form.
In the meantime, fans of the series are waiting Dark Souls 2, the rights to her spiritual predecessor remain for Sony. And if the president of Sony Computer Entertainment admitted his mistake, maybe he will fix it?
► Let the air phenomenon like mercury and let it not be seen where to turn, but we went with you a dangerous path through the fog.
Another curious experience was Japan Studio cooperation with Caidie Inafune , famous designer of the popular series Mega Man , As a result of which an insanely gloomy, but impressive cooperative role action was born Soul Sacrifice. Refusing patronage Capcom , Inafune founded his own studio Comcept. Cherishing the idea to revive the famous platformer about Rocketman, called Mighty no. 9 , The designer and his company do not lose touch with SCE Japan and have already announced a new game in the dark world of Soul Sacrifice.
► Crazy concept … ► … and crazy implementation.
In addition, in 2008, Sony revived the event PlayStation C.A.M.P. , on which young developers share game concepts, and an experienced team from Japan Studio helps to realize their favorite ideas. As part of this project, they have already seen the light Tokio Jungle – an ecosystem survival simulator in post -apocalyptic Tokyo, and artistic installation Rain.
PolyPhony Digital Inc.
Japan, Tokyo
Series Gran Turismo
Like Team ICO with Project Siren, Polyphony Digital was once an internal unit SCE Japan Studio. But soon Sony had to untie the studios of the hand, expand the composition and highlight the room. Cazunori Yamauti He also dreamed of a teenager to create the most beautiful and realistic racing simulator, equally interesting and ordinary players, and those who are engaged in real motorsport. The initial idea did not come to my liking, so over the first part Gran Turismo Yamauti worked with a small team. But after the financial success of the game, the Japanese publishing house did not succeed in brushing off the crazy idea.
► Right steering … Left steering wheel … The main thing is to look where you are going!
Against the backdrop of other races, the Gran Turismo series may seem to be the height of pretentiousness, aesthetics and elitism. Royal Auto -Turning Simulator according to all the laws of logic should have British roots, and the game discs, as well as multi -page guidelines for the game, should stand on the same shelf with a British encyclopedia. Meanwhile Polyphony Digital – Japanese studio, and yet the developers managed to make GT the way it is.
Gran Turismo – surprisingly calm, restrained, verified to the smallest detail, almost melancholy game. In it, under jazz music, you can read the history of creating a car, inspect the cabin of your favorite car, run a park of more than a thousand cars, and all this with the most close to reality physics. Since 2000, the studio has been working closely with leading automobile concerns of the world, participates in the development of concepts and software, as in the case of [multifunctional screen] (JavaScript: View (1024,616, ‘http: // upload.Wikimedia.Org/Wikipedia/Commons/9c/GT-R_Multifunction_DISPLAY.jpg ’);) for nissan gt-r.
► In everything, strictness and practicality are felt, even the intra -game menu looks at Windows 8 … down.
The interaction of developers with car concerns has already grown up a cult status and reached the level when players had the opportunity to break into a real motorsport. The GT Academy regular tournament collects hundreds of thousands of players from all over the world, and as a result, the only worthy racer gets a place in the professional team of Nissan. Well, for those who do not dream of a pedestal and remain faithful to virtual entertainment, Gran Turismo is still the best simulator in the world.
Gran Turismo 6 on PlayStation 3 comes out very soon. And PolyPhony Digital does not exclude that next year the new part of the car symbol will appear on the PlayStation 4.
Guerrilla Games
Netherlands, Amsterdam
Killzone series
It is believed that the shooters should play exclusively on a PC with a mouse and a keyboard, and not on a gamepad limited in functionality. Of course, this gives the best control over what is happening on the screen. But if you are not e -sportsman, you will quickly understand that aiming from the gamepad a little worse. From purely computer entertainment, the “shooters” turned into an inter -platform genre, and the platform holders were not slow to answer the appearance of their “home” brands.
► Halgasts, like frags, there is no much.
Dutch company Guerrilla Games It formed from the merger of three studios: Digital Infinity, Lost Boys and Orange Games. The newly made team needed only one release to attract the attention of Sony Computer Entertainment. After the success of the first part Killzone Guerrilla Games has become one of the leading internal game studios Sony to this day does not lose positions. The confrontation of people and the Halgasts, as a famous conflict between England and France, threatens to turn into a centenary war. How long the series will visit the consoles, the tenth business, if only the quality does not suffer. Killzone is not devoid of shortcomings, but at the time of the release, each of its parts put a high bar for all followers. And the recognizable "totalitarian" style and Nordic design highlighted the series against the background of other projects.
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In the starting line of the new generation Killzone: Shadow Fall promises to become brighter, with greater freedom of action. Find out how useful and high -quality innovations will turn out and whether Killzone “mainstream” innovations will be damaged, you can now.
Evolution Studios
Great Britain, County Cheshire, Rankorn
Series World Rally Championship | Series Motorstorm
British studio Evolution Studios Founded in 1999. In search of financial support, the developers created a demonstration PC version of off-road races, attracting Sony's attention. Soon, work on car exclusives for the Sony console has become a practice for the studio. Starting with certified rally races World Rally Championship For PlayStation 2, developers developed the idea of automobile competitions and for the current generation created a series of diverse racing under the brand Motorstorm. Despite the pleasant graphics, the series did not turn out for the "aesthetes". Rugby on wheels, otherwise you can’t say. Motorcycles and bugges, rally cars and trucks, even the monster trains that appeared in the second part-all of them have to compete on equal terms, on the wheels in mud, on the edge of dangerous cliffs, looking for tricky cuts and pushing opponents from the highway.
► The transition from a rally simulator to Motorstorm turned out … sharp.
Motorstorm, with its dashing and outrages, sometimes very closely selected Road Rash, unless the enemy chain was not allowed to pour over the opponents. Well, to Motorstorm: Apocalypse off -road madness reached a maximum. The races moved to an abandoned city, incendiary shells flying in you, falling and bending bridges and crumbling buildings, were added to the eternal showdown on the roads. All this with each circle changed the track beyond recognition and made the competition even more unpredictable. The release of the game was even tolerated due to the 2011 earthquake off the eastern coast of Honsey Island in Japan. And after these sad events, Motorstorm: Apocalypse never appeared on the shelves in the Land of the Rising Sun.
► from car rugby to street races – another sharp turn.
For the new generation, Evolution Studios decided to change the surroundings and now create social races in the city. According to the developers themselves, it took ten years of waiting, so that all the ideas could be realized and begin to develop DriveClub. The new game of the studio was supposed to replenish the starting line of PlayStation 4. But as it often happens, they did not have time to realize everything on time, and now, having accepted the apology of the developers and the publisher, the players can wait for the beginning of the next year.
Media Molecule
Great Britain, County of Surrey, Gilford
Littlebigplanet Games series | Tearaway
Media Molecule – The studio is relatively new, but by no means "green". Created by immigrants from Lionhead Studios in January 2006, she immediately attracted attention. Mark Khili, who has been working with Peter for a long time Theme Park , Dungeon Keeper And Black & White, Even in Lionhead Studios created the original fighting Rag Doll Kung Fu. And having founded his own company, he took up a much more ambitious project: a game in which the new content would have appeared every day.
► The more people play Littlebigplanet, the more new levels appear and the more fun.
Media Molecule conceived as a small studio that would create bestsellers, but not the conveyor method. The studio to this day is holding its ideology, it has no more than fifty employees. The success recipe turned out to be quite simple: to create their own dream, but not to forget about the players, allowing them to freely create and share their work. Games with powerful editors existed before, but not on consoles. Littlebigplanet became the main family game for the PlayStation, and the main character, handsome SEKBOM , – one of the most recognizable mascots in the industry.
► But I wonder what the flat world of Terry Pratchetta would look like in the concept of the game?
Having played enough with rag dolls, Media Molecule took up paper and scissors and cut out another masterpiece, this time for the portable console PS vita. Tearaway , Like the previous project of the studio, returns us straight to carefree childhood.
It seems that Media Molecule gathered exclusively correctly matured children, all the same kind, discovered by new impressions and ready to give their good mood to the whole world!
Continuation Read the in vain part of the article.