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February 2nd, 2007, 22:27 Posted By: wraggster
New release from Daveychan:
"RCO Swapper" is a handy little utility that lets you change the first row of names on your XMB menu without needing to manually hexedit or run scary patches.
Simply put "RCO Swapper.exe" and your "topmenu_plugin.rco" file in the same directory, run "RCO Swapper", edit the menu names the way you like, and click the "!Swap It!" button. Your topmenu_plugin file is now swapped with your custom names!
A few small simple things to know when you run this easy-to-use proggy:
1. If you don't have the "topmenu_plugin.rco" file in the same directory, you get the boot.
2. Yes, you can use a customized topmenu_plugin file where you have already changed the icons.
3. You are limited to the same number of characters as the orignal text. For example, the menu item "Game" has four characters ("G", "a", "m", and "e"), you cannot use five characters for your new name.
4. If the menu has eight characters, for example "Settings", you must enter eight replacement characters, that's one new character for each original character. Yes, using a SPACE is fine to fill in any un-used characters. For example, "Game" has four characters, so if you enter "Toy", you must use a SPACE character for the missing fourth character "e". If you don't enter enough characters, you get the boot.
5. You can only do this one time! A directory called "Backup" will be created in the same directory as the program, and a backup of your original "topmenu_plugin.rco" is copied there. (In case you want to change the names again later using this ORIGINAL file.)
6. The "topmenu_plugin.rco" file now has it's menu names swapped. Use your favorite PSP utility to flash the new file to your PSP. If you are nervous about flashing it, simply replace the "topmenu_plugin.rco" file in your Devhook directory (for example: DH\302\f0\vsh\resource) to test it out before you flash.
7. As with any homebrew application involving flashing, nobody is responsible for things that go wrong with your PSP except you!
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via daveychan
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February 2nd, 2007, 22:18 Posted By: wraggster
via pspfanboy
Time for a new demo for PSP Owners to play with, todays demo is Medal of Honour for the PSP.
Heres the instructions to get it on your PSP:
1. Download the demo ZIP file.
2. Extract the contents of the ZIP file.
3. Connect your PSP to your PC using a USB cable or use card reader.
4. Go to the PSP/GAME folder.
5. Copy ULED90008 folder into dir.
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February 2nd, 2007, 21:56 Posted By: wraggster
via pspfanboy
An avid PSP Fanboy reader, Joe, sent us in a great tip about this upcoming PSP RTS. It's called Galaxy's End, and will support not only Ad-Hoc multiplayer, but Infrastructure as well. The graphics look to impress, and the gameplay looks fast and fun. So what's the problem?
There's no publisher for this game. It comes from a new dev team called Tiki Games, and it seems publishers are wary of supporting an original IP from an untested team. However, this game looks like it has some awesome potential.
More info and Screens
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February 2nd, 2007, 21:44 Posted By: wraggster
via pspfanboy
If we're to believe 1UP, Square is heads-over-heels in love with the PSP. A deluge of titles is supposed to head to our favorite handheld, including remakes of Final Fantasy I & II. Although SCEA usually has a no-ports policy, it appears that this high-profile re-release may get greenlit for US release. Gamestop's website briefly showed a listing for the two ports for June and July, each retailing for $39.99.
While Gamestop doesn't have the most reliable release date information, they can be very good at accidentally revealing new games before they're officially announced. Remember Oblivion? This is probably a positive indicator that the games will receive an English release, but I hope that price is completely fabricated: there's no justification at all for a $40 price tag on an NES game remake.
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February 2nd, 2007, 21:35 Posted By: wraggster
via ign
One of the scariest games to come along in some time, F.E.A.R. (short for First Encounter Assault Recon) hit the PC back in late 2005 to critical acclaim, and then again late last year on the Xbox 360. This March, Sierra Entertainment, Monolith Productions and Day 1 Studios will unleash the frightening shooter on PlayStation 3 owners everywhere.
If you haven't played either of the existing versions, F.E.A.R. follows the exploits of you and your tactical assault team sent in to take out a crazed killer. You begin seeing visions of a little girl dressed in red eviscerating others (including your men) amongst other eerie sightings, like blood-filled hallways and decomposing corpses. This setting surrounds a shooter filled to the brim with chaos, shootouts against armies of soldiers and just pure adrenaline-pumping scenarios.
Introduced in the Xbox 360 version of the game, F.E.A.R. on the PlayStation 3 will include the Instant Action mode. You begin each round with 15 minutes on the clock, a number of weapons, a health pack or two and some grenades at your ready. The goal is to clear out the area as quickly and skillfully as possible. At the end of the round, be it after clearing the level, running out of time or dying, you'll be given a score based on how quickly you finished the section, how many enemies you killed, how you killed them, your accuracy and more. Your stats will then be uploaded to an online leaderboard where you'll be able to compare your efforts with other gamers from around the world. It's a difficult mode that's meant to kill you, so you'll want to hone your skills before even thinking about giving Instant Action a go.
While we haven't been able to run two versions side-by-side as of yet, the content of the single-player portion seems to mimic those of the PC and Xbox 360 games. The game is broken up into a series of chapters, and after completing a section you're able to return to them for prosperity's sake.
Day 1 has done a pretty fine job at porting the original game's keyboard and mouse control scheme to consoles. Playing F.E.A.R. on the SIXAXIS feels great, with a really nice balance between weight and ease of aim given to the player. Dialing in headshots is rather easy, even without any aiming assist in place. The game's relatively complex input system (for a shooter, that is) has been mapped really well, with oft-used things like Slow-Mo attached to the shoulder buttons while less combat-intensive items like the flashlight have been moved to the D-Pad. You have a handful of customization options, though you're unable to entirely remap the controls or use a southpaw setup.
While Day 1 has done a great job with the feel of the game, it unfortunately hasn't done so well with the visuals. All of the effects from the PC and Xbox 360 releases are here, like blurring when you enter slow-mo, particle effects aplenty, chips in the scenery from bullet holes and such, but it just doesn't look very sharp. To put it simply, the whole game is quite blurry. We're not just talking texture detail, which is indeed not very good, but the video looks like it's been rendered at a low resolution and then upscaled to HD. The framerate mostly holds steady, though there are a few blips or loading pauses here and there, but the main problem really is a lack of sharpness.
We're told that the final version of the game features enhanced visuals and a better framerate, and we believe it will, but we're very skeptical at just how much of a difference there will be. At this point, F.E.A.R. is a far cry from what the PlayStation 3 is truly capable of. We'll see how the final release goes...
Another somewhat disappointing aspect in our PlayStation 3 build of F.E.A.R. is that its AI tends to be spotty. Its first instinct always seems to be to simply duck, regardless of what's going on. On more than one occasion we tossed a grenade into a group of enemies and simply watched them duck to the ground for a few seconds before they were blown to bits. Fortunately, more often than not the AI does show some semblance of the intelligence that we saw in the PC game, with soldiers backing up while shooting and attempting to use cover, or ducking under or jumping over objects in the environment to get to you. Hopefully the AI will be ironed out before release as it's mostly pretty good.
So far F.E.A.R. on the PlayStation 3 seems to match the intensity and involving gameplay of its PC and Xbox 360 counterparts, but the AI still needs a slight bit of tweaking and the visuals need a lot of work. Here's hoping for a last minute visual boost to bring this version up to speed.
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February 2nd, 2007, 21:32 Posted By: wraggster
via IGN
As satisfying videogame experiences go, diving through the air and putting a bullet in the head of a moustachioed Mexican from a hundred meters away may not rank alongside finishing Gears of War on Insane, but it's still pretty rewarding. Pulling off the same sniper shot while flipping off a wall and wearing a hat shaped like chicken egg, however, is damn cool. What's more, moments like this happen all the time in Chili Con Carnage, both in the single-player game but more so in the multiplayer modes the game has to offer, as we realised when we took on all-comers around the IGN UK offices.
There are two multiplayer games to choose from: Hangman can be played by up to four people using a single PSP while Fiesta allows gun-toting gringos to scrap it out via wi-fi. Well, scrap it out probably isn't the best way to describe how the game plays, because neither multiplayer mode is a classic deathmatch. Instead players take turns to wrack up the highest score possible, by executing stylish kills and pulling off stupidly over-the-top moves.
In Fiesta mode, up to four players first choose their character from a hotchpotch bunch of scruffs, before selecting one of five areas - Rancho Vireillo, Peurto Indsutrial, Arena Del Tora, The Hacienda and the Jungle - to battle in. It's then a case of hitting the points limit before your opponent. However, while you all fight on the same level at the same time, it's not actually in the same arena - the number of bad guys you fight is the same but you never come face-to-face with the other players.
Here's where it gets interesting though. If you pull off a spectacular kill or a string of impressive shots, you send a load of enemies over to the other players' screens. On the flipside, if you're playing like a chump then your screen will get cluttered with death-dealing Mexicans. Executing a stylish kill really is important then, to boost your score and also make life for your opponents very hard.
As with the single-player game, the best way to earn big points is by stringing combos together. When you kill an enemy a time bar on the right fills, then starts emptying slowly as the game goes on. Pop a cap in another bad guy and the bar refills and your combo extends, and continues to do so if you keep on gunning down thugs and keep the meter filled with juice. Let it drain, however, and you lose your combo. Although it's by no means a disaster because the points you accumulated are banked, it means you've got to start building your bonus multiplyer from scratch once again, which is a right pain in the backside.
There's more to Chili Con Carnage's multiplayer than extravagant kills and fat combos too. The game is packed with power-ups and collectibles that can turn around the outcome of a game in an instant. Dropped by enemies after a classy kill, basic bonuses include weapon and combo steals, which bump up your arsenal or score depending on the one you pick up. Earthquake isn't quite as vicious as it sounds, causing everyone to fall flat on their backsides for a few seconds - meaning your combo meter drains because it's impossible to rattle off a shot. Enemy Confetti can be a combo-crippling power-up to use on your opponents if timed correctly, because it shreds all of the enemies in their arena so there's literally nothing to shoot at.
Dual Wield and Camera Twist are the two most potent pick-ups in the game, the first tooling you with a pair of pistols, shotguns, AK-47s - whatever you can lay your hands on - so you can make light work of anyone stupid enough to get in your way. Camera Twist flips the screen of your opponents, totally disorientating them for 10 seconds. And finally there's Rewind, which turns back time, meaning you can give death the slip if you're quick on your feet.
Power-ups don't play a big part in Hangman mode, which is a much more straightforward concept. Players take turns to notch up the highest score with the loser awarded a piece of gallows. When the hangman puzzle is complete it's game over.
Both multiplayer modes are pretty simple, which is true for Chili Con Carnage overall really. Senselessly killing Mexicans dressed as chickens is pretty shallow stuff, but there is something quite addictive about trying to pull off a more spectacular kill than your mate, especially if they're constantly raising the bar. Simple close-up kills soon make way for wall-climbing bulls-eyes, but even they're not a patch on multiple headshots while diving through the air - and wearing a giant sombrero, of course.
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February 2nd, 2007, 21:31 Posted By: wraggster
via IGN
When Rockstar announced that they had acquired the rights to develop a game based around 70s cult-cinema classic, The Warriors, gamers and fans of the film were filled with questions. How would it work? Could it be done? Heck - would it even be worthwhile? Eventually the answers rang clearly when a low-key, slightly tarnished masterpiece was released on the PS2 back in 2005. Now, a year-and-a-half later, a PSP version has emerged, and at first glance, it's impressively and near-precisely akin to the bigger-screened version. However, one aspect that has been announced but discussed very little is the wireless co-op mode.
For those not versed in the ways and means of The Warriors, essentially the film is a tale of warring street gangs in campy themed costumes going toe-to-toe for control of the city's underworld. Caught in the middle of a murder they didn't commit, members of The Warriors gang go on a roaring rampage of revenge, Tarantino-style - only, minus the Tarantino.
We played through a number of the single-player storyline missions, as well as some multiplayer fisticuff battles. Initially, you start off in The Warriors' gangland warehouse, as in the PS2 version. This acts as an hub for selecting the next chapter in the plot, or for accessing a host of extra modes and unlockables. One of the first significant points of difference is that the 'secret' unlockable Double Dragon knock-off, mimicked exactly, is immediately accessible from the outset. Clearly, this decision has been made to emphasize the importance of cooperative experiences on Sony's handheld.
Every mission in the game now works flawlessly in co-op mode. Even the initial New Blood opening mission allows two players to grapple against bums and, occasionally, each other. Certainly a two-player mode was included in the original release; however, a separate, personal screen is infinitely superior to split screen gaming and breathes new life into the game.
It it's called 'co-op' for nothing, after all, and there are many opportunities for cooperation throughout the levels. Even down to the ways in which the characters grapple, two players can creatively bash the snot out of any foolish mug willing to stand his ground.
The controls from the PS2 version have been adapted and simplified to suit the PSP's restructured control scheme. The face buttons still grapple, throw, punch and kick, while the D-pad's directional buttons block and heal. L and R adjust the camera angle and target lock-on respectively.
While on the surface The Warriors is a beat-em-up par excellence, the game also diverges into moments and sequences of old-school platforming skills, racing and even puzzle-solving. The there's the included graffiti tagging, car stereo theft and other black-market microgames to tackle along the way - all of which can be attempted with two players.
In a latter mission entitled Writer's Block, the gang is being pursued by the Hi-Hats - crazy, top-hat donning gang-bangers. While being chased across town, you and your multiplayer partner are simultaneously racing over rooftops, jumping ledges, scaling chain link fences and trying desperately not to fall off. The cooperative nature of the level means that even if one player plummets, the other has the chance to succeed by reaching relative safety at the end of the stage.
Other levels see you tackling the Baseball Furies' fictitious leader, a double-bat carrying behemoth. A bit of teamwork can take the heat off of one player long enough for the other to dive in and pummel the ringleader's cranium. Still others challenge you to a tag-off; spray paint as many key areas in the area as possible, while competing against a rival gang. This requires a bit of strategy, since the location cycles from one spot to the next, and we found the most effective approach was if one player marked one half of the area, while the other took on the other half.
We're not sure how they've managed to crank out the textural detail that they have, but somehow The Warriors looks almost as good as the PS2 version. Facial textures are noticeably lower in resolution, granted, but the environmental detail is astounding. At times, it's easy to forget that this is a portable version. When you factor in that all of the content of the PS2 version is included, soundtracks, voices and otherwise, it makes for an impressive package.
All of this graphical showboating comes at a price, as there is definitely noticeable slowdown during instances where there are more than half a dozen characters on-screen. It never gets so severe that it affects the gameplay, but we'd love to see this get ironed out in time for release.
While we still question whether or not The Warriors really needed to be ported across to the PSP, there is no question over Rockstar's commitment to the handheld, or their ability to excel at just about every title they choose to bring across. Due for release in just under a month, we're confident that, alongside Liberty City and Vice City Stories, you may have a third, if admittedly rehashed, reason to keep your portable out of the hock shop.
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February 2nd, 2007, 21:26 Posted By: wraggster
It's been a long time coming, and IGN AU reviewed this stellar portable racer a while back, but Atari have finally announced the release date for V8 Supercars 3: Shootout Challenge.
The PSP edition of the PS2 racer will launch on February 16th. V8 Supercars 3: Shootout, delivers an incredibly diverse range of insanely fast championships and skill-based challenges in short bursts of play, making it perfect for PSP gaming on the go. There's also incredible wireless multiplayer racing for up to a staggering 12 players simultaneously and Game Share enables up to four players to enjoy wireless multiplayer racing from just one UMD.
Presenting the world's most powerful cars in tightly fought pack racing action, V8 Supercars 3: Shootout, comes loaded with an all-new championship structure - the World Challenge.
The game also features 36 world-famous tracks, each with multiple variations of routes and over 40 of the world's most exciting real competition cars, both modern and historic and each with their own handling characteristics.
Just some of the cars featured include the Holden Commodore VX and VY V8 Super, Ford Falcon AU and BA, Nissan 350Z Nismo, Subaru Impreza 22 Track, Audi A4 DTM, AMG-Mercedes C-Klasse DTM, WilliamsF1 Team FW 27, Gemballa GTR 750 EVO, Koening GT-D and 360 GT, and N10 Track, TVR T400 R and the coolest motors from the British GT championship.
Keep an eye out for V8 Supercars 3: Shootout Challenge and get your engines roaring when it launches on February 16th.
via ign
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February 2nd, 2007, 21:24 Posted By: wraggster
via romero126
I have noticed a large amount of complaints about not being able to run LUAPlayer on your PSP using the firmware 3.03oe-b.
So here is a quick Guide to doing so.
There are two guides so read carefully.
Guide 1
This is the easy way to install 1.50 homebrew but only works if there is an eboot in the /PSP/GAME folder.
Put your 1.50 homebrew in the folder
/PSP/GAME150
Either put your 3.03 homebrew in the folder or Create a folder named "__SCE__"
/PSP/GAME
Guide 2
Quickly power off your PSP
So that your PSP completly reboots. It will show the "Sony Entertainment" logo.Quote:
Note if you are having problems completly turning of your PSP unplug the PSP and remove the battery.
Quickly hold down the RTrigger.
This will bring up the built in recovery console in 3.0x oe
Select Configuration and press (X)
This will bring you to a submenu. It will allow you to adjust your 3.0xOE to suit your own needs.
Back
Skip SCE logo (currently: enabled/disabled)
Hide corrupt icons (currently: enabled/disabled)
Game folder homebrew (currently: 3.03 Kernel)
Autorun program at /PSP/Game/BOOT/EBOOT.PBP
Use NO-UMD (currently: enabled/disabled)
Fake region (currently: enabled/disabled)
Free UMD region (currently: enabled/disabled)
Click on Game folder homebrew
Note: If its already on 1.50 Kernel then there SOMETHING WRONG
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February 2nd, 2007, 21:19 Posted By: wraggster
New firmware/software update for the PS3, heres whats new:
Users
You can now select an image to use as the User icon from [Photo].
Settings
[Key Tone] has been added as an option under [Sound Settings].
[Delete Backup Data] has been added as an option under [System Settings] > [Backup Utility].
WEP 128, WPA-PSK (TKIP) and WPA-PSK (AES) have been added as security methods that can be used with [AOSS™] under [Automatic].*
* If you have already set up for AOSS using an earlier version of the system software, you must perform AOSS setup again to use the security methods listed above.
* When [Automatic] is selected, the security method to be used is automatically set.
* AOSS is a trademark of Buffalo, Inc.
Game
New for 1.51: Support for PLAYSTATION®3 format software titles has been expanded.
Friends
The method for saving your password / signing in automatically under PLAYSTATION®Network has been changed. There are now two separate options.
Other
You can now enter text in Korean using the on-screen keyboard.
Moreinfo
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February 2nd, 2007, 21:16 Posted By: wraggster
via digitimes
With Microsoft's Xbox 360 and Sony's PlayStation 3 (PS3) new-generation game consoles priced below their component costs, the game console vendors are aggressively preparing to migrate chief components to 65nm production in order to help shrink the gap between retail prices and costs.
During a recent Sony investor conference, the company said it has already started production of various sized chipsets on 65nm node and noted that die-size could be shrunk by 40% in comparison to 90nm process, indicating that corresponding costs could be reduced along with the reduction in die-size. In addition to the prepared migration to more advanced node production, Sony said it also plans to reduce the number of parts in the PS3 in attempt to see "drastic" cost reductions.
iSuppli's research shows that, at present, manufacturing costs of the two PS3 models – 20GB and 60GB-hard disk drive (HDD)– are US$306.85 and US$241.35 higher than the current retail prices.
Another component teardown report from iSuppli reveals that Microsoft is also facing a similar situation. According to the research firm's estimation, the Xbox 360 Premium package which is priced at US$399, actually houses a bill-of-material (BOM) cost of US$525. A spokesperson at Microsoft previously told Business Week that profits from Xbox 360 should only start being realized in 2007.
Microsoft and its foundry partner, Chartered Semiconductor announced last April that it would start producing Xbox 360 CPUs on 65nm silicon-on-Insulator (SOI) technology in the first quarter of 2007. However, later rumors have suggested that the migration might be delayed to mid-year.
A Chinese-language Commercial Times report February 2, 2007 cited industry makers commenting that Microsoft could shrink the cost of three key Xbox 360 components – CPU, northbridge and graphics chip – to below US$150, or 30-40% lower, if it introduces 65nm manufacturing.
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February 2nd, 2007, 21:14 Posted By: wraggster
via akihabaranews.com:
If, like me, you’re the owner of a PS3, you’ve probably realized by now its potential for games and video, and also the fact that there is not a single great game on the market yet! Well, except for MotorSport (I’m totally hooked), but where’s the online mode?? Anyway, let's say we’ll have games on the PS3 at some point, or maybe we’ll have a console emulator (for NEC PC Engine, Super Famicon, Neo Geo, etc.), even a nice DivX player… You’ll also realize that 60GB is good, but hardly enough after a while… Kurouto Shikou is coming to the rescue with their PS3-eSATA, a SATA and eSATA slot for PS3 that allows you to plug any kind of hard disk, and even install the OS of the PS3 on them. You can even unplug the hard disk from your PS3 and plug it on a PC to backup your data, Great!
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February 2nd, 2007, 19:48 Posted By: wraggster
IGN have posted something that we all know, that Sony only update when the PSP Scene over rides all their firmware updates to stop homebrew:
Is Sony Computer Entertainment in a rush to try to combat the homebrew underground? Or is the company simply intent on adding as many features as it can cram into its handheld gaming system while also trying to quell piracy concerns? That debate is raging on net forums at the moment, but whichever belief you follow, any PSP update is something to tune your ears for.
We also must mention that this 3.10 release comes hot on the heels of a breakthrough in the hacking/homebrew scene. A BIOS downgrader for version 3.03 was made available just days before SCE released this update, allowing gamers to take their systems back down to a level before Sony's hardware encryption was properly working and thus opening up the system for unofficial homemade applications (as well as, unfortunately, illegal game copies.) And prior to this downgrader, another unofficial breakthrough came with the release of "custom firmware" -- hacker Dark_AleX was able to decompile the PSP update file and recompose it with all the new stuff Sony has added as well as all the old stuff that allowed unsigned apps to run on the system. The release of 3.10 has done little to cork the leaks in PSP, as coders have already decrypted the 3.10 file. Of course, any unofficial tampering with your PSP BIOS could brick your system and make it unable to run any kind of application, but the temptation is there to have everything Sony wants you to have as well as everything else that's out there. The good part of this is the wealth of homebrew PSP applications, some of which is truly stellar and beyond what even Sony so far has offered with the system (including homemade games, media applications, file utilities and more). The bad part of this is that, without a secure system, there's nothing stopping users from running pirate copies of PSP games on their system, and that's something that Sony and its Third Party partners are desperate to stem (especially with PSP still not meeting expectations in game sales.) And the disasterous part of this is that it's possible to foul up your system completely and turn it into a useless paperweight...
Nice to see IGN posting about homebrew
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February 2nd, 2007, 19:39 Posted By: wraggster
Heres a press release from ubisoft:
Today Ubisoft, one of the world’s largest video game publishers, announced a UK sales and distribution deal with Reef Entertainment to release Free Running, a game based on the new and exciting sport of the same name, on the PlayStation® 2 and PlayStation Portable (PSPTM) consoles on 16th March 2007.
Forget cars, trains, packed pavements and crowded platforms. Free Running means the concrete jungle is your urban playground as you run, vault, jump and climb over obstacles in the most fluid and flowing manner possible.
Rob Cooper, UK managing director at Ubisoft said, “Free Running is the first game of its genre and we are pleased to be working together with Reef Entertainment to bring Free Running to the UK market.”
Peter Rezon, CEO of Reef Entertainment said “An enormous awareness of the sport is developing in the mainstream media and we feel now is the time to release the game. The sport of free running is appearing everywhere from Hollywood films, music videos to advertising and documentaries. Having acquired this exciting game from Rebellion studios and now having Ubisoft on board, one of the world’s largest videogame publishers, provides the perfect platform for Reef to deliver this title to UK gamers.”
Key Game Features
You will join an elite group of athletes known as Tracers (or Free Runners) and will compete against Sebastien Foucan, the creator of Free Running, seen recently in ‘Casino Royale’ as well as members of the organisation known as Urban Freeflow. The aim is to become the greatest free runner of all time.
More than 60 challenges spread over 10 different levels in 3 distinct time zones, each with its own style of gameplay.
9 different single and multiplayer modes, including freestyle, time attack and ground zero.
Unlockable characters, clothes, tricks, videos and music.
Website: www.freerunning.com
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February 2nd, 2007, 19:33 Posted By: wraggster
SuccessHK have dropped the price of their SanDisk Memory Stick Pro Duo 4GB w/ Adaptor to $93 (£46)
Good news for those who want legit Memory cards for their PSP at a decent price.
The 2GB card has also dropped to USD 50.00
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February 2nd, 2007, 18:49 Posted By: wraggster
via gamesradar
To celebrate the release of Dungeon Siege: Throne of Agony on PSP, we've teamed up with 2K games to offer ten lucky winners a copy of the game. We love the action-centric hack and slashery of this handheld RPG and gave it a rather glowing review earlier this week. Just hit the review tab up there to see it for yourself.
So what do you have to do to be in with a chance of winning this cool prize? Simply answer the question below and email us with the answer. Ready for it? Here goes:
Where are you most likely to find a dungeon?
a) In a castle
b) In a pirate ship
c) In a school
If you think you know the answer, click here to email us with your answer, name and full address. The closing date for entries is Friday 2 March 2007.
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February 2nd, 2007, 18:34 Posted By: wraggster
Word that a new WipEout game is in development has come from an interview with Develop magazine with Clemens Wangerin, development director for Sony's Liverpool studio.
Wangerin wouldn't give away much at all (just the above) and there was no one around at Sony when we tried to contact them. All eyes on GDC next month for an announcement? We'll see.
via cvg
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February 2nd, 2007, 17:34 Posted By: wraggster
Konami is planning a Castlevania title for PSP - and they're not mucking about either, packing Symphony of the Night and Rondo of Blood onto the same disc as a full-blown 3D-graphics remake of the latter.
Going by the name Castlevania: The Dracula X Chronicles, it's due out in the autumn.
"Rondo of Blood?" It's only ever been released properly in Japan, although you may have played a slightly less exciting port of it on the SNES called Dracula X. Don't worry though, they're not going to spoil it with 3D visuals, as the gameplay will still be ostensibly 2D.
What's more, an untouched port of the original code, along with one of the much celebrated PlayStation title Symphony of the Night, will also be stuffed onto the UMD when the game makes its first appearance later this year. There's no 3D remake planned of the latter, sadly.
Even so, it still sounds brilliant. Xbox 360 fans will want to remember that Symphony of the Night is also set to be released via Live Arcade in the near future.
via eurogamer
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February 2nd, 2007, 17:09 Posted By: wraggster
David Jaffe has posted a blog during a focus test for the upcoming PS3 downloadable game Calling All Cars, which documents just what happens during a focus test. And it makes for great reading.
His live blog began at 9:15am LA time with: "Focus tests are starting for the game; prob. the last focus/play tests we will have. I will try to live blog it cause...well why not...maybe it will be interesting...or suck. This will be more stream of consciousness than usual...and the spelling lots worse as I'm gonna be focused on the test but trying to blog too...so here we go..."
It gets better: "9:22- Still waiting for this mother****er to show...that's the thing with focus tests...you pay these companies a good amount of cash to go out and find inbiased people to come play stuff, and they get paid, and you usually have like an 80% show rate...there's always a few who sign up to come but do not...one of these focus companies would do well to charge a bit more and then have back up testers to promise you get the number of people you want even if the first picks have a few no shows....**** tards....and yeah, since I am typing fast, prep for lots more cursing cause I got not time to edit "
It gets better still: "9:27- Ok, we're gonna start without the ****...whatever. Dammit! But yeah, here come the butterflies...will they like it, will they make fun of it, will they LOVE it?!? HATE IT?!?! Shit, here we go...they are all sitting down at the ps3's....here we go..."
via cvg
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