PS4 gallery: The screens, videos and hardware

Let the visuals do the talking – our round up of some of the most impressive PlayStation 4 games on show

Sony revealed a number of new games in video form at its New York PlayStation 4 event last night, demonstrating the possible visual capabilities of its next home console.

New IP from Evolution Studios and Sony Japan sat next to old favourites from Guerrilla Games and Sucker Punch, with demonstrations of in-development projects from Capcom and Media Molecule.

Here’s our pick of the most impressive screens and videos from the event, as well as a closer look at the PlayStation DualShock 4 and the new PS4 Eye.

Drive Club: New IP from MotorStorm developer Evolution Studios

Deep Down: Working title for new action IP from Capcom

Media Molecule’s Alex Evans demos a new tech demo built around the Move controller

Fresh open-world footage of Ubisoft Montreal/Reflections’ Watch Dogs

Infamous: Second Son from Sucker Punch

 

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Sony: PS4 will play used games

But Yoshida won’t promise a 2013 release for Europe

Sony Worldwide Studios president Shuhei Yoshida has confirmed that the PlayStation 4 will play pre-owned games, despite earlier reports.

“That’s the general expectation by consumers,” he explained, before confirming the capability to Eurogamer.

“They purchase physical form, they want to use it everywhere, right? So that’s my expectation.”

Eurogamer later heard from a separate Sony source that the patent that started rumours of second-hand games being blocked didn’t in fact relate to PS4.

Yoshida was less transparent on the European release date however. While the date is set for Christmas for the US and Japan, Europe has traditionally seen a later release for consoles.

“Europe is an enormously important market,” he said.

“That’s no question. So I hope European consumers can play PS4 as soon as it’s available somewhere, but I’m not making promises.”

PlayStation 3 launched in Europe a full four months after the US and Japan, and fans will be keen to hear reassurance the same delays won’t happen again.

“For one thing the system has to be complete and we have to understand the manufacturing pace of it. Then we have to kind of look at the demand predictions and we have to decide whether we can go global or like [the rumour]. So it takes more time for us to know that.”

[Via Games Industry]

 

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Sony “wise” to announce PS4 prior to E3

“We’ve squeezed nearly every bit of innovation out of the current platforms. Sony’s timing was perfect”

Tonight, Sony took the wraps off of its next-generation console, the PlayStation 4. Normally, a hardware announcement would happen during the annual E3 conference, but Sony took the initiative to run its own event months before E3 2013. EEDAR vice president Jesse Divnich believes that Sony chose the right path with its early reveal.

“It was wise of Sony to announce the hardware and key features early in the year. By announcing early and at an isolated event, it allows Sony to capture 100% of the attention of gamers, technology enthusiasts, and industry insiders; whereas historical hardware announcements would occur at E3, which often created a mind-share battle between others announcing new technology. Sony’s announcement now gives publishers plenty of time to prepare for E3 and it shifts the focus of the show to the software, which ultimately is what gamers look forward to the most,” said Divinich.

Sony’s announcement tonight also put it ahead of its competitor Microsoft, who is expected to show off its next console at E3 2013. Recent rumors have Microsoft pushing the reveal of the next Xbox, code-named Durango, up to March or April to lessen the momentum tonight’s reveal may have given Sony.

“There are pros and cons to both announcing early and potentially being the first market, but what it comes down to is the current sentiment in the market. If the market is vibrant, thriving, and innovation is still occurring, you generally want to abstain from being first to market with a new technology. In our current climate, console sales have stagnated. We’ve squeezed nearly every bit of innovation out of the current platforms and consumer interest in high-definition gaming is waning. Sony’s timing was perfect,” added Divnich.

Of course the earlier announcement doesn’t mean Sony’s console will be the first to hit store shelves. Microsoft has experience with shrinking the announcement to launch window with the Xbox 360: the console was revealed in May of 2005 and launched in North America and Japan in November of 2005. Sony’s PlayStation 4 is confirmed for holiday 2013, but that release window gives Microsoft some room to play with.

“Sony’s best chance at changing momentum is being first to market,” said Divnich.

Many noticed that Sony’s event tonight lacked a physical design and a price for the console. It’s possible that we will see a firm price at this year’s E3, alongside more software offerings for the console.

“For competitive reasons, I am not surprised that pricing was not discussed. I think Sony learned a valuable lesson with the launch of the PlayStation 3 and I wouldn’t expect the same mistakes to be made next generation. We wouldn’t expect pricing announcements until closer to launch,” said Divnich.

[Via Games Industry]

 

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Spec Analysis: PlayStation 4

Digital Foundry’s take on the final confirmed spec, the capabilities of the hardware – and the surprise 8GB announcement.

The official specs are in for the PlayStation 4 and what we have is, by and large, confirmation of existing DigitalFoundry stories – with one outstanding, exciting exception. At the PlayStation Meeting yesterday, Sony revealed that its new console ships with 8GB of GDDR5 RAM, not the 4GB we previously reported. It was a pleasant surprise not just for us, but also for many game developers out there working on PS4 titles now and completely unaware of the upgrade – a final flourish to the design seemingly added in at the last moment to make PlayStation 4 the most technologically advanced games console of the next gaming era.

“Sony has a hardware video encoder and it knows how to use it! The sharing of gameplay over IP was one of the impressive elements of the presentation.”

From an engineering perspective, it’s a remarkable achievement. Sony itself doesn’t fabricate memory, it buys from major suppliers who advertise the parts available months (sometimes years) ahead of delivery, so we have a decent idea of what options the platform holders have on the table in creating their next-gen systems. The GDDR5 memory modules – the same used in PC graphics cards – are only available in certain configurations, with the densest option available offering 512MB per module. The startling reality is that unless Sony has somehow got access to a larger chip that isn’t yet in mass production and that nobody knows about, it has crammed 16 memory modules onto its PS4 motherboard. To illustrate the extent of the achievement, Nvidia’s $1000 graphics card – the GeForce Titan – offers “just” 6GB of onboard GDDR5.

The availability of these modules has also been something of a moving target throughout the development of PlayStation 4. In many ways, the genesis of the new console has been an exercise in Sony learning from the harsh lessons brought about by the PS3’s custom architecture. The split RAM memory pool didn’t work out so well and a unified RAM set-up was always considered a must for the new console. Early rumours suggested that GDDR5 availability could even limit PS4 to just 2GB of memory, with 4GB at one point looking rather optimistic. What changed at Sony and encouraged them to go all out with its final design is not clear, but the chances are it would have been well aware of the RAM advantage offered up by its upcoming Xbox competitor, which – certainly up to its beta hardware at least – features 8GB of more bandwidth-constrained DDR3. What shouldn’t be understated is the amount of extra cash this is going to add to PlayStation 4’s BOM (bill of materials) – this is an expensive, massive investment for the company.

So what does this mean for Sony and for next-gen gaming in general? First up, unless Microsoft has radically upgraded its graphics and memory configuration for Durango in the last nine months (an engineering nightmare unlikely to happen – it can’t really add more chips as Sony has done), the PlayStation makers have less to worry about in terms of any direct hardware comparisons with their competition. GDDR5 latency is higher than DDR3 but the bandwidth advantage is substantial, while confirmation of the impressive Radeon graphics core puts to bed the era of PS3 developers struggling with sub-par GPU hardware. However, more importantly, many developers attest that it’s the amount of RAM available that defines the longevity of a fixed platform. Historically, a console generation is typically defined by a 6-8x increase in technological power – both Microsoft and Sony have pushed the boat out with a 16x boost to system RAM over their current-gen predecessors – the strongest indication of any that these new machines are built to last.

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This is PlayStation 4. The most technologically impressive game of the night was Guerrilla’s Killzone Shadow Fall. Official press materials seemingly offer us our first bullshots of the next-gen era, weighing in at 3840×2160 resolution.

Rumour confirmation: x86-64 Jaguar cores, big GPU – on one APU

From a raw specs point of view, the RAM upgrade was the biggest – and only – major surprise of the evening, though some elements have come to light which change our thinking on other elements of the PS4 design. We have confirmation of the eight-core Jaguar CPU architecture from AMD (x86 in nature, with 64-bit addressing – Sony calls it “x86-64”) while we also see the 1.84 teraflop/18 compute unit metrics there in black and white for the Radeon GPU element of the PS4’s “Liverpool” processor.

These two figures in combination also confirm that the graphics hardware runs at 800MHz, as we previously revealed. The mooted 176GB/s bandwidth for the GDDR5 RAM is also now official, suggesting a speed there of 5.5GHz effective – in line with most current Radeon graphics cards. Previous information had suggested that Sony would be splitting GPU resources between rendering and compute functions (VGLeaks suggesting a 14/4 compute unit split between them in its SDK document leak) but the official spec talks of a unified 18 CUs, which “can freely be applied to graphics, simulation tasks, or some mixture of the two”. The divide appears to be gone, and devs can apply available power as they see fit.

Elsewhere, the released spec is thin on the ground in terms of specific detail and is effectively a sub-set of what was already revealed a couple of weeks back. There’s confirmation of a built-in hard drive (but no indication of capacity – this is another moving target that Sony can select at will, just as it did with PS3), along with b/g/n WiFi, Bluetooth 2.1 and gigabit LAN.

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There are a number of new ideas we love about the PlayStation 4, revealed for the first time last night. A low-power ARM processor manages PS4 while it’s on standby, and freeze-frames current gameplay in memory for instant-on gaming when you power-up. The gameplay streaming/spectating feature is another winner.

The Blu-ray reader gets a decent enough upgrade from PS3’s 2x drive, moving up to a 6x CAV (constant angular velocity) design, meaning maximum read speeds of around 27MB/s – though throughput will lower according to the area of the disc being read. The spec appears to be a very close match for the standard BD drives Sony itself currently produces, lending further evidence to the notion that we’re looking at a cost-effective 50GB dual-layer unit rather than the more exotic 100GB quad-layer drives said to be coming in the future to accommodate 4K video playback.

On a basic level, the challenge here for developers will be to read data quickly enough from the optical drive in order to make use of that prodigious 8GB of RAM – we can foresee background installs as part of the picture here, loading up enough gameplay into memory to get going while more data is streamed onto HDD in the background. On PS3, we already see a number of titles that ‘stealth install’ onto the hard drive (many of them running on Unreal Engine 3, and Capcom’s Dragon’s Dogma being another) where read speeds are so much higher – even slower 2.5-inch drives can reach 100MB/s in their best case scenarios. Our hope is that the era of mandatory installs that keep you from getting at the game are a thing of the past. The signs look good: making the experience of using the console as friction-free as possible was a key part of Sony’s presentation last night.

Where the official Sony spec provides new detail over the leaks is in regards to ports and sockets on the final PlayStation 4 hardware. Super-speed USB 3.0 ports are included (an unknown number of them, but two are on the front of the dev kits) while basic outputs appear to be a match for PlayStation 3: HDMI, multi-AV and toslink optical audio are confirmed. Curiously there is also mention of a mysterious “aux” input – a quick look at the spec of the new PlayStation 4 Eye confirms a dedicated connection for the dual cam.

Surrounding technology

Sony didn’t confirm other elements of the PlayStation 4 specification, but we sure got to see them in action. Last weekend in an “In Theory” speculative piece, we discussed the emergence of hardware video encoders in modern gaming technology, drawing attention to how Steambox and Nvidia’s Project Shield aim to stream gameplay around the home using a home-based implementation of cloud gaming technology. We also suggested that the same hardware in PlayStation 4 could be used to share gameplay over the internet, at the same time transforming PS Vita into a remarkable GamePad-like piece of kit.

The theory was sound, but we had no idea that Sony would be addressing the issue so completely so early on in the development of the new console – but there it was, and it looked magnificent. Based on assets released this morning by Sony, 1080p does indeed appear to be the new resolution standard for next-gen titles on PS4, meaning a clean 2x super-sampling effect when the same game is rendered on PS Vita. Video quality – as best we could tell from a livestream that wasn’t really fit for purpose, actually serving to undermine Sony’s presentation – looked good too.

“Sony hopes to support Remote Play for PS Vita on all PS4 titles – a shot in the arm for the handheld, though we wonder if it could cannibalise Vita game sales…”

However, what really impressed us was the imagination behind the technology. Remote play is just one element of the functionality on offer, with Sony utilising the video encoding hardware to offer up a range of benefits. We saw one of them in action last night with the Guerrilla Games’ Killzone Shadow Fall demo uploading stored gameplay video directly onto Facebook. Also impressive was the mooted support for livestreaming via existing providers, along with the ability to introduce spectating with viewer comments appearing on-screen as you play. Elements of cloud functionality were also suggested, allowing for remote players to take over your game should you come across a particularly difficult section of the game.

remoteplay

Vita Remote Play – an ‘In Theory’ subject for us last week turned up at the conference fully realised and looking quite phenomenal. The plan is to roll it out to as many PS4 games as possible. As it is an OS-level feature backed up by dedicated hardware, we would hope for better performance and support compared to the PS3 iteration.

Meanwhile, the possibilities of full-on cloud gaming were cautiously mentioned, the dream being instant access to the entire library of PlayStation titles across its entire history of hardware – PS1, PS2 and PSP should be no problem running under emulation on the erstwhile Gaikai cloud servers (Sony’s in-house emulators are quite exceptional) but PS3 will be a challenge… however, it’s the library of 3000 titles available for the most recent console that is explicitly mentioned in Sony’s press material. Talk of a full streaming service was guarded: there seems to be tacit acceptance that internet infrastructure isn’t really there yet, and that Sony is going to experiment on less critical elements, like game sampling, for example.

There was also talk of a new processing module in the PS4 hardware designed to handle tasks like background downloading. Our sources suggest a low-power ARM core designed to handle “standby” tasks along these lines, while the console also saves the current gameplay state when the system is closed down, meaning instant access to the last game you played when you power up again. OS tasks and resource allocation remain unknown (512MB or thereabouts was discussed with developers) but we now have some idea of what this system can do: Sony talks about running a web browser “and other applications” during gameplay.

But what about the games?

Almost 13 years ago now, we travelled to the Tokyo Game Show to take a look at the PlayStation 2 launch line-up and to check out some early demos – including the now almost mythical Gran Turismo 2000, the launch game that never came to be. We came away with the conclusion that while the visual leap was obviously immense, there was no fundamental new approach to gaming – this was effectively “PlayStation+”. It would take months – years even – before the power of the platform was exercised to produce something genuinely new and exciting beyond the visual upgrade. Watching the livestream last night, and assessing the much higher quality assets released this morning, there’s a similar feeling in response to this PS4 reveal. We love the technology, the ethos, the immediacy and the sharing of gameplay, but we’re not enormously impressed with the games shown thus far.

Killzone Shadow Fall has moments of exceptional majesty and some beautiful animation, but the in-game concepts revealed last night failed to truly excite, and even in terms of technical accomplishment – something readily associated with Guerrilla Games – you put the video side-by-side with Crysis 2 and its sequel and it feels a step off the pace. Evolution’s Driveclub went big on social gaming and an exceptional attention to detail on the car modelling, but there was no “Gran Turismo moment” – the feeling that you’re seeing new hardware producing a revelatory experience. Perhaps it was the quality of the livestream but interior car modelling actually seemed to be a step down from GT5. Knack looked like fun but visually underwhelmed in the presentation while the assets released by Sony this morning look simply phenomenal – too good to be true, even. In the absence of proper gameplay to look at closely, the jury’s out for now. The inFamous reveal also confused – is this real-time PS4 video? The poor livestream seemed to scream FMV, the assets we’re looking at now suggest at least some elements are in-game, and look great.

“There’s a sense that the power is there but that it’ll take time for game developers to fully understand quite what to do with the new tools they have available.”

It was down to Media Molecule to provide a hint of something genuinely new in its segment, but with no apparent game to hang its brilliant concepts around, there was some confusion about what this actually meant in terms of an actual experience – an end product we can actually play that tells us something about the developer’s plans for the new console. However, Alex Evans’ presentation was both cool and intriguing, also confirming that despite the migration of some PlayStation Move functionality to the new Dual Shock 4, the original Sony motion controller will still see support on PS4 in its own right.

Elsewhere, we saw other game demos not running on PS4 hardware, which is perhaps not surprising bearing in mind that final development kits for the new platform are a relatively recent phenomenon – something that almost certainly had an effect on what native wares we did actually see. Watch Dogs was confirmed after the event as running on PC hardware with specs equivalent to the PlayStation 4, while Square turned up with a re-heated outing of its existing Agni’s Philosophy demo (said to be running on PS4, but we’re sceptical). Capcom’s new Panta Rhei engine, running its new Deep Down IP, looked really impressive but again it was unclear how the tech would translate into a final PS4 game. Our worry here is that the spectre of the target render has given way to in-engine video running on another, more powerful platform.

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We were often left wondering if we were actually looking at real-time PlayStation 4 output on several titles. Sony’s press materials allow us to cut through the macroblocking horror of the livestream, but still we’re left wondering on some cases. Here’s a 1080p shot of inFamous: Second Son taken from an ultra-high quality version of the trailer. Minor aliasing issues in these areas suggest this is indeed real-time.

But similar to that underwhelming PlayStation showing two generations ago, we remain very hopeful: there’s a sense that the power is there, that we’ve only seen the vaguest of hints of what it’s truly capable of – and that it’ll take time for game-makers to fully understand quite what to do with the new tools they have available. However, from what was shown last night the slightly worrying reality is that in the short term we’re looking at games and demos either already running on PC, or with equivalents available now that simply look better.

Of course, it’s early days yet: Sony may well be keeping its powder dry for a more fully formed E3 re-reveal – we’ve yet to see what the likes of Naughty Dog and Sony Santa Monica are doing with the hardware. An extra three months with final dev kits could make a lot of difference…

 
[Via Games Industry]

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Sony fined £250,000 for “preventable” PSN breach

Corporation receives penalty from Information Commissioner’s Office

Sony has been fined £250,000 by the Information Commissioner’s Office for not having prevented the security breach of the PlayStation Network’s databases in 2011.

The UK body ruled that the company hadn’t met its duties in ensuring that software was up to date and had left vital passwords and systems in a vulnerable state.

“If you are responsible for so many payment card details and log-in details then keeping that personal data secure has to be your priority,” said ICO director of data protection David Smith.

“In this case that just didn’t happen, and when the database was targeted – albeit in a determined criminal attack – the security measures in place were simply not good enough.

“There’s no disguising that this is a business that should have known better.”

The breach was a disaster for Sony, coming just before the Easter holidays in 2011 and severely damaging public trust in the company. Senior executives publicly apologised for not having been better prepared for the attack and offered game downloads as compensation to users. It has since improved its security provision.

[Via Games Industry]

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FIFA brand makes over £1 billion at UK retail

Franchise is first to achieve benchmark – CoD, Mario just behind

The FIFA brand has become the first gaming property to net over £1 billion at UK retail, tracking body GFK-Chart-Track has revealed.

Speaking to CVG, GFK also broke the figures down slightly – pointing out that although FIFA’s total comes from 40 different games, over £200 million as been made from the last two instalments at retail alone. Consider that this is unlikely to include cash from the series’ hugely popular Ultimate Team market and you start to get an idea of how golden the goose really is.

Just behind FIFA on the revenue stakes is Call of Duty, which has collected £800 million at UK retail over the course of 19 games, with Mario’s diverse offerings in third place.

However, as CVG’s story clarifies, Chart-Track only has data from 1996 onwards, a date preceded by many FIFA and Mario games alike.

[Via Games Industry]

 

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PlayStation All-Stars developer cuts staff

Layoffs reported at Superbot Entertainment

Sony Computer Entertainment America has confirmed a series of layoffs at PlayStation All-Stars Battle Royale developer Superbot Entertainment today. News of the cuts began earlier today when Insomniac Games designer Mike Birkhead tweeted that “around 20” employees had been let go.

“SCEA can confirm that SuperBot Entertainment did make a reduction in their workforce today. The studio and SCEA remain committed to supporting PlayStation All-Stars Battle Royale post launch, including developing the title’s forthcoming DLC releases in the coming months,” said SCEA in a statement.

Sales of PlayStation All-Stars Battle Royale have been less than impressive, though a Sony representative told IGN that sales numbers were “right on target with expectations”.

SCEA did not confirm the number of employees affected by the layoffs. GamesIndustry International hopes those former studio members find new employment soon.

[Via Games Industry]

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