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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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October 17th, 2013, 00:37 Posted By: wraggster
Watch Dogs publisher Ubisoft's shares have taken a big hit following news of the highly anticipated next-gen title's delay.
Games Industry reports the publisher's stock has dropped 22 per cent and is currently trading at just $2.27 a share.
The delay of the potential blockbuster isn't the only reason for the swift decline. Ubisoft was forced to lower its sales forecast by 30 per cent earlier this week – due to Splinter Cell: Blacklist and Rayman Legends failing to meet sales expectations, as well as the firm having to delay its open-world racing game The Crew.
Watch Dogs delay from late 2013 to spring 2014 also has retailers scrambling to make good, now that the previously offered launch bundle with the PS4 is no longer an option.
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October 16th, 2013, 13:16 Posted By: wraggster
Sony has opened up digital pre-orders for a pair of PS4 launch titles on PSN and the Sony Entertainment Network online store.
PlayStation's Twitter account announces PS3 owners now have the ability to reserve PS4 digital downloads of Crytek's free-to-play shooter Warframe and SCE Japan's action game Knack.
Knack is listed at $59.99, while Warframe is of course being offered for free.
It's a bit perplexing why Sony chose to offer pre-orders for a microtransactions-based title like Warframe, but one would assume committing to it would place a user near the front of whatever download queue might form on launch day.
PlayStation 4 and both titles launch on November 15th.
http://www.mcvuk.com/news/read/sony-...on-psn/0122657
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October 16th, 2013, 13:15 Posted By: wraggster
News of Ubisoft’s Watch Dogs delay would likely have been greeted through gritted teeth by a large number of retail workers.
Having spent lots of time over the last two weeks convincing customers who have pre-ordered a PS4 to upgrade to a Watch Dogs bundle, they now face the prospect of contacting them yet again and figuring out what can be offered in substitution.
In the US Amazon has told customers that they’ll keep their PS4 pre-order, stating: “All orders for the Watch Dogs PlayStation 4 bundle will keep their place in line and we will fulfil the PlayStation 4 (without the Watch Dogs game) in accordance with your current delivery estimate.
“We are working on adjusting these orders and will update you as soon as we know more."
GameStop has told Polygon, meanwhile, that customers can either change to an alternative bundle (possibly at a different price) or stick with it and receive the game when it eventually comes out.
UK retail has yet to announce its plans.
http://www.mcvuk.com/news/read/retai...orders/0122674
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October 16th, 2013, 13:12 Posted By: wraggster
Sony has admitted before that software pricing has been an issue for Vita, but today’s release of Angry Birds Trilogy suggests that the problem is far from solved.
Rovio’s release, which includes Angry Birds, Angry Birds: Seasons and Angry Birds: Rio arrives on PSN today. And it will cost £34.99.
On iOS Angry Birds costs 69p. Seasons costs 69p. Rio is free. That’s £1.38 for almost the same content (note, of course, that the Vita versions do contain a few extras not found on smartphone).
Shell out a total of £3.45 and you can also throw in Angry Birds Space, Angry Birds: Star Wars and Angry Birds: Star Wars II as well.
If there were a counter-argument it would be this – how much did you pay for that iPhone? Another way of asking this is how much are you still paying for that iPhone? If you’re on a current model, maybe £600? Compare that to the £150-£200 you paid for your Vita and you’re still in pocket.
http://www.mcvuk.com/news/read/angry...-34-99/0122677
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October 16th, 2013, 00:40 Posted By: wraggster
Ubisoft has unexpectedly moved the release date for Assassin’s Creed IV: Black Flag forward on current-gen machines.
The game will now land this month on Tuesday October 29th on PS3 and Xbox 360. It had originally been planned to hit those formats on November 1st.
The game will still arrive on PS4, Xbox One, Wii U and PC on November 22nd – meaning yes, it will be out for PS4 a week before the machine is actually available and will arrive alongside the Xbox One at launch.
http://www.mcvuk.com/news/read/assas...orward/0122591
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October 16th, 2013, 00:17 Posted By: wraggster
But game development framework will not be free on Sony’s next-gen console
A port of the MonoGame development framework is coming to PS4.
The open source engine based on the Microsoft XNA 4 Framework has already come to iOS, Android, Mac, Linux and Windows 8.
Nintendo recently brought the software on side for Wii U, a move that appears to be geared towards making the console more attractive to independent developers.
MonoGame is being ported to Sony’s new system using Xamarin’s Mono for PS4 port.
Tom Spilman of Sickhead Games is spearheading the PS4 version, and previously handled the Windows 8 port of MonoGame.
But while MonoGame is free its current platforms, the framework will be a paid for application on PS4, “due to the proprietary nature of console development”. Costs have not yet been determined, as the porting team said it is too early to predict.
Developers interested in the PS4 offering will need to be part of Sony’s Console Developer Programme. Developers can register their interested with MonoGame by contacting monogameteam [at] gmail [dot] com.
Current ports of MonoGame will remain free.
http://www.develop-online.net/news/m...or-ps4/0184528
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October 16th, 2013, 00:11 Posted By: wraggster
Release date for all platforms moved to spring 2014 as publisher continues development
Watch Dogs has been delayed until next year, Ubisoft has announced.
The publisher said it did delayed the title to continue development and add further polish, as it did not want to compromise on quality.
The news will come as a shock to many as the open world title looked set to become one of the biggest releases of the year.
The title had been scheduled for release on November 22nd, just over a month away.
“Our ambition from the start with Watch_Dogs has been to deliver something that embodies what we wanted to see in the next-generation of gaming. It is with this in mind that we’ve made the tough decision to delay the release until Spring 2014," read a statement from Ubisoft.
"We know a lot of you are probably wondering ‘why now?’ We struggled with whether we would delay the game. But from the beginning, we have adopted the attitude that we will not compromise on quality. As we got closer to release, as all the pieces of the puzzle were falling into place in our last push before completion, it became clear to us that we needed to take the extra time to polish and fine tune every detail so we can deliver a truly memorable and exceptional experience."
In a separate announcement, Ubisoft has also announced upcoming racing title The Crew has been delayed. The game had been scheduled for release during the current fiscal year, but has now been pushed until April onwards.
As a result of the delays, Ubisoft has altered its dropped its sales forecasts for the financial year by over $400m to around $995m.
The publisher also expects an operating loss of between $40m and $70m, having expected to report income between $110m and $125m.
"Our long term goal is to win the next generation," read a statement Ubisoft CEO Yves Guillemot.
"The tough decisions we are taking today to fully realise the major potential of our new creations have an impact on our short-term performance. We are convinced that, longer term, they will prove to be the right decisions both in terms of satisfaction for our fans and in terms of value creation for our shareholders. We are building franchises that will become perennial pillars of Ubisoft's financial performance. In a context of growing successes for mega-blockbusters, the additional time given to the development of our titles will allow them to fulfill their huge ambitions and thus offer players even more exceptional experiences.
"Fueled by strong momentum for PlayStation 4 and XboxOne, calendar 2014 will see the return of growth to the console market. Combined with the quality of our line-up and our strong financial situation, this growth will allow us to achieve record operating income in fiscal 2014-15 and 2015-16."
http://www.develop-online.net/news/u...t-year/0184531
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October 15th, 2013, 12:07 Posted By: wraggster
Iris Backup Manager is a mod based on HermesManager PSLIGHT, Tiny3D, PS3Soundlib and OpenPS3FTP.
New / fixed: 2.51 - Support for Custom Firmware 4.46 - Update the Chinese language and added Portuguese - Access the menu from "Select + Start", controlled by the parental control 2.52 - Support for Custom Firmware 4.50 - Fixed 80010009 error with a 4.50 games Iris Backup Manager Website: gitorious.ps3dev.net
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October 15th, 2013, 12:07 Posted By: wraggster
The Cobra team has its output 1.5 update it a few days ago with a new way to explore its backups, but now she is working hard on the update 1.6 will include new options such as the need not to eject the disc or turn off the console.
The team shows us a video explaining how the browser. You can see it in action in the categories "Games" and "Video." This was made from a beta firmware 1.6 which according to the team should be releaser in less than a week. She enjoys to tackle his opponent, ODDE E3 Pro, designating it as poorly designed and require a hardware modification with resistors and capacitors in the end not having a fully automated option on 25xx and 3xxx, the user would have to re -Insert the disc into the drive manually. official website: cobra ode.com
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October 15th, 2013, 12:06 Posted By: wraggster
Habib presents his Custom Firmware 4.50. Tortuga Cove and Beggars do not recommend using a custom firmware that has not been tested extensively. If you install this firmware is at your own risk.
New / fixed: [1.01] - Built from Firmware 4.50 - Options "INSTALL PACKAGE FILES" and "app_home" - Compatible with REACTPSN - Bypass checks "CoreOS ECDSA" - Patch LV2 support for "PEEK / POKE" - Patch LV1 for supporting the "PEEK / POKE" - Patch to disable LV1 LV2 protections - It can launch 4.50 signed up games - Can be installed from anywhere that Custom Firmware - Can be installed since the official 3.55 - Can be installed on console YLOD software - Added patches no Blu-ray/BlueTooth - Added patches REACTPSN offline - Improved system stability - Support PSP REMASTER - QA Flag activated automatically if already activated 3.55 - Removal of restrictions Remote Play - Enabling ScreenShot during a game - MD5: 7C50FB0081F56354ED3B4496CCB93A46 [1.0] - MD5: 282DC0334DDD72E42374ED3EE5161197 [HABIB 999 DG] - MD5: 93F0D83B25462C855FCC37C13C96A8D1 Thank Shakin for information. Official Site: tortuga-cove.com
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October 15th, 2013, 01:07 Posted By: wraggster
Square Enix has unveiled Kingdom Hearts 2.5 HD Remix for launch on PlayStation 3 next year.The release follows hot on the heels of last month's Kingdom Hearts 1.5 HD Remix and similarly contains a number of extras.Included is Kingdom Hearts 2 Final Mix - previously released on PS2 and exclusive to Japan - plus PSP title Kingdom Hearts Birth by Sleep Final Mix and the HD remastered cinematics of Kingdom Hearts Re:coded.The compilation is confirmed for global release with a vague 2014 date, but we're checking with Squenix in the UK now for more specific local plans.Today's announcement comes as the Kingdom Hearts series passes a lifetime total of 20 million copies sold worldwide. We're not taking the Mickey.
http://www.eurogamer.net/articles/20...vealed-for-ps3
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October 15th, 2013, 00:34 Posted By: wraggster
The new PlayStation Vita 2000 model can be charged using micro USB - a non-proprietary standard used on many mobile phones.
Sony Worldwide Studios president Shuhei Yoshida tweeted the news on Sunday evening, stating: "You'll be happy to know PS Vita 2000 can charge with a smartphone charger with micro USB".
The original version of the Vita - the only model currently available in Europe and North America - uses a unique charging cable provided by Sony.
The redesigned Vita was announced at the Tokyo Game Show in September and launched in Japan on October 10. Western release dates have not been announced.
Priced at 19,929 yen (£128 / $200 USD), the new model is 20 per cent thinner (15mm) and 20 per cent lighter (219g) than the original Vita.
Although the new Vita's five-inch LCD panel replaces the original's OLED display, a Sony exec has claimed the LCD screen will not be of inferior quality.
http://www.computerandvideogames.com...o-usb-charger/
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October 14th, 2013, 23:19 Posted By: wraggster
At this very moment, an armada of ships are heading to docks around the world.
Laden with shiny new PS4s and Xbox Ones, they are fresh from the factory line and ready to roll out at retailers in next-gen console launch countries.
But here’s the thing – very few people know exactly how many will turn up on time. One boat or two? How many are set aside for which territory? When will the next wave arrive?
Variables like this put recent concerns from smaller retailers about PS4 stock into a very clear context.
Claims of allocations and pre-orders matter not when it comes to an inevitably oversubscribed launch like this. Retailers were always getting X per cent of Y.
And yet some retailers still (overenthusiastically) guaranteed customers they can have part of value X when they never knew the real number in the first place.
Meanwhile, Sony adding a bunch of bundles to the range on shelves (‘on shelves’ in theory – PS4’s looking like a guaranteed sell-out) is an understandable attempt to add more value to the equation.
Value to margins, value to what gamers are getting, value for retailers managing customer expectations.
That makes it pretty tricky to judge or condemn anyone involved in the chain here.
A chain where everyone – from format-holder to distributor via retailer – is effectively the middleman in ensuring that consoles go from factory to living room, and reinvigorate the market.
http://www.mcvuk.com/news/read/opini...futile/0122546
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October 14th, 2013, 03:09 Posted By: wraggster
via http://www.aep-emu.de/
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hpsx64 ist ein neuer experimenteller Playstation Emulator für x64 basierte Betriebssysteme. Ein früher Build für Windows ist im Source Download des Emulator mit enthalten.
Quote:
Full Program Name: Highly-Experimental Playstation Simulator x64
Program Author: TheGangster
Platforms: Windows 64-bit
Contents:
hps1x64 - Playstation 1 simulator
Status: In development - Pre-initial Source code and binary release - Development/Testing usage only
Current Version:
v012 - pre-initial release 12 - CD fixes, DMA fixes, COP2 fixes. Improved compatibility.
Older Versions:
v011 - pre-initial release 11 - improved XA, Timer overhaul, SIO/PAD fixes, CPU fixes. Improved compatibility.
v010 - pre-initial release 10 - SPU/LSA fixes, CD fixes (getparam, sector reads), COP2 delay slot fix, Auto Pause fixes, DMA2 fixes. Improved compatibility.
v009 - pre-initial release 9 - MDEC Overhaul. GUI fixes, CD fixes, SPU fixes. Improved compatibility.
v008 - pre-initial release 8 - Auto Pause implemented, GPU fixes, CD fixes, SPU fixes. Improved compatibility.
v007 - pre-initial release 7 - Disk change support, CDDA fixes, GPU fixes, COP2 fixes. Improved compatibility. Improved accuracy.
v006 - pre-initial release 6 - R3000A fixes. COP2 fixes. SPU fixes. CD fixes. improved compatibility.
v005 - pre-initial release 5 - improved speed, improved compatibility, improved accuracy
v004 - pre-initial release 4 - reverb support, dithering support, improved speed, improved compatibility
v003 - pre-initial release 3 - improved compatibility, bin/img/iso/cue/ccd/sub support, memory card support, joystick support, preliminary sound support.
v002 - pre-initial release 2 - improved compatibility, improved speed, improved accuracy. If something is not working, try enabling analog first thing.
v001 - pre-initial release - only use this version if you intend to test or evaluate progress
v000 - pre-initial evaluation only release |
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October 14th, 2013, 02:57 Posted By: wraggster
via http://emu-russia.net/en/
Sony Playstation emulator for Windows has been released. Changes:
- cd/help: added notes on sub-cpu mainloop/response/priority/timing/queue/flags
- cd/emu: simplified 1st/2nd/3rd response slots (instead overcomplicated queue)
- debug: optional IRQx logging to tty window (plus detailed cdrom INTxx info)
- cd/emu: emulates exact filter/realtime handling for adpcm and data sectors
- cd/help: added notes on data/adpcm sector filtering/delivery on cdrom-reading
- cd/help: added almost perfect xa-adpcm zig-zag-interpolation formula/tables
- cd/help: added note on unitialized six-step adpcm interpolation counter
- cd/help: added flowchart for using sound map mode (with random 3-slot caution)
- cd/emu: emulates 8bit xa-adpcm decompression (unlike normal 4bit xa-adpcm)
- cd/emu: emulates xa-adpcm zig-zag-interpolation (37.8 to 44.1kHz resampling)
- cd/emu: bugfixed xa-adpcm (did destroy sixstep "extra_offhold" inside of lop)
- cd/emu: emulates newly discovered MotorOn command (and its various errors)
- cd/help: added some basic notes and waveform example for xa-emphasis feature
- cd/emu: emulates invalid xa-adpcm filter=4..15 and invalid shift=13..15 values
- cd/emu: added basic soundmap emulation (works at least to play one 900h unit)
- cd/help: added notes on invalid xa-adpcm filter=4..15 and shift=13..15 values
- spu: bugfixed cd.audio.capture buffer (is NOT affected by cd.audio volume)
- cd/help: added notes on newly discovered secret_unlock feature (command 5xh)
- cd/myth/help: eliminated "Standby" myth (actual function of cmd 7 is MotorOn)
- cd/help: added notes on peak bytes for Play+Report (and incomplete GetQ peak)
- cd/help: added details on purpose/function of all cdrom test commands
- cd/help: discovered more test commands (supported on older PSX consoles only)
- cd/help: added specs for CXA1782BR cdrom servo amplifier registers
- cd/help: added specs for CXD2510Q cdrom signal processor registers
- cd/help: added specs for CXD2545Q cdrom combined servo + signal processor
- cd/help: added specs for CXD1199BQ/CXD1815Q cdrom decoder/fifo registers
- cd/help: added specs for MC68HC05 on-chip I/O Ports (and their usage in psx)
- cd/help: added notes on GetID's ATIP byte, and on POS0 flag in sub_func 21h
- cd/help: removed nonsense sub_function numbers from ancient cdinfo.txt
- cd/help: added info on some formerly unknown CD-XA bytes (in the LEN_SU area)
- cd/help: added subheader CI coding info bits (adpcm emphasis and 8bit/sample)
- cd/help: added notes on more cd-xa fields in primary volume descriptor
- poc/help: added some pocketstation details (LED, mirrors, exceptions, etc)
- help: added notes on PU-7 chipset (different cdrom/spu/gpu/cpu/bios chips)
- bios: added patch_uninstall_early_card_irq_handler_efficient (thanks shendo)
- gui: setup uses asia-compatible TabControl instead of unreliable PropertySheet
- dma3/cdrom and dma6/otc: treats len=0 as length=10000h words (=256 kbytes)
- cdrom data fifo: uses [800h-8] or [924h-4] as padding-byte after sector end
- gui: fullscreen mode preserves real aspect ratio (padded with black border)
- gui: fullscreen mode moved to context menu (instead of old setup option)
- gui: created mouse-shape-less No$helpClass (avoid flickering mouse pointer)
- debug: supports MC68HC05.ROM bios loading (16.5K) (for disasm at 50001000h)
- debug: re-arranged gte registers in iomap (fixed overlapping text fields)
- debug: added dummy-mappings: 50000000h=mc68hc05 memory/mc68hc05 disassembler
- debug: added dummy-mappings: 60000000h=vram, and 70000000h=spu-ram
- debug/help: added disassembler and specs for mc68hc05 cpu (cdrom coprocessor)
- spu/help: corrected spu-irq description (irq9 does trigger also on spu-dma)
- credits: big thanks to psxdev.ru for cdrom 68hc05 sub-cpu decapping
File: Download
News source: http://nocash.emubase.de
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October 14th, 2013, 02:41 Posted By: wraggster
via http://wololo.net/2013/10/13/vita-ha...tn-v-4-so-far/
The biggest event on the PS Vita hacking scene so far was Total_Noob’s release of his TN Hen for Vita, almost a year ago. Naysayers can keep saying this is “not good enough”, but his hack brought a full PSP CFW to the Vita, meaning support of dozens of emulators, hundreds of PSP homebrews and utilities, plugins, and (need I mention it?) psp isos… including support for games you love that will never be available on the PSN Store for obscure contractual reasons.
People who’ve tasted the joy of using TN Hen on their Vita have had a hard time giving it up in order to upgrade. A while ago, Total_Noob announced he would be back with another PSP Kernel exploit (and HEN) running on the Vita of course. He eventually stated that he would wait for the PS4 to be available before he would consider a release. His goal was clear: make sure the Vita firmware you will be “stuck” on to enjoy his exploit will also let you use your Vita with the PS4.
Today, with the PS4 release approaching, what do we know about the upcoming TN-V ?
•Most likely, it will have all the features you typically expect from the type of tool: psp iso support, plugins, homebrews, etc… Total_Noob however mentioned a while ago that the extra ram support has been disabled in recent Vita firmware updates (so we’ll probably be limited to 32MB instead of 64MB… for some homebrews this can be a big deal, but in general this shouldn’t be too much of an issue)
•Total_Noob will not release this before the PS4, for the benefit of the scene, he is waiting for a “useful” Vita firmware update
•TN-V 4 will not be a silver bullet. It will rely on a PSP kernel exploit, that Sony will probably patch easily with a firmware update. People who want to keep the hack will have to basically renounce the many online features of the Vita. Tough choice, probably, but if you’ve enjoyed TN’s work before, and knowing that there aren’t that many psp kernel exploits around, you know you’ll consider it
•TN-V 4 will not magically let you pirate Vita games.
•Total_Noob aims at making his work compatible with as many usermode exploits as possible. People who have had access in the past to our previous Ninja releases will most likely have a chance to get TN-V 4 to replace their current VHBL install, assuming the community does its job: Total_Noob has asked us to help porting his work to the existing exploits, here.
•I believe, if things are timed right, that TN-V 4 could even be compatible with the Vita TV… there’s no reason to believe the Vita TV would have a firmware too different from that of the Vita.
Stay tuned for a release date!
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October 13th, 2013, 22:49 Posted By: wraggster
As gamers gear up for the release of the Xbox One and the PS4 in November it’s not just the consoles themselves that they’re looking to get their hands on – there’s also an array of gaming accessories coming out that retailers can stock.
“The line-up of first party accessories are looking strong and I am confident that we will see excellent sales during the peak period,” Gem Distribution’s head of category, Jonathan Sutherland, told PCR.
“The third-party accessories, particularly the Turtle Beach XO headsets, also look excellent and I am sure they will perform well.”
Gem offers various Xbox One accessories, including two Turtle Beach headsets at £100 and £150, a wireless controller for £45, a chat headset for £20 and a Play & Charge kit for £20, with the kit and a controller bundled for £60. For driving fans after a racing wheel, Gem offers the Thrustmaster T80 RS for the PS4, costing £90 for both the standard version and the DriveClub edition, and the Thrustmaster TX Ferrari 458 Italia Edition for £350 on the Xbox One. Players who prefer to fight can instead grab the Mad Catz Arcade Fightstick.
Chris Bradley, Meroncourt’s e-commerce and creative marketing manager, commented: “Accessories will always be important to gamers, as they look to upgrade, add to or enhance their gameplay so we need to match and exceed their needs with these products before they even realise they want them.”
Here’s a quick look at some of the hottest Xbox One and PS4 accessories gamers will be eager to get their hands on in Q4:
PS4
Thrustmaster’s T80 DriveClub Edition steering wheel is the first to be created specifically for the PS4. Named after the upcoming PS4 racing game DriveClub, the wheel features 11 action buttons, multi-directional D-pad and wheel-mounted shifters, as well as a large pedal set.
The PS4 DualShock 4 wireless controller features a new multi-touch and clickable touchpad. The feel, shape and sensitivity of the dual analog sticks and trigger buttons have been improved to provide a greater sense of control.
Sony’s PS4 Camera can be combined with the DualShock 4 wireless controller’s light bar, enabling it to precisely track a player’s position in the room. It has two high-sensitive cameras with 85-degree diagonal angle views. Features include navigational voice commands to control the PS4’s user interface and facial recognition of players.
XBOX ONE
Turtle Beach’s XO headset range is built specifically for use with Microsoft’s Xbox One and offers surround-sound quality audio. The headsets are fully compatible with the console’s multimedia services, meaning players can chat in-game using party chat or make video and audio calls on Skype.
Microsoft’s Xbox One wireless controller features over 40 improvements to the Xbox 360’s award-winning wireless controller. The controller has new impulse triggers and streamlines thumbsticks, D-pad and contours for improved precision and comfort whether you’re driving, shooting or just navigating through menus.
The official Xbox One Play and Charge kit features a rechargeable Lithium Ion battery pack and charging cable. Using the kit, controllers are fully charged in under four hours – so users can say goodbye to disposable AA batteries. The kit can recharge your wireless controller while you play and even when your console is in standby.
http://www.pcr-online.biz/news/read/...ristmas/032161
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