The Official The Last Guardian Thread!!!

"The rumor is not true that Mark Cerny came in and is finishing the project," Yoshida says. "Mark is giving consultation on the project. He's been doing it for many of our projects. He's been working with many of our studios, especially technically, he knows the ins and outs of the PS4. He's giving lots of technical advice to The Last Guardian team. The team is primarily in the Japan Studio, but creative direction is done by Ueda-san and members of GenDesign. It's a new studio."

GenDesign is led by Jinji Horagai, who was the AI programmer for Ico's Yorda. "After Shadow of the Colossus, Ueda-san and Horagai-san became independent," Yoshida explains. "Also, some of the leads on the Shadow of the Colossus team became independent and set up a small indie studio. All of them are working with the Japan Studio to make The Last Guardian."

According to Yoshida, the game we play in 2016 is the realization of the Ueda's original vision for the project. "It's the same," Yoshida assures us. "Absolutely."
http://www.gameinformer.com/b/news/...mark-cerny-s-role-with-the-last-guardian.aspx
 


Fumito Ueda Shares More About The Last Guardian’s Main Hero. June 25, 2015 . 3:02pm

Siliconera was invited to an extended preview of The Last Guardian lead by the game’s creative director, Fumito Ueda.


Siliconera
was invited to an extended preview of The Last Guardian lead by the game’s creative director, Fumito Ueda. The game is the product of collaboration between SCE Japan Studio and GenDesign, a new Indie studio helmed by Ueda and staffed by former Team Ico developers who played a crucial role in the development of Shadow of the Colossus and Ico.

The Last Guardian’s Story begins with a fated meeting between a kidnapped boy and Trico, the game’s iconic creature which Ueda notes is a mix between a dog, a bird, and a cat. “Our goal for Trico was to mix elements of common pets like dogs and cats with visual elements that would give it a wilder appearance,” Ueda said, “It is not the boy’s pet, but his companion. Both were imprisoned in these ruins and realize they can work together to escape.”

In this demo, the boy approaches the Sleeping Guardian and climbs atop its back. It seems that Trico was hurt during their last adventure in the ruins, as the boy pulls large wooden splinters from out of its back and wings. Ueda pulls the camera close to the boy, emphasizing the mysterious tattoos that cover his body. Perhaps these markings are related to his reason for exile?

After pulling the Splinters from Trico, the boy grabs one of the small barrels scattered about the circular chamber. As the boy approaches Trico, it bows like a dog waiting to play fetch. When the boy throws the barrel, Trico snaps it up out of the air and swallows it. “The player is never able to control Trico directly,” said Ueda, feeding the giant a few more barrels. “The player must learn to read Trico and respond to him accordingly.”

In the scene, Trico was whimpering lightly. It seems as though the player may need to care for Trico like a pet, feeding him before exploring more of the abandoned ruins. When the barrels in the chamber were seemingly gone, Trico stood on its hind legs to let the player climb to a hidden area above. More barrels were found up here and fed to Trico, after which it seemed his energy had returned.

“The game relies on you, the player, to form a relationship with Trico,” Ueda said, moving along a dimly lit boardwalk following the ceiling of the next area, “and you must use the boys nimbleness and Trico’s size to your advantage.” Ueda pulls a lever, which releases Trico from the circular chamber and allows them both to continue to the area shown in the preview at Sony’s press conference.

Ueda left some unexplained mysteries in the demo: Why do Trico’s eyes glow red when he sees the strange windmill device that the boy pushes into the abyss? Why was Triico hissing at it—was it to signal the player to get rid of it, or did It play a more significant role in the lore of The Last Guardian’s world?

Read more stories about PlayStation 4 & The Last Guardian on Siliconera.
source:Siliconera
 
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[YT]yRuqqkQ6i3A[/YT]
12 views 3 hours ago



Why We’re Excited for The Last Guardian

Scott takes a look at Sony's long awaited juggernaut The Last Guardian,
and tells us why he's excited to play it.

And here's the full show below
EP Daily Full Show – July 2, 2015

Today on EP Daily, a new Paranormal Activity movie haunts the Rundown;
Scott takes a look at Sony's long awaited game The Last Guardian;
Marissa gets into combat with the creative director of For Honor;
we have a review of Arnold's robotic

source: EPN.tv
 

PlayStation 4
The Last Guardian teased for TGS 2015
Published 8 hours ago. 70 comments.
genDesign thinking about how to show it "in a new and different way."


The Last Guardian will be at the Tokyo Game Show, if a tweet from genDesign, the company started by game director Fumito Ueda that now serves as the creative team behind the project, is to go by.



“We are thinking about how to take Trico to the Makuhari (in a new and different way),” a tweet from the company’s official Twitter account reads. The above image, showing The Last Guardian creature Trico’s foot on a screen and the shadow of a man holding up what appears to be a DualShock 4 controller, was attached.




The Makuhari, of course, refers to the Makuhari Messe, the convention center where next week’s Tokyo Game Show takes place from September 17 to 20.


Sony Computer Entertainment Japan Asia will host a press conference prior to the event on September 15. It’s also possible we’ll see the game there.


Read More

PlayStation 4, genDesign, SCE, SCEJ, Teasers, TGS 2015, The Last Guardian

source: Gematsu
 

PlayStation 4
The Last Guardian brings life-size Trico to TGS 2015
Published 2 hours ago. 7 comments.

Communicate with Trico at the Sony booth.
TLG-Life-Size-Trico-TGS-15-Ann.jpg


Last week, genDesign, the creative studio behind The Last Guardian, teased “a new and different way” of bringing The Last Guardian creature Trico to the Tokyo Game Show. Today, we see what they meant.
At this week’s Tokyo Game Show, there will be a corner of the Sony booth where attendees can “communicate” with a life-size version of Trico, who is projected on a giant screen and controlled by the same AI used in the game. By the look of it, Trico will react to your movements.
Have a look at the communication at work below:




https://pbs.twimg.com/tweet_video/CPBBit0VAAAbp4S.mp4



Follow
genDESIGN @genDESIGN_Inc

明日から開催される東京ゲームショウ2015ではトリコとのコミュニケーションを実際に体験できるスペースがあります。ゲームと同じAIで制御された実物大のトリコがお待ちしております。会場にいらした方は覗いてみてください。 pic.twitter.com/TuVWKTM2vd
5:53 AM - 16 Sep 2015
The Tokyo Game Show runs from September 17 to 20.

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PlayStation 4, SCE, SCE Japan Studio, SCEJ, TGS 2015, The Last Guardian
source: Gematsu
 

PlayStation 4
The Last Guardian footage purposefully being held back
Published 3 hours ago. 36 comments.

Sony to limit what it will show before launch.

Sony-Purpose-TLG-Footage.jpg




Sony Computer Entertainment is purposely holding back showing new footage of The Last Guardian for story purposes, SCE Worldwide Studios boss Shuhei Yoshida said.





“Development is going well, but because it’s about the story, we don’t want to show too much,” Yoshida told GameSpot during Paris Games Week. “We wanted to show that it exists, it works, it runs. It’s not like we won’t show anything before launch, but I think we will try to limit what we show about the game.”




The Last Guardian re-appeared at E3 2015 as a PlayStation 4 title. It was first announced as a PlayStation 3 title at E3 2009 and was once scheduled to launch during holiday 2011. But PlayStation 3 hardware “compromised” the game’s ambition, prompting the move to newer hardware. While it didn’t come with new footage, Sony brought a life-sized version of Trico, the game’s buddy-creature, to the Tokyo Game Show in September.





Read More

PlayStation 4, genDesign, SCE, SCE Japan Studio, SCEA, SCEE, SCEJ, The Last Guardian

source: Gematsu
 
not surprised.

kinda reminds me of gravity the movie. that was pretty shrouded in mystery too.
 
The game exists. Thats pretty much the same level of news we have been getting for years
 


Sony Computer Entertainment Europe Vice-President Philippe Cardon was asked by Challenges if 2016 was a crucial year for PlayStation. Cardon responded:
For many 2015 was to be the peak in the cycle of consoles of 8th generation, before entering a plateau, a more stable phase. But we believe that 2016 will be another year of growth. This will be a better year for the software and a very big year for the hardware. We expect to sell many consoles yet. And then there Uncharted 4: a Thief’s End, the Sony event for this year. This is our biggest release of the year with Gran Turismo and the return of The Last Guardian. And of course, the PlayStation VR arrives.
We can take from this that Cardon believes The Last Guardian and Gran Turismowill both be out this year. In the case of The Last Guardian, the game has been stuck in development hell for quiet some time. With E3 only 2 months away, an official statement is most likely on the horizon.


source: Operation Rainfall
 

PlayStation 4
The Last Guardian: first hands-on preview in Edge, 2016 release reconfirmed

Published 1 hour ago. 34 comments.
Shoot red lightning from Trico's tail.

Last-Guardian-Edge_05-26-16.jpg


The cover story of the latest issue of Edge Magazine is a hands-on preview of The Last Guardian, revealing new gameplay details and reconfirming a 2016 release date.




In the magazine, game director Fumito Ueda says, “Since this is the year we will see the game’s release, I do have some worries, but I’m also very excited.”




The preview introduces a new gameplay mechanic in which the human boy character wields a mirrored shield. Edge writes, “Holding circle ‘illuminates’ the device, shining what is ostensibly an ornate crosshair onto any surface it’s aimed at… [Trico] can fire a devastating beam of red lightning from its tail, and will direct this power wherever we point the mirrored shield.”




In the demo Edge was shown, which is from an early portion of the game, this attack was used for environmental puzzles—“one involving the destruction of a rock face, the other the disintegration of a wooden wall.”
Of course, the star of The Last Guardian is Trico, the animal that accompanies the boy. He is described in the magazine as a “free-spirited creature that flagrantly disregards your attempts to tame it,” which prompted Ueda to question whether this may or may not annoy players.
“It would be a lie to stay that I have no worries,” Ueda said in the magazine, “but another game where you can completely control a creature wouldn’t be enjoyable for me because there are a lot out there where you can do that. I think I’ve had enough of them.”






As the game progresses, the relationship between Trico and the boy will strengthen, and Trico will become more responsive to his requests.
Trico is described as powerful, but timid and nervous in its nature. The magazine reads, “One area a little later in the demo sees us emerge high up from the wall of a huge cave that holds an underground lake. We immediately take the opportunity to leap into the clear water below, diving underneath the surface and exploring the muffled underwater world for a time. On resurfacing, we find Trico timidly pawing at the edge of the drop, refusing to jump. It is, after all, part cat.”




Here’s Ueda’s take on Trico: “This creature isn’t like the cute pets that exist in other games, or an ally that’s really useful. The role of the creature is ambiguous; that’s something we wanted to express in the game, and it doesn’t always do what you ask it to do. That’s one of the themes of The Last Guardian. It’s something that’s difficult, and completely different. I want to create the next thing – an experience that people have never had before.




“The amount of code is very large compared to AI in conventional games. We’ve given this creature its own desires, so depending on what action it wants to take, that affects everything, including its animation. It’s not like a normal humanoid character.”




The Last Guardian is, again, planned for release on PlayStation 4 in 2016. It’s been a long time coming since its initial reveal for PlayStation 3 in 2009. We’ll likely hear more, and hopefully a final release date, at E3 in Los Angeles next month.
Thanks, IBTimes.






Read More

PlayStation 4, Edge Magazine, SIE Japan Studio, SIEA, SIEE, SIEJA, The Last Guardian


source: Gematsu
 

PlayStation 4
The Last Guardian IGN First preview, screenshots
Published 3 hours ago. 33 comments.

IGN goes hands-on with the PlayStation 4 title.

TLG_05-26-16.jpg




IGN has gone up with a hands-on preview of The Last Guardian as part of IGN First, providing new information and 10 new screenshots following Edge’s hands-on preview earlier today.




The preview details the opening moments of the game, as do the the screenshots that accompany it, so there’s your warning before you read it or view the images.




The game opens in a cave, where the boy you play as awakens with no recollection of how he got there, with strange markings on his arms. He comes across a wounded Trico, the creature that accompanies him, curled up on the floor. It has a spear lodged onto its hindquarters, and it is in pain. Pulling the spear from its body causes Trico to howl in pain, then lash out at the boy, sending him flying into the wall of the cave. “Trust” is a key theme in The Last Guardian, and this opening, intimate sequence acts as the beginning of the relationship between the boy and Trico, who himself will never entirely be tamed.




The boy eventually comes across mirror made of a mysterious substance. Trico’s eyes react to it, dilating and flashing through different colors. Trico’s eye color is a reflection of his emotional state. In this case, his eyes are red, which means “anger” or “wariness.” Holding the mirror out at the green beam that shoots forth on a blockage ahead of the boy causes Trico to shoot red lightning from his tail, striking and shattering the boulders.




Watch the video preview below. Read more at IGN.
[YT]Kgjvrv47qes[/YT]
(MP4 Version)
[YT]JG854AzOHqw[/YT](MP4 Version)
View the new screenshots at the gallery.
visit gallery »








Read More

PlayStation 4, genDesign, Screenshots, SIE, SIE Japan Studio, SIEA, SIEE, SIEJA, The Last Guardian



source: Gematsu
 

PlayStation 4
The Last Guardian director discusses dev period, transition to PS4, and more

Published 2 hours ago. 10 comments.
Transition to PS4 was 'difficult to accept at first,' Ueda says.


TLG-Fumito-Ueda-IGN-10-Years-Making.jpg


IGN has published a new, eight-minute interview with The Last Guardian director Fumito Ueda, who discusses the game’s lengthy development period, game design, the division of roles between his studio genDESIGN and Sony Interactive Entertainment Japan Studio, the transition to PlayStation 4, and his thoughts on the game being so close to release.

The Last Guardian is due out for PlayStation 4 in 2016. If you missed it, catch a new set of screenshots here.


Get the interview and Gematsu-provided transcript below.

[YT]w71wDbXYheM[/YT]
“It’s been about ten years since the previous title was released, but it’s not like we’ve been in active development for all those ten years. After Shadow of the Colossus was released on PS2, there was some time before we started the development of The Last Guardian, and it’s not like since that point we’ve been in active development for the entirety of the time. There have been some changes due to changes in the hardware and changes in the priority of the studio.

“We weren’t always in active development so it’s really difficult to provide an accurate number in terms of the development period, but one thing I can say is that we thought that it was going to be shorter, or we thought that Ico and Shadow of the Colossus took a long time to develop, so one of of the missions of The Last Guardian was that we wanted to create something good in a short period of time, so the fact that it took a long time to develop was completely unexpected for me.

“During that time, we had the release of the high def edition of Ico and Shadow of the Colossus, and I think that was really good for us. Although this high def edition wasn’t a new title, since we weren’t able to publish The Last Guardian for a long time, if it did not exist maybe it would have made it difficult to release The Last Guardian. Also, it may have made it difficult to keep our motivation up.”
Game Design
“In terms of the game design for [The Last Guardian] we haven’t changed it since the very beginning. We have made some minor changes but the idea that the boy hangs on to Trico and moves to places that they boy would not have been able to go [to] by himself is the main concept for this game. And the contrast between the small movements that the boy makes by himself and the large, dynamic movements that the boy makes with Trico is at the heart of the game, and that has not changed since the very beginning.”


Division of Roles: genDESIGN and SIE Japan Studio


“As for the division of roles between genDESIGN and Japan Studio, genDESIGN is in charge of the direction for game design and the art and the animations. As for Japan Studio, they are in charge of the implementation of the game and also they are in charge of developing the game engine and maintaining it. Initially, I was worried about whether this kind of structure would work out, but when I look back at it now I think it’s gone very well. The way we have it right now is very easy for me to work, and if there’s an opportunity in the future where I can do it in a similar way, I would definitely want to.”


Transitioning to PlayStation 4


“When it was decided that the game would be transitioned to PS4 it was difficult for me to accept. Now that I look back at it, the PS3 market has become smaller at this point and now I think the PS4 market is the main market, so I am happy to have this title as a PS4 exclusive title, but when the decision was first made I had some difficulty and I felt a little disappointed because I wanted to release this game earlier.
“In terms of the good things that happened since the transition to PS4, of course the quality of the graphics, the details of the graphics, have improved, but in addition to that, I think that in development—in the process of releasing a title—you have to go through a process called optimization, but I think we were able to compress that process. For Ico, Shadow of the Colossus, and The Last Guardian, we tried to create graphics that are not determined by the hardware specifications. In other words, the art does not really try to place a burden on the machine, or it doesn’t try to max it out. This goal has not really changed [in the transition to PS4] but how fast we can get to it, I think when you look at it from that perspective, PS4 allows you to get to your goal much faster.”


Completion Percentage


“I can’t really tell you what percentage of the development is actually done, but we are working very hard to release the game by the end of the year. In terms of the current situation, we’ve been working on this development for a very long time, but I think that recently the progress has been quite steady. I’ve never been on a game that has taken so long to develop, so a part of me feels sad, but a part of me feels like I just want to complete it. So I have mixed feelings.
“I really hope that players enjoy the game, and not just myself, but the entire staff that have worked on this project feel the same way. And I feel that if players enjoy the game then all the time that it took to develop this game and all the struggles that we went through would be worth it.”



Read More

PlayStation 4, Clips, Developer Diaries, Fumito Ueda, genDesign, SIE Japan Studio, SIEA, SIEE, SIEJA, The Last Guardian









source: Gematsu
 
December 2016? We'll see. Next thing you'll tell me HL: Episode 3 is coming out.
 
December 2016? We'll see. Next thing you'll tell me HL: Episode 3 is coming out.

December? Where are you getting that from? Sounds more like a placeholder date. Games dont get released in December for a reason.
 
I don't mean December definite, I'm just saying that would be the last possible timeframe if they're planning before the end of this year. Being facetious.
 

PlayStation 4
The Last Guardian director discusses game design
Published 3 hours ago. 58 comments.
Development team aiming for an "uneven balance."


TLG_05-29-16.jpg


IGN is continuing its exclusive The Last Guardian coverage with a new video today of director Fumito Ueda discussing the game’s design.
Topics discussed include the game’s “uneven balance,” puzzle design, combat, lack of a stamina bar, setting.




If you missed it, yesterday IGN published a video where Ueda discussed the game’s development period, transition to PlayStation 4, and more. On Thursday, we got our first new set of screenshots since



E3 2015.


The Last Guardian is due out for PlayStation 4 in 2016.
Get the interview and Gematsu-provided transcript below.


[YT]7SG-i4siVFc[/YT]
Uneven Balance
“The game starts out with the boy sleeping and waking up in the cave, and he’s not really sure why he’s sleeping there, but the player will understand why as they play the game, so I would like for players to figure it out as they play. The game is composed of puzzles and combat and exploration, but in terms of the balance we tried to aim for an uneven balance, so to speak. When you look at the entire game, it’s pretty even, but we wanted to make it so that it’s difficult for the player to forecast what comes next. We didn’t want to make it where it’s combat and then exploration and puzzle, and those three over and over and over, we wanted to have some kind of unexpectedness in the game, and we wanted to go against the player’s expectations of what comes next.”
Puzzles
“There basically is only one solution [in each area] but we try to make it so it doesn’t feel that way. It feels more like there are multiple choices, but actually there is only one single choice. I think accomplishing that kind of feeling requires good balance and level design. But we didn’t want Trico or the environment to just be something that’s convenient for the player. We wanted the world to have a very realistic feeling and that’s what we most valued.”
Combat
“[Combat] is an area that I can’t speak too much on at this point, and this might cause some misunderstanding, but combat is not too important in the game. It’s more there to showcase the strength of Trico. The intention of the combat [encounters] are similar to that of Ico, where the combat [encounters] aren’t exactly fun themselves, it’s more like they exist to showcase the strength and magnificence of Trico.”
Stamina
“In Shadow of the Colossus there was a stamina meter, or a meter that shows the hand or arm power of the protagonist, but in this game we will not have such a meter. One of the reasons is that we want a wide audience to play the game, and the other is that the game content doesn’t require the meter. Even without the meter, I think that the environment kind of forces the player to feel that they want to hang on to Trico.”
Setting
“Up to now you’ve been in the same place and in the same ruins and the gameplay does take place in these ruins. There are areas inside the ruins where there’s vast amounts of water, there are locations that are very high or have strong wind, or have enemies, so there’s a lot of variation inside the ruins, but in terms of the gameplay it’s in the ruins. There is a world outside of the ruins of course, and the village that the boy came from exists in this world, too, but that’s not part of the gameplay. The adventure takes place in the ruins. It’s the same for Ico or Shadow of the Colossus – we don’t really explain the characters or the meaning of the ruins, or the meaning of objects. We try to leave it up to the player’s imagination.”









Read More

PlayStation 4, Clips, Developer Diaries, Fumito Ueda, genDesign, SIE Japan Studio, SIEA, SIEE, SIEJA, The Last Guardian




source: Gematsu
 

PlayStation 4

The Last Guardian director discusses soundtrack
Published 5 hours ago. 16 comments.
Score composed by Los Angeles-based Takeshi Furukawa.

TLG-Score-Vid-IGN_05-30-16.jpg


The latest in IGN‘s exclusive The Last Guardian coverage sees director Fumito Ueda discuss the game’s musical score.


If you missed it, Ueda yesterday talked about the game’s design, and before that its development period, transition to PlayStation 4, and more. On Thursday, we got our first new set of screenshots since E3 2015.


The Last Guardian is due out for PlayStation 4 in 2016.
Get the interview and Gematsu-provided transcript below.
[YT]HtIhHPY5Ur4[/YT]
“The score for The Last Guardian is composed by a composer that lives in Los Angeles. His name is Mr. Takeshi Furukawa, and I have not worked with him in the past before, but in creating The Last Guardian, we picked up some key words, some screenshots and the title of the game, and we held a competition and asked people to create a song based on the material that we had, and I felt like Mr. Furukawa’s music matched the direction of my image the most.




“At the very beginning, we held a meeting on the direction of the music and it was the same for Ico and Shadow of the Colossus, but we wanted the game music to not be really like game music, and we told him that we wanted something that wasn’t too game-like and too held down by the restrictions of it being a game. However, he was a composer of music for movies, but in movies, the music alone expresses emotion sometimes, but that would make the music too strong in games, so in that respect we asked him to tone it down a bit. The sound was recorded in London in Air Studios, and we used the London Symphony Orchestra. I am very satisfied with the results that have come out.


“As for the frequency of using music, I think it’s the same as Ico and Shadow of the Colossus. I often get the comment that Ico and Shadow of the Colossus use music sparingly, but I actually don’t feel that way. When you compare it to other visual media, like movies or animations, I think that the amount of music used is not that different, and it’s actually rather natural, and I try to create a balance that is like that. However, one thing I can say is that in movies you have a protagonist that the director has full control over, so it’s okay to have emotions be reflected in the music. However in video games players are controlling the character, so there’s a high possibility that you have some kind of discrepancy in the emotions that the player feels, so I’m not really sure whether it’s okay to express emotions a lot in games, and because I have that kind of concern, I try to hold down on the emotional aspect. But compared to other video games, I think we do have very cinematic expressions.




“As for the music of The Last Guardian, it’s the same as Ico and Shadow of the Colossus, but we don’t try to have it too closely linked to the game. We try to have the music appeal to a wider audience. The existence of Trico and the world that is in [The Last Guardian] is expressed through the visuals – it has kind of an ethnic taste to it. So in terms of the music, we try to hold it down a bit and try not to make it too strange or too unique. I think compared to the other two titles it’s more of a traditional kind of game music, whereas the visuals are very unique. We try to create a good balance of those two.”





Read More

PlayStation 4, Clips, Developer Diaries, Fumito Ueda, genDesign, SIE Japan Studio, SIEA, SIEE, SIEJA, The Last Guardian




source: Gematsu
 

PlayStation 4
[FONT=&quot]The Last Guardian launches October 25[/FONT]

Published 1 hour ago. 5 comments.
Fumito Ueda's long-anticipated game finally dated.

TLG-Dated-Oct-25-Init.jpg


The Last Guardian
will launch for PlayStation 4 on October 25, Sony Interactive Entertainment announced during its E3 2016 press conference.




Watch a new trailer below.
[YT]fL2zzgW6YOo[/YT]






Read More

PlayStation 4, Clips, E3 2016, genDesign, Release Dates, SIE, SIE Japan Studio, SIEA, SIEE, The Last Guardian, Trailers



source: Gematsu
 
Believe it when I see it.
 

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