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October 2nd, 2013, 00:42 Posted By: wraggster
Sony's next-generation console may be nearing its launch date in some parts of the world, but the Japanese company isn't forgetting about its aging PlayStation 3 just yet. With an update that's due to roll out in the next few hours, the PS3 will no longer limit automatic firmware downloads to PlayStation Plus subscribers, a definite plus for non-paid PlayStation Network users. What's more, version 4.50 also brings additional privacy settings to trophies and the ability to transfer data from the PS3 to PS Vita via a WiFi connection. It may not be the beefiest of updates, but sometimes keeping things short and sweet is just what the doctor ordered.
http://www.engadget.com/2013/10/01/p...uto-downloads/
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October 2nd, 2013, 00:17 Posted By: wraggster
Research firm Superdata says microtransactions and DLC for Rockstar's latest could generate $206 million in first year on sale
With today's (admittedly rocky) launch of Grand Theft Auto V's microtransaction-equipped GTA Online mode, Take-Two has taken the first steps to monetizing its blockbuster game's player base well beyond the $60 retail price point. Digital goods research firm Superdatatoday revealed its projections for the success of that effort, saying it expects Take-Two to bring in $206 million of additional digital sales in the game's first 12 months.
About $165 million of that total is expected to be taken up by downloadable content packs. While Rockstar hasn't fully detailed its DLC strategy yet, Superdata's figure assumed two add-on releases within the next year. The remaining $41 million will be accounted for by microtransactions, sales of virtual currency that can be used to purchase new equipment within the game.
Over an expected five-year lifespan, GTA V was projected to bring in $93 million in microtransactions, and $344 million for DLC purchases for a digital sales of secondary content total of $437 million. While considerable, it would still fall far short of the game's retail haul. Take-Two confirmed that GTA V generated more than $1 billion in sales in its first three days on sale.
Superdata noted that the microtransaction model is still unproven for major retail releases, and said the player base for GTA V may still be unfamiliar with the practice. Additionally, because the microtransactions will be optional tools to speed up progress rather than hard and fast roadblocks to progress, Superdata expects a smaller percentage of players will wind up being converted to purchasing customers than would be seen in a typical free-to-play hit.
"This isn't the game's next billion dollars, as some have supposed microtransactions will make Take-Two," Superdata said, adding, "It is, however, a successful foray into the microtransaction world for a console title. Games like Borderlands 2, though with an admittedly smaller player base, saw just over $10M in total digital content revenues in its first year."
http://www.gamesindustry.biz/article...igital-add-ons
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October 2nd, 2013, 00:07 Posted By: wraggster
Sony has confirmed that the European version of Beyond: Two Souls is missing content found in the US release.
The cause is the same as that which led to the censorship of The Last of Us in the region – Sony is fearful of irking sensitive European censors. Specifically, the platform holder wanted to ensure the game would be eligible for a PEGI 16 rating.
“There are only two amends between the EU and US versions of the game, amounting to about 5-10 seconds of gameplay that’s not been removed, just edited slightly to be in line with a PEGI 16 rating,” product manager Ross Alexander said on the PlayStation blog.
“For Beyond we wanted to make the game available to as many people as possible, hence applying for a PEGI 16 rating. The 5-10 seconds I mention above would have upped our rating to a PEGI 18, so it made perfect sense to make these two VERY minimal changes to get our planned 16 rating.
“I can assure you that this does not affect the game’s story at all, and that if you didn’t know these scenes had been amended, you wouldn’t even notice.”
Beyond: Two Souls will be released on PS3 on October 11th.
http://www.mcvuk.com/news/read/europ...nsored/0121913
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October 1st, 2013, 23:50 Posted By: wraggster
I admire the detail and artistry that has gone into the creation of Los Santos a great deal. Rockstar has pushed two ageing consoles to their technical limits, and GTAV gets so much right; the shootouts, the countless incidental gags and details, the heists, the weight of the cars – escaping from the authorities is as thrilling as it has ever been. And the myriad idle pleasures in the game evoke a sense of place unlike any other GTA, whether you are wandering its streets, taking a selfie, getting a stupid haircut, pootling around on a bike or simply gazing out across the game’s glistening vistas.Its highs are a confluence of technical achievement and game design which, as we said in our GTAV review, sends an intimidating message to the rest of the industry. Beat that.And yet when GTAV disappoints, it really disappoints. The misogyny, the cliched characters and the cringeworthy dialogue. Tedious, lengthy missions which require you to operate a crane or do an endless ****ing yoga routine or drive from A to B enduring a volley of aimless NPC chatter.I’m playing GTAV as I suspect most people are – a two or three all-too-brief half hour sessions midweek, a snatched hour or two at the weekend. So firing up GTAV to progress through the main story has become a game of chance – will the next half an hour be a brilliant, explosive guns-and-helicopters romp across Los Santos, or a dreary spot of enforced busywork? Will it give me reason to admire Rockstar’s work or end up feeling vaguely ashamed of myself?
http://www.edge-online.com/features/...heart-of-gtav/
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October 1st, 2013, 02:19 Posted By: wraggster
via http://www.emucr.com/
Jpcsp SVN r3402 is compiled. JPCSP is the most advanced PlayStation Portable(PSP) emulator, allowing you to play your PSP games on a PC. Even though Jpcsp is written in Java, it can already reach 100% PSP speed on a lot of commercial games... and the emulator performance is constantly increasing. Jpcsp takes full advantage of dual-core processors, matching the PSP dual-core architecture. Even a quad-core can give a small performance improvement by leaving free CPU cores for the Java JIT Compiler and the graphics cache.
Jpcsp SVN changelog:
r3392
Updated sceAtrac3plus based on test results from pspautotests (mainly error
conditions):
- sceAtracReinit
- sceAtracGetBufferInfoForResetting
- sceAtracGetAtracID
- sceAtracSetData
- sceAtracDecodeData
- sceAtracGetSecondBufferInfo
r3393
Updated sceAtrac3plus based on test results from pspautotests (mainly error
conditions):
- sceAtracReinit
- sceAtracGetBufferInfoForResetting
- sceAtracGetAtracID
- sceAtracSetData
- sceAtracDecodeData
- sceAtracGetSecondBufferInfo
r3394
Added missing NIDs in sceJpeg.
r3395
Updated sceAudio based on test results from pspautotests (mainly error
conditions):
- sceAudioOutputBlocking
- sceAudioOutputPannedBlocking
- sceAudioOutput2Reserve
- sceAudioSRCChReserve
- sceAudioSRCOutputBlocking
r3396
Updated sceVaudio based on test results from pspautotests (mainly error
conditions):
- sceVaudioChReserve
- sharing the same channel with sceAudioSRCxxx
r3397
Updated sceSasCore based on test results from pspautotests (mainly error
conditions):
- __sceSasSetVolume
r3398
Updated sceMp3 based on test results from pspautotests (mainly error
conditions):
- sceMp3GetSumDecodedSample
r3399
Updated sceCtrl based on test results from pspautotests (mainly error
conditions):
- sceCtrlSetSamplingCycle
- sceCtrlSetSamplingMode
- sceCtrlSetIdleCancelThreshold
r3400
Some games do have a lot of NOP's in a GE list.
r3401
Updated pspctrl.PBP test application to display results of sceCtrlReadLatch.
r3402
Fixed sceCtrlReadLatch based on test results using pspctrl.pbp.
This might help applications having unresponsive button press.
http://www.sendspace.com/file/7g15b9
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October 1st, 2013, 02:12 Posted By: wraggster
via http://www.emucr.com/
PCSX Reloaded r87334 is compiled. PCSX-Reloaded is a fork of the PCSX-df Project, a PlayStation Emulator, with support for both Windows and GNU/Linux operating systems as well as several bugfixes/improvements.
PCSX Reloaded SVN Changelog:
r87333
Constraints change.
---------------------
r87332
Explicitly set the path on the OS X versioning script
http://www.sendspace.com/file/epn3p4
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October 1st, 2013, 02:11 Posted By: wraggster
via http://www.emucr.com/
rpcs3 Git (2013/09/29) is compiled. rpcs3 is an open source PlayStation 3 (PS3) emulator for the Microsoft Windows. Current versions can run only small homebrew for PS3. Developers are planning to make it to emulate PS3 on its speed in the near future.
rpcs3 purpose:
- Make PS3 developers easily test their apps and homebrews on PC without crashing their PS3 or moving their apps from PC to PS3.
- Just playing PS3 games on your PC and have fun! ( In the future )
rpcs3 Git Changelog:
* Merge pull request #7 from AlexAltea/master
Some modules updated / improved & New dummy modules
* Small issue fixed
http://www.sendspace.com/file/9p01o2
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October 1st, 2013, 02:09 Posted By: wraggster
via http://www.emucr.com/
PPSSPP Git (2013/09/30) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.
PPSSPP Git Changelog:
* Merge pull request #3998 from Kingcom/Debugger
More tab changes
* -use tab control class for left tabs
-add a way to hide tab titles
-accelerator for GEDebugger
* glDrawRangeElements seems to cause problems in monster hunter?
* Merge pull request #3967 from raven02/patch-17
Quick fix FF4 CC missing title text in framebuffer-to-memory mode
* Merge pull request #3909 from raven02/patch-5
Return SCE_KERNEL_ERROR_ILLEGAL_PRIORITY when priority < 0 * Merge pull request #3929 from raven02/patch-10 Delay as sas core for sceP3daBridgeCore * Merge branch 'patch-16' of https://github.com/raven02/ppsspp into raven02-patch-16 Conflicts: UI/GameSettingsScreen.cpp * Merge pull request #3985 from Kingcom/Debugger Better disassembly resizing * -use TabControl for bottom tabs -show/hide bottom tabs with ctrl+x * Merge pull request #3916 from shenweip/patch-6 Use a separate latch for osk dialog. * Merge pull request #3992 from unknownbrackets/savestates Add rewind functionality only (no UI) * Warning fix. * Savestates now work okay between git versions. * Make save/load fail strings more consistent. * If loading state fails, rewind instead of reset. * While unthrottled, checkpoint rewind less often. * Add basic support for rewinding (not enabled.) * Merge pull request #3996 from unknownbrackets/net-minor Fix reporting's net shutdown as well * Fix reporting's net shutdown as well. * Better check for blendmode * Use EXT_blend_minmax when available. Minor tweaks. * Merge pull request #3991 from unknownbrackets/dmac Implement sceDmacTryMemcpy(), improve sceDmacMemcpy() * Mostly implement sceDmacTryMemcpy(). * Add errors and rescheduling to sceDmac*. The functionality seems pretty straight-forward. * Merge pull request #3994 from unknownbrackets/bezier Swap render targets when drawing spline/beziers * Swap render targets when drawing spline/beziers. * Merge pull request #3990 from unknownbrackets/texcache Rehash textures a bit more often when static * Cut down texcache cap to 512. This will make textures rehash 4x more often if they seem to be static. Previously, 2048 for a 30 fps game meant 69 seconds before it would notice a change. This is really long for fonts that get missed sometimes. This takes that down to 17.5 seconds. Still quite a while, but something a normal person is much more likely to wait for. Hopefulyl won't hurt performance much normally. * Fix texcache rehash backoff. If a texture was reused (with other textures in between) several times per frame, it would be rehashed more frequently than it should be. Also tries to avoid rehashing several textures on the same frame if they do not change. * Merge pull request #3989 from unknownbrackets/savestates Avoid clearing some caches on save/load state * Separate a quick interface to savestate to memory. * Avoid clearing the jit cache on savestate. Downside: saving state could "fix" some issues with games detecting jit, which won't happen anymore. However, it's now faster to savestate. * Don't clear the GPU caches on savestate, just load. And maybe it's not even fully necessary on load... * Merge pull request #3987 from DanyalZia/patch-14 Do not use tilt to control function in non-windows * Update GameSettingsScreen.cpp * Update Config.cpp * Only use tilt to control function in mobile * Only use tilt to control function in non-windows * Merge pull request #3986 from thedax/updateFFMPEG FFMPEG: Add x86 Linux support. * Update ffmpeg submodule. * Update CMakeLists.txt for x86 ffmpeg. * Make the ARM stuff build on clang so we can later get the unit test to work there. also fixes the build. * Linux buildfix (a bit blind.)
http://www.sendspace.com/file/omiopf
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October 1st, 2013, 02:03 Posted By: wraggster
via http://emu-russia.net/en/
Super Nintendo emulator for Sony PSP has been updated. Changes:
- Support PSP Go (Rev.24);
- Support my VHBL (Rev.24);
- Automatic O/X button swap (Rev.24);
- Used GCC 4.6.2 to compile (Rev.24);
- Selectable savedata directory (Rev.24).
download via comments
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September 30th, 2013, 22:55 Posted By: wraggster
Sony's PlayStation executives hope with PS4 this time things will be different. This time, Sony launches alongside Microsoft, not 16 months afterwards like with PS3. This time, Sony is cheaper than Xbox, not hundreds of pounds more. And this time, Sony is taking a gamer-first approach - and that, it seems, is translating into real world business.The bottom line is, PlayStation 4 is riding the crest of a wave of goodwill boosted by strong showings at E3 and Gamescom and, crucially, Microsoft's disastrous messaging. But important questions remain. Sony knows if it doesn't put enough consoles on shop shelves to satisfy demand for Christmas, gamers may turn their attention to Xbox One instead. In the UK in particular, where Xbox 360 enjoys a healthy lead over PS3 in install base terms, Sony can't afford to take its eye off the ball.And so, amid the calm before the storm, we sit down with Sony UK boss Fergal Gara at EGX 2013 to discuss the PlayStation 4's impending launch, availability, the juicy format war and new challengers in the living room.The new DualShock 4 controller.
What's the PlayStation 4 stock situation in the UK? I've heard shops stopped taking pre-orders on Sony's request. Will those who have pre-ordered definitely get their console at launch?Fergal Gara: First of all, the majority of retailers did not stop taking pre-orders. They said you probably won't get it on day one. We chose to advise them to do that because we were taking the most conservative view on the stock situation, and the worse thing you can do, we feel, is to over promise and under deliver. In order to do that, you've got to start with the minimum number you're likely to have for day one and say, after that number, tell people they may not get it for day one.Everybody who has pre-ordered to date will definitely get a console prior to Christmas. The cut-off date for that was 5th August. More people will be pleasantly surprised on day one by theirs being ready. But I'm also in the middle of lots of furious internal discussions about exactly what is the number for the UK. That sounds like a big internal haggle. It's not quite like that, but the full and final exact factory volume number is subject to a certain amount of variability. Those things are going well. There are no major shock disappointments coming out, which is great news. But I don't know precisely what day one is going to be, and precisely what pre-Christmas is going to be. Hopefully it only goes up from the assumptions I'm working with.Nobody who's got their name on the list right now is not going to get one in 2013. That's a good start. And there will be more on top of that. People who have not pre-ordered yet still have an opportunity to get one prior to Christmas. And if they don't they'll get it very soon thereafter. So the overall volume point about the UK in those first few weeks of launch is substantial. We will fully catch up demand, probably not before Christmas but relatively quickly thereafter. That's my current expectation. So, a bit tight for the first few weeks before evening out quite quickly.If I haven't pre-ordered will I be able to walk into a shop on launch day and buy a PS4?Fergal Gara: That's a trickier question to answer. We're working with retailers and saying, look, this is the planned allocation for you. Some people have decided, right, turn off the pre-orders completely because I want to have a bit of free stock on day one. Others are saying the fairest thing to do is keep the list going, and the first on the list gets the first console. Basically they're behaving in a linear fashion rewarding first come, first served.That of course means unless we're pleasantly surprised by a bigger launch day volume than expected then it's unlikely there will be free stock unless maybe people don't turn up. So it'll differ by retailer. But a second batch of stock will be within the week probably, so we're not talking about droughts for months and months.Sony announced it had received one million PS4 pre-orders at Gamescom last month. Can you tell us how many pre-orders there are right now?Fergal Gara: I can't give you a number because I haven't added up all the other countries! What I will say on behalf of the UK market is it's not slowed down. It's kept going. Demand is very very healthy indeed. And even though we're pouring cold water on it by responsibly trying to manage expectations, it's not quenching anything! There's tremendous demand.I personally feel it would be a dreadful thing for people to think they're going to get one prior to Christmas Day and that not work out. They're not all going to be bought by 18 to 24 year-olds who are a bit more grown up. There are going to be some considerably younger people who want a PS4, and if that doesn't arrive on Christmas Day as expected and we've misled people to think that could happen, that's not good, and we would not feel good about that. So we're very carefully managing the expectations and I'm pleased with how that's going so far.
http://www.eurogamer.net/articles/20...n-not-a-sprint
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September 30th, 2013, 22:53 Posted By: wraggster
This isn't an official stretch goal as Heart Machine is still looking into it and is in talks with Nintendo, but it sounds like a very likely possibility. "We've had a lot of request for Wii U support. We hear you! It's a platform that deserves some love, and we're currently in talks with Nintendo directly on the subject. I think if we can reach the $500,000 goal it will be possible," the developer stated in an update."Keep in mind that any new platform costs a fair amount of money and time to QA and port over/translate, with their own set of requirements, so it's not as simple as one would hope. We'll keep everyone updated as we continue to push for this gem of a platform."$500K isn't that much of a stretch as Hyper Light Driter has already raised $364,751 with 12 days to go before its 12th October deadline. It initially only asked for $27K.Additionally, Heart Machine hired a new member, programmer Teddy Diefenbach. He previously worked on ShovePro at Rad Dragon, where he was developing the heist adventure The Moonlighters. That project has been put on hiatus while Diefenbach works on this instead.Original Story: Stunning retro action-roguelike Hyper Light Drifter has now been officially confirmed for PS4 and Vita following developer Heart Machine hitting its $220K stretch goal on Kickstarter.
Backers can reserve a PSN copy of the game for $15, while the PC, Mac and Linux versions cost $10.The Kickstarter hit several other stretch goals before greenlighting the PSN port that will add a co-op campaign, competitive multiplayer, more polish via the addition of a new artist and programmer to the team.Looking ahead, Heart Machine will add a Challenge Mode at $250K, a new development team at $300K and an online Challenge Mode at $375K.Elsewhere, Heart Machine launched a Hyper Light Drifter campaign on Steam Greenlight. Given the way things are going on Kickstarter, I suspect it won't take long for it to be accepted.Hyper Light Drifter has currently raised $240,415. Not too shabby when one considers it was originally only looking for $27,000 and it still has 22 days to go before the 12th October deadline.
http://www.eurogamer.net/articles/20...r-ps4-and-vita
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September 30th, 2013, 22:26 Posted By: wraggster
Yakuza creator Nagoshi told Edge that the size of Yakuza Studio's development team prevents it from juggling multiple projects, and that it's currently focused solely on Yakuza Isshin for Sony platforms.
"We don't have a plan for that at the moment," he said. "The Yakuza Studio team is a fixed size, and we have to choose between forging ahead with the next game or localising the one that just came out."
Yakuza Isshin will be available as a PS4 launch title in Japan next February alongside a PS3 version supporting Vita Crossplay. The game takes place in the Meiji Era, with Ryoma Sakamoto starring as the protagonist. Isshin is considered to be a sequel to Yakuza Kenzan, which took place in the Edo era.
According to Nagoshi, the size of Isshin has warranted the full attention of the studio's dev team: "This time the size of the game was so large, so rather than localising that game we chose to focus our manpower on the new game. But we get asked about it a lot. We get lots of complaints!"
When asked whether Isshin would ever be localised for the West, Nagoshi said he'd "definitely love to reach the whole world" and would consider it if given the "manpower and the money to do it".
The last Yakuza game to be released in the west was Yakuza: Dead Souls, a zombie themed spin-off title.
http://www.computerandvideogames.com...lise-yakuza-5/
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September 30th, 2013, 22:09 Posted By: wraggster
More US consumers intend to buy a PS4 this Christmas than an Xbox One, according to a poll conducted by Reuters and Ipsos.
Of the 1,297 people surveyed between September 23rd-27thsome 26 per cent said they are likely to purchase a PS4 compared to just 15 per cent who intend to buy Xbox One.
The gap is even bigger amongst those under the age of 40, with 41 per cent eying a PS4 and 27 per cent an Xbox One.
“Though based on a limited sample, the results potentially point to a lopsided battle during the crucial holiday season, with Microsoft and Sony hoping to get their newest consoles into US households,” the report states.
Call of Duty: Ghosts was named as the game that had the strongest interest, followed by Grand Theft Auto V, Assassin’s Creed IV: Black Flag, NFL 25 and Battlefield 4.
It also noted, however, that trends could point to a more general sway away from consoles, with 64 per cent of those questioned stating that they have no plans to buy any console hardware this Christmas.
http://www.mcvuk.com/news/read/ps4-t...r-poll/0121850
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September 30th, 2013, 22:01 Posted By: wraggster
Sony is doing all it can to prepare PSN for a post-PS4 world where game download sizes will hit an eye-watering 50GB.
UK boss Fergal Gara has confirmed to Eurogamer that the download for PS4 launch title Killzone: Shadow Fall will be the best part of 50GB.
PSN doesn’t have the best of reputations when it comes to reliability and speed of downloads, and recent troubles with the 18GB download for Grand Theft Auto V have increased concerns about the network’s abilities to cope with the added pressure the next-gen will place on it.
Gara, however, has moved to reassure gamers that a host of improvements to the service are on the way.
“There are big innovations in the PS4 to make it more attractive and more easy gamer wise to want to download,” he stated. “The Play as you Download functionality, for example, means you don't need the whole file before you go.
“This is a little bit counterbalanced by the fact the files themselves are getting bloody big. Killzone: Shadow Fall is an uber file – I think it's cracking on for 50GB. It looks it, too, when you see it.
“It is still a relatively tedious process. We've done a lot of work on pre-delivering files. It's not perfect. It's not seamless. But it's a major area of focus. It's a major area of investment. The network will perform better on multiple levels, because it becomes not just a sales or gaming delivery but increasingly it becomes a social network.
“It's going to be for no lack of investment, for no lack of effort and no lack of intention that things might fall a bit short. But we're definitely moving in the right direction, and I'm confident when step on and understand its importance.”
http://www.mcvuk.com/news/read/psn-w...y-says/0121863
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September 30th, 2013, 22:00 Posted By: wraggster
Dutch studio Guerrilla Games is looking forward to a future beyond the Killzone IP.
Following its debut 2004 title Shellshock Nam ’67, the Sony owned studio has worked on a succession of Killzone titles – six in total, the next of which, Killzone: Shadow Fall, releases alongside PS4 next month.
But with Shadow Fall production done and dusted the developer has confirmed to Eurogamer that new things are on the horizon.
“That's definitely what's happening right now. I can't tell you what we're thinking of but yes," lead designer Eric Boltjes stated.
"As a studio we do want to branch out, and we have started work on a new IP, something completely different to Killzone. I don't want to say anything about it right now, but as a studio we do want to keep it fresh.”
The Killzone brand debuted in 2004 with the high-tech “Halo Killer” PS2 title of the same name.
http://www.mcvuk.com/news/read/guerr...new-ip/0121881
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September 30th, 2013, 10:26 Posted By: wraggster
During a recent interview with Eurogamer, producer Guillaume Voghel shed some light on the I Am The Night Mode coming to Batman: Arkham Origins.
The mode will not become available until the main game and New Game Plus are completed, with Voghel stating it will not allow you to save, and you will only have one life.
Voghel explains it will add longevity to the game as "the main narrative arc and side missions last about 12 hours, and then you have all the collectibles. To get 100 per cent of that will take much, much longer. We have a new difficulty level, New Game Plus is coming back - that's really difficult - and when you're done with that there's I Am The Night mode - which is no saves and one life."
Warner Bros. confirmed a Batman: Arkham Origins season passrecently, which lets you play as Bruce Wayne before he becomes Batman.
Warner also released gameplay footage of the Deathstroke Challenge Pack, which is available as a pre-order bonus, and a trailer for the PS3 exclusive Knightfall Pack DLC, last week.
Batman Arkham Origins has a confirmed release date of October 25. It is the first in the series to feature multiplayer.
http://www.computerandvideogames.com...he-night-mode/
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September 29th, 2013, 01:03 Posted By: wraggster
via http://wololo.net/2013/09/24/173210s...tibility-list/
Japanese developer 173210 has been hard at work debugging and improving the compatibility of his VHBL port. He contacted me recently with a compatibility list and good news for us: his VHBL port for the PS Vita 2.61 will be released soon.
For those who don’t know it yet, or who found this website looking for a Vita 2.61 hack, VHBL is a homebrew loader for the PS Vita, running inside the PSP emulator of the console. VHBL runs through exploits in official games, and we reveal the name of exploited games on a regular basis (12 exploits announced over the past 18 months!). Although it is limited to the functionality of the PSP emulator on the Vita, VHBL runs a nice selection of homebrews, including emulators for popular consoles such as the Gameboy Advance, Neogeo consoles, or the Super NES. More details on VHBL.
I’ve mentioned it before, but it’s been confirmed to me that the game used for his exploit is only available in the Japanese store. This means you will need a Japanese account on your Vita to get this exploit. There exist other exploits in games available in the European and US stores too, but no release date has been announced for these yet.
Below is a compatibility list, as shared by 173210. I haven’t tested this VHBL port myself yet.
Working
- Wagic
- Daedalus R13
- PSP Ident
- Bookr
- Ptester v2.0
- PSPCalc v0.1
- MVSPSP (Ad-Hoc Version)
- Beatbox
- Blabberbot
- UMDKiller (?)
- PSPlorer (?)
- PSPDOXMANAGER v1.21
- wMenu
- gpSP
- snes9xTYL
Not Working
- PSPixel v2.0
- Little GP Tracker (?)
- PSPPDA (?)
- PSP Claw Explorer
- PSpaint v4
- Med PSP
- Gaming Tool v0.3
- iDaft
- PSP X-SHELL
- yMenu (?)
- Unoficcial CPS1PSP Mod Rev.4
- Unoficcial CPS2PSP Mod Rev.4
- Unoficcial MVSPSP Mod Rev.4
- Unoficcial NCDZPSP Mod Rev.4
- gpSP-J
- Snes9xTYLcm 0.4.2 Mod
- DaedalusX64
Keep in mind that compatibility can improve with further revisions, but this should give you a good idea of what to expect with this hack.
The release will happen as usual, through a “ninja release”.
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September 28th, 2013, 21:17 Posted By: wraggster
Valhalla Knights 3 now has an official release date: Come October 15, the action roleplaying game makes its debut on Sony's Vita handheld.
The game (which is being published in North America by Xseed Games) drops players into a gigantic prison where they will control a team of up to seven characters, each of which can be controlled manually or left to their own devices. Valhalla Knights 3 features "200-plus quests and over 500 in-game items, weapons, armor and special goods" in its "over 40 hours of gameplay." Unlike the original Japanese release of Valhalla Knights 3, the North American iteration of the game will include online multiplayer in addition to ad hoc two player gameplay.
On debut Valhalla Knights 3 is slated to be available in both digital and physical disc incarnations, and should feature a $40 price tag regardless of which version you prefer.
http://www.joystiq.com/2013/09/27/va...on-october-15/
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September 28th, 2013, 21:14 Posted By: wraggster
Sony revealed next month's PlayStation Plus lineup for North America, announcing that subscribers will receive free access to Dennatron's indie hitHotline Miami and 38 Studios' action-RPG Kingdoms of Amalur: Reckoning, among other featured games.
October's free PlayStation 3 offerings include Reckoning, Telltale Games' Poker Night at the Inventory 2, and an HD remake of Shadow of the Colossus, pairing it with September's PS Plus release of Ico.
Hotline Miami joins PlayStation Plus as a Cross-Buy title, giving members free access to both the PlayStation 3 and PS Vita versions of the game. PlayStation Vita owners will also receive a free copy of the acclaimed shoot-'em-up Sine Mora as part of next month's PlayStation Plus lineup.
Sony previously announced that Far Cry 3, Dragon's Dogma: Dark Arisen, Giana Sisters: Twisted Dreams, Street Fighter x Tekken, and Touch My Katamari will join the PlayStation Plus program in Europe next month.
http://www.joystiq.com/2013/09/27/ho...on-plus-in-oc/
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