A fighting game is a video game genre in which the player controls an on-screen character and engages in close combat with an opponent, which can be either an AI or controlled by another player. The fight matches consist of several rounds and take place in an arena, while each character has differing abilities but each is viable to choose. Players must master techniques such as blocking, counter-attacking, chaining attacks together into "combos". Starting in the early 1990s, most fighting games allowed the player to execute special attacks by performing specific input combinations; the fighting game genre is related to but distinct from beat'em ups, which involve large numbers of enemies against the human player. The first game to feature fist fighting was Heavyweight Champ in 1976, but it was Karate Champ which popularized one-on-one martial arts games in arcades in 1984; the following year, Yie Ar Kung-Fu featured antagonists with differing fighting styles, while The Way of the Exploding Fist further popularized the genre on home systems.
In 1987, Street Fighter introduced hidden special attacks. In 1991, Capcom's successful Street Fighter II refined and popularized many of the conventions of the genre; the fighting game subsequently became the preeminent genre for competitive video gaming in the early to mid-1990s in arcades. This period spawned dozens of other popular fighting games, including successful and long running franchises like Street Fighter, Mortal Kombat, Guilty Gear, The King of Fighters, Virtua Fighter, Marvel vs. Capcom, Killer Instinct, Dead or Alive and SoulCalibur. Fighting games are a type of action game; these games feature special moves that are triggered using rapid sequences of timed button presses and joystick movements. Games traditionally show fighters from a side-view as the genre has progressed from two-dimensional to three-dimensional graphics. Street Fighter II, though not the first fighting game and standardized the conventions of the genre, similar games released prior to Street Fighter II have since been more explicitly classified as fighting games.
Fighting games involve hand-to-hand combat, but may feature melee weapons. This genre is distinct from beat'em ups, another action genre involving combat, where the player character must fight many weaker enemies at the same time. During the 1980s publications used the terms "fighting game" and "beat'em up" interchangeably, along with other terms such as "martial arts simulation". With hindsight, critics have argued that the two types of game became dichotomous as they evolved, though the two terms may still be conflated. Fighting games are sometimes grouped with games that feature boxing, wrestling. Serious boxing games belong more to the sports game genre than the action game genre, as they aim for a more realistic model of boxing techniques, whereas moves in fighting games tend to be either exaggerated or outright fantastical models of Asian martial arts techniques; as such, boxing games, mixed martial arts games, wrestling games are described as distinct genres, without comparison to fighting games, belong more into the Sports game genre.
Fighting games involve combat between pairs of fighters using exaggerated martial arts moves. They revolve around brawling or combat sport, though some variations feature weaponry. Games display on-screen fighters from a side view, 3D fighting games play within a 2D plane of motion. Games confine characters to moving left and right and jumping, although some games such as Fatal Fury: King of Fighters allow players to move between parallel planes of movement. Recent games tend to be rendered in three dimensions and allow side-stepping, but otherwise play like those rendered in two dimensions. Aside from moving around a restricted space, fighting games limit the player's actions to different offensive and defensive maneuvers. Players must learn which attacks and defenses are effective against each other by trial and error. Blocking is a basic technique; some games feature more advanced blocking techniques: for example, Capcom's Street Fighter III features a move termed "parrying" which causes the parried attacker to become momentarily incapacitated.
In addition to blows such as punches and kicks, players can utilize throwing or "grappling" to circumvent "blocks". Predicting opponents' moves and counter-attacking, known as "countering", is a common element of gameplay. Fighting games emphasize the difference between the height of blows, ranging from low to jumping attacks. Thus, strategy becomes important as players attempt to predict each other's moves, similar to rock–paper–scissors. An integral feature of fighting games includes the use of "special attacks" called "secret moves", that employ complex combinations of button presses to perform a particular move beyond basic punching and kicking. Combos, in which several attacks are chained together using basic punches and kicks, are another common feature in fighting games and have been fundamental to the genre since the release of Street Fighter II; some fighting games display a "combo meter". The effectiveness of such moves relate to the difficulty of execution and the degree of risk; these moves are beyond the ability of a casual gamer and require a player to have both a strong memory and excellent timing.
Taunting is another feature of some fighting games and was intro
Grand Theft Auto: San Andreas
Grand Theft Auto: San Andreas is an action-adventure video game developed by Rockstar North and published by Rockstar Games. It was released on 26 October 2004 for PlayStation 2, on 7 June 2005 for Microsoft Windows and Xbox. A high definition remastered version received a physical release for both Xbox 360 and PlayStation 3 on 30 June 2015 and 1 December 2015, respectively, it is the seventh title in the Grand Theft Auto series, the first main entry since 2002's Grand Theft Auto: Vice City. It was released on the same day as the handheld game Grand Theft Auto Advance for Game Boy Advance. On 8 June 2018, the game was added to the Xbox One Backward Compatible library. Grand Theft Auto: San Andreas is played from a third-person perspective in an open world environment, allowing the player to interact with the game world at their leisure; the game is set within the fictional U. S. state of San Andreas, based on California and Nevada. The state of San Andreas consists of three metropolitan cities: Los Santos, based on Los Angeles.
The single-player story follows Carl "CJ" Johnson, an ex-gangbanger who returns home to Los Santos from Liberty City after his mother's murder. Carl finds his old friends and family in disarray, over the course of the game he attempts to re-establish his old gang, clashes with corrupt cops, unravels the truth behind his mother's murder; the plot is based on multiple real-life events in Los Angeles, including the rivalry between the Bloods and Hispanic street gangs, the 1980s crack epidemic, the LAPD Rampart scandal, the 1992 Los Angeles riots. Considered one of the sixth generation of video gaming's most significant titles, by many reviewers to be one of the greatest video games made, San Andreas received rave reviews by many critics who praised the music and gameplay, it became the best-selling video game of 2004, has sold over 27.5 million copies worldwide as of 2011. The game, like its predecessors, is cited as a landmark in video games for its far-reaching influence within the industry.
However, the violence and sexual content of San Andreas has been the source of much public concern and controversy. In particular, a player-made software patch, dubbed the "Hot Coffee mod", unlocked a hidden sexual scene; the next main entry in the series, Grand Theft Auto IV, was released in April 2008. San Andreas has been ported to various other platforms and services, such as OS X, Xbox Live, PlayStation Network and mobile devices. Grand Theft Auto: San Andreas is an action-adventure game with role-playing and stealth elements. Structured to the previous two games in the series, the core gameplay consists of elements in a third-person shooter and a driving game, affording the player a large, open world environment in which to move around. On foot, the player's character is capable of walking, sprinting, swimming and jumping as well as using weapons and various forms of hand-to-hand combat; the player can drive a variety of vehicles, including automobiles, semis, fixed-wing aircraft, trains, tanks and bikes.
The player may import vehicles in addition to stealing them. The open, non-linear environment allows the player to explore and choose how they wish to play the game. Although storyline missions are necessary to progress through the game and unlock certain cities and content, they are not required as the player can complete them at their own leisure; when not taking on a storyline mission, the player can freely-roam and look around the cities of San Andreas, eat in restaurants, or cause havoc by attacking people and causing destruction. Creating havoc can attract unwanted and fatal attention from the authorities; the more chaos caused, the stronger the response: police will handle "minor" infractions, whereas SWAT teams, the FBI, the military respond to higher wanted levels. The player can partake in a variety of optional side missions that can boost their character's attributes or provide another source of income; the traditional side missions of the past games are included, such as dropping off taxi cab passengers, putting out fires, driving injured people to the hospital and fighting crime as a vigilante.
New additions include burglary missions, pimping missions and train driving missions requiring the player to make deliveries on time, driving/flying/boating/biking schools, which help the player learn skills and techniques to use in their corresponding vehicles. Not all locations are open to the player at the start of the game; some locales, such as mod garages, restaurants and shops, become available only after completing certain missions. For the first portion of the game, only Los Santos and its immediate suburbs are available for exploration. If the player were to travel in locked locations early in the game, they would end up attracting the attention of SWAT teams and police-controlled Hydras if in an aircraft. Unlike Grand Theft Auto III and Vice City, which needed loading screens when the player moved between different districts of the city, San Andreas has no load times when the player is in transit; the only loading screens in the game are for interiors. Other differences between San Andreas and its predecessors include the switch from single-player to multiplayer Rampage missions, the replacement of the'hidden packages' with spray paint tags, hidden
Shoot 'em up
Shoot'em up is a subgenre of the shooter genre of video games. There is no consensus as to; some restrict the definition to games featuring spacecraft and certain types of character movement. The genre's roots can be traced back to Spacewar!, one of the earliest computer games, developed in 1962. The shoot'em up genre was established by the hit arcade game Space Invaders, which popularised and set the general template for the genre in 1978, the genre was further developed by arcade hits such as Asteroids and Galaxian in 1979. Shoot'em ups were popular throughout early 1990s. In the mid-1990s, shoot'em ups became a niche genre based on design conventions established in the 1980s, catered to specialist enthusiasts in Japan. "Bullet hell" games are a subgenre that features overwhelming numbers of enemy projectiles in visually impressive formations. A "shoot'em up" known as a "shmup" or "STG", is a game in which the protagonist combats a large number of enemies by shooting at them while dodging their fire.
The controlling player must rely on reaction times to succeed. Beyond this, critics differ on which design elements constitute a shoot'em up; some restrict the genre to games using fixed or scrolling movement. Others widen the scope to include games featuring such protagonists as robots or humans on foot, as well as including games featuring "on-rails" and "run and gun" movement. Mark Wolf restricts the definition to games featuring multiple antagonists, calling games featuring one-on-one shooting "combat games". Critics described any game where the primary design element was shooting as a "shoot'em up", but shoot'em ups became a specific, inward-looking genre based on design conventions established in those shooting games of the 1980s. Shoot'em ups are a subgenre of shooter game, in turn a type of action game; these games are viewed from a top-down or side-view perspective, players must use ranged weapons to take action at a distance. The player's avatar is a vehicle under constant attack. Thus, the player's goal is to shoot as as possible at anything that moves or threatens them.
In some games, the player's character can withstand some damage. The main skills required in shoot'em ups are memorising enemy attack patterns; some games feature overwhelming numbers of enemy projectiles and the player has to memorise their patterns to survive. These games belong to one of the fastest-paced video game genres. Large numbers of enemy characters are featured; these enemies may behave in a certain way dependent on their type, or attack in formations that the player can learn to predict. The basic gameplay tends to be straightforward and many games offset this with boss battles and a variety of weapons. Shoot'em ups have realistic physics. Characters can change direction with no inertia, projectiles move in a straight line at constant speeds; the player's character can collect "power-ups" which may afford the character greater protection, an "extra life", or upgraded weaponry. Different weapons are suited to different enemies, but these games keep track of ammunition; as such, players tend to fire indiscriminately, their weapons only damage legitimate targets.
Shoot'em ups are categorized by design elements viewpoint and movement:Fixed shooters restrict the protagonist to a single axis of motion, enemies attack in a single direction, each level is contained within a single screen. Atari's Centipede is a hybrid, in that the player can move but that movement is constrained to a small area at the bottom of the screen, the game otherwise meets the fixed shooter definition. Tube shooters feature craft flying through an abstract tube, such as Gyruss. Rail shooters limit the player to moving around the screen. Examples include Space Harrier, Captain Skyhawk, Star Wars: Rebel Assault, Panzer Dragoon, Star Fox 64, Sin and Punishment. Light-Gun games that are "on-rails" are not in the shoot-em-up category but the FPS category, the term has been applied to scripted events in first-person shooters such as Call of Duty. Scrolling shooters include horizontal scrolling games. Vertically scrolling shooters: In a vertically scrolling shoot'em up, the action is viewed from above and scrolls up the screen.
Horizontally scrolling shooters: In a "horizontal shooter" or "side-scrolling shooter", the action is viewed side-on and scrolls horizontally. Isometrically scrolling shooters: A small number of scrolling shooters, such as Sega's Zaxxon, feature an isometric point of view. Multidirectional shooters feature 360 degree movement where the protagonist may rotate and move in any direction. Multidirectional shooters with one joystick for movement and one joystick for firing in any direction independent of movement are called "twin-stick shooters."Bullet hell is a shoot'em up in which the entire screen is almost fille
Sony Interactive Entertainment
Sony Interactive Entertainment LLC is a multinational video game and digital entertainment company, a wholly owned subsidiary of Sony Corporation of America, the central hub for the American businesses under the Japanese conglomerate Sony Corporation. The company was founded in Tokyo and established on November 16, 1993, as Sony Computer Entertainment, to handle Sony's venture into video game development through its PlayStation brand. Since the successful launch of the original PlayStation console in 1994, the company has been developing the PlayStation lineup of home video game consoles and accessories. Expanding into North America and other countries, the company became Sony's main resource for research and development in video games and interactive entertainment. In April 2016, SCE and Sony Network Entertainment International was restructured and reorganized into Sony Interactive Entertainment, carrying over the operations and primary objectives from both companies; the same year, SIE moved its headquarters from Tokyo to California.
Sony Interactive Entertainment handles the research and development and sales of both hardware and software for the PlayStation video game systems. SIE is a developer and publisher of video game titles, operates several subsidiaries in Sony's largest markets: North America and Asia. By August 2018, the company had sold more than 525 million PlayStation consoles worldwide. Sony Computer Entertainment, Inc. was jointly established by Sony and its subsidiary Sony Music Entertainment Japan in 1993 to handle the company's ventures into the video game industry. The original PlayStation console was released on December 1994, in Japan; the company's North American operations, Sony Computer Entertainment of America, were established in May 1995 as a division of Sony Electronic Publishing. Located in Foster City, the North American office was headed by Steve Race. In the months prior to the release of the PlayStation in Western markets, the operations were restructured: All video game marketing from Sony Imagesoft was folded into SCEA in July 1995, with most affected employees transferred from Santa Monica to Foster City.
On August 7, 1995, Race unexpectedly resigned and was named CEO of Spectrum HoloByte three days later. He was replaced by Sony Electronics veteran Martin Homlish; this proved to be the beginning of a run of exceptional managerial turnover, with SCEA going through four presidents in a single year. The PS console was released in the United States on September 9, 1995; as part of a worldwide restructuring at the beginning of 1997, SCEA and Sony Computer Entertainment Europe were both re-established as wholly owned subsidiaries of SCEI. The launch of the second PS console, the PlayStation 2 was released in Japan on March 4, 2000, the U. S. on October 26, 2000. On July 1, 2002, chairman of SCEI, Shigeo Maruyama, was replaced by Tamotsu Iba as chairman. Jack Tretton and Phil Harrison were promoted to senior vice presidents of SCE; the PlayStation Portable was SCEI's first foray into the small handheld console market. Its development was first announced during SCE's E3 conference in 2003, it was unveiled during their E3 conference on May 11, 2004.
The system was released in Japan on December 12, 2004, in North America on March 24, 2005, in Europe and Australia on September 1, 2005. On September 14, 2005, SCEI formed Sony Computer Entertainment Worldwide Studios, a single internal entity to oversee all wholly owned development studios within SCEI, it became responsible for the creative and strategic direction of development and production of all computer entertainment software by all SCEI-owned studios—all software is produced for the PS family of consoles. Shuhei Yoshida was named as President of SCE WWS on May 16, 2008, replacing Kazuo Hirai, serving interim after Harrison left the company in early 2008. On December 8, 2005, video game developer Guerrilla Games, developers of the Killzone series, was acquired by Sony Computer Entertainment as part of its SCE WWS. On January 24, 2006, video game developer Zipper Interactive, developers of the Socom series, was acquired by Sony Computer Entertainment as part of its SCE WWS. In March 2006, Sony announced the online network for its forthcoming PlayStation 3 system at the 2006 PlayStation Business Briefing meeting in Tokyo, tentatively named "PlayStation Network Platform" and called just PlayStation Network.
Sony stated that the service would always be connected and include multiplayer support. The launch date for the PS3 was announced by Hirai at the pre-Electronic Entertainment Expo conference held at the Sony Pictures Studios in Los Angeles, California, on May 8, 2006; the PS3 was released in Japan on November 11, 2006, the U. S. date was November 17, 2006. The PSN was launched in November 2006. On November 30, 2006, president of SCEI, Ken Kutaragi, was appointed as chairman of SCEI, while Hirai president of SCEA, was promoted to president of SCEI. On April 26, 2007, Ken Kutaragi resigned from his position as chairman of SCEI and group CEO, passing on his duties to the appointed president of SCE, Hirai. On September 20, 2007, video game developers Evolution Studios and Bigbig Studios, creators of the MotorStorm series, were acquired by Sony Computer Entertainment as part of its SCE WWS. On April 15, 2009, David Reeves, president and CEO of SCE Europe, announced his forthcoming resignation from his post.
He had joined the company in 1995 and was appointed as chairman of SCEE in 2003, president in 2005. His role of president and CEO of SCEE would be taken over by Andrew House, who joined Sony Corporation in 1990; the PSP Go was released on October 1
Destroy All Humans! 2
Destroy All Humans! 2 is an action-adventure video game developed by Pandemic Studios and published by THQ for PlayStation 2 and Xbox. It is the sequel to Destroy All Humans! and it marks the last game in the series to be developed by Pandemic Studios. The game is set in 10 years after the original game; the game begins with a Soviet KGB slide show meeting showing that the main character from Destroy All Humans!, Cryptosporidium-137, is now deceased for unknown reasons. His clone, Cryptosporidium-138, made of more pure Furon DNA, is now taking his place and continuing to pose as the President of the United States. KGB intelligence reveals that Crypto-138 is the first and only Furon to have genitalia, referred to only as "The Package". Seeing the Furons as a threat to the Soviet Union, the KGB destroy the Furon mothership with a nuclear missile. Soon after, Crypto's new adventure begins. Not only must Crypto stop the KGB from destroying America, he desires revenge for the destruction of the mothership.
Crypto's commander, Orthopox 13, downloaded his consciousness into a holographic unit just before he died. After saving Bay City from annihilation at the hands of the Soviets, Crypto discovers that the KGB have fled to Albion and promptly follows, where he meets Reginald Ponsonby-Smythe, the James Bond-esque head of M16, a rogue KGB agent named Natalya Ivanova, whom Crypto is attracted to, they discover. Ponsonby betrays Crypto, revealing he is the leader of the British branch of Majestic, Majestic Sector 16. After killing Ponsonby and puzzling over his cryptic reference that the Furons may not be the only aliens on Earth, Crypto learns that the KGB have a base on Takoshima Island. Arriving in Takoshima, Crypto has to rescue a man named Dr. Go from the Black Ninjas and KGB, he provides access to the KGB base hidden in the island's volcano. Inside Crypto and Natalya are addressed by the mastermind behind the spore plot, Soviet Premier Milenkov. Milenkov shows a film clip of his men using spores on a Takoshimese intern, who transforms into a giant Godzilla-like monster called "Kojira".
After defeating Kojira, Crypto follows Natalya to Tunguska, home of "Project Solaris." In the Soviet Union, Crypto discovers that another alien race has crash-landed on The Blisk. The Blisk are an enemy that the Furons had thought they had wiped out during the Martian War a long time ago. Pox realizes that the Tunguska event of 1908 was a downed Blisk warship crash-landing into the Tunguskan hillside and not a meteorite. After destroying the crashed Blisk warship and rescuing Natalya from a Blisk gas bubble, Crypto meets Milenkov face to face. Milenkov retreats to his moon base, Solaris, in a Blisk shuttle. On the moon, Crypto discovers that Project Solaris is a Blisk superweapon designed to bombard the Earth with Blisk spores and radiation, granting the Blisk control of Earth as their new irradiated, water-logged homeworld. Using his ability to "body snatch," Crypto disguises himself as Soviet cosmonaut Leonid, the head scientist on the moon, convinces the rest of the humans to go to war with the Blisk.
Crypto manages to sabotage the weapon's firing mechanism. Upon doing so, Milenkov confronts Crypto, he reveals that since the Blisk crashed, they have been controlling the Government of the Soviet Union, each Premier before him had been a Blisk, they were responsible for several world crises. After their conversation, Milenkov leaves. Crypto and Natalya battle for their various species to save the Earth by attacking and destroying the Blisk Hive Mind with the O. M. G. W. T. F. Virus Pox developed in his lab, he reveals his true form, a armored blisk. After defeating Milenkov, Crypto relaxes in his flying saucer while Pox appears on the video monitor, congratulating Crypto and eagerly anticipating his newly cloned body, he has detected activity in the emergency cloning lab. He questions Crypto about it realizes that Crypto has cloned Natalya, is infuriated by this and begins yelling at him, just before Crypto abruptly shuts off the video monitor mid-sentence. Lying next to him, Natalya awakens and favors Crypto with a smile and an invitation to wake her when he's ready for "re-entry."
As the game ends, Crypto leers at the player and admits to having made "a few adjustments". In Destroy All Humans! 2, Crypto is able to go to San Francisco, London, a Japanese island loosely based on Tokyo and the Soviet moon base Solaris. Crypto can now body snatch humans. In addition, new weapons are unlocked by finding data cores ejected from the mothership before it was destroyed. New saucer landing points are unlocked by completing the challenges of the ancient furon god Arkvoodle; the player is now able to call their saucer from an empty landing site in order to eliminate back tracking, the UFO can now cloak for limited periods of time. In addition, the Abducto Beam abducts humans into the UFO for usage in the Gene Blender, which upgrades Crypto's abilities. Destroy All Humans! 2 has a co-op multiplayer mode, so the player can play through the story mode, free roam together and minigames, such as PK Tennis and Duel, with a friend. The new "Free Love" feature enables Crypto to momentarily force his victims to groove to psychedelic music, thus making them forget they saw him.
The new ability called "Mind Flash" mentally stuns everyone in the world for a brief period of time. The Jetpack has a longer-lasting battery. There are 5 new we
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