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March 22nd, 2007, 18:30 Posted By: wraggster
We're being given a teasing glimpse of Codemasters' horror-fest Clive Barker's Jericho in a new trailer running for just over a minute. Get your pants scared off by taking a peep via our video player on the right.
In development for PC, PS3 and Xbox 360, Jericho's a squad-based FPS that relates the story of Jericho Team, a seven-man strike force established to protect the government from paranormal threat.
Clive Barker is steering Jericho all the way from conception. "I'd love people to think of Jericho the way I thought of - let's say Alien - when that movie was about to come out.
Teased with glimpses but never given the whole monstrous truth until the story was told on the screen. Jericho should be the same - unique and terrifying", the author said in a interview published on the site yesterday.
Trailer Here
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March 22nd, 2007, 18:26 Posted By: wraggster
Just in case you were thinking Colin McRae Dirt wasn't diverse enough, Codemasters is set to add C.O.R.R races (Championship Off-Road Racing) into the game.
C.O.R.R events throw ten racers, driving different vehicles from buggies to trucks, into a chaotic race around dirt tracks.
With Rally, Hill Climb, Rally Raid, Rally Cross and Crossover events already in there, Dirt could be the most comprehensive rally game ever.
Screens Here
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March 22nd, 2007, 03:40 Posted By: wraggster
SG57 has posted his entry into the Neoflash Coding Competition:
Well, I wrote up a nicestoryline, controls, objective, etc. but the time i clicked 'submit' my internet was out, and i hadnt copied my entire post
Ok, ill be quick about it.
Screenshots are attachted.
Download is attachted.
Fire - X/R trigger
Reload - []/L trigger
Puase - Start
Screenshot - Select while NOT paused
Return to main menu - Select while paused
highscores arent implemented 100% yet, as theres a bug in my method as of now. Ill update this in a couple of days with a fix.
Now, there are some bugs ive just noticed. Theres a certain place you can look that makes the left 10 pixels of the screen or so not refresh properly. I cant do anything about this as its happened to me in C before as well, soim guessing the graphics library is the problem.
Another is that the time may get f'd up. Im not sure why, as i havent lookd into it fully. Ill fix it in the next release.
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March 22nd, 2007, 03:34 Posted By: wraggster
News from Zettablade:
I've changed a massive amount of code and such in this release. It's faster, and more efficient. It can also draw some simple shapes (dots, lines, and a bunch of differrent rectangles). Also have a lot of the features documented (<PATH_TOV_LIB)/html/index.html).
Since so much has changed in this version, I suggest you checkout the sample and read up on the documents. If you any errors, bugs, or issues, please notify me immedialtly. Next version (v1.7) will have all the image loaders working, and a complete model loader! I'll start up v1.6 (development) tomarrow. Enjoy!
Quote:
::Features::
- Loads PNG images
- Load image into ram and vram
- Auto-swizzles images upon loading (makes for a much faster blit)
- Draw images
- Rotate images
- Crop images
- Draw an image from a specified center
- Unload images
- Enable/Disable linear filter
- Powerful input checking
- Functions for start and stop library and drawing
- Some benchmarking functions
- Display models
- Primitive display list
- 3rd person camera
- Timed movement
::Todo::
- Bugfixes! (yay?)
- Optimizations (duh!)
- Add in support for the following image formats.
tga bmp jpg/jpeg/jpe
- Add in support for the following 3D model formats.
obj md2 (these ones eventually) 3ds maya blend
- Add in support for the following audio formats
at3 wav
- Write a player to play all the media formats listed above
- Better use of display lists
- Add image alpha masking
- Add in a bitmap font loader and printing function
- Graphical filter functions
lighting, reflection, cell shading (need more)
- Terrain generator
- Mip-Maps
- Functional 1st person camera
- More powerful/faster 3rd person camera
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via zettablade
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March 22nd, 2007, 03:30 Posted By: wraggster
via pspvault
Good news from Asia tonight as the Japanese online game shot GDEX now lists a Japan-only limited edition package of DJ Max Portable 2.
For those that don't know, DJ Max Portable 2 is a sort of Beatmania clone published by Korea's "Pentavision." Though Pentavision may have published an international edition of the first DJ Max Portable, with English text, the title never saw an official release outside of Korea. Thus it remained a quiet success.
Let's take a closer look inside.
That's why it's good news DJ Max Portable 2 will be seeing something of a release in Japan. However, there's no word on this release being "official" either -- there's nothing on SCEJ's homepage yet, and Gdex states that they have a "direct contract with the game maker" -- the game does have Korean, Japanese, and English interface settings available. Pentavision is evidently keen on getting international users onboard with the DJ Max Portable series, even if it's under the radar of the local Sony Computer Entertainment divisions.
Anyway, via this Japanese page we've learned a few new features of the game (new points bolded):
Over 60 original songs
5-button mode
New "Fever" mode
Easy mode, for beginners
Soundtrack across 4 discs -- the "most DJs in the history of gaming"
Over 500 hidden items
Linkage with DJ Max Portable for owners of the first game -- play the original songs using the new play systems
Korean, Japanese, and English interfaces
Remote control support -- use DJ Max Portable 2's Soundtrack Mode to enjoy songs whenever and wherever
Customizable control configurations
As you can see, DJ Max Portable 2 is shaping up to be even bigger.
This Japan-only package, called the "DJ MAX Portable 2 Premier Limited Edition ~Champagne Gold~" comes to Japan in addition to Japanese releases of the Night Black and Metallic Silver limited edition packages.
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March 22nd, 2007, 03:28 Posted By: wraggster
Heres an excerpt:
Shack: Many gamers are hoping that Full Auto 2: Battlelines for the PSP won't be a quickie port of the PlayStation 3 game. How does the handheld version compare to its more powerful relative?
Russell Rice: We never really approached the game with that in mind at all. We really looked at what it is that makes it Full Auto, which in a nutshell is: Fast paced, arcade racing with guns and destruction. With that in mind we sat down to make an all new Full Auto experience for the player with new worlds, cars and weapons. We did borrow a few cars and weapons from the PS3 version, but other than that, we created a fresh new experience that is definitely Full Auto from the ground up.
Full Article
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March 22nd, 2007, 03:26 Posted By: wraggster
New release from Art:
Hi Guys,
Here is a program that will run on any of the pictured mobile data terminals
which provides for use of the barcode scanner and keypad for use with the
PSP.
This is the most portable barcode scanner solution you'll find.
I had to find a compiler and write this myself since I found nothing on the
net that did both. Data is output at 9600 baud 8,N,1.
School kiddies forget about it... you can expect to pay a couple of thousand
dollars for one of these units, but I have seen one on eBay for $800.
You'd still need a serious use for one to justify that price, as I have.
The unit connects via the serial port at the PSP headphone connector,
just as my (or Deniska's) GPS does. I thought I'd upload it because you
won't ever find one anywhere else.
Cheers, Art.
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via art
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March 22nd, 2007, 03:22 Posted By: wraggster
Why anyone would buy a console to smash it up is beyond me, obviously more money than sense but a Youtube user has posted a load of videos of him and his mates doing that
Videos Here
Does anyone else think the word muppets comes to mind ?
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March 22nd, 2007, 03:18 Posted By: wraggster
via pspfanboy
PSP is no stranger to the RPG genre. XSEED, publisher of the upcoming Valhalla Knights, is preparing two more adventures for PSP gamers to conquer:
Dungeon Maker: Hunting Ground has you creating dungeons, floor by floor, in order to capture an elusive beast, the legendary Wandering Demon. By improving the layout of your dungeon, you'll be able to lure in more exotic creatures, and fight them in real time using a variety of weapons, magics, and summoning creatures. You'll also be able to trade dungeons with a friend, when this game comes out in July.
Brave Story: New Traveler is a new PSP-exclusive RPG from Game Republic (creators of Genji). You play as an eleven year old boy (pictured) whose life is changed forever when his friend Miki falls ill from a mysterious disease. He must enter the world of Vision to find the Goddess of Fortune to make his wishes come true. This RPG doesn't have a release date yet, but is expected to come out Q3.
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March 22nd, 2007, 03:17 Posted By: wraggster
via pspfanboy
Jeanne d'Arc has easily been one of our most anticipated games for the system. Sony Computer Entertainment of America has just announced a US release date for this strategy RPG, and it's a little sooner than we thought. This August, players will be able to take on Level 5's latest SRPG, based very loosely on the story of Joan of Arc.
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March 22nd, 2007, 03:13 Posted By: wraggster
Codemasters' Colin McRae rally franchise has generally been considered the preeminent off-road racing series for years now. Release after release, Codemasters has raised its own bar and incorporated fantastic controls with showcase visuals. Now the developer/publisher is taking the franchise to the next-gen starting line with DIRT: Colin McRae Off-Road for the PlayStation 3, Xbox 360 and PC.
Built entirely from the ground-up, DIRT is a completely next-generation take on the series and Codemasters has literally rebuilt every bit of the experience from scratch to take full advantage of the systems. From its breathtaking visuals to absolutely massive multiplayer lobbies to even its menu system, the game simply smells like a brand-new car, and an extremely plush one at that.
The first evidence of this is the menu system. Each "window" of the front end, be it the races, option screens or what have you, are represented by floating slats in a full 3D space. Navigating between them moves the camera up and around between the windows. Sure, it's a very small part of the overall experience, but it immediately lets you know that everything from thereon in will be slick.
In order to make the series more US-friendly than ever before, DIRT will include a plethora of US-based locations, vehicles and more. You'll be able to race rally raids, 4x4 events, hill climbs and more, including the entire run of Pike's Peak. Codemasters claims that anything that happens off-road will be represented here in some fashion. One thing along these lines that's new to the series is multi-car racing, and we're not talking ghosts here. You'll actually be able to go toe-to-toe with other vehicles and lock wheels as you fight for dominance over each and every turn.
On a technical level, Codemasters is attempting to push the systems to their limits. Audio is created on-the-fly and is fully dynamic. There are no pre-recorded versions of Doppler or reverb effects here, and the developer has managed to record individual samples for every section of an engine's sound palette. That is, the game doesn't use a single sample and then speed it up or down for higher and lower RPMs, but rather those unique samples are stored in memory for dead-on accuracy to the real thing.
Visually, DIRT is a very impressive title. The game looks just as good in motion as it does in the screenshots, which is saying a lot. Clouds of dust kick up as cars race forward with a fantastic lighting model that creeps naturally across the bodies of the cars. Individual blades of grass can be picked out far into the distance - we didn't notice any sort of draw-in here, resulting in a natural and very smooth landscape to speed past.
The physics system, which Codemasters has always excelled at implementing, utilizes soft body physics so that car part can bend and distort in realtime for completely dynamic damage modeling. Axles can bend, resulting in wheels that rotate in an awkward manner, and doors, roofs and whatever else can become disturbingly mangled if you happen to run off the track.
One of the subtle and yet extremely cool things that we noticed during the demo was the camera work. If you race in the overhead view, the camera will bob and shake as you take jumps and slide around corners. It's still certainly tight enough that no ounce of control or accuracy looks to be lost, but its small and subtle movements help make the game look a little more TV-like in its presentation. Should you prefer to race from a first-person perspective, along with standard rooftop and bumper views, a full in-helmet view is present that allows you to get a view of the wheel, dashboard and such.
DIRT: Colin McRae Off-Road is scheduled for release this June on the PlayStation 3, Xbox 360 and PC. We'll have more on the game very shortly, including some hands-on impressions, so stay tuned.
via ign
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March 22nd, 2007, 03:11 Posted By: wraggster
Fanjita posted this news
A few clarifications about piKey:
Right now, an IR keyboard is probably your best option. USB keyboard support will likely never be possible.
The list of supported IR keyboards is limited by Monsti's IR library (which is used by piKey). Although in theory it could support everything listed in the pspirkeyb.ini file, in reality only the following keyboards have so far been tested fully so far:
Nova ETS - works fine, but may have problems with keyrelease events.
Targus Universal Wireless (I think this one is the best option so far - a nicely repositionable IR transmitter, and a properly implemented IR protocol. See original piKey article for links to it on Amazon).
These ones are known not to work properly yet:
Belkin IR - needs an updated keymap.
Palm Universal Wireless - has issues with the current keymap.
IRWave IR620K PS/2 to IR adapter - needs a new keymap.
No directly-connected serial keyboard is yet supported, the serial connection is for terminal-style connections at the moment. It is probably doable if we have access to serial keyboard hardware.
Supporting new keyboard hardware is expensive and time-consuming. If you want support for a keyboard that is not yet fully supported, you may need to either write the driver for it yourself (or fix up the version in libpspirkeyb, if present), or donate funds so that we can buy the hardware and do it for you. It's definitely not finished yet, but should work well enough for you if you have one of the supported keyboards. .
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March 22nd, 2007, 03:08 Posted By: wraggster
The Media player for the PS2 is updated once more, heres whats new:
Changelog for Version 2.0 (Rev.3):
- fixed "short freeze" issue during back scrolling;
- fixed confusing GUI behavior during device hotplugging while in SMS menu;
- fixed corrupted video in some .avi files (QPel+AC3);
- presumably fixed freeze issue with .avi files while loading index;
- new VU IDCT microprogram (smaller and faster, so all VU microprograms are
squeezed now in 4KB VU0 micro memory, leaving VU1 free for possible future
usage (high quality colorspace conversion, for example );
- fixed crash due to incorrectly formatted subtitles (error message
is displayed instead) (Thanks to 'gogydm' for the sample file);
- fixed crash (in fact is "infinite loop") due to very long lines in
subtitles (such lines are just truncated now). Thanks to 'rami1' for the
research/note;
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March 22nd, 2007, 03:05 Posted By: wraggster
New release from bootsector: of the Genesis emulator for the PS2:
Now using older ps2hdd related IRX modules instead of latest
PS2SDK ones because console wasn't turning off!
Fixed minor credits screen scroll bug.
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March 22nd, 2007, 03:01 Posted By: wraggster
via ps2dev
The latest article in IBM's Programming high-performance applications on the Cell BE processor is online. Part 4 is titled "Program the SPU for performance". The introduction:
Write optimal code for the Cell Broadband Engine? (Cell BE) processor's synergistic processing unit (SPU) and have your programs running lightning fast. This installment of Programming high-performance applications on the Cell BE processor covers SIMD vector programming, branch elimination, loop unrolling, instruction scheduling, and branch hinting techniques. Previous installments have covered the basics of the Sony? PLAYSTATION? 3, the Cell BE architecture, and SPU programming.
Available at http://www-128.ibm.com/developerwork.../pa-linuxps3-4
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March 22nd, 2007, 02:59 Posted By: wraggster
via ps2dev
IBM's series on programming high-performance applications on the Cell BE processor continues. Part five concentrates on programming the CPI in C/C++. The introduction:
Write optimal code for the Cell Broadband Engine? (Cell BE) processor's synergistic processing unit (SPU) and have your programs running lightning fast. This installment of Programming high-performance applications on the Cell BE processor covers SIMD vector programming, branch elimination, loop unrolling, instruction scheduling, and branch hinting techniques. Previous installments have covered the basics of the Sony? PLAYSTATION? 3, the Cell BE architecture, and SPU programming.
It's over at www-128.ibm.com/developerworks/power/library/pa-linuxps3-5
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March 22nd, 2007, 01:28 Posted By: Zion
via ZionMax
Il first of all I will start with a update on how development of the game is going.
I have basically put "Dreamchip" on hold indefinatly to work fully on this. So any time i spend coding is on wandria and that has being the case for the last 2 weeks or so now.
The games "Engine" is progressing nicely. This game uses all PSP specific things like GU etc so its being wrote specifically for the PSP platform.
In case you didnt know the game is being coded in "C" not "lua" so the scope and options availible to me are immense.
As for the "Engine", The part that controls "Animation", "Movement", "Collision", "Map/Level Changing" & "Effects" is nearing completion now, with only a few minor things to modify or adjust (just needing a particle engine to finish the effects catagory)
Basically once that part of the engine is complete (Currently 90% done) I can move on to coding the "Character" interaction, which will be very advanced (more details on that later)
After that I can finally start coding the bit im looking forward to doing the most...the "Turn-Based" battle system.
I am planning a lot of special effects and well made system for that too, i have most of it planned already but again i dont want to spoil it by telling you the details as yet.
Now for the request.
I am currently trying to optimise my sound functions and test them to make sure everything is in order, but my sound artist is so swamped with everyday life he isnt as active as i need at this time (he is still on the team just being let do it at his own pace)
So I really need someone who can make/compose original music in midi format (will be converted to xm) so i can test my music functions properly.
Also someone who can make sound effects would be awesome too as the game will need a lot of them.
Rather than last time though, contact me via msn (addy in profile) and show me a sample of your music/sound effects (MUST BE YOUR OWN WORK FROM SCRATCH) and i will decide on adding 2 more sound artists to the team, by judging your work. I think thats the fairest way to do it
Heres a Wandria poster to keep you interested
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March 22nd, 2007, 00:30 Posted By: xg917
Quote From His Blog
Wednesday, March 21, 2007
Frameskip
A couple of people have been commenting about the mysterious frameskip version of Daedalus R9 which appeared a short while ago. I'm not going to link to it because I can't verify where it came from. That said, I've not checked my email for a week so maybe the author has emailed me about it
Anyway, it just so happens that I implemented frameskip in R10 on Sunday, so expect this to be a supported feature in the next official release. I had been planning to add this to R9, but I forgot It's no big deal - it's about 20 lines of code.
It does give a slight speedup, but not always as much as you'd expect. For instance, skipping every other frame won't double the framerate, as not all the time is spent rendering. Paradoxically, it tends to have more of an effect on roms that are already running fairly fast. Hopefully for some roms it will make the different between them being barely playable and playable though.
There are a few other things people have been asking about which I will implement for R10 too:
* A configurable deadzone for the stick
* A configurable framerate limiter
-StrmnNrmn
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March 22nd, 2007, 00:22 Posted By: wraggster
StrmnNrmn posted this news over at his blog:
(This is quite technical post, probably only of interest to other C++/PSP developers.)
Since I fixed the issue stopping the Expansion Pak support from working, I've been testing daedalus with the feature enabled to see if the added pressure on available RAM causes any new issues. Most roms that I've been tested have been running perfectly, but I've been experiencing occasional crashes through running out of memory. I believe this is due to a small leak somewhere, so in an effort to track it down I've been improving the tools I use to track memory usage.
In the improved tracker I override the global new and delete operators, which lets me perform some logging on every allocation/deallocation made during the course of executing the emulator (this isn't quite true, as I don't currently log calls to malloc etc, but it's good enough for my purposes). At the start of each overriden implementation, I keep track of the calling function's return address with the following snippet of code:
u32 ra;
asm volatile
(
"sw $ra, %0\n"
: "+m"(ra) : : "memory"
);
I log this return address along with the allocation size and the returned pointer for every call to new and new[]. For calls to delete and delete[], I just log the address of the memory being freed and the caller's address. This data is all logged to disk across the USB connection using PSPLink.
The logfiles look a little like this:
Allocating 36 bytes - 09c40620 - RA is 08953a94
Allocating[] 8192 bytes - 09c40a00 - RA is 0895e8bc
Allocating 12 bytes - 09c3fce0 - RA is 08964898
Allocating 12 bytes - 09c40970 - RA is 089648b0
Allocating 12 bytes - 09c409d0 - RA is 089648c8
Allocating 12 bytes - 09c408e0 - RA is 089648e0
Allocating 20 bytes - 091ceb20 - RA is 089645e8
Freeing 09c3fce0 - RA is 08962374
Freeing 09c40970 - RA is 089621fc
In order to analyse the results I've written a PC tool which scans through the logfile one line at a time 'replaying' the allocations and deallocations in the same order that they occured on the PSP. The analyser keeps track of the current state of allocations at any point in time, matching up any calls to delete with the corresponding call to new. This means that at any given time the tool has a complete list of all outstanding allocations.
I can discover any memory leaks by shutting down the emulator and continuing to record the logfile while it frees up all allocated resources. By replaying the logfile the analyser can identify any leaks, as these are (mostly) the only remaining allocations at the end of the logfile. I can then run the corresponding return addresses through psp-addr2line to discover where the leaked memory is being allocated from.
The other cool feature of the tool is that it builds up a graphical representation of the state of memory allocations at any point in time. This is really useful for figuring out where all the available RAM is going.
Here's a picture showing where most of the PSP's memory is being used while emulating Mario 64 (I've added the labels on by hand, the tool doesn't do that
Each pixel corresponds to 16 bytes of RAM. The smallest blocks are 64x64x16 bytes = 64KB. 1MB chunks are formed from 4x4 64KB blocks. The black space corresponds to both unallocated memory, and also memory allocated outside of the tracker (e.g. calls to malloc, memory used by PSPLink, the CRT, static data areas etc.) You can see that the "Emulated RAM" accounts for just over 8MB - this is because I enabled the Expansion Pak while testing. Dynarec currently uses about 6MB - Ideally I'd like to reduce this down to around 4MB soon.
You'll notice that almost all the memory Daedalus uses is for these big fixed-size allocations. What little dynamic allocation it does at runtime is limited to:
Keeping track of hot-trace hit counts in the Dynamo implementation
Textures and texture caching
As it turns out, the out-of-memory issues I've been having have been due to the texture cache going crazy and chewing up around 3MB of memory (typically it just uses 200-300KB or so). I've not figured out the root cause yet, but the tool has helped point me in the right direction.
All in all I think this is a pretty nifty utility as it stands, but I've been thinking about a few features that would make it even better:
Log the time and current frame alongside each allocation/deallocation. The analyser can then use this information to see how much 'churn' there is over time. Minimising this should help improve performance and reduce fragmentation.
Every memory allocation has a small housekeeping overhead (for alignment, keeping track of the allocation size etc). The tool could generate a histogram of allocation sizes to demonstrate how much memory is being wasted through tiny allocations, and give some indication of where pooling or freelists might help.
These are probably features for some point down the line however
That pretty much sums up the tool. If this code (either for the tracker or the logfile analyser) would be useful to anyone, let me know and I'll add it to Subversion alongside the rest of the Daedalus code with R10.
StrmnNrmn
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March 22nd, 2007, 00:20 Posted By: Shrygue
via IGN
Leading videogames publisher and developer Namco Bandai Games America Inc. announced today that Eureka Seven Vol. 2: The New Vision has received gold status and will hit retail shelves on April 17. Available exclusively for the PlayStation 2 computer entertainment system, Eureka Seven Vol. 2 brings to life the second prequel leading up to the popular animated series with gorgeous environments, multiple game-play modes, and addictive futuristic combat.
Players take on the role of Sumner Sturgeon, a deserter of a corrupt military organization and star of a futuristic sport called "lifting" where participants ride futuristic "ref-boards" that float on atmospheric particles. After becoming disillusioned with the life of professional lifting, Sumner embarks on a quest to locate and destroy the CFS (Compact Feedback System) a new and dangerous technology. Staying true to the anime series' roots, Eureka Seven Vol. 2 utilizes a unique combination of "lifting" (ref-board racing) and futuristic combat while offering up compelling gameplay.
Featuring the ability to pilot 17 massive robots known as LFOs (Light Finding Operations) each with its own look, attacks and weapons, Eureka Seven Vol. 2 gives players an incredibly unique experience during combat and cut scenes. Gamers can also sharpen their skills by fending off waves of enemies in Survival mode or take on special missions that require the use of new combat techniques in Conflict mode.
Eureka Seven Vol. 2: The New Vision is rated 'T' for Teen by the ESRB and carries an MSRP of $39.99. For more information on Eureka Seven Vol. 2: The New Vision and all other exciting Namco Bandai Games' products, please visit Namco Bandai Games' official website at www.namcobandaigames.com.
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