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PSP News is a News and downloads site for the PSP, PSVita, PS4, PS3, PS2 and PSOne, We have all the latest emulators, hack and custom firmwares, homebrew and all the downloads on this site, we also cover commercial gaming and console news., the latest homebrew and releases, Part of the
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February 15th, 2007, 01:08 Posted By: wraggster
via ign
In 1987, Sega released an action packed science fiction title in the arcades with large scrolling levels, tons of malevolent monsters and two soldiers trying to survive. Alien Syndrome was a fast paced run and gun style game where players had to rescue captured humans from alien ships infested with creatures. Not only did players have to contend with the swarming beasts with flamethrowers, lasers or fireballs, but they had to defeat a boss once all the hostages had been saved. Now, twenty years later, the title is being resurrected for the PSP as an action RPG with shooter elements.
Taking place in the distant future, players take on the role of Aileen Harding, a lieutenant in the Earth Command forces. Aileen is dispatched to a ship which has ceased responding to any communications. Initially, she thinks that it's just a transport which has been disabled, but once she lands on the ship, Aileen discovers that things are much stranger than they appear: from the looks of the landing bay, a massive firefight broke out with the crew, although no bodies are visible. What's more, there's some kind of organic material covering the walls that appeared to have fused with the hull of the ship. As she travels across the 40 levels of the game, from ships to space stations and even alien planets, she discovers a looming threat to all humanity across the universe.
Fortunately, Aileen has the skills necessary to repel these creatures. At the start of the single player campaign, players will have the opportunity to define Aileen by choosing from one of five character classes: Demo Expert, Firebug, SEAL, Sharpshooter or Tank. The classes help determine the four primary stats for the character, such as strength and endurance, as well as starting equipment and abilities. Like many RPGs, Aileen's choice of character class will determine just what weapons and equipment she can and can't use in the field of battle. For instance, Demo Experts are good with explosives, so they start out with bomb launchers. However, her knowledge with detonators means that her skills with other firearms are probably a bit substandard.
Now, just because Aileen doesn't know how to use a weapon doesn't mean that she can't learn. Later on in the game, players can slowly teach Aileen how to use gear that isn't designed for her character class. But in the meantime, you can actually profit from miscellaneous equipment you come across during the infestation. Thanks to Aileen's personal robot who follows behind her every step, you always have a one stop shop to scrap items for ammunition or money to purchase new gear. More than 80 weapons and over 100 pieces of armor and other items are available in the game, so there should be plenty of ways to eliminate the dozens of alien species over the course of the adventure. More than 100 different aliens will slither, crawl and claw their way towards Aileen, not counting the numerous mini-bosses within the game.
Now while the game pays homage to the original title with gameplay elements like saving hostages and escaping a level before time runs out, the PSP version has definitely got a number of improved features. For one thing, players will have an complete auto-map to help them navigate the large levels without fear of the fog of war hampering their exploration. Another difference is the sheer size of the title. Whereas the original game featured 8 maps, Alien Syndrome for the PSP will feature at least 20 hours of play across three separate difficulty levels: Normal, Hard and Expert. What's more, character progress can be carried over from previous saved games, so you can develop high powered characters, although the aliens will scale up in power to match your skills. Fortunately, if things are getting too difficult, you can call in some friends and engage in 4 player co-op over ad hoc.
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February 15th, 2007, 01:06 Posted By: wraggster
Word came in today that Sony plans on updating the PlayStation Store this Thursday, February 15. The update will include a demo of the already-released Full Auto 2: Battlelines for the PS3, as well as the classic PlayStation title, Destruction Derby. Like other classic PS1 games on the PlayStation Store, Destruction Derby is only playable on the PlayStation Portable.
Developed by Pseudo Interactive, Full Auto 2: Battlelines combines raw horsepower with devastating firepower. Gamers eager to obliterate whole city blocks without the commitment of a full game purchase will undoubtedly cherish the demo's addition to the store. Originally for the PS1, Destruction Derby charges players with a mission to smash, crash, and bash the snot out of their opponents in a madcap race to the finish line. Destruction Derby for the PSP is available for $5.99.
via ign
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February 15th, 2007, 01:06 Posted By: wraggster
Word came in today that Sony plans on updating the PlayStation Store this Thursday, February 15. The update will include a demo of the already-released Full Auto 2: Battlelines for the PS3, as well as the classic PlayStation title, Destruction Derby. Like other classic PS1 games on the PlayStation Store, Destruction Derby is only playable on the PlayStation Portable.
Developed by Pseudo Interactive, Full Auto 2: Battlelines combines raw horsepower with devastating firepower. Gamers eager to obliterate whole city blocks without the commitment of a full game purchase will undoubtedly cherish the demo's addition to the store. Originally for the PS1, Destruction Derby charges players with a mission to smash, crash, and bash the snot out of their opponents in a madcap race to the finish line. Destruction Derby for the PSP is available for $5.99.
via ign
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February 14th, 2007, 23:16 Posted By: wraggster
News/release from Team XK:
What is it : it's a PRX (now several PRX) that allow you to launch a EBOOT prog'. Usefull if you want to launch and EBOOT from an XMB icon
Update version : 0.3f
added two more plugin (htmlviewer = browser, and camera).
flash the plugin(s) into flash0:/VSH/NODULE.
Update Version 0.3 :
Now, you can launch from every folder you want (you can for example launch an eboot in ms0:/PSP/SYSTEM ). It cant (for the moment) load anything from flash0 / flash1...
There's only the four PRX (premo, license, update, lftv). Flash it with the generic flasher, or via recovery. Config files are still the same (premo.txt, license.txt, upadte.txt and lftv.txt in PSP/SYSTEM).
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February 14th, 2007, 23:12 Posted By: wraggster
via gamedev brazil
Introduction:
Based in ZX-81's work PSPFTPD for fw1.5, the PSP WiFile Transfer is one program to remotely transfer files without using cables between PC<>PSP with newers fw3.0 OE.
The bests beneficts who make me developer this software are using WiFi WPA criptografy protocol and DHCP.
The PSP WiFile Transfer is made at OE firmware rules, then it run in user mode and because of this its cant have risk to brick your PSP. The homebrew must be placed in GAME folder, not in GAME150 like old ones.
Special Thanks to:
- Dark Alex (Answer my forum threads)
- Psp Pets (Answer my emails)
- ZX-81 (The PSPFTPD example)
- All The PSPSDK Developers
Install:
- Copy PSP WiFile Transfer folder to GAME folder (using 3.0X Kernel);
- Run by GAME > Memory Stick on XMB menu;
Know Bugs:
- Exiting without close FTP connections make homebrew freeze;
To Do:
- Implement better buffer control to save transfer speed;
- Choose alternative FTP port;
- Define login and password to authenticated mode;
- Create a intuitive graphic interface;
- Create a portuguese language pack;
Change Log:
2007/02/13 = 0.02 = Small Changes Release
- Improved Clock Speed (333 Mhz);
- Improved Transfer Speed (15%);
- Added "Work Only" Firmware Validation;
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February 14th, 2007, 23:06 Posted By: wraggster
News/release from kiwidoggie:
I Got my newest addition of KFWFlasher. And IT COMES with a Basic Readme!
Before you say
"Theres X-Flash"
"This Is Worthless"
"You just copied directly from the pspsdk"
I want to respond
"There is other fetures like backing up UMD's And Flashable apps"
"Screw off, you try making something like this that people trust in"
"No, No I dident and when i ask people for code they never give it to me thats why long space between releases, for this new release it has only 12% copied"
Well Now then...
KFWFlasher .37 Alpha is fully recoded from top to bottom. It does not use hardley any of the pspsdk examples (except the #includes). I got a Donor for the Menu and i am greatly thankful for that. Like I said it is fully recoded so it is even faster than the old one. also it has more "structered" file setup so it is harder to get confused when using this. It comes with a readme!
This remake to plz others and not copy the pspsdk was a pain in the ***!
Heres the Pros and Cons:
Pros:
+ Added Menu
+ Fixed Flashing problem
+ Faster Flashing
+ Back up UMD
+ Back Up Gameboot, And Font
Cons:
-Wallpaper Flashing Still not ready
-Bootsound flashing not ready
-Wireless not ready
-Cannot backup whole flash 0 (YET!!! need to write new code for that)
this is fully safe i have used it myself and had 100% success!
Even tho this is safe to use it writes to the flash and there is a small chance of brickage
NOPxK9c Devteam CANNOT BE HELD RESPONCEABLE(i know i spelled it wrong)
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via kiwidoggie
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February 14th, 2007, 23:05 Posted By: Baboon
More details released about the up and coming N64 emulator for psp... and its sounding good! :thumbup:
http://strmnnrmn.blogspot.com/
Audio Support in Daedalus R9
Last week I said that I'd talk a bit about the audio support I've been working on. I want to describe how it was implemented, and continue with what to expect from it in R9 and how it affects performance.
I'd been putting off implementing audio support for a number of reasons. Firstly, I just didn't think that the emulator was running fast enough to spare any extra time doing other work. Secondly, because it wasn't running fast enough, I knew the resulting audio would sound horrible and choppy. Finally, I knew that writing an audio list processor from scratch was going to be very time consuming and error prone.
Maybe it's worth going into a little more detail about that last point.
Most audio and graphics processing on the N64 is handled through audio lists and display lists (very similar to an OpenGL display list). These lists are sequences of simple instructions which are usually constructed by the CPU as the game is running. I used the word 'usually', because it's possible to generate the lists offline, and just execute them at runtime as required.
One way of thinking about the audio and display lists is as a very simple scripting language. Each instruction in the list performs a trivial operation, like copying a block of sample data to another region of memory, interpolating samples from two buffers and storing the result in another and so on. The format of the instructions in the lists has been very carefully designed so that they can be efficiently operated on by the N64's coprocessor, the RSP. The RSP is a very fast processor with SIMD instructions (i.e. instructions which operate on multiple pieces of data - much like SSE on x86 based processors), and it's ideally suited to performing the kind of jobs required in processing audio data or transforming and lighting geometry. The code which executes on the RSP is often called 'microcode'.
The nice thing about audio and display lists is that they can be executed asynchronously by the RSP while the CPU is off doing other work. The CPU just needs to copy a small block of data (describing the task at hand) to the RSP's local memory, and then kick it off. The CPU then goes off doing some other work (updating the game logic for instance.) At some point, the RSP finishes processing the audio or display list, and signals the CPU that it's finished its work through an interrupt. The CPU can then queue up the next available job to the RSP for processing.
There are two ways in which an emulator can handle audio or display lists. The first method is to emulate the RSP at a very low level. This means emulating the RSP as a separate processor, emulating the microcode which has been written to decode and process the audio and display lists. This is what's known as LLE (low-level emulation). The other approach is HLE (high-level emulation). This involves interpreting and processing the audio and display lists manually, ignoring the emulation of the RSP and the microcode entirely.
The HLE approach is typically much, much faster than emulating the task at a low level. This speed comes as a price though, as rather than 'just' writing code to emulate the RSP core, a separate implementation must be written for every task that you want to emulate. This would be fairly simple if there was a single format for audio lists, and a single format for display lists. Unfortunately though, over the years Nintendo released a number of different versions of the microcode controlling these tasks, and many of these changes resulted in different formats for the audio lists and display lists.
Last time I checked, there were 3 major audio list formats, and 5 (6?) major display list formats. Some features of the list formats are similar between versions, but typically they're all very different, and large portions must be reverse engineered from scratch.
So, back to audio support in Daedalus. I had come to the point with implementing various dynarec improvements that I felt it was worth looking into audio to get an idea how how well it would work, and how much of a performance hit there was. As I was saying, one of the reasons I'd been putting off implementing audio support was that I knew that taking a high-level approach was going to be time consuming and error prone. The alternative, low level emulation, just wasn't practical from a performance point of view.
In the end, I decided to see if I could find the source for a PC audio plugin, and adapt this for use with Daedalus. I was fortunate enough to discover that Azimer had made the source for v0.55 of his audio plugin available (Azimer - if you're reading this, please drop me a line to say hello My reasoning was that if I could get something up and running in a couple of evenings then I could figure out how much work would be involved in getting it polished. If it looked like it was going to be too much work then I could revert all my changes and at most I'd have wasted just a few hours.
In the end it all went incredibly well. Azimer's source was very self-contained, with just a couple of hooks to implement to get it working. There were a few small issues to solve like having to upsample the output to 44.1KHz (as the PSP output is fixed at this frequency), but nothing that took more than a couple of hours.
So, how does it sound? Well, it's pretty variable. It sounds great in places where there's a high enough framerate to keep the audio buffer full. Mario 64 is pretty good for this - it seems 25fps is a minimum to avoid any choppiness in the output. When the framerate drops lower than this the audio quality does start to suffer significantly. On the plus side, it seems to be decoding everything correctly in all the roms I've tested so for, which means that the quality is only going to improve as I make further improvements to the performance of the emulator.
Which brings me to my next point - how does enabling audio support affect the performance of the emulator? I've not had chance to measure this empirically, but it probably slows things down by about 10-20%. Given that R9 is running about 40-100% faster than R8, you should be able to run R9 with audio and still see a small speedup. In any case, I've added an option to enable or disable the audio in the front-end (this is also accessible from the pause menu while the rom is running).
So, that's just about the story so far with audio support in Daedalus. There's clearly a lot more work to do, but the good news is that audio support is in, and working, and is only going to improve with time. Later this week I'll talk a bit about future improvements, including methods for reducing the impact that audio processing has on performance.
-StrmnNrmn
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February 14th, 2007, 23:01 Posted By: wraggster
Winnydows has released a new version of his Video Converter for the PSP, heres the info and whats new:
Info:
Easy use and high quality program for converting videos for PSP, iPOD and PC.
Import formats:
AVI DIVX ASF MPG MPE MPEG VOB TS M2P D2V MOV QT 3GP HDMOV RM RAM RMVB RPX SMI SMIL MKV OGM WMV DVR-MS PMP FLV.
Export formats:
PMP AVC, MP4 PSP 2.80, MP4 PSP 480, MP4 iPod, MP4 iPod 640, MP4 PS3, MP4, AVI, AVI DV PAL, AVI DV NTSC, MPEG-2 PAL, MPEG-2 NTSC.
Whats new:
4.104 changes:
Fixed PMP AVC encoding.
Fixed dvd audio track selection for rebuilded dvds.
Now in Turbo and Simple modes used MP3-ABR-Q2. In Ultra and Extreme modes used MP3-ABR-Q0.
Fixed aspect for 16:9 PAL DVD encoded as 4:3.
Download Here
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February 14th, 2007, 22:55 Posted By: wraggster
via pspvault:
So, over the last 24 hours, I have been busy doing two things:
1. Reading LUA tutorials and learning LUA
2. Busy making this homebrew game with the above acquired knowledge.
With that said, I present to you:
Magic 8 Ball for PSP
version 1.00 in EBOOT.PBP form.
Read the included readme for installation and instructions.
Features:
-Will answer any yes or no question you might have!
-Image, sound, screenshot, and USB support!
-Hacker, USB, and LUA reset to help you learn LUA.
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February 14th, 2007, 22:49 Posted By: wraggster
New from hallo007:
what is flash agent?
flash agent is a homebrew programm for 3.10 OE firmware and 3.03 OE firmware
you can customize your dark alex custom firmware
how to use it?
flashing a files
put the files you want to flash somewhere on your memory stick
start flash agent
go to filebrowser
select the file you want to flash
I want my original files back , how?
start flash agent
go to recovery menu
select flash original ......(example gameboot)
I dont want flash to much,how?
start flash agent
go to firmware hacks
select redirect gameboot to....
if you want to change your gameboot , just replace him on the ms0:/
Free up some space
start flash agent
go to recovery menu
select replace font
you saved 2.5mb
Heres whats new:
-Dump menu runs at 333mhz
-if you go out dump menu , cpu back setted to 222mhz
-Possibility to flash system_plugin_fg.rco =custom battery pictures
-possibility to get the original system_plugin_fg.rco back
-Possibility to get the officilial instruction manual back
-new logo (by M-tuning)
-new AT3
-start up is faster
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February 14th, 2007, 22:19 Posted By: wraggster
According to New Jersey state police, a tow truck driver admits to stealing a Playstation 3, controller and PS2 game out of a car involved in a fatal crash in January. The car, which overturned for "unknown reason," killed 11-month-old Brianna Dastine. Thomas J. Brunell III was called to bring the car back to state police barracks for investigation, he entered the 1998 Nissan Quest minivan and apparently took the items before leaving the minivan at the police station. The police noticed the items were missing while doing a check of the vehicle's contents.
Brunell, 34, who works for Rossnagles Service Center, has been suspended until he is cleared of the charges. Pat Rossnagle, co-owner of the company says, "If he did it, this is dead wrong. If he didn't, let's find out who did it ... over 40 years (in business) and we never had this problem, never had a question -- ever."
via joystiq
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February 14th, 2007, 22:09 Posted By: wraggster
via gamesradar
It struck us as kind of weird when we first heard that publisher Sega had handed off its classic After Burner franchise to Planet Moon, the oddball developer behind Infected, Armed and Dangerous and Giants: Citizen Kabuto. And now we've seen the result of that decision: cow-themed jet fighters with giant, milk-spraying udders.
Granted, the cow jets are just part of After Burner: Black Falcon's "Mad Cow" deathmatch mode, in which one player becomes the Mad Cow (hence the new paintjob) and everyone else tries to kill him or her to become the next Mad Cow. The Mad Cow isn't completely defenseless, though, and can squirt gobs of milk backwards out of its udders, stopping any would-be pursuers dead in their tracks.
Or at least, that's how it's supposed to work - during our brief time trying to steer the cow-jet, our opponents repeatedly pulled behind us and shoved missile after missile up our exhaust despite our best efforts to splatter them. When we weren't getting blown to pieces, however, the jets handled smoothly, racing over the landscape, pulling off barrel rolls and weaving through caverns with ease.
Mad Cow won't be Black Falcon 's only multiplayer mode, but it's the only one we've been able to try out so far. However, we've gleaned that bizarre aerial deathmatches will be only the tip of Black Falcon 's multiplayer iceberg when the game hits in March. And while the four-player explodathons show a lot of promise, co-op is where the real action's at.
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February 14th, 2007, 22:08 Posted By: wraggster
Sega Racing Studio head designer Guy Wilday has branded PlayStation 3's motion-sensitive capabilities, offered by the new SixAxis pad, as rubbish - arguing that Dual Shock's rumble feature is far more appealing.
When asked by PSM3 if the next-gen renovation of Sega Rally, set to roll out in November, would support tilt control, Wilday replied: "Yes, tilt control will be included - it's not difficult to do. Fundamentally, though, the whole tilt control thing is rubbish... it's no compensation for rumble".
We would ask you what your thoughts are, but we're pretty sure we already know. Everyone's a bit disappointed about losing the rumble feature, and Sony can't be unaware of how welcome a new, rumble-capable SixAxis would be. GamesRadar will not be held accountable for anyone passing out while holding their breath for that to happen, however.
via gamesradar
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February 14th, 2007, 22:07 Posted By: wraggster
via gamesradar
To celebrate The Cloud’s partnership with Channel 4 Radio, GamesRadar has teamed up with The Cloud to offer one lucky winner a Sony PSP plus one year’s free WiFi subscription. Three runners-up will receive a year's free WiFi subscription to The Cloud.
Keep up to date with all the latest news from your favourite programmes, and download the best mix of news, gossip and new music with the selection of podcasts from Channel 4 Radio. To download the latest podcast for free*, find your nearest hotspot at www.thecloud.net.
Located throughout the UK, WiFi from The Cloud is available across 7,500 convenient hotspots in city centres, coffee shops, hotels, train stations, pubs, airports and many more locations.
For your chance to win a year’s free subscription to The Cloud, plus a Sony PSP, just answer the following question and complete the tiebreaker. The best tiebreaker with the correct answer will win the prize!
What is every cloud said to have?
a) A silver lining
b) A hidden rainbow
c) A golden halo
Tiebreaker (20 words or fewer): I would love to have a year's WiFi subscription because...
Click here to email us with your answer, name and full address. The closing date for entries is Wednesday 14 March 2007.
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February 14th, 2007, 21:58 Posted By: wraggster
EA's teamed up with Virgin Records and Epiphone to go on a MySpace-wide talent search for the best new bands and artists, offering the winner a chance for their track to appear in Burnout Dominator.
Not only that, if your song is voted into the top ranks by the MySpace community and picked as a winner by a panel of judges, you'll also bag yourself a Virgin Records demo recording contract.
All you have to do to enter is create a MySpace account for yourself, or your band, then upload your track and enter it into the competition. Your tune will then go into a gallery, one for the US and one for Europe, where the online community will listen and rate your entry, resulting in a winner being selected for each region.
The Burnout Bandslam competition began earlier this month, and the closing date for it is 14th March.
Head over to the website if you're feeling lucky, or to vote on other people's creations.
Burnout Dominator is due for release on PS2 and PSP on 23rd March. Head over to the gamepages for the latest media.
via eurogamer
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February 14th, 2007, 21:55 Posted By: wraggster
New from Divineo China
A true universal VGA box compatible with all consoles on todays market: Xbox 1, Xbox 360, Playstation 2, Playstation 3, Nintendo Wii.
Compatible with both PAL and NTSC system, it is available with European or US power supply. A plug and play installation will give you Ypbpr input with all consoles!
- Compatible with all consoles.(Wii™, PS3™, XB360™, PS2™, Xbox™ etc )
- Works on both PAL and NTSC system.
- Double scan conversion (31.5KHz for NTSC, 31.25KHz for PAL).
- Output resolution ; NTSC (60Hz) 858 x 525 PAL (50Hz) 864 x 625
- YpbPr (works for all consoles with Ypbpr input).
- Automatically memorizes your adjustments.
- Plug and play installation.
- With power supply (110V or 220-240V) and a Multi-Ypbpr cable.
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February 14th, 2007, 21:53 Posted By: wraggster
New from Divineo China
The Logitech® ChillStream™ technology helps keep your hands cool when gaming gets really intense. Three speed settings allow you to adjust the ventilation force of the integrated fan. No matter what you play, or how you game,
ChillStream™ lets you play longer, play harder, play cooler.
- ChillStream™ technology: Helps keep your hands cool during intense gaming sessions.
- Soft rubber grips: Enjoy superior comfort and better gaming control.
- High-performance analog sticks and triggers: For enhanced speed and precision.
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February 14th, 2007, 21:50 Posted By: wraggster
Play.com has said it will deliver on all it's £524.99 PS3 bundle offers in a statement released today. The three-game bundle will include MotorStorm, Resistance: Fall of Man and Genji. The package is available to pre-order now.
Head of Games Gian Luzio sais, "We've seen an overwhelming number of pre-orders for the PlayStation 3 over the past few months, without Play actively marketing the product. It is clearly going to be a huge launch and we wanted to ensure that we could meet demand.
"We received strong levels of pre-orders on launch of the last two consoles, however due to market-wide stock shortages we were unable to fulfil these orders on day one.
"We know that this disappointed some of our customers and we wanted to ensure that we did not face the same situation again. We have been working hard with Sony to make sure that we can deliver every pre-order on the release date. We are pleased to be able to offer our customers the service they expect from Play.com."
Discuss below.
via cvg
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February 14th, 2007, 21:48 Posted By: wraggster
Shadow of the Colossus developer Team Ico is working on a new game for the PlayStation 3, the latest issue of Famitsu has revealed.
No further details are offered in the Japanese mag, though going by the studio's last two titles we absolutely can't wait to see what it's capable of conjuring up on next-gen hardware.
We expect to hear more details before the year's out.
via cvg
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