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PSP News is a News and downloads site for the PSP, PSVita, PS4, PS3, PS2 and PSOne, We have all the latest emulators, hack and custom firmwares, homebrew and all the downloads on this site, we also cover commercial gaming and console news., the latest homebrew and releases, Part of the
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THE LATEST NEWS BELOW
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March 18th, 2008, 00:01 Posted By: JKKDARK
via PSO-World
Chillaura has announced on the official PSU boards that the content which was delayed on March 14th should be added to the server tonight. This is scheduled to start at 10:00 or 11:00pm, and the duration of it is currently unknown.
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March 17th, 2008, 20:10 Posted By: wraggster
sg57 has updated his entry into the Neoflash Contest, heres the release info:
Nickname: SG57
Projet name : Kitten Cannon
From : USA
Division : PSP Game
Original enter : YES
Support Motion : NO
In last NEO Compo this project have won in the top 10 : NO
Project description:
Here's a PSP clone of the popular flash game
"Kitten Cannon" by Dan Fleming.
Kitten Cannon is very simple to play and maybe harder to watch if you're the squeamish type
Just aim the cannon using the up/down directional pad buttons or analog stick and use [X] to fire. The red bar on the cannon indicates the power of your shot. Leave the rest to gravity and the objects that litter the ground. Press [START] to pause and SELECT while paused to return to the main menu. My high score is 3852 feet! Beat that score and I'll give you a cookie
Take screenshots with the TRIANGLE button - saved in "Kitten Cannon/Screenshots/'. Highscores are now automatically saved in the Screenshots folder. Please redownload if you have a version released before 8 AM on this boards time. (just replace the eboot and add a screenshots folder if you dont want to have the longer transfer time).
Credits:
Game sprites, game sound effects and concept are
from the flash version of Kitten Cannon so the
rightful authors of those get credit as well.
The background music is the instrumental version
of Daft Punk and Kanye West's - "Harder Better
Faster Stronger". This uses OSlib, an advanced
2D graphics library for the PSP. The OSlib intro
was created by Brunni. AlwaysAmiYumi
for quick, responsive testing.
Everything uncredited so far was done by me (SG57).
Kitten Cannon's Intellectual Property Owner
(c) 2005-06 Dan Fleming - BurstStudios.com
Source is available upon request (OO C++).
Here are some mirrors:
http://www.sendspace.com/file/l3mkb1
http://www.mediafire.com/?wyjzzyzjt0j
Enjoy and vote for it if you like it more then any other entry in the competition
P.S. I don't know what the whole 3.xx, slim, phat issues are - all I know that this has been tested both on a phat and a slim and worked, 3.xx i can't say no or yes to - if i get word that it doesn't work on 3.xx i can recompile to work - thanks
EDIT
I updated hte info, basically I added screenshots. Press TRIANGLE at any time to take a screenshot, stored in "Kitten Cannon/Screenshots" folder. Highscores are now automatically saved as well, in the Screenshots folder.
Please redownload if you downloaded before the last time this post was edited
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March 17th, 2008, 20:05 Posted By: wraggster
News/release from poisonhzkj
15.03.2008 update
New In This Version
1. You can build .ctf file with a ptf that including wallpaper.
2. Readjusts the reboot delay after applying a theme to prevent some registry issue.
3. Add 3.80 capability.
Please read through this post or readme.txt before using.
Some ready for CXMB 3.1 ctf themes here
CXMB 3.1 for 3.71
CXMB 3.1 for 3.80
CXMB 3.1 for 3.90
(\__/)
(='.'=)
( \ / )
('')_('')
To Alien
http://www.2alien.info
http://www.2alien.net
CXMB 3.1 for 3.71m33/3.80m33/3.90m33 by Poison
==============================
A hand-made PSP XMB theme (witch is usually hex edited from the official PSP firmware files) enabler.
-=FEATURE=-
3.1:
+You can build .ctf file with a ptf that including wallpaper.
-Readjusts the reboot delay after applying a theme to prevent some registry issue.
+Add 3.80 capability.
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March 17th, 2008, 20:00 Posted By: wraggster
Jack has posted an update of his Transformers game for the PSP, heres the release details:
Transformers released in v0.2, and provides the following news: Quote:
-- If you shoot someone in your camps decrease your score
-- If your score is below you lose a 0
-- Maps of the level 1 has been remade
-- Help menu has been completed
-- Inconsistencies on behalf of the characters were correct
-- All maps have been remade
-- The level 2 has been recast in terms of history
-- The level 3 has been created
-- Addition of a message anti-downloading ISO / CSO, which will only appear the first time we played
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March 17th, 2008, 19:47 Posted By: wraggster
News/release from Charnold:
This package contains the Windows/Mac version of the Editor + the Windows/Mac and PSP versions of the Dungeons Assault Run game.
New in version 1.0.1
- some internal map format changes: the map editor can open the old versions, but the game can't (so open the map in the editor and goto file / create game format)
editor changes:
- lights: size 0 = invisible light
- startweapon: -1 = rendering no weapon, no crosshairs in game (=standard for new map)
- now possible to make maps without a modelpack (enemies/weapons), player weapon and crosshairs
- fixed: crash of weaponlist in edit startpoint, when no modelpack loaded
- fixed: calculation of game geometry for open areas didn't remove hidden polygons (means, calculated too many lightmaps, rendered to many polys)
- calculate game geometry depends now on maparea properties (lightmaps yes/no, so lightmaps can be deleted, sealed/open area)
- editor help file updated
- new option in modelpack (per weapon): 1st person offset x,y,z
- "real" skybox per maparea (no more big, far away walls needed) yes/no + index of 6 textures: front, back, left, right, top, bottom (the sample textures are from http://skymatter.thegamecreators .com/?f=sample)
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March 17th, 2008, 19:38 Posted By: wraggster
dridri85 posted this news/release:
Let me present version of my dev LibGraphicEngine.
Types of variables
Color ==> Color
Two options for defining a COlor possible:
An integer on 32bits, instance => 0xff0000ff (red here)
Or less barbaric => COLOR_RGBA (R, G, B, A) values ranging from 0 to 255
Ge_Image ==> image, structure almost equal to that of the libpng
Basic functions
GeInit () ==> Sets library
GeQuit () ==> Close Bookstore
GeSetClearColor (Color color) ==> defined erasure color screen (left alpha (A) 255)
GeClearScreen () ==> clears the screen
GeSwapBuffers () == flip screen
Ge_Image * geLoadImage (const char * file) ==> loads a file in JPG or PNG pointer ge_Image
GeSwizzle (* ge_Image image) ==> swizzle an image, a process that is reorganizing the "data" of an image into blocks, the display is up to 2x faster. But a picture "swizzlée" can be shown that alpha mode
Image functions
GeDrawLine (x0 int, int y0, int x1, int y1, destination * Color, color int, int width, int w, int h) ==> draws a line on destination
X0, y0 => position of the first point
X0, y0 => position of the second point
Color => color of the line
Destination => destination drawing for a picture put mon_image-> data "for the screen is" SCREEN_DEST "
Width => line width of the destination (for an image is its own width, the screen is 512)
W and h => width and height of the surface of destination
GeDrawHLine (x0 int, int x1, int y, * dest Color, Color color, width int, int w, int h) ==> draws line on the screen
X0 and x1 => points of arrival and destination
Y => vertical placement of the line
For the rest it's the same as DrawLine
GeDawVLine (y0 int, int y1, int x, * dest Color, Color color, height int, int w, int h) ==> vertical line drawing on the screen
Y0 and y1 => points of arrival and destination
X => horizontal placement of the line
For the rest it's the same as DrawLine
GeImageAddColorKey (* ge_Image image, Color color) ==> adds a ColorKey (color) images
The ColorKeys are very practical functions that serve pretty much like displaying sprites, in fact if you have for example a sprite with pink background, you made a colorKey with the value of the pink and all the pixels of that color will not be displayed
GeImageSetAlpha (* ge_Image image, u8 alpha) ==> alpha change the color of an image, value from 0 to 255 (0 invisble 255 opaque)
GeBlitImage (int x, int y, ge_Image * image, sx int, int sy, ex int, int ey, use_alpha int) ==> displays an image on the screen
X, y => x and y position of the image on the screen
Image => the image in question
Sx, sy => beginning to display pictures, example: you put a 10 sx and left of the image became a 10 pixel (if you do not check)
Ex, ey => width and height of the image to display
Use_alpha => 1 if you want to use the transparency or 0 if you do not want
Use it
Quite simply, adding that include debiting your code:
Code:
# Include <libge/ggraphic.h>
Libs and it is a line of LIBS makefile
Code:
- LGE-LM
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March 17th, 2008, 19:29 Posted By: wraggster
Bootsector posted this very interesting news over at ps2dev
Hi folks!
As we all know, Snes-station is kinda dead and sources are not available. What do you scene developers think about we join efforts and try to make a brand new port of snes9x for PS2?
I just love PS2 and I really love retrogaming and playing SNES on my PS2 with good emulation quality would be just heaven.
What do you guys think about it?
Best regards,
bootsector
Lets hope the project gets some help
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March 17th, 2008, 19:26 Posted By: wraggster
Ptek has updated the port of Doom to the PS2, heres the release news:
Yesterday I was looking at the source to see how could I enable keyboard support. In fact it was very simple, since PS2 SDL already have support for it, it was just a matter of enabling it on the SDL makefile (HAVE_INPUT_DEVICES=1) and do a rebuild.
Unfortunably it seems to be an issue when loading from a USB mass storage from uLaunchELF 4.12 and enabling the keyboard support… When I try to load it using uLaunchELF, it didn’t started. But launching it from network using PS2client/PS2link it worked fine, even the version that loads the WAD from USB. There must be differences from the way uLaunchELF and ps2client executes the ELFs. I tried to do a IOP reset from the doom.elf but nothing changed.
So, at the moment, a keyboard enabled version is available here but it must be executed from the network.
If you have the means from launching from the USB using other than uLaunchELF 4.12 (Datel AR, older uLaunchELF, whatever) and want to try for yourself, try this. If it works, drop me a comment.
Now enjoy keyboard support!
(I didn’t have yet the time to look properly to the sound issues and/or enhance the joystick controller…)
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March 17th, 2008, 18:12 Posted By: Shrygue
via Eurogamer
With more than a week to go until it's released, the number of PAL pre-orders for Gran Turismo 5 Prologue has topped 1 million.
That's according to GeekPulp, which got the info from Dave Hine and Paul Gunn of SCE New Zealand.
It's the first time a PS3 title has racked up 1 million sales, and thereby achieved Platinum status, before it's even released.
Sony UK has yet to confirm the figure. However it has been announced that more than 48 million games in the Gran Turismo series have now been sold - "almost 50 million", in fact, if you read the latest press release.
Gran Turismo 5 Prologue will be released via PlayStation Network on Thursday 27th March, and will be in shops the following day.
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March 17th, 2008, 17:26 Posted By: Shrygue
via Computer and Video Games
When Final Fantasy VII: Crisis Core hits UK stores this spring hardcore fans will be able to grab a Special Edition version, with a fancy box and other goodies.
The Special Edition will come in a flashy slip case (pictured), containing a hard-backed artwork book for fans of the series to keep in mint condition for years for no reason.
Crisis core is a prequel to the series fan favourite, Final Fantasy VII and, as this import review will tell you, it's pretty bloody good.
Neither versions have been priced, and the official date still sits at "Q2 2008", but most of the major online retailers (including Play) have it down for June so look out for it then.
Box scan here
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March 17th, 2008, 17:25 Posted By: wraggster
News/release from Hellcat:
HELLCATs Wallpaper Changer
The name's the deal - this changes your wallpaper for the XMB, no more, no less
However you have a few features:
Two modes of operation: "Everytime" and "Once per day" (see readme for details)
You can set special, predefined images for a specific date (again, check readme)
change the XMB background *BEHIND* the waves (a.k.a. 01-12.bmp) - WITHOUT writing to flash!
Randomizing/Changing of PTF themes
Randomizing/Changing of gameboot
Randomizing/Changing of XMB waves
Randomizing/Changing of XMB font
(the second one lets you set a fixed wallpaper for the specified date instead of using an all random one)
Everything is done without writing - or even touching - flash0:!
That's it.
Short and painless.
Maybe someone might like it
UPDATE 1.20
added option to disable PTF changing/randomizing
added randomizing/changing of the gameboot
added randomizing/changing of custom XMB waves (system_plugin_bg.rco)
added randomizing/changing of XMB font
added file extension filter for scanning directories
i.e. it will now only fetch .BMP for wall-/wavepapers, .PTF for themes
and so forth....
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via hellcat
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March 17th, 2008, 17:18 Posted By: wraggster
News/release from Durka Durka Mahn
This is my first C++ game on the PSP so bare with me.
I've been learning C++ for almost a year now so I decided to put my skills to the test and made a game. A game called Breaker+.
Breaker+ is basically a combination of the Breakout games, Pong, and a little of my own add ins.
How it works:
The goal of the game is to get the highest score possible.
To raise your score, you must hit the blocks by using the bumper. To move the bumper, use the up/down buttons on your D-Pad.
When the brick respawns, it will have a timer under it. This timer corresponds to the brick's prize.
If you hit it, it will give you that number of points times your multiplier.
To get your multiplier up, simply continuously hit bricks within about 5 seconds of each other and it will go up. If you lose a life, it resets to 1. If you wait too long, it will begin going down.
By hitting the left trigger, you will have a few seconds where the ball will slow down and you can aim your bumper in the time given. Once the bar on the right side of the screen is depleted, you will have to wait for it to recharge.
If the ball goes behind the bumper, you will lose a life and the ball will reset. If you lose all 5 lives, you will have game over, and it will save your high score if it is higher than your best high score.
So, what are you waiting for? Download Breaker+!
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March 17th, 2008, 17:18 Posted By: Shrygue
via Computer and Video Games
Rockstar has revealed that the final Grand Theft Auto IV trailer will be released on March 27.
In the updates section of its official GTA IV website, Rockstar has posted updates on the goodies we should expect in the coming weeks, revealing that "Good Lord, What Are You Doing?" aka "Everyone's a Rat" will be out on March 27.
According to the developer's scribbles, there'll also be new music and screenshots appearing on the site this Thursday.
We've no idea what the trailer will contain (surely they're bored of shouty cut-scenes by now?), but it launches very closely to the time multiplayer hands-on reports are expected, so maybe we'll see some of that.
You can read the first details on the online modes - which leaked onto the net this past Friday - here.
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March 17th, 2008, 17:15 Posted By: Shrygue
via Eurogamer
Capcom has explained that it would be too costly and take too long to get a SSFII Turbo HD Remix beta running on PS3.
For now, only those of you with an Xbox 360 will be invited to participate after you buy Commando 3 from Live Arcade.
"We are resource constrained. This project already has gone over the original budget," explained Christian Svensson, Capcom business development boss, on the official forums.
"We wanted to do a beta to test the new network features, but even if it were possible for Sony to do, it would require three submissions (US, Europe, Asia/Japan) to reach the same global audience we can with Microsoft in a single test and global submission."
"We treat the PS3 extremely seriously. To date, we are still the only third party publisher doing cross platform, simultaneous digital releases. Believe it or not, this is not easy and to suggest we aren't treating the PS3 as important would be ignorant of what we're doing for it," he added.
Svensson went on to say that even if it could be done it would have pushed the release back a few months, which he expects you would not have liked.
The results of the 360 test should also help the PS3 version, as there is "code parity across the two".
"Wolf of the Battlefield: Commando 3 will be an excellent title on PS3. The lack of a bonus beta doesn't make it not worth its asking price," Svensson reassured us.
Commando 3 will cost 800 Points in Xbox 360 and will grant you access to the SSFII Turbo HD Remix beta shortly after downloading for around eight weeks.
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March 17th, 2008, 17:11 Posted By: Shrygue
via MCV
President of Sony Online Entertainment John Smedley has suggested that the PS3 can one day host an MMO game to rival the popularity of World Of Warcraft.
The news comes after Sony announced that it was restructuring, with PlayStation president Kaz Hirai taking control of SOE.
MCV interpreted the move as a statement of intent that Sony will target the MMO market with PS3.
Smedley wasasked if the industry would ever see a console MMO that could compete with Warcraft. Speaking to GameDaily, he said:
"I absolutely do [think we'll see that], and in fact I think by having a stable platform where every customer has an online capable box is a huge, huge potential advantage in building an MMO because you've already got an online userbase.
“It's a massive advantage over the PC and we don't have to worry about graphics cards or things like that. It's going to be very big. Console online gaming in general I think is going to be one of the next huge phases of growth in the online gaming space."
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March 17th, 2008, 17:02 Posted By: Shrygue
via Eurogamer
Gran Turismo 5 Prologue is set to weigh in at 1870MB on PlayStation Network when it goes on sale next Thursday, 27th March.
That's how big the game was when we downloaded it to put together our exclusive review of the PAL version, and Sony has confirmed to Eurogamer that it will be the same when the game goes live on the PlayStation 3 Store.
1.9GB isn't exactly huge, especially given that PS3 games can take advantage of Blu-ray's 50GB if they choose, so how do they do that?
One way Prologue reduces its footprint is by leaving cinematics on the server until you choose to download them from GT TV. You can choose to download the opening movie at any time, and when you finish Event series you're told that you can now download the end movie from the in-game high-definition TV download page.
According to a Sony spokesperson, both movies will be included on the Blu-ray disc version of the game.
Playing through the European version of Prologue also gave us a chance to check out some of its new features, like the Quick Tune mode.
New to the PAL release, Quick Tune is unlocked when you finish C, B and A-class races in Event mode, and lets you adjust tons of car settings before each race, giving you a performance-points score based on the balance you strike.
You can also store up different configurations to switch between in real-time during races. These configs can be assigned to buttons on the Sixaxis or Driving Force GT steering wheel.
For those of you who care, the options you can adjust using Quick Tune are: power, weight, tyre, aerodynamics, ride height, spring rate, damper, toe angle, camber angle, brake balance, traction control, max turning angle, ABS, torque balance and gear ratios. The Quick Tune page also shows you graphs of power/torque and gear ratio to help you see what you're doing.
Advanced players can also opt for Professional physics rather than Standard, as they could in the Japanese release, while other assists (for correcting oversteer and preventing skidding) are offered along with the traditional driving line, which now benefits from displaying target speeds over the far end of red braking sections to help you work out exactly when to reapply acceleration.
For more on all that, check out our Gran Turismo 5 Prologue PAL review. The game's due out on PSN on 27th March and at retail on 28th March.
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March 17th, 2008, 16:42 Posted By: wraggster
Newly released today:
features
Rise Through the Ranks of The Club™. As one of eight fighters, blast your way through five single player game modes including: Sprint, Time Attack, Survivor, Siege, and Run the Gauntlet.
Earn Respect Online. Shoot your way to the top of the leader boards in over eight cut-throat multiplayer modes. You will face-off with 7 real-time opponents online or battle with your friends offline in 4-player split-screen action modes.
The Club™ is Global. Battle in eight unique real-world locations from around the globe, including war-torn cities, abandoned factories, steel mills and many more.
Extreme Gun Battles in Hazardous Environments. A motion blur camera system intensifies the adrenaline rush in both open range and close quarter firefights. Destroy and manipulate objects in the environment to your advantage.
Build up the highest score. A unique score-based accumulation system creates even more competition among players; the faster, more efficient and accurate that you are, the more points you will earn to unlock weapons, characters and maps.
Select from an Arsenal of Weaponry. There are 17 high-powered assault weapons to choose from and customize, including Automatic Weapons, Sniper Rifles, High Caliber Pistols, Sub Machine Guns, Mounted Weapons, and many more.
Each Character has a Story to Tell. Choose from eight different characters to rise through the ranks of The Club™ and uncover each person’s true motives and intentions.
description
The Club™, created by critically acclaimed developer Bizarre Creations, is a new breed of third-person shooter, combining fast-paced run and gun gameplay, destructive environments, and lethal weapons. You will fight to survive in a shadowy underground blood-sport controlled by a faceless, obscenely wealthy and influential elite who place their bets on who will survive as the blood-bath ensues before them. Take control of up to eight uniquely trained killers motivated by greed, driven by pure insane bloodlust, and hell bent on earning respect on a global level.
http://www.play-asia.com/SOap-23-83-...j-70-2lnz.html
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March 17th, 2008, 16:41 Posted By: wraggster
Newly released today:
Buzz!™ Jr. is back to blast you off to a future full of fun and adventure with Buzz!™ Jr.: Robo Jam. Join the galaxy’s most mischievous robots as they get whipped into shape at Robot Boot camp where dodging missiles, making music with giant aliens and completing other far-out fun games are all in a day’s work. Up to four players can pick up the easy to use buzzers and compete in 24 wildly, upbeat mini-games in an effort to graduate at the top of the class in the prestigious Robot Academy. This humorous and entertaining robot romp is fun and accessible for children, parents and grandparents.
http://www.play-asia.com/SOap-23-83-...j-70-2hm8.html
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March 17th, 2008, 16:40 Posted By: wraggster
Newly released today:
Buzz!™ The Hollywood Quiz is the latest star-studded installment of the new social gaming series that delivers the world’s greatest Hollywood trivia event live in your living room. Celeb buffs will be challenged to test their tinsel town knowledge on over 5,000 questions on topics that include Hollywood’s biggest box office hits and the lifestyles of its most glamorous stars. As the follow-up to this holiday’s family-friendly hit, Buzz!™ The Mega Quiz, this new installment features hundreds of movie clips, pictures, celebrity images, and more. Fun and easy to use Buzz! buzzer peripherals complete the interactive game show experience that will have you and up to eight of your friends and family members buzzing for more.
http://www.play-asia.com/SOap-23-83-...j-70-2hm9.html
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March 17th, 2008, 16:39 Posted By: wraggster
Newly released today:
features
Ratchet and Clank's special brand of pandemonium for the PS2: Play through the original Ratchet and Clank®: Size Matters story, exploring worlds big and small! Guide Ratchet through challenging levels, pilot supersized robotic torsos and engage in space combat missions as Giant Clank.
Explosive mayhem: All the adrenaline-pumping action, excitement and destruction fans have come to expect from the series is here! Wreck havoc with new and familiar weapons and gadgets, including the Mootator, Agents of Doom and Bee Mines!
Large-scale action---and armor: Unlock over six different armor types with a customizable armor system that gives Ratchet new abilities and powers to advance through challenging, action-packed areas.
Big bang for your buck: Ratchet and Clank®: Size Matters is a great value for budget-conscious gamers. A quality game, for a might small price.
description
The next BIG thing for the PlayStation®2 - Ratchet and Clank®: Size Matters
While on a much needed vacation, Ratchet and Clank’s rest and relaxation time is suddenly cut short as they soon find themselves lured into a mysterious quest. Following the trail of a kidnapped girl, Ratchet and Clank rediscover a forgotten race of genius inventors known as the Technomites. They soon uncover a plot more dangerous than they could have imagined.
http://www.play-asia.com/SOap-23-83-...j-70-2hm4.html
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