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March 9th, 2007, 07:37 Posted By: wraggster
New for PS2:
Grand Theft Auto: Vice City Stories is a new game in the Grand Theft Auto series with an entirely new storyline, new missions and gameplay. Grand Theft Auto: Vice City Stories features the interactive, open environment of Vice City with professional voice talent, a diverse soundtrack and high production values that have become trademarks of this landmark series.
Originally released on PSP™, Grand Theft Auto: Vice City Stories has been ported to PlayStation2™. The US release version is in stock today, available at US$ 24.90 only. Please be reminded that this game is NTSC/UC encoded and can only be played on US version PS2™/PS3™ consoles.
Buy Grand Theft Auto: Vice City Stories
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March 9th, 2007, 02:53 Posted By: wraggster
via pspfanboy
There may not be much PSP related news out of GDC yet, but you can comfort yourself by knowing the system has lots of great games already. With that in mind, every day this week we'll feature a new genre and list the top 5 games (according to metareviews), so no matter what you're into, you'll have some idea of what games you should own. Today the focus is on strategy games, which the PSP doesn't have a lot of, but there are some notable and enjoyable ones (like the games on the list below).
Top 5 Strategy games on PSP
Sid Meier's Pirates!
Metal Gear Ac!d 2
Field Commander
Metal Gear Ac!d
Worms: Open Warfare
I know many gamers hated the Metal Gear Ac!d series, but they are some of my personal favorite games on the system. Actually, I enjoyed all the games on this list, except for Pirates!, only because I have yet to try it. But what do you think about these 5 games? What strategy games aren't on this list that you think every PSP owner should have?
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March 9th, 2007, 02:48 Posted By: wraggster
NIgathan has released A small paint application that lets you draw different kinds of designs on the screen using different types of images (brushes).
Heres whats new:
Fixed dual brush mode so instead of one rotating around the other while the other rotates around a center point they both rotate around each other.
Ability to save current drawing to Drawing.png.
Ability to load saved Drawing.png (right now the loaded image is not editable, but it is viewable)
Thanks to PSdonkey now the bug stopping the sound from looping is fixed.
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March 9th, 2007, 02:39 Posted By: wraggster
via pspvault
Despite Sony's failure to release the GPS accessory outside of Japan, they're still churning out titles that support the device. Minna no Golf Jo, developed and published by Sony Computer Entertainment Inc., will become the 5th title to support the GPS accessory. It comes after Metal Gear Solid: Portable Ops, MAPLUS Portable Navi, Minna no Chizu 2, and Homestar Portable. Minna no Golf is known as "Hot Shots Golf" here in North America and "Everybody's Golf" in the rest of the world.
Minna no Golf Jo, or "Everbody's Golf Course," isn't just a game. In fact, the official genre of the game is "Entertainment Golf Tool."
There are two primary uses for Everyone's Golf Course. The first feature takes advantage of the PSP GPS accessory. Basically, you take your PSP to an actual golf course and use it to help you with your golf game. Actual golf course data has been brought in for all kinds of golf courses in Japan thanks to Sony's cooperation with Digital Golf Inc.. By using the PSP's GPS functionality in conjunction with the course data, you're able to tell exactly where you are on the golf course.
If you've never golfed, this information is useful primarily because you're able to tell how far you are from the pin. This helps with your golf club selection. Also of importance is using such data to gain insight into your performance -- if for example your hits always land short of where they're supposed to, it will be very easy to tell exactly which part of your game needs improvement.
For those of you wondering if something like this has been done before, it certainly has. There's even debate in the golfing community about how use of such devices gives you an unfair advantage on the course... but we'll leave that issue alone. Regardless of what you think, it's nice to see such functionality added to the PSP.
Sony plans to have course data available for more than 120 courses in Japan with "VOL. 1" through "VOL. 4" of "Minna no Golf Jo." Volume 1 includes course data for 32 courses in Chiba Prefecture, including the Japan PGA Golf Club. Each volume will apparently feature two discs, making this the first multi-disc PSP game.
Of course, Sony wouldn't release a Minna no Golf "game" without including a game. That's why Minna no Golf Jo includes a custom character creation feature that allows you to create your own character and take them to whatever golf course you want. Unfortunately you can't use some of the more extreme golf moves that were in previous Minna no Golf games,
One final mode worth mentioning is the "Round Strategy Creator" where you can freely move around a course in 3D to plot out potential strokes for your future games. Minna no Golf Jo is expected to hit Japan on May 31st 2007 for 5,980 yen (~$51.36 USD). A version that includes the GPS accessory will go for 9,980 yen (~$85.72 USD).
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March 9th, 2007, 00:14 Posted By: wraggster
via pspvault
A Japanese consumer electronics company called Logitec (note: unrelated to "Logitech") will be releasing some Bluetooth headphones specifically for use with the PSP.
They're certainly not the first Bluetooth headphones for the PSP, but they are the latest. More details inside!
Features:
Includes PSP adapter (powered by 1x AAA battery)
Designed to fit PSP
One-touch connection with PSP
Acts as PSP headphones and mobile phone/PC headset (simultaneously, even)
Specifications:
Bluetooth 1.2 (A2DP, AVRCP)
Integrated microphone for simultaneously pairing with your PC/mobile phone (HSP, HFP)
White or black body colors
Dual pairing -- easily switch between PSP and mobile phone
Phone call rings heard through headphones; one button push to pause music and answer call, one more to end call and return to PSP audio
Lightweight, open-air design
10 meter range
Impress Watch estimates a 12,800 yen (~$110 USD) price tag. After purchasing some Bluetooth headphones a couple months ago (from "Logitech" even), I must say eliminating wires is always awesome. The only other features I could really ask for in PSP Bluetooth headphones would be integrated/rechargable batteries and some sort of support for controlling the PSP itself (to skip tracks and such).
Press Release:
http://www.logitec.co.jp/press/2007/0307.html
Product Information:
http://www.logitec.co.jp/products/bl...btps100c2.html
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March 9th, 2007, 00:01 Posted By: wraggster
via ps3fanboy
The semi-official ThreeSpeech has gotten some extra-juicy details about HOME that you may or may not have been wondering about. Some of this has already been talked about, but there's quite a bit that's not as well-known. Time for a list! Imagine a collective quotation around the whole thing.
"Is the first of its kind on a computer entertainment console
A unique blend of community, user-generated content, collaboration and commerce that is the future of computer entertainment.
Will broaden the online community market in the same way that the PlayStation brand has broadened the gaming market
Will take the mystery and the geekiness out of online interaction, and make it as easy as text messaging or picking up the phone
Is inclusive and welcoming, not exclusive and daunting like current offerings
Is the gateway and start point for a whole raft of future PlayStation Network services"
"Not exclusive and daunting like current offerings"? What? Maybe the codes needed to make friends on the Wii, but XBox Live hasn't really been described as exclusive or daunting. Whatever. There's a lot more to be read on this subject... so please, click the continued link and prepare to read about HOME.
"It allows PS3 users to interact, communicate, join online games, shop, share private content and even build and show off their own personal spaces to others in real time."
It's a free download!
Launched directly from the XMB
Customizing your personal "homespace" will indeed cost money from the PS-Store... but they aren't forcing you to get anything.
Global!
Closed beta this spring, probably released later on... like... fall?
Multiple language support
Also listed were some key aspects of many different parts of the HOME system. These include:
HOME Space
Design and build your own apartment, house or even neighbourhood.
Purchase new landscapes, apartments and furniture
World
Purchase new clothing sets, pets and accessories for your character
Purchase functional items to add value to your private Home experience
Leave your mark on the world with premium player-created content tools.
Entertainment
Share photos, movies and music from your PS3 HDD with friends in your personal space.
Gaming
Meeting game-specific lobbies to discuss games, get new content or team up for online gameplay
Lobbies
Individual lobbies created by first and third parties allow for consumer interaction, commerce
Why is this not a rip-off of XBL and even... why it is superior? "Home is a first of its kind 3D community that allows for open interaction between consumers, SCE and third party partners. It is a truly interactive, global community of users. Xbox Live is a static, 2D, text-heavy environment that can't match the rich community features found in Home. Xbox Live community interaction is much more passive and limited to the members on that friend's list."
Phew! Goodness gracious! That was a lot more information than I initially thought I was getting into. Anyway, feel free to check out the complete breakdown on ThreeSpeech. We've got to take a break and take some advil... our typing fingers hurt.
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March 8th, 2007, 23:59 Posted By: wraggster
via ps3fanboy
This is just a nod towards another place that finally gets its hands on the PlayStation 3. Singapore has been waiting for the console for a while now, almost as long as Europe. Singapore will put back about S$799 for the 60GB model of the system and that's apparently the cheapest price for the system outside of Hong Kong and Japan.
Tetsuhiko Yasuda of SCE-Asia said this after the launch at a hip club called The Clinic: "I was involved in the development of PlayStation, and we successfully launched PlayStation 1 with 100 million units sold worldwide, and for PlayStation 2 we sold 120 million units. With PlayStation 3 we are targeting approximately 150 to 200 million units sold worldwide." Lofty goals! Well, we're about 1/150th or 1/200th away from that goal. Let's step it up, Sony! Don't stop until you find your way to HOME!
Enjoy the PS3, Singapore!
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March 8th, 2007, 21:54 Posted By: -Xandu-
Playstation 3 Home looks very promising!
It's a bit like The Sims, but with real people!
Watch the trailer here:
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March 8th, 2007, 21:37 Posted By: wraggster
Weltall has released a new version of his Cheat app for the PSP, heres whats new:
I decided to finally go on with the version number as there were a lot
of changes since the last 0.1.6 version.
So as for the new version since the latest REVISION I we have an fps
counter which shows the current frames rendered by the game.
A complete rewrite of the functions reading the database: now those
nasty problems with the db loading should be fixed and there isn't a
teorical limit on his size.
finally for more little thing there was a bug in the last version about
codeline adding which is now fixed and some other fixes here and there
CHANGELOG:
0.1.7 RELEASE
-it's now possible to show the frame per second which are being rendered
on screen by the game
this can be enabled/disabled from the configuration menu (thanks to
coldbird because he found
the function which was hooked to make this possible) [ALL]
-the db reader was rewritten from scratch this should fix the problems
which involved the db
loading and let you load db without file size limit (tested with a
3,2MB db)[ALL]
-corrected a bug while adding a new codeline (some lines were zeroed)
[ALL]
-corrected a bug with the db saving[ALL]
-various other fixes
-added a spanish translation by SiTWulf
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March 8th, 2007, 21:28 Posted By: wraggster
Sony’s announcement this week of a new Blu-ray device in time for the Summer season in the US is more about stopping people going out and buying a HD DVD player, than making more sales of its existing device.
In pictures shown of the device on various gadget websites, it’s like someone took the original and just shrunk it without changing any of the features, and it is already beginning to look more like a DVD player rather than one of those ancient VHS monstrosities.
The price will go to $599 and this could already have the immediate effect of slowing the HD DVD campaign to a crawl. Blu-ray has been winning the disk war by a ratio of about three to one recently, up from the two to one it achieved in January: Sony has overhauled a considerable lead by the Toshiba and Microsoft-led HD DVD faction by the simple expedient of putting a Bu-ray player in every Playstation 3.
All of this has been achieved despite Blu-ray players costing twice that of HD DVD players at $1,000. But cutting 40 per cent off them with the launch of the BDP-S300, the disk format war could be nearly over. The only way to keep the alternative format devices shipping is if they go for yet another price cut, and already there are fears that the HD DVDV devices are shipping for less than the price of the components.
And if this announcement also freezes the sales of the earlier versions of Blu-ray devices, that still plays to Sony’s hand, since it will not stop the sales of the PS3 so Blu-ray disk demand will continue to rise.
via register
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March 8th, 2007, 19:58 Posted By: wraggster
At yesterday's Experimental Game Design lecture, Alex Butterfield discussed his latest project, the mind-bending PSP title Crush, billed as a "revolution twist on the puzzle platform."
Butterfield's presentation focus on the challenges of making a game that seemingly transitions from 2D to 3D without effort. Crush is designed so that your character, who is under hypnosis to cure insomnia and forced to find a way through 40 dream sequence levels, can only "crush" (transform 3-dimensional space into 2-dimensional platformer) horizontally and top-down.
Of the challenges discussed, Butterfield talked about the shortcut challenge, whereas the clever player would be able to use the crushing ability to move from the beginning of the level to the end without effort. Thus, the team devised three different blocks whose behavior differed when crushed: ghost block (insubstantial), solid blocks (impassible) and hollow blocks hollow block (somewhere in between).
Other issues include disorientation, which Butterfield tried to fix by way of camera work and the placement of prominent landmarks to help the player. There were two design flaws that the dev team worked to solve. The creation of cut-zones let the developers section off part of the level so that one does not accidentally crush themselves next to a horrid enemy without prior knowledge. A safety feature was also implemented so that a crush process does not cause the character to fall helplessly to their doom; "an explanation as to why you failed the puzzle" will be shown instead. Many of these problems were also solved, of course, through countless QA and debugging.
Following the talk of problems and problem solving, Butterfield moved into the realm of conjecture, philosophy and other higher-order thought. What if you were allowed to crush at any angle? What if you could crush outward into four dimensions (with time being the 4th candidate); i.e. a block could become a bridge, a cockroach would crush into a centipede, etc. How about multiplayer? Butterfield suggested separate realities for each character, whereby only you control the crushing in your reality and only your movement would be reported to the other player's screens.
There's no clean-cut solution, but some of these problems give us an idea of the far future of platform puzzlers. Crush is looking good and the game's twist well-executive. The game is slated for release later this year on the PSP.
via joystiq
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March 8th, 2007, 19:53 Posted By: wraggster
via kotaku
Shortly after delivering his Game 3.0 speech at the Game Developers Conference, Phil Harrison sat down with me for a ten-minute, one-on-one interview about the reaction to Home, developer reticence, why there is a backlash against Sony and other things.
Crecente: OK, I guess the first question is judging on the...
Harrison: Congratulations on your New York Times performance by the way.
Crecente: I was shocked at that.
Harrison: I'm very proud of you.
Crecente: Someone IMed me last night and I was like what? I went in there and looked. They cited a highly placed.. a Sony exec right?
PR person: A highly placed industry veteran.
Harrison: And that would be you.
Everyone: Hahahahahaha
Crecente: It's amazing, both understanding what happened during your presentation today but also we posted it and looking at the comments. People are like "Sony's back" Did you you see this as a defining moment, did you think this was going to be a huge moment for the Playstation 3?
Harrison: I think that the.. where to begin. I know that Home is really special and I know that it has the potential to be incredibly powerful not just as a brand, but for the consumers and the industry, so it's not a complete surprise. But you never know until you stand up in front of an audience of experts, yourselves, the media last night or the development community today. So clearly we have been doing a lot of internal show and tell on Home for a long time. Only just recently did we start to share with our third parties which is I think where you probably got your uh..
Crecente: No comment.
Harrison: You're the one saying no comment now.
Laughter
Harrison: And that's fine, we obviously have to include our close partners in our plans early so we can consult with them and get their feedback. Every single meeting we've done with them, every single presentation we've had universally positive, incredible feedback, so that gave us a lot of confidence, but like I said you never know. The reaction has been tremendous and I'm very much looking forward to getting online and reading the forums and seeing what people are saying. Sadly since I've come off stage I've sat doing broadcast interviews.
Crecente: Speaking of third parties... in that tip we received the person who tipped us said they felt that developer were now being told they had to do this extra work.
Harrison: I don't know who told you that, but they have told you wrong information.
Crecente: How does it work? Is it a requirement, like say awards, the trophies. Does that have to be in all games now?
Harrison: We've made no statements about that, so I don't know how anybody would have told you that because we haven't told that to any third parties, categorically.
Crecente: OK, have you decided on that?
Harrison: We are consulting with our third parties. I don't think every game needs to have trophies, my personal opinion. I don't think we need to have it. But if it's meaningful to the community, then just the simple fact of buying the game, owning the game could trigger a trophy. Now a developer has to create a bitmap to show their game saves or their icon on the cross media bar anyway. So for them to take a small bit of 3D geometry, maybe a character, an object, or a weapon, what ever, and put it through RSDK and create an icon, it's like ten minutes work. So this is very low impact. Very low intensity work that would be required to support Home in a very simple straight forward way.
Crecente: What about... these areas within home where you can create a store or a location? In talking to some developers around GDC I think while a lot of people are very excited I think one of the concerns is that the only people who could really, really make use of that in a big way, like what you were showing is like an EA. Do you think that the smaller third-parties are going to be able to use these services.
Harrison: It's really easy, it's Maya. I don't want to mischaracterize it and say it's cut and paste, because it's not. But if you are building a 3D world for your game. I have to be careful because I can't use real world examples.
Imagine a game that has a realistic street scene. It would be very simple to grab four of the buildings in that street scene that have been already created for the game anyway and for those to form the walls or the boundaries of the space. You could put a realistic floor down, you could put video, you could put banners. There are lots of ways you could do it. You could either do it very ultra realistic or you could do it sort of crazy weird, sci-fi. There are lots of approaches you could take, the simplest way would be to reuse 3D content. That was exactly the philosophy behind the choices we made in the tools and technology to make it really low impact for developers.
Now I understand why developers are asking questions because we've not shared all of the information with them. But we will address that.
Crecente: One of the things that have baffled a little bit is that there are some things that stand out about the PS3. One of them would be the hardware, you guys have not had any hardware problems. Everyone else has had hardware problems at launch and the PS3 seems pretty rock solid. Why haven't you tried to market it better. I've gone through eight Xbox 360s. Nintendo less so, they've had their strap issues, but we've also had a few reports of other problems. But zero with the PS3.
Harrison: It's not really surprising. Sony has a rich history of manufacturing skill and quality control going back sixty years. I come from a software background not a hardware background, but since I've been at Sony you realize there is something in the fabric of the company about the way we care about quality, the way we care about reliability, the way we care about the consumer. And so this has been played out in the fact that the Playstation One, Playstation Two and now the Playstation Three have all been incredibly well-built, incredibly reliable platforms, even though they often have been at the leading edge of available technology at the time.
But to pick-up on your question why don't we market that? That's like saying you know, when did you stop beating your wife. You can never turn a perceived negative into a positive. I don't think you need to market quality, quality is something people know.
Crecente: You can't say our console doesn't break.
Harrison: Yeah, forgive me, but that was a really stupid idea.
Crecente: But the thing that among hardcore gamers there was this perception of negative PS3 news and it's like why not say, hey, look what we did right?
Harrison: I had this conversation with N'Gai Croal, I don't know if you read the piece. By what measure was the Playstation 3 not a resounding, successful launch? Because we sold out, we managed to continue supply, we have had great line-up of software. We outsold ourselves in the same time frame and then you add to that the zero, although I'm sure it's not zero, clearly there is someone out there who has had a problem, it's never zero, in terms of notable problems, there's nothing. And I'm sure there were some people who had already written that story who felt damn I can't publish that story.
Crecente: I think it is not an arguable point that you can say that there has been this sort of backlash against Sony.
Harrison: Yeah.
Crecente: Where is it coming from?
Harrison: You I would rather do, because time is short today, I would rather spend our time talking about the future, things going forward. The launch has been the launch. It's about to happen in Europe, I'm really excited about that.
PR: We are about down to two minutes.
Crecente: OK, two more questions.
Crecente: Software support. There seems to be a lag between the launch titles and Motorstorm, which I think is a fantastic title. How are things looking. Do you think you will have a strong line-up going forward?
Harrison: It's a killer line-up. When you launch a console it's never entirely predictable when the games are going to come out. But now we are into much more predictable software supply. You can look at the line-up starting with Formular 1, Motorstorm, MLB, Lair, Heavenly Sword, and moving into the fall with new games from Insomniac and Naughty Dog.
Not only do you have what I would describe as hardcore games, I don't like that description because I don't think it means anything, but games that people could game many days of the week. We have a second generation game coming from Insomniac. Their second release on the system will be happening this year. That is going to be very, very exciting to see.
Then lair on top of that two sort of market expanding areas. One is Playstation Network titles and the other is services that are going to appeal to new users, Home being one of them, LittleBigPlanet being another, SingStar being a third. I'm really happy with the line-up.
And then lair onto that what's coming from the third parties. I'm less up to speed on all of the features and benefits of those titles, because of the nature of the Chinese Wall, but I know we have some really interesting things coming from Konami, Sega, Square-Enix, EA, Take-2. Lucas Arts also has something very cool.
Crecente: Do you expect to take any heat from the Warhawk announcement being downloadable only.
Harrison: No, quite the opposite. Warhawk is the embodiment of pretty much what we've been talking about today, which is we now have a community of users who are online, connected online. Who want to play with or against each other online and recognize in many cases, not all cases, great gaming experiences happen against other human beings.
You have a fantastic game experience like Warhawk, so why wouldn't you take advantage of that and focus the efforts of the developer to make the best collaborative, cooperative, combative game you can. To make the best multi-modal combat game that there can be to take advantage of the hardware. I think it's a no brainer.
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March 8th, 2007, 19:49 Posted By: wraggster
The pink PlayStation 2 is finally making its way down under. Sony Computer Entertainment Australia (SCEA) has confirmed that the pink-coloured PS2 will make its local debut on March 15, 2007.
The pink PS2, which debuted in the UK late last year, will retail for A$249.95 ($194) and will come with two pink controllers and a pink Memory Card.
In a statement, SCEA said the pink PS2 was being brought to Australia because games like the SingStar and Buzz series had diversified demand for the console down under, particularly from female audiences. "Games such as SingStar have really heightened the appeal of the PlayStation 2 for a whole new diverse audience, who may not previously have considered themselves gamers," SCEA director of marketing Raoul Bedford said.
via gamespot
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March 8th, 2007, 19:29 Posted By: wraggster
The official UK launch of PS3 on March 23 will be at Virgin Megastores on Oxford Street in London. Rather than at HMV's flagship store.
The Virgin store will offer out official PlayStation merchandise and incentives for you to get your PS3 from the store.
"The PS3 is without a doubt one of the most anticipated console launches ever so it is very exciting to be able to offer our customers the complete Sony experience at launch," beamed senior promotions manager, Stephen Lynn.
"We can't go into too much detail in terms of what we have planned, as we are currently in a period of consultation with the authorities. Needless to say though, the experience and safety of our customers will come first and it will be an amazing launch."
Sony's UK MD added, "We are well aware how patient and loyal our customers have been waiting for PS3 to arrive and fully intend to reward them with the launch they deserve. Plans are already well underway and we are working with local authorities to ensure we delivery the best console launch ever."
HMV must be gutted.
via cvg
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March 8th, 2007, 19:23 Posted By: wraggster
In the wake of news on Sony's grand reveal yesterday of PS3 Home, we now have a trailer showcasing what the company has described as a real-time, networked 3D avatar-based community that serves as a meeting place for PS3 users from around the world.
But it's going to be much more than just a 3D virtual chat room. A picture - or in this case a video - paints a thousand words, they say, so rather than us rattle on we'll give our bleeding fingertips a rest and point you in the direction of our video player on the right.
Trailer Here
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March 8th, 2007, 19:09 Posted By: wraggster
Sony Computer Entertainment's much-discussed PS3 sequel to Killzone has finally re-surfaced, in a new demonstration trailer shown at GDC today.
The one minute trailer was shown after the official announcement of the PLAYSTATION Edge developer software to demonstrate the physics engine in the shooter sequel, with various ragdoll-powered enemies being flipped every which way by dual hits to the head and legs.
Sony representatives urged audience members not to judge the graphics in the trailer, which many press attendees said were looking early.
Kotaku said of the trailer: "Visually it was certainly less impressive than the infamous E3 2005 pre-rendered target trailer, that's for sure. Animation quality varied, looking awkward at times."
The trailer could also be seen listed on screen during Phil Harrison's GDC Keynote, though it was apparently decided to keep the video behind closed doors for now.
As for when we can see Killzone PS3 in action, all signs indicate that the re-scaled E3 show in July will be the main platform for the sequel, but we'll let you know when more news hits.
via cvg
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March 8th, 2007, 17:48 Posted By: Cap'n 1time
Alek, Maintainer of the XMB Project website dropped by to inform us of a new release of their customizable XMB replacement.
Here's whats new:
* Solved the bug that caused to crash when selecting any of the apps (lol)
+ Predefined homebrews under video, picture and music now customizable.
+ When on a predefined homebrew there is no icon on the directory, it won't appear on the XMB, so it's cleaner and you won't see it :P
Alek also wanted to note that a tutorial is now on the official site with instructions on how to customize this software to your liking.
See the tutorial here.
Download here.
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March 8th, 2007, 06:23 Posted By: happy_mak
Tried a New Super Mario XMB icon theme. Put the topmenu_plugin.rco in the vsh/resource and this WORKS ONLY upto 3.03 OE firmware. The background also is in the zip here.
Screenshots are as below.
I have made only the menu icons, the volume bar and battery icons will make them sometime over the weekend. Submenu I have mostly retained some logical icons and not force them to some character from the game.
Hope someone likes it
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March 8th, 2007, 03:16 Posted By: wraggster
NIgathan has released A small paint application that lets you draw different kinds of designs on the screen using different types of images (brushes).
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