A number of models of Sony's PlayStation video game console were produced. The PlayStation went through a number of variants during its production run, each accompanied by a change in the part number. From an external viewpoint, the most notable change was the gradual reduction in the number of external connectors from the back of the unit; this started early on with the original Japanese launch units. This led to a discrepancy where the U. S. and European launch units had the same part number series as the Japanese launch units, but had different hardware —their technical equivalents were the Japanese SCPH-3000, so for consistency should have been SCPH-3001 and SCPH-3002. Inconsistent numbering was used for the Yaroze machines, which were based on SCPH-5000 and 1001/1002 hardware, but numbered DTL-H3000, DTL-H3001, DTL-H3002; the first models had problems with printf function and developers had to use another function instead. This series of machines had a reputation for CD drive problems — the original optical pickup sled was made of thermoplastic and placed close to the power supply leading to uneven wear that moved the laser into a position where it was no longer parallel with the CD surface.
Late KSM-440ACM drives had the sled replaced with a die-cast one with hard nylon inserts in order to address the issue. The original hardware design included dual-ported VRAM as graphics memory, but due to a shortage in parts, Sony redesigned the GPU to use SGRAM instead. At the same time the GPU was upgraded to utilize smoother shading, resulting in overall better image quality compared to earlier models, which were more prone to banding; this Rev. C hardware first appeared in late 1995 and, unlike in Japan, was not marked with a model number change in NTSC-U and PAL territories - SCPH-1001/1002 systems can have either revision, as the change happened between revisions of the PU-8 mainboard; the PAL region consoles from SCPH-1002 up to SCPH-5552 were different from the systems released in other regions in that they had a different menu design. The CD player included reverberation effects unique to those systems until the release of the PS one in 2000, which featured a modified version of the BIOS.
With the release of the SCPH-5000 series being produced only in Japan, it followed the same exterior design as the Japanese SCPH-3xxx series, its only differences being that it was switched to Rev. C hardware with some upgrades to flawed components from a reduced retail price; this was followed by the first major consolidation, SCPH-550x/5001 and PAL-exclusive SCPH-5552 units, released in April 1997. This model further addressed the reliability issues with the disc drive assembly by placing the drive further away from the power supply in order to reduce heat. Shielding and PSU wiring were simplified, from the SCPH-5001 on the RCA jacks and RFU power connectors were removed from the rear panel and the printed text on the back was changed to reliefs of the same. Starting with the SCPH-550x series, PAL variants had the "power" and "open" buttons changed from text to symbols, something that would appear on the redesigned PS one; the PlayStation was supposed to have provision on Video CD support, but this feature was only included on the Asian exclusive SCPH-5903 model.
These were followed by the SCPH-700x and SCPH-750x series, released in April 1998—they are externally identical to the SCPH-500x machines, but have internal changes made to reduce manufacturing costs and these were the last models to support parallel port for Gameshark devices. In addition, a slight change of the start-up screen was made. New to the SCPH-700x series was the introduction of the "Sound Scope" - light show music visualizations; these were accessible by pressing the Select button while playing any normal audio CD in the system's CD player. While watching these visualizations, players could add various effects like color cycling or motion blur and can save/load their memory card; these were seen on the SCPH-700x, 750x, 900x, PS one models. The final revision to the original PlayStation was the SCPH-900x series, released in May 1999; these had the same hardware as the SCPH-750x models, except the parallel port was removed and the size of the PCB is further reduced. The removal of the parallel port is due to the fact that Sony did not release an official add-on for it.
The SCPH-900x was the last model to support PlayStation Link Cable connection, as the Serial I/O port was removed on all PS one models. The PS one, released on July 7, 2000, was based on the same hardware as the SCPH-900x.
The PlayStation 4 is an eighth-generation home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February, 2013, it was launched on November 15 in North America, November 29 in Europe, South America and Australia, on February 22, 2014, in Japan, it Switch. Moving away from the more complex Cell microarchitecture of its predecessor, the console features an AMD Accelerated Processing Unit built upon the x86-64 architecture, which can theoretically peak at 1.84 teraflops. The PlayStation 4 places an increased emphasis on social interaction and integration with other devices and services, including the ability to play games off-console on PlayStation Vita and other supported devices, the ability to stream gameplay online or to friends, with them controlling gameplay remotely; the console's controller was redesigned and improved over the PlayStation 3, with improved buttons and analog sticks, an integrated touchpad among other changes.
The console supports HDR10 High-dynamic-range video and playback of 4K resolution multimedia. The PlayStation 4 was released to acclaim, with critics praising Sony for acknowledging its consumers' needs, embracing independent game development, for not imposing the restrictive digital rights management schemes to those announced by Microsoft for Xbox One. Critics and third-party studios praised the capabilities of the PlayStation 4 in comparison to its competitors. Heightened demand helped Sony top global console sales. By the end of December 2018, over 94 million PlayStation 4 consoles had been shipped worldwide, surpassing lifetime sales of its predecessor, the PlayStation 3; as of December 2018, 91.6 million PlayStation 4 consoles had been sold through to customers worldwide. On September 7, 2016, Sony unveiled the PlayStation 4 Pro, a high-end version of the console with an upgraded GPU and higher CPU clock rate to support enhanced performance and 4K resolution on supported games; the company released a variant of the original model with a smaller form factor, the release of a patch to add HDR support to all existing consoles.
According to lead architect Mark Cerny, development of Sony's fourth video game console began as early as 2008. Less than two years earlier, the PlayStation 3 had launched after months of delays due to issues with production; the delay placed Sony a year behind Microsoft's Xbox 360, approaching unit sales of 10 million by the time the PS3 launched. PlayStation Europe CEO Jim Ryan said Sony wanted to avoid repeating the same mistake with PS3's successor. In designing the system, Sony worked with software developer Bungie, who offered their input on the controller and how to make it better for shooting games. In 2012, Sony began shipping development kits to game developers, consisting of a modified PC running the AMD Accelerated Processing Unit chipset; these development kits were known as "Orbis". In early 2013, Sony announced that an event known as PlayStation Meeting 2013 would be held in New York City, U. S. on February 20, 2013, to cover the "future of PlayStation". Sony announced the PlayStation 4 at the event.
It revealed details about the console's hardware and discussed some of the new features it will introduce. Sony showed off real-time footage of games in development, as well as some technical demonstrations; the design of the console was unveiled in June at the Electronic Entertainment Expo 2013, the initial recommended retail prices of $399, €399, £349 given. The company revealed release dates for North America, Central America, South America and Australia, as well as final pieces of information, at a Gamescom press event in Cologne, Germany, on August 20, 2013; the console was released on November 15, 2013, in the United States and Canada, followed by further releases on November 29, 2013. By the end of 2013, the PS4 was launched in more European and South American countries The PS4 released in Japan at ¥39,980 on February 22, 2014. Sony finalized a deal with the Chinese government in May 2014 to sell its products in mainland China, the PS4 will be the first product to be released. Kazuo Hirai, chief executive officer of Sony, said in May: "The Chinese market, just given the size of it, is potentially a large market for video game products...
I think that we will be able to replicate the kind of success we have had with PS4 in other parts of the world in China."In September 2015, Sony reduced the price of the PS4 in Japan to ¥34,980, with similar price drops in other Southeast Asian markets. The first official sub £300 PS4 bundle was the £299.99 "Uncharted Nathan Drake Collection 500GB", released in the UK on October 9, 2015. On October 9, 2015, the first official price cut of the PS4 in North America was announced: a reduction of $50 to $349.99 and by $20 to $429.99. An official price cut in Europe followed in late October 2015, reduced to €349.99/£299.99. On June 10, 2016, Sony confirmed that a hardware revision of the PlayStation 4, rumored to be codenamed "Neo", was under development; the new revision is a higher-end model, meant to support gameplay in 4K. The new model will be sold alongside the existing model, all existing software will be compatible between the two models. Layden stated that Sony has no plans to "bifurcate the market", only that gamers playing on the Neo will "have the same experience, but one will be delivered at a higher resol
PlayStation 3 technical specifications
The PlayStation 3 technical specifications describe the various components of the PlayStation 3 video game console. The PS3 uses the Cell microprocessor, made up of one 3.2 GHz PowerPC-based "Power Processing Element" and six accessible Synergistic Processing Elements. A seventh runs in a special mode and is dedicated to aspects of the OS and security, an eighth is a spare to improve production yields. PlayStation 3's Cell CPU achieves a theoretical maximum of 230.4 GFLOPS in single precision floating point operations and up to 15 GFLOPS double precisionThe PS3 has 256 MB of Rambus XDR DRAM, clocked at CPU die speed. The PPE has 64 KB L1 cache and 512 KB L2 cache, while the SPEs have 2 MB local memory, connected by the Element Interconnect Bus with up to 307.2 GB/s bandwidth. According to Nvidia, the RSX—the graphics processing unit —is based on the NVIDIA G70 architecture; the GPU is clocked at 500 MHz and makes use of 256 MB GDDR3 RAM clocked at 650 MHz with an effective transmission rate of 1.3 GHz.
The RSX has a floating-point performance of 192 GFLOPS. To date, the PS3 has had several component revisions; this in turn results in production savings, lower heat production, lower cooling requirements and quieter running. Since launch, the Cell processor has shrunk from 90 nm to 45 nm; the RSX GPU has seen reduction in size over periodic revisions of the PS3. Major improvements were introduced with the PS3 Slim, it utilized a 45 nm Cell which resulted in a 34% reduction in power consumption over the previous 65 nm Cell model. On all models of the PS3, the last seven characters of the serial number make up the console's model number; this begins with "CECH", followed by a letter indicating. The last two characters of the model number indicate. In terms of audio, the PS3 supports a number of formats, including 7.1 digital audio, Dolby TrueHD, DTS-HD Master Audio and others. The PS3 slim features an upgraded HDMI chip that allows bitstreaming of lossless audio codecs to an external receiver.. In the early 60 GB and 80 GB configurations, flash memory can be used, either Memory Sticks.
All models support USB memory devices. However, they must be formatted with the FAT32 file system. Earlier systems sported up to four USB 2.0 ports at the front, but the 40 GB and 80 GB PAL models only have two USB ports. All models released after August 2008 have been reduced to two USB ports at the front, as well as dropping CompactFlash and SD card support. For networking, all models provide one Gigabit Ethernet RJ45 port. Bluetooth 2.0 support, built-in 802.11b/g Wi-Fi. The original PlayStation 3's case was designed by Teiyu Goto of Sony, uses the Spider-Man 3 font, it has a glossy piano-black finish, the power and eject buttons are touch-sensitive. The PlayStation 3 Slim is more compact than its predecessor; the engraved logo is an update of the PS2's with curved edges. The PlayStation 3 Super Slim weighs at least 25% less than the Slim due in part to the slot-loading Blu-ray drive being replaced with a top-load disc reader similar to the original PlayStation's, but with a sliding cover; the power consumption of the initial PlayStation 3 units, based on 90 nm Cell CPU, ranges from 170–200 W during normal use, despite having a 380 W power supply.
The power consumption of newer 40 GB PlayStation 3 units, ranges from 120-140 W during normal use. The power consumption of "slim" PlayStation 3 ranges from 65-84 W during normal use; the power supply can operate on 50 Hz power grids. It uses a standard IEC 60320 C14 connector and a C13 power cord appropriate for the region it is being used in; the power supply on the "fat" model is 380 W. This was reduced to 250 W in the 120 GB "Slim" model. PS3 Slim models have labels indicating localized input requirements for power, however teardowns have revealed the slim power supplies are still universal; the PlayStation 3 disc drive is an all-in-one type allowing the use of different formats. Blu-ray disc read speed maximum is 2x, region coded type allowing the use of: PlayStation 3 BD-ROM BD-ROM BD-R BD-RE DVD disc read speed maximum is 8×, region coded type allowing the use of: PlayStation 2 DVD-ROM DVD-ROM DVD-Video DVD-Audio DVD+R DVD+RW DVD-R DVD-RW AVCHD DSD Disc DualDisc Super Audio CD Compact disc read speed maximum is 24×, region coded type allowing the use of: PlayStation 2 CD-ROM PlayStation CD-ROM CD-ROM CD-R CD-RW CD-DA MP3 CD The PlayStation 3 Sixaxis is a controller, similar in appearance to th
PlayStation TV, known in Japan and other parts of Asia as the PlayStation Vita TV or PS Vita TV, is a microconsole, a non-handheld variant of the PlayStation Vita handheld game console. It was released in Japan on November 14, 2013, North America on October 14, 2014, Europe and Australia on November 14, 2014. Controlled with either the DualShock 3 or DualShock 4 controllers, the PS TV is capable of playing many PlayStation Vita games and applications, either through physical cartridges or downloaded through the PlayStation Store. However, not all content is compatible with the device, since certain features in the PS Vita such as the gyroscope and microphone are not available on the PS TV; the PS TV is able to emulate touch input for both the Vita's front and rear touchpads using the DS3/DS4 controller. In Japan, "PlayStation TV" was the name given to PlayStation 3 retail kiosks from 2006 to 2014, which consisted of a PS3 unit, an LCD monitor and a number of controllers; the system was released in Japan on November 14, 2013.
The device on its own sold for 9,954 yen tax inclusive, whilst a bundle version with an 8 GB memory card and DualShock 3 controller retailed for 14,994 yen. Andrew House, CEO of Sony Computer Entertainment, explains that Sony hopes to use the PS Vita TV to penetrate the Chinese gaming market, where video game consoles have been prohibited; the PS Vita TV was released in five other Southeast Asian countries and the special region of Hong Kong on January 16, 2014. At E3 2014, the system was announced for North America and Europe, under the name PlayStation TV, for release in Q3 2014. Final release dates for the western release were announced at Gamescom 2014. System software update 3.15 was released on April 30, 2014, which enabled PS4 remote play functionality for the PS Vita TV. As of October 2014 the system can be used with PlayStation Network accounts originating from outside the original launch territories of Japan and Asia following the release of system software firmware version 3.30 update, which renames the PS Vita TV system to PS TV within the system menus.
Open beta trials for PlayStation Now functionality on the PS TV began on October 14, 2014 in North America, the same day that PS TV was released there. By the end of March, in Europe, Sony has dropped the price of PlayStation TV by 40% with the new price of €59.99. That same week the sales has increased 1272%. On February 29, 2016, Engadget reported. Sony confirmed shipments were discontinued in Americas and Europe at the end of 2015, however will continue in Asia contrary to reports. Instead of featuring a display screen, the console connects to a television via HDMI. Users can play using a DualShock 3 controller, although due to the difference in features between the controller and the handheld, certain games are not compatible with PS Vita TV, such as those that are dependent on the system's microphone, camera, or gyroscopic features; the device is said to be compatible with over 100 PS Vita games, as well as various digital PlayStation Portable, PlayStation, PC Engine titles, along with a selection of PlayStation 3 titles streamed from the PlayStation Now service.
The device is technically referred to by Sony as the VTE-1000 series, to distinguish it from the handheld PCH-1000/2000 series PS Vita models. According to Muneki Shimada, Sony Director of the Second Division of Software Development, the original PCH-1000 series PlayStation Vita includes an upscaler that supports up to 1080i resolution, however it was decided that the idea for video output for the original Vita was to be scrapped in favor for releasing the PlayStation Vita TV as a separate device for television connectivity; the in-built scaler has been removed from the PCH-2000 series PlayStation Vita model. The system supports Remote Play compatibility with the PlayStation 4, allowing players to stream games from the PlayStation 4 to a separate TV connected to PS Vita TV, allows users to stream content from video services such as Hulu and Niconico, as well as access the PlayStation Store. PS4 Remote Play functionality for the PS Vita TV gained full support with the release of the 1.70 PS4 firmware update.
The device includes the software features such as the Web browser and email client. There are future plans for media server and DLNA support for remote video streaming and image/audio file transfer; the console measures 6.5 cm about the size of a pack of playing cards. It is powered with the same model/type of power adapter, used for the original PlayStation Portable. PC World called the device an amazing invention, praising the opportunity to play Vita and PSP games on the big screen. IGN said the console "may be one of Sony's most exciting new products and could provide a critical edge for the PS4."Various commentators have compared the device to set-top boxes—including media streaming devices and other microconsoles, such as the Ouya. Time said the console could compete well against set-top box competitors with a quality library of games. At launch however, the game library was limited to a subset of PS Vita games, which negatively impacted early reviews; the PlayStation TV, along with the PlayStation 4, won the 2014 Good Design Award from the Japan Institute of Design Promotion.
The PlayStation TV sold 42,172 units during its debut week of release in Japan. The PlayStation TV was marketed alongside God Eater 2, released on the same day as the device, placed at the top of the Japanese software sales charts for that week. Journalist’s criticized the platform’s lack
Ratchet & Clank (2016 video game)
Ratchet & Clank is a three-dimensional platform-shooter video game developed by Insomniac Games and published by Sony Interactive Entertainment. It is a re-imagining of the first game in the series, based on the 2016 film of the same name by Rainmaker Entertainment and Blockade Entertainment; the game was planned to be released on the PlayStation 4 in 2015, but was delayed, along with the film, to April 2016 in order to give the film a better marketing campaign and the game additional polish time. In contrast to the film on which it was based, Ratchet & Clank received positive reviews upon release, with critics praising the overall gameplay, weapons, world design, controls; the game shares many gameplay similarities with the other games in the series. The main playable character, playable for most of the game, is Ratchet; as Ratchet, the player navigates diverse environments, defeating enemies with an array of different weapons and gadgets, traversing obstacles. Clank is attached to Ratchet like a backpack, performing several functions, such as allowing diving in water, gliding through the use of propellers, on occasion, acting as a jetpack to allow flight.
Clank's gameplay sections are drastically different though the premise of navigating environments and the controls remain the same. Clank is not equipped with weapons. Clank's gameplay sections revolve around solving environmental puzzles, rather than defeating enemies. Though the game is a re-imagining of the first game, it has a variety of gameplay elements from different entries in the series, such as strafing, automatic weapon and health upgrades, manual Raritanium weapon upgrading, the inclusion of weapons that appeared after the first game, it features brand new weapons, such as the Pixelizer, which, as the name suggests, gives enemies an 8-bit appearance. Environments are presented in a somewhat linear manner, although multiple paths are available for the player; the player progresses through the story by travelling from planet to planet. New planets are unlocked. Aside from battling enemies, the player will utilize a Swingshot to cross gaps, ride grind rails to travel through levels, walk on magnetic surfaces, activate switches to open new paths, solve the occasional hacking mini-game.
The player unlocks weapons and gadgets as the story progresses. Bolts, which are found in crates, dropped by defeated enemies and given as rewards, act as currency. Crates contain health and ammunition. Items are used in several different ways. Gadgets are automatically equipped at certain points in levels, weapons must be equipped manually, lastly, the OmniWrench, which acts as a melee weapon, is always equipped as it has a dedicated button. Several collectibles are present, such as holocards, which provide information about the world, gold bolts, which unlock aesthetical extras. Skill points, which were prominent features in the previous games in the series, do not return, instead substituted by the PlayStation trophies system. Racing, in the form of hoverboard races, aerial combat missions, in which the player controls a spaceship appear in the game. Bosses, which are a mainstay in the series, are featured in some levels. After completing the game, the player may choose to enter "challenge mode", in which the game's difficulty level rises but most items, including all weapons, are carried through.
Prisoner Shiv Helix is being moved to a joint cell with the newly imprisoned Captain Qwark. As he is a huge fan of Qwark, he reveals. Eager for attention, Qwark agrees to tell Shiv his side of the story. On planet Veldin, Ratchet, a young Lombax who works as a mechanic for his adopted father Grim, dreams of joining the Galactic Rangers. While he passes the physical exam, his criminal past convinces Qwark to reject him personally. Meanwhile, in a factory on planet Quartu, Chairman Alonzo Drek oversees the construction of a mechanical army built by Dr. Nefarious, a former Galactic Ranger himself. After the factory's mainframe locates a defective warbot trying to escape, Drek sends his lieutenant Victor Von Ion to destroy him; the defect escapes in a stolen ship, but Victor shoots out the engine, causing the ship to crash on Veldin. Ratchet rescues the defect seconds before the wreckage explodes; the defect explains. Ratchet offers to take him to the Ranger Headquarters on planet Kerwan. While flying over planet Novalis, the duo is shot down by Blarg forces.
They rescue the mayor, Agnogg Buckwash, who asks them to save his nephew Skidd McMarx on Aridia, a plumber who fixes their ship. Traveling to Kerwan, they discover that Drek's invasion is in progress. Using their ship's arsenal, they destroy the Blargian transports and mothership but narrowly survive a bomb planted on the ship's hull by Victor's men. With help from Big Al, an electronics engineer, they foil an attempt by the invaders to destroy the Hall of Heroes with a train loaded with explosives; as a reward for their assistance, Qwark reluctantly allows them to join the Rangers and provides them with a new ship. Before undertaking their first mission, the two travel to Aridia and rescue Skidd and his agent from the Blarg. Skidd gives them his hoverboard, as well as an invitation to a racing tournament on planet Rilgar. Ratchet wants to participate but learn
The PlayStation Vita is a handheld game console developed and released by Sony Computer Entertainment. It is the successor to the PlayStation Portable as part of the PlayStation brand of gaming devices, it was released in Japan on December 17, 2011, with releases in North America and other worldwide regions starting on February 22, 2012. It competed with the Nintendo 3DS as part of the eighth generation of video game consoles; the original model of the handheld includes a 5-inch OLED multi-touch capacitive touchscreen, two analog joysticks and shoulder push-button input, supports Bluetooth, Wi-Fi and optional 3G. Internally, the Vita features a quad-core ARM Cortex-A9 MPCore processor and a quad-core SGX543MP graphics processing unit. A revised model, the PS Vita 2000 series, released across 2013 and 2014, sports all of the same features with a smaller size, extended battery life, an LCD screen replacing the OLED display. Sony released the PlayStation TV, a short-lived, re-purposed version of the Vita that allowed for the play of PS Vita games on a television screen similar to a home video game console, though the PS TV variant was discontinued by the end of 2015.
The system's design was created to meld the experience of big budget, dedicated video game platforms with the up-and-coming trend of mobile gaming through smart phones and tablets. However, in the year after the device's successful launch, sales of the hardware and its bigger budget games stalled, threatening to end its lifespan. A concentrated effort to attract smaller, indie developers in the West, combined with strong support from mid-level Japanese companies, helped keep the platform afloat. While this led to less diversity in its game library, it did garner strong support in Japanese-developed role-playing video games and visual novels alongside a wealth of Western-developed indie games, leading it to become a moderate seller in Japan, build a smaller, yet passionate userbase in the West. While Sony has not released exact sales figures, late-lifespan estimates in sales fall around 15 to 16 million units. In the platform's years, Sony promoted its ability to work in conjunction with its other gaming products, notably the ability to play PlayStation 4 games on it through the process of Remote Play, similar to the Wii U's function of Off-TV Play.
Production of the system and physical cartridge games ended in March 2019. After the massive success of Nintendo's Game Boy line of handheld game consoles throughout the 1990s and early 2000s, with little in the way of market competition, Sony's massive success with its PlayStation and PlayStation 2 home video game consoles around the same time, Sony decided to enter the handheld market as well. In 2004, it released the PlayStation Portable to compete with the Nintendo DS as part of the seventh generation of video game consoles. After a slow start in the worldwide market, it was invigorated in Japan with multiple releases in the Monster Hunter series. With the series being less popular in western regions, it failed to revive the platform in the same way; the PSP ended up being a mixed result for the company. It was seen as a success in that it was the only handheld video game platform that had significantly competed with Nintendo for market share in a meaningful way, selling 80 million units in its lifespan the same amount as Nintendo's Game Boy Advance had during the sixth generation of video game consoles.
Despite this, it had still only managed to sell a little over half of what its actual market competitor, the DS, had sold, over 150 million units by the end of 2011. Rumors of a successor to the PSP came as early as July 2009 when Eurogamer reported that Sony was working on such a device, which would utilize the PowerVR SGX543MP processor and perform at a level similar to the original Xbox. Through mid-2010, websites continued to run stories about accounts of the existence of a "PSP 2". Reports arose during the Tokyo Game Show that the device was unveiled internally during a private meeting during mid-September held at Sony Computer Entertainment's headquarters in Aoyama, Tokyo. Shortly after, reports of development kits for the handheld had already been shipped to numerous video game developers including both first-party and third-party developers to start making games for the device, a report confirmed by Mortal Kombat Executive Producer Shaun Himmerick. By November, Senior Vice President of Electronic Arts, Patrick Soderlund, confirmed that he had seen that the PlayStation Portable successor existed, but could not confirm details.
In the same month, VG247 released pictures of an early prototype version showing a PSP Go-like slide-screen design along with two analog sticks, two cameras and a microphone, though the report mentioned that overheating issues had since caused them to move away from the design in favor of a model more similar to the original PlayStation Portable device. Throughout 2010, Sony would not confirm these reports of a PSP successor, but would make comments regarding making future hardware. Shuhei Yoshida, President of Sony Computer Entertainment Worldwide Studios revealed that his studio, despite being more involved with software, had a continued role in future hardware development at the time. In December, Sony Computer Entertainment CEO Kazuo Hirai stated that Sony aimed to appeal to a wide demographic of people by using multiple input methods on future hardware; the device was announced by Sony on January 27, 2011, at their "PlayStation Meeting" press conference held by the company in Japan. The system, only known by its code name "Next Generation Portable", wa
Tearaway Unfolded is a 2015 platform-adventure video game developed by Tarsier Studios and Media Molecule and published by Sony Computer Entertainment for the PlayStation 4. Announced at Gamescom 2014, the game is an expanded remake of the 2013 PlayStation Vita game Tearaway, developed by Media Molecule; the game takes place in a vibrant storybook-type world made out of paper. The player gains control of either Iota or Atoi, a messenger tasked with delivering a letter to a portal in the sky called'the You', which has mysteriously been opened. Along the way, the messenger must save the world from Scraps, small villainous creatures which are invading the paper world via the opening to cause disruption. Tearaway Unfolded's gameplay revolves around environmental platform interaction and customizability, confrontations with Scraps and other antagonistic creatures, mini-quests issued by non-playable characters, finding collectibles; the player, who controls several aspects of the world in a god-like fashion, navigates the messenger through the environments by changing the landscape.
For example, in order to help Iota/Atoi advance through a specific section, the player may have to trigger bounce pads, rotate platforms, illuminate objects, cast gusts of wind, or hurl objects, to trigger the solution and allow progression. The player is tasked with designing objects for use in the game's world, which are used to solve people's problems or requests, but may be used for decorative purposes; the messenger is given several helpful tools over the course of the game, which introduce new gameplay mechanics, among other things, allow for alternate methods of traversal. Tearaway Unfolded was met with a positive critical reception upon release. Critics praised the game's controls, visuals and world design; some critics disliked the emphasis on optional controllers, while others felt that the original PlayStation Vita version was a more personal experience, therefore, better overall. Tearaway Unfolded is an expanded remake of the 2013 PlayStation Vita game Tearaway. Like the original, it is a third-person platform game with heavy emphasis on environmental interaction, the features of the DualShock 4 controller, quirky creativity.
The player navigates the protagonist though environments made entirely out of paper, may complete side-objectives which involve helping non-player characters and the creation of items. The protagonist's main movement options are jumping and rolling; when moving through areas, the player modifies the landscape so that new paths can be opened. For example, in order to reach an isolated area, the player might have to bring down a platform by casting a gust of wind, climb onto the platform, return the platform to its original position and jump off; the player is given tools to help with puzzles. One such tool acts as a reef blower or vacuum cleaner, moving items out of the way or defeating enemies; some tools or objects must first be created on the controller's touch pad. Here, the player can choose the colours; when finished, the item is used in the game world wherever it is necessary. One instance of this occurs; the butterfly design the player creates can be seen numerous times throughout each level for the rest of the game.
Although the plot and central characters remain unchanged, many gameplay elements from the original have been tweaked for the DualShock 4 controller. For instance, touch-based elements in the original game have been re-mapped and modified for use on PlayStation 4; the creation aspects, where players used the touchscreen to draw objects that would appear in game, are now used on the DualShock's touchpad. Alternatively, the player may use the PlayStation Camera or the PlayStation App to input their drawings; the latter options can be used to input a real world texture or colour into the game, a feature dedicated to the Vita's rear camera. Along with new creation methods, the touchpad is used for interacting with the world. Certain platforms require the player to hold, or drag them off the environment for use; the player can use the touchpad to create a blast of wind, which can swipe enemies away and blow down extra platforms for use. The lightbar on the front of the DualShock controller can be used to help illuminate dark areas in the game world, as well as create additional platforms for traversing areas.
The gyroscope of the DualShock 4 allows suspending and turning platforms in the game, to make them possible for the messenger to traverse. Tearaway Unfolded renders at 60 frames per second frame rate. To that of the original, the player controls the messenger Iota or Atoi, tasked with delivering a message to a portal that has mysteriously opened in the sky, displaying the player. Along with The You, enemies known as Scraps are invading the world via the opening. Throughout the adventure, the messenger will traverse many new and reworked levels to reach the Portal, save their paper world. Tearaway Unfolded was a project that allowed Media Molecule to properly experiment with the DualShock 4 and the PlayStation 4's technology for the first time; the studio began to develop Tearaway Unfolded once they realized that the PlayStation 4's features could create an experience that would serve as an alternate version of Tearaway, rather than just a remake. The game's designer Rex Crowle stressed that neither version of Tearaway is the definitive version: "I try and think of the two games as two separate versions.