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April 22nd, 2007, 02:15 Posted By: wraggster
via pspfanboy
Silent Hill: Origins had seemingly disappeared from the public eye, with many (including ourselves) fearing its cancellation. The game showed early promise, with impressive graphics and Resident Evil 4-style gameplay. However, it wasn't long until there were reports of troubled development: Climax, the game's developer, laid off numerous employees. Then, it was conspicuously absent from Konami's Gamers Day.
Well, looks our fears were unwarranted. Game Informer has a new exclusive preview up: "The kicker was that even though the game was on a much smaller screen, our hands sweated and heart pounded as if we were playing a full-on entry in the series. If you're sensitive to scary content you'll probably not be playing this with the lights out and headphones on like the game recommends. With that said, it looks like Climax is on the right track with Origins."
We're incredibly relieved that the game has taken a turn for the better. Check out Game Informer for more screenshots and videos.
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April 22nd, 2007, 02:13 Posted By: wraggster
via pspfanboy
Enough with the mini-game collections, and the kart racing games. The next Ape Escape game for PSP is finally taking the series back to its roots ... sort of. New screenshots from Famitsu reveal new platforming antics for the upcoming game. However, unlike the original, you're not trying to catch these monkeys--you're playing as them! We recommend that you look at the pictures and try to understand the game by yourself. As you can see, machine translations of Japanese websites never work well.
Screens Here
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April 22nd, 2007, 02:10 Posted By: wraggster
via pspfanboy
UK retailer GAME may have accidentally leaked a crucial tidibt about the upcoming PS3 version of SingStar. The karaoke game allows wannabe performers to record their performances with EyeToy and post them online to a personal SingStar page. In addition, players will also be able to save their recordings to PSP, to share with friends at any time. With both a PSP system and SingStar handy, you'll be able to show off your next embarassing karaoke performance forever.
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April 22nd, 2007, 01:19 Posted By: wraggster
You've got to hand it to that Jack Sparrow. Even after a giant kraken burps up half of the digested crew of the Black Pearl in his face, the scallywag still manages to find his way into a third Pirates of the Caribbean flick and the licensed movie-game.
Hey, we're not complaining. We haven't seen so wily a character as Jack, played with over-the-top panache by the exceptional Johnny Depp, in a long while. In Pirates of the Caribbean: At World's End, the upcoming swashbuckler from Disney Interactive Studios, Sparrow is re-created in fine form, thanks to a bang-up facial scan. Disney enlisted Industrial Light and Magic to help with the characters, and you'll instantly recognize almost all the major players from the films: Elizabeth Swann, Will Turner, Davy Jones (looks great), the crew of the Pearl and Jones's crew of underwater sea villains, including the first mate hammerhead.
At World's End spans both Dead Man's Chest and the upcoming summer blockbuster of the same name, and we recently got to play through a few levels from the first half of the game. Disney was tight-lipped on the levels inspired by the third movie. If you check out the trailer here, you can bet Jack and company will visit some exotic locales like the Far East, navigate past giant icebergs, and shoot cannonballs. Lots of cannonballs.
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April 22nd, 2007, 01:18 Posted By: wraggster
Set a game in 1960s San Fransisco and it's likely to conjure up images of a mind-bending rhythm actioner with psychedelic visuals guaranteed to pop your eyeballs in an explosion of colour. This is Hei$st however, a brutal bank-robbing game which involves car-jacking, hold-ups and vicious shootouts. So much for 1969's Summer of Love.
While the hippies got high and the cool cats lapped up the city's new-found open-mindedness, Johnny Sutton enjoyed his first day out of the slammer. The latest in a long line of high-profile thieves, Johnny was banged up for following in the family's footsteps and pulling off a small-time robbery. Thing is, being inside didn't put him off a life of crime; instead it gave a thirst for the major league, an ambition to become known as the greatest bank robber of all time.
We've only seen snippets of the city but hope it's busier in the final game.
So begins Hei$t, a shooting 'n' stealing epic set in an open-world recreation of '60s San Francisco. It's a cross between Grand Theft Auto and a squad-based shooter like Ghost Recon, with players stepping into the no-doubt-stolen shoes of Johnny, out to make a name for himself.
It's not quite that simple, however - you can't simply walk into the first bank you see, empty the vault and then sit back and watch the credits roll. Every job needs to be meticulously planned otherwise you'll be back behind bars in a flash. That's where Uncle Sal comes in; he's the brains behind the outfit, the guy you go to when you need blueprints for the bank, details of the vault, the locations of the cameras - whatever you want, he'll get it for you, providing you give him time.
Pulling off a successful robbery is still not easy though, even if you're armed with every last piece of info on your target. Learning from experience is the only way you'll get the skills needed to tackle the bigger jobs, so it's best to start off small. Thankfully, Sal can help out here too, by highlighting the smaller local banks whose security isn't quite so tight. Once you've picked a target it's into the car and off around the city.
It's worth noting at this point that much of the city we explored in this very early build of the code looked desolate and sorely lacked detail. Compared to the bustling streets in the GTA IV trailer, Hei$t's city looks like a ghost town, with few cars and even fewer people trawling the streets. While we have no doubt the game will be considerably more populated and detailed by the time it's released in October, it was certainly the weakest part of the game so far.
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April 22nd, 2007, 01:16 Posted By: wraggster
If you think the ASBO-ridden streets of Manchester are a nasty place to get caught after a Friday night out, spare a thought for the poor folk who live in the Middle Eastern city of Al-Khali. Turns out this once-peaceful town was built on top of the ancient ruins of a dozen conquerors and one Wednesday afternoon - or maybe it was early evening - all hell broke lose and a portal to the underworld opened up, allowing a tidal wave of unspeakable evil to come flooding through that, unless stopped, will spell the end of the world.
If ordinary weapons don't have any effect, try magic.
All is not lost, however. Like the proverbial thug-nicking bobby on the beat, Al-Khali has its own police presence, but the guys who are patrolling the streets in this game are a hell of a lot meaner than the rozzers who roam the local estates. In fact, the Jericho team are a bunch of misfit psychopaths who probably shouldn't be trusted with high-velocity machineguns, but they're the only suckers stupid enough to enter the city limits of Al-Khali to find out what exactly's going on.
So begins Jericho, a squad-based, horror-themed first-person shooter penned by British gore god, Clive Barker. After all contact with Al-Khali was lost, a seven-man strike team - the Jerichos - were sent into investigate. It's an adventure that travels through time and space, with team Jericho fighting through the modern-day city, as well as incarnations set during World War II, the Crusades, during Roman times and back to the fourth millennium BC, when the trouble all started.
Starting in the modern day, scouring the labyrinthine streets, the Jerichos are surrounded by demolished buildings which rise up on each side while flaming debris lies scattered across the ground. More worrying however, is the army of ghoulish freaks roaming the shadows. These skeletal warriors have travelled up from the depths of Hades and, within seconds, it all kicks off.
full article
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April 22nd, 2007, 01:15 Posted By: wraggster
You're just an ordinary guy trying to survive." So says Dean Martinetti, producer at Sparks Unlimited, after demoing the opening scene in Turning Point: Fall of Liberty, in which a flat-capped builder becomes the unlikely hero of the US resistance. However, there's nothing ordinary about what we've just seen, because the streets of New York - its tower blocks and famous landmarks such as the Empire State Building and Statue of Liberty - are engulfed in flame and are being unceremoniously razed to the ground by an invading German force. Nationalist flag-waving this ain't - well, not unless you're a Nazi - and contrary to Call of Duty and Medal of Honor et al, there's no heroic leader to save the world and the US doesn't win.
Enemy fighters scream between buildings as you make your descent.
Turning Point: Fall of Liberty is a departure from the traditional war-torn first-person shooter because it takes a genre that's been milked of all creativity and breathes new life into it. Sure, you use guns to mow down Nazis and the action rarely shifts out of fifth gear, but there's a lot that's different about Turning Point. Take the story: In 1931 Winston Churchill is hit by a taxi, an event that actually happening all those years ago. Only, in the game, the accident was fatal, so there's no Churchill to deliver that speech and no leader to inspire the troops to victory. Instead the Nazi force overthrew the British, pushing our boys out of France and seizing control of Europe. Eight years later and the Germans have amounted a vast army which is sent across the Atlantic, ready to take over the US.
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April 22nd, 2007, 01:13 Posted By: wraggster
If you were a child growing up in the '80s, you were aware of the cultural phenomenon known as the Transformers. The wildly popular cartoon that initially ran for almost 100 episodes spawned an animated movie, massive toy and merchandise line, and became a pop culture reference. Well, it's taken more than twenty years, but the Transformers will be returning to the silver screen this summer. Thanks to Activision and Traveller's Tales, the galaxy spanning battle between Autobots and Decepticons will rage in homes as well when Transformers: The Game is released this June.
Tied very closely to the story of the movie, the plot of the game revolves around the discovery and retrieval of the Allspark, an item that provides the life giving soul for every Transformer. Hidden away on Earth during the massive war on Cybertron between Autobots and Decepticons, the Allspark could tip the balance of power to either side, making it a valuable tactical prize for both factions. Unfortunately for the unsuspecting humans on Earth, their world is about to become the latest battlefield between the robot warriors. Here's where players come in: as soon as the game starts, you're given your chance to decide which side you want to play. If you choose the Autobots, you attempt to protect Earth and its inhabitants from the ravaging forces of the Decepticons. This selection follows many of the events from the film rather closely. On the other hand, if you select the Decepticons, you'll follow a "what if" scenario where the evil machines smash their way through civilization.
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April 22nd, 2007, 01:12 Posted By: uberjack
Hello everyone,
I have just finished work on a new MSX emulator, fMSX-PSP. You will find it at the following URL:
http://www.akop.org/psp/fmsx/
Thanks
Heres more details:
fMSX-PSP is a port of the fMSX emulator to the PlayStation Portable platform. It is based on version 3.1 of fMSX and should run on any PSP with firmware 1.50 in user mode (if you have luck running it on another firmware revision [with or without a special tool], drop me a line).
The emulator uses GU (Graphical Utility Toolkit) for rendering and runs at 100% speed for most games (with 0 frames skipped at 300Mhz clock speed, or with 1 frame skipped at 222Mhz).
New features
v3.1.1 (April 20, 2007; Current version):
Three available rendering modes: normal size, 4:3 scaled, 16:9 scaled
State loading/saving, with a thumbnail icon for each state (up to 10 states per game)
Controls configurable for a particular game
Frame limiter, frame skipping, vertical sync, PSP clock frequency adjustment
Support for two cart slots and two disk drives
On-screen virtual keyboard
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April 22nd, 2007, 01:11 Posted By: wraggster
If they wanted to, Disney Interactive Studios could probably put together a Flash-based game where players attempt to toss bottles of rum into the mouth of a poorly animated Johnny Depp and sell the thing to thousands of ravenous Pirates of the Caribbean fans. Thankfully, that's not the plan for Pirates of the Caribbean: At World's End.
This week, the House of Mouse let IGN get its hands on the videogame that combines action from the movies Pirate of the Caribbean: Dead Man's Chest and unreleased Pirates of the Caribbean: At World's End. The first thing that jumps off the screen with At World's End is the detail developers have already put into this tale. Orlando Bloom's face is spot on, the drunk-like stagger of Captain Jack Sparrow is recreated with the push of the joystick and vocal doubles for the cast of characters are perfect.
Nice hats.With the theater release of Pirates of the Caribbean: At World's End about a month away, it's about time for the marketing machine to kick into high gear and bring "Yo-ho" back as a household word, and videogames are going to be a big part of that - seven incarnations of the film are being released simultaneously. The PS3 and Xbox 360 versions are identical, the DS is its own entity, and the Wii, PS2, PSP and PC all share the same version with some slight variations when it comes to control. While the 360 and PS3 focus on recreating the look and feel of the movies, the other models focus on unique gameplay.
There are three basic attacks for a pirate - a light sword attack, a heavy sword attack and an item attack. Although the swordplay will be the meat and potatoes of this high-sea adventure, plucky pirates can pick up guns and knives along the way. A HUD in the upper-left corner of the screen keeps track of how many bullets, throwing knives and chickens - that's health for these sea-lovers - remain as well as how many "Black Pearls" are left. Rather than just let you be a yellowbelly and hold down the block button for the duration of an attack, developers instituted the Black Pearl system to keep you honest. Each time an opponent lands a hit on your block, a quarter of one of your pearls disappears. If you exhaust the pearls, your blocking is disabled until it has time to recharge.
Although the scurvy dogs showing At World's End wouldn't say how the movie will end end, they were happy to showcase select levels from the game, which feature key battles and extended stories from the films. One level - Isla de Pelegostos - put players into the swashbuckling sneakers of Will Turner as he teamed with Jack to escape the savages holding the duo captive. The setting drew heavily from Dead Man's Chest as Will freed trapped pirates and jogged across bridges, but wasn't limited to what happened in the flick. As the savages attacked young Mr. Turner, he had multiple choices as far as how he could dispatch them. Will could hack at them with his sword, shoot them, grab them or perform the special move called "Ole" - when enemies rush at a the main character, the player can hold the correct button and move the joystick to one side to perform a sidestep maneuver that, in this case, sends bad guys past Will and over the cliff.
Can't we settle this in a dance contest?The game even made use of interactive cinemas as Will and Jack battled a trio of natives on a rickety bridge. Once the bad guys met the duo on the walkway, the game cut to a movie where buttons would pop on screen. If a player hit the right buttons quickly enough, the cinema progressed with Will and Jack laying the smackdown on some natives, but if a button was missed, the scene started from the beginning.
At World's End won't drop anchor on consoles for another month, but it's clear Disney is on the right track and keeping with the humor and character of the movies -- and if that doesn't excite fans, the pirate's booty of unlockable characters to plays as, pirate rankings and more should have them eager to set sail and pick up this title.
via IGN
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April 22nd, 2007, 00:59 Posted By: wraggster
via ps3fanboy
We say confirmed with a question mark because the debate is still up in the air, but apparently there was a little scuffle between a group of message board visitors and a Gran Turismo development staff member regaring the issue of damage to the licensed cars. The staff member worked on Gran Turismo HD and is hard at work on Gran Turismo 5, which is awesome. But here are a few quotes from the guy worth scratching our chins over:
"...We're not ready to implement damage until they can be shown in a truly authentic way (which is extremely hard work if you think about it)."
Damage in Gran Turismo would make the franchise unstoppable, don't you think? He responds: "No I mean, really, really, really hard work... to the extent of creating another game, almost. From our standards, what other games are doing is "simplified damage". You know how [anal] we are when making our games... we would want to simulate every single dent differently."
Not sure why they bleeped out anal -- it's a perfectly appropriate word, because Polyphony Digital really does get down to the most painstaking detail when crafting these games. So what's this sound like to you? The staff member who said this checks out. He's completely legit (but we can't reveal the obvious). We're saying there won't be damage this time. Maybe for GT5 A-Spec or something. I dunno. I won't mind. Besides, you're not supposed to crash in the driving sim games.
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April 22nd, 2007, 00:53 Posted By: wraggster
Via Slashdot
4.) 'Homebrew Gaming' by Anonymous Coward, maynard, and flitty
If someone manages to get homebrew games running on the PS3, will there be firmware updates to stop this kind of development, to protect your software developers, or is homebrew something you are planning on and even encouraging? Is there a chance that the policy of restricting access to PS3 graphics hardware (via the hypervisor) could be revised to encourage us homebrew developers? How does this strategy differ from your strategy with PSP homebrew? Has Sony considered offering kernel patches and an RSX optimized OpenGL library for PS3/Linux?
Phil Harrison: Now, let me first say that Homebrew is sometimes a misused term and so for the purposes of this answer I will exclude pirates and hackers with illegal intentions from the definition.
I fully support the notion of game development at home using powerful tools available to anyone. We were one of the first companies to recognize this in 1996 with Net Yaroze on PS1. It's a vital, crucial aspect of the future growth of our industry and links well to the subtext of my earlier answers. When I started making games on the Commodore 64 in the 1980's, the way I learned to make games was by re-writing games that appeared in magazines. Really the best bit about a C64 was when you turned it on it said "Ready?" with a flashing cursor - inviting you to experiment. You'd spend hours typing in the code, line-by-line, and then countless hours debugging it to make it work and then you'd realise the game was rubbish after all that effort! The next step was to re-write aspects of the game to change the graphics, the sound, the control system or the speed of the gameplay until you'd created something completely new. I might share this with a few friends but not for commercial gain at that time. But the process itself was invaluable in helping me learn to program, to design graphics, animations or sounds and was really the way I opened doors to get into the industry. Now, those industry doors are largely closed by the nature of the video game systems themselves being closed. So, if we can make certain aspects of PS3 open to the independent game development community, we will do our industry a service by providing opportunities for the next generation of creative and technical talent. Now having said all that, we still have to protect the investment and intellectual property rights of the industry so we will always seek the best ways to secure and protect our devices from piracy and unauthorized hacking that damages the business.
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April 22nd, 2007, 00:53 Posted By: wraggster
Via Slashdot
4.) 'Homebrew Gaming' by Anonymous Coward, maynard, and flitty
If someone manages to get homebrew games running on the PS3, will there be firmware updates to stop this kind of development, to protect your software developers, or is homebrew something you are planning on and even encouraging? Is there a chance that the policy of restricting access to PS3 graphics hardware (via the hypervisor) could be revised to encourage us homebrew developers? How does this strategy differ from your strategy with PSP homebrew? Has Sony considered offering kernel patches and an RSX optimized OpenGL library for PS3/Linux?
Phil Harrison: Now, let me first say that Homebrew is sometimes a misused term and so for the purposes of this answer I will exclude pirates and hackers with illegal intentions from the definition.
I fully support the notion of game development at home using powerful tools available to anyone. We were one of the first companies to recognize this in 1996 with Net Yaroze on PS1. It's a vital, crucial aspect of the future growth of our industry and links well to the subtext of my earlier answers. When I started making games on the Commodore 64 in the 1980's, the way I learned to make games was by re-writing games that appeared in magazines. Really the best bit about a C64 was when you turned it on it said "Ready?" with a flashing cursor - inviting you to experiment. You'd spend hours typing in the code, line-by-line, and then countless hours debugging it to make it work and then you'd realise the game was rubbish after all that effort! The next step was to re-write aspects of the game to change the graphics, the sound, the control system or the speed of the gameplay until you'd created something completely new. I might share this with a few friends but not for commercial gain at that time. But the process itself was invaluable in helping me learn to program, to design graphics, animations or sounds and was really the way I opened doors to get into the industry. Now, those industry doors are largely closed by the nature of the video game systems themselves being closed. So, if we can make certain aspects of PS3 open to the independent game development community, we will do our industry a service by providing opportunities for the next generation of creative and technical talent. Now having said all that, we still have to protect the investment and intellectual property rights of the industry so we will always seek the best ways to secure and protect our devices from piracy and unauthorized hacking that damages the business.
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April 21st, 2007, 23:08 Posted By: wraggster
via joystiq
"God of Wa: Chains of Olymp" which we assume is most of the title of the God of War PSP game. It's set to complete its display in a couple of days when we hope it will say God of War: Chains of Olympics 2008: Kratos & Mario & Sonic. But it will probably say God of War: Chains of Olympus, because that's just the way life works.
You know what else? We're not going to tell you how we found it. We'll just say it's the latest addition to IslandOfRhodes.org, which has become a veritable cornucopia of GoW secrets, and leave it at that. If you're interested in tracking this title down, we're sure that you can find that sort of info, but you're not getting it from us. Trust us, it's an hour of random clicking that you're just not going to get back, and by keeping it from you, we have given you the gift of an hour of your life. Now go, and please ... pay it forward.
More Info
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April 21st, 2007, 22:31 Posted By: wraggster
via cvg
Akira Yamaoka has worked on Konami's Silent Hill series for a while now. He was producer on the PC version of Silent Hill3, but he's more famed for his work in the sound department. Yamaoka have given a few details on Silent Hill 5 in a recent magazine interview.
"At the moment I cannot reveal much detail on the story, or our progress, but I can tell you that this game will resemble Silent Hill 2 in the terms of the way the player is directed and the characters' behaviour," he told Game Pro magazine.
What platform the game will eventually appear on still seems up I the air. We reported in August 2004 that a final decision for what platform the game would release on wasn't set in stone. It was that long ago we were still calling Xbox 360 Xbox 2!
PlayStation 3 is the obvious target given the history of the series, but with a smaller install base than Xbox 360, could 5 be launching simultaneously on more than one console?
"At this time we are still not sure," confessed Yamaoka . "We are thinking of putting the next game on the next generation consoles like PlayStation 3 and Xbox 360, but we have had a good past experience with PlayStation [where the series was born] and we hope to continue that trend, but there are no definite plans as of yet."
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April 21st, 2007, 22:28 Posted By: wraggster
There's quite a buzz about Eidos' latest Lara Croft outing Tomb Raider: Anniversary and, perhaps catching a few people off guard, looks set to be one of the best titles the series has witnessed.
As such, a new trailer that's been released is definitely worth viewing. Featuring around 30 seconds of gameplay it reveals Anniversary's Egyptian underworld, which we got to check out first-hand during a recent trip to Eidos headquarters.
Tomb Raider: Anniversary's a combination of the best parts of the original Tomb Raider title and Legend's control system and game engine, and is being developed for PC, PS2 and PSP at Crystal Dynamics. Despite the trailer saying "Coming June 2007", the game's actually expected at the end of May.
Trailer Here
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April 21st, 2007, 22:25 Posted By: wraggster
via cvg
Mortal Kombat creator Ed Boon has explained that his next game is "going to be a real serious Mortal Kombat" in an interview with CVG.
Speaking about what's coming after Armageddon with us earlier in the week, he said the new title will be "a lot more realistic-looking... we're not going to joke around in this one, it's not going to be like jokes".
It suggests a more edgy style for the next Mortal Kombat game, Boon reaffirming that it'll be "a lot grittier, dirtier" than previous titles in the series.
"It's going to be a fighting game, definitely, but after that anything can go", he added, talking about the fact that he's starting from scratch for the new game.
"We're not putting any restrictions like we HAVE to keep weapons or we HAVE to keep fighting styles and stuff like that... we're going to... try to introduce as many new characters as possible, new features, new stuff like that and take advantage of the amazing presentation, graphics that all of a sudden you can do, things that are a lot more real."
He also revealed his team is "trying to take advantage" of the motion-sensing features of the PS3 controller and the hardware of the new console generation in general and "do the most we can with them".
"It's probably not going to come out until then end of 2008," Boon said about a release date for the new Mortal Kombat game, adding that a first full reveal is still likely around a year away.
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April 20th, 2007, 22:11 Posted By: mikebeaver
Dark Alex has released a new Custom Firmware for the PSP that supports the very latest firmware
Changes 3.30 OE-A -> 3.40 OE-A
- Updated from 3.30 firmware to 3.40
- Security patch: Fixed a bug that has been in all 3.XX OE, that caused random data to be written to a location
in lcdc.prx or (in worst case) emc_sm.prx ram space.
- Autboot that is missing since 3.03 OE-C has been reimplemented.
- Improvements in the flasher. It will now generate also the flash1 directories, and it will
check that the dxar is the correct for this update, so no more bricks by accidentally using
other DATA.DXAR.
Note about pops. I recommend people to backup their savedata before proceeding to change them
(Sony has changed the savedata format, and they force you to change the format in 3.40 if you want to play them).
If a plugin to load previous firmwares pops appear, the savedata will have to be in the old format for those firmwares,
that's why it is better to have a backup of them. Psx savedatas are in /PSP/SAVEDATA/[code of game]
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April 20th, 2007, 19:39 Posted By: Shrygue
via PS3 Fanboy
We're serious, despite there being hardly any news on Silent Hill 5. Akira Yamaoka recently sat down with the German side of GamePro and spilled the beans on some details of the title. Oddly, not much has changed from when we last talked about the game, but that's a good thing because the game seemed like it was on the right track. We'll summarize the interview.
- The game, as previously told, will resemble the best Silent Hill game in terms of player direction and character behavior. The best is, easily, Silent Hill 2.
- The game's platform is still up in the air. PlayStation 3 and XBox 360 are obvious choices, but Akira hints at what may be a timed exclusive by saying that "we have had a good past experience with Playstation [where the series was born] and we hope to continue that trend."
- Akira will probably be lead sound guy again, which is great.
- They're not going to adopt the system used in the PSP Silent Hill: Origins because Akira said it didn't show off enough of the environment and surroundings... and that's what makes the games so awesome.
Short interview, but it gives us a clear enough idea of what to expect. Still no scans floating around, although we're sure that'll change sooner or later. Come on, Konami, let's get this game rolling!
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