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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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November 23rd, 2007, 20:18 Posted By: Shrygue
via Eurogamer
The star attraction on the PlayStation Store this week has to be the Uncharted: Drake's Fortune demo, which is now available for people who were too scared to download it from the US Store.
We gave the game itself a whopping 9/10, you see, and even kidnapped Naughty Dog boss Evan Wells for the afternoon so you could ask him your questions. Just a taste of what we can do.
Elsewhere you can get your mitts on a taster for Blazing Angels 2, although it too is the same one the US were playing a couple of weeks ago. The full game is out at the end of the month.
However, you might like more cars for MotorStorm or an Alchemy Pack for RPG Folklore, both priced at GBP 1.49 a piece. Or, for those of you with a PSP, you can grab PSone title G-Police to fiddle with on the train.
But maybe all you're after is a good old trailer, like the one for Ratchet & Clank, or MotorStorm, or PSN showcase, or Bad Company, or Beowulf, or a trio of clips for Uncharted: Drake's Fortune.
Still not content? Well it's a bunch of free Tekken wallpapers for you, then.
Earlier this week Sony released a new PC Store especially for PSP owners to browse and download content. It will replace the PSP Store in January, and already boasts buckets of games.
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November 23rd, 2007, 19:52 Posted By: Shrygue
via MCV
Sony has revealed details of its first ever dedicated PS3 Christmas TV campaign in Europe – which will concentrate on the high definition capabilities of the system.
Themed around the tagline ‘Entertainment like you’ve never seen it before’, 60 and 30-second ads will run on UK TV from December 1st. The creative is available to view online now.
Created by agency TBWA/London, the ad is dubbed 'The Entertainers'. Its development was overseen by award-winning director Noam Murro.
According to Sony: ‘The ad takes place in a theatre style scene with a host of flamboyant characters; A magician and his beautiful team of assistants are seen on a show-biz mission to turn a scruffy mongrel into a perfectly coiffed poodle, as a reference to how PS3’s high definition and Blu-ray disc capabilities make everything – from games and movies to photos – look and sound more beautiful and detailed than ever before.
'A funny acrobatic couple perform amazing seamless movements without wires, just like the PS3’s Sixaxis wireless motion-sensitive controller, which understands and translates body movements.
‘PS3’s constantly updated technology is brought to life through a robot that seamlessly turns into a human to illustrate how the console is a future proofed product, able to update and evolve over time, with software and product innovations to meet the changing entertainment demands of consumers.’
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November 23rd, 2007, 19:49 Posted By: Shrygue
via Computer and Video Games
Sony confirmed yesterday that it's not making a PS Phone, but Korea doesn't care because it's gone ahead and made one anyway.
The pictures below are of the Amycoll PS3 Phone. Clearly, Sony had nothing to do with it, but the unit actually looks pretty nice with its PlayStation buttons, proper D-pad and wide LCD screen. Nice work from the boys in "Koera" as it hilariously says on the unit.
And the funniest thing is that the PS3-branded unit runs on a Microsoft operating system for which, over the years, numerous emulators have been made, most notably full-speed SNES and NES emulators. Not missing the trick, the phone actually comes with said emulators pre-installed, probably breaking every copyright law in existence.
Check out the 'Windows: designed for PS3' logo. Hah! We want one.
Photographs here
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November 23rd, 2007, 16:33 Posted By: -Xandu-
It's been long since releasing the first PokedexPSP, it had Pokemon info till Ruby/Sapphire only. Now that Diamond & Pearl DS are released, people want to catch more Pokemon!
Since I don't have much time these days to update the database, you can now!
For those of you who want to participate in updating the database and have enough time to, here are the instructions:
-The format has to be as follows, or a better one if you could, I've uploaded an example.
-You can obtain Pokemon info from Serebii or from any Walkthrough/Pokemon Guide which will be a lot easier. I got mine thanks to strawhat.
Gotta hurry up before Nintendo comes up with a new Pokemon game!
Comments are welcome.
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November 23rd, 2007, 04:33 Posted By: AhMan
This is only a maintenance release which fixed a critical bug in iR Shell firmware patch.
Bug Fixes:
- Fixed a critical bug in the iR Shell firmware patch which results in unable to launch UMD in XMB and also causes various incompatibility issues with other homebrew apps & seplugins. Just apply the new patch and all issues will be resolved.
- Fixed a bug in Contect Menu which wouldn't allow you to choose "Select" or "Start" menu items.
Installation Instructions:
- If you've already installed iR Shell 3.8, download iR Shell 3.81 Update which only contains update files. Unzip it and merge to your existing iR Shell installation and apply the new firmware patch.
- If you haven't installed iR Shell 3.8, download iR Shell 3.81 Full Release which is a complete distribution with all updates included. Then, install as usual, don't forget to apply the firmware patch.
Download Links:
iR Shell 3.81 Update [500KB] (Download this if you've already installed 3.8)
http://www.sendspace.com/file/yugya4
http://rapidshare.com/files/71625986...pdate.zip.html (mirror)
iR Shell 3.81 Full Release [26MB] (Download this if you haven't installed 3.8)
http://www.sendspace.com/file/32eqbx
http://rapidshare.com/files/71626252..._full.zip.html
Refer to the original iR Shell 3.8 release thread for feature list.
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November 23rd, 2007, 00:09 Posted By: wraggster
News/release from Mr305:
First up: This based on Deniska's mapthis [siogps.h/c]. Thanks for the work.
I thought I'd share this with every Neo PSP Motion Kit user; It's a must-have.
Buy the Motion kit!
Notes:
--------
1) This plugin lets you simultaeneously use speakers and headphones as a sideeffect/bonus .
Known Issues:
1) Looks like the XMB's Headphone Detection Event Flag takes over before ours and cuts audio supply from internal speakers, Hence, You must not plugin the Motion kit very early. [look for future revisions of this plugin.]
2) Upon restart make sure you donot have it plugged in. [look for future revisions of this plugin.]
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via mr305
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November 22nd, 2007, 23:05 Posted By: wraggster
via elation
ChickenLiver has updated his Pad Plugin for the PS2 Emulator PCSX2:
Heres whats new:
The addition of the vibration test and my fix for the small motor makes it obvious I'd been flipping the small and large motors' vibration values. 0.8.2 fixes that. Should probably have tested it more from the start, but I'm not a big fan of vibration, in general (Just think supporting it is nifty). Sorry for all the releases. Hope this is the last for a while...Until someone discovers a bug or suggests a nifty feature, at least.
Added slightly better handling of setting bit masks. Not sure it'll have any practical effect.
Added GSDX + MTGS hide cursor hack.
Fixed clipping rectangle not being removed when using a mouse and background monitoring. Note that you have to have a hack enabled or a device in Windows messaging/raw mode for this to work properly. I recommend mouse users just binding a key to "mouse" and use that instead.
Added the option to use different force feedback effect functions. The constant function should be fine for most people, but some devices/device drivers are funky and use different functions for different motors.
Right shift sent to PCSX2 as a generic shift when using an input mode that distinguishes between the two shift keys.
Fixed bug that would cause LilyPad to ignore slight movements of analog axes.
64-bit dll fixed. No longer fails to load, complaining about being unable to find MSVCR80.dll.
Removed a couple older pretty ineffective hacks that had been aimed at increasing stability when pausing emulation. Note that there are not the hacks listed on the first configuration screen.
Changed center for analog sticks from 127 to 128. Not sure which is correct, or if it´s actually in between, but other pads plugins all seem to use 128. Shouldn´t make any noticeable difference.
Modified handling of some PS2 pad configuration commands. May now work in some games that didn´t recognize it as a dualshock 2 controller (Or as any controller).
Fixed issue with not saving some settings on the general screen to file.
Added simple but nasty hack to prevent potential crash when quitting by closing the command window while the emulator is still running. Issue was that I was trying to cleanup my DirectInput objects when the dll unloaded, and (Apparently) the DirectInput dlls had already been unloaded.
Added PADupdate() support. If the emulator supports it, DirectInput controller state is only checked when it´s called. Note that this may reduces responsiveness when frame rate drops to almost nothing. Or it may not. Could also introduce some threading issues (In particular with vibration), though I haven´t run into any yet.
Added option for monitoring game devices when in the background. Mostly added because I always forget to refocus the emulator window after changing to another window.
Fixed handling of mouse buttons 4 and 5 under Windows messaging.
Escape will now always cause emulator to stop (Even when keyboard mode is disabled). Wasn´t working under Windows messaging mode.
Raw input keyboard mode should no longer cause it to crash.
Mouse cursor not being hidden in Windows messaging mode fixed.
Dropped SIO support. Even if the PAD functions are supposedly depricated, doesn´t look like SIO will be used by PCSX2 any time soon.
Will save general settings for pads 1 and 2 even when no controls are configured for that pad.
DirectInput devices are a bit more responsive when binding them in the config screen.
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November 22nd, 2007, 22:38 Posted By: wraggster
Sony CEO Howard Stringer believes the company's next-gen console can be as successful as its predecessor, and says the momentum of the PS3 matches that of the PS2 early in its lifetime.
"The momentum shift and the energy behind PS3 in time for Christmas is extremely fortuitous," he told The Hollywood Reporter.
"It was planned by the PlayStation group, but I think this momentum now - particularly the number of games coming out, including our own as well as third-party - is the same as it was with PlayStation 2. [The PS3 is] not behind the curve compared to PlayStation 2 in terms of momentum."
http://www.next-gen.biz/index.php?op...=8026&Itemid=2
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November 22nd, 2007, 22:34 Posted By: wraggster
Our Forum Member Uberjack has posted this on his blog:
One question that I’ve been asked time and time again (and most recently by zx-81) is “why bother porting an emulator when there are other ports already?” This question was beaten to death when SMS Plus PSP was first released, and still comes up occasionally.
The number one reason is simply that I enjoy porting software to PSP, especially classic computer emulators. I like pushing the limits and capabilities of the (yet unnamed) psp library that I’ve been developing since the first fMSX release. The fact that another emulator may already exist (and may, in fact, be better) is a non-issue for me, as I don’t do it for any reason other than my personal satisfaction.
Second reason is that I believe having a choice in emulators is great. The only reason I got into programming for PSP is because I thought that the MSX emulators of the time could be a lot better.
I attempt to port in a manner that makes it possible to merge the PSP port with the main branch of the emulator, and I’m happy to let any interested maintainer of the emulator merge my code with theirs. I don’t generally touch emulation code, unless it results in significant optimization—the only exception to this rule has so far been fMSX and inclusion of SCC/MSXMusic/MSXAudio - and it’s largely thanks to the efforts of Vincent van Dam and his excellent fMSX SDL port.
When possible, I attempt to port a different emulator than one that’s already available. For example, as mentioned earlier, Caprice32 was not my first choice for a CPC emulator. Unfortunately, Arnold’s performance was nowhere near “acceptable,” so Caprice was my second choice.
And finally, there are a number of ported, working, but unfinished emulators that are currently littering my svn repository’s trunk branch, some of which may eventually see the light of day.
Hope this was enlightening. Comments are welcome.
I agree, competition amongst coders only improves the emulators.
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November 22nd, 2007, 22:26 Posted By: wraggster
News/release from Cpasjuste
Thanks to raphael and cooleyes (and jurajstyk of course), i'v made some slim optimisation to the source code :
Quake 1 for PSP v 1.0 Psp Slim Optimized
- Quake heap size is now 40Mb (40Mb of available memory for your hudge quake maps!)
- Disabled debug console that was writing to the memory stick.
- Disabled texture downscale by default
- Libmad software mp3 decoding is replaced by the PSP hardware mp3 decoding!
Thanks to Juraj Styk for his perfect Quake 1 port.
Thanks to cooleyes @ forums.ps2dev.org for his hardware mp3 decode sample.
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November 22nd, 2007, 22:09 Posted By: wraggster
Pilout has released a new version of his Mario Coin Speed game for the PSP
Heres whats new:
Voila release v3 of mario speed corner So this is the novelty:
- Monsters
- Bonus
- Cinqlvl and more
Here again I thank graphic Kalitay and marc6310 to the idea
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November 22nd, 2007, 22:02 Posted By: wraggster
News/release from Red Squirrel:
What's?
RS Psar Dumper is a "derivated" from classical Psar Dumper (last version of which was released by M33 Team).
Its functions are the same of classical Psar Dumper (so dump Firmware from an Official Udpater Eboot), but it's more! Infact this version has a user interface full of colors, more interactive and especially it has the new important function to make a dump of Firmware directly on PC, without using Memory Stick!
Infact this Homebrew has a USBHostfs connection function with a PC, so the program can read eboot directly from Hard Disk (that is a good profit because new Sony Updater Eboots weigh also more than 20Mb!) and it can also dump the Firmware directly on PC, so Memory Stick is NEVER used during the process!
What is the effective profit?
1. Well, first of all homebrew does not require free space on Memory Stick (that can be full too!)
2. You spare time because you do not need to copy files betwenn PC and Memory Stick!
3. Extracting and Dumping process require a very smaller time!
An example? Look to this my little "experiment":
Process:
3.71 firmware dumping from the Official Updater Eboot
Technical data
Eboot of 22,5Mb (biggest released from Sony!).
Memory Stick used: Sony Memory Stick Pro Duo 2GB (that released with PSP pack!).
Process used: the most "onerous", so PSAR loading with extraction e decrompression of the Firmware (SQUARE key in the homebrew)
Results:
-"Classical" process executed on Memory Stick: about 90 seconds of waiting...
-"New" process executed on PC Hard Disk through USBHOSTFS: about 25 seconds of waiting...
Conclusions:
Using new USBHOSTFS function you can gain more than one minute!
And then I do not calculate great times necessary to copy eboot from PC to Memory Stick, times that with USBHOSTFS are void!
Features
-same features of classical PsarDumper (extraction of Firmware files from an Official Updater EbooT)
-Menù full of colors and more interactive
-Add a new function to exit from the homebrew without forcedly do something (using SELECT key).
-Add a function to activate/disactivate USBHOSTFS connection.
-If USBHOSTFS connection is acctivated, program will show an advise in the case where PSP is not connected to PC or Usbhostfs.exe is not running on PC.
-If eboot is not found, PSP will show an error (and NOT will crash!).
-Program has 2 language files: if PSP language is set on Italian, homebrew will load Italian interface, otherwise it will load English one.
-Homebrew will read the nickname set in PSP.
-If RS folder is not found, program will end without crash.
-Add a usefull Windows Program to install easier the Homebrew on PSP.
Procedure WITHOUT using USBHOSTFS
Insert eboot.pbp to decompress in the root of Memory Stick.
Insert homebrew folder RSPsarDumper in the PSP directory: /PSP/GAME37x
Insert folder called RS in the root of MemroY Stick
Make sure from Recovery mode that kernel is 3.7x
Start the homebrew from PSP under the menù Game -> Memory Stick
Procedure USING USBHOSTFS
Insert eboot.pbp to decompress in the same folder where Usbhostfs.exe is
Insert homebrew folder RSPsarDumper in the PSP directory: /PSP/GAME37x
Insert folder called RS in the root of MemroY Stick
Make sure from Recovery mode that kernel is 3.7x
Start the homebrew from PSP under the menù Game -> Memory Stick
In both the cases will be created a folder called DUMP in the same directory where the Eboot (to decompress) is.
When process will end, in DUMP folder you will can find Firmware files extracted from the Offical Updater Eboot chosen.
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via red squirrel
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November 22nd, 2007, 21:59 Posted By: wraggster
Slasher has posted a new build of Asterz
This game is going to be constantly updated and made the way YOU want it to be.
Tell me things to add. Weapons, powerups, enemies, anything. Tell me if you want physics tweaked, anything at all tweaked.
This game is going to be molded and shaped the way you want it to. This is a community project and I hope people actually choose to contribute.
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November 22nd, 2007, 20:48 Posted By: Shrygue
via IGN
Were you aware that Japan's Dengeki magazine group recently gave out awards for the PlayStation brand's all time best of the best?
Neither were we.
Apparently, Final Fantasy VII placed quite highly in these so-called "Den-Play Awards." The game took the award for best story, best RPG, and best overall game. Cloud Strife took the award for best character, followed by the other vertices of his love triangle, Aeris at fifth and Tifa at eighth. Six characters in all placed in the top 50, with Sephiroth at 14th, Reno at 15th and Yuffie at 42nd.
Awards awarded, Dengeki PlayStation took the opportunity to get FFXII director Yoshinori Kitase and character designer Tetsuya Nomura to sit down for a lengthy interview recapping the past ten years with the FFVII offshoot. The two offered a few short insights into upcoming projects.
The magazine asked Nomura if Cloud's role will expand from here on out. To this, Nomura responded with, "I have my hands full with Final Fantasy Versus XIII now, so I can't say anything about the future, but the scenario writer, Nojima (Kazushige), says he doesn't want to part from Cloud yet, so there will surely be something."
Next, the PS3 Final Fantasy games. The two were first asked to comment on the changes the move from the PS2 to the PS3 brings to the series.
"On the hardware side," said Kitase, "thanks to the storage space of Blu-Ray and the inclusion of a hard drive, we're able to deal with load times. Regarding the production side of things, because it's a next generation machine, any and all sections require multiple times more work, so it's difficult. With FFVII, we advanced over previous games in all areas, but aiming for the same thing with the PS3 is difficult. For FFXIII, we're looking at what specific areas we should focus on improving."
As for Nomura, the Versus XIII director said, "Compared to the move to the PS2, the move to the PS3 is more difficult. Planning and so-forth haven't changed much as far as work is concerned, but overall, the amount of graphics work has gone up considerably. You can show tiny details, so you have to make put tiny details in your illustrations."
Getting a bit specific on the Versus project, Nomura continued, "It seems that the Versus team was, from the start, trying to get the full specifications out of the PS3, and that takes time. Just the other day, during a Versus meeting, a programmer asked, 'Is it okay to program with PS3 exclusivity in mind?'." I asked why, and he said, 'If we port it to other hardware, we have to program with that in mind.' I responded, 'Of course, Versus is PS3 exclusive.'"
While Nomura admitted that Versus will still take a bit more time, he let slip a big hint on the final shape of the game: Versus may have airships and a world map.
"The other day," said Nomura, "I saw a test of an airship flying over the world map. I felt that I was seeing a Final Fantasy-like screen for the first time in a long time. However, the fact that things have become realistic made us concerned about what to do about the scale. It's the same scale as past FF games, but even then, it's so wide that you can't make out the first town."
Nomura seems to be confident in his team's ability to deliver with Versus, though. "We still haven't announced the Versus team, but there are some well-known members in there, so it will become a good product. Also, we're getting advice from the team working on FFXIII, which is being developed first, so we're progressing well."
Square Enix usually shows new footage from its major titles at the annual Jump Festa event in Tokyo in late December. We'll be sure and let you know if anything related to FFXIII (or even FFVII) shows up.
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November 22nd, 2007, 20:33 Posted By: Shrygue
via Joystiq
The pixel counters strike again! Having already conquered Halo 3 by proving the flagship shooter was 80 pixels below HD (defined here as at least 1280x720), the Beyond 3D forum members are now claiming Call of Duty 4 is only 600p (1024x600 resolution = 614,400 pixels) for both the Xbox 360 and PlayStation 3 versions - that's 120 pixels that have gone AWOL.
The Beyond 3D posters have proven their dedication to pixel counting before with Halo 3, but since we haven't counted ourselves or seen the visual proof prevalent during Halo-gate, we're welcome to be proven wrong.
Update: The tryptophan is starting to affect our ability to calculate. The difference between 600p and 720p (1280x720 = 921,600) is 307,200 pixels [not 120] - which happens to be the exact number of pixels contained within 640x480 resolution.
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November 22nd, 2007, 20:19 Posted By: Shrygue
via Computer and Video Games
Rock band The Romantics have filed a lawsuit against Activision, Harmonix and RedOctane over a cover version of one of the band's songs featured in Guitar Hero Encore: Rocks the 80's.
According to the band, the re-recording of the 1980's hit What I Like About You is "virtually indistinguishable from the authentic version" and confuses consumers into believing that the band actually recorded the music and endorsed the product, reports Billboard.
The suit, filed November 20 in a federal District Court in Detroit, lists California-based Activision, Harmonix Music Systems and RedOctane as defendants. It also names Wavegroup Sound as performers of the music. Plaintiffs The Romantics are seeking compensatory and punitive damages, and are asking that the court enjoin further distribution of the game.
The right of publicity gives an individual protection against others from using his or her identity for commercial purposes without permission, but in most cases this right is only brought into play when well-known voices have been imitated.
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November 22nd, 2007, 20:17 Posted By: Shrygue
via Computer and Video Games
Right-oh, here we have three new screenshots (well, one looks a bit 'arty' actually) from Ubisoft's console RTS Tom Clancy's EndWar, which is being directed by ex-Total War man Michael de Plater.
The game's being built from the ground up for PS3 and Xbox 360 and one of its main features is the ability to play it with your voice.
"It's really easy," creative director Michael de Plater has told CVG about the voice control mechanic.
"You hit the right trigger and you say the order. You can read all the currently available orders on the screen while the trigger is held down just like if you were using a two way radio.
"So all you need to know how to do is to press one button and read. And once you know the commands you don't even have to read them any more."
He continued, "The challenging part of the voice command isn't the interface or the voice recognition. It's having AI units who are smart enough to follow your orders like real soldiers.
"When you say 'Red Team attack Alpha' it's not a bunch of mindless drones marching to Alpha. These guys will use cover, combined arms tactics and terrain. You are the general, you don't need to micromanage every footstep of the most elite soldiers on the planet."
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November 22nd, 2007, 19:44 Posted By: Shrygue
via Eurogamer
Bethesda mouth Pete Hines has said Oblivion expansion Shivering Isles will available to download for PS3 soon.
Word came by way of the company blog, where Hines revealed US gamers will be able to get their hands on SI next Thursday.
Us foreign types may have to wait, however, as Hines cannot offer any confirmation on a European or Australian date just yet.
There is also no indication of how much it will cost. You may remember the 360 version asked for a substantial 2400 Points (GBP 20.40 / EUR 27.91) back in March.
You can, of course, get your PS3 mitts on Shivering Isles buy buying the Game of the Year Edition in December, which also contains mini-expansion Knights of the Nine.
Shivering Isles lets you travel to the realm of Daedric Prince Sheogorath, who is as mad as a hatter. Here you will embark on all sorts of wacky quests as you plough through around 30 hours of new content and gather up new spells, items, armour, ingredients and more.
One for those of you who persisted with Oblivion, then; plenty more of the same to do in even more beautiful areas. But it does nothing to soothe those of you who complained about its mechanics, levelling system and often repetitive questing. Perhaps best avoided if you fall into that camp.
Pop over to our Elder Scrolls IV: Shivering Isles review to find out more.
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November 22nd, 2007, 19:43 Posted By: Shrygue
via Computer and Video Games
Epic boss Mark Rein has finally confirmed that the PS3 version of Unreal Tournament III will not make it to UK stores until "January or February" next year.
The Americans, however, will get their deathmatch fix this side of Christmas. As Rein explained: "Unreal Tournament 3 has been approved by SCEA and has been released to North American manufacturing.
"Midway has started talking to retailers to figure out exact timing and they will have a formal announcement early next week when everyone is back from the Thanksgiving holiday.
"My guess is that Midway will start shipping the title to North American retailers on Monday December 10th and it could show up in stores as early as December 11th but more likely toward the middle of that week."
But he goes on to say localisation will slow our release.
"For PAL territories, specifically UK and Europe, we have a few localization-related tasks to complete and then we should be starting the certification process pretty soon. My best guess is early next year (January or February) for the game to ship over there."
Still, the region-freeness of PS3 means you could grab an import copy if you're desperate to shoot people over the holiday.
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November 22nd, 2007, 19:42 Posted By: Shrygue
via Eurogamer
KOEI has told Eurogamer that futuristic racer Fatal Inertia will be a better game on PS3.
The company is spending more time on it after the 360 version failed to ignite critical fuses when it was released in September. According to a spokesperson for the publisher, they're polishing up technical areas and putting together a more enticing demo than Live customers were treated to.
New content is a possibility, too, although nothing concrete is known at this point.
KOEI US recently offered next spring as an expected date for the title. However, we were told nothing has been decided internally and it is currently "in development for 2008", as it's always been.
Fatal Inertia began life as a PS3 exclusive, but met delays because it was fiddly getting it to work with Unreal Engine 3.
The game lets you zip around interesting courses like canyons and caves in futuristic flying ships, using all sorts of innovative weaponry to hamper the progress of your opponents.
Unfortunately it was let down by a poor frame rate and ill-conceived technical features in the 360 version. KOEI is hoping to iron out those kinks in time for the PS3 release.
Head over to our Fatal Inertia review to find out more.
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