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PSP News is a News and downloads site for the PSP, PSVita, PS4, PS3, PS2 and PSOne, We have all the latest emulators, hack and custom firmwares, homebrew and all the downloads on this site, we also cover commercial gaming and console news., the latest homebrew and releases, Part of the
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November 7th, 2006, 18:46 Posted By: wraggster
Sony's Phil Harrison has admitted that the company "overreached" with its decision to include a Blu-ray drive in PlayStation 3.
Referring to the shortages of blue diodes that forced Sony to postpone the console's European launch until March, Harrison told GamesIndustry.biz's Rob Fahey, "we have overreached in production of the Blu-Ray component - I can't deny that".
"But that's the price you pay for adopting brand new, leading-edge technologies that will be future proof. We will resolve those issues - we are already catching up."
"We will continue to catch up on the production, and as you know, we haven't changed our full-year forecast of six million units [by March 2007], so we're only talking about a ramp-up issue. We're not talking about the fundamental design of the product itself," he added.
"There's no denying that we’ve had some very public challenges," he had said. "Today, it looks like a very difficult situation - but in the weeks, months and years to come, this will pale into zero."
Speaking as part of an interview being serialised on Sony's semi-official Three Speech blog, Harrison also addressed the issue of HDMI's late inclusion in the lower-end PlayStation 3, the 20GB model.
"The reason for the change was in reaction to a market trend, which is that much more displays are being sold with HDMI, earlier, than had been previously forecast. Not just Sony, but all the other TV manufacturers," he said.
"Although we didn't say it at E3, I think that the unspoken assumption was that we would always merge everything into HDMI eventually. We just made that decision earlier."
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November 7th, 2006, 15:38 Posted By: scarph
News/release from MiG
VSH AND GAME OVERCLOCKING MOD V0.7
---------------------------------------
Right then, im sure now you'll all know what this is all about, and i've decided to go through the project and try and eliminate all the problems people are having.
IMPROVEMENTS
----------------------------
Right then, one major change in this release... to enable overclocking, you will need to press Start + Rtrigger anywhere, like in the XMB or in a Game, which will then enable the current method of Start and Select to change the clock speed.
if the Overclocking mod is disabled the CPU will be returned to its default clock of 222mhz, i can change this if people need to. anyway, when disabled, this program shouldnt affect your psp, it should just listen for keypresses quietly in the corner :P
Anyway, next thing.
- ALL CPU speeds i could think of have been added - 333,300,266,222,166,133,5 9,29 have all been added... there is a dodgey bug with 29mhz though, sometimes it wont tell you its in this mode, and the screen have like a dodgey shake, but that is in the XMB only, in games 29mhz shows.
Dont also be impatient when the cpu is in 29mhz, because pressing start and select wont change the cpu speed instantly, as the CPU clock speed is so low, but some people wanted it for the xmb, so meh.
I think i've sorted a lot of bugs with this, and this is partly due to being able to disable the overclocking program...
In fact, i might do it so that you can disable the program without it defaulting the cpu speed, it seems like a daft idea if the stability increases..
BUGS
---------------------------
A few spotted so far...
Dont overclock instantly and then press Start on the photo menu, your psp will freeze, and will need rebooting.
sometimes you will get random lockups
i need people to tell me whether problems exist whilst the OC module is enabled or disabled, so i can figure out whats going off.
THINGS TO DO
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A better installer, no coldbirds installer wont work with my mod, i need to be able to flash pspbtcnf.txt and pspbtcnf_game.txt, something his installer doesnt do at the mo..
Config files... once i get round to doing it you will be able 2 set the cpu speed for each game, blah blah yackety yack, i'll not disclose much on this as the final plans arent sorted for it.
Find the OC Module Attached.
MAJOR PROPS TO - COLDBIRD
NOTE - TO INSTALL OTHER MODS LIKE THE VCS ONE, INSTALL MY MOD FIRST AND THEN USE ANY MOD THAT USES THE COLDBIRD INSTALLER, TO AVOID MY MOD BEING DELETED.
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via migs
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November 7th, 2006, 07:34 Posted By: wraggster
Via PSPfanboy
We PSP fanboys love to play demos. We've been blessed with a plethora of demos for Loco Roco, but it seems like they're not done quite yet. A key observer on the PlayStation forums noticed that YourPSP described plans on releasing a Christmas-themed demo of Loco Roco to supplement the Halloween demo that came out about a week ago. Considering how the game is about eating everything in sight, wouldn't a Thanksigiving themed demo also be appropriate?
Another noteworthy demo to come out later this year is the highly anticipated PSP-exclusive Crisis Core: Final Fantasy VII. Jeux-France reported about a week ago that an issue of Famitsu reveals the producer's intentions to have a playable demo available by the end of the year. If it comes around the time of the other Loco Roco demo, it seems like PSP fanboys will have a lot of free demo playing on their hands this holiday season.
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November 7th, 2006, 07:33 Posted By: wraggster
Via Siliconera
NIS revealed two of the extra stages in Disgaea Portable for the PSP and they contain some familiar faces from Disgaea 2. Adell and Rozalin make cameos in Disgaea Portable as extra bosses in two of the extra stages. Adell has his signature Vulcan Blaze attack and Rozalin has Rose Liberation to use in battle. Disgaea Portable is being sold in two flavors. The game alone runs for 5,040 yen ($42) while a limited edition that comes with the 2 CD soundtrack and a single of the Japanese theme song sells for 7,140 yen ($60). While there is no word of a US release yet, the hardcore fanbase is likely to convince NIS America to bring Disgaea Portable to North America.
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November 7th, 2006, 07:31 Posted By: wraggster
Via Worthplaying
If you're a theme-park game equipped with intuitive, console-friendly building features as well as a fully integrated social mechanic, do you really need anything else? If you're Thrillville, the answer is simple: "Yes. Definitely." In order to further bring home the eclectic theme-park experience, LucasArts and Frontier Developments have loaded up their November 21 release for PS2, PSP and Xbox with more than 20 diverse minigames not unlike those you might find along the midway at your local amusement park.
"We wanted to re-create the feeling of the theme park, where there is just so much different stuff to do," says David Walsh, Managing Director at developer Frontier. "In addition to the building, riding and socialization aspects of the game, the way to achieve that was to pack in tons of different gameplay via minigames. Further, we made sure that the whole thing hangs together really well - so there's always a reason for you to play that links back to the main game."
Though they can be accessed completely outside of the core game via Party Play mode - an excellent feature for those wanting to challenge up to three friends - mastering certain minigames plays an important part in single-player Career mode. "In order to gain your Uncle Mortimer's confidence and gain access to his other parks, you'll need to complete a certain amount of tasks, such as besting a challenger at certain minigames," explains Dave Cerra, associate producer at LucasArts. "For example, a kid named Tim Twinklefingers may start talking smack and challenge you to beat his score in a quirky, Japanese-inspired 2D platformer called Sparkle Island. If you're good enough, you'll take the next step toward advancing to the next park; if you're not, you might have to find another way."
From first-person and 2D shooters to arcade-style racers and action/adventure experiences - even playable miniature golf and go-kart racing on courses that you can design yourself - Thrillville's unique mix of minigames alone is enough to entertain any gamer for hours. But which individual games rise above the rest? Frontier posed the question to those who know it best - the dedicated testers in its
quality-assurance department - to the following results:
Luftwaffe 109
"I like Luftwaffe 109 because the graphics look great," says Stephen Tuffery. "You really feel like you are in WWII behind enemies' lines, flying high up in the air in your very own airplane. The background changes from day to night, making the action more intense. There are four airplanes to choose from, each with its own different style, that can dogfight, drop bombs and fire different weapons. The end bosses are very impressive (especially the enormous zeppelin airship), and you can play up to four players."
Auto Sprint
"Anyone who doesn't like Auto Sprint as much as I do most likely isn't any good!" boasts Adrian Fife. "I'm now able to maneuver the vehicle with near-perfect accuracy, taking perfectly timed corners in order to cut inside my opponent's vehicle, as well as break my opponents down while observing their heads drop, one by one, as I constantly make new time-slicing, fastest-lap, hall-of-fame history!...Whew!"
"I've always loved top-down racers such as this," adds Simon Brace. "They take me back to when I was a kid and used to go and play a game just like this in the cafe just down the road. I think that's what's great about all of our minigames: For younger players, they're just fun side games, but for the older players they'll bring back memories of playing on arcade machines in their childhood. Ahhh...happy days!"
Sparkle Island
"Sparkle Island battle can be a pretty cool minigame in Party Play mode," says Pete Gent. "We've had some pretty intense battles leaping around like ninjas trying to steal the last few [little chick-like things that you collect called] Feeyos from each other. The 30 levels for cooperative mode also make it one of the more challenging minigames available to the player in Thrillville."
Event Horizon
"My favorite is our side-scrolling shooter Event Horizon on hard - what a challenge!" enthuses Michael Brookes, Frontier's QA manager. "This is the one minigame that kept the testers trying time and time again to complete it. It reminded me fondly of the horizontal shooters I played in my younger days. The varying weapon types add a strategic element to the game, each weapon type being better in different circumstances than others. And as for the second-level boss - just watch out for the lasers!"
Mini Golf
"If you thought Mini Golf was fun, wait until you play TIMED Mini Golf!" says Michael Michael. "You must perform skillful putting shots under the pressure of a countdown, so make sure you complete the course before the timer reaches zero. Better yet, in co-op mode, every successful putt you make adds extra valuable seconds onto your teammate's timer. Whether you fail or succeed depends on the performance of your teammate (and vice versa), so concentrate, and don't let the timer put you off. Breathe, relax, don't panic...you have plenty of time to make the shot."
Saucer Sumo
"Saucer Sumo is my favorite minigame within Thrillville because it is very simplistic to pick up but will take an age to master," says Stuart Fraser. "It is a simple concept - bash or be bashed out of the ring - and collecting power-ups improves your chances of defeating your opponents. The real art is to know when to dodge an attack as you see your friends go flying off, pulling yourself back onto the ring with a well-timed boost and knowing when to hang around for power-ups."
"There are minigames, and then there is Saucer Sumo," agrees Cerra. "This deceptively simple game is has swept up the testing team here at LucasArts. Reputations live and die based on Saucer Sumo. People enter the test lab with controllers in hand and leave with tails between legs. Don't miss the power-ups or you're toast."
An entire list of minigames follows:
RC Wars Smash, bash, destroy and conquer in remote-control CARnage!
Saucer Sumo Front up and shove until you're the last one standing in this frantic mechanized sumo-fest.
Shooting Galleries: Ghoul Gunner, Star Sniper, Prospector Stakeout and Blackbeard's Booty. Use your supernatural combo skills, alien accuracy, gunslinger reflexes and piratical cunning, respectively, in these shooting galleries with a pick-up-assisted twist.
Luftwaffe Air War Win the battle for air superiority in this awesome WWII arcade vertical-scrolling shoot-'em-up.
Event Horizon The amazing side-scrolling arcade space shooter is an alien fragfest with weapons galore.
Sparkle Island Jump! Shoot! Rescue and protect the Feeyos from Uasgi-san's Mekagoo in this enthralling 2D platformer.
Auto Sprint Burn rubber in some motorsport arcade mayhem as you race for the finish line.
Trojan Quest Hack, slash and strategize through this top-down arcade battler.
Mini Golf Test your miniature-golf strokeplay on the ramps, jumps, obstacles and windmills of courses YOU design.
Shootzones: The Haunting, Robot Invasion, Wild Frontier and Pirate Raiders. These four differently themed first-person shooters invite you to fight everything from ghouls and aliens to outlaws and pirates.
Bumper Cars It's "bump or be bumped" in Thrillville's ramjet-assisted take on this classic fairground attraction.
Saucer Soccer Show your soccer skills in Thrillville's frantic flying-saucer version of the world's most popular game.
Trampolines: Spooky, Sci-Fi, Wild West and Adventure
Four unique trampoline settings require you to perform sick tricks and combos to secure the high score.
Race Tracks: Go-Karts, Formula Thrillville, Monster Trucks, Dune Buggies and AntiGrav Racer Design race tracks for five differently themed vehicles: go-karts, high-performance cars, monster trucks, dune buggies and futuristic cars, respectively.
Entertainer Strut your funky stuff and hit the beat to pump up the Thrillville crowds.
Groundskeeper A frenetic race against the clock to BlowVac Thrillville clear of gunk.
Mechanic Link up the circuit boards, beat the clock, and keep Thrillville running smoothly.
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November 7th, 2006, 01:48 Posted By: wraggster
Hey folks last week i posted that Play Asia were selling the new PSP Camera also named Chotto Shot but they dont ship to Europe, well just found a new website that does and with Free Shipping.
The store is Yes Asia and they are selling it at US$51.49 [~£27.08].
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November 6th, 2006, 23:08 Posted By: wraggster
In the aftermath of the Lik Sang Closing scandal and now Play Asia also stopping PS3 Preorders/selling to Europe there must be hundreds of us who had preorders cancelled.
I had my Wii preorder cancelled and im now unsure if i should get a US or UK Wii.
Have any of you preordered with anyone else since the cancellation ?
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November 6th, 2006, 22:43 Posted By: wraggster
Another DCEmu exclusive news again and i must say that i was disapointed with news posted saying PS1P is fake, to the person or websites saying that well your full of excrement , i have in my hands Beta 4 tonight of the Emulator tonight and also a Video of Ridge Racer running on PS1P, the Video is a tad choppy because it was done on a crappy camera but youll see the full video from the PSP turning on etc, something which some one pointed out that the Final Fantasy didnt.
Anyway heres the Video link this time at Youtube:
Now whilst i enjoy Beta 4 Please watch the video and give feedback via comments. Thank god theres a menu now , nothing more annoying than having to upload to the PSP every 10 secs a different game.
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November 6th, 2006, 22:17 Posted By: wraggster
Yahoum has released a new version of Lua Tennis for the PSP, the game actually plays like Pong on a Tennis Background.
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November 6th, 2006, 22:03 Posted By: wraggster
Turkeyman has posted news of an excellent new graphics engine for the PSP/PS2, heres the long post he made:
Hey people,
I just wanted to expose some stuff I've been working on for a year or 2.
Firstly, I have been working on a well defined cross platform engine for about 2 years which I call 'Mount Fuji'.
Not being happy with any existing freely available options, my goal with it was to create a fully fledged game engine which is properly optimised for each system, which doesn't rely on any typical (and often flakey) cross platform libraries.. So I hit the hardware as directly and optimally as I can on all supported platforms (which will hopefully grow to 'all' platforms)..
The logic here is that its as small and tight as I can make it while still being fully functional, and it provides a consistant interface to all aspects of the game.
Additionally, I provide an art and asset pipeline for getting data from art and asset creation packages into the game.. Since platforms ideally read optimised raw platform specific data at runtime from a platform specific game archive, there are a suite of tools to convert to system specific formats from many common source asset formats.
Its fairly well developed now. For the interested, I have placed the current interface documentation on the net here:
http://www.dotblip.com/fuji/doc/modules.html
Or the main page:
http://fuji.dotblip.com/
Also of moderate interest (and I'm sure many who read this forum have already seen floating around), I've been working on a game based on my engine. You can see it here:
http://caelestis.dotblip.com/screenshots.html
Its a little japanese themed action RPG style hack and slash (or at least it will be soon)..
Its coming along surprisingly well, and I've finally found some excellent art talent and its starting to come to life.
I'll hopefully release a small demo in the next little while.
And now for the crux of my post :P
As you can gather, my engine (and my game also) is a fairly ambitious task. Its moving along surprisingly well but maintaining all those platforms is becoming difficult to do on my own in what little spare time I have these days..
I wanted to find if there was anybody in the PSP and PS2 scene that would be interested in helping me maintain the platform ports. This wouldn't require too much of your time, just build the game from time to time and see if it still works properly on each platform. As I work I tend to introduce bugs that may break compilation or compatibility with one platform or another, and it would be nice to have a couple of people helping me catch these bugs..
Ideally, I'd like to find someone that can see the importance of such an offering in the homebrew scene (allowing people to easilly make commercial grade games as an alternative to simple LUA applications for example) and would help me optimise each platform aswell.
Since I dont have a lot of time anymore, I usually just get something running and move on to the next thing.. I have a list of optimisations a mile long (most of them are simple things too) that I just haven't had time to get in there.
Please dont look at this like a cop out, and looking for someone else to do my dirty work. Trust me, I'd love to do it myself, I just dont have as much time as I'd like anymore, and I'm also dividing it between engine development and my game, and I thought my engine may be of some interest to the community.
The other thing that I'd like to know is if such an offering would be of actual interest to anybody in the homebrew scene, and if they'd be keen to work on their own homebrew based on my tech?
I know a lot of programmers enjoy writing their own engine code, but I know a lot of people also just want to get their game idea up and running as quickly and easilly as possible. And I'd offer my full support here.
This would help me out in a lot of ways. Mainly, having some others working off my technology would help raise issues and problems that I hadn't considered while working on my own game, and also find bugs that slip through the cracks :P
Anyone interested in assisting me with the platform maintainance would have to have good understanding of the systems at the hardware level, however anyone with any reasonable programming experience would be good to have working on their own project, as their success would be a good reflection of the interface design.
Comments and criticism welcome.
Any additional details, I'd be happy to provide..
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November 6th, 2006, 22:01 Posted By: eat
This is a simple Homer Simpson soundboard i made for Lua player enjoy
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November 6th, 2006, 21:06 Posted By: wraggster
N64Francois has today released a South Park Themed version with new graphics and sounds etc of his Pokemon Keeper game which are both Bejeweled clones, ie puzzle games.
Heres a screen
That got you interested, then head on over and Download and Give Feedback Via Comments
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November 6th, 2006, 20:28 Posted By: wraggster
Via Emulation64
PCSX2 (A PS2 Emulator) has updated it's news page with the following:
To celebrate the upcoming PCSX2 0.9.2 release we have recorded a 7 minute 38 second long video of Tekken 4's arcade mode being completed with Nina!
Head over to the Downloads>Videos section to grab it or click here!
PCSX2 0.9.2 will add increased compatibilty, improved graphics for many games, improved MTGS stability and an abundence of features that you'll get to see in the future.
For now bask in some Tekken 4 action and note the fighting wigs (ahar now you get the title) are no longer present - as zeroGS has also had it's fair share of improvements!
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November 6th, 2006, 20:00 Posted By: wraggster
Price: US$ 22.90 (~12.16 GBP)
features
A complete walkthrough of the entire game.
Detailed area maps.
In-depth listing of items and equipment.
Expert boss strategies to defeat even the toughest boss.
Extensive bestiary.
Signature Series guide features bonus foldout and more!
Pages: 352
Dimensions 10.25 X 8.48
More info /buy here --> http://www.play-asia.com/SOap-23-83-...j-70-1mlt.html
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November 6th, 2006, 19:58 Posted By: wraggster
New Commercial Game release for the PSP, heres the full details:
Price: US$ 34.90 (~18.54 GBP)
Every Extend Extra is a unique "puzzle shooter," brought to the PSP® (PlayStation®Portable) system by Q ENTERTAINMENT, the creators of the critically acclaimed hit Lumines. Every Extend Extra delivers an addictive gameplay experience through a fusion of arcade-style shooting action, cutting-edge music and visuals. Players evade enemy attacks and then use perfect timing to blast their foes in a colorful display of explosive chain reactions. The bigger the chain reaction results in the higher scores and larger rewards.
More Info / Buy Here --> http://www.play-asia.com/SOap-23-83-...j-70-1mly.html
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November 6th, 2006, 19:53 Posted By: wraggster
New Commercial Game release for the PSP, heres the full details:
Price: US$ 39.90 (~21.19 GBP)
features
Follow the antics of DJ, Pandora, and their friends as they try to keep from getting into trouble
Play through story mode as DJ and Pandora with 2-player co-operative play
Encounter over 60 unique enemies and bosses in a seamless blend of 3D platforming and intense shoot 'em up action
Acquire melee combos and upgradeable weapons such as the Flaming TP Thrower, Shiny Sparklies, and enhanced C4 Hamsters in Smith & Weston's shops
description
Death Jr. and Pandora return in an all-new twisted adventure as they accidentally unleash Furi, a creature of nature hell-bent on becoming the ultimate evil! In order to stop Furi and her hordes of unnatural minions, DJ and Pandora must traverse demented locales like the Toy Graveyard, the River Styx, and the Waffle House, home of the best acid syrup covered waffles in the world.
More info /buy here --> http://www.play-asia.com/SOap-23-83-...j-70-1ivl.html
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November 6th, 2006, 19:49 Posted By: wraggster
New Commercial Game release for the PSP, heres the full details:
Price: US$ 39.90 (~21.19 GBP)
Lumines II for the PSP® (PlayStation®Portable) system is the highly anticipated sequel to the extremely addictive puzzle-based video game, Lumines. Take control of squares made of four smaller block pieces that are dropped into the playing field one at a time to form same-color rectangles. The vertical "timeline" sweeps across the playing field from left to right and wipes the same-color rectangles from the playing field. Unmatched blocks pile up, and the game ends when the pile gets to the top of the playing screen. Features mind-blowing graphics and some of the hottest artists from today including Black Eyed Peas, Gwen Stefani, The Chemical Brothers, Beck, Hoobastank, and much more!
More info /buy here --> http://www.play-asia.com/SOap-23-83-...j-70-1ivi.html
Sadly Play Asia dont ship PSP Games to Europe
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November 6th, 2006, 19:35 Posted By: wraggster
Sony's new PR boss Dave Karakker has been talking about his challenges handling publicity for the PlayStation 3, explaining how Sony will be switching things up: 'We were allowing media to drive the message for us, and interpret it for us. So allowing someone like Peter Moore, who's a good friend of mine, to stand up there and say negative things about Sony, there wasn't anybody refuting that. People just took that for face value. Now we're very aggressively defending our turf.' He also defend the lack of universal achievements on PS3: 'Frankly, how I view it is I don't care if you're great at Madden if I'm playing you in Resistance. Because that doesn't tell me you're that much better in Resistance. An overall score doesn't really tell me much, it tells me you've spent a lot of time online, it tells me you spend a lot of time playing games, but it doesn't tell me how good you are at a particular game.
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November 6th, 2006, 19:33 Posted By: wraggster
Square Enix has confirmed its release date for Dirge of Cerberus - Final Fantasy VII, which had been down for release on PlayStation 2 this month.
As it turns out, those of you waiting for this one will be able to pick it up on 17th November.
Starring Vincent Valentine, out of FF VII (obviously), Dirge of Cerberus delves into the world of the old-days PSone game three years after its events.
Valentine has to battle against an organisation called Deepground, and in the process players will experience various new aspects added to the game since its Japanese release - over 40 new missions, an Ex Hard mode and "improved moves and abilities".
sadly there won't be any online play, because we never got the hard disk over here and, we suppose, it must require one, but never mind.
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