recursal/Fanatic-Fandom huggingface dataset:
First Contact Entertainment

**First Contact Entertainment Inc.** was an American game development studio based in Los Angeles, California. It was founded in 2016. The studio specializes in multiplayer-focused, live-service video games designed around virtual reality technology, and is best known for 2018's *Firewall Zero Hour*, published by Sony Interactive Entertainment. This was followed by a sequel, *Firewall Ultra*, in 2023.

The company shut down in December 2023.

## History

First Contact Entertainment was founded by Hess Barber and David Kovacs in Los Angeles, California, in 2016.

The studio partnered with Sony Interactive Entertainment to develop for the company's PlayStation VR headset. Their first game, *Firewall Zero Hour*, was announced at Sony's PlayStation Experience event, in December 2017. It was released in August 2018 to generally favorable reviews.

First Contact Entertainment and Sony announced a second collaboration, a sequel titled *Firewall Ultra*, in September 2022. Built for Sony's PlayStation VR2 headset, *Firewall Ultra* was released in August 2023 to mixed reviews.

On December 21, 2023, First Contact's community manager Frank Marm announced that the company would shut down. Later that day, the studio confirmed the news of its closure on its Facebook page, citing the gaming industry's lack of support for virtual reality experiences as the reason.

## Games developed

 *Firewall Ultra* | 2023 | PlayStation 5 (PlayStation VR2) | n / a

## References

1. ↑ https://www.kovacstech.com/contactus (link offline)
2. ↑ https://www.builtinla.com/company/first-contact-entertainment
3. ↑ https://www.gamespot.com/articles/new-ps4-shooter-announced-for-vr-at-psx-2017/1100-6455530/
4. ↑ https://www.metacritic.com/game/playstation-4/firewall-zero-hour/critic-reviews
5. ↑ https://www.gematsu.com/2022/09/firewall-ultra-announced-for-playstation-vr2
6. ↑ https://www.metacritic.com/game/playstation-5/firewall-ultra/critic-reviews
7. ↑ Marm, Frank."Some sad news to share today... After nearly 6 years with the amazing folks at @firstcontactent, the company will be shutting down. If you know of any opportunities or anyone looking for someone like me, any help (even a retweet) is appreciated. Happy Holidays Everyone!", Twitter.
8. ↑ https://www.gematsu.com/2023/12/firewall-studio-first-contact-entertainment-to-shut-down
Kratos

**Kratos** is a fictional character and the central protagonist of the *God of War* video game franchise created by Santa Monica Studio and published by Sony Interactive Entertainment. Created by David Jaffe, Kratos debuted in 2005's *God of War* and went on to lead all of the game's sequels, as well as appear in several adaptations through comic books and novelizations. The character was originally voiced by Terrence C. Carson in its original appearances throughout 2005 to 2013, and since 2018 is portrayed by Christopher Judge.

In the original *God of War* games, influenced by Greek mythology, Kratos was portrayed as a Spartan commander who was tricked into murdering his family by the god Ares. The first game follow Kratos on his journey to exact revenge on Ares, while sequels and spin-off games set across the continuality explore Kratos' relationship with the Olympian Gods, his past and present adventures, and his eventual war on Olympus for their betrayal. A sequel saga, influenced by Norse mythology, follows an older Kratos centuries after the destruction of Olympus as he mentors his son Atreus and learns to control his fury.

Kratos is considered one of the most iconic characters of the PlayStation brand, with particular emphasis on his design and battle prowess. While the character was praised for its initial characterization and uniqueness, he has also been criticized for his violent and brutish behavior in later games. Kratos' portrayal in 2018's *God of War* was met with widespread critical acclaim for its nuanced writing, characterization and Judge's performance of the character.
Amy Hennig

**Amy Hennig** (born August 19, 1964) is an American video game director, writer, artist and producer, best known for her work at the game development studio Naughty Dog from 2003 to 2014. She is one of the creators of the studio's action-adventure franchise, *Uncharted*, which received critical acclaim and was a commercial success. She was also one of the directors for the studio's previous title, *Jak 3*.

## Works

* *Jak 3* - co-director
* *Jak X: Combat Racing* - special thanks
* *Uncharted: Drake's Fortune* - director, writer
* *Uncharted 2: Among Thieves* - director, writer
* *Uncharted 3: Drake's Deception* - director, writer
* *Uncharted: Golden Abyss* - supervisor, story consultant
* *The Last of Us* - special thanks
* *Uncharted 4: A Thief's End* - original concept, special thanks
LittleBigPlanet 3

***LittleBigPlanet 3*** is a 2014 puzzle-platform video game developed by Sumo Digital and published by Sony Computer Entertainment for the PlayStation 3 and PlayStation 4 consoles. It is the third main installment of the *LittleBigPlanet* series, and the sequel to 2011's *LittleBigPlanet 2*.

As with previous games, *LittleBigPlanet 3* follows the adventures of Sackboy. Sackboy must stop the evil plans of a new villain, Newton. To stop the threat, Sackboy awakes and strikes an alliance with three ancient Guardians: Oddsock, Swoop and Toggle, each with their own abilities and gameplay mechanics. *LittleBigPlanet 3* continues the creation mode of its predecessors, and players can cooperate with each other during campaign levels.

Development on *LittleBigPlanet 3* was primarily handled by Sumo Digital, and is the first numbered installment not to be developed by series creator Media Molecule; Media Molecule aided the project throughout its early stages with overseer XDev Europe also providing support. According to Sony executive Shuhei Yoshida, Sony was concerned about the game's market appeal among other, higher-budget action titles.

*LittleBigPlanet 3* was officially announced at E3 2014, and was met with positive enthusiasm. It received generally favorable reviews, albeit much lower than its predecessors. Critics praised the visuals and new playable characters, as well as Sumo Digital's ambition. In contrast, the game was criticized for its technical performance at launch, underdeveloped additions and brevity of the campaign. A follow-up, *Sackboy: A Big Adventure*, was released in 2020.
Lost Soul Aside

Logo

***Lost Soul Aside*** is an upcoming action role-playing hack-and-slash video game developed by Ultizero Games and published by Sony Interactive Entertainment for the PlayStation 4, PlayStation 5 and personal computers.

*Lost Soul Aside* follows the story of Kazer, a swordsman who finds himself fused with a symbiotic supernatural race called Arena. The game is set in a fantasy world ravaged by war. *Lost Soul Aside* is set in an open world environment, which can be explored on foot or through magic. Combat incorporates Kazer's swordsmanship and magic abilities that can be chained for combos.

Independent developer Yang Bin began working on *Lost Soul Aside* in 2014 with a Kickstarter campaign, inspired by footage of *Final Fantasy XV*. A prototype of the title, shared in 2016, received attention from several publications as well as Sony, which enlisted *Lost Soul Aside* within its China Hero Project. Sony helped Bin established Ultizero Games as a fully-fledged development team for the project, with investment from Tencent in 2021. By November 2022, Sony took over publishing duties for *Lost Soul Aside*.

## References

1. ↑ https://www.ign.com/articles/lost-soul-aside-gorgeous-fast-action-game-is-coming-to-ps5
Ico

Japanese and European cover art, painted by director Fumito Ueda and inspired by the Italian painter Giorgio de Chirico's *The Nostalgia of the Infinite*

### Composer(s)

Michiru Oshima
Koichi Yamazaki
Mitsukuni Murayama

### Release

NA: September 24, 2001
JP: December 6, 2001
EU: March 22, 2002

### Mode(s)

single-player

***Ico*** is a 2001 action-adventure video game developed by Japan Studio's Team Ico and published by Sony Computer Entertainment for the PlayStation 2 console. A 2011 remaster developed by Bluepoint Games was released on the PlayStation 3 as part of *The Ico & Shadow of the Colossus Collection*.

*Ico* is centered around the titular character, a young boy who was born with horns. His village considers his condition a bad omen and he is locked in an abandoned castle. In the castle, Ico meets Yorda, the daughter of the castle's Queen, and the two attempt to escape the structure due to the Queen's nefarious plans for Yorda's body. Throughout the game' players control Ico as he explores the castle, avoids enemies and solves puzzles while being escorted by Yorda.

*Ico* is the first game directed by developer Fumito Ueda, who centered the game around the concept of "boy meets girl". Development began in 1997 and the game was originally slated to be released on the PlayStation 1 before the console's technological limitations forced Ueda and his team move the project to the PlayStation 2.

While *Ico* was not commercially successful, the game received critical acclaim upon release. It received praise for its art direction, minimalist storytelling, sound design and gameplay elements, though also gained some criticism for its simplified combat and short length. *Ico* was considered influential and a pioneering title for introducing bloom lighting effects and key frame animation, and has been hailed since its release as one of the greatest games ever made. Under their work with Sony, Ueda and his team produced two spiritual successors: 2005's *Shadow of the Colossus* and 2016's *The Last Guardian*; all three games are seen as an example of videogames as an art form.
Heavenly Sword

European boxart depicting Nariko wielding the titular "Heavenly Sword"

***Heavenly Sword*** is a 2007 American action-adventure hack-and-slash videogame developed by Ninja Theory and published by Sony Computer Entertainment for the PlayStation 3 console.

Set in a mythical world influenced by East Indian, Japanese and medieval crusaders aesthetics and backstory, *Heavenly Sword* revolves around the titular sword, a cursed blade whose power drains the lifeforce of its wielders. The game's story follows the journey of Nariko, a young and headstrong warrior who fights to the invasion of the tyrannical King Bohan. *Heavenly Sword* is played from a third-person perspective in which players engage in battles against multiple opponents while holding the Heavenly Sword and being able to change between different stances.

*Heavenly Sword* began development in 2002, with Ninja Theory aiming to create an original fantasy war game. The game was originally developed for the PC and Xbox 360 before it was picked up by Sony Computer Entertainment to be a PlayStation 3 exclusive title. It was officially unveiled at E3 2005. While developing the title's characters and mythos, the team focused on creating a cinematic, story-heavy experience meant to evoke blockbusters and take advantage of the PlayStation 3's power. Before and after the game's launch, *Heavenly Sword* received several adaptations.

Prior to its release, *Heavenly Sword* was widely anticipated as an early PS3 title. Upon its release in September 2007, the game received generally favorable reviews from critics, with particular praise directed towards its production values, vocal performances and combat system. Criticism was mainly directed at the game's faults in level design, the short length of the campaign, and lack of content; critics generally agreed that the title was a solid addition to the PS3 library, but did not live up to its potential. Despite positive reviews, *Heavenly Sword* was a commercial disappointment for Sony, and a sequel was cancelled.
Entwined

***Entwined*** is a 2014 rhythm video game developed by Pixelopus and published by Sony Computer Entertainment for the PlayStation 4. Ports for the PlayStation 3 and PlayStation Vita were released later the same year.

*Entwined* was the debut title of Pixelopus, a small development team founded within Sony earlier in 2014 with the intention to emulate the success Sony's Santa Monica Studio enjoyed by partnering with indie developers like Thatgamecompany. The game was officially announced at E3 2014, and released on the same day.

## Development

*Entwined* was the debut title of Pixelopus, a small development team founded by Sony in 2014. It was published by parent company Sony Computer Entertainment.

## References

1. ↑ https://www.polygon.com/a/e3-2014/entwined
PlayStation 3

**PlayStation 3** is a home video game console produced by Sony Computer Entertainment. It is the successor to the PlayStation 2 console (2000 - 2006) and part of the seventh generation of video game consoles. It was first released in November 2006, in Japan and the United States; it released in Europe and Australia in March 2007. As a seventh-generation console, the PlayStation 3 competed with Nintendo's Wii and Microsoft's Xbox 360.

Under SCE president Ken Kutaragi, development on the PlayStation 3 began in early 2001 and it made extensive use of the Cell microprocessor. It was notably the first console to make use of the Blu-ray Disc for its primary storage, and was the first PlayStation console to launch with the PlayStation Network digital service. For the PlayStation 3, Sony also initially planned to abandon the DualShock line of controllers in favor of the Sixaxis. In September 2009, Sony rebranded the PlayStation 3, featuring a new logo and selling a "Slim" model at a lower price.

Early reception to the PlayStation 3 was mixed-to-negative, with gaming publications, consumers and game developers and publishers criticizing its high price. Its usage of the Cell microprocessor was controversial among game companies for its complex and development-unfriendly architecture; this in return caused a shortage of notable game releases early in the console's life. Despite this, the console saw positive reactions for its Blu-ray features and graphical capabilities. Reception began to improve following extensive marketing and production work by Sony, including the introduction of new, smaller redesigns and the release of multiple high-quality exclusive titles such as *LittleBigPlanet*, *Metal Gear Solid 4: Guns of the Patriots*, *Uncharted 2: Among Thieves*, *God of War III* and *The Last of Us*. While suffering from a slow start, the PlayStation 3 eventually managed to ship over 87.4 million units. Its successor, the PlayStation 4, was released in November 2013.
Destiny (series)

## *Destiny*

Logo of *Destiny* (2014); *Destiny 2* (2017) and other related releases and expansions use a similar logo

### Genre

First-person shooter
Action role-playing
Massively multiplayer online game

### Developer(s)

**Bungie**

*Support/Additional*:
High Moon Studios (2014-2019)
Radical Entertainment (2014-2016)
Vicarious Visions (2017)

### Publisher(s)

Activision (2014-2019)
Bungie (since 2019)

### Platforms

PlayStation 3
PlayStation 4
PlayStation 5
PC
Xbox 360
Xbox One
Xbox Series X and S
Stadia

### First release

*Destiny*
2014

### Latest release

*Destiny 2: New Light*
2019

***Destiny*** is a series of science-fiction multiplayer first-person shooter video games created and developed by Bungie; between 2014 and 2019 the games were published by Activision, afterwards publishing rights were reverted to Bungie.

Set in a "mythic science fiction" setting, the *Destiny* series takes place 700 years into the future where humanity survives in the last safe location on earth, protected by a celestial body called the Traveler. In the franchise's backstory, the Traveler enabled humanity's expansion across the solar system before a catalytic event drove humanity to the brink of extinction while alien invaders and other extraterrestrial threats loom over the City and mankind's remnants. Events portrayed within the games follow the Guardians, the protectors of the Last City and the faction which the players control.

Both titles released so far as of 2022 are multiplayer-only first-person shooters in a "shared world" with a heavy emphasis on role-playing mechanics and player customization through loot-based gameplay loop. *Destiny* titles offer a wide range of game modes within their setting, including player-versus-environment quests, player-versus-player deathmatches, Raids and other activities. As of 2022, the franchise includes *Destiny* (2014), *Destiny 2* (2017) and their various expansion packs.

Reception to the *Destiny* series has been largely positive, and the franchise was deemed influential in its design as live-service titles. Publications praised the visuals, art direction, controls, gunplay and general improvement that the series has endured since its respective launch releases, though criticism was focused on lackluster writing, inconsistencies in post-launch game updates and expansions, and creative and technical decisions taken by Bungie following the games' releases. Both games have been significant commercial successes, and *Destiny 2* has enjoyed a strong player count after changing to a free-to-play pricing model.

## Games

 *Destiny 2* | 2017 | PlayStation 4, PC, Xbox One, Stadia, PlayStation 5, Xbox Series X/S | Originally a retailed title; relaunched as *Destiny 2: New Light* in 2019

## Reception

### Critical response

* *Destiny* (2014) - 76/100 (PS4, X1)
* *Destiny 2* (2017) - 85/100 (PS4), 87/100 (X1), 83/100 (PC)
505 Games

**505 Games** is an Italian game publisher based in Milan. It was founded in 2006.

The company has published several multi-platform titles for the PlayStation line of consoles, and also handles the 2020 PC release of Kojima Productions' 2019 PlayStation 4 title *Death Stranding*, and its updated 2021 re-release, *Death Stranding: Director's Cut*.
Gran Turismo 4

***Gran Turismo 4*** is a 2004 racing video game developed by Polyphony Digital and published by Sony Computer Entertainment for the PlayStation 2. It is the forth main installment in the *Gran Turismo* series and the sequel to 2001's *Gran Turismo 3: A-Spec*.

*Gran Turismo 4* is a racing simulation game in which players race against artificial intelligence drivers on various race tracks. The game includes an arcade mode in which they can freely choose tracks and vehicles, and a simulation mode in which players go through events and championship to unlock currency and cars. The game also adds a *B-Spec* mode which puts players in the place of a racing crew chief with the objective of guiding the driver. *Gran Turismo 4* features over 700 automobiles and 51 racing tracks.

Development for *Gran Turismo 4* began soon after its predecessor, and was similarly designed for the PlayStation 2. The game was originally meant to release in 2003, but Polyphony was forced to delay it to late 2004, which also caused the studio to remove online function from the game's launch. For promotional purposes, a precursor title called *Gran Turismo 4: Prologue* was released throughout 2003 in Japan and Europe.

*Gran Turismo 4* received critical acclaim upon release. It was praised for its presentation, graphical qualities, fundamental gameplay, scope and amount of content, though the artificial intelligence of computer-controlled opponents, lack of vehicle damage and online modes drew criticism. Several critics felt that while the game was well-made, it failed at significantly innovating upon its predecessor. The game was commercially successful, selling over 11.7 million copies in its lifetime. It was succeeded by *Gran Turismo 5* in 2010.
Sackboy: A Big Adventure

Boxart depicting Sackboy, his various potential appearances and enemies encountered in the game, with antagonist Vex in the background

### Designer

Ned Waterhouse
Jack Houghton

### Writer

Mark Llabres Hill
Dean Wilkinson

### Platforms

PlayStation 4
PlayStation 5
PC

### Release

**PlayStation 4**, **PlayStation 5**:
NA/OC: November 12, 2020
WW: November 19, 2020

**PC**:
October 27, 2022

### Mode(s)

Single-player, multiplayer

***Sackboy: A Big Adventure*** is a 2020 platform video game developed by Sumo Digital and published by Sony Interactive Entertainment for the PlayStation 4 and PlayStation 5. A PC port was released in 2022. It is the follow-up to 2014's *LittleBigPlanet 3* and part of the *LittleBigPlanet* series.

In *A Big Adventure*, Sackboy has to face a villain called Vex, who kidnaps Sackboy's friends to help him build a machine called the Topsy Turver, whose goal it to transform the Craftworld into a lifeless landscape. To fight the rising threat and save his friends, Sackboy has to become a Knitted Knight, sworn to protect Craftworld. Unlike previous platform entries in the series which featured 2.5D gameplay, *Sackboy: A Big Adventure* features 3D platforming from a range of perspectives, with players controlling Sackboy on his quest to save his friends. *Sackboy* focuses solely on single-player or co-operational platforming gameplay as opposed to user-focused level creation previous games in the series.

Development on *Sackboy: A Big Adventure* was headed by Sumo Digital's Sheffield studio, which previously worked as the main developer of *LittleBigPlanet 3*; series creator Media Molecule stepped down from the *LittleBigPlanet* series after early work on the aforementioned title. The game was announced in June 2020 as part of Sony's "Future of Gaming" PlayStation 5 event, and in September 2020 was announced to come to the PlayStation 4 as well as being a launch title for the new console.

*Sackboy: A Big Adventure* received generally positive reviews from gaming publications. Praise was given to the transition into 3D gameplay, controls, level design, aesthetics and soundtrack. Criticism was directed at its formulaic game design and opening hours, which were considered slow by some; several outlets lamented the omission of the series' content creation elements, while others focused on its quality as a launch title. It received several nominations and awards following release, including two awards at the BAFTA 2021 ceremony.

## Reception

### Reviews

* MetaCritic: 80/100 (PS5), 83/100 (PS4)
* Destructoid: 8/10
* Escapist: 4/5
* Eurogamer: Recommended (UK); 9/10 (IT)
* Game Informer: 8/10
* Game Revolution: 4/5
* GamesRadar: 5/5
* GameSpot: 7/10
* IGN: 8/10 (IT)
* Metro: 7/10
* PlayStation Universe: 9.5/10
* Push Square: 8/10

## Gallery

Sackboy A Big Adventure - Announcement Trailer PS5Announcement trailerSackboy A Big Adventure - Sumo Introduces Sackboy"Sumo Introduces Sackboy" showcaseSackboy A Big Adventure - Story TrailerStory trailerSackboy A Big Adventure - Launch TrailerLaunch trailer
Sly Cooper: Thieves in Time

North American cover art, depicting Sly in the game's new visual style

***Sly Cooper: Thieves in Time*** is a 2013 stealth platform video game developed by Sanzaru Games and published by Sony Computer Entertainment for the PlayStation 3 and PlayStation Vita. The sequel to 2005's *Sly 3: Honor Among Thieves*, it is the forth installment of the *Sly Cooper* series, and the first one not to be developed by series creator Sucker Punch Productions.

Set following the ending of *Honor Among Thieves*, *Thieves in Time* reunites titular protagonist Sly Cooper with his allies to repair the Cooper Clan's *Thievius Raccoonus*, which was damaged due to a mysterious villain's time-traveling actions. Gameplay, presented from a third-person camera, retains much of its predecessor's elements of stealth, platforming, exploration and multiple playable characters. *Thieves in Time* also includes a local multiplayer mode for several sections. The game includes option to a stereoscopic 3D, as with other Sony titles released in the early 2010s.

After the release of *Honor Among Thieves* (2005), Sucker Punch Productions retired from the series to focus on *Infamous*. Sanzaru Games was interested in developing for the series and pitched a new game for Sony. Impressed by the prototype, Sony greenlit a sequel and hired Sanzaru to remaster the previous games under *The Sly Collection* for the PlayStation 3. Sony announced the title at E3 2011. Peter McConnell, who composed all previous games, returned to compose for *Thieves in Time*, while recurring voice actor Matt Olsen served as consultant on the script. Sony also included a cross-buy program for *Thieves in Time*, allowing buyers of the PS3 version to receive a free digital copy for the PlayStation Vita.

*Sly Cooper: Thieves in Time* received generally favorable reviews. Critics praised the art direction, setting design, traversal mechanics, story and vocal performances. Criticism focused on the inconsistent level of difficulty and trite game design, while reviewers were divided on the gameplay variety, mini-games, boss encounters and utilization of several playable characters. Sanzaru Games expressed interest in a sequel prior to its acquisition by Meta in 2020.
Drawn to Death

***Drawn to Death*** is a 2017 multiplayer third-person shooter video game developed by The Bartlet Jones Supernatural Detective Agency and SIE San Diego Studio and published by Sony Interactive Entertainment for the PlayStation 4.

Imagined as the notebook of an high school student, *Drawn to Death* is an arena shooter where up to four players can fight within a match. Players can choose between a number of characters designed within the notebook; each character has their own distinctive appearance, personality and skills.

Development began in 2013 and the project was led by David Jaffe, the creator of Sony's *Twisted Metal* and *God of War* series and previously the head of Santa Monica Studio. Jaffe worked on the game through his new studio, The Barlet Jones Supernatural Detective Agency, with assistance from Sony's San Diego Studio. The game was announced in 2014 and launched in April 2017 as a PlayStation Plus free game.

Reception to *Drawn to Death* was mixed. Critics generally complimented the concept and art direction, but criticized the game's gunplay, design, lack of depth and content, and humor. It was the first and last game developed by Jaffe's studio before its closure in 2018. In March 2019, Sony shut down the game's servers, rendering it unplayable.
Project Camden

Concept art shared by London Studio in October 2022

***Project Camden*** is an upcoming online action video game developed by London Studio and to be published by Sony Interactive Entertainment for the PlayStation 5.

London Studio and Sony announced the project's existence in October 2022 following a leak mentioning it on an alleged XDev list of collaborative titles, with the studio describing it as their most ambitious title yet, and a transition into AAA game development.

## References

1. ↑ https://gettotext.com/sie-london-studio-the-camden-project-formalized-it-will-be-an-online-cooperative-fighting-game-in-a-fantastic-london/
2. ↑ https://www.truetrophies.com/n21998/playstation-games-lineup-leak
3. ↑ https://www.gamesindustry.biz/why-playstation-london-studio-is-leaving-vr-to-create-a-fantasy-online-combat-game
Killzone: Liberation

***Killzone: Liberation*** is a 2006 shooter video game developed by Guerrilla Games and published by Sony Computer Entertainment for the PlayStation Portable. It is a spin-off to the *Killzone* series, serving as a narrative sequel to 2004's *Killzone*.

*Killzone: Liberation* is set in the 24th century, and chronicles the war between two factions of human races, the Vektans and the Helghast. Its events take place two months after *Killzone*, featuring protagonist Jan Templar in his mission to repel a Helghast force led by the general Armin Metrac. Unlike its predecessor or other games in the series, *Killzone: Liberation* is a third-person shooter presented from an isometric perspective.

*Killzone: Liberation* was the first game developed and released by Guerrilla following its acquisition by Sony. Finnish game studio Housemarque provided support with the game code.

Reception to *Killzone: Liberation* was generally favorable.
Jan-Bart van Beek

**Jan-Bart van Beek** is a Dutch video game artist, writer and executive who serves as co-studio head of Guerrilla Games since November 2019, and as the studio's art and animation director since 2006. A veteran of the studio since its days as Lost Boys Games, Van Beek is best known as the creator of the *Horizon* game franchise.

## Game credits

* *Killzone* (2004) - lead artist, editor, additional story contributor
* *Killzone 2* (2009) - art director
* *Killzone 3* (2011) - art director
* *Killzone: Mercenary* (2013) - Guerrilla Games Amsterdam studio art director
* *Killzone Shadow Fall* (2013) - studio art director
* *RIGS: Mechanized Combat League* (2016) - Guerrilla Games Amsterdam studio art director
* *Horizon Zero Dawn* (2017) - studio art director, original concept
* *Blood & Truth* (2019) - Guerrilla Games studio art director
* *Death Stranding* (2019) - scan model, support partner
* *Horizon Forbidden West* (2022) - studio art director, original concept
* *Horizon Call of the Mountain* (2023) - Guerrilla Games studio art director
* *Horizon Forbidden West: Burning Shores* (2023) - studio art director

## References

1. ↑ https://www.gamesindustry.biz/designing-the-world-of-horizon-zero-dawn
Shadow of the Colossus (2005 video game)

## *Shadow of the Colossus*

Cover art used for most of the overseas releases, depicting Wander's confrontation with the first colossus

### Writer

Junichi Hosono
Masashi Kudo
Takashi Izutani

### Release

NA: October 18, 2005
JP: October 27, 2005
AU: February 16, 2006
EU: February 17, 2006

### Mode(s)

single-player

***Shadow of the Colossus*** is a 2005 video game developed by SCE Japan Studio's Team Ico and published by Sony Computer Entertainment for the PlayStation 2. A remaster by Bluepoint Games was released in 2012 as part of the *The Ico & Shadow of the Colossus Collection*, for the PlayStation 3.

Directed by game developer Fumito Ueda, *Shadow of the Colossus* is the second in a trilogy of thematically connected titles created by Team Ico, and serves as a spiritual successor to 2001's *Ico*. The story follows a young man called Wander, who strikes a deal with a mysterious being to resurrect the life of a girl called Mono. As part of the deal, Wander has to slay sixteen creatures known only as colossi. Gameplay is presented from third-person perspective with players controlling Wander and traveling the lifeless land either on foot or horseback. The map features no towns or dungeons to explore, and the only objective is to slay the sixteen colossi, who feature as the only enemies in the game. Each colossi requires its own strategy to be defeated through specific actions and tactics.

Development began in 2002 with a team of 35 people, under the codename *Nico*, with early ideas envisioning the title as a multiplayer-oriented game before those plans were abandoned. Ueda and his team developed the gameplay, visuals and audio with the aim to create an atmosphere for a "lonely hero" journey. As with *Ico*, the team designed the game around the theme of companionship, focusing on the bond between Wander and his mare, Argo.

*Shadow of the Colossus* received critical acclaim upon release, and has since then been deemed as one of the greatest video games ever made. Critics lauded its immersive design, soundtrack, atmosphere and visuals, the colossi and emotional depth, though it also attracted minor criticism over its technical performance. It is often regarded as a prominent example of video games as an art form for its design and emotional weight. Unlike *Ico*, *Shadow of the Colossus* enjoyed stronger sales. A spiritual successor, *The Last Guardian*, was released in 2016.
Ratchet & Clank Future: Quest for Booty

***Ratchet & Clank Future: Quest for Booty*** is a 2008 platform video game developed by Insomniac Games and published by Sony Computer Entertainment for the PlayStation 3. It is the sixth main installment in the *Ratchet & Clank* series and the sequel to 2007's *Ratchet & Clank Future: Tools of Destruction*, as well as the second installment in the "Future" saga.

Set after the events of *Tools of Destruction*, *Quest for Booty* similarly takes place in the "Polaris" galaxy introduced in that game. Series protagonist Ratchet searches for his friend and series deuteragonist Clank, who has been kidnapped by the Zoni aliens. On his search, aided by his ally Talwyn Apogee, Ratchet comes to conflict with Space Pirates who may hold the key to Clank's location.

The game is presented from a third-person perspective, in which players control Ratchet with Talwyn acting as friendly AI-controlled ally. *Quest for Booty* retains most of its predecessor's elements, which include platforming sections and combat encounters using an arsenal of creative weapons and tools. As the game does not feature Clank as an accompanying ally, Ratchet makes use of substitute tools to replace Clank's functions. This is the second main installment to not feature a playable Clank, after 2005's *Ratchet: Deadlocked*.

*Quest for Booty* was developed shorty after the release of *Tools of Destruction*, and was unveiled at E3 2008. Insomniac Games wanted to create a smaller, less taxing game that would require less asset making and development time. It was made by a smaller team that envisioned it as both a continuation to the series and an ideal starting point for newcomers. Due to its shorter length, Sony opted to sell the game at a lower retail price.

*Ratchet & Clank Future: Quest for Booty* received generally favorable reviews upon its release, with critics commenting on its smaller offering. Praise was given to the title's core gameplay, production values and level of quality, though critics lamented its short length and criticized its lack of resolution of the previous game's ending. The game's lower budget and retail price made it a commercial success to Insomniac Games. It was followed by 2009's *Ratchet & Clank Future: A Crack in Time*.
Crash Bandicoot

North American box art

***Crash Bandicoot*** is a 1996 platform video game developed by Naughty Dog and published by Sony Computer Entertainment for the PlayStation. It is the first installment in the *Crash Bandicoot* series.

*Crash Bandicoot* follows the adventures of the title character, a genetically-enhanced eastern barred bandicoot created by the evil Doctor Neo Cortex. In *Crash Bandicoot*, Crash sets out to stop Cortex' plans of world domination and save his girlfriend Tawna, a fellow genetically-enhanced bandicoot.

As a platform game, *Crash Bandicoot* is comprised of several levels the player must to traverse through in a fixed sequence. Crash can defeat enemies either by jumping on them or using his spinning attack, which can be also used to destroy crates. Crates may either contain items for Crash's benefit or offer other rewards such as saving checkpoints.

*Crash Bandicoot* was the result of a publishing deal between Universal Interactive Studios, Naughty Dog and Sony Computer Entertainment. The title character was influenced by the likes of Sonic the Hedgehog and Warner Brothers' Tasmanian Devil. Development budget was approximately $1.7 million.

Upon release, *Crash Bandicoot* received generally positive reviews. Critics lauded the visuals and graphical style and praised Crash's design and character, though critics offered mixed responses on the game's gameplay and level design, while criticism focused on general lack of innovation for the genre. *Crash Bandicoot* was a commercial success, selling over 6.8 million copies by 2003. A sequel, *Crash Bandicoot 2: Cortex Strikes Back*, was released in 1997.

In 2017, the game and its first two sequels were remade by Vicarious Games and Activision as *Crash Bandicoot N. Sane Trilogy*.
Only on PlayStation

***Only on PlayStation*** was a video game label used by Sony Interactive Entertainment between the years 2009 and 2020. The label was used to indicate that a title was exclusive to Sony's brand of PlayStation consoles. It was first used in 2009 with the rebranding of the PlayStation 3.

The label is mostly used for titles developed and published by Sony, and was used for video games available on the PlayStation 3, PlayStation Portable, PlayStation Vita and PlayStation 4. The label also decorated third-party titles that weren't published by Sony but only released on the PlayStation line of consoles, including titles such as *Persona 4 Golden* and the *Yakuza* game series prior to 2018.

The label is removed from the game's marketing in case it launches on other platforms, namely personal computers. Several titles such as *Nioh*, *Death Stranding* and *Detroit: Become Human* were originally exclusive titles to the PlayStation 4 before releasing on Windows; *Death Stranding* was initially marketed as a PlayStation 4 exclusive and bore the "Only on PlayStation" label before it was removed prior to the game's announcement of a PC port and subsequent release.

The label is to be replaced by PlayStation Studios with the launch of the PlayStation 5 in holiday 2020.
Kinetica (video game)

***Kinetica*** is a 2001 racing game developed by Santa Monica Studio and published by Sony Computer Entertainment for the PlayStation 2. It was later re-released for the PlayStation 4 in 2016.

*Kinetica* is set in the distant future, in which humanity developed "Kinetic Suits", a fusion between human exoskeletons to 'kinetic skins'; this technology is used by racers who attach wheels to their hands and feet, giving them the appearance of humanoid motorcycles. Players race across major earth cities, outer space and fictional locations while competing against non-playable characters or other players. Players can perform various stunts, tricks and combos during races, and scale walls and ceilings.

*Kinetica* was the first game developed and released by SCE Santa Monica Studio, after the then-newly founded studio chose to skip the original PlayStation in favor of its successor. *Kinetica* was used by the studio to demonstrate to Sony that they were capable of delivering a polished product on schedule and budget. It was most notably the first title to use the *Kinetica* game engine which was named after it and was later used for Santa Monica's later game, *God of War*.

Upon release, *Kinetica* received generally favorable reviews. Critics praised the game for its visuals, art design, fast-paced gameplay and trick system, but criticized the unstable framerate and lack of depth, while the game's difficulty was met with mixed responses. The game's relative success allowed Santa Monica Studio to proceed with future titles.
Deviation Games

**Deviation Games** is an American video game development studio based in Los Angeles, California. It was founded in 2020 by Dave Anthony and Jason Blundell, former veterans of Activision's *Call of Duty* series.

In June 2021, Sony Interactive Entertainment announced its partnership with Deviation Games on an exclusive new intellectual property for the PlayStation 5. In September 2022, Blundell left Deviation under undisclosed circumstances.

## History

Deviation Games was founded in 2020 by Dave Anthony and Jason Blundell, veterans of Activision's *Call of Duty* franchise; both men worked at Activision's subsidiary Treyarch and directed several entries within the studio's *Call of Duty* works. Anthony left Activision in 2014, while Blundell left Treyarch in February 2020 after serving as co-studio head since November 2016.

Deviation Games announced a partnership with Sony Interactive Entertainment at Geoff Keighley's Summer Game fest conference in June 2021; as part of the partnership, Deviation would develop a new intellectual property for Sony's PlayStation 5 console. At the time of the partnership, Deviation was around 100 people.

In September 2022, Jason Blundell announced his departure from Deviation. In his place, Deviation Games appointed fellow Treyarch alumin Tony Flame to serve as design director.

In May 2023, VGC reported that the studio was hit with layoffs, with approximately 90 staff members being affected.

## References

1. ↑ https://www.atlanticcouncil.org/news/press-releases/call-of-duty-writer-and-director-dave-anthony-named-nonresident-fellow-at-atlantic-council/
2. ↑ https://twitter.com/Treyarch/status/1233512200859463680
3. ↑ https://www.ign.com/articles/call-of-duty-zombies-creator-announces-new-studio-partnership-playstation-summer-of-gaming
4. ↑ https://blog.playstation.com/2021/06/10/deviation-games-signs-with-playstation-to-develop-a-new-original-ip/
5. ↑ https://www.videogameschronicle.com/news/playstation-backed-deviation-games-loses-former-call-of-duty-boss/
6. ↑ https://www.videogameschronicle.com/news/playstation-backed-deviation-games-hit-with-layoffs/
Impulse Gear

**Impulse Gear, Inc.** is an American game developer based in San Francisco, California. It was founded in 2013 by veterans who worked at Sony, Electronic Arts and Ubisoft with the aim to produce AAA virtual reality games.

Impulse Gear debuted in 2017 with *Farpoint*, a virtual-reality first-person shooter published by Sony Interactive Entertainment. It received mixed reviews but was praised for its showcase of VR gameplay.
Bruce Straley

**Bruce Straley** is an American game director, artist and designer, best known for his work with video game studio Naughty Dog from 1999 until 2017. At Naughty Dog, Straley worked as an artist on 1999's *Crash Team Racing* and the *Jak and Daxter* trilogy before getting promoted to co-art director for Naughty Dog's 2007 title *Uncharted: Drake's Fortune*.

Straley was promoted to game director for the 2009 sequel *Uncharted 2: Among Thieves*, which received universal acclaim and was a commercial success. Following *Uncharted 2*, Straley collaborated with creative director Neil Druckmann to work on a new intellectual property, *The Last of Us*, which received similar acclaim and greater commercial performance. Straley's final project at Naughty Dog was 2016's *Uncharted 4: A Thief's End*. He left Naughty Dog in September 2017. In 2022, he announced a new studio, Wildflower Interactive.
PlayStation Plus

PlayStation Plus (PS Plus) is a paid tiered subscription service that provides users with access to premium features. These features include access to online multiplayer, exclusive discounts on the PlayStation Store, the ability to upload up to 100 GB of saved game files to PlayStation servers, and 3 games available to download each month at no additional cost. These features are available to all subscribers, and are included even at the base "Essential" tier. The "Extra" tier provides access to a wide catalogue of up to 400 PlayStation 4 and 5 games, and the "Premium" tier adds access to downloadable PlayStation 1/2/Portable games, access to limited trials of select games, and (in some regions) the ability to cloud stream certain PlayStation1/2/Portable/4 games. For all tiers of subscription, users can choose between monthly, quarterly, or annual payment.
God of War: Ascension

North American boxart, depicting a chained Kratos as a prisoner of the Furies

***God of War: Ascension*** is a 2013 action-adventure hack and slash video game developed by Santa Monica Studio and published by Sony Computer Entertainment for the PlayStation 3 console. It is the forth main installment in the *God of War* series and a prequel to the entire series.

Loosely based on Greek mythology, *Ascension* takes place six months after protagonist Kratos was tricked by the God of War Ares into murdering his wife and daughter. With his master's betrayal, Kratos renounces his servitude to Ares, breaking his blood oath, and is imprisoned by the Furies, guardians of honor and enforcers of punishment who are in league with the God. Aided by the oath keeper Orkos, Kratos confronts the Furies to regain his freedom. *God of War: Ascension* is played from a fixed-camera, third-person perspective and focuses on a combo-based combat system in which the player utilizes the Blades of Chaos - a pair of blades attached to Kratos' wrists through chains. *Ascension* also includes a multiplayer mode, the only title in the series to feature it; the game's multiplayer mode includes competitive and co-op modes, and was supported with downloadable content post-release.

Development on *Ascension* began following the release of *God of War III* in 2010. The game features a retooled engine of its predecessor to support the newly-implanted multiplayer modes and character customization. Development constantly switched back and forth between *Ascension*' single-player campaign and multiplayer gameplay. The team considered adding more features to the game such as a playable female protagonist based on Artemis, but those were cut due to the engine's limitations.

*God of War: Ascension* was announced in April 2012. It received generally positive reviews for its visuals, fundamental gameplay elements and scale, though its critical reception was considerably lower than its predecessors. Criticism was pointed out at the game's lack of significant additions to the franchise's formula, and the story's weaker writing in comparison to previous titles. The multiplayer received a range of responses on its balance, design and combat. Commercially, the game sold less than its predecessors. *Ascension*'s disappointing reception led to Santa Monica to revamp the franchise with 2018's *God of War*.
Infamous

International box art, depicting protagonist Cole MacGarth and his electrical superpowers

### Composer(s)

Amon Tobin
Jim Dooley
Jonathan Mayer
Mel Wesson

### Release

NA: May 26, 2009
EU: May 29, 2009
AU: June 4, 2009
JP: November 5, 2009

### Mode(s)

single-player

***Infamous*** is a 2009 action-adventure video game developed by Sucker Punch Productions and published by Sony Computer Entertainment for the PlayStation 3. It is the first installment in the *Infamous* series.

Taking place in the fictional American settlement of Empire City, *Infamous* follows protagonist Cole MacGrath, a bike messenger caught at the center of a devastating explosion that destroys several blocks of the city and results in Empire City getting quarantined by the American government. The explosion also awakens super powers in several individuals, including Cole who gains control over electricity.

*Infamous* is played from a third-person perspective with players controlling Cole and his newly-gained electric powers. Cole's powers include both offensive and defensive properties, and are also utilized for maneuvering around the open-ended Empire City; players can upgrade their powers as they progress through the game. A major mechanic in the game is the Karma System, which is influenced by the player's actions in both gameplay and story; Cole can either choose to use his powers for good or evil, and these choices affect both the story, the city's reaction to Cole's character, and Cole's power upgrades.

Development of *Infamous* began in 2005 after Sucker Punch completed their work on *Sly 3: Honor Among Thieves*. Sucker Punch desired a change of pace after finishing the *Sly Cooper* trilogy, but retained the games' comic book-inspired aesthetics and parkour mechanics. The game's story and atmosphere were inspired by *Batman: No Man's Land* and *DMZ*, as well as the movie *Batman Begins* and the games *Grand Theft Auto III* and *Spider-Man 2*.

*Infamous* received positive reviews. It was praised for its usage of Cole's electric powers, narrative, comic-book cutscenes, map design and traversal mechanics, though it was also criticized for repetitive mission design, limitations of the Karma system and graphical imperfections. A commercial success, the game sold 2 million copies by June 2010. A sequel, *Infamous 2*, was released in 2011.

## Development

*"You know, we've been in development a little over three years. It's a long project for us. It's, you know, we're not the biggest team and when we wanted to do this we kind of knew where the budget was going to fall, and we actually asked Sony if it was okay to do a smaller team, three-year plus thing rather than a "let's try and cram it out in two years and get big."*
- Brian Fleming, Sucker Punch Productions.

## References

1. ↑ https://gamasutra.com/php-bin/news\_index.php?story=24098