Psygnosis
This article needs more citations. (March 2010) |
Logo used from 1993 to 1996, designed by Roger Dean[1] | |
| Formerly | Psygnosis (1984–1999) |
|---|---|
| Type | Subsidiary |
| Industry | Video games |
| Founded | 1984 |
| Founders | Ian Hetherington David Lawson Jonathan Ellis |
| Defunct | 22 August 2012 |
| Fate | Merged |
| Headquarters | Napier Court, Wavertree Technology Park, Liverpool, England |
| Products | Shadow of the Beast Lemmings Wipeout Colony Wars Formula One |
| Parent | Sony Computer Entertainment (1993–2005) SCE Worldwide Studios (2005–2012) |
| Website | worldwidestudios.net/liverpool |
Psygnosis Limited (/sɪɡˈnoʊsɪs/; known as SCE Studio Liverpool or simply Studio Liverpool from 1999)[1] was a British video game developer and publisher headquartered at Wavertree Technology Park in Liverpool. Founded in 1984[1][2] by Ian Hetherington, Jonathan Ellis, and David Lawson, the company initially became known for well-received games on the Atari ST and Amiga. In 1993, it became a wholly owned subsidiary and first-party developer of Sony Computer Entertainment (SCE) and began developing games for the original PlayStation. It later became a part of SCE Worldwide Studios. The company was the oldest and second largest development house within the company. The company is best known for creating the Wipeout, Formula One and Colony Wars series.[3]
Reports of Studio Liverpool's closure surfaced on 22 August 2012, with Edge quoting staff tweets.[4] Staff members were told the news by Michael Denny, vice president of Sony Worldwide Studios Europe.[5] Sony said that the Liverpool site would remain in operation, as it was still home to many Sony Departments.[6] At the time of its closure, it employed roughly 100 people comprising two development teams. Mick Hocking oversaw Studio Liverpool's operations as its last Group Studio Director, a position he continued to hold within Evolution Studios.
Psygnosis still exists as a legal entity under Sony and continues to make legal filings, but has had no developers since 2012.[7] In December 2021, Sony renewed Psygnosis' logo and trademarks despite not using the Psygnosis branding since 2000, though this is thought to be standard filing practice as trademarks last for a decade in the United States and Sony had previously filed renewal applications in 2011 as well.[8]
History
[edit]

Early years
[edit]Psygnosis was the eventual successor of the defunct 8-bit software house Imagine Software, where Lawson was one of the founders and Hetherington was financial director. Finchspeed, a company created by the directors,[9][10] attempted to acquire the assets of the failing company but this was unsuccessful and the remains of Imagine, including its much-hyped but never completed "megagames", were sold by the receivers.[11] While the name and trademarks were bought by Ocean Software,[12] Sinclair Research paid a rumoured £100,000 for the rights to Bandersnatch and contracted a new company set up by Hetherington and Lawson, Fire Iron, to produce the game for the Sinclair QL for release in early 1985.[13][14][15]
Sinclair withdrew funding from Fire Iron in early 1985,[16] and Psygnosis, which became a limited company under United Kingdom company law in July 1985,[17] revealed its first title Brataccas, which featured many of the concepts originally intended for Bandersnatch,[18] at the 1985 Personal Computer World show in September.[16][19]
The name of another Imagine Megagame (the proposed but never developed Psyclapse) was later used by Psygnosis as an alternative label for some of its releases,[20] such as Ballistix and Captain Fizz Meets The Blaster-Trons.[21]
The box artwork was very distinctive with a black background and fantasy artwork by Roger Dean[22] bordered in red. This style was maintained for the better part of 10 years. For the next few years, Psygnosis' releases contained increasingly improved graphics, but were marred by similarly difficult gameplay and control methods. The original company headquarters were located at the Port of Liverpool Building at the Pier Head in Liverpool, but soon moved to Century Buildings in Liverpool's Brunswick Business Park, and later moved down the road to South Harrington Building by the docks. In its early years, the company's US operations had its titles distributed by Mindscape, before self-distributing its games in North America, initially located in Addison and later relocated to Cambridge.[23]
Although Psygnosis primarily became a game publisher, some games were developed fully or partly in-house. During the early days, artists were employed full-time at the headquarters, offering third-party developers, who were often just single programmers, a high-quality art resource. This allowed Psygnosis to maintain high graphical standards across the board. The original artists were Garvan Corbett, Jeff Bramfitt, Colin Rushby and Jim Bowers, with Neil Thompson joining a little later.
Obliterator, released in 1988, contained an opening animation by Jim Bowers. This short scene would pave the way for increasingly sophisticated intro animations, starting with 2D hand drawn sequences, and progressing into FMV and 3D rendered movies created with Sculpt 4D on the Amiga. Eventually, Psygnosis would buy Silicon Graphics workstations for the sole purpose of creating these animations.
While most game companies of the mid-to-late 1980s (including Psygnosis) were releasing identical games on both the Amiga and Atari ST, Psygnosis started to use the full potential of the Amiga's more powerful hardware to produce technically stunning games, with the landmark title Shadow of the Beast bringing the company its greatest success so far in 1989. Its multi-layered parallax scrolling and music were highly advanced for the time and as such led to the game being used as a showcase demonstration for the Amiga in many computer shops.
More employees were hired. In 1988, John White became the head of software at the studio.[24] In 1989, Nick Burcombe joined the company, elevating to the role as the head of game design.[25] Tim Wright begin working as a freelancer before being a studio sound design head from 1994 to 1998.[26]
Psygnosis consolidated its fame after publishing the DMA Design Lemmings game franchise: debuting in 1991 on the Amiga, Lemmings was ported to a plethora of different computer and video game platforms, generating many sequels and variations of its concept through the years. Also in 1991, the company partnered with Electronic Arts to market its games for Sega Genesis, before self-publishing Sega Genesis games starting in early 1993.[27] Microcosm, a game that appeared on the FM Towns, Amiga CD32, and 3DO furthered the company's reputation for games with excellent graphics.
Psygnosis also created the "Face-Off" games in the Nickelodeon 1992 television game show, Nick Arcade, such as "Post Haste", "Jet Jocks" and "Battle of the Bands".
Sale to Sony and expansion
[edit]In 1993 the company was acquired by Sony Electronic Publishing (which later folded into Sony Computer Entertainment).[28][29] The acquisition cost Sony £20 million.[30] In preparation for the September 1995 introduction of Sony's PlayStation console in Western markets, Psygnosis started creating games using the PlayStation as primary reference hardware. Among the most famous creations of this period were Wipeout, G-Police, and the Colony Wars series, some of which were ported to PC and to other platforms. The PlayStation marked a turning point in Psygnosis's game design, moving away from the prerendered graphics and limited gameplay that the company had become associated with.[31][32] This was a successful period for the company; in the 1995–96 financial year, Psygnosis games accounted for 40% of all video games sales in Europe.[33] The company Sony Psygnosis was once renamed to Sony Interactive Europe on August 17, 1995, but did not last long.[34]
The acquisition was rewarding for Sony in another aspect: development kits for PlayStation consoles. As it had previously published PSY-Q development kits for various consoles by SN Systems, Psygnosis arranged for it to create a development system for the PS based on cheap PC hardware. Sony evaluated the system during CES in January 1994 and decided to adopt it.[35]
As Psygnosis expanded after the Sony buyout, another satellite office was opened in Century Building with later offices opening in Stroud, London (started development in 1993, second studio in 1996, evoled into Camden), Chester (started development in 1996), Paris (started development in 1994), Germany, Manchester (started development in 1996), Leeds (started development in 1996) and Foster City in California (as the Customer Support & Marketing with software development done in San Francisco, who started operations in 1997[36]), now the home of Sony Computer Entertainment America. Soon after Sony took over, its offices in the US moved from Cambridge to Foster City in 1995 ahead of the launch of PlayStation.[37] The company headquarters has resided at Wavertree Technology Park since 1995.
The original London studio was started in 1993 and it was headed by a set of developers namely Anthony Taglione (credited as TAG),[38] Stuart Sargassion, Richard Weeks and Peter Marshall, among others.[39] It was known for Bram Stoker's Dracula, Microcosm, MegaMorph, the aborted CD32 version of Novastorm, Hexx: Heresy of the Wizard and Alpha Storm, before evolving into the Camden studio with the development of Blast Radius.[40]
The Stroud studio was opened in November 1993 in order to attract disgruntled MicroProse employees. Staff grew from initially about 50 to about 70 in 1997.[41] Among the titles created at Stroud are Assault Rigs, Overboard!, the PlayStation version of Darkstalkers: The Night Warriors,[42] Nations Fighter Command,[43] and G-Police and its sequel G-Police: Weapons of Justice.[41] The Wheelhouse—its publishing name—was closed in 2000 as part of the Sony Computer Entertainment takeover of Psygnosis. Some members joined Bristol-based Rage Software, but faced a similar demise a number of years later.
The Leeds studio was opened in 1996, and it housed a lot of development staff.[44][45] Some of the games the Leeds studio worked on were Global Domination, Retro Force, Wip3out, Colony Wars: Red Sun and Lemmings Revolution, before the Leeds studio shuttered in 2001. The Chester operation worked on its only title Sentient, before closing down shortly.[46] The Manchester operation was led by Haydn Dalton, and lasted for a short time between 1996 and 1998 with The Contract being one of the titles they were developing before layoffs hit, with the last game they worked on, Lander, went released.[47]
The Paris operation started developing in 1994 under the pen F.D.I with Adidas Power Soccer, Adidas Power Soccer International 97, The City of Lost Children and O.D.T. being the games developed in the Paris studio before being sold in 1999 to Infogrames.[48][49] The San Francisco operation started in 1997, and worked on the unreleased titles Godzilla Wars, Galleons Over Mars, Control Freak, Goblins, Real Wars and Reapers, and supported development on Destruction Derby 64, Drakan: Order of the Flame, and Metal Fatigue, before being shut down in 1999.[50][51][52][53]
The PC business was eventually merged with the PC unit of Sony Imagesoft on August 17, 1995 and became Sony Interactive PC Software America, which was operating as a unit of Sony Interactive Entertainment, however the merger was undone in late 1996, with PC titles now being distributed by Sony Interactive Studios America and Psygnosis.[54][55]
Despite being owned by Sony, Psygnosis retained a degree of independence from its parent company during this period and continued to develop and publish titles for other platforms,[56] including the Sega Saturn[57][58] and the Nintendo 64.[59] The company hired Perfect Entertainment to port its PlayStation output to the Sega Saturn.[60] This caused friction between Psygnosis and Sony, and in 1996 Sony engaged SBC Warburg's services in finding a buyer for Psygnosis.[61][62] However, though bids reportedly went as high as $300 million (more than ten times what Sony paid for the company just three years before),[63] after six months Sony rescinded its decision to sell Psygnosis. Relations between the two companies had improved during this time, and Sony became reconciled to Psygnosis releasing games for competing platforms.[64] Shortly after, Psygnosis took over sales, marketing and distribution of its own titles, a task that Sony had been handling following the buyout.[65][66]
In early 1998, Psygnosis attempted to start a new franchise by releasing a mascot-based title, Rascal, for the PlayStation in hopes of securing a mascot like Crash Bandicoot did for fellow Sony-owned company SCEA, but it failed at sales.[67] In 1998, the company signed a deal with Microsoft for the license to produce PlayStation versions of Windows titles, but the deal apparently fell through.[68] Also that year, the company considered entering a deal with GT Interactive for the North American rights, but the deal fell through.[69] In late 1998, Midway Home Entertainment acquired publishing rights to Wipeout 64,[70] while THQ purchased the publishing rights to Destruction Derby 64.[71]
In 1998, Eidos Interactive purchased most of Psygnosis' European publishing operations, while the American operations were merged into 989 Studios.[72][73] Sony decided to sell Psygnosis a second time in 1998, and the company offered a deal to sell itself to Eidos Interactive, but the deal collapsed.[74][75][76] In January 1999, the company signed a deal with Activision for North American distribution rights of its titles, which came effect on February 1, 1999, and workers moved from Foster City to San Mateo soon afterwards.[53] The studios in Europe had shuttered down around 1998 and 1999, with the exception of the London/Camden studio, and the Leeds studio, which shuttered in 2001, while the San Francisco development division also shuttered in 1999.[51][52] The France development division was sold by Sony to Infogrames in 1999.[49]
Studio Camden
[edit]Psygnosis had a subsidiary studio at Camden Town which developed Blast Radius, Kingsley's Adventure and Team Buddies.[77] It was moved to Sony as a separate studio after Sony folded Psygnosis, named SCEE Studio Camden and released Dropship: United Peace Force before being merged with Team Soho into London Studio.[78]
As Studio Liverpool
[edit]
In 1999, a process to consolidate Psygnosis into Sony Computer Entertainment was underway, resulting in the bulk of Psygnosis' sales, marketing and PR staff being made redundant and the development teams reporting directly into Sony Computer Entertainment Europe's president of software development and stopped publishing its PC games.[79] To reflect this, in 2000, the Psygnosis brand was dropped in favour of SCE Studio Liverpool. The company begin early work on PlayStation 2 games under the Psygnosis name, before being finally folded into SCEE.[80][81] During the year, as its American division was shut down and prepared to merge its publishing operations into Sony Computer Entertainment America, as most of the marketing of Psygnosis' US operations were transferred to SCEA, while focusing on the PS2, while stopping its PC game development and publishing,[81][82] Take-Two Interactive taking over the rights to Metal Fatigue and the PC version of Rollcage Stage II,[83][84] Midway Home Entertainment acquired the North American publishing rights of remaining titles of Psygnosis' PlayStation lineup while SCEA published the PS2 titles.[85]
The newly named SCE Studio Liverpool released its first title, Formula One 2001, in 2001. The game was also the studio's first release on the PlayStation 2, and the first entry in the Formula One series after taking over from developer Studio 33. From 2001 to 2007, Studio Liverpool released eight instalments in the series between the PlayStation 2, PlayStation Portable and PlayStation 3. Only two of the games came around North America, with Formula One 2001 being released under SCEA's 989 Sports label due to its qualification of F1 as a sport, and Formula One Championship Edition also coming out in North America.[86][87] However, Sony Computer Entertainment's exclusive licence with the Formula One Group expired, without renewal, before the 2007 season, marking the end of any further Formula One series instalments from the developer.
Studio Liverpool also developed Wipeout Fusion, the first of two instalments of the series on the PlayStation 2, released in 2002. Next it developed Wipeout Pure for the PlayStation Portable, which launched alongside the handheld in 2005 to significant acclaim, with many media outlets heralding it a return to glory for the series. They followed up with the sequel Wipeout Pulse in 2007 which was later ported to the PlayStation 2 and released in Europe.
In 2002, what was the shell of the former Psygnosis signed a deal with Bam! Entertainment to secure North American rights of two titles from concepts started at Psygnosis, namely Wipeout Fusion and Dropship: United Peace Force.[88]
In 2008 it released Wipeout HD, a downloadable title for the PlayStation 3's PlayStation Network service, consisting of various courses taken from both Wipeout Pure and Wipeout Pulse remade in high definition. An expansion pack for Wipeout HD named Wipeout HD Fury is available at PlayStation Network, including new game modes, new tracks, new music and new ship skins/models.[89] In 2007, a copy of Manhunt 2 was leaked online prior to its release by an employee from the Sony Europe Liverpool office.[90]
On 29 January 2010, Sony made a public statement on its restructuring of Studio Liverpool.[91] The closure of Studio Liverpool was announced on 22 August 2012. In a press release, Sony stated that after an assessment of all European studios, it had decided to close Studio Liverpool. Sony said that the Liverpool site would remain in operation, as it is home to a number of Sony Worldwide Studios and SCEE Departments.[6]
Eurogamer was told by an unnamed source that, at the time of its closure, Studio Liverpool was working on two PlayStation 4 launch titles. One was a Wipeout title described as "dramatically different"; the other was a motion capture-based game along the lines of Tom Clancy's Splinter Cell.[92]
Spin-off studios
[edit]In 2013 a number of former Studio Liverpool employees formed two new studios: Firesprite,[93] which worked on the visuals of The Playroom for the PlayStation 4,[94] and Playrise Digital, who had success with its Table Top Racing games. In September 2021, Sony acquired Firesprite.[95]
XDev
[edit]XDev, Sony's external development studio, is responsible for managing the development of titles at developers that are outside of Sony's own developer group. It has won 14 British Academy (BAFTA) video game awards and AIAS awards for LittleBigPlanet, 3 BAFTA awards for the Buzz! series and Develop Industry Excellence Awards for MotorStorm and Buzz!.[96]
Games
[edit]Games developed or published as Psygnosis
[edit]Games developed as SCE Studio Liverpool
[edit]| Game title | Year released | Platform(s) |
|---|---|---|
| Formula One 2001 | 2001 | PlayStation 2 |
| Wipeout Fusion | 2002 | |
| Formula One 2002 | ||
| Formula One 2003 | 2003 | |
| Formula One 04 | 2004 | |
| Wipeout Pure | 2005 | PlayStation Portable |
| Formula One 05 | PlayStation 2 | |
| Formula One 06 | 2006 | PlayStation 2 |
| PlayStation Portable | ||
| Formula One Championship Edition | PlayStation 3 | |
| Wipeout Pulse | 2007 | PlayStation 2 |
| PlayStation Portable | ||
| Wipeout HD | 2008 | PlayStation 3 |
| Wipeout HD Fury (DLC) | 2009 | |
| Wipeout 2048 | 2012 | PlayStation Vita |
See also
[edit]References
[edit]- 1 2 3 "And Your Birds Can Sing – The Legacy of Psygnosis". Retro Gamer. Imagine Publishing. 11 October 2012. pp. 22–29.
- ↑ "Corporate Backgrounder". Psygnosis. 26 June 1996. Archived from the original on 22 October 1996.
The company has developed and published more than 100 titles since its founding in 1984
- ↑ Yin-Poole, Wesley (30 November 2014). "WipEout: The rise and fall of Sony Studio Liverpool". Eurogamer.net. Retrieved 29 June 2026.
- ↑ Brown, Nathan (22 August 2012). "Sony to close Studio Liverpool – Edge Magazine". Edge-online.com. Archived from the original on 6 December 2012. Retrieved 7 December 2012.
- ↑ Crossley, Rob. "PlayStation News: Sony to axe Liverpool studio". ComputerAndVideoGames.com. Archived from the original on 24 March 2023. Retrieved 22 August 2012.
- 1 2 Yin-Poole, Wesley (22 August 2012). "Sony closes WipEout developer Sony Liverpool • News •". Eurogamer.net. Archived from the original on 23 August 2012. Retrieved 22 August 2012.
- ↑ "Filing history for PSYGNOSIS LIMITED (01039371)". company-information.service.gov.uk. Archived from the original on 18 January 2022. Retrieved 17 January 2022.
- ↑ Scullion, Chris (17 January 2022). "Sony has renewed the Psygnosis trademark and logo". VCG. Archived from the original on 17 January 2022. Retrieved 17 January 2022.
- ↑ "Secrets of the Imagine Megagames". Personal Computer Games. VNU. September 1984. p. 12. Archived from the original on 29 September 2020. Retrieved 9 September 2021.
- ↑ "The Bubble Bursts". Crash. No. 7. Newsfield. August 1984. p. 32. Retrieved 9 September 2021.
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- ↑ "Imagine phoenix". Home Computing Weekly. No. 84. Argus Specialist Publications. 16 October 1984. p. 1. Retrieved 9 September 2021.
- ↑ "Megagame for QL". Popular Computing Weekly. No. 41. Sunshine Publications. 11 October 1984. p. 1. Retrieved 9 September 2021.
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- 1 2 "Imagine Team Resurfaces". Popular Computing Weekly. No. 38. Sunshine Publications. 19 September 1985. p. 8. Retrieved 9 September 2021.
- ↑ "PSYGNOSIS LIMITED". Companies House. UK Government. Archived from the original on 2 September 2021. Retrieved 2 September 2021.
- ↑ "The Making Of: Bandersnatch – Edge Magazine". Edge-online.com. 4 September 2009. Archived from the original on 2 January 2015. Retrieved 14 May 2012.
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- ↑ "Psygnosis History". The Purple One. Archived from the original on 29 August 2015. Retrieved 1 January 2015.
Psyclapse was actually the name of a Commodore 64 game that was never released [but] was to live on as a division of Psygnosis.
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- ↑ "PlayStation: Sony's Bid for Power". Next Generation. No. 3. Imagine Media. March 1995. p. 41.
- ↑ Rider, David; Semrad, Ed (December 1997). "British Invasion: Psygnosis". Electronic Gaming Monthly. No. 101. Ziff Davis. p. 170.
In the 16-Bit days, Psygnosis was best known for attractive titles lacking gameplay, but that all changed with the launch of the PlayStation.
- ↑ "Sony's Video Games Onslaught Continues!". Maximum: The Video Game Magazine. No. 7. Emap International Limited. June 1996. pp. 72–73.
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- ↑ "History of the PlayStation". IGN. 28 August 1998. Archived from the original on 7 March 2012. Retrieved 13 November 2021.
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- ↑ "Ghosts of Consoles Past". Game Players. July 1995. p. 31. Retrieved 25 June 2026.
- ↑ "Obiutary Anthony Taglione". Retro Gamer. 11 April 2024. p. 57. Retrieved 26 June 2026.
- ↑ "It's All Nova Now". The One. August 1994. p. 31. Retrieved 26 June 2026.
- ↑ "Blast Radius". Hyper. August 1998. p. 68. Retrieved 26 June 2026.
- 1 2 "E3: Psygnosis Co-founder Speaks: part 2". IGN. 19 June 1997. Archived from the original on 13 February 2012. Retrieved 13 November 2021.
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- ↑ Psygnosis Promotional CD-ROM for E3 1998, retrieved 26 June 2026
- ↑ "Pixel Q&A: Interview with Wayne Imlach | Wip3out". The Pixel Empire. Retrieved 26 June 2026.
- ↑ "Lemmings Universe - Interview with Mat Thomas". lemmingsuniverse.net. Retrieved 26 June 2026.
- ↑ "Sentient "We turn to the skies" | The Gaming Liberty.com". thegamingliberty.com. Archived from the original on 18 February 2010. Retrieved 26 June 2026.
- ↑ Haydn Dalton [@haydndaltox]. "PSYGNOSIS (Manchester) This is where worked on "The Contract" team, with a bunch of very talented people. I tried my hand at being a Producer, and I sucked at it. I give props to the great ones I've worked with". Twitter. Retrieved 26 June 2026.
- ↑ arcadeattack (5 July 2018). "Vincent Baillet (Loriciel/Psygnosis) - Interview". Arcade Attack. Retrieved 26 June 2026.
- 1 2 "Infogrames absorbe Psygnosis, le studio de création parisien de Sony". Les Echos (in French). 1 April 1999. Archived from the original on 26 January 2025. Retrieved 26 June 2026.
- ↑ "OGDB - Firmenübersicht: Psygnosis San Francisco". ogdb.eu. Retrieved 26 June 2026.
- 1 2 "Psygnosis Confirms Rumors". GameSpot. Retrieved 18 June 2026.
- 1 2 "Psygnosis Shuts Doors on SF". GameSpot. Retrieved 18 June 2026.
- 1 2 Staff, I. G. N. (16 January 1999). "Activision and Psygnosis Ally". IGN. Retrieved 19 June 2026.
- ↑ "Consumer Electronics Personals" (PDF). Television Digest. 21 August 1995. p. 15. Retrieved 8 July 2026.
- ↑ Sony Electronic Publishing Co. renamed; Sony Interactive Entertainment Inc. is established. Business Wire, August 17, 1995.
- ↑ "Publisher: Psygnosis". Archived from the original on 2 April 2015. Retrieved 23 March 2015.
- ↑ "Psygnosis Develops for Saturn". gamezero.com. 2 February 1996. Archived from the original on 3 April 2015. Retrieved 23 March 2015.
- ↑ "Sleeping with the Enemy". Electronic Gaming Monthly. No. 81. Sendai Publishing. April 1996. p. 20.
- ↑ "Psygnosis to Develop for N64". gamespot.com. 17 April 1998. Archived from the original on 5 July 2017. Retrieved 23 March 2015.
- ↑ "Perfect World". Mean Machines Sega. July 1996. p. 84.
- ↑ "Divorce for Sony and Psygnosis". Next Generation. No. 19. Imagine Media. July 1996. p. 14.
- ↑ "Sony May Sell Psygnosis". GamePro. No. 95. IDG. August 1996. pp. 16–17.
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- ↑ "SISA Changes to 989, Psygnosis Brings Microsoft, Activision Revives Classics". Official U.S. PlayStation Magazine. August 1998. p. 24.
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- ↑ Staff, I. G. N. (4 September 1998). "Midway Snatches Wipeout 64". IGN. Retrieved 10 July 2026.
- ↑ Staff, I. G. N. (12 August 1999). "Destruction Derby 64". IGN. Retrieved 10 July 2026.
- ↑ Staff, I. G. N. (12 September 1998). "Psygnosis "Reorganizing"". IGN. Retrieved 18 June 2026.
- ↑ "Psygnosis Split Down the Middle?". GameSpot. Retrieved 18 June 2026.
- ↑ "Eidos and Crystal at deal golden...while the Eidos and Psygnosis deal fizzles". PS Extreme. November 1998. p. 15. Retrieved 26 June 2026.
- ↑ "Eidos say no to Psygnosis and no to N64- for now..." STATION. November 1998. p. 123. Retrieved 26 June 2026.
- ↑ Staff, I. G. N. (12 September 1998). "What's the Psygnosis Prognosis?". IGN. Retrieved 8 July 2026.
- ↑ Strohm, Axel (13 April 2000). "First Look: PlayStation2 Dropship [date mislabeled as "May 8, 2000"]". GameSpot. CBS Interactive. Retrieved 15 August 2014.
- ↑ Exposed, Marco (25 May 2019). "Blood & Truth: who are the guys from London Studio and what The Getaway was". IGN. Archived from the original on 9 June 2019. Retrieved 25 October 2020.
- ↑ "Sony Swallows Psygnosis". Official UK PlayStation Magazine (44). Future Publishing: 28. 1999.
- ↑ Perry, Douglass C. (15 April 2000). "Sony Europe Unveils Eight". IGN. Retrieved 8 July 2026.
- 1 2 Staff, I. G. N. (8 June 2000). "The Racing Explosion on PS2". IGN. Retrieved 8 July 2026.
- ↑ Staff, I. G. N. (20 April 2000). "Looks Like The INS Got A Hold Of The Guys At Psygnosis". IGN. Retrieved 26 June 2026.
- ↑ Staff, I. G. N. (16 June 2000). "TalonSoft Strikes Again". IGN. Retrieved 8 July 2026.
- ↑ "Rollcage Stage II". IGN. Retrieved 8 July 2026.
- ↑ I. G. N. Staff (14 May 2000). "E3: Midway Acquires Psygnosis PS Lineup". IGN. Retrieved 1 January 2025.
- ↑ Edwards, Ralph (8 October 2001). "Formula One 2001". IGN. Retrieved 8 July 2026.
- ↑ "Formula One Championship Edition [Articles]". IGN. Retrieved 8 July 2026.
- ↑ Dunham, Jeremy (21 March 2002). "BAM! Entertainment to Publish WipEout and Dropship in the States". IGN. Retrieved 26 June 2026.
- ↑ Buckley, Tony (1 June 2009). "WipEout HD Fury Expansion Pack – PlayStation.Blog.Europe". blog.eu.playstation.com. Archived from the original on 24 February 2012. Retrieved 14 May 2012.
- ↑ "Manhunt 2 leaked by Sony Europe employee". The Register. Archived from the original on 11 September 2016.
- ↑ Elliott, Phil (28 January 2010). "Sony to restructure Liverpool studio | GamesIndustry International". gamesindustry.biz. Archived from the original on 14 October 2012. Retrieved 14 May 2012.
- ↑ Yin-Poole, Wesley (22 August 2012). "Sources: Sony Liverpool was working on WipEout PS4 and a Splinter Cell style game for PS4 • News •". Eurogamer.net. Archived from the original on 24 August 2012. Retrieved 22 August 2012.
- ↑ Wawro, Alex (5 December 2013). "Former Psygnosis/Studio Liverpool devs unite to form Firesprite". Gamasutra. Think Services. Archived from the original on 14 December 2013. Retrieved 6 December 2013.
- ↑ Yin-Poole, Wesley (6 December 2013). "From the ashes of WipEout dev Studio Liverpool rises Firesprite". Eurogamer. Gamer Network. Archived from the original on 8 December 2013. Retrieved 6 December 2013.
- ↑ "Why PlayStation is buying Firesprite, one of the UK's fastest growing studios". Gamesindustry.biz. 8 September 2021. Archived from the original on 20 December 2021. Retrieved 11 January 2022.
- ↑ "SCE Worldwide Studios – Publishing Europe". Worldwidestudios.net. 25 February 2009. Archived from the original on 15 June 2012. Retrieved 14 May 2012.
External links
[edit]- Official website at the Wayback Machine (archived 31 January 2013)
- Psygnosis discography at Discogs
- 1984 establishments in England
- 1993 mergers and acquisitions
- 2012 disestablishments in England
- British companies disestablished in 2012
- British companies established in 1984
- Defunct companies based in Liverpool
- Defunct video game companies of the United Kingdom
- First-party video game developers
- PlayStation Studios
- Video game companies disestablished in 2012
- Video game companies established in 1984
- Video game development companies
- Video game publishers
- British subsidiaries of foreign companies