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p r e s e n t s

twenty years
o f P l ay s tat i o n
20th anniversary

twenty years
o f p l ay s tat i o n
By creating a powerful platform and
ecosystem, talented game developers will
create amazing gameplay experiences to
entertain consumers in the global market.
Shuhei Yoshida, Sony Computer Entertainment Worldwide Studios President

002
INTRODUCTION
Across two decades and six major consoles, PlayStation has
helped redefine interactive entertainment for generations of
gamers. This month, PlayStation celebrates its twentieth birthday
here in the UK. Maybe youve been with Team PlayStation since the
original WipEout and that T-rex demo, or perhaps youre new to
gaming and PS4 is giving you your first ever experiences?
Whatever your history with PlayStation, enjoy our look back at the
last twenty years and join us to continue the celebrations online at
www.gamesradar.com/OPM.

Words by Matthew Pellett, Louise Blain & Paul Randall


Design by Milford Coppock
003
20th anniversary

004
20th anniversary

95-15
twenty
years of
pl aystation
As PlayStation turns 20 here
005

in the UK, we look back at over


two decades of greatness from
Sonys gaming wonderboxes,
peek ahead to its future,
and select the teams
favourite games
20th anniversary

1994The y e ar of

virtua fighter,
J a pa n e s e P l ay s tat i o n
launch & ridge racer

W
hats the most influential worked together on the original
game in PlayStation version of PlayStation a CD-ROM
history? Metal Gear Solid? add-on for the SNES that collapsed
Tomb Raider? Uncharted? after an acrimonious split between the
Try Segas 1993 arcade sensation two companies over rights.
Virtua Fighter, a 3D wireframe But although Sony had arrived at
fighting game that, ironically, the dance on time, it faced massive
never even made it to PlayStation. obstacles if it were to unseat the
Virtua Fighter was unleashed upon status quo. To many within the
Japanese arcades in December 1993, industry, PlayStation seemed destined
just a month after the formation of to be merely the latest in a long line of
Sony Computer Entertainment, which failed attempts from lumbering tech
006 was tasked with creating the first giants who lacked the local knowledge
PlayStations architecture. And as to break into the lucrative videogames

sony had worked with nintendo


on the original version of ps1
a cd-rom add-on for the snes.
revealed years later by producer Ryoji market attempts such as Philips
Akagawa, the moment the Sony team CD-i, or Panasonics 3DO, both of
clamped eyes on the technically which flopped due to high prices and
impressive Virtua Fighter and its a lack of software.
polygonal pugilists was the moment Sony, which had previously worked
that the company decided to with Philips on the CD-i, realised that
commit to making its debut regardless of backing or heritage,
console a 3D-focused without games, consoles are
system, rather than a destined to fail. The
2D-based one. company spent
The final version of much of 1994
PlayStation hardware aggressively
was completed in a courting third-
timespan of just party companies
six months, quick such as Namco and
enough for it to Konami, as well as
launch in Japan on acquiring British studio
3 December 1994 Psygnosis, giving Sony a
just a few strong in-house team and
short weeks cutting edge software tools.
after the An arcade-perfect port of Namcos
competing Ridge Racer would prove the most
Sega Saturn console. valuable asset come PlayStations
The speedy turnaround release as it prepared to lock heads
would also give it an 18 with Sega Saturn, which launched
Some of the conceptual designs for the
month head start over Nintendos N64 with its own arcade-perfect port; a original PlayStation console. Is it just us
system. Nintendo, of course, being game known as hey, would you or does that middle one look oddly like a
Sonys ex-business partners, who had believe it! Virtua Fighter. Nintendo GameCube?
20th anniversary

Much like the console


itself, the original digital
controller went through
many design iterations.

007

Designed to work in similar way to Segas Mega CD hardware add-on for the Mega Drive, the PS1 was originally intended to bring CD-ROM support to SNES.
20th anniversary

1995The y e ar of

p l ay s tat i o n c o o l , T h e p r i c e
heard around the world & wipEout

W
hile Sega Saturns
sales initially enjoyed
a slight edge, PlayStation
rallied faster than anyone
could have imagined, selling an
impressive one million units in a
period of just five months. The
fledging system also enjoyed cult
popularity among importers
in the West, who were attracted to
PlayStations new visuals at a time They may look super blocky now, but in 1995 these visuals were the cutting edge in videogames.
when the SNES/Mega Drive console
008 war was stagnating so badly, algae Michael Jackson was among the celebs ninety-nine, and withdrew to
was forming in its cartridge slots. spotted at the PlayStation Party. rapturous applause. It became known
But Sony knew that mass market But then, as now, the question of as the price heard around the world.
success in the West would be a who won E3? would be answered in
whole different proposition. Sonys the press conference hall. Sega looked playing it cool
reputation as a technology powerhouse to steal the show before Sony could PlayStations aggressive price point
counted for nothing here; it needed to even get out of the blocks, with its convinced many to hold out until
September. But ironically, Segas

sony knew playstation had to shock tactics arguably proved to be


PlayStations biggest ally. News of

offer something substantially Saturns premature release caught


stores and developers alike on the hop,

different to sega and nintendo. resulting in a console that was grossly


understocked and lacked killer games.
When PlayStation coolly sauntered
prove it could offer something mind-bending announcement that into stores later that year with a
substantially different to rivals Sega Sega Saturn would retail at $399, and well-rounded launch line-up including
and Nintendo. would go on sale that very instant, the likes of Rayman and Battle Arena
And where better to have your giving Sega a four month head start. Toshinden, it instantly became that
coming out party than at the first How could Sony possibly turn years hot property, selling 100,000
ever Electronics Entertainment Expo? momentum back into its favour after units in just two days in the US, and
Setting the stage for decades of that bombshell? As it turned out, it 350,000 in Europe by Christmas.
excess and debauchery to come, Sony took SCEA president Steve Race two Namcos Tekken arrived in November,
splashed out a cool four million dollars seconds and three words. He took to and swiftly became the first
on their E3 presence; the then red-hot the podium, calmly uttered, two PlayStation game to sell a million.

The 1 Ridge Racer


Riiiiidge Raaaa 2 WipEout
Psygnosis pumping 3 Destruction Derby
Before Burnout,
years well, you get the idea.
Arcade driving doesnt
futuristic racer was the
game of an era that
Reflections smashy
PS1 game provided
top get much better than
this sunny 3D racer,
era being the time of
glowsticks, raves and
all our car-crumpling
needs. The physics,
which helped to establish the original The Chemical Brothers. CDs proved their at the time, felt hugely realistic, and we
three PlayStation as the ideal home for lavishly
faithful arcade ports.
worth with the exceptional licensed
techno soundtrack that accompanied it.
spent many an hour causing huge pile-
ups in its violently satisfying Bowl arena.
games Pub namco Dev namco Pub Psygnosis Dev Psygnosis Pub Psygnosis Dev Reflections
20th anniversary

009

Despite being new to the


industry, Sony made all
the right business moves
to make PlayStation a hit.

segas shock tactics


with saturn would become
playstations biggest ally.
20th anniversary

1996The y e ar of

l a r a c r o f t, r e s i d e n t e v i l &
s o c i e t y a g a i n s t p l ay s tat i o n

O
ften referred to as the
Golden Year Of Gaming,
1996 was the year that
first introduced us to
some of PlayStations most beloved
franchises. And, er, Crash Bandicoot,
too. (Joke!) Naughty Dogs caffeine-
crazed marsupial was Sonys first
serious attempt at creating an
anthropomorphic mascot capable of Embracing the third dimension was the crux of PS1s appeal those original Raider tombs still give us chills.
rubbing shoulders with Mario and
Sonic The Hedgehog. Sony, however, munching hedgehogs and bouncy with news that Square Enix had
010 promoted him as anything but a plumbers would soon give way for a cancelled development of its N64-
like-for-like replacement. demand for cop-munching zombies exclusive RPG Final Fantasy VII to
Keen to distance themselves from and bouncy, er, archaeologists. start work on a PlayStation version.
gamings old guard, Sony took the bold Were referencing, of course, the Teaser commercials suggested it was a
move of hiring trend-setting agency emergence of two of PlayStations shrewd decision, boasting graphics far
TBWA to create an advertisement most influential and iconic series beyond those seen in early cartridge-
campaign that would target a new Resident Evil and Tomb Raider, bound N64 prototypes.
untapped demographic of teen and By the years end, the PlayStation
twenty-something slackers. The
controversial but extremely successful both resident evil juggernaut had reached warp speed
with over ten million consoles sold
campaign featured, among other risible
stunts, pictures of PlayStation pads on and tomb raider across the globe. The consoles library
had mushroomed to over 200 titles
perforated roach papers, and flyers left
in phone boxes (remember them?) showed off the true including instant classics such as
WipEout 2097, Tekken 2 and more
advertising the services of one, Randy
Bandicoot, who lewdly promised fun
times.
potential of 3d. besides. Sony had done such a good
job of positioning PlayStation as
the must have console that it felt
which would make their respective comfortable enough to run a now-
team 3d bows in August and November. Both famous anti-ad TV campaign, in
And while they were decent times, games demonstrated, in wildly which a conservative group known as
1996 marked the beginning of the different ways, the true potential of 3D Society Against PlayStation (SAPS)
end of the dominance of the cheery gaming enabling players to explore extolled the virtues of buying a
platform mascot. PlayStation was immersive, emotionally-affecting harmless, wholesome stick over the
at the vanguard of a cultural shift virtual worlds. And the signs were that morally bankrupt PlayStation console.
in gaming: demand for chili dog- PlayStations future was even brighter Oh Sony, you scamp.

The 1 Tomb Raider


Eidos polygonal- 2 Resident Evil
Capcom invented a 3 Crash Bandicoot
The games gorgeous
years breasts-sell
marketing campaign
genre with Resident
Evil, a game equal
3D art, and novel
into-the-screen
top may have sullied its
reputation, but the
parts Alone In The
Dark and George A
platforming, helped
turn Crash Bandicoot
original Tomb Raider remains one of the Romeros undead filmography. The lines into one of the PlayStations biggest stars.
three smartest exploration games of the 1990s.
Its use of 3D space was exceptional.
might be hokey (in fact, they definitely are)
but that dog scare still makes us jump.
Now if only Naughty Dog would return to
its Taz-like marsupial hero
games Pub eidos Dev Core Design Pub capcom Dev capcom Pub sony Dev naughty dog
20th anniversary

1997The y e ar of

f in a l fa n ta s y v ii,
par appa the r apper & analogue controls

B
y 1997, it was becoming 1997 saw PlayStations
clear that Sega Saturn was catalogue grow ever more
destined to fail. By the diverse, catering for almost
summer of that year, Segas every need. If you were
share of the market had plummeted looking for driving lessons, for
to just 12%. That left just one example, you could go for the
company standing in the way of so-serious-it-hurts car sim Gran
PlayStation and world domination Turismo, which debuted in Japan on
Sonys old adversary, Nintendo. 23 December ahead of its 98 UK
The much-delayed Nintendo 64 release, or you could leave common
system finally arrived in Europe sense at the door and learn how to
in March, but by this point Sony three-point turn with an irritable
was almost too busy pumping out rapping moose in beyond-outrageous 011
the hits to notice. Final Fantasy VII, rhythm actioner PaRappa The Rapper.
the RPG that remains the genres Amid this onslaught of innovative
benchmark over 15 years later, arrived titles, we also got a first glimpse at
in Japan in January and in the rest of Metal Gear Solid at E3 1997, but well
the world that autumn. Success was let 1998 tell the story of that one
instant: in the three days following Now, remember what we said about
its launch in Japan, Final Fantasy VII Sony being almost too busy to notice
shifted a whopping 2.3 million copies. Nintendo? We say almost, because
someone at Sony HQ had clearly
dualshock rising noticed N64s ultra-comfy analogue
This was to be expected, given the stick, which was far more suitable for
Japanese audience had long gone movement across a 3D plane than the
ga-ga for Square Enixs RPG output. rigid directional pads of yore. After
What wasnt to be expected however, trialling a short-lived dual analogue
was that it would also replicate this controller with rib-piercingly large
success stateside, selling one million handlebars, Sony released its
copies before the calendars flipped to first proper revision of the classic
1998. A long and extensive advertising PlayStation controller design in Japan
campaign, which included theatrical on 20 November. DualShock, which
adverts and Marvel comic book spin- added two analogue sticks across the
offs, pulled off the impressive feat of bottom of the controller, also featured
turning PlayStations too-cool-for- two built-in rumble motors another
school audience into an army of nerdy feature borrowed from Nintendos
stat crunchers. 64-bit console.

The 1 Final Fantasy VII


Square had largely 2 Castlevania:
Symphony Of 3 PaRappa
The Rapper
years ignored the UK until Final
Fantasy VII, so for many
The Night
The original
Kick, punch, its all in the
mind, with NanaOn-Shas
top of us this was our first
exposure to the JRPG
Metroidvania,
Symphony swapped
inimitable rhythm action
game. Its systems have
genre. When its gripping story was over, the linear exploration of old Castlevanias been repurposed since, but PaRappa
three we were hooked for life. Now all we have
to do is wait for that PS4 Remake
for an expansive Gothic environment that
made full use of the CD format.
remains a true original, set in its own
weird, hilarious universe.
games Pub Square Dev Square Pub Konami Dev Konami Pub sony Dev NanaOn-Sha
20th anniversary

1998The y e ar of

M e ta l G e a r S o l id,
Gran turismo & dualshock

H
ow about this for an E3 Indeed, it appeared developers
line-up? Gran Turismo, were thirsty to extract more from
Metal Gear Solid, Tekken 3, PlayStation hardware. DualShock made
Silent Hill, Parasite Eve, it to western shores in May, alongside
Syphon Filter and Twisted Metal 3. the international release of Gran
1998 saw PlayStation in the prime Turismo the first game to make use
of its life. While Nintendo struggled of the analogue sticks and the internal
to fill its games calendar and rumbling motors, which were used to
Sega officially announced the simulate the physical feedback of a
discontinuation of Sega Saturn, racetrack. By August, DualShock was
PlayStations cup continued to established as the de facto default pad
runneth over. By the end of the year, for PlayStation, although a game
012 the number of consoles shipped wouldnt come along that made the
stood at nearly 50m worldwide. new controller mandatory until the
By this point in the consoles arrival of monkey bonanza
lifecycle, developers had began to Ape Escape in 1999.

with nine million units sold in


1998, playstation had emerged
as the winner of the fifth gen.
master PlayStations complex Although Nintendo 64 remained in
architecture and games were becoming decent health throughout 1998, selling
ever more confident and no game an estimated nine million units that
oozed more pizzazz than Hideo year, PlayStation had emerged the
Kojimas magnum opus, Metal Gear clear winner of the fifth generation
Solid, which arrived in Japan and the console war. However, there was little
US a few months before it debuted in time for Sony to plump up its laurels
the UK in Feb 1999. It was, of course, and have a good rest on 27
a playful espionage title designed to November, Sega released Dreamcast
make use of every last one of PS1s over in Japan, kickstarting the sixth
design features including one generation of the console wars. Sonys
antagonist breaking the fourth wall by response to the Dreamcast would be
reading your memory card. swift, and it would be decisive.

The 1 Resident Evil 2


With the T-Virus running 2 Gran Turismo
Racing sims came to 3 Tekken 3
The fifth-best-selling
years rampant in Raccoon
City, the scene was set
PlayStation in earnest
with Gran Turismo, an
PlayStation game of
all-time, and rightly so.
top for another thrilling
survival horror from
insanely detailed driving
game that gave us the
Tekken 3 is PlayStations
seminal fighter and
Shinji Mikami and Hideki Kamiya. Great life of a car enthusiast without requiring remains one of the genres milestone
three characters, a fresh setting and increased
stakes made this an essential sequel.
all that money and driveway space. Its
ropey now, but in 98 it was mind-blowing.
releases. It also enabled players to exploit
each arenas 3D space for the first time.
games Pub capcom Dev capcom Pub Sony Dev Polyphony Digital Pub Namco Dev Namco
20th anniversary

1999The y e ar of

m e n ta l w e a lt h, P o c k e t s tat i o n,
dualshock & ape escape

L
et me tell you what bugs me
about the human endeavour,
smirked a Scottish girl with
eyes that were just a tad too
far apart for our liking. Yup, were
looking at 1999, the year when you
could never underestimate the power
of PlayStation or remove the sense
of genuine unease from the back of
your neck after watching the With Crash channelling Mario Kart and survival horror going prehistoric and psychological, 99 was very eclectic.
now-legendary TV ad.
While we dangled our legs off the eyed and a bit upset about the whole were only just appearing to transform
precipice of the 20th century, music thing, but this little memory card our gaming horizons forever. Plus, Ape 013
hoard Napster made its debut on that peripheral was a true phenomenon Escape, the second ever title from
pesky internet you had to physically with its LCD display, infra red Sony Japan Studio, became the first
push your Mum off the phone comms and the ability to carry your game to make dual analogue sticks
to use and Japan got the ultimate PlayStation around in your pocket for mandatory with our now-staple
PlayStation accessory in the shape of some mini-game fun. The initial run movement and camera controls.
PocketStation. Yes, were still green of 60,000 sold out immediately and Studio-wise, SCE Santa Monica was
launched as PlayStation went from

ape escape was the first strength to strength and, while


Nintendo teased the tech behind what

game to make dualshocks would become the GameCube


and Sega celebrated the launch

analogue sticks mandatory. of their Dreamcast with a


joy akin to that of Titanics
passengers on the first
Sony just couldnt make the little box night of its maiden voyage,
fast enough to supply demand. Both Sony took to the Tokyo
EU and NA releases were scrapped and Game Show in September
we never got to take Crash Bandicoot and revealed a certain black
on the romantic date to the cinema box. Showing off its pixel
wed always dreamed of. *sob* processing skills with
Meanwhile, the big grey box was Tekken Tag Tournament
half a decade old, but you wouldnt and Gran Turismo 3,
Sonys edgy and downright surreal marketing know it as games such as Crash Team PlayStation 2 was ready
strategy extended into PS2s lifetime, too. Racing, Dino Crisis and Silent Hill to take over the world.

The 1 Metal Gear Solid


Konami transformed 2 Ridge Racer Type 4
Namco continued 3 Silent Hill
If Resident Evil was a
years a top-down stealth
game into a cinematic
to demonstrate its
mastery of the original
Romero flick, then Silent
Hill was a David Lynch
top blockbuster with the
original MGS. This is
PlayStation with Ridge
Racer Type 4, a stark
movie with the creepy
surrealism at maximum.
leaner and less self-indulgent than its technological improvement that made the Its a psychological horror that plays on
three sequels, but Kojimas at his maddest in
the infamous Psycho Mantis fight.
original look like a game from a previous
gen. Fast, slick and gorgeous drifting.
your deepest fears, then smothers them
in acres of dense, claustrophobic fog.
games Pub Konami Dev Konami Pub Namco Dev Namco Pub Konami Dev team silent
20th anniversary

2000 The y e ar of

p l ay s tat i o n 2 , t i m e s p l i t t e r s,
p s o n e & m e ta l g e a r s o l id 2

N
othing exploded, the power Thats right. In the same year
didnt fizzle out and there it launched its sixth gen console,
wasnt a single zombie Sony had the wise idea to release a
involved, so the proposed slimmed down version of the original
Y2K apocalypse was, quite frankly, a PlayStation. Positively cute with
bit of a disappointment. Meanwhile, rounded edges, and nearly the same
more importantly, the console that size as the original DualShock, the
would go on to be the best-selling in PSone started Sonys now-regular
history (with more than 155 million obsession with console
units) launched in Japan in the third shrinkage. It also very
month of the new millennium. quickly started nailing
We might sound biased but Segas Dream coffin
014 PlayStation 2, with its powerful shut as it went on
Emotion Engine CPU and in-built to outsell all other
DVD player, was a home console consoles for the As unrepresentative of the rest of the game it would prove to
revolution. Launched in North rest of the year be, the Tanker level became a symbol of PlayStation 2s power.
America in October and our including PS2.
fair green lands a month later
with titles such as top gear when it came to ps2
TimeSplitters, Tekken Tag
Tournament and Ridge
When it came to games,
nothing else mattered games, nothing else
Racer V the black box
was instantly, predictably
other than Kojimas
spectacular E3 really mattered
in dire shortage.
So what did everyone
do when they couldnt
announcement of Metal
Gear Solid 2: Sons Of
Liberty. The looping
other than mgs2.
get a PlayStation 2 five-minute trailer be possible on a games console as
for Christmas? at the Konami stand Snakes boots splashed up flights of
Well, some sold left E3 goers with stairs to lighting effects wed never
a kidney and took their jaws dragging even dreamed of.
themselves to eBay along the showfloor In the heady days before shiny
to spend over at the level of pre-rendered trailers and booming
the odds and detail invading Dark Knight-influenced soundtracks,
everyone else their eyeballs. we were gifted a rich gameplay-based
bought a From water treat that sent the hype train for Sons
Dre that just Of Liberty into overload. This was the
PSone. couldnt future and it was from Hideo Kojima.

The 1 Vagrant Story


Yasumi Matsunos 2 Tony Hawks Pro
Skater 2 3 SSX
Launch games dont have the
years classic has one
of gamings best
The Birdman returned to
PlayStation with a bunch
best reputations, but when
SSX arrived with PlayStation
top translations, its
cod-Shakespearean
of new tricks in tow,
including the first
2 it was a breath of fresh
alpine air. It certainly wasnt
turns-of-phrase imbuing this story of appearance of manuals, and the the first snowboarding game, but its
three manipulation and ancient magic with an
almost literary depth.
Create-A-Skater and Park Editor features
that enhanced his games considerably.
memorable characters and complex
combos mean its still one of the best.
games Pub Square Dev Square Pub Activision Dev Neversoft Pub EA Dev EA Canada
20th anniversary

PS2 also had a big hand


in DVDs success as a
format placing it in
even more homes.

015

with its in-built


DVD player and
emotion engine
cpu, ps2 was
a revolution.
20th anniversary

2001
The y e ar of

g r a n d t h e f t a u t o III , g r a n t u r i s m o 3 ,
rez & screen envy

S
o this was the year that
both Microsoft and Nintendo GTA III made headlines in
bravely joined the sixth the mainstream media
console generation fray with thanks to its violence
so of course it sold tons.
launches of both the original Xbox
and GameCube but 2001 was still
very much the year of PlayStation 2.
With supply of the console
thankfully more plentiful, we were
treated to the joys of Gran Turismo 3,
Silent Hill 2 and the legendary Ico.
Also, a game set in a parody New York
016 might have made some headlines as it
exploded onto PS2 in October. Grand
Theft Auto III became the years
best-selling game as the series
dropped its top-down sensibilities
and took to 3D for the first time,
effortlessly and controversially
changing the games landscape forever.
GTA III went on to shift more than
17.33 million copies in its lifetime.

hardware times
As Segas poor Dreamcast was
discontinued in the year of Sonics
tenth birthday cheer up, pal, Special Pack edition of PSone in the car, was the release of an
you get really long legs in 13 music title Rez, which came LCD screen to attach to your console.
years Sony continued world with none other than a Well admit that it was probably
domination, snapping up Crash Trance Vibrator for you cheaper to buy a Game Boy Advance,
Bandicoot developer Naughty to, er, feel the music. but if you were dedicated enough, the
Dog and transforming WipEout It even came in a LCD display could be bought with an
developer Psygnosis into protective pouch. in-car charger to make sure you never
Studio Liverpool. Wait. Oh never mind missed a moment of GOTY contender
2001 was also the year Slightly less titillating, Final Fantasy IX. Alternatively, were
of interesting peripherals but still exciting if you pretty sure you could still play Snake
as Japan was gifted the wanted to take your on your Nokia 3310 at this point.

The 1 Grand Theft Auto III


It must have been an arduous 2 Gran Turismo 3:
A-Spec 3 Silent Hill 2
While the original had a more
years undertaking, bringing Grand
Theft Auto into the third
The first, full-fat PS2 GT was
a revelation. Taking the
conventional story about a
demonic cult, this sequel
top dimension, but it paid off
handsomely. GTA III ushered
realistic driving model and
no-nonsense physics of its
turned its focus inwards.
In a city that mirrors your
in a new era of open-world 3D games, forebears, A-Spec added stellar graphics greatest fears, the only things tormenting
three essentially saying to every other
developer, Come on, try and match this.
and a career mode that made every new
car feel like a hard-earned treasure.
our hero were his own traumatic thoughts
(manifesting as hideous monsters).
games Pub Rockstar Games Dev DMA Design Pub sony Dev polyphony digital Pub Konami Dev team silent
20th anniversary

2002The y e ar of

R at c h e t & c l a n k , k in g d o m h e a r t s,
a connected future & Linux?!

A
s Xbox sneaked further
across the world with
releases in Japan, Europe
and Australia, PS2 was
well into the swing of things and
concentrating on new games such
as Ratchet & Clank, Sly Raccoon and
the Disneyfied joys of the original
Kingdom Hearts.
There was clearly something in the This was the year the cutesy platformer ruled on PS2 with Ratchet, Sly and Soras Disney pals on fine form.
water at Sony as our favourite new
series were born onto PlayStation 2 Despite most of us still needing that Network Adaptor, which came in
at an almost alarming rate and, to crunchy dial-up tone, the next step for two flavours: dial-up, and ethernet 017
proudly confirm its dominance, Sony console gaming was that new-fangled for those of us lucky enough to be
announced that 40 million PS2s internet thingummy and Sony connected to broadband. Suddenly
had shipped worldwide by September launched its PS2 Network Play it wasnt just PC gamers who could
2002. A slew of alternative colours service across North America in easily play online and, while it wasnt
to the standard black one were also August before rolling out across the quite the PSN we now know, it was a
introduced lemon yellow, anyone? EU the following year. This required a key step in taking us into the digital
frontier. Okay, maybe weve been

Sony announced that 40 million watching too much Tron

playstation 2s had shipped in the linux of fire


And for those who had definitely

worldwide by september 2002. been watching too much Tron was the
little known Linux For PlayStation 2
Kit from Sony. Yes, that really was a
thing with a keyboard and mouse,
40GB HDD, a PS2 Network Adaptor
and a Linux-based operating system,
this was the best way to transform
your ultimate gaming device into
a, well, pretty mediocre PC that
demanded an intimate knowledge of
the Linux operating system to get it
working. But its the fact that you
could if you wanted to, right?

The 1 Grand Theft Auto:


Vice City 2 Metal Gear Solid 2:
Sons Of Liberty 3 TimeSplitters 2
This tongue-in-cheek
years Grand Theft Autos obsession
with wealth takes on a new
Rather than trying to top
the original Metal Gear Solid,
TimeSplitters sequel was
PS2s answer to GoldenEye
top meaning in the 80s-set
Vice City, a decade best
Hideo Kojima turned it on
its head. MGS2 famously
fitting, as developer Free
Radical emerged from Rare.
summarised by the Wall Street quote, replaced its grizzled hero Snake with an A time-hopping FPS with some of the best
three Greed is good. The soundtrack,
obviously, was one of the series best.
androgynous rookie named Raiden but
the mindgames didnt end there
multiplayer around, we played a lot of its
split-screen deathmatch.
games Pub Rockstar games Dev Rockstar North Pub Konami Dev Konami Pub Eidos Dev Free Radical
20th anniversary

2003The y e ar of

PSP a n n o u n c e m e n t ,
eye toy launch & huge ps2 sales

T
his is the Walkman of the
21st century! enthused
Sony CEO Jose Villeta as
PSP was revealed in a shock
announcement at E3 2003. The
perfect quote embodiment of how
unaware the world was of Apple
looming darkly on the horizon
wearing nothing but a pair of white
earbuds, it was an innocently Long before PS Move, there was EyeToy. Sure, you looked like a plum playing it, but it was one hell of a workout.
confident statement.
Launched by Ken Kutaragi on-stage, EyeToy camera and its accompanying However, it was the first device to
018 PlayStation Portable would have a EyeToy Play software. Plate-spinning, use the XMB UI and even featured
4.5-inch screen (sending Nintendo and keepy-ups and Wishi Washi became software for video, image and audio
Nokia into waves of panic) and use an the norm, and we cant be the only editing, making it an interesting
all-new technology known as ones who ended up not being able to precursor to our multifaceted new
Universal Media Discs complete lift our morning coffee the day after generation box. We clearly werent
ready for such levels of usefulness or

psx was a precursor to something that looked heavy enough


to break the TV cabinet, so its no

modern consoles with its xmb surprise the poor old PSX never made
it to Western homes.

ui and video editing software.


with a menacing whirr every time you an intense session of UFO Juggler. No?
tried to play a game via this kooky Just us? Yup, just us
new format. Concept images of PSP A massive five million PlayStation
were revealed later in the year without 2s were sold in the UK alone by
an analogue stick, which duly sent the December 2003 in the lead up to
games press into a tizzy. Christmas, so Sony was on a serious
Although we didnt get to clap eyes high. However, its PSX system was
on the sleek little handheld console significantly less successful. Released
with its token analogue nub restored only in Japan in December before
until the following year, we did get being discontinued in 2005, this DVR
to look utterly ridiculous in our own meets PS2 was a commercial flop
living rooms with the release of the thanks to its high retail price.

The 1 Prince Of Persia:


The Sands Of Time 2 Viewtiful Joe
Cel-shaded beat-em-up 3 Amplitude
Before Harmonix had
years Time powers have been in
everything from shooters to
Viewtiful Joe might be Hideki
Kamiyas weirdest game, and
the idea of bundling their
games with fake plastic
top racing games, but they felt
revitalising when The Sands
thats saying a lot about the
director of Bayonetta. It
instruments, they had the
player control beat-matching
Of Time rocked up. The sequel dropped the stars a film-obsessed man named Joe, spaceships in abstract, musical worlds.
three ball tonally, but the original shows how
reboots should be done.
who enters Movieland to rescue his
girlfriend. Then learns to bend time, natch.
Amplitude was also the rocky sequel to the
dancey Frequency, which landed in 2001.
games Pub Ubisoft Dev Ubisoft Montreal Pub Capcom Dev clover studio Pub Sony Dev Harmonix
20th anniversary

2004The y e ar of

GTA S a n a n d r e a s , b u r n o u t 3 ,
psp & god of war revealed

D
oesnt it feel like gaming console. A working model was wheeled
magazines label every year out on stage by Kaz Hirai during
the, best ever, in their Sonys presentation, showcasing the
end-of-year write-ups? Well, consoles impressive power which
this was the year they meant it. wasnt far behind that of PS2. But
Grand Theft Auto: San Andreas the new member of the PS family was
was the years biggest release, in forced to sit out the rest of E3 behind
more ways than one. Rockstars a glass panel, where it showed off
Californian debut weighed in with a handheld versions of Syphon Filter,
colossal world map almost 13 square Ridge Racer and oh, the eventual
miles in size, into which it packed pain! Gran Turismo.
three very different cities and PSP would launch in Japan in
framed them with acres of wide December of this year, but the rest of 019
open space in which to lose yourself. the world had to wait. We did at least
It also introduced numerous RPG see one hardware launch in 2004,
elements, none more memorable than though: a slimline revision of
the ability to make CJ eat hamburgers PlayStation 2 lighter, quieter and
until he vommed all over the shop. with a built-in ethernet port.
Although San Andreas is dwarfed by
todays open-worlds, at the time such
scale was unheard of on console.
Other big releases this year included
MGS3 in the US (turn over for its UK
glory) a bold prequel that yoinked
the series out of dank bases and into
the sunshine of the Russian jungle
and Burnout 3, an aggressive racer that
cemented Criterions reputation as
king of all racers.
But despite this embarrassment of
riches, gamers eyes, as ever, drifted
towards the future. Sony had a busy
E3, showing glimpses of Gran Turismo
4 and God Of War, among others, but
the biggest news coming out of the
show was the unveiling of PlayStation
Portable Sonys first handheld

The 1 Grand Theft Auto:


San Andreas 2 Burnout 3: Takedown
Car crashes, on the whole, 3 Katamari Damacy
Okay, technically Keita
years In an effort to outdo their
previous games, Rockstar
are best avoided, but when
the only things hurt are
Takahashis physics
playground didnt get a
top somehow bundled three
cities into San Andreas.
vehicles, its fine to indulge in
a bit of virtual rubbernecking.
release in the UK (a fact we
still lament to this day), but
Certain systems, such as weight gain, New to Burnout 3 were the oh-so-moreish that didnt stop it from being one of the
three wouldnt be repeated, giving this third
entry a unique feel.
Takedowns, which rewarded you for
smashing rivals mid-race.
most simple yet devilishly addictive
must-have imports of 2004.
games Pub Rockstar Games Dev Rockstar North Pub EA Dev Criterion Games Pub namco Dev namco
20th anniversary

2005 The y e ar of

PS 3 r e v e a l e d , p s p l a u n c h e d ,
god of war & resident evil 4 released

O
n 16 May 2005, PlayStation 3
was unveiled, and we caught
our first true glimpse of
what the next generation was
going to look like. Or did we? Sonys
E3 2005 presentation proved to be
one of the most controversial in the
shows history, as almost-impossibly
gorgeous gameplay footage of
early PS3 titles such as Killzone 2,
MotorStorm and Gran Turismo 5
sent jaws dropping so far through When Killzone 2 finally arrived it did look mighty fine, but it wasnt close to that pre-rendered trailer
020 the floor they were walloping
wallabies up the wazoo. When these Xbox 360 in several vital areas. The first in North America (March) and
titles eventually hit shop shelves in prototype promised full backwards fashionably late in Europe (September).
the years that followed, the reality compatibility with all PS1 and PS2 The European launch line-up was
was somewhat humbler. games, had an HDMI port as standard, impossibly strong, containing titles
The video reels, it transpired, were and would be the first console to use such as Ridge Racer, Lumines and
merely target render footage of what Blu-ray discs an emerging format Wipeout Pure. PSP would go on to
PS3 was ultimately capable of not with a capacity far greater than the have mixed fortunes, but the concept
what we could expect to see appearing 360s standard-issue DVD discs. of a PS2-in-your-hands was an instant
on the system in the first couple of Elsewhere in 2005, PlayStation hit at launch, with a respectable
years. Still, the trailers helped divert Portable arrived on western shores, 185,000 units shifted in the UK in the
attention away from the fact that PS3 first week alone.
wouldnt launch until 2006 giving As for PS2-but-not-in-your-
the rival Xbox 360 a years head hands, 2005 was a surprisingly
start. But it couldnt divert quiet year for Sonys stalwart
attention away from that system, punctuated with
boomerang controller. Although, brief moments of glorious,
in retrospect, the curved glorious violence
batarang design makes a lot such as Kratos blood-
more sense now we know drenched debut in the
that it was intended to have original God Of War,
built-in motion controls. and a pleasingly
Nonetheless, PS3 faithful port of
captured the imagination, GameCubes best
stealing a march on the game, Resident Evil 4.

The 1 Resident Evil 4


On his grand return to Resi, 2 Metal Gear Solid 3:
Snake Eater 3 Devil May Cry 3:
Dantes Awakening
years director Shinji Mikami threw
out pretty much everything
Snake Eater (sort of) took
Snake back in time, stripping
Knowing it dropped the ball
with DMC2, Capcom had
top about it: the perspective, the
horror focus and even the
the player of creature
comforts and asking them to
something to prove with
Dantes Awakening. It
zombies. The result is one of the finest eat wildlife to survive. Some of Kojimas deepened the combat with a platter of
three action games ever made, with no end of
memorable set-pieces.
best work is here, including the tense
sniper battle with The End.
new weapons and fighting styles, resulting
in the best game in the series.
games Pub Capcom Dev Capcom Pub Konami Dev Konami Pub Capcom Dev Capcom
20th anniversary

021

despite a quiet year for ps2,


the stalwart box added god of
war and resi 4 to its roster.

We were fully prepared


to fling that boomerang
controller out the door
but thought better of it.
20th anniversary

2006The y e ar of

p l ay s tat i o n 3 d e l ay s, r iiiiii d g e r a c e r ,
g i a n t en em y c r a b s & gu i ta r h ero

P
layStation 3 finally arrived was later set at a princely 425. Cue
but later and dearer than Kevin Spacey, Wrong! meme.
anyone was expecting. On 15 Rocking up to the party late and
March, Ken Kutaragi sporting a price tag that would make
confirmed what had long been Paris Hilton blush, the critics knives
suspected: that PS3 had slipped from were out for PS3 at E3 2006. Every
May to November. aspect of Sonys presentation was
Problems with the Blu-ray disc copy aggressively mocked by internet
protection were blamed for the delay. onlookers from Kaz Hirais excited
And poor old Blu-ray was dragged announcement of RIIIIIDGE RACER!
over the coals yet again in September to the proclamation that PS3 exclusive
when the European date was pushed Genji: Days Of The Blade would be
022 back into March 2007 this time due based on actual Japanese history
to a shortage of blue laser diodes. moments before we saw the hero LocoRoco, one of the oddest titles to hit Sonys first handheld,
Still, that was just all the more time battle a giant crab. At least the new tasked you with collecting multicoloured, cartoonish beasts.
for us to save up for one. On the eve
of E3 2006, Sony announced that PS3
would come with a price tag to match the uk price for Sixaxis pad jettisoned the banana-
shape for a more traditional design,
its technical heft $499 (around
340) for the 20GB model, and an playstation 3 was and added motion controls to boot.
Still! PlayStation 3 did finally find
eye-watering $599 (410) for the
premium 60GB edition. The UK price finally set at 425. its ways into shops this year
launching in Japan on 11 November
and the US a week later on 17
November. The launch line-up was
weak, spearheaded by Resistance: Fall
Of Man and, um, not a lot else of note.
But PlayStation 2 and PSP were kept
well-fed at least. Guitar Hero blazed
onto PAL PS2 consoles in April,
following its surprise success in the
US the previous year, while PSP
owners were treated to original
oddities such as LocoRoco (still the
happiest game weve ever played). It
was a reminder that, despite the
internet bile, Sony had much to smile
about as they prepared for a big 2007.

The 1 Shadow Of
The Colossus 2 Hitman: Blood Money
Lets forget Absolution and 3 Kingdom Hearts II
Once again melding the
years At a time when others were
thinking of ways to cram
remember the brilliant Blood
Money, a sandbox murder
worlds of Final Fantasy and
Disney, KH II was exactly what
top more into games, Fumito
Ueda wanted less. Each
sim with an unparalleled
amount of player choice. You
we all wanted the same
third-person brawling and
of the soaring, emotive boss fights is can off your targets in a variety of ways, platforming tweaked to perfection. New
three bookended by a lonely trek, giving you
time to think about what youve done.
using disguises, elaborate accidents and
plain old violence as you see fit.
features such as Drive Forms made the
team-based combat extra rewarding.
games Pub sony Dev Team ICO Pub Eidos Dev IO Interactive Pub SQUARE ENIX Dev SQUARE ENIX
20th anniversary

2007The y e ar of

ps3 l aunches, burnout par adise,


uncharted & hardware revisions

P
layStation 3 launched in however. Thanks to agreements in
Europe on 23 March, but Even now, all these years place between Sony and third-party
it wasnt just the systems later, Uncharted remains publishers, all titles released first on
tardiness that courted one of the best-looking Xbox 360 would come with extra
controversy. The chrome-less 20GB games on PS3. content on PS3 to compensate
budget model failed to materialise in but the complexity of PS3s Cell
the UK, and the 60GB model we architecture meant that it would take
did get ditched the a year or two for parity between the
full PS2 backwards two consoles to be established. 2008s
compatibility featured Burnout Paradise would become
in US/Japan units. the first multi-format game to
Instead of basically building run best on PS3.
a PS2 inside each console, Sony The antidote was 023
packaged in a software emulator. something that would
Nevertheless Europe was, as is now, a rapidly nudge PS3 back into
Sony stronghold, and PS3 had an contention a stellar line-up
exceptional launch, selling 600,000 of exclusives built around PS3s
machines across the continent in the strengths. And of Sonys fleet of
first two days. In the UK, only PSP first and second-party developers,
had enjoyed a better opening salvo. none proved more valuable than
With PS3 finally firing on all Naughty Dog, whose first PS3 effort,
cylinders, everyones focus returned to Uncharted: Drakes Fortune, wowed
the games. Reaction to the first wave fans upon release in November.
of third-party titles was mixed, Still, Sony wasnt finished with
its hardware tinkering. The original

ps3 had an models were phased out in favour of a


40GB and 80GB models, which

exceptional binned PS2 support entirely. On the


plus side, it meant price drops for the

launch week, old stock. PSP also saw its first


hardware revision PSP-2000, or PSP

selling over Slim & Lite. Released in September, it


was lighter and brighter than the

600,000 units original, and remains the definitive


PSP model. And at the Tokyo Game

in two days. Show, we saw a shocking return. Over


to you, 2008

The 1 Call Of Duty 4:


Modern Warfare 2 God Of War II
GOW ended with Kratos 3 Okami
A Japanese fable in
years We were all thoroughly
sick of World War 2 games
becoming the new God Of
War (spoiler!) so where the
videogame form, Okami
followed the plight of
top by 07, so Modern Warfare
was a breath of fresh air.
hell do you go from there?
Well, to Hell, actually (well,
Amaterasu, a god trying
to save the world from an
It remains one of the best CODs, with an technically the Underworld). Adding even ancient evil. This was easier said than
three ace story and multiplayer that introduced
the now-ubiquitous levelling system.
more complexity to its deep combat
system, GOW II was a last hurrah for PS2.
done, given that Ammy took the form of an
oh-so cuddly, Daz-white wolf.
games Pub Activision Dev Infinity Ward Pub Sony Dev SCE Santa Monica Pub capcom Dev clover studios
20th anniversary

2008The y e ar of

dualshock 3, trophies,
m e ta l g e a r s o l id 4 & l i t t l eb ig p l a n e t

T
his was the year Sony got its when Firmware update 2.40 delivered
buzz back and were not in-game XMB support, and Trophies
just talking about the cracking Sonys answer to Xbox 360s
line-up of games released in-vogue, dangerously life-sucking
during 2008 (more on those later). Achievements system.
Nope, were talking about a buzz of a PSP also evolved this year,
more literal kind the gentle hum although some might contend
of a controller thats warning you not necessarily for the
that your sports car is veering off better. At Gamescom
into the weeds, or that someone is 2008, Sony unveiled the
pumping an entire rifle clip into third PSP in four years
your sorry little face. the PSP-3000. A
024 Were talking haptic feedback, or, in minor upgrade over
Over-indulgent two-hour cutscenes aside, MGS4 remains one
English, vibrating controllers, and the of PlayStations most engaging and memorable experiences. the PSP-2000, it
came with a built-in

firmware update 2.40 delivered microphone for online


gaming or Skype, and a

in-game xmb support and brighter LCD screen. It also had


a faster refresh rate to counteract the

introduced the trophy system. PSP-2000s ghosting issues, but the


trade-off came in the form of visible
scanlines and jaggy graphics, which
news that Sony had resolved its patent was retrospectively patched in to had some scurrying back to their
infringement dispute with the older PS3 titles such as MotorStorm, PSP-2000s.
Google-owned Immersion suggesting Sony was always Anything else? Oh yes, the
Corporation in March confident the issue would games! So. Many. Great. Games. PS3
2007 paved the way for work itself out. enjoyed a break-out year in 2008,
the tech to debut with Resistance 2, Metal Gear Solid 4:
on PS3. And so in patch adams Guns Of The Patriots and LittleBig-
July, the Sixaxis Speaking of patches, Planet headlining a killer list of PS3
replacement arrived it turned out that exclusives. Meanwhile, PSPs highlights
in the form of PlayStation 3 hardware hinted at the direction portable
DualShock 3 could be updated just as gaming was going to take away
essentially the same easily as its software, and from scaled-down adaptations of full
controller, but with the we got our first significant console games and towards quirkier
famous vibration motors glimpse of how exciting an offerings such as Patapon and Super
restored. Rumble support evolving platform could be Stardust Portable.

The 1 Metal Gear Solid 4:


Guns Of The Patriots 2 Dead Space
The sequels are less scary 3 Bioshock
This spiritual sequel to
years Love it or hate it, this is
Kojima at his most Kojima.
and more action-heavy, but
the original remains
System Shock proved that
first-person shooters can
top The cutscenes might last
forever, but how else to
a great sci-horror with
echoes of Resident Evil 4.
be intelligent, too. The
games a comment on
(chronologically) wrap up this beautifully Its a wonderfully immersive game; holo- player agency, a deconstruction of
six mad series than with twist after twist
after twist? What a ride.
menus and cavernous sound design firmly
trapping you inside its sci-fi hell.
Objectivism, but also a solid shooter with
a soggy setting and captivating narrative.
games Pub Konami Dev kojima productions Pub EA Dev EA Redwood shores Pub Take-Two Dev 2K/Digital Extremes
20th anniversary

025

4 Rock Band 5 LittleBigPlanet 6 Fallout 3


After Guitar Hero LittleBigPlanets creation Many prefer its follow-up
revolutionised air guitar, tools are some of the best, New Vegas, which better
Harmonix decided to and simplest, the industry captured the dark wit of
simulate an entire band. has ever seen. You the original games, but
To unleash the full potential lot made some hugely Bethesdas open-world
of this incredible party game, you needed creative, complex and hilarious stages apocalypse is a ramblers dream. It
four pricey instruments and three with it, and then you did it all again for rewarded exploration while offering a
moderately tipsy friends. Rock on! the next two full-fat instalments. combat system with a turn-based twist.
Pub EA Dev Harmonix Pub sony Dev Media Molecule Pub Bethesda Dev Bethesda
20th anniversary

2009 The y e ar of

p l ay s tat i o n m o v e,
psp go & ps3 slim

T
his year saw PlayStation 3 PS3, PlayStation Move, at E3 2009.
outsell Xbox 360 for the Moves eventual fate is a story for
first time raking in an another year, so let us just say this for
impressive 13 million sales now: Move was, and is, a seriously
worldwide compared to 360s 10.1 impressive piece of technology.
million. By this point in the game,
however, it was clear that Sony and hardware times
Microsoft were squabbling over the Rather than being a slapdash answer
generations leftovers. to the Wii motion controller, Move
Despite its lack of grunt (it was had actually been in development
barely more powerful than PS2), since 2000, and was, from a
Nintendos Wii console had technological standpoint, light-years
026 established a commanding lead over ahead of Wiis version. Moves most
the competition, shifting over 21 prominent physical feature was a
million units in 2009 alone. While positively indecent looking glowing
traditional gaming audiences shunned orb situated on the controllers tip,
Wii, the diminutive console with the which could be tracked by the
glowing blue mouth opened up our PlayStation Eye camera, allowing for
hobby to new demographics, thanks to three-dimensional motion controls.
its innovative motion controller, which Additionally, the Eye would scan the
made everything from playing tennis colours in the room the system was
located in and transmit this data to

the world wasnt your Move controller, enabling it to


select an orb colour that wouldnt

ready for psp gos clash with your curtains. Fashionable!


Also fashionable in 2009:

download-only portable gaming. Just before E3, Sony


announced its most dramatic PSP

format, or its price. redesign yet PSP Go. Released in


October, it ditched the clunky UMD
format in favour of 16GB of internal
to slicing skulls easy for any member memory. It was a cool bit of kit, but
of the family (even the little ones). the world wasnt ready for download-
Sony fancied a bit of that only, nor was it ready for its 225 price
mainstream success. And so, as tag. A new slimline PS3 with a fresh
widely speculated, the hardware giant logo was revealed at Gamescom, and
revealed its own motion controller for was far more warmly received

The 1 Uncharted 2:
Among Thieves 2 Batman:
Arkham Asylum 3 Assassins Creed II
The original had a great
years Drakes second outing
was more assured, more
This licensed game
from an unproven studio
foundation, but it had
its limitations. This epic
top ambitious, and somehow
even more beautiful than
shouldnt have been good
but it was exceptional.
sequel expanded its
systems and smoothed
his first. It gave us standout moments (oh, With a deep love and understanding for its rough edges, all while introducing a
three that dangling train opener), and remains
the peak of this excellent series.
the Caped Crusader, Rocksteady crafted
one of the best combat systems ever.
beautiful new setting and the best
protagonist the series has ever known.
games Pub sony Dev Naughty Dog Pub square enix Dev Rocksteady Pub Ubisoft Dev Ubisoft Montreal
20th anniversary

2010 The y e ar of

p l ay s tat i o n m o v e l a u n c h e s,
3 d g a m i n g & p l ay s tat i o n p l u s

N
ew decade, new ways to play;
that was the theme of 2010.
Much of Sonys attention
this year focused on
PlayStation Move, its September
launch being treated with all the
pomp and pageantry of a brand new
hardware launch.
But despite a high-profile link-up
with Coca-Cola and a prominent push
at E3 2010 (Sony even went as far as Drawing from its experiences with EyeToy on PlayStation 2, Sony had high hopes for PlayStation Move
to wheel freshly-disgraced star Tiger
Woods out on stage for a round of would become relevant again when Sonys attempts to kickstart the 027
pretend-golf), Move was lumbered Sonys Project Morpheus virtual reality movement by offering a cut-price
with a historically uninspired launch headset hits the market in 2016. Bravia 3DTV with four free games,
line-up, consisting of nonentities such 3D gaming was another hotly-tipped the buzz soon fizzled out.
as Sports Champions, Kung Fu Rider vision of the future. At E3, Sony Its funny to think that of all the
and Start The Party! (Their proudly showed off a 3D demo of Sony announcements at a busy E3
exclamation mark, not ours.) Killzone 3, a game which had been 2010, the one that ended up offering
Sales in Europe were steady enough
(1.5 million units shifted in the first
month alone), but publishers were the announcement with the most
loath to finance games for a
peripheral owned by a lasting impact was also the most
small splinter of the
PS3 market, and so
the killer app for
unheralded playstation plus.
PlayStation Move built from the ground up, the most lasting impact was also one
never came. The with 3D viewing in mind. of the most unheralded the launch
controller slowly Considering we were just of the PlayStation Plus service. A
spiralled into six months removed from premium subscription service that
obscurity over the cinematic release of offered a rotating buffet of free games
the course of the 3D posterchild Avatar, its and store discounts to its members,
next few years, but no surprise that the mind- it was largely scoffed at when it was
Sony worldwide president blowing demonstration captured launched in June, but quickly
Shuhei Yoshida recently imaginations at the show. Alas, 3D established itself as an essential
revealed that motion controls gaming proved to be a fad, and despite purchase for PlayStation owners.

The 1 Red Dead


Redemption 2 Super Street
Fighter IV 3 Heavy Rain
David Cage continues to
years This could have just been
GTA: Wild West and it
Building on the rousing
success of 2008s SFIV,
fly the flag for interactive,
bonkers cinematic stories,
top would have done the
business, but instead its a
the rejigged update was
more than just an increase
and the world would be a
far duller place without
subtler story about the decline of the Old in the roster. A series of tweaks based on him. Heavy Rain was a collection of thrilling
three West, and how its not always so easy to
escape your past. An instant classic.
fan feedback rebalanced the fighting, as
did some welcome extra online modes.
and engaging moments that introduced
the world to JASON!
games Pub Rockstar Games Dev Rockstar San Diego Pub CAPCOM Dev CAPCOM/dimps Pub sony Dev Quantic Dream
20th anniversary

2011The y e ar of

threequels, psn downtime


& PS v i t a r e v e a l e d

B
y now, PlayStation 3s list of
exclusives was beginning to
look far more compelling
than that of rival Xbox 360
Uncharted 3, Killzone 3 and
Resistance 3 all proving that good
things come in (or are suffixed by)
threes. But any hopes Sony had of a
quiet year where the games did the
talking came crashing to a halt on Sure, there were lots of sequels going about, but that didnt mean a drop in quality. Uncharted 3 was incredible.
20 April, when someone pulled
the plug on the PlayStation dispute between Sony and With that ugliness behind it, Sony
028 Network, making it downright a hacker who jailbroke PS3. could focus on showcasing Next-Gen
impossible for PS3 and PSP Anonymous, however, denied Portable (NGP). Announced in January
owners to get online for over involvement, claiming and later renamed and revealed as
three weeks. It hurt. that attacking PSN PlayStation Vita, it was a slinky
That someone turned out would needlessly punish machine that superficially resembled
to be hackers, who exploited innocent PlayStation PSP but featured a raft of subtle design
a security flaw in the PSN gamers. Regardless of who fixes. Gone was PSPs coarse,
infrastructure (potentially was to blame for the hack,
compromising personal
information from over 77
the entire episode was an
expensive and embarrassing sony, to its credit,
million PSN accounts in
the process) and forced Sony
one for Sony, and may have
even indirectly led to the handled the psn
to lock down its systems
until they were fixed.
demise of Zipper Interactive,
whose online-reliant SOCOM downtime well with
Although it was
never comprehensively
confirmed who was
4 was released the same day
the outage began.
Sony, to its credit, handled
lots of free games.
behind the attacks, the situation remarkably well fingerprint-destroying nub, in favour
Sony strongly in the aftermath, offering a of more conventional twin analogue
suspected the hacking suitably contrite apology sticks. And as for popular
group Anonymous, at E3 2011. Affected users touchscreens? Vita gave us that,
who had recently received 30 days of and then threw in a snazzy rear
been behind a series of PlayStation Plus access touchpad too, just because it could. It
attacks on Sony websites, and a stack of free launched in Japan in December 2011.
in retaliation to a legal games as compensation. But its over to 2012 for us Europeans.

The 1 Mass Effect 2


The first of the series to 2 Dark Souls
FromSofts spiritual 3 Portal 2
Portal 2 was everything
years hit PS3 toned down the
numbers, improved the
sequel to Demons Souls is
a modern-day classic, with
we could hope for from a
sequel. The puzzling was
top combat and focused more
on story. It was an
unwavering attention to
detail in its world design,
expanded in clever ways,
while its story was bigger
essential PS3 buy, despite the missing and some of the best combat an RPG has and funnier thanks to a laugh-out-loud
three first chapter. Wheres Skyrim, you ask?
Blame Bethesdas shameful launch bugs
ever seen. Conquering Dark Souls is a
challenge, and one you wont forget.
script and winning voice-acting from the
likes of Stephen Merchant.
games Pub EA Dev BioWare Pub Namco Bandai Dev From Software Pub EA Dev Valve
20th anniversary

2012The y e ar of

p l ay s tat i o n v i ta r e l e a s e d
& ps3 nearing retirement

P
layStation Vita (its Latin for 229 for the base model and 279
life, every news outlet for the 3G-enabled version, plus the
reminded us at the time) price of a small mortgage for the
officially launched in the memory cards to add on
United Kingdom on 22 February, in top of that outlay.
what could charitably be described a Combined,
veritable baptism of fire. these factors
The hardware itself met with rave saw punters
reviews, and the line-up of games was approach PS
undeniably strong 30+ games were Vita with
available at launch, including caution, and
Uncharted: Golden Abyss, WipEout launch sales in the
2048, Rayman Origins and UK stood at a 029
Lumines: Electronic Symphony. disappointing 45k
These titles threw weight well down from PSPs 185k.
behind Vitas boast that it Vita would go on to find
was capable of packing relevance by moving away
PS3-calibre games from boxed premium titles
into a piece of curvy and embracing digital
hardware the size of a downloads, but thats a story
cows tongue, but there for later on down the road.
was trouble in paradise. Like dogs trembling before
Circumstances were earthquakes strike, new handhelds
conspiring against PS are usually a sign that a new wave of
Vita, which launched at consoles are on the horizon and the
the very height of the announcement of a LittleBigPlanet
iOS gaming craze Karting game only furthered
the public had speculation that PS3 was nearing
warmed to the idea the end of its life. Sony began PS3s
of paying 59p for winding down process in September
portable games and While PS Vita would struggle against by announcing a new budget Super
the mobile gaming market, it would
Vitas premium priced titles looked eventually get a second breath of life Slim model, which took the console
heavy on the wallet in comparison. It thanks to some bespoke titles (such under the 200 mark for the first
didnt help that the initial monsoon of as Tearaway) and a PS Plus library time in its history. It wasnt as
titles quickly dried up and the rest of stuffed with its biggest hits. universally popular as the 2009
2012 saw a software drought, while the revision however; the top-loading
price of the system itself was steep disc tray no match for the old slot.

The 1 Journey
Weve played with 2 Dishonored
Arkane Studios built on 3 The Walking Dead
Has it really only been
years thousands of other people
online, but rarely have
its experience with first-
person melee combat and
three years since Telltale
revitalised adventure
top we felt this much of a
connection with another
nailed the formula to the
wall with the steampunk-
games with TWD? You can
hardly accuse it of resting
soul. Journey made players anonymous, themed Dishonored. Its a game of stealth on its laurels since. This narratively rich
three transforming everyone into iconic
scarf-people on a charming adventure.
and murder, mixing Hitman, Deus Ex and
Thief. An utterly brilliant experience.
series boldly downplayed puzzles and
exploration for story and choice.
games Pub Sony Dev thatgamecompany Pub Bethesda Dev Arkane studios Pub Telltale Games Dev Telltale Games
20th anniversary

2013The y e ar of

p l ay s tat i o n 4 l a u n c h e s, s h a r i n g
& record breaking sales

A
lthough PlayStation 3
rebounded from its poor
start, it was never able to
establish market dominance
like PS1 and PS2 did back in the
day. PlayStation 4 on the other hand
established itself as boss before
we even knew what it looked like.
Doubly impressive, when you
consider we first thing we saw
running on the thing was Knack.
Ropey platformers aside, PS4s Following months of palpable hype, PS4 broke retail records and became a must-have item that Christmas.
030 announcement event in New York on
20 February was clean, clear and truth be told, it was Microsofts indie scene, to the price itself, inflated
hinted at the ways PS4 would enhance insistence of scoring own goal after by the mandatory Kinect add-on.
our gaming experiences beyond own goal that saw Sony storm into a Smelling blood, Sony went straight
increasing the grunt power. Its commanding lead before the gen could for the throat at its E3 presentation,
improved interface would enable even begin. The US giant hoped to devastating its waning opponents with
players to upload gameplay footage, build on the inroads Xbox 360 has takedown after takedown. You can
trade in your games at a store, Sony

launching on 29 november president Jack Tretton announced.


No online check-in requirement here,

2013, ps4 shifted an astonishing he said. Oh, by the way, have you
seen our burgeoning indie scene?

250,000 units in just 48 hours. PlayStation 4 even looked better than


its opposition, its sleek, slanted shape
making it look like art compared with
play games while updates installed made in the market, but instead the VCR-like Xbox One.
themselves in the background, and squandered a decades hard work Tretton would go on to declare
suspend playing sessions for later with a selection box of consumer- PS4 a great redemption story, and its
all innovations that made PS3s hostile decisions from the success was instant. The system went
XMB interface look requirement for the on sale on 29 November in the UK
really dated. console to always and shifted an astonishing 250,000
PS4s Feb be online, to an units in just 48 hours more than
announcement inability to trade PSP or PS3 could manage. Xbox One,
was crisp and in used games, meanwhile, plodded along with a
professional but, to the lack of an paltry 150,000 to its name.

The 1 The Last Of Us


Naughty Dog followed up 2 Grand Theft Auto V
The fifth numbered GTA 3 Bioshock Infinite
Its development was
years its relatively lighthearted
Uncharted series with this
brought back some of
the silliness lacking from
troubled, but the
end result is another
top bleak action game set
after the apocalypse. Its a
GTA IV in a crime caper
featuring no fewer than
sumptuous FPS set in a
fantastical alternate
subtler game, but one with its own share three main characters. The games huge world. Or worlds, we should say Infinites
three of blockbusting moments and a story that
lands an emotional gut-punch.
open-world can be played online, too a
mode filled with co-op races and heists.
story is mindbendingly brilliant, shunting
you from one magical universe to the next.
games Pub sony Dev Naughty Dog Pub Rockstar Games Dev Rockstar North Pub 2K Games Dev Irrational Games
20th anniversary

031

Smelling blood, sony went


straight for the throat during
its e3 presentation in 2013.
PS4 is all about change
including a much-needed
update to the classic
DualShock design.
20th anniversary

2014The y e ar of

p s v i ta go e s in die,
r e m o t e p l ay & p r o j e c t m o r p h e u s

W
oah we got so had a slightly better battery life,
completely caught up although this came at a cost PS
in PS4s launch, that we Vita Slims LED display was slightly
completely forgot to talk dimmer than PS Vita Fatboys OLED
about PS Vitas 2013! To quickly screen. Having said that, both consoles
recap: after the disappointing news boast ridiculously bright displays, so
in February that the PS Vitas sales were hardly talking massive levels of
figures were well below Sonys sacrifice here.
forecast of ten million, many
industry insiders were quick to mighty morpheus
declare Vita dead in the water. The year 2014 also saw Sony unveil
Sony had other plans however, arguably its most ambitious hardware
032 and began Project re-Vitalisation yet Project Morpheus. The virtual
by slashing the consoles price and reality headset was revealed at GDC
shifting development focus away and immediately grabbed your (and
from big-budget triple-A games and our) attention with its immersive
towards its thriving indie scene. PS potential and PS4 compatibility, plus
Vita was also able to piggy-back on promised a new lease of life for PS
PS4s success thanks to the Remote Move wands the world over.
Play feature, which enabled PS4 If you fancied playing your PS4
owners to stream their current-gen games in bed, but wanted to play on
games to their Vita, allowing you the big screen, meanwhile, then
to play games such as Destiny 2014 had your back. The PS
away from your TV. TV microconsole, released
As part of the refresh, in November, enabled
Sony announced a you to stream games
slimmer and lighter Vita onto a second TV
model in January 2014. screen while your PS4
Released in the UK on whirrs away downstairs.
7 February, PS Vita Slim And to close off a
boasted a trim price tag year in which PS4
to match its form factor continued to dominate?
it cost 180, which Sony celebrated with
represented even better the first ever annual
value for money once you PlayStation Experience
factored in its 1GB of event for its fans, hosted
internal memory. It also in Las Vegas.

The 1 Destiny
Its story of moon-wizards 2 Alien: Isolation
An old-fashioned horror 3 Dragon Age:
Inquisition
years and spinmetal might be
tough to follow, but no
that prioritises hiding and
punishes mistakes, Isolation
A rushed development
period and cramped urban
top one can fault the quality of
Bungies gunplay. Satisfying
is a beautiful anachronism.
Its also the most authentic
location hobbled Dragon
Age 2, so for this sequel
shooting meets compelling loot-gathering Alien game ever made, recreating the look Bioware blew us away. Its an enormous
three and daunting online challenges; weve
been stuck in its feedback loop ever since.
of the film in exquisite detail. In space, no
one can hear you sob in a cupboard.
RPG that gives you control over a small
army, harking back to the original story.
games Pub Activision Dev Bungie Pub sega Dev Creative Assembly Pub EA Dev BioWare
20th anniversary

2015The y e ar of

The L ast Guardian, Shenmue 3, new cod


p a r t n e r s h i p & F i n a l F a n t a s y VII r e m a k e

O
n PlayStations 20th Sony stood firmly behind its
anniversary, Sony stoked the PS4 slogan: This Is For The Players.
flames and reignited the fires And the current releases?
hot off an historic E3 victory. Bloodborne is an undoubted critical
The Last Guardians shock return and commercial success, the revitalised
from eight years in development incarnation of an all-time great in
limbo is one of those headline- Dark Souls, and the likes of Until
grabbing announcements you still Dawn and The Order: 1886 show
cant quite believe. Sonys willing to throw weight behind
Almost a decade in absentia, it was new properties. And lets not forget a
feared Team Icos successor to stone thriving indie scene featuring Rocket
cold PS2 classics Ico and Shadow Of League, N++ and Titan Souls.
The Colossus was gone forever, but 033
its return signals intent to continue the futures grey
delivering unique experiences. 2015 is also the year Sony took it to
And thats not all. The Shenmue Microsoft. With the news Call Of
series spent even longer out of the Duty: Advanced Warfare sold 4.01
spotlight (14 years), but the long, million copies on PS4 and only 2.61
long-awaited third instalment is back. million on Xbox One, it seized the
A Final Fantasy VII remaster rounds chance to snatch up timed-exclusive
off the triple threat of E3 surprises. DLC for the series. Alongside that,
Fans have spent years begging for Destiny has continued to boast PS4-
them, and that theyre actually exclusive maps, Strikes, and gear. Fact:
happening indicates 2015 is the year two of the biggest games in the world
right now are best on PS4.

the likes of Sonys platform is stronger than


ever, and sales figures back that up. As

until dawn and of March, PS4 has sold 22.3 million


units, with a further 16 million

the order: 1886 expected before the year is out. Key


strategies, such as a thriving

show sony is We still get chills thinking


PlayStation Plus service that dishes
out excellent free games on a monthly

willing to push about Sonys E3 showing.


So many dream games
basis, further defines the console. The
year isnt yet over, but it isnt too

new brands. realised in one night. early to declare it a massive success


for PlayStation 4.

2 015 s 1 Bloodborne
From Software invigorates 2 Metal Gear Solid V:
The Phantom Pain 3 The Witcher 3
Wild Hunt
top the Dark Souls formula with
a transfusion of aggressive
The final hurrah for the
celebrated series under the
Simply pulling off an open-
world as massive as the
games new enemies, brutal
transforming weaponry
banner of Hideo Kojima, the
split between developer and
Northern Realms without it
blowing up your PS4 is a
and even bloodier combat in a rich and publisher dominated pre-release talk but feat in itself, but filling it with engaging
(so captivating dark world. Hidetaka Miyazaki
crafts another punishing masterpiece.
the sublime sandbox stealth action means
Koj has bowed out on a high.
quests and stories is truly impressive.
The White Wolf rides off in style.
far) Pub sony Dev FROM SOFTWARE Pub konami Dev kojima productions Pub bandai namco Dev CD PROJEKT RED
20th anniversary

2016The y e ar of

Pro ject Morpheus, Unch arted 4: a thief s end,


Horizon zero dawn & Street Fighter v

V
irtual reality will find its
de facto home on PS4 with
Project Morpheus, the best
way to experience a new
gaming revolution. Sonys headset,
exclusive to PS4, is the most
immersive, most comfortable, and
not to mention most aesthetically
badass in a soon-to-be crowded
market. Key selling points include
a lovely 120Hz refresh rate and the
ability to output another game feed Both EVE: Valkyrie (above left) and The London Heist (above right) show Morpheus is more than a passing fad.
034 to a TV for others to play along, too.
Of course, exciting new tech is controlled by mates who can fight designing for it, and it bodes well for
nothing without titles, and Morpheus back with projectiles. Then theres the headsets long-term future.
has over 30 in development. CCP bank shooter The London Heist, But Sony isnt forgetting about
Games EVE: Valkyrie is a thrilling undersea exploration The Deep, and more traditional experiences, and its
space-based dogfighter set in the bomb-defusing multiplayer puzzler proving it with a batch of irresistible
sprawling universe of its massive PC Keep Talking And Nobody Explodes. exclusives. It continues a winning
partnership with Naughty Dog in

key morpheus selling points Uncharted 4 (check this months cover


feature for more), forges ahead with

include a 120hz refresh rate fresh concepts in Guerrillas Horizon


Zero Dawn, and pulls off a major coup

and single tv projection. in grabbing a genre-conquering


phenomenon in Street Fighter V.
2016, then, will be a year of
MMO, EVE Online. Here players strap Alongside new experiences innovation. With Morpheus
into spacecraft cockpits and battle are a slew of retrofitted ones. bringing a new wave of interactive
among space fleets and asteroid fields Project CARS, Thief and entertainment and offering new
from first-person. Surgeon Simulator shine in the ways to play old games as
Playroom VR is more proof new medium of virtual reality, more system-selling
of concept: a unique multiplayer with dozens more taking on a new exclusives roll in from
mini-game compilation that shows off lease of life. Its good to see both the greatest developers
what Morpheus can do. Theres one established studios and indie upstarts on the planet, next year
in which the wearer becomes a feel confident enough about virtual is shaping up to be
dinosaur, headbutting little robots reality to throw themselves into PlayStations best.

six 1 Uncharted 4:
A Thiefs End 2 The Last Guardian
No, we cant quite believe 3 Horizon Zero Dawn
1,000 years in the future,
games An older, wiser, but no less
wisecracking Nathan Drake
it either, but The Last
Guardian is real, and its
robotic dinosaurs rule
the land. In this beautiful
to stars in Naughty Dogs
eagerly awaited new
happening. Its everything
wed hoped for: a touching
open-world you can hunt
them with explosive arrows,
adventure, alongside a Troy Baker-voiced tale of a boy exploring ruins with his giant anchor them using cables, pillage them for
wat c h brother. Expect gobsmacking set-pieces
and thigh-slapping zingers.
eagle-dog. With Fumito Ueda on board and
Sonys backing, this could be epic.
parts, or run away screaming. Dino
hunting has never looked so good.
in 2 016 Pub sony Dev NAUGHTY DOG Pub sony Dev gendesign/sce studio japan Pub sony Dev GUERrILLA GAMES
20th anniversary

Unlike other VR headsets


in the works, Morpheus
also looks great and is
comfortable to use.

035

thanks to
project morpheus
and co, 2016 will
be the year of
innovation.

4 Deus Ex: 5 Street Fighter V 6 Mass Effect Andromeda


Mankind Divided New to this genre-defining Bioware boldly rediscovers
Unlike Human Revolution, beat-em-up is the ability Mass Effects fun streak after
you can play this more open to stun opponents who play a dark and brooding final
sci-fi RPG as a true pacifist, too aggressively, a V-Gauge instalment. Andromedia
non-lethally taking down which fills to enable more kickstarts a new saga with
bosses and knocking fools out clean. That attacks, and interactive stages. Oh, and fresh characters to mingle
new spike-launcher does look pretty consider this one: its a PlayStation 4 with and more scope to roam
appealing though console-exclusive. Forever. farther than ever.
Pub SQUARE ENIX Dev EIDOS MONTREAL Pub CAPCOM Dev CAPCOM Pub EA Dev BIOWARE
20th anniversary

The
Secrets
036

Of PlayStation
What does it take to make PlayStation a
dynasty? We cornered some of the worlds
biggest developers and asked them to share
the secrets of their craft
20th anniversary

037
20th anniversary

Mark Cerny
PS4 system architect

Whats the secret to


building the greatest
console in history?
W
hat we tried to do with what I [also] heard was, Do not tasks. Our vision was that Day
PS Vita was make sure use exotic technologies as a way One titles might not make use of
038 that oh, you mean to increase the performance. compute, but that by year three
PlayStation 4? The developers were looking for or four wed see a lot of very
I know it sounds extremely something conventional in many interesting work in this area.
basic but we made a great attempt ways, with good performance, This overall strategy, of a
to hear directly from the game and good growth potential. familiar hardware with some
creators what sort of console Certainly the choice of an forward looking features, seems
would really help them to create x86 CPU and a PC GPU satisfied to have turned out very well. The
the games they were dreaming of the need for familiarity and familiarity has brought us a rich
making. I once said Id talked to a performance, but good growth library of titles, and the benefits
few dozen teams. It turns out that potential that was very tricky. of compute are already being
was incorrect I found my notes We ended up modifying the GPU seen Resogun made great use
recently and the number was in a number of ways, principally of it at launch, and most recently
closer to fifty! to make compute (also known as The Tomorrow Children uses
What they said was very GPGPU) easier and more compute for its soft lighting and
surprising, at least to me. Id practical by which I mean using overall surreal look.
expected to hear a lot about the GPU to perform something I cant wait to see what the
performance, and I did but other than traditional rendering future will bring here.
20th anniversary

039

PS4s designer also


created PS1 icons
Crash Bandicoot and
Spyro The Dragon.
20th anniversary

Pat rick B ach


D ICE g e n e r a l m a n a g e r

Whats the secret to


making the perfect
Star Wars game?
T
hats a good question. AT-AT walkers, the Stormtrooper technology that drives it, the
This is exactly what armour, everything the techniques that drive it, and
040 were basing the Star authenticity of the game will be also the tie-in and connection
Wars Battlefront project super-high. That, coupled with to Lucasfilm and the connection
on. Whats the secret? What the technology and the techniques to Star Wars Episode VII and the
is it that we want to achieve? we use, creates the fidelity that Battle Of Jakku.
The brilliant thing when Star Wars stands for. To me, that creates this very
the relationship started with On top of that, of course, it nice circle that encompasses what
Lucasfilm was that they said to needs to play great. If it doesnt it should be. Because we spend a
us, We want to build the best play great, youll say, Oh, the lot of energy just trying to think,
Battlefront game that has ever pictures nice great trailer, and Well, what is it? Itd be easy
been made, and the best Star move on. We want you to live to just take the shovel and put
Wars game that has ever been and breathe this game like you stuff in there without considering
made. We know you know how live and breathe Star Wars. So its it carefully. But this is sacred
to build shooters how can we super-important to get the [feel] ground. We cant barge into the
get this to work? And we said, right, [not only] from the second Star Wars universe and say, A-ha!
We want the same thing, so you hit the ground shooting or We know what to do! Lets just
what can we get from you? Open take flight, but also in terms of take our old games, put spray-tan
the doors. longevity, variation, progression on them and call them Star Wars
If you want to recreate the and persistence. So its a mix of games! I think thats
battles from the original trilogy, the authenticity of Star Wars, the disrespectful.
and you get access to the actual fantasy of the battle, the
content that those battles were
built upon the blasters, the

DICE aimed for the


highest level of
authenticity, including
scanning movie props.
20th anniversary

Whats the secret to


Julian Gerighty M at t Thorson
T he Cre w cre at i v e direc tor T o w e r f a l l : As c e n s i o n c r e a t o r

making a big world fun the perfect


to explore? multiplayer game?
I think its variety. Because making a big world by itself is Mind-games! Having lots of room to trick your friends
fairly easy if its going to be empty and boring; a desert. But and then trick people trying to trick you, and trick
being big is not what makes it interesting, its the variety of people who know that youre trying to trick them. Thats
the different terrain and then its giving you the vehicles what you need.
that allow you to explore those different environments.

Rupert Friend
Mark Darrah Hitman: Agent 47 film actor
Dragon Age: Inquisition
executive producer bringing a game character 041

giving players meaningful to life on the big screen?


story choices? Theres so much involved in making a movie, let alone
a videogame: directors and writers and production
Really its about dilemma more than choice. So if you just designers and so only as far as Im concerned, I dont
give me a choice where the answers are obvious do think that gamers want to watch a film that is exactly
you want to save a puppy or kick it across the room? or a film of the game. I think thats what the game is for.
if you give me a choice where the consequences have no I think the film should be an extension and an
meaning like do you want chocolate or vanilla ice augmentation of a videogame world, not a literal
cream? theyre not dilemmas. Its really about feeling depiction of it. We want to add to this world, we dont
like both answers are plausible or possible, and both want to just keep doing the same thing over and over,
have consequences that you may not want to live with. so for me its translate dont transliterate.

G av in Price Jason Gr av es
Yook a-L ay l ee cre at i v e direc tor game composer

reviving the 3D composing the perfect


platformer? videogame score?
Pent-up passion for doing it. Ive always loved these Find the emotional core of the game. Every title connects
types of games, and I love that you can get slight with players in a different way strengthen that
variations, almost sub-genres, of them too: you can emotional connection through music as much as possible.
get so much variety in what youre doing in
exploratory levels or scrolling levels
So high variety is [also] really key.
20th anniversary

042

Check out the prologue


in Batman: Arkham
Knight for a cheeky
Sefton Hill cameo.
20th anniversary

Sefton Hill
Rocksteady Games co-founder &
B at m a n A r k h a m ser ies g a me dir ec t or

Whats the secret to


the perfect tie-in?
O
bviously we have a and I still genuinely do see it always thinking, and we 043
tremendous amount of as a real privilege to get to work constantly question how can it be
love for Batman and his with this character that Ive better. We dont try and use any
universe, and I think always loved, to work in this established mechanics to solve
thats the first thing we try universe. Thats a necessary our games its about trying to
never to forget. ingredient. Its very hard to make create new ways, new mechanics
We really want that to come something that has that kind of and new things that we think
across in the games that we make love and attention if you dont really represent Batman more
how much we care about the really believe that when youre fundamentally than trying to
games and how much we care making it. shoehorn just any mechanic into
about the universe and thats We also really have the feeling Bats or into a licensed character.
a big part of it. I always say that that were never satisfied with I like to think that obviously
thats not something you can anything that we make. Were its something other people can
really fake. You cant really judge if you took Batman out
pretend for the amount of time of the game, that people would
and dedication that you need to still love it. But at the same time,
put into game development. if you took Batman out of the
There needs to be a genuine game and gave it to someone
love for the thing that youre and said, Guess who this is a
making for other people to feel game of? that they would still
that. So I guess thats the first immediately know because the
thing: that passion and that mechanics speak to who the
dedication to what youre getting Hill and the rest of Rocksteady have character is so directly. Thats
to work on. We always saw it worked on Batman for almost a decade. always our goal.
20th anniversary

troy baker
voice actor

Whats the
secret to
creating a
character
044
with just
a voice?
A
t the end of the day
its all about the acting.
Whatever mechanic
youre using,
whether its the voice or,
with performance capture,
everything: the body, the face,
the voice, youre having to
overcome a lot.
Normally your wardrobe and
the makeup, the hair, etc., gets
you into that character, but
performance capture actually
plays against that. Youre in the
most ridiculous suit you can
possibly imagine and youve got
cameras in your face. So all of
those mechanics that normally
aid you are working against you,
and you have to overcome those
things. So I think theres no trick
to it other than understanding
where that character is, and you
have to have a really amazing
imagination because this is all
theatre of the mind.
Bakers first major game
role was the lead part in
2005s Brothers In Arms:
Road To Hill 30.
20th anniversary

Whats the secret to


Ru W eer a suri ya H a jime Ta b ata
Re a dy At Daw n presiden t & F i n a l F a n t a s y XV d i r e c t o r
The Order: 1886
cre at i v e direc tor the perfect Final Fantasy?
a killer game engine? I have not pulled that off yet so I do not know! Please
come back and ask me that question once I have
People. Thats it. Many people talk about systems: what created the perfect Final Fantasy game! [Laughs]
this system does, and what that system does. Systems
can be rebuilt from the ground up. The thing that you
cant rebuild is people. A lot of the senior guys [at Ready
At Dawn] have known each other for ten years. Thats
how you become who you are; ideas germinate because
you hear somebody else say something. The secret for
us was really to let these guys do what they do best and
telling everybody, Were gonna go all out, were just
gonna do whatever we want, no holds barred. If we do
that, what do you guys wanna do? And people then Piers Jackson
picked up responsibilities on every side engine, RIG S : M e c h a n i z e d C o m b a t L e a g u e
shaders, art, tools, design, and all of that builds great game director
technology. Well start a new technology at one point or
another, but knowing that these people are there
makes you keep going.
developing for Morpheus?
045
Plan. Think about it up front. Everything that you know
through your decades of working in the games industry,
you start again when it comes to working in VR on
Morpheus and you build from the ground up. You have to
think about what youre doing. For us, we always knew
we wanted to challenge ourselves. We wanted to make
a first-person shooter were Guerrilla, and weve
A a r o n M cH a r d y done this in the past. People say you cant make a first
FIFA l e a d g a m e p l a y p r o d u c e r person shooter; some say you shouldnt make a first
person shooter for Morpheus. But thats the goal we
the perfect goal? set ourselves. And we deconstructed it and just built it
from the ground up.

Im a passer of the ball. I grew up playing central


midfield, so thats my passion: setting up goals. I lean
towards the 25-one-touch-passes-that-break-
somebody-open type of goal. Though thats not to say
that I dont appreciate a good scorcher from distance

Eric Newgard
I m p a c t P r o ps r e p l i c a g e a r c r e a t o r

making a perfect replica?


Rya n B a rn a rd Thinking outside the box. There isnt a guide or manual
The Division game director for making things that havent been made before, so
you have to be innovative and bold enough to try out
doing post-apocalyptic methods that seem strange or unconventional. Dont be
afraid to mess up, its how you learn!

different?
The big secret to that for us is we have to say its
mid-crisis that terminology is something were owning
with the game to make sure that we dont get lumped in Destinys Gjallarhorn as
with a post-apocalyptic crowd. Were on the brink of that tricky to recreate in replica
moment where things could crash: there is a reason to form as it is to spell.
fight and there is something youre fighting for.
20th anniversary

Whats the secret to

046

Alex Hutchinson Hide ta k a Mi ya z a k i


Fa r C ry 4 c r e at i v e dir ec t or B l o o db o r n e &
D a r k S oul s c r e at or
a good villain?
designing a perfect
hardcore challenge?
I dont know that we know,
but we try pretty hard. For
us the goal is to get someone
you havent seen before; have
someone a bit exotic, a bit
outlandish. Someone with a
personal relationship with the
character and someone with
A ctually, Id like to know
the answer to that one
myself! What I can tell
you is, a thematic pillar of my
game design is that feeling of
strong opinions. Hopefully accomplishment you get after
someone fresh. You know, I surmounting incredible odds.
dont think theres any secret All I do, really, is mull over
you just grind away at it and how to go about making epic
then try and find a good actor obstacles the player can set
who can embody it. about conquering.
20th anniversary

G r a h a m Sm i t h
Drinkbox Studios co-founder

being different?
Just try and think outside of the box and try not to copy
what other people are doing. If you see someone else is
doing something, let them do it and you do something
different. Thats it.

Ta ro Yoko
Nier cre ator

making a cult hit?


Theres no recipe of course, but I have never wanted to
make cult games anyway. Its just I suppose I have
always tried to stay away from the mainstream kind of
games. I wouldnt say Im consciously making a very
strange or weird game that ends up in peoples
memory. I just dont mix with what everybody likes.
Another thing is, its probably essential to find a
producer who allows you to make anything you want to
do. Nier New Project is so weird, in a way, so I think
[producer Yosuke Saitos] mad to invest so much money 047
into it! [Laughs] There was a kind of Marmite effect
either you loved it or you hated it but in Japan there
were lots of gamers who were mad about Nier.

Lorne Lanning
Oddw o r l d c r e a t o r

creating an icon?
D a v i d J a ff e I think a lot of it is sheer luck; its luck and timing. Its one thing to
God Of War & want to create something, its another thing for it to become
that. But the key in my opinion and theres a lot of them out
Dr aw n T o De at h c r e at or there is that it takes some depth of character. On the surface,
Abe is a very superficial character with very simple needs.
creating a new IP? But underneath theres a lot going on. Theres a lot driving who
that character is and I think its similar in that respect to film in
that we appreciate deeper characters better.
For gaming I think the character really has to synergise with

T
what the gameplay is, meaning it has to be integral to what that
he secret is doing it. And then the secret, really, is character is: who they are, what they do, how theyre
The secret is saying, Do just the hard work of building contained in a world or a story. If you get that right
you have an idea that you the team, finding the money and get the balance between the production
fall in love with that you cant and finding a publisher. Its design of the character and what the character
stop thinking about wanting finding those partners that actually does and what they really believe when
theyre very believable, in a believable universe,
to make? Im always at you can surround yourself and theyre endearing and emotionally
least one or two chess with who can make not just the captivating, then I think youve got a chance.
moves ahead, so there are two game that you want to make,
games Im dying to make after but who can turn that game
Drawn To Death, but I dont into something even better.
know if well get to. So thats the secret.
20th anniversary

Whats the
secret to
Naughty
Dogs
success?
048

E va n W ells Christophe Balestra


Naughty Dog Naughty Dog
co-president co-president

I dont know if theres a secret


so much as its a lot of hard
work by a very talented team.
We put a lot of faith in the
people who we hire, and just
W e keep a small team
mentality as much as we
can, even though we have
a pretty big number of people.
We just make sure that people
count on them to hold that can communicate easily. We dont
really high standard and that have producers who just manage
culture. Its really about the their time everyone is their own
people, and we try to move all producer here, which is a little bit
of the roadblocks out of the way different to what other studios do.
for them just to do what they Were just trying to make sure
do best, which is create games. that they do what they love, and
thats the most important thing.
20th anniversary

Whats the secret to


N o u r e d i n e Abb o u d Christi a n Elv erda m
G h o s t R e c o n W i l d l a n ds Hi t m a n cre at i v e direc tor
senior producer

reinventing a beloved the perfect hit?


franchise? Weve obviously thought about that a lot! I would boil it
down to freedom of choice. Were trying to create a
sandbox with that very clear rule of There is our
I wont give lessons towards other games, but were Hitman and the target the rest is all up to you. That
doing two things on our game. One is to stay true to the would be my interpretation, and then all the variations
franchise: the core of it. As all Ghost Recon fans know, of that is what makes the game fun because you dont
the key to Ghost Recon is those tactical elements and know what to expect from each hit to the next. Freedom
understanding that they are the core of the franchise. of choice: a target and a Hitman.
And then we also look at what the technology is bringing
us. We were facing, in the past, many limitations; many
things we couldnt do. When we saw the new consoles
arriving we saw it was fantastic we could increase
the world [size] not for the sake of increasing it but to
give many options to the players, more than weve ever
had in the history of the franchise.

Almir Listo
Pay day 2 globa l br a nd direc tor 049

the perfect heist?


To bring the right people thats the first step. If you
L u k e Sm i t h have the right crew with you when you heist, you can
Des t in y: T he Ta k en K ing c re at i v e come out of any difficult situation. If you have the wrong
d i r e c t o r & V a u l t O f G l a ss d e s i g n e r crew you might want to stealth the heist but someone
is a loose cannon and suddenly the sh*t hits the fan and
great endgame content? everything goes nuts. The other thing is to have the
right setup. If youre going to do a stealth heist, you
need to dress for the occasion. The same goes for a
I dont know what the secret to great endgame content loud mission. When you basically want to go in guns
is. I dont know that anyone does. For The Taken King, blazing you need to have the right skillsets, the right
we wanted to have a cool thrill-ride through the weapons, and the right mask of course because
campaign and then [for you to] be ejected out of that youve got to look the part as well in order to commit
and have a bunch of different stuff for you to go out and the perfect crime.
do: activities that can reach and grab you for
every mood, whether youre interested in Strikes,
or running around the Dreadnaught fortress to figure
out how it works.
The thing that Im most excited about is watching
groups of people come together to solve problems, and
in a bunch of ways thats what the Vault Of Glass was:
it was a series of interconnected problems that your
group of six needed to solve. That philosophy is
definitely present in some of The Taken King and Andrew Witts
certainly present in the Dreadnaught design. The Rainbow Six Siege
design goal was for it to be an inscrutable g a mepl ay designer
loot-filled fortress, and the thing that we
imagined when we talk about it is, How are
the communities on the internet going to
the perfect siege situation?
band together to put it all together?
It becomes a cool opportunity for the One where the defence is ready and has set up their
Community (with a capital C!) to solve puzzles defences [properly], because without that the siege is
that weve constructed for them, and then to over very quickly! When we were making Sieges
build puzzles into a ritual that they can engage Terrohunt mode, we knew all the ingredients that the AI
with and come back and check out. would have to use. We wanted the AI to be aware that
the players were coming so, in the case of the Disarm
Bomb game mode, the AI is not sitting there
smoking cigarettes anymore; theyre actively prepared
and they set traps.
20th anniversary

050

Antoniades started out


as the director, writer
and programmer on
Xboxs Kung Fu Chaos.
20th anniversary

Ta meem A ntoni a des


Whats the
Ninja Theory co-founder
secret to
Whats R i c h a r d H o gg
Honeyslug designer

standing out?

the secret I think its really obvious: make something that doesnt look like all
the other videogames. Ours is a very conservative medium. So
many games look and feel similar, and even the slightest deviation

to perfect
is heralded as ground-breaking or risky. Make something that is a
bigger deviation from the norm (as we did with Hohokum) and
everyone asks you what drugs you were on when you made it.
But it isnt actually that crazy. Its just that in terms of how it
looks, feels and sounds and plays, Hohokum had more in common
with stuff going on outside of videogames. If more people were

action?
doing that then it would be a lot harder to stand out, but at the
moment its like shooting space marines in a barrel

051

I
Michiteru Ok abe
think its probably expression. Residen t E v il Re v el at ions 2
Good action involves letting producer
the player express themselves
and create their own style surviving a zombie attack?
with the tools that they have.
So the tools can be simple,
like it is in something like I get a suspicious feeling that there is a deeper underlying
purpose to this question, but Ill provide a straight answer in
Bomberman, for example. I would any case! My advice: bring together, and stick with, a group
say thats a perfect action game, of friends who you can trust with your life.
because the mechanics are
incredibly simple but theres
endless variation and expression
in how you fight and how you
play. In a combat game, giving
the player the tools to express
themselves and then rewarding
them for that is the goal not
being too prescriptive.
K eita Ta k a h a shi
K ata m a ri Da m a c y & Wat ta m c re at or

connecting people?
The idea for Wattam came when I was playing with my two-year-
old son. Im Japanese, youre British, and I can speak in Japanese
but you wouldnt get it; so we all have many differences such as
language, countries, age, etc. But maybe we can get over
differences by making something nice something fun like a
Ninja Theorys reboot of the DMC videogame with different people. Stacking [Wattams] characters
franchise revitalised Dante and co. is just fun, and exploding them is a lot of fun too!
20th anniversary

Harrison Pink
T e l lTa l e s T h e Wa l k i n g D e a d d e s i g n e r

Whats the secret to


an emotional scene?
I
f I knew that, Id be a escort quests and dealing with is just asking: who is the person
millionaire! You have to earn little kids in games is just a pain on the other side of the screen?
it. Emotional connections just in the ass. Theyre just really What affects you? What do you
cant be forged. You cant say: lame and that stuff sucks. So care about? And then try and
this person is your brother, you theres going to be an emotional tailor the gameplay to really hone
care about them, now you care. bias in games having this in on that.
You have to earn that through character wander around with You cant just pop into a seat
time spent together. If we just you and having to protect them. with somebody sitting next to
told you, Hey Lee, Clementine So we have to do everything we you and go: Oh I care about
is yours, take care of her. Well, can to get the player to buy in. you now. The person has to be
052 he doesnt care about something You cant just tell the player: you important to you and there has
right away she has to earn have now bought in. You have to to be an emotional bond that
her place in your heart. Theres just earn it. you have to build over time. If
a reason that she says you have One of the ways that Telltale we tried to pull the stunt we did
to be quiet. Theres a reason makes games is, when at the end of season one at the
that she gives you the you make a dialogue beginning or in the middle, it just
hammer. Theres a reason choice, you press a wouldnt land because you just
that she does all the things button and the game needed those many, many hours
that she does. Its because records that and months, really of people
when that game was being remembers that. thinking about the game and just
made, the leads on that We only show the digesting it; emotionally
game knew that people are big five choices deconstructing it in their heads.
going to be opposed to at the end, but it So I guess the actual secret
taking care of Clementine. records everything is time to be consistent with
We, as gamers, have youre doing. the characters and just give
been taught that Basically, what them the space to form their own
dealing with were doing connections. A Telltale games at
its strongest when you and your
avatar in the world both feel the
same way about something. So
when Lees like, Im going to
protect you Clementine, and a
players like, Hell yeah, Im going
to protect you Clementine, thats
when a Telltale game is firing on
all cylinders.

From the beginning of episode


one to the end of episode five,
season ones story takes place
across a four-month period.
20th anniversary

Whats the secret to


Ed B o o n Keiji Inafune
Morta l Komb at c o-c re at or Migh t y No 9 & Meg a M a n cre ator

a great Fatality? being mighty?


It has to be a combination of entertaining and shocking Being mighty is about believing in your own abilities and
just the right balance between those two. having confidence in what you set out to achieve.

Charles Cecil Guha Bala


Brok en S w ord cre ator Vicarious Visions president

designing an iconic conundrum? designing a great Skylander?


Nobody cares how difficult a puzzle is, as long as when you solve it you So this is both fun as well as moving. We had a Make A Wish child come
go, Of course! If you turn around and say to yourself, How could I to our studio whos a huge Skylanders fan and has a terrible terminal 053
possibly have known that? then its a really bad puzzle. Point and click illness. Skylanders helped him get through some of the treatment he
adventures are full of bad puzzles. Frankly, its so much easier to come had, so as part of his Make A Wish he chose to come to the studio. Our
up with bad puzzles. Anybody could come up with rubbish puzzles. concept artist and designer sat with him and he came prepped with
We work really really hard to make our puzzles logical; in the context of ideas for what his ideal Skylander would be. They were after his dogs,
the objects you are using and also in the context of that character and so theres a real world inspiration, and then as he was talking the
what their motivations are at that time, plus the story. We reject so designer broke it down into fantastical powers and attributes to help
many puzzles. We see things that are nice ideas but they arent logical. him structure an upgrade tree. As these unfolded the concept artist
So, number one: its got to be logical in the context of the character drew the visuals. He came up with Lieutenant Lick-A-Lot and Sergeant
and the story. Two: its got to be difficult for that, Of course, moment. Sleep-A-Lot. It was a really special, moving moment.
And three: if its going to be iconic its got to be fun as well. It needs to So thats similar to how we come up with a Skylander in the sense
be the climax of various elements all coming together, both in terms of that we look at: Whats really original and meaningful? Well, something
a narrative and in terms of breadcrumb trails that youre given. You the player can attach to. What is something we can do to make it
mentally go, Theres a reason I have this object and theres a reason interesting in gameplay? Theyre the powers that dont just broadly fit
he said that, and then, suddenly, the very best puzzles are the ones into classes but make a Skylander memorable as the guy who does
where everything comes back and you go, OF COURSE! That, Of that. And then a visual treatment that makes you remember it. Thats
course, comes from the object manipulation, from the narrative essentially the process we go through, but its fun to see it play out in
perspective and the character motivation. That is how you truly a childs mind as well.
develop an iconic puzzle.

Sean McCabe
john cena R atche t & Cl a nk produc t ion direc tor
W W E Sup ers ta r

never giving up? a great


reimagination?
[Laughs] If you want to give up: dont.
I think its being a fan, ourselves. We are some of the
biggest Ratchet fans on the planet I didnt work on the
original but the original Metropolis demo is why I came to
Insomniac and why I was drawn to the company. We have
so many people who love this universe and know so much
about it. Thats where it starts for me its just loving
Ratchet & Clank.
20th anniversary

Dav id Cage
Q u a n t i c D r e a m CEO & H e a v y R a i n d i r e c t o r

Whats the secret to


a great plot twist?
I
wish I knew the magic recipe that anyone will be able to guess
for a great plot twist, because it before its revealed.
I would use it all the time! For all these reasons, twists are
I also know many writers in actually quite rare in films and
videogames, TV series or films even more so in games. They are
who would kill to discover it. very difficult to build and they
Unfortunately, the truth is that can be quite frustrating if they
054 there is none. The idea is very are not implemented correctly.
simple: creating a major surprise My favourite twists are probably
at some point in the story that M Night Shyamalans The Sixth
will make the audience reconsider Sense, Alan Parkers Angel Heart
the entire story under a different and Alejandro Amenbars The
light, but the implementation is Others. Watching the film for
extremely challenging. the second time offers a very
The tricky part is that, beyond different experience, which is one
being a surprise, a twist also of the most enjoyable aspects of
needs to be consistent and plot twists.
coherent, so the audience doesnt I had a lot of fun writing the
feel they have been cheated with plot twist in Heavy Rain
a twist coming from nowhere or (although it was quite a
that they absolutely could not challenge to write a twist
guess. If you reveal that the involving the player). What
murderer was the passer-by I enjoyed the most was to
walking in your first shot, it see how surprised and
is not a great twist, because shocked some players
there is no way the audience were when they
could guess it and it has no discovered the truth. I
real connection with the remember how much
rest of the story. we feared that it would
So a successful twist is be revealed right away on
a very subtle balance forums by the very first
between giving the right players completing the
clues to the audience so they game, but most have been
have a chance to guess the true very co-operative and kept
story if they are really clever the secret for themselves.
(and most of all, everything Because, of course,
makes sense if they watch the the most important
story again knowing the secret) thing to remember
but at the same time not making about plot twists is:
it too obvious so its unlikely never spoil them!
20th anniversary

055

Davids real name


is actually David De
Gruttola. YOU DIDNT SEE
THAT COMING, DID YOU?
20th anniversary

Dav id Vonderh a a r
C a l l O f D u t y : B l a c k Ops III s d e s i g n d i r e c t o r

Whats the secret


to the perfect
Call Of Duty map?
W
e have a couple What I mean by that is I check and started to feel good when we
of things that are that corner, I check that window, went right back to that core
super-important to I check that path and people are principle philosophy about
us when it comes most likely to be there, there, three-lane design, about
to map-making, and these or there. So if I make the wrong keeping the combat in
056 were all things that we had to decision about my check-down, frame and about being
relearn because of all the new which order I go in, then its able to check-down.
movement with Black Ops IIIs all on me, because I shouldve As soon as we
thrust jump and wall run and checked-down in a different went back and
swimming and power-sliding. order. But if I check them reapplied all the
We talk a lot about what we down correctly then I have lessons we had
call keeping the combat in the advantage in the fight. learned up to
frame, and what I mean by [For Black Ops III] what was this point to
that is no matter where youre pretty interesting to us was that the new combat
standing, anywhere in the map, we were making all the new movement, then
you feel like you have a picture combat movement mechanics it actually got fun
in front of you of where the very early on in development, again and we knew
action could be. and we forgot to understand how we were going
We dont want you to feel like we should apply those principles to be okay.
you can be, for lack of a better when youre a little more
phrase, shot from anywhere. So, vertical, or when youre
certainly, people can come up swimming under
behind you and people can flank the map. In the
you, but you dont want to feel end, ironically,
enveloped or surrounded just all that stuff
all the time. When you start a finally made
match and you look out you sense
need to understand right away
that the way to navigate the map
is this way, this way, and this
way. So theres never more
than (decision-making
wise) three decisions
in your brain about
how you move or
where you
check-down.
And thats
really key.

Vonderhaars head is used


on one of the ISAs multiplayer
character models in Call Of Duty:
Black Ops II. One for the CV, that.
20th anniversary

Whats the secret to


Charlie McDonnell
Volume voice actor

becoming a YouTube star?


Get a time machine, go back to 2007, start making videos
and hope for the best. If possible, be a cute British boy. If
there are other secrets, Im not aware of them.

Phillip Ring
TT G a m e s e x e c u t i v e p r o d u c e r

the perfect Lego level?


It doesnt need to be about the combat and it doesnt need to be
about the puzzles it needs to be something that you werent
expecting. So youre going through a level and youll see 057
something and itll either be on an epic scale that you werent
expecting or there are loads of secrets or loads of cool things.
So theres genuine surprise.
We know that with The Avengers, for instance, at the point that
youre Thor fighting Loki at the top of Stark Tower, we want that
to be really epic but it also has to create surprise. It needs to
show something that you werent expecting because otherwise
its just a one-to-one representation of the film, and we dont like
to do that. We like to do something [new], whether thats adding
humour or puzzles. Whatever it is, its about that genuine
surprise so people see it and go, Wow! Thats cool. I wasnt
expecting that. That, to me, is whats great about these games.
Its that ability to say, You know what? I thought I knew what was
going to happen and I wasnt expecting that!

Ian Milham
B at t l efiel d H a rdl ine
c r e at i v e dir ec t or

the perfect Battlefield map? Martin Sahlin


Unr av el cre at i v e direc tor

telling the perfect story


I think the real part where
Battlefield shines is in its
breadth and depth. If youre
a super-accurate, high speed
twitch-shooter guy a real
succeed and have fun in all
those different ways. So you
really need spatial variety.
You need all kinds of
areas: some of them that are
without speech?
The secret is letting the player come to the story
gunslinger you can do that. protected from the vehicles; rather than just trying to push it on them. Its like
But there are so many some where the vehicles rule; once we have their attention which we kind of
get through the character then they want to
ways to be successful through some that are way high up; experience it and want to figure out what its
helping out teammates, some that are way low down. all about. Then we dont really have to do
operating vehicles and doing And of course, a good flow much more than supply interesting things for
all kinds of stuff. A great between all those different them to find.
Battlefield map needs to allow types of spots, so different
all those different people to people can all have a good time.
20th anniversary

Whats the secret to

058

Jon ath a n Blow M at t W eb ster


T h e W i t n e ss & B r a i d c r e a t o r Criterion general manager

perfecting a puzzle? ripping up the rulebook?

W ell you have to define


perfecting a puzzle,
right? Like what does
perfect mean? I dont think
of it that way. I dont think of
investigating: Let me try
something or, Oh, that
wasnt the right thing, or, Oh
that was the right thing, or, It
gave me a little traction and then
Y ouve got to start. I had a
great presentation at a thing
EA did it gets a bunch of
people together and brings in
some external speakers, and we
perfecting it. I can develop my understanding. had a wonderful one by a guy
In The Witness especially, the Theres a whole arc of what called Alistair Humphreys.
puzzles are all designed around happens, and Im trying to It was really inspiring. He
what we think is happening design for that whole arc, classes himself as an adventurer
inside someones mind as they whereas I feel that a lot of and he tells a wonderful story, and
first see it. You see something, people dont necessarily do that. he says: think big, start small, but
you have an interpretation of Theyre just like, Heres a thing start. And thats the thing I think
what maybe that is, and then to solve. I think designing for that struck me the most: youve
theres this process. Youre that full experience is important. just got to start.
20th anniversary

Brian Fleming
Sucker Punch Productions
co-founder &
inFamous: Second Son producer

a perfect sandbox?
In a game where players can go anywhere, actually
getting there has to be a huge part of the fun. I dont
care if its cars, motorcycles, bicycles or super powers
moving around, over and through the world has
always been an area of critical focus for us. Our
measure of success is, after you play the game and
youre walking around outside, are you constantly
inspired to try the things you did in the game? If yes,
then thats what victory feels like!

Naoki Yoshida
F i n a l F a n t a s y XIV : A R e a l m R e b o r n
director

making a great MMO?


The MMORPG genre is very risky in terms of business
there are so many features that you might want to 059
include that drop out. You shouldnt give up, say, when
the server structure has some issues or some
limitations you just need to explain to the community
what is happening. The communication to the players is
that we never give up. Voices from the community tend
to be more like a negative thing: Please fix this, rather
than, This part was really good. So all the development
team reading the feedback and messages could get
hurt, but this is the communitys true voice. Its not that
theyre attacking us or anything, so the development
team have to be motivated to keep going and try to
improve the game. Basically: dont give up!

Hermen Hulst
Guerrilla Games managing director
Sarah Wellock
wowing gamers? LittleBigPlanet 3 community manager

the perfect community-

W ow. That is almost


a question for the
audience isnt it? So
I think people love they love
the idea of Horizons mechanical
mysterious, and you cross paths
with these gigantic machines that
clearly outpower you.
As soon as you start dissecting
it and selecting the one best thing
created level?
The best levels have a lot of verticality and they really
play with the idea of space and layers in the game. Weve
had some great levels done one of our first big
creatures against a backdrop of a that wows people, you lose the LittleBigPlanet 2 levels was really great because it played
beautiful post-apocalyptic world. entirety of the concept. I think with the idea of big and small and height whilst actually
Thats definitely something that its particularly the combination not being that complicated for people to play.
people picked up on. But I think of the juxtaposition of nature and Some of the levels that dont do so well are the
its also, probably, the concept in machines. Its the juxtaposition of ones that feature tech over actual gameplay, so
when people jump in they want to play but they
its entirety. Its you being Aloy; Aloys size and cleverness against cant get from A to B. I think the three key
this young woman whos a robot the brutish power of these ingredients to making the best levels are the
huntress, and then you see this machines thats exactly what location, patience and just fun that last ones
world you could call somewhat appeals to people. what LittleBigPlanets all about.
20th anniversary

T i m Sc h a f e r
Double Fine Productions
founder

Whats
the secret
to making
a classic?
U
060 h Lets see, a lot of coffee A
classic is something that people
care about long after it was
made, and so I feel like that
means you should be doing something
that connects on a human level.
Whether its a drama or a comedy it
can have this connection between the
person making it and the person playing
it. And if its really human and sincere, it
will just last for many years. If what
youre doing is not based on novelty or
some kind of trend but a more human
thing, then I think it will last.

Grim Fandango is a true classic and soon PS4


will add Day Of The Tentacle to its ranks.
Photography: Rob Monk
20th anniversary

Whats the secret to


Rex Crowle Jason Vandenberghe
Medi a Mol ecul e cre at i v e l e a d For Honor director

having fun? great melee combat?


Wow, that is quite a hard question! We used to joke about it, One of the most important things is the mind-game. Its that I am
particularly on LittleBigPlanet. We used to say, This level isnt fun trying to predict what you are trying to predict, right? That
enough, and then wed be like, But what does that mean? [Laughs] experience is central, and for For Honor, weve put that on the
Theres an element of self-expression definitely; whether youre right stick and weve put that in our stances. I need to look to see
throwing mud pies at each other when youre eight-years-old or where you are defending yourself and I need to try and get
youre exploring an alien world on your PlayStation. I think theres an there but moving my stick in a position to attack in the place
element of just feeling like youve found something that wasnt youre open then opens me up So I have to make this decision
necessarily created just for you you just found it. Say, with the about what Im going to do.
mud pie situation: you tried to throw something at one person but it Fundamentally, thats where it comes from, and its the heart of
hit someone else. Or whether thats in a more physics-sandbox type For Honor. You take that system where Im trying to guess the
of a game, where something doesnt happen quite as it was set up mind-game, and it gets better and better and better when those
but you get a different outcome and have an enjoyable reaction to choices get stronger and different from each other. This is sort
the situation which is a really abstract way of trying to describe it! of the Yomi theory of fight stuff. If youre familiar with it, its sort
of the essence of what makes fighting great: I think your best
choice is to attack me like this, but I know you know that I know
that, so Im probably going to guess that youre going to do the
other thing and then BANG! Ive out-fought you, right?
Thats also how it is in real life when youre doing real fighting;
that same dynamic of trying to predict what youre going 061
to do. If I can catch you, if I can predict it correctly, I can win the
fight in one hit.
Pete Parsons
B u n g i e CEO

building something new?


At Bungie weve always been ambitious, and for Destiny we
asked: What is the game weve always wanted to make? And
thats what we set out to do. You start with this big ambitious Marc-Alexis Ct
dream and you start doing some research and development for Ass a ss i n s C r e e d S y n d i c a t e
some of the possibilities what would happen in these large cre at i v e direc tor

a great location?
public areas, for instance? and you dont really know what the
answer is, but you need to start asking all the right questions.
Fortunately we answered some of the better questions!

A city that has a lot of diversity. Thats something that


London is providing us with like no other city before. I
remember when I visited London I was amazed by
how each part of the city feels a bit different. You
can feel it was the centre of an empire and a lot of
things that were inspired by the empire came
back to London.
So we can make every borough I was told not
Ste v e Ja rr at t to use the word district ever, so Im just
T he Offic i a l P l ay S tat ion M a g a zine trying to get rid of it but sometimes I slip!
launch editor feel different. The player should feel the
poverty in Whitechapel, and when theyre in
launching a magazine? Westminster they should feel more political
influence. When youre near Buckingham
Palace you should feel more royal influence, and
Be in the right place at the right time. Have a passion for the when youre in the City Of London you feel more
subject matter. Surround yourself with talented people. of the financial side of it.
Understand your craft; learn from others. Dont overcomplicate One of the places thats very different from what
things. Know what your readers respond to. Try and launch we see today is the South Shore, with all its factories
something connected with a product or topic that is immensely and everything. Everywhere the player goes, each
popular, with the backing of one of the worlds biggest borough will have a different story.
electronics companies, and then make the magazine invaluable
by sticking a demo disc on the front. Easy!
20th anniversary

se a n murr ay
hello games managing director

Whats the secret


to being a successful
indie developer?
I
dont know that weve Is there even such a thing as
cracked that, you know? a successful indie developer?
Weve released Joe Because [many] seem to have
Danger, which is success and then often not
actually a bunch of follow it up, so how do
062 games and theyve been you even judge it? There
reasonably successful. But are people like Capy whove
No Mans Sky will probably been around for years and
destroy us bankrupt us years ask them! Weve done,
in some way! effectively, one franchise and
People seem behind it at the so I dont feel like weve
moment but that just scares me. been successful yet.
Hello Games next game
is No Mans Sky youll
hear much more about it
in a future issue of OPM.
20th anniversary

Whats the
secret to
Chris Pay ton
S n i p e r E l i t e III h e a d o f a r t

the perfect headshot?


Slow it right down. Blur all the extraneous detail, drop it right back.
Give more depth, contrast, colour to the thing youre looking at. Give
it a dynamic play and dont let it get repetitive. With your dynamic
camera, make it so you could shoot 500 different people in the head
and every time its going be different. Im talking about it from an art
perspective, but dont overlook the other departments either. The
killcam without the sound? Rubbish. All the departments the sound,
the design, the code team really have to work together.

Ad a m O r t h
Ad r 1 f t d i r e c t o r & T h r e e O n e Z e r o 063
founder

building a studio?
You have to have the right team. If you dont have the right team you
dont have a studio. Ive been on a lot of great teams and a lot of really
dysfunctional teams. Our team is just the greatest team its like a
dream come true for me and hopefully all the other guys because
theres just so much trust and faith in each other that I dont have to
be involved in every decision. It was difficult for me in the beginning to
let go of that, but it was definitely a learning experience. I hired these
guys because theyre my friends first and theyre awesome game
developers, and Adr1ft is their game now. This is not just my game.

Alex Rigopulos
Harmonix Systems founder

the perfect rhythm


action experience?
Id say that there is no such thing as the perfect rhythm action
experience because rhythm action mechanics are just one
ingredient in a total play experience, and the universe of possible
play experiences that could utilise rhythm action is so vast. Take
three examples: Amplitude, Fantasia: Music Evolved and Rhythm
Heaven. All three of these games have rhythm action at the heart
of their gameplay, but the secrets (such as they are) to making
these games feel great are completely different from one game
to the next.
20th anniversary

Whats the secret to


Hiroki Chiba rhi a nn a pr atchet t
W orl d Of Fin a l Fa n ta sy direc t or script writer

Final Fantasys success? writing a great gaming script?


Final Fantasy is always looking for new things to do: Use all the good words in a pleasing order! But
new challenges and new surprises to give to fans. seriously, Im not sure theres one secret to it as its
Thats why the fans have stayed with us for so long. down to a combination of factors. Making sure that the
narrative and gameplay mesh well together is probably
most important. That means story and game design
have to go hand-in-hand, not story on top of gameplay.
Story should be like the chocolate chips in the game
cookie, not the icing on the cake. Thinking about story,
character and narrative flow early on certainly helps,
as does getting in narrative professionals to work on it.
Ultimately its about treating narrative as seriously as
any other part of a games development.
Anthony Burch
B o r d e r l a n ds 2 w r i t e r

making somebody laugh?


064 God, if I knew that then we would have scored even higher! Comedy
is built on surprise: setting up an expectation and then going
against that expectation. The big difference is about changing
expectation in ways that make you pleasantly surprised, or P h i l R o bb
unpleasantly surprised if youre going for dark humour. For T ur t l e Roc k c o-founder & E v olv e
example, the Shoot this Guy in the Face quest. The reason that cre at i v e direc tor
works if that quest does work and you do find it funny, which
youre welcome not to is youve spent the entire time killing a
bunch of people who dont want to get killed, and doing these really,
crafting the perfect co-op
really long quests that have many multiple objectives and are
really difficult, and then you meet one person who wants to be killed,
experience?
has no gameplay associated with him and the quest takes two
seconds to finish. Its a pattern break. Everyones going to have a different idea about what that is. You
Because its the opposite of what you expect, and because that guy can put people together in a group and order them to cooperate
just has a really good line when hes going to get shot and says and some of them certainly might, but the way the internet works
thank you, it makes you laugh. Its sort of the straight man/funny these days and the way gamers tend to be, it safe to assume
guy thing you need something thats relatively normal for a long that theyre probably not going to
time to set up a pattern so that when the funny thing happens Youve got to try to build in game mechanics that encourage
which breaks the pattern it feels like a laugh. Rather than just like, co-op and reward players based on what theyre supposed to do.
This is a random world where stupid sh*ts happening all the time So when youre the medic and youre healing your guys, youre
and who knows? Anything could happen! Ha, ha, ha That can get getting positive reinforcement. Firstly from your guys, because
tiresome after a while. youre more likely to win if you work together. And then on top of
that, at the end of the round we show you how you did and all the
healing you did: Good job!
If somebody doesnt want to co-operate theres not a lot you can
do to force them, and thats one of the weaknesses of multiplayer
gaming. The thing is, I like hanging out with my friends. When I
cant hang out with my friends I certainly like playing games with
my friends. So what makes a perfect co-op experience? I cant
really say; I just know that at Turtle Rock we make the kind of
games that we want to play, and all of our ideas come when were
Shinji Mikami sitting around and we say, Hey, wouldnt it be cool if
Resident Evil & Usually its a very simple idea. Sometimes its out of the blue.
T he E v il W i t hin c r e at or Sometimes its because we played some game thats either
mediocre or bad, but theres some little element there where
scaring somebody? they really hit the nail on the head and have some tiny gem and
we dont know why they didnt take that one part and make it into
a full game. If you ever hear us trying to tell you we have some
Dark and narrow, thats scary. Thats not my definition high-minded artsy-fartsy explanation about why weve done a
but thats a general definition: its dark and narrow or game its just bullsh*t we just want to have an experience that
small. The asylum in The Evil Within, thats scary! no one else was giving us so we decided to make it.
20th anniversary

Shuhei Yoshida
S on y C omp u t er En t er ta inmen t
W o r l dw i d e S t u d i o s p r e s i d e n t

Whats the secret to


PlayStations success?
T
he secret of PlayStations
success? I would pick
something we at PlayStation
have always strongly believed
from developing the original
PlayStation til today that is
believing in the power of talented, 065
passionate game developers.
PlayStation has created powerful
console hardware taking advantage
of cutting edge technology;
democratized game publishing
by adopting disc media with very
low cost and fast manufacturing
capabilities; marketed videogames
as a cool interactive entertainment
that all ages of people can enjoy and
share. But we did so always believing
that by creating a powerful platform
and ecosystem, talented game
developers will create amazing
gameplay experiences to entertain
consumers in the global market.

Yoshidas now one of our


favourite protagonists
thanks to his Super Time
Force Ultra cameo.

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