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November 10th, 2006, 16:54 Posted By: wraggster
Sony has whacked its PlayStation 3 User's Guide onto the Internet, giving you the chance to explore the console's functionality through the medium of badly worded paragraphs. (No change there, then.)
For instance, you might like to know what you can download and upload using the PS3 web-browser, or to get an overview of the PS3 Store.
You can also see how the Friends stuff works, and investigate the sorts of photo, music and video the PS3 will play back from storage devices and the console's internal hard disk. It also helps explain all the system settings, so you can see clearly what's alterable
More Info
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November 10th, 2006, 16:46 Posted By: wraggster
The Dual Charge AC has dual-USB inputs allowing two pads to be charged simultaneously from any plug. The unit also doubles as a charge for any other USB electronics.
The HDMI Cable is capable of full 1080p video output and the Charge Link lets you power up SIXAXIS while playing at the same time.
We'll have info on the UK list of third-party peripherals nearer the March launch.
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November 10th, 2006, 13:08 Posted By: Darksaviour69
Elder Scrolls and Sonic both to miss 17th Nov, NBA Live 07 cancelled
Sony's PlayStation 3 line-up has lost two of its key third party support struts with the news that Sonic the Hedgehog and The Elder Scrolls IV: Oblivion will both miss the 17th November launch.
Sonic will now arrive sometime in December, according to SEGA representatives, but the news was worse for Xbox and PC hit Oblivion, which has been set back until the first quarter of 2007.
In a separate announcement, Electronic Arts revealed that NBA Live 07 - demonstrated during Sony's E3 2006 showcase - will no longer appear on the format, with the publisher aiming to make Live 08 the series' PS3 debut.
Instead EA wants to concentrate its resources on next year's release of NBA Street: Homecourt for the Sony system and Microsoft's rival Xbox 360.
The changes to Sony's day-one line-up mean that Activision's Call of Duty 3 and Ubisoft's Rainbow Six Vegas will be among the most critically significant third party titles in the line-up - with both having already launched on Xbox 360.
In terms of exclusives, PS3 will headline with Resistance: Fall of Man from Insomniac Games, internally produced NBA 07 and Genji: Days of the Blade.
Those titles will be supported by Full Auto 2 (SEGA), Ridge Racer 7 (Namco Bandai), Mobile Suit Gundam: Crossfire (Namco Bandai) and Untold Legends (Sony Online Entertainment) as second and third party exclusives.
gamesindustry.biz
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November 10th, 2006, 04:13 Posted By: dagger89
The source code from http://pcsx2.svn.sourceforge.net/viewvc/pcsx2/ has been compiled for you in this prerelease. Please note that this is an UNOFFICIAL binary release, compiled only from the source code available on sourceforge, quality of the final 0.9.2 will be higher than this build!
Everything (except for the bios) is provided in this release.
Changelog:
Whats new in 0.9.2?
1) Frame skipping! yes its finally here and it can speed your games up too full speed!
2) VU Skip which is the same as frame skip but it skips alot more and is unstable
but its faster than normal frame skipping!
3) Increased MTGS support which is now more stable and gives a huge boost to dual core
computers.
4) The new SPU2 plugin which now supports XA audio playback!
If you are having problems with the hosted link, or if its corrupted:
Download:
http://rapidshare.com/files/2723242/pcsx2_0.9.2.7z
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November 10th, 2006, 01:35 Posted By: wraggster
News/release from SG57:
This neat little beauty allows anyone who uses it, to open a Master Lock. This is a port of Yeldarb's PSPick v0.2 although all used was the algorithim and information (help screen info and whatnot)
Features:
Nice usage of my new demo: Plasma Field
Find combination to any Combination Master Lock
Ability to find crucial number to find the reste - the last one
Easy-to-use interface (easy on teh eyes as well) and built-in instructions and general information on what's going on.
Same abilities and disabilities as PSPick v0.2 pretty much
Open Source - good teaching tool to utilize TIFF SDK effectivly (to an extent)
Controls:
They are printed in the app - but what the heck:
Opening Screen:
X - Continue
Middle Screen:
D-Pad Up/Right - Increase Lock's Last Number
D-Pad Down/Left - Decrease Lock's Last Number
Start - Continue
Ending/Results Screen:
Triangle - Go back to Opening Screen/Start Over
Global/Anywhere:
HOME - Exit (and warm your heart )
Notes:
As you know, this is a port of PSPick v0.2 - released over a year ago in July 2005 - Master Lock producer company may have changed their algorithm
I only made this as something to do in my spare time - Im still working on BlockDude, but school is giving me the middle finger what with homework and projects, but luckily, i dont have it on Friday, so...
Bugs:
Report em'
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November 10th, 2006, 01:30 Posted By: wraggster
Jamiefuller posted this news/release:
Hi All,
This is my new project, I wanted to create a 2 player game with a chat client built in, I remembered an old game from my childhood (yep way before computers took over) there was a great 'board' game called 'Downfall' by MB. the challenge of programming that grabbed me and so I began.
I have fully written the gui, and its looking good, its a bit strange to play and the networking isnt in place yet so you cant actually complete anything.
This game also features an MP3 player which scans your music folder for tracks, you can select which track is playing by pressing and holding the left trigger to bring up a control panel. then use the cursors to control it.
let me know what you think, I am considering dropping the project as the bit I wanted to write is now written and I dont have another PSP for testing networking but if there is enough interest I will complete it.
control the 'cogs' by moveing the curosr over them with the analogue stick and pressing 'Cross' to turn anti-clockwise and pressing 'Circle' to turn clockwise.
move the pointer over the right side of the scren to active the chat window and then use the dpad to control the onscreen keyboard.
If someone else would like to finish the project instead I'm quite happy to release the source.
cheers
Jamie
Via Jamie fuller
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November 10th, 2006, 01:25 Posted By: wraggster
Via PSPfanboy
Sony recently sent out a survey to Ratchet & Clank beta testers, and after a series of expected questions about the game, it moved on to more... interesting matters. One question asked users which feature they find to be of least value in the system, and can be eliminated. What?! There's absolutely no reason to get rid of any of PSP's features, even if they're sparingly used. I know I use every single feature listed in their survey, but the one I could probably live without would be the ability to view photos (but how will I add wallpapers to my system?).
Why would Sony ask such a terrifying question? Are future firmware upgrades taking up too much space? Maybe the functionality of the system has expanded beyond what the firmware internal memory is capable of holding. Let's hope not, because I want my PSP to do everything it possibly can.
Screen Via Comments
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November 10th, 2006, 01:17 Posted By: wraggster
Via IGN
O~3 Entertainment, publisher of Alien Hominid and Konductra, today announced that a new block busting game called Puzzle Scape is headed to the PSP next month. Puzzle Scape will feature 3D visuals combined with fast-paced gameplay. O~3 is hoping to inject its new game with that necessary but elusive element of all great puzzle games: easy to learn, difficult to master.
In Puzzle Scape, players arrange blocks of different colors into chains that are exploded by cubes of same-colored blocks. Eliminating the blocks increases the level and players can gather a variety of power-ups by creating long chains. Level-ups introduce new elements into the background puzzle scapes. There are four different background themes: cells, flowers, machines and dreams.
In architect mode, the player tries to build objectives as fast as possible, and in artist mode the goal is to play for survival and high score. Both single player-modes can be played with a partner in cooperation or in 'duel mode' over wireless connection. Puzzle Scape also features multiplayer for up to eight-players in Bomb Run mode, where everyone plays the same scene and tries to be the first to destroy enough blocks to win the game. The game also includes a demo that can be sent to a friend.
Puzzle Scape has been developed by Farmind, a console game developer, utilizing 3D technology developed by Pixelgene. After its US release, the game will be made available for Japan and Europe.
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November 10th, 2006, 01:15 Posted By: wraggster
Via GTAportable
UK based gaming site, Eurogamer today put up the first part of their walkthrough for Vice City Stories. In the first part, they cover full mission guides for the first few missions, as well as giving top tips when playing the game.
The tips include completing special side missions in the early part of the game, such as Paramedic that gives you infinite sprint, and Vigilante missions giving you stronger body armor. Another good tip is that the bigger your empire, the bigger your wallet.
The second part of their walkthrough will include all storyline missions and secrets.
Walkthrough Here
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November 10th, 2006, 01:12 Posted By: wraggster
Via Chubigan
There’s a unique situation at hand when the PS3 launches in November: it succeeds two other Sony consoles that are still being strongly supported...one that has dominated the console industry for the last few years, and one that has not done quite as well in sales as expected. While the PS2 will continue to be supported and live on its own for the next few years, it is the PSP that opens a world of potential to the PS3...one that could help sales of both the PSP and PS3 over the next few years.
Why It’s Different.
Before we get to talking about the PS3 to PSP connectivity’s future, it is first important to note why this is different than any other console to handheld connectivity that has failed beforehand...namely, the Gamecube and GBA.
The GBA has a huge install base that easily surpasses any handheld on the market today. Couple that with the Gamecube and you have a recipe for success, no? Unfortunately few games supported the connectivity, and the whole idea dropped off before the Gamecube’s support waned. But why?
There are a few major reasons: one, the GBA is just not powerful enough to do much outside of providing maps and information to Gamecube games. The second and biggest reason is the adaptor users needed to purchase...while it was only $10, it was still an entry fee that needed to be bought before connectivity could happen. Players asked themselves...did they really want to pay $10 to, say, download Pac-Man on their GBA temporarily? Not many games aside from the one Zelda game that focused around the entire concept gave enough reason to make the investment, however small it was.
There were more reasons, namely the fact that you needed a specific cartridge for it to work and the fact that the connectivity was not supported inside the Gamecube hardware, but rather software only. This was not really Nintendo’s fault, as they’ve learned from this enough to make the DS and Wii more easily accessible. While previous generations separated handhelds and consoles with a big, thick line, as we move onto the future the gap is closing. While no plans have been announced by Nintendo to use the DS and Wii together, it will certainly happen.
Which brings us back to the PSP and PS3...the main benefit being if you have a PSP and PS3, you’re set to go, whether it be via USB (with the controller cable you already get with the system) or Wi-Fi. There’s no deciding whether or not you want to invest in a cheap cable, or if you need a certain game to get the content...the accessibility is already there, and its ready when you are.
PS3: Your Media...on Demand.
One of the most important things to note about the PSP to PS3 connectivity is that it’s ready to go right outside the box. We won’t have to wait a few months for the first firmware update to come in; it’s available right on November 17th, whether it be downloading media or buying PS1 games for your PSP.
The great thing is that the PSP isn’t recognized as just another USB hard drive, rather the PS3 takes the content as its little media cousin on the go (going as far as to display your name you chose for the PSP way back when you first booted it up...remember that?)
The great thing about all this is how you can stream content from your PS3 directly to your PSP...while it’s limited to the house at launch, in the next firmware update we’ll see it expand to across the world. Anything that’s on your PS3 media wise, you can stream it directly to the PSP. On the other hand you can plug in your PSP and stream any media you have on it to the PS3.
Yeah, I know...this is all news you’ve heard before. But when you hear people say the PSP to PS3 connectivity will likely fail, and you see all these options on day ONE with NO extra equipment to buy, it’s hard to see how it could “fail” at all. It’s only going to get better from here.
How so? We’ll, let’s find out.
PS3: Your Bank of Awesome.
The PS1 downloads are going to be quite excellent to have for the PSP on launch day...just buy a $5 PS1 game, hook up your PSP and start gamin’! According to Sony soon after the holidays we’ll even be able to play downloaded PS1 games on the PS3.
Once that happens you’ll see a whole new level of sharing and swapping...play some PS1 on the PS3, then transfer that save over to your PSP and continue where you left off. Once you get back home plug that PSP in, sync saves and continue yet again on the PS3. That’s pretty sweet if you ask me.
The problem we may run into is the size of PS1 games...you may need a big memory stick if downloads range from 200mb to 1GB. How are you going to be able to fit all those games on just a 2-4GB stick? Maybe it won’t be such a problem since you can swap them out when you get home, but what about going on a trip?
That’s where the PS3 comes in. Acting as a bank of your PS1 game library, you can directly access your PS3 with your PSP in, say, a hotel room. Then perhaps sometime in the future we’ll get a program on the PSP that shows all the PS1 games on your HDD back home. Now you check off what games you want to download, and leave the PSP plugged in as you go to bed. The PSP can automatically delete the PS1 games already on the memory stick and start to download the games you’ve chosen, then automatically shut down when the 2-3 hour process is complete. When you wake up, bam! Your new PS1 games are ready to go. Heck, maybe you could even sync your PS1 saves to the PS3 from your hotel room while you’re at it. The potential is not only possible, but probable. The tech is there, and it’s only a matter of time before Sony utilizes it.
A New Level of Connectivity
The PSP is ready to be the online network buddy of the PS3. It’s only a matter of time before Sony includes a Friends icon for the XMB that lets you see what friends are online at any given time, and perhaps even message them right through the PSP. Not only can the PSP do this, it’s vital if Sony wants to make their online system as robust as they want it to be.
The fact is, this might not happen right away. For all I know the PSP could have this included in the 3.0 update we’ll get this month. As of right now the PS3 online structure is still undergoing work, and the launch titles will not take advantage of it immediately (though perhaps a software update can fix some of the small things like friend lists). But come next year...heck, as soon as Motorstorm hits we’ll get the first title that utilizes Sony’s network platform to the fullest (seeing as it was delayed till next year to include online). And when it does, the PSP’s inclusion into the Sony Network will be absolutely necessary.
Expanding the Horizon
We’ve seen the PSP sync up to the PS2 in some promising ways, such as swapping save data with a game or unlocking PS2 content on your PSP with SOCOM, for example. We’ll see that supported yet again on the PS3, but maybe we’ll even see it expand even more.
Let’s take a sports game for example. Perhaps it’ll allow you to save a bunch of replays you’ve accumulated over the course of a session that includes some incredible scores and moves. Then you select “PSP Transfer” and the PSP downloads a small application that allows you to cut these clips in a Windows Movie Maker type fashion. The game will compress all the replays you have into some lower-quality vids that the PSP can deal with easier and you can start cutting away, adding some music and making transitions. Then when you get back to your PS3 you can upload the data to the game, which takes the video timelines and music and uses the information to cut the HD footage into an HD montage on the PS3, which is easily streamed via the PSP to show friends. Cool, wouldn’t you say?
Let’s take it a bit further. Let’s say GTA4 comes out on the PS3 and it takes place in a NYC type area. About a few months later GTA: San Andreas Stories comes out for the PSP (or another Stories game based off of a GTA locale). Once it does a patch is released for the PS3 GTA4 version. So you’re crusin’ down the NYC streets in your Cheetah when you see a mission icon that says “Connect PSP to download mission” when you go near it.
So you connect the PSP and get a new mission for the GTASAS game, which is available on the main menu. But when you start up the PSP downloaded mission you get a cutscene that uses the GTA4 characters, not the GTASAS characters. They start to reminisce of a job they did in San Andreas, and soon after the cutscene ends you’re not playing your GTASAS character, but rather a lower-poly GTA4 character in a flashback scene in San Andreas. Complete it and you get more backstory of the PS3 game. It works like the cutscene in San Andreas where you fly to do a job in Liberty City, except Liberty City wasn’t actually there, it was just a part of some buildings...but using the PSP, you can actually have the entire city at your disposal.
The possibilities for PSP content are endless...but what about utilizing the PSP for use with a PS3 game?
It’s All in the Dev’s Hands.
We all saw the demo at E3 in which a PSP was used as a rear view mirror for the F1 game. While it gives us insight as to what the PSP and PS3 can share, it didn’t exactly catch the world on fire.
The thing is, we might not see the PSP used for an in game PS3 controller for quite some time. The software support is something we might see once the PSP and PS3 numbers increase over the years, but I don’t see it happening right out of the gate. When it does happen, there’s quite a bit the PSP can do. Perhaps you can set up cameras around a level and use the PSP as the security monitor to see if any enemies are sneaking up behind you, or use the PSP as an in-game radar that shows the entire map. Those are the types of examples that will likely be more widespread than say, using the PSP like a controller (which was the sole purpose of the GCN to GBA connectivity, and failed as a result).
The nice thing about these examples is that they don’t require another PSP game purchase or anything like that...its just streamed media right to the PSP. Anyone can take advantage of it, which is vital for its use in games.
I’m almost certain devs like Polyphony will create some kind of “car garage” application for the PSP that allows you to store your bought cars from GTHD to the PSP to view, and perhaps tune up and such. Maybe we’ll see the PSP used as a way of transitioning to different minigames...remember those arcade machines you could play in Prey? Just hit a button and download that little minigame right to the PSP. Heck, you could get live video updates from a commander on your PSP while you’re fighting in a futuristic battlefield on the PS3. It’s something that dev’s will do when the PSP and PS3 sales numbers are just right...and that might not be too far off.
The PSP needs the PS3, and vice versa. Both need strong sales to propel software support over the competition. By having all of these connectivity options out the game, users might start craving both the PSP and PS3...which is exactly what Sony needs right now.
It’s gonna be hard to pass up either one in the next few years. Count on it.
***
Well, we have less than two weeks until the launch of the PS3. TWO WEEKS!!! Come back for two more Launch Horizon blogs, including an interview that both PS3 e-Di fans and PSP owners alike might find interesting.
Till next time!
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November 10th, 2006, 01:12 Posted By: wraggster
Via Chubigan
There’s a unique situation at hand when the PS3 launches in November: it succeeds two other Sony consoles that are still being strongly supported...one that has dominated the console industry for the last few years, and one that has not done quite as well in sales as expected. While the PS2 will continue to be supported and live on its own for the next few years, it is the PSP that opens a world of potential to the PS3...one that could help sales of both the PSP and PS3 over the next few years.
Why It’s Different.
Before we get to talking about the PS3 to PSP connectivity’s future, it is first important to note why this is different than any other console to handheld connectivity that has failed beforehand...namely, the Gamecube and GBA.
The GBA has a huge install base that easily surpasses any handheld on the market today. Couple that with the Gamecube and you have a recipe for success, no? Unfortunately few games supported the connectivity, and the whole idea dropped off before the Gamecube’s support waned. But why?
There are a few major reasons: one, the GBA is just not powerful enough to do much outside of providing maps and information to Gamecube games. The second and biggest reason is the adaptor users needed to purchase...while it was only $10, it was still an entry fee that needed to be bought before connectivity could happen. Players asked themselves...did they really want to pay $10 to, say, download Pac-Man on their GBA temporarily? Not many games aside from the one Zelda game that focused around the entire concept gave enough reason to make the investment, however small it was.
There were more reasons, namely the fact that you needed a specific cartridge for it to work and the fact that the connectivity was not supported inside the Gamecube hardware, but rather software only. This was not really Nintendo’s fault, as they’ve learned from this enough to make the DS and Wii more easily accessible. While previous generations separated handhelds and consoles with a big, thick line, as we move onto the future the gap is closing. While no plans have been announced by Nintendo to use the DS and Wii together, it will certainly happen.
Which brings us back to the PSP and PS3...the main benefit being if you have a PSP and PS3, you’re set to go, whether it be via USB (with the controller cable you already get with the system) or Wi-Fi. There’s no deciding whether or not you want to invest in a cheap cable, or if you need a certain game to get the content...the accessibility is already there, and its ready when you are.
PS3: Your Media...on Demand.
One of the most important things to note about the PSP to PS3 connectivity is that it’s ready to go right outside the box. We won’t have to wait a few months for the first firmware update to come in; it’s available right on November 17th, whether it be downloading media or buying PS1 games for your PSP.
The great thing is that the PSP isn’t recognized as just another USB hard drive, rather the PS3 takes the content as its little media cousin on the go (going as far as to display your name you chose for the PSP way back when you first booted it up...remember that?)
The great thing about all this is how you can stream content from your PS3 directly to your PSP...while it’s limited to the house at launch, in the next firmware update we’ll see it expand to across the world. Anything that’s on your PS3 media wise, you can stream it directly to the PSP. On the other hand you can plug in your PSP and stream any media you have on it to the PS3.
Yeah, I know...this is all news you’ve heard before. But when you hear people say the PSP to PS3 connectivity will likely fail, and you see all these options on day ONE with NO extra equipment to buy, it’s hard to see how it could “fail” at all. It’s only going to get better from here.
How so? We’ll, let’s find out.
PS3: Your Bank of Awesome.
The PS1 downloads are going to be quite excellent to have for the PSP on launch day...just buy a $5 PS1 game, hook up your PSP and start gamin’! According to Sony soon after the holidays we’ll even be able to play downloaded PS1 games on the PS3.
Once that happens you’ll see a whole new level of sharing and swapping...play some PS1 on the PS3, then transfer that save over to your PSP and continue where you left off. Once you get back home plug that PSP in, sync saves and continue yet again on the PS3. That’s pretty sweet if you ask me.
The problem we may run into is the size of PS1 games...you may need a big memory stick if downloads range from 200mb to 1GB. How are you going to be able to fit all those games on just a 2-4GB stick? Maybe it won’t be such a problem since you can swap them out when you get home, but what about going on a trip?
That’s where the PS3 comes in. Acting as a bank of your PS1 game library, you can directly access your PS3 with your PSP in, say, a hotel room. Then perhaps sometime in the future we’ll get a program on the PSP that shows all the PS1 games on your HDD back home. Now you check off what games you want to download, and leave the PSP plugged in as you go to bed. The PSP can automatically delete the PS1 games already on the memory stick and start to download the games you’ve chosen, then automatically shut down when the 2-3 hour process is complete. When you wake up, bam! Your new PS1 games are ready to go. Heck, maybe you could even sync your PS1 saves to the PS3 from your hotel room while you’re at it. The potential is not only possible, but probable. The tech is there, and it’s only a matter of time before Sony utilizes it.
A New Level of Connectivity
The PSP is ready to be the online network buddy of the PS3. It’s only a matter of time before Sony includes a Friends icon for the XMB that lets you see what friends are online at any given time, and perhaps even message them right through the PSP. Not only can the PSP do this, it’s vital if Sony wants to make their online system as robust as they want it to be.
The fact is, this might not happen right away. For all I know the PSP could have this included in the 3.0 update we’ll get this month. As of right now the PS3 online structure is still undergoing work, and the launch titles will not take advantage of it immediately (though perhaps a software update can fix some of the small things like friend lists). But come next year...heck, as soon as Motorstorm hits we’ll get the first title that utilizes Sony’s network platform to the fullest (seeing as it was delayed till next year to include online). And when it does, the PSP’s inclusion into the Sony Network will be absolutely necessary.
Expanding the Horizon
We’ve seen the PSP sync up to the PS2 in some promising ways, such as swapping save data with a game or unlocking PS2 content on your PSP with SOCOM, for example. We’ll see that supported yet again on the PS3, but maybe we’ll even see it expand even more.
Let’s take a sports game for example. Perhaps it’ll allow you to save a bunch of replays you’ve accumulated over the course of a session that includes some incredible scores and moves. Then you select “PSP Transfer” and the PSP downloads a small application that allows you to cut these clips in a Windows Movie Maker type fashion. The game will compress all the replays you have into some lower-quality vids that the PSP can deal with easier and you can start cutting away, adding some music and making transitions. Then when you get back to your PS3 you can upload the data to the game, which takes the video timelines and music and uses the information to cut the HD footage into an HD montage on the PS3, which is easily streamed via the PSP to show friends. Cool, wouldn’t you say?
Let’s take it a bit further. Let’s say GTA4 comes out on the PS3 and it takes place in a NYC type area. About a few months later GTA: San Andreas Stories comes out for the PSP (or another Stories game based off of a GTA locale). Once it does a patch is released for the PS3 GTA4 version. So you’re crusin’ down the NYC streets in your Cheetah when you see a mission icon that says “Connect PSP to download mission” when you go near it.
So you connect the PSP and get a new mission for the GTASAS game, which is available on the main menu. But when you start up the PSP downloaded mission you get a cutscene that uses the GTA4 characters, not the GTASAS characters. They start to reminisce of a job they did in San Andreas, and soon after the cutscene ends you’re not playing your GTASAS character, but rather a lower-poly GTA4 character in a flashback scene in San Andreas. Complete it and you get more backstory of the PS3 game. It works like the cutscene in San Andreas where you fly to do a job in Liberty City, except Liberty City wasn’t actually there, it was just a part of some buildings...but using the PSP, you can actually have the entire city at your disposal.
The possibilities for PSP content are endless...but what about utilizing the PSP for use with a PS3 game?
It’s All in the Dev’s Hands.
We all saw the demo at E3 in which a PSP was used as a rear view mirror for the F1 game. While it gives us insight as to what the PSP and PS3 can share, it didn’t exactly catch the world on fire.
The thing is, we might not see the PSP used for an in game PS3 controller for quite some time. The software support is something we might see once the PSP and PS3 numbers increase over the years, but I don’t see it happening right out of the gate. When it does happen, there’s quite a bit the PSP can do. Perhaps you can set up cameras around a level and use the PSP as the security monitor to see if any enemies are sneaking up behind you, or use the PSP as an in-game radar that shows the entire map. Those are the types of examples that will likely be more widespread than say, using the PSP like a controller (which was the sole purpose of the GCN to GBA connectivity, and failed as a result).
The nice thing about these examples is that they don’t require another PSP game purchase or anything like that...its just streamed media right to the PSP. Anyone can take advantage of it, which is vital for its use in games.
I’m almost certain devs like Polyphony will create some kind of “car garage” application for the PSP that allows you to store your bought cars from GTHD to the PSP to view, and perhaps tune up and such. Maybe we’ll see the PSP used as a way of transitioning to different minigames...remember those arcade machines you could play in Prey? Just hit a button and download that little minigame right to the PSP. Heck, you could get live video updates from a commander on your PSP while you’re fighting in a futuristic battlefield on the PS3. It’s something that dev’s will do when the PSP and PS3 sales numbers are just right...and that might not be too far off.
The PSP needs the PS3, and vice versa. Both need strong sales to propel software support over the competition. By having all of these connectivity options out the game, users might start craving both the PSP and PS3...which is exactly what Sony needs right now.
It’s gonna be hard to pass up either one in the next few years. Count on it.
***
Well, we have less than two weeks until the launch of the PS3. TWO WEEKS!!! Come back for two more Launch Horizon blogs, including an interview that both PS3 e-Di fans and PSP owners alike might find interesting.
Till next time!
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November 9th, 2006, 23:30 Posted By: wraggster
New PS3 Game Preorder at SuccessHK:
Sega Golfclub Featuring Miyazato Family lets you pick between 3 siblings, then take some swings on the golf course
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November 9th, 2006, 23:29 Posted By: wraggster
New PS3 Game Preorder at SuccessHK:
Ridge Racer has traditionally been about fictional car makes and models and, with Ridge Racer 7, you're going have tons of rides to choose from, and lots of options for customizing them. Dubbed the "machine connector," the customization tool in Ridge Racer 7 lets you make a multitude of cosmetic changes to your cars, with new rims, paint jobs, decals, and body kits for various segments of your ride. More importantly, you can also affect the handling of your car with new engine parts, nitrous kits, and plug-ins. With the nitrous setups, there are a number of different options: kits with more than three nitrous "cells" to fill up, giving you more boosts to access; nitrous systems with less capacity but more power; or nitrous kits that feature a single cell of nitrous. This last one seems more flexible, as you can enable and disable the nitrous simply by pressing and letting go of the nitrous button; traditional Ridge Racer nitrous systems use an entire cell of nitrous once you've pressed the button. Plug-ins are additional parts you can add to your car to give it a specific advantage, such as guaranteed rocket starts off the line and many others.
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November 9th, 2006, 23:23 Posted By: wraggster
New PS3 Game Preorder at SuccessHK:
In Resistance: Fall of Man, US and British forces band together in a last-ditch effort to save England from a horrific scourge -- the Chimera. This parasitic species infects other life forms with a virus that rapidly mutates victims into new Chimera. In mere decades this race has ripped apart populations across Asia and Europe and by 1951 has landed on the shores of England. You play the part of US Army Ranger Nathan Hale fighting alongside a group of British resistance soldiers to free the country from the Chimera and to halt their spread across the globe.
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November 9th, 2006, 23:18 Posted By: wraggster
New PS3 Game Preorder at SuccessHK:
While this action adventure game flexes a bit of the PlayStation 3's graphical muscle with its mythical Japanese scenery, its rather shallow, derivative gameplay makes it difficult to recommend.
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November 9th, 2006, 23:09 Posted By: wraggster
Via Spong
Everything that captures the British zeitgeist is not destined for the same direct commercial success as, for example the “Wassup” Bud advert. It has to be said that the recently-revealed Little Britain videogame is such an example.
According to reports, Blast Games has signed the franchise for release on PlayStation 2, PC and PSP, with the latter portable title coming after the home versions, which are currently slated for January of 2007. Blast has some excellent IP in its stable, including right to The Flintstones and Beverly Hills Cop and it has to be noted that signing Little Britain is something of a coup.
However, the chances of it turning into a worthy gaming option do look slim. If we could offer Blast any advice, it would be to contract Jeff Minter to develop the mini-game-driven title. He might be expensive but his involvement will appeal to gamers, a slightly bigger target audience than the unfortunate kid who was doing his best Ali G impersonation just weeks ago
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November 9th, 2006, 23:00 Posted By: wraggster
Via Gamespot
Earlier today, during a meeting with Atari, we had an opportunity to get our hands on an alpha version of Dungeons & Dragons Tactics for the PlayStation Portable. Currently scheduled for release in February, the turn-based strategy game adheres quite strictly to the D&D 3.5 rule set but is most definitely being developed with newcomers as well as hardcore D&D fans in mind. During the hour or so that we were able to spend with the game on this occasion, we took a good look at the character-generation system (there are no drow or half-dragons, sorry) and then put our new character and his party to work in a couple of early missions.
There are seven different races available when you create a new character in Dungeons & Dragons Tactics, including humans, dwarves, gnomes, elves, half-elves, halflings, and half-orcs. After opting for one of those and settling on your gender, you'll be able to choose from no fewer than 13 different classes for your new character, which include barbarian, bard, cleric, druid, fighter, monk, paladin, psion, psychic warrior, ranger, rogue, sorcerer, and wizard. Depending on your class choice, you'll be able to choose from up to nine different alignments for your character, which include good, neutral, and evil variants of lawful, neutral, and chaotic.
With all of that taken care of, your next task will be to assign points to your character's various attributes, skills, and feats. It's right about here that D&D newcomers could potentially start to feel out of their depth, so although the whole process is about as user-friendly as possible, Kuju has also included options to have your points assigned automatically--taking into account your race and class choices. The last thing you'll need to do before setting out on your first quest (there will be more than 40 in total) is to choose the portrait that will represent your character in cutscenes and party-selection screens and, completely independent of that, determine the look of his or her 3D character model by choosing from a handful of different head and body options. The 3D models for party members and their enemies are nicely detailed, particularly given that you're unlikely to see them up close very often during the normal course of play.
Everything about Dungeons & Dragons Tactics is looking great right now, in fact, and the environments that you'll be questing in are certainly worthy of a mention. We saw two very different environments during our meeting: an outdoor battlefield at Estmanndal (the game's first level) and a series of underground caves and tunnels. The battlefield counted wide-open spaces with trees, walls, and barricades to provide cover among its features, and all of them looked great and cast realistic shadows. Our goal on that particular mission was to stop an enemy who was carrying a flag from escaping, and after checking out our party's skills, it quickly became obvious that there were several ways for us to go about achieving that goal. To be perfectly honest, a lot of the skill and spell names didn't mean an awful lot to us when we saw them appearing in the easy-to-navigate action menus, but with a quick press of the triangle button, we were able to call up brief explanations of each of them--a good example of Kuju going the extra mile to make the game as accessible as possible without bogging down experienced players with details that they already know.
Torches are useful in caves, but carrying one might mean leaving your shield or another useful item behind.
The underground caves and tunnels had a very different feel about them, not only because we had to concern ourselves with light spells and torches, but also because the gameplay involved a lot more exploration--which was invariably rewarded with treasure chests full of loot. The enemies that our party of level-one characters came up against while underground were skeletons and zombies mostly, so it was fortunate that the party we'd assembled to go into the level included a cleric. You'll get to choose different members (either premade or created from scratch) for your party before every quest, and while you'll never know exactly what kind of enemies to expect, taking the time to read through the prequest conversations between characters and such will often afford you a few hints.
Our progress through each of the areas that we saw today was slow, not only because we were experimenting with different characters that we knew very little about, but also because--in the interests of grabbing as much loot as possible--most of our characters became encumbered and weren't able to move as quickly as normal. As a result, we didn't get to see nearly as much of Dungeons & Dragons Tactics as we'd have liked.
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November 9th, 2006, 22:39 Posted By: Jpdeathblade
Article from Xp Max Forums: http://xpmax.cjb.net
Great News: Super Mini Halo Alpha well be released shortly (sometime before thanksgiving), to give you something to play over the break. Traffic is due to increase as well. Im shooting for 5 to 10 levels of gameplay out of the 25 scedualed for the game. This way you get new content but not too much. The very first beta level will appear as the last level in alpha (not counted in the goal for levels of 5-10)
Some of the graphics have been improved, as sell as a new format. The release will be one file that will contain everything for the game. This includes the Eboot Protocall (ICON0 and The AT3 Song), Edit folder that has all the files that can be edited for your pleasure (15 different colored MC and grunts to play as of defeat). Also every build will be in this! There will be the 1.0 version that works on 1.0, and 2.0 to 2.71 se-b''. There will also be the 2 folder 1.5 version as well as the 2 folder version made for 2.71 se for those using the 2.71 kernel. A great release..
Future Plans include More playable characters (Cortana, Brutes, Jackels, etc) As well as those silly secret characters (Loco Rock, Xp Max CD, etc). The secret characters may be released over time as well as through contests so stay posted...and check out our myspace at http://www.myspace.com/xpmax151
-JpX-
Via - SMH Alpha
EDIT:
Another Quick Announcement: We are also working on a second game (if you haven checked the fourms), it plays alot like super smash brothers. But this time its not going to be halo related, tho there will be halo characters =P
this project is under raps till its first beta release scedualed for sometime in december but dont hold me to that =P
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