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January 24th, 2007, 20:29 Posted By: wraggster
New from SuccessHK is the latest Rocky game for the PSP, we did post this yesterday but only SuccessHK ship worldwide on PSP Games from other regions.
Former heavyweight champ Rocky Balboa steps out of retirement and back into the ring, pitting himself against a new rival. While his passion and spirit are reignited, an older Balboa must consider the mental and physical risks of facing off against a younger, faster opponent. Does Rocky have enough fight left in him to go the distance? It's up to you! Multiplayer boxing action - Challenge a friend & match any two fighters, in any arena
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January 24th, 2007, 20:09 Posted By: wraggster
via joystiq
While the complete change log of the latest PlayStation 3 update (v1.50) is still conspicuously absent from public eye, it's been widely reported that Sony has corrected the fugly resolution issues that plagued PS1 and PS2 titles (those not originally coded for 480p output) when played on the new rig. That's right, no more (unprecedented) artifacts and jaggies. Huzzah!
Note: the fix does not upscale the original resolutions of PS1 or PS2 games.
Update: PS3 Fanboy has posted a list of additional changes implemented by the update:
A personal image/photo can now be used with a user ID
Edy support added
'Operation Sound' added to sound settings
'Delete Backup Data' added to backup utilities
WEP128, WPA-PSK (TKIP), WPA-PSK(AES) can now utilize AOSS
Login password can be saved without setting the system to log in automatically
Korean keyboard setting now available
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January 24th, 2007, 19:28 Posted By: wraggster
via gamesradar
If you go all misty eyed when someone mentions Streets of Rage or Double Dragon, then you've either a) got cataracts or b) got a squishy place in your heart for retro side-scrolling beat-'em-ups.
If it's the latter (and we hope it is), then you're going to be over the rose-tinted moon when you see that Rockstar has included Armies of the Night - a playable homage to those classic games of yore - in its upcoming PSP gang banger, The Warriors.
Dressed in glorious 16-bit-o-vision, Armies of the Night is a brilliant not-really-that-mini minigame, bundling in all the satisfying violence of the main game (minus the super-angry Rage attacks, though) and pitching one or two players (courtesy of WiFi co-op) against all the rival gangs and their bosses as you battle to rescue some bird from the undoubtedly despicable clutches of some bloke or other.
Although it was originally included in the console version of The Warriors, Armies of the Night was only available after completing the game. This time, however, it's ready to play right from the start and, after sampling it during our recent hands-on, it's inclusion from the get-go is real good news, boppers.
Screen Via Comments
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January 24th, 2007, 19:23 Posted By: wraggster
Article from Gamespot
Tetsuya Mizuguchi is a man who loves his music. Whether it's Space Channel 5 or Rez while working at Sega, or Lumines and Meteos at his own company, Q Entertainment, his work has consistently featured banging beats and trippy visuals. Mizuguchi's latest game is called Every Extend Extra, and while it falls into this category, it's still a difficult game to describe. Close to Rez in terms of look and feel, Every Extend Extra focuses on creating chain reactions through explosions, with the number of enemies and the pace of the beat increasing as you progress. Every Extend Extra is already available in the US and Japan (check out our full review here), and with the game being released in Europe this February, we caught up with Mizuguchi-san in London to find out more.
GameSpot UK: Why did you decide to take Every Extend Extra from a free PC game to a full PlayStation Portable release?
Tetsuya Mizuguchi: One day, one of the younger members of Q Entertainment found Every Extend on the PC, and everyone started to play it. It was so addictive! So one of the staff came to me and said he wanted to convert it to the PSP and remake it with a Q flavour. I thought it was a good idea.
GSUK: Was that because it fit in well with games you've made in the past?
TM: Well, we call music interactive; it's a big theme for us to combine the music and the game experience. We wanted to make a music-based game on PSP because it's a really nice platform, an interactive Walkman. So yes, it's along the same lines.
GSUK: How would you explain Every Extend Extra's gameplay?
TM: It's a very simple game. You can move around the screen and explode yourself while enemies come at you. If there are many enemies, the explosion will cause a chain reaction--boom, boom, boom! These sounds and visual effects work with the music, and items called "quicken" allow you to speed up. Run out of time or your stock [of detonators], and it's game over. I think it's simple but really addictive. We wanted to focus on painting the musical elements onto the original game design.
GSUK: If it was another designer that came to you with the original game, what was your involvement in the project?
TM: I [would] just take the back seat! I think that this is a new challenge for us at Q Entertainment, encouraging new talent, and I feel like it's my job to cheer them on. I have to cultivate the future possibilities, and we need new heroes in this industry.
Tetsuya Mizuguchi Watch the full interview!
Watch | Download GSUK: Your games have a very distinctive visual style--is this something you enforce, or do the other designers share your tastes?
TM: I think Every Extend Extra is getting close to Rez, and it's something that I'm quite anxious about. Rez is Rez, and Every Extend Extra is Every Extend Extra, and I think they should each have their own individual style. So, I don't say to my designers, "You should do this, you should do that." I just watched them and kept silent, even though I usually have something [to say]. I will usually tell them important things--that is my role. But the graphical and musical tastes should be down to Every Extend Extra's designers.
GSUK: You've been heavily involved in music, most recently directing a music video for Lumines II. Is this something you want to pursue?
TM: Yeah, that was really fun! I've taken a lot of influence from music videos in the past. When I was in high school I first saw MTV, and I was so surprised--this new expression and art form. There were many great videos that came out like Peter Gabriel's "Sledgehammer" and a-ha's "Take On Me," and that was a new style. So when I had a chance to do Lumines II, I needed many [different] types of music videos and I was looking for a music video with people cheering. I couldn't find one, so I thought we should make one ourselves. It looks like it's been hand-drawn, like the a-ha video, and I wanted to pick on that, like a synaesthesia concept. I like the mix of colours and sounds--the synaesthesia keeps coming back in my creations--and it was a great experience.
GSUK: You've talked about synaesthesia and the work of artists such as Kandinsky as influences for Rez, but what other sources do you draw from?
TM: I had many inspirations for Rez, particularly from rave culture. When I first saw a rave party in about 1993 there were many people dancing, and it was like they were jumping in time to the music. I had a big, big flash, and suddenly I just remembered about the concept of synaesthesia. I studied Kandinsky at university, so this concept came into my brain and it took three or four years to think about making a game around this concept, and it was a long journey. One day, I saw a video from one of my friends in Africa. They'd shot a video of a restaurant with people eating, and suddenly one guy just picked up a bottle and began hitting it [percussively]. Suddenly, this other guy just began clapping his hands and many people began moving and swaying. Then one guy began singing and soon everyone had joined in, and the entire group had found a groove! This video lasted for 15 minutes--a 100 percent invisible groove--and it made me think--how can we create a groove interactively? This is the basic core of the game design, the basic response. It's very abstract but I needed almost five years to complete this kind of concept. At the first stage nobody understood what I was talking about, but it was so fun!
GSUK: This abstract style has meant that your games sometimes appeal to a very limited audience. How do you feel about being seen as an auteur or an indie darling?
TM: I don't care about that! To tell you the truth, after Rez I felt disappointment. I'd put so much energy into it and it was not such a big success commercially. But after five or six years, people are still talking about it and it's a really happy thing. That kind of reaction always gives me passion and energy. The game is not art, it's entertainment, but we need a very artistic approach, and I think we're getting better each time.
GSUK: What are you working on at the moment--a successor to Rez by any chance?
TM: I can't talk about details, but I'm ready to go with my next game, which will be bigger than Lumines or Every Extend Extra. I want to use my passion and energy again using the next-gen technology. I have many reasons to make a new experience, and it must be a new sensory experience using high-def technology. I can make some announcements soon.
GSUK: How interested are you in working on the Wii?
TM: The Wii is really unique, really fun to play, but the graphics and sound technology is not gorgeous like the PlayStation 3 and Xbox 360. I think it's very fun, and they have style, but I think it depends on the idea for the game. If I have an idea that I need to use the [Wii Remote] for, then I will do that. But no particular ideas or projects yet!
GSUK: Mizuguchi-san, thanks for your time.
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January 24th, 2007, 19:13 Posted By: wraggster
Full UK and European deatils of the PS3 launch date, price and hopefully launch line-up will be made at midnight tonight, Sony has told CVG.
The company has previously stated it hoped to reveal full info earlier this week, but then said, via its unofficial blog, Three Speech, that the news would be delayed until later this week. Well 'later this week' is Thursday or Friday.
Speaking to CVG Sony has confirmed the announcement will go live tonight at 12am GMT. It's a bit of an odd time to officially announce details of a UK and European launch at midnight, but who knows what goes on inside the mind of Sony?
So, £425 and March 23? Or will Sony announce it's been delayed again (might explain the midnight release)? We'll find out later on.
Check back at midnight. Or first thing tomorrow if it's past your bedtime
via cvg
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January 24th, 2007, 16:57 Posted By: wraggster
via eurogamer
Codemasters is planning to launch Colin McRae: DIRT simultaneously on PlayStation 3, Xbox 360, and PC in June, the publisher told Eurogamer this morning.
"At the moment the guys in the studio are working towards June, more likely to be the end of June I'd imagine," said a Codemasters spokesperson.
"As far as we're concerned internally, everything's on track."
It will be the first next-gen rally outing for the publisher, who is eager to impress us with heaps of sparkly high-definition mud.
The game will have the usual boot-full of point-to-point races and plenty of off-road excursions, as well as new Rally Cross events. You'll be able to hop behind the wheels of 2WD, 4WD, Classic and RWD vehicles, drive carelessly, and make a right old mess.
DIRT's got a flashy new damage engine too, multiplayer support and European, International and Global rally championships. It's enough to get our engines purring.
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January 24th, 2007, 16:54 Posted By: wraggster
via eurogamer
Rockstar can't confirm or deny reports that Grand Theft Auto: Vice City Stories is on its way to PlayStation 2.
Speaking to Eurogamer this morning, a spokesperson gave us the usual line about not being able to comment on "rumour and speculation".
In this case though, the rumour in question is based on a harder fact than the usual speculative retailer posting.
This time the Entertainment Software Rating Board in the US had been found listing a PS2 version of the game, suggesting it had been submitted for approval by its publisher.
The listing was then pulled, and Rockstar wouldn't be drawn on whether it was legitimate or not, or why it had been pulled.
Vice City Stories was the PlayStation Portable's biggest game of 2006, and continues to top Chart-Track's PSP Top 20.
However with the previous PSP title - Liberty City Stories - having already been ported to PS2 and released at budget price, rumours of its transition to Sony's current-gen format refuse to die out.
Expect to hear more if and when Rockstar has something to announce.
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January 24th, 2007, 16:42 Posted By: wraggster
via cvg
Eidos has revealed that development on a number of sequels from the firm's biggest franchises is underway.
"Our future next generation console titles include new versions of Tomb Raider, Hitman and Championship Manager plus new IPs including Kane & Lynch and Crossfire," the company said in a financial release.
"In the light of the launch of the Sony PlayStation 3 in North America in November 2006 and its planned European launch in Spring 2007 we are assessing the timing of when to launch these titles on the appropriate next generation platforms." Nothing given away there then.
Just Cause has also done well enough to demand a sequel and the statement confirmed last year's reports that a sequel is indeed in development. "We now expect Just Cause to sell over one million units in the current financial year. The sequel to Just Cause is in development."
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January 24th, 2007, 16:40 Posted By: wraggster
via cvg
Is BioWare currently developing for PS3? Well, word on the interweb says a tentative yes.
According to a report on Shacknews, BioWare CEO Ray Muzyka apparently let slip to gamers attending the Video Games Live concert in Edmonton, Canada earlier in the week that the dev's working with Sony's new console
There's been no follow-up confirmation or denial from the studio as yet, but we're hoping to prise that from its jaws later today.
Should BioWare be developing for PS3, would it be its shooter-RPG Mass Effect that's to grace the console as well as Xbox 360? Or does the developer have plans to release its yet-to-be-fully-announced MMORPG on the machine? Or would it be an entirely new IP? Answers on a postcard too..
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January 24th, 2007, 16:39 Posted By: wraggster
via cvg
Ghost Recon Advanced Warfighter 2 looks like it's been delayed for PlayStation 3, a Ubisoft financial report has revealed.
The game was originally expected for release this spring across 360, PC and PS3 the PS3 version has all but disappeared. By default that means the game now becomes a 360 exclusive, for the time being.
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January 24th, 2007, 16:34 Posted By: wraggster
via gibiz
Sony and Namco Bandai are to further strengthen their relationships by forming a new company, Cellius, to create PS3 games and content for mobile phones and PCs.
The company will be joint owned, with Namco Bandai owning 51 per cent of the venture and Sony owning the other 49 per cent, Bloomberg is reporting.
Cellius will create content based around the technology of the Cell chip, the processor Sony and partners International Business Machines and Toshiba spent 200 billion yen (EUR 1.2bn) developing.
The move highlights Sony's desire to go toe-to-toe with rival Microsoft in the entertainment sector, with both company's setting their sites on content for the digital home.
Namco Bandai has been a strong supporter of Sony since it first entered the home console market, creating some of its best-known franchises including Ridge Racer, Tekken and Ace Combat.
Namco Bandai's Ridge Racer 7 and Mobile Suit Gundam were the highest-selling games for the PlayStation 3 last year.
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January 24th, 2007, 16:22 Posted By: wraggster
Mediumguage has updated his text reader and file manager for the PSP to v2.8
Heres the Whats New:
general:
1. fixed a bug when filer backuped flash image, the last cluster was lost.
2. filer will skip to backup flash image when there is not enough space in MS Duo.
3. battery icon blinks when PSP is connected with AC adapter.
filer:
1. when pasting files from RAMDISK, filer will check free space of device, and will skip pasting if there is not enough space.
.
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January 24th, 2007, 16:19 Posted By: wraggster
New release from Gamedev Brazil
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.
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January 24th, 2007, 16:17 Posted By: wraggster
Via psphacks
Extreme Link is certainly coming along nicely… Quake has just released v1.4.0 and it features an ingenious way to create your own PNG images for the PSX docmaker.
Ideally you’d have a screen shot, or a few screen shots, and you’d lay them out as desired. Then you’re able to add your own text: strategic details, guide snippets, etc…
PNG Imager is distributed as a separate executable; however, it is included in the Extreme Link v1.4.0 RAR archive.
The changes up until v1.4.0 final:
b0
1. Stripped out a lot of forms.
2. Added in Icon Assoc’
3. Rebuilt File structure.
4. Combined Form Options into one.
b1
5. Added more Menu Options on PSP Explore
6. Added More functions to PSP Explore
7. Added DocMaker Front end
8. Removed Game Saves - PSP Explore Takes care of this
b2
6. Added another Menu Option on PSP Explore
7. Added in the Create and Move features. - PopStation
8. Added DocMaker Front end to Popstation form
b3
9. Fixed Small PNG View on PSP Explore - Computer side
10. Fixed Large PNG view on PSP Explore
11. Fixed Missing code for Copy on PopStation(Copy-Create)
12. Added Preview of ICON0, PIC0, PIC1 on Popstation
Final 1.4.0
13. Added PNG Imager
Nicely done, Quake.
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January 24th, 2007, 07:39 Posted By: wraggster
via gamespot
Making a game based on a cult '70s film for modern consoles may seem like a tall order. Although today's audiences may not connect with its source material, Rockstar Games has managed to make 2006's The Warriors work. The PlayStation 2 and original Xbox title offered an updated twist on the old-school brawler formula and married it to the classic film. The game even went the extra mile and scored the participation of some original cast members to voice original content that expanded on the movie. The fine folks at Rockstar are bringing the console experience to the PSP with a portable version of the adventure for those who might have missed it. We had the chance to check out a near-final version of the game to see how it's shaping up on its new home.
The Warriors invade the PSP in a sharp-looking portable version of the console game.
If you're unfamiliar with the game or film it's based on, here's a quick primer on just what The Warriors is all about: The game is based on the 1970 Walter Hill movie that adapted Sol Yurick's 1965 debut novel. The movie and novel focus on a night in the life of a gang struggling to get back to its turf after being marked for an unpleasant death. And why is this gang marked for death? It seems that it has been framed for the murder of Cyrus, a gang leader who was attempting to unite the gangs under one banner to fortify their cumulative power into a formidable collective that could run the city regardless of police opposition.
Unfortunately, Cyrus is right in the middle of his pitch at a massive gang meeting in the Bronx--which draws representatives from every major gang in the five boroughs of New York--when he's shot. The real killer, not being a fool, quickly frames the unsuspecting Warriors, which subsequently leads to their being marked for a painful retribution. Outnumbered in an epic way, the Warriors have no choice but to make their way back to the Bronx by the only means open to them, the subway, which leads to the longest and most painful walk of their lives.
The game offers a hybrid experience that draws on material from Yurick's book and original content to tell a much more fleshed-out story. Though the Warriors' run from the Bronx to Coney Island is still a core part of the game, it's not the only story there is to tell. You'll play through levels based on the game, as well as flashbacks. The PSP version of the game will feature all the aforementioned content from the console game but with a tweaked delivery. You'll find everything from the console game, such as story and flashback levels, minigames, and multiplayer modes, all intact. The multiplayer modes will now support ad hoc Wi-Fi options for up to two players. In addition, the unlockable armies-of-the-night mode, a side-scrolling Double Dragon-esque homage, is open from the start. Outside of that, you won't find anything totally new or exclusive to Sony's handheld. However, Rockstar is hoping the game's $19.99 price tag helps make the game appealing to fans who are eager to take the action on the go or anyone who might have missed out on the console game.
Yes, this passed for a gang in the '70s, and we realize the similarities to the Village People lineup.
The game's presentation on the PSP offers an impressive approximation of the PS2 game. The stylized visuals have all made it over intact and do a good job of capturing the game's unique look. The audio also makes the trip over, offering all the sounds heard in the console game. We noticed a few rough spots in the game, such as ghosting when the action got hectic and some frame rate inconsistencies, which we hope are ironed out in the final version. However, for all intents and purposes, The Warriors on the PSP captures the sights and sounds of its console cousins and manages to keep the loads close to par as well, which is nice to see.
Based on what we played, The Warriors is a solid conversion of the console game to the PSP. If the rough spots we mentioned are smoothed over, the title should shape up nicely on the portable system. Though the game doesn't sport any truly new content, its adapted multiplayer modes and its ability to have the unlockable mode open from the start, as well as its price, should make it an appealing purchase for PSP owners who are hankering for something to play. The Warriors is slated to ship next month for the PSP.
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January 24th, 2007, 07:36 Posted By: wraggster
Nataku has released has updated his Counterstrike game for the PSP to V1.0, heres whats new:
Well I've updated CSpsp to version 1.0. Here's a list of updates from the readme:
-UPDATES-
Finished path system for bots so they actually don't get stuck (most of the time )
Implemented spectator mode
Made configs for a few more guns
Implemented ammo/reload system
Implemented switching weapons (primary, secondary, knife)
Sound effects for guns (including some basic panning)
Fixed collision detection between players
Made score list
Score history in top-right corner
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via nataku
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January 24th, 2007, 04:16 Posted By: ICE
When we put together our Top 100 Games of All Time list way back in 2005, Sid Meier's Pirates! sat confidently at number six. In our estimation, only two Mario games, one Zelda title, Tetris and Sid's own Civilization III have ever bested the classic adventure romp. The game first pulled anchor in 1987 and saw two overhauls in later years on the PC, first in 1993 with Pirates! Gold and then 2004's remake with Sid Meier's Pirates!, which also saw a release on the Xbox.
The franchise has now set sail on the PlayStation Portable with Sid Meier's Pirates! Live the Life. The game is something of a mix between the PC and Xbox versions, bringing back some of the features that were stripped down for the console release, while also tweaking some of the PC's aspects, like sneaking into town. The resulting game is a classic in the truest sense of the word, a title that adheres to everything that we've loved about the franchise for roughly 20 years now. The port (get it?) did take on a few rough edges in the translation, but on the whole, it's an experience that's not to be missed.
For those who have never played Pirates! on any of its released systems, you've missed out on one of the most open-ended sandbox games that's ever been released. You begin a career (of which you'll have many) by choosing your starting year, difficulty and allegiance, either the English, Dutch, French or Spanish. Most every action you perform will alter your standing with one or more of these countries. Attack one of your enemies and not only will your country begin rewarding you with a new rank, some loot and maybe even some land, but the attacked country and possibly even its allies will turn against you.
Once a country has you on its bad side, its ships may begin attacking you at open sea and it may block your entrance into its towns. Anger a faction enough and its town may even open fire if you approach its vicinity. One of the game's coolest elements is that the ownership of towns can and will change over time. You can attack and take them over for your own country, and the computer will fight amongst itself over time. Indian tribes can also take over villages, and rogue pirates can attack and pillage towns and leave them empty.
While this sounds like Pirates! is based entirely around battles, that's not the case at all. You can make a lot of money by trading goods amongst towns or selling off booty that you've picked up from other ships. Treasure maps and the like will make their way into your hands, and the governor's daughters are always looking for a dance partner and even husband. Should you have an aversion to open warfare, you can make an entire career out of simply trading goods and looking for lost treasures.
The most important aspect of any game of Pirates! however is the management of your fleet and crew. You can pick up new seamen by either taking some on after winning a ship battle or by recruiting them at a local tavern. If you win a battle without sinking a ship you can add that to your fleet, though you need to manage your total crew count with the required hands for each ship, possibly leaving you with a small crew on your lead battle ship. You also need to make sure that your crew stays happy, and the bigger the crew, the more likely they are to become upset with "the man" (a.k.a. you) and attempt to take him down (a.k.a. mutiny).
Pirates! can arguably be called a collection of mini-games. Each of the actions, like ship battles, sneaking into a town, swordfights and such, are reasonably basic if not strategic, making it a very easy game to get into. You'll need a lot of skill for many of these things at the highest level, but this is where most of your notoriety will come into play.
While all of these things are rather simple, most all of them were implemented almost perfectly in their original design, adding up to make the game larger than the sum of its parts. Should a number of these have fallen short in the PSP port, especially the bigger ones like swordfights and ship battles, then the game would have come apart at the seems. Luckily, Full Fat did a mostly great job in keeping them very much intact and most of them are identical to their PC counterparts.
Swordfights, ship battles and general navigation work perfectly with the PSP's controls as these are more action-oriented tasks, and each of them work exactly as you'd find on the PC. Most of the towns and their various buildings, like the governor's mansion, tavern, shipyard and such, all work exactly as they do on the PC as well. However, these menus (as you generally just manage things) leave something to be desired here as they're just text options and don't offer the flash or presentation that we had assumed we'd find on the PSP. For instance, while in the tavern all you get is a cheap-looking line of text at the bottom of the screen that tells you what you're selecting. Sure, the place looks nice, just as it did on the PC, but in that case you were using the mouse to select who you wanted to talk to so on some (very) basic level it felt like you were exploring the tavern. Here, you're just cycling through menu options and it feels somewhat cheap.
Sneaking into towns, which was a new addition to the 2004 remake, is a little disappointing as well as you don't have complete control over your character's whereabouts. Instead, you move him between boxes, from the center of one square to the next. You can't see them, but they're there. When you move to one, your character has to move all the way into it before he'll come back, should you see a guard and want to quickly hide. This makes it a little less action-oriented, which is odd considering that the PSP is a more action control-friendly device.
The dancing also has seen a change, though it's not necessarily for the better. Instead of having to watch your partner's hands, a directional cue will scroll across the bottom of the screen and tell you what to press. The problem is that it doesn't appear until midway through the screen, so it's more of a reactionary thing than a timing one. It's not really any worse, but it's not better, either, and just makes you look at the bottom of the screen rather than the dancing.
Finding treasure has been improved here. Whereas the Xbox port had you automatically find treasure if you had a map without the need to navigate on-foot at all, the PSP game sees land travel return along with the new dangers of booby traps and wild animals that will eat your crew alive. It's the most engaging version of treasure hunting yet, and we're glad to see it.
Lastly, Pirates! on the PSP also includes an Ad-Hoc multiplayer mode for up to four players with roughly a half-dozen maps. It's rather simplistic but it can also be a great deal of fun. If you're really into the game's ship battles, as you should be, this can prove to be some good fun. Just don't rely on the PC bots to put up a realistic challenge as they like to run in circles and crash into land while also landing perfect shots. At least they're there to fill out the ocean.
Closing Comments
Sid Meier's Pirates! Live the Life is a really good port of an absolutely classic game. It's not perfect by any means, as sneaking into town and some of the presentation isn't quite as PSP-friendly as we'd hoped, but everything that makes Pirates! what it is is here and in fantastic form. The most important elements, like ship battles, exploration and such are identical to what you 'd find on the PC, which is really what matters. If you own a PSP, head to the nearest port and hand over some booty for this one.
8.0 Presentation
Some text-heavy menus aren't as PSP-friendly as they could be, but everything else is great.
7.5 Graphics
Wide open seas, nice looking characters and plenty of ship detail.
8.0 Sound
Nice sound effects and very addictive music go a long way.
9.0 Gameplay
The original "do anything" game is here and nearly 100% intact.
9.5 Lasting Appeal
You could play this game a billion times and never live the same life.
9.0
Outstanding OVERALL
(out of 10 / not an average)
via:IGN
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January 24th, 2007, 01:30 Posted By: wraggster
eldiablov has now added analogue support to his homebrew game for the PSP
It just simple at the moment your a mouse and you go after pieces of cheese on the screen sorta like snake without the growth and you're chased by a bat thats it for now
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via eldiablov
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January 24th, 2007, 01:22 Posted By: wraggster
Heres the spiel:
Media-Convert is 100% free. No software is needed, and you don't have to register. You only need your favorite Internet browser. Your files are ready 7/7 days 24/24 hours.
How to convert a file ?
To convert a file located on your computer : Check File mode, click Browse and choose the file, select input format (if autodetection fails) and output format, submit the form.
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To make a screenshot of any website (convert it into an image) : Check URL mode, enter the website URL and select an image output format.
More Info --> http://media-convert.com/convert/index.php
Try it and let us know
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January 24th, 2007, 01:20 Posted By: wraggster
via pspfanboy
This should come as no surprise to PSP owners, but it's interesting to see the numbers nonetheless. When looking through the ESRB database, one sees that the PSP offers a greater variety of games than Nintendo's handheld. The PSP features 30 titles with an M rating. The DS, on the other hand, only has 2.
Teen-rated games also find their home on the PSP. The DS only has 31 Teen-rated games, while the PSP has three times the number of titles, with 96 T-rated games.
While it's undeniable that the DS is selling better than the PSP, one has to wonder how many of those consoles are for adults. I'd assume not too many. Grand Theft Auto sold over a million copies on Sony's handheld, while LocoRoco went by mostly unnoticed. I think it should be pretty clear that the two portables are targeting two very different markets: and older gamers, like myself, enjoy the slightly more adult-themed games of the PSP.
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