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September 18th, 2013, 02:19 Posted By: wraggster
The engine noises in the release version of Gran Turismo 6 likely won't see a significant improvement over those in Gran Turismo 5 - though series creator Kazunori Yamauchi hopes to improve them in a post release patch.Gran Turismo's audio has long been a source of criticism, with its weak engine notes paling in comparison to the more full-throated tune of competitors such as Forza's cars. That situation will most likely remain when Gran Turismo 6 launches in December later this year."I think I mentioned this in the past, but we're really working to change the fundamental way that the engine sound works," Yamauchi said in a press event at Polyphony's offices in Tokyo. "Right now I have a feeling that it might not make it for day one for GT6."There's still hope that improved audio will be patched in at a later date. "There's a good possibility that we might do this," Yamauchi said when pressed on whether it'll be part of the post-release support, and Gran Turismo at least has good form in this regard - Gran Turismo 5 benefited from a series of updates that resulted in a much improved version 2.0.Data from Gran Turismo 5 won't be recognised by Gran Turismo 6, though, and any progress made in the last game in the series will be lost by those making the jump. "For Gran Turismo 5 to Gran Turismo 6 there'll be no real transfer of data," Yamauchi said. "The main reason for that is the GT5 save data has been cracked already, so we can't really confirm the validity of the save data. So my hope is that between GT6 and GT7 we can transfer some of that across."Gran Turismo 6 introduces a new physics model that fundamentally changes the handling of the game to good effect, and it's to be supported post-release with regular updates - one of which could introduce day/night cycles to more tracks. On release, only Spa, Nurburgring and Le Mans will support the feature."Unfortunately it's not for all the tracks that [a day/night cycle] will be implemented," said Yamauchi. "Obviously we want to include day/night racing for all tracks, but that won't make it for day one. For the day one, all the tracks that are known for 24 hour races, all those tracks will be made available for day/night racing."Night racing has improved for Gran Turismo 6, though. "The dispersion of light from the headlights has advanced greatly from GT5 to GT6," said Yamauchi. "So night racing should be a lot better in GT6."
http://www.eurogamer.net/articles/20...d-post-release
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September 18th, 2013, 01:47 Posted By: wraggster
Gamers who opted for the £49.99 digital version of Grand Theft Auto V on PSN face the prospect of a possible compromise of the game’s performance.
Rockstar yesterday warned against Xbox 360 usersinstalling both discs included in their copies of GTA V on their consoles.
The reason, Digital Foundry speculates, is that the game grabs data from both the hard disc and the disc drive simultaneously, effectively increasing how much information is processed at any one time.
Users who have installed both discs have experienced an increased level of pop-up with the visuals, as demonstrated in the video below.
As a result of this, questions have been asked about the performance of Sony’s digital version, which won’t be able to stream data from the disc drive. Will it suffer from the same performance hit seen with the fully-installed Xbox 360 game?
Early word from gamers with the PSN version seems to suggest that it does not suffer from the performance issues, although hopefully Digital Foundry will deliver an educated assessment in the near future.
http://www.mcvuk.com/news/read/how-d...erform/0121157
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September 18th, 2013, 00:44 Posted By: wraggster
It could be the biggest release of all time, so has Grand Theft Auto V sent UK retail into a fierce price war?
No.
The truth is it’s not 2009 anymore and the days of retailers racing to the bottom are distant history. The result is that the cheapest you can buy Grand Theft Auto V in the UK on the High Street today, no strings attached, is £38 from Tesco.
Alternatively, Tesco will sell it to you for £32 if you also buy a Xbox Live or PSN points card varying between £17.50 and £40.
Here’s a run-down of today’s High Street prices:
TESCO – £38
(Or £32 with an Xbox Live or PSN points/subscription card priced between £17.70 and £40)
ASDA – £39.97
MORRISONS – £39.99
SAINSBURY'S – £41.99
GAME – £44.99 (trade-in offers also available)
ARGOS – £42.99
BLOCKBUSTER – £44.99 (trade-in offers also available)
HMV – £46.99
http://www.mcvuk.com/news/read/grand...eapest/0121160
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September 18th, 2013, 00:36 Posted By: wraggster
A lot has been written about PlayStation’s remarkable journey over the last few years.
It has turned PS3 into a winner after a tumultuous launch, and has seemingly denied Xbox an easy win on the start of the next generation.
But its real victory lately has been reengaging with the people making games for its platforms, not the platforms themselves.
At Gamescom, the firm spent 90 minutes building up to the PS4 release date by talking about 15 smaller indie games coming to PS3, Vita and PS4. No Uncharted 4, no VR headset. The focus was largely on games that were built outside of its empire of 14 internal studios.
Of course this is testament to the huge share of attention indie games are getting these days, and Sony’s the first to admit this sudden wave of talent has taken it by surprise.
After E3, the firm wasn’t planning to flex its development support muscle so prominently in Cologne, explains studios boss Shuhei Yoshida.
“As soon as E3 ended we started planning for Gamescom’s conference, but because we had a huge indie section at E3 I was not expecting we would have as much new games as we showed,” he admits. “But working with indies… well, they are so fast! We cannot anticipate everything because of how fast they move.”
"The immediacy and the quickness of these
teams is incredible – some of them are just
one person. They don’t have to go through
all the approvals or presentations we do.
They just make things. That’s the difference
between them and us." Shuhei Yoshida - president, SCE Worldwide Studios
The wider step-change in the industry, with the ‘middle’ of games crumbling away to form a swathe of smaller studios (almost all of them opting for open platforms and their big digital stores like iOS or Steam) has prompted deep changes at PlayStation. Concept approval is gone, plus it is actively inviting indies to port PC hits to its platforms (and footing the bill). Plus, even if Sony always did work with outside studios, it has been more prolific in terms of its portfolio and PR to prove it.
It’s all for a good reason: fact is those teams can easily go elsewhere (and have previously) if PlayStation isn’t open for them.
Says Yoshida: “We are trying to make our platform more accessible because those studios have choices, right? If we make things difficult they can go elsewhere and find another place to put their games. The immediacy and the quickness of these teams is incredible – some of them are just one person. They don’t have to go through all the approvals or presentations we do. They just make things. That’s the difference between them and us.
“Nothing has changed in terms of our mindset – we have worked with small companies to release games like Sound Shapes, Unfinished Swan, Flow and Journey in the past. But what changed was that whole boom of indies. Many of them are experienced developers and many have years of experience. There are just more great guys making more interesting things than before.”
http://www.mcvuk.com/news/read/sony-...y-more/0121195
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September 18th, 2013, 00:04 Posted By: wraggster
Tech shifts mean chip is 'finally usable in a console'
PlayStation 4’s chief system architect has said the console’s CPU was chosen for its ability to suit practically anyone who’s involved in making technology.
There’s been much discussion about PS4 and Xbox One being, for all intents and purposes, more or less the same technology-wise.
However, with PS4, Sony has chosen to avoid going down the proprietary technology route of its predecessors, instead going to AMD for an off-the-shelf x86 Jaguar processor, but one that it believes will allow the platform to suit game makers and software makers alike.
Speaking to Official PlayStation Magazine UK, Mark Cerny said there were concerns over the chips suitability for the game console, but advancements in technology led him to believe that the chip was “finally usable in a console”.
“There was definitely a first-party voice that said [the x86 chip] probably couldn't be used for games,” said Cerny.
“Because of its very long history, the x86 is rather complex... If you read an x86 manual, it takes pages to explain all the different ways that you can move data from one register to another, based on all the additions to the architecture over the years. It's a bit overwhelming from that perspective.”
Cerny and Sony’s internal hardware team set to work on researching a chip as early as 2007, during his post-mortem on PS3.
Cerny added: “Actual work on PS4 didn’t start until 2008. [At first] I wasn't deciding whether the x86 would be the chip. I was trying to work out whether it would be an option. If your only option is the Power PC, it's very restrictive in terms of hardware vendors. If you can also use the x86, you can talk to anyone out there who makes technology.
“We made 15 separate presentations [with first-party teams]. The presentation we did was so long that one of the teams was stranded on the tarmac for five hours, and they still arrived before we finished going through all the materials we prepared.”
http://www.develop-online.net/news/4...echnology-uses
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September 17th, 2013, 02:10 Posted By: wraggster
- The PlayStation 3 Grand Theft Auto V Bundle includes the fifth installment of one of the best selling franchises of all time, Grand Theft Auto.
- Los Santos: a sprawling metropolis full of self-help gurus, starlets and fading celebrities struggling to stay afloat in an era of economic uncertainty and cheap cable TV. Amidst the turmoil, three very different criminals risk everything in a series of daring and dangerous heists that could set them up for life.
- With the 30-Day PlayStation Plus Trial that is included in the PlayStation 3 Grand Theft Auto V Bundle gives you access to: 12 Hit games each month, member exclusive Game Betas, Demos and Features, exclusive discounts of 10% - 75% on the PlayStation Store, 1 GB of cloud storage and automatic game saves and system updates, 6 Additional games unlocked for your PS Vita system
Buy now for the cheap price of $269.99!
http://www.amazon.com/gp/product/B00...M&linkCode=as2
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September 17th, 2013, 00:09 Posted By: wraggster
Sony has released a list of the latest new content and deals for PlayStation Plus subscribers in North America, going live tomorrow, September 17.
No doubt to coincide with the anticipated release of Grand Theft Auto 5 tomorrow (GTA 5 review here), PS2/PSP classic Grand Theft Auto: Liberty City Stories will join the Instant Game Collection, making it free to download to PS Plus subs.
The critically acclaimed Ico - the first game from the team behind Shadow of the Colossus, will also be added to the Instant Game Collection.
Sony will introduce discounts on Pixel Junk Monsters: Ultimate HD on Vita (PS Plus Price: $11.99, Regular Price: $14.99), Kane & Lynch: Dead Men (PS Plus Price: $5.99, Regular Price: $14.99) and Kane & Lynch 2: Dog Days (PS Plus Price: $7.99, Regular Price: $19.99).
Sleeping Dogs will get a huge discount (PS Plus Price: $9.99, Regular Price: $24.99), and Real Boxing for Vita will also be reduced in price (PS Plus Price: $11.99, Regular Price: $14.99).
Point-and-click adventure Machinarium will be removed from the Instant Game Collection on September 24.
http://www.computerandvideogames.com...s-ico-go-free/
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September 16th, 2013, 22:26 Posted By: wraggster
Amazon would get a copy of GTA V to you on release day (or even before that if you’re lucky) for £35. So why would you spend £50 on a digital PS3 version?
Well, there are a couple of reasons. Firstly, it means the game will always be there on your HDD in an instantly accessible, non disc-swappable form. It might even load a bit faster too.
But another good reason was SCEE’s policy of allowing you to download the game early (or ‘preload’) meaning that the very moment the game is released you’ll be able to access it.
In actual fact a Sony cock-up meant that a handful of folk who pre-ordered the game at the end of August were able to preload it immediately. This ultimately led to some game detail leaks and undoubtedly resulted in Sony receiving an ungodly bollocking from Rockstar, but when the dust settled PSN was telling customers that the game would be available to preload from September 13th.
When September 13th arrived and the game was not preloading, folk became agitated. The news that its preload had been delayed until September 16th was greeted with unimaginable fury on the PlayStation forums, so much so that Sony and/or Rockstar moved the preload date forward to 15:00 yesterday afternoon (September 15th).
You can guess what happened. Yesterday, 15:06. “This is beyond a joke now…”. 15:07. “shame on you SONY”. 15:10. “You take OUR money and nothing you suck”. 15:11. “Still not able liars they are”. 15:13. “Well it seems that Rockstar have lied through their teeth yet again and it seems they cannot be trusted with anything they say these days. Part of me wishes GTAV was a flop just so sc*ew them over for doing the same to loyal paying customers.” 15:18. “hey sony and rockstar i am becoming a videogame pirate now i will get me a ps3 with custom firmware and pirate all your games because you dont ra** us sony customers in the ass ever again”.
After some reasoned and learned debate about possible GMT/BST confusion, the download went live at 15:39. One member of the MCV team started their download at 15:44. The first 60 per cent sailed down the pipes in an hour. Then things slowed down.
The download completed at 20:44. That’s five hours to download 18GB on a 60MB internet line. And then the install failed due to a corrupted file.
A second download, presumably helped by the fact that it was getting late and PSN was under less strain, took just an hour and a half. An additional half hour installation later and the game is good to go, once Sony’s server give it the digital nod at midnight tonight. Which will of course pass off without a hitch.
Of course, this isn’t an inherent problem with digital. Gamers have been preloading titles on Steam for yonks without any such issues. And truth be told that’s exactly the model Sony and Microsoft need to be following if they want digital to become a viable consumer proposition on PS4 and Xbox One.
But for all those who spent the latter half of yesterday trying to get a working copy of a game they’ve already paid for onto their PS3 – while reading online about those happily playing their Amazon copies – an all-digital future feels today like a somewhat less enticing prospect.
http://www.mcvuk.com/news/read/grand...-to-go/0121097
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September 16th, 2013, 22:23 Posted By: wraggster
Xbox One and PS4 should generate at least £1.2bn for UK retailers this Christmas.
That comes from 3.1m console sales, 1.3m Xbox Ones and 1.8m PS4s.
That's according to trade body the Entertainment Retailer's Association, which also says that number could rise to £3bn. The figures are drawn from a consumer survey of over 2,000 people.
It's an astonishing figure that, if true, will make Christmas 2013 the biggest ever for games stores.
However, the data compiled by ERA does make assumptions on the wide availability of stock this Christmas. MCV understands that it's very unlikely that there will be 3.1m Xbox One and PS4 consoles in the channel this year.
ERA does expect the sales of games to outsell music and video combined this Christmas.
ERA director general Kim Bayley said: “The drama and excitement generated by PS4 and Xbox One look set to produce the sales boost retailers have been crying out for.”
http://www.mcvuk.com/news/read/repor...istmas/0121101
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September 16th, 2013, 22:12 Posted By: wraggster
Gamers on the continent have faced paying up to 42 per cent more for their copies of Grand Theft Auto V than those buying it in the UK.
That’s according to Idealo, which found that pre-order prices for the game across Europe suggest UK gamers have actually got it pretty good.
Going by the £34.99 price offered on both Xbox 360 and PS3 by Amazon, the site found that consumers in Austria, for instance, faced a 42 per cent higher price on PS3 and 34 per cent on 360. That translates to £49.57 and £46.98 respectively.
Looking just at the PS3 version, German prices are 37 per cent higher, Italian 29 per cent, Polish 25 per cent and French 17 per cent.
http://www.mcvuk.com/news/read/uk-gr...europe/0121110
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September 16th, 2013, 01:03 Posted By: wraggster
via www.emucr.com
PCSX2 SVN r5731 is compiled. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.
PCSX2 SVN Changelog:
r5731
spu2x (linux): allow to use sdl as audio backend instead of portaudio (recommended for pulseaudio user). Close i1413
Thanks to Matt Scheirer for his patch
http://www.sendspace.com/file/50i6v5
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September 16th, 2013, 00:59 Posted By: wraggster
via www.emucr.com
PPSSPP Git (2013/09/15) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.
PPSSPP Git Changelog:
* Must detect language before loading config. Should fix #3763 broken by #3750 .
* Merge pull request #3774 from raven02/patch-8
Zeroize destination alpha as well when stencil test disabled.
* Only zeroize dst alpha when both stencil and depth testing disabled.
* Zeroize destination alpha as well when stencil test disabled.
* Convert to new-style DoState
* Merge branch 'patch-1' of https://github.com/shenweip/ppsspp into shenweip-patch-1
* Merge pull request #3755 from thedax/win32RememberWindowPosSize
Win32: Don't allow SavePosition to execute if we're entering fullscreen.
* Merge pull request #3766 from kozec/master
AT3+ plugin detection on Linux
* Merge pull request #3758 from thedax/win32Cleanup
Win32 UI: Some cleanups and simplifications, fix some small bugs.
* Use consistent directory slashes. We'll just replace all backslashes with forward slashes, eliminating the chance of duplicat recents. Fixes #3352.
* Merge pull request #3770 from unknownbrackets/softgpu
Crashes/cleanup in softgpu, fix a couple warnings, remove some unused gstate_c
* Bypass vertex decoder z scaling.
Everything is compared against the u16 value. This should be correct for
throughmode at least.
* Remove some unused gstate_c values.
* Remove a bunch of debug logs, sync with gles.
This may fix bad vertex/index addresses, or crashes from the matrix
arrays. The debug logging is better replaced with "dump this frame".
* Don't allow boneMatrixNumber to go outside bounds.
Just from the GLES code.
Fixes the Monster Hunter 3rd demo crash, but not sure why it's trying to
use crazy numbers in the first place...
* Use less pointer math in softgpu buffer access.
* Use accessors for offsetx/y.
http://www.sendspace.com/file/dym80e
http://www.sendspace.com/file/gxwlls
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September 16th, 2013, 00:23 Posted By: wraggster
You can only re-fight WWII so many times, before it gets boring.
Nebelwurfer HQ’s next project is translating Shin Master of Monsters Final EX, a recent Fantasy themed Strategic game from Japan. In it, a Magician progresses through a series of battle maps while an overall story is gradually revealed. The key to the game is obtaining a force of Monsters that can be summoned onto the battlefield to fight. Different monster types can be recruited depending on the map square where the army camps between battles.
The main character and his monster army will gain experience and can evolve up to more formidable monster types over time. Also humanoid type monsters can be equipped with weapons, armor, and an item.
Thus far only the Tutorial maps and a handful of Campaign scenarios have been translated. However, this is sufficient to give you a feel for the game and follow-up patches will be released periodically as the translator progresses in the game.
There are 11 playable characters in the game, each with their own dialog trees. This translation will focus on the Soldier character. Perhaps others will step forward to translate the other character’s dialog trees.
http://www.knology.net/~mackdraper/MOM_PS2/Overview.htm
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September 16th, 2013, 00:20 Posted By: wraggster
via http://wololo.net/2013/09/14/yifan-l...-vita-is-hard/
A few days ago, Yifan Lu posted on his blog his thoughts about the current status of the Vita in terms of hacking, why we are not seeing any significant progress, and why we are in a very different situation than we were a few years ago with the PSP.
In many aspects, Yifan Lu’s article echoes what I said 6 months ago (although I was much more hopeful back then), and what the fail0verflow team (famous for hacking the PS3) wrote in may as well.
Yifan Lu first summarizes what’s been said a lot recently, that the interest of hackers towards the Vita is not comparable to what we had when the PSP was pretty much the only valid portable device available for tinkerers. The rise of smartphones has changed the rules: hackers and indie developers are not focused on dedicated portable gaming systems anymore.
He then develops 3 main points that explain why the Vita is harder to hack than its older sister, or than smartphones: the fact that the PSP had flaws on day 1, which the Vita doesn’t; the fact that the Vita is a very specific piece of hardware making it difficult for hackers to “borrow” ideas from previous hacks; and the fact that hardware hacks, which have proven in the past to be the most effective, would be extremely hard and costly to achieve on the Vita (something that I also pointed out a while ago).
All these points may sound obvious to some of view today, but it’s something the hacking scene had been foreseeing for a few years now… did you see how many “scene” websites have transformed into “regular” gaming websites in the past few years?
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September 15th, 2013, 22:23 Posted By: wraggster
Capcom Fighting Evolution advances to PSN in next week's North American update. Following in the footsteps of Capcom vs. SNK 2, the 2004 crossover is coming as a PS2 Classic, meaning it'll only be playable on PS3 and won't feature any additions like online multiplayer. The news comes via the PlayStation Blogcast, with no details on pricing.
CFE's 23 characters stem from Street Fighter 2, SF 3, SF Alpha, the Darkstalkers series, and Red Earth, minus the exception of bow-tied psychic Ingrid who the game introduced.
http://www.joystiq.com/2013/09/13/ca...s-ps2-classic/
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September 15th, 2013, 22:22 Posted By: wraggster
Football Manager 2014 will launch October 31, Sports Interactive announced. The game will make its way to Linux for the first time, and will also include cross-save support for those with a copy of the Vita version.
The soccer management sim will feature Steam Workshop support, so players can share game skins and graphics as well as custom roster databases and game scenarios. Football Manager 2014 includes a "zoom in/zoom out" option for players to better adjust the game's interface, making Steam Big Picture mode a better fit for the game for those looking to get their soccer management fix in the living room.
http://www.joystiq.com/2013/09/13/fo...ta-cross-save/
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September 15th, 2013, 22:22 Posted By: wraggster
Specially marked retail copies of Battlefield 4 for PS3 will include a one-time use voucher allowing you to upgrade to the PS4 digital version of the game for a small price. This is how the "discounted" upgrade scheme will work, first announced by Sony president Andrew House last month during the company'sGamescom keynote.
Presumably this is how other eligible PS3 games can transition into their PS4 counterparts, though we've followed up with Sony for confirmation.
Only four games are participating in this promotion as of right now: Call of Duty: Ghosts, Assassin's Creed 4: Black Flag, Watch Dogs and Battlefield 4. The pricing to go from PS3 to PS4 version for each game is determined by the publishers.
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