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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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February 16th, 2013, 02:58 Posted By: wraggster
The last time CVG met with its sources to discuss the PS4 pad, our insiders indicated that Sony was determined to experiment with its next controller.
Yesterday a photo of the prototype controller (yes it's real) suggested that's exactly what it's done. [UPDATE: Another alleged leaked PS4 controller picture has appeared online]A combination of motion control, touch and traditional analogue buttons promise to make Sony's latest joypad a very special prospect indeed. Move-like pointer tracking flirts with a touch pad (not a touch screen, dev sources tell us) to both compliment and replace traditional inputs, while a rumoured 'share' button could potentially transform the social aspects of PSN overnight.
However, Sony traditionally considers a range of controllers before opting on the final one, meaning that the picture that has leaked may not be of the final design. Matching our own analysis with new info from developers with access to PlayStation development kits, below are what we believe are the key features of Sony's new PlayStation controller...
http://www.computerandvideogames.com...ler-prototype/
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February 16th, 2013, 02:52 Posted By: wraggster
We're just a few days away from Sony's February 20th "see the future of" PlayStation event where we expect to see the next edition of its home console, and the rumor mill is buzzing. The latest one tonight comes from the Wall Street Journal, with a report that connects Sony's $380 million purchase of cloud gaming service Gaikai last year with a method to provide backwards compatibility on the PlayStation 4. The WSJ reports Sony has been "investing heavily" in preparing Gaikai for an influx of PS4-equipped gamers, while also developing better cameras for its Move and the DualShock+touchpad controllerswe've seen recently.
What's not revealed however, is any potential pricing plan, or whether cloud games will work users existing cloud saves. While buying fully digital copies of games we already own is less than appealing, if Sony can implement something like the abandoned UMD-to-PSP Go "good will" plan, then there may be benefits for all.
http://www.engadget.com/2013/02/15/s...reaming-rumor/
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February 16th, 2013, 02:49 Posted By: wraggster
All eyes will be on Sony next week, as the company intends to show the world the future of the PlayStation business during a New York press event. While we get a glimpse of the upcoming PS4 hardware, it'll be interesting to see what Sony does to keep consumers invested in its current PS3. It's likely that a price drop will be announced either at the February 20th event or shortly thereafter.
In fact, when GamesIndustry International asked Wedbush Securities analyst Michael Pachter if we should expect a PS3 price cut in the near future, he tersely responded, "February 21st." In a second email, he told us that it should come down to $199 and that Microsoft will probably match that price on Xbox 360 by this year's E3.
Of course, there's no guarantee that PS3 will see a price cut next week, but it's certainly a safe bet that Sony will cut the MSRP before the PS4 hits the market. Sony's strategy thus far has been to bundle in more games and bigger hard drives, and the company briefly sold PS3 bundles for the low price of $199 during last year's Black Friday period. Most bundles now are selling for $299 (there's a $269 Uncharted 3 bundle) but it wouldn't surprise us to see a $50 cut and new bundles soon, especially with God of War: Ascension coming in March and The Last of Us in June.
http://www.gamesindustry.biz/article...k-says-pachter
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February 16th, 2013, 02:48 Posted By: wraggster
Sony's next-gen strategy needs to rethink the business model, not the hardware specifications
Next week, Sony will start to take the wraps off its next-generation home console strategy. We already know, or at least think we know, a surprising amount about the hardware the company will unveil. Credible specifications for PlayStation 4, under the codename "Orbis", have been floating around for some time, while reports of a significantly redesigned Dual Shock controller with an integrated touchpad interface are well-established.
It's a testament to how much the games business has changed in the past decade, however, that despite having information about hardware specifications and controller design, we really know nothing about Sony's plans. We know what will be in the box, but never has that been so unimportant. Nobody sane doubts Sony's ability to competently construct a box that sits under a television and plays games that look nicer than the ones we've got now (and similarly nice to the ones that will be played on Microsoft's rival under-telly-box).
What many people do doubt - with good, if sometimes exaggerated, reasons - is Sony's ability to make that box relevant to a wide audience of consumers, to attract the very best of development talent to it and to turn it into a must-have device, if not for the mass market, then at least for the high-spending core consumers who make up the backbone of the games industry. In that regard, the PS4's specifications barely warrant a tick-box on the sheet headlined "Sony's Future". Controller design is more important, definitely, but still only a small part of the puzzle.
So what does Sony need to tell us next week in order to make that puzzle start to make sense? Firstly, it needs to demonstrate that it knows it won't build a successful new platform off the back of hardware specifications. Given the drastic changes in management and direction we've seen in the past half-decade, I very much doubt that we're going to get a repeat of the bombastic, hardware-focused announcement of the PS3 - the opening shots of a specification war that turned out to be an irrelevant sideshow, as PS3 and Xbox 360 ended up evenly matched for all intents and purposes, and Wii happily trounced the pair of them in sales anyway. If, however, next week's show really is all "look how shiny our polygons are!", it'll be cause to seriously worry about whether Sony has a future in this business at all.
Instead, next week needs to be about the rest of the puzzle. It needs to be about distribution, and platform, and pricing - not of the hardware, but of the software. Most of all, it needs to be about the business model. Sony needs to show the world that it's been paying attention as platforms like iOS, Android and Steam have torn up the rulebook and fundamentally shaken the relationship between developers, publishers and platform holders.
I'm not talking about turning PlayStation 4 into a great platform to play Angry Birds on, or stepping up to the pointless war against tablets and mobile phones that exists only in the heads of enraged internet comment posters. I'm talking about engaging with the fact that right now, as a developer working on a great new idea, you can go out and find hundreds of thousands of dollars to invest in bringing your game to market on a console - a process which will probably also strip you of ownership of your IP and of creative control of the game itself, let alone its marketing and so on - or you can release it on tablets, smartphones and PCs for a cost as close to zero as makes no odds. This isn't about Angry Birds any more; it's about Minecraft, or Thomas Was Alone, or The Room, or Dear Esther, or New Star Soccer, or Proteus, or FTL. The problem consoles face in the next generation isn't that people are playing simple casual games on phones - it's that developers of complex, interesting and engrossing games are bringing them to phones, tablets and PCs rather than jumping through the ludicrous hoops it takes to get a game onto a console.
This is, I believe, essentially the point which was being made by former Xbox engineer Nat Brown when he slammed Microsoft for its handling of the console over the past five years. The world has changed dramatically during that period of time, and consoles have, for the most part, stood still. Their hardware remains the same as it was seven years ago, during which time mobile phones, tablets and even laptops have undergone revolutions in design, power and connectivity - and if their hardware now looks dated, their business model looks nothing short of archaic.
I am not joining the crowds declaring that the $60 software era is over. It's not. That business model still works for certain titles - titles that carry a huge reputation and a huge marketing budget. I am a passionate advocate of the free-to-play business model (when it's done right - there's no question that in the wrong hands, it can be absolutely horrible and even abusive), and I think it must have a place on future consoles - but it's not the only model, nor can it be a panacea.
What Sony needs to do, rather than simply saying "yes we'll support free-to-play", is open up their business model and make it truly flexible. Put distribution and billing systems in place that allow developers to figure out the model that works best for them - whether that's free-to-play, subscription, episodic, a $10 download or a $60 download. Take a cut of all the revenue that flows through the system, but otherwise step back and allow the negotiation on pricing and business model to be one between creators and consumers, not one imposed rigidly by a corporate behemoth in the middle of it all.
I have some confidence that Sony might, against the odds, actually understand this. The firm has been more open than its rivals up until now - it has allowed some Steam integration on the PS3 (it's a pipe-dream, but imagine, for a moment, if PS4 were actually a target platform for Steam just as OSX and Linux are now?), and has allowed MMO developers to fiddle with the business model to their own ends. Moreover, the company fundamentally understands the importance of getting innovative, attention-grabbing games onto its platform - it's to Sony's great credit that in an era where the bulk of interesting indie development ends up on Steam or iOS, it accrued titles like Journey and The Unfinished Swan to its portfolio, but while occasional curated hits are important and fantastic, they aren't enough.
Consoles are, ultimately, the AAA platform. They're the platform where expensively developed games with high production values are sold at a high cost to consumers who care deeply about the pastime and are willing to devote significant disposable income to it. That's fine, and it's a lucrative corner of the industry - but it's not enough. Consoles cannot just be a playground for publishers with millions to spend, because that's not where game development is headed, as an industry. Where the indie developers have blazed a trail, more established firms are now following - recognising that, at long last, they have an option other than prostrating themselves at the gates of the platform holders' walled gardens. If Sony's announcements next week doesn't address that, its entire strategy for the next five years must be called into question.
http://www.gamesindustry.biz/article...-walled-garden
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February 16th, 2013, 02:43 Posted By: wraggster
Halfbrick has just sent word that over one million Playstation owners have now taken flight with Jetpack Joyride.
The news comes at the same time as an update for the Vita version of the game, which adds Twitter support amongst other assorted upgrades.
"We want to extend a massive thanks to the dedicated team at Big Ant for bringing Jetpack Joyride to Sony's passionate and thriving online community," said Phil Larsen, CMO of Halfbrick. "Our amazing fans continue to exceed expectations, paving the way for more exciting releases further down the line."
The free-to-play endless flier made its debut in September 2011 as a paid iOS title.
http://www.mcvuk.com/news/read/1m-do...on-ps3/0110991
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February 16th, 2013, 02:33 Posted By: wraggster
Sony have just released a new Teaser Video which builds things up nicely for their rather massive PlayStation Meeting on Wednesday 20th February – it’s called ‘Evolution of PlayStation: The Beginning’ and is a retrospective look back at the history of PlayStation, chronicling the creation of Sony Computer Entertainment and the launch of the original PlayStation console and the DualShock Controller.
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February 15th, 2013, 16:03 Posted By: wraggster
Over at the ChronoCrash Forums, Magggas has released a new Beats of Rage Mod that should work OK on Dreamcast, PSP, Xbox, Wii and the Open Source Consoles such as Dingoo, GP2X Etc.
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February 15th, 2013, 15:53 Posted By: wraggster
This is a multi-function tool for managing backups on PS3, PS2, PSP, and Vita. Here is the full changelog!
- Added PARAM.SFO Editor
- Added 2 more themes (BlueMoon, ComicColor)
- Added MD5 Checker (Get MD5 of a file / Compare 2 files’s MD5 Hash / Check MD5 Hash with aldostools MD5-Database)
- Opened PS Vita section
- New Reporter (More features added)
- New Offline Mode (Use PS Multi Tools offline – most features are disabled)
- Other fixes (Translation fixes, missing setup languages, bad coding, …)
Download attached
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February 15th, 2013, 15:48 Posted By: wraggster
via http://streetskaterfu.blogspot.co.uk...ting-lgpl.html
Even after several E-Mails SONY does not want to react on this case. A short summary of the violation:
SONY did release "Facebook for PlayStation VITA" several months ago. SCEE is listed as developer/publisher of the software. Once you have downloaded the app, you can view it's licenses by clicking the "?" tab in the mainscreen of the app.
A screenshot collection of those can be found at:
http://www.multiupload.nl/MNVDXWASFT
Inter alia, here you can see that the open source software "Webkit" is used which is licensed as LGPL software. Like PlayStation Mobile, the PSV Webbrowser and some other software, SONY has to provide the source code of the modifications made to the LGPL software.
Normally SONY publishes source code which they are forced to share at http://www.scei.co.jp/psvita-license/, but as you see the Facebook app's Webkit source is missing...
- SKFU
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February 15th, 2013, 15:45 Posted By: wraggster
LMAN has now released version 1.3 of his PSN PKG Decrypter & Extractor application, which now allows automatic decryption of DLC files and dumping of EBOOT files to ISO format, and as well as that, it now allows batch processing features and the elementary warning alerts and abortion options if users run out of free HDD space.
https://sites.google.com/site/thelee...ptor-extractor
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February 15th, 2013, 15:44 Posted By: wraggster
Aldostools has just updated his tools collection to version 2.0.66, which brings fixes to PKG ContentID and PS3 Game Integrity, adds a key used in the SCETool data folder, adds a new column-displaying feature in the Bruteforce Save Data application and the newly released PS3 Games Database tool, which as the name states, is a PS3 game collection database application to aid with file/game management built with loving care from the man who sees DeanK as an inspiration, but however, users will need to build the database themselves in a .CSV file format
For the changelog, read below:
- I have fixed the "Convert RAP to RIF" feature in the context menu. It was not working properly, due a missing key in the ./scetool/data folder
- Also fixed the PS3 Game Integrity 1.3.1... there was a bug introduced in 1.3 that caused improper content.md5 per folder
- Also included the Bruteforce Save Data 2.4.4 and the latest PS3 Cheats Editor 2.6.2 (just minor changes)
- Updated PARAM.SFO Editor 2.8
- Last night I created a new tool: PS3 Games Database.... it is an initial release and I believe could evolve in the future.
http://www.sendspace.com/file/qryqtw
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February 15th, 2013, 15:42 Posted By: wraggster
via http://techbliss.org/threads/dosbox-...-all-cfws.136/
DOSBOX 0.74 PS3 by Robo Hobo compiled and resigned by myself for all CFWs
Usage
Install package, then FTP or MMOS to copy your DOS games to:
/dev_hdd0/game/HBDB90000/USRDIR
Launch DOPSBox, and enter the following:
mount c ~/
c:
You're in DOS country now. (Enter dir and you should see the games you copied there.) USB mouse and keyboard are supported, and use of a keyboard in particular is highly recommended. A software mouse & keyboard are also built in.
Using soft mouse and keyboard
When loading the application PS3 game pad one begins in Mouse Mode. In mouse mode the left stick moves the cursor, Cross sends a left click, and Square sends a right click. Pressing L3 will turn on keyboard mode.
In keyboard mode, the left stick moves the cursor, pressing cross presses the highlighted key. When a key is highlighted and any button is pressed (other than Cross, Square, L3 and R3) that button will be mapped to the key, in mouse mode pressing the button will be the same as pressing the key on the keyboard. Press L3 to return to mouse mode. This is useful, for example, to map the DPad to the keyboards arrow keys.
In mouse mode, press R3 to enter joystick mode. In this mode the game pad acts as an SDL joystick.
Editing dosbox.conf
Advanced configuration can be carried out by editing dosbox.conf, which is located at:
/dev_hdd0/game/HBDB90000/USRDIR/.dosbox/dosbox.conf
Note that /.dosbox is a hidden directory, so you may need to make hidden files viewable in your FTP client. (You may also need to run DOSBox once before dosbox.conf appears.) FTP the file back to your computer and open it in a text editor. The Please login or register to view links details all the configuration options.
Issues
There are still some performance bottlenecks. In testing cycle values above 10000 provided the most issues. Tweaking some values in dosbox-0.74.conf may help to improve performance.
- There are still some usability issues with the on screen keyboard. If a lot of typing is necessary you may consider hooking up a physical one.
- Using the fluidsynth midi synth requires a soundfont is sf2 format. Place the file on the PS3 and edit dosbox-0.74.conf to set the value 'midiconfig' to the full path to the file. It's also necessary to change the 'mididevice' option to the value 'synth'.
- There is currently no PS3 optimized loader. The DOS commands needed to launch the game need to be type every time you start the app. You can reduce the typing by adding common lines to the dosbox config file's autoexec section.
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February 15th, 2013, 15:41 Posted By: wraggster
via http://techbliss.org/threads/prboom-...-all-cfws.137/
PRBOOM Plus 2.5.0.8 R3 by Robo Hobo signed by myself to work on ALL CFWs
Changes in Release 3:
Fix random stalls during game play while loading level data
Fix Chainsaw and Super Shot Gun not being selected with weapong cycling
WAD installer now installs PWADs as well as IWADs
Extra options can be selected for a game by pressing triangle on the loading screen
Changes in Release 2:
Update core to prboom-plus 2.5.0.8
Support Widescreen aspects
Fix control mapping
Allow both sticks to be mapped as buttons
Allow the movement keys to be remapped
Fix high pitched audio
Fix button repeat speed in menus
Loader can now copy WAD files off of USB devices
Release Notes:
PrBoom supports an on screen keyboard and soft mouse, to change the input mode hold either L3 or R3 for 1 second. An icon will appear on the screen to indicate the current input mode.
Usage:
Install the PrBOOM package on your jailbroken ps3 using normal means. Once installed either use FTP to copy supported Doom wads to '/dev_hdd0/game/HBDM90000/USRDIR/wad', or place them on the root of an attached USB drive and PrBoom will copy them for you.
Controls:
When starting PrBOOM SDL will be in joystick mode, The default controls are:
Left Stick: Move Forward and backward + strafe
Right Stick: Turn
Fire: R2
Use: R1
Run: L2
Turn Around: L1
Dpad: Change Weapons
Start: Open Menu
Select: Show Auto Map
In the menu:
Dpad: Navigate
Cross: Activate Item
Square: Go Back
In the loader:
Dpad: Select game
Cross: Start game normally
Triangle: Start game with advanced options
Square: Scan USB devices for WADs
Circle: Exit to XMB
In the advanced menu:
Dpad Up+Down: Select Option
Dpad Left+Right: Alter option
Dpad Left: Clear PWAD list (-file)
Dpad Right: Add new PWAD to list (-file)
Square: Toggle option
Cross: Load Game
During the level intermission you must press whatever button is mapped as 'Use' (default L1) to continue.
The first page of the input configuration menu displays and allows you to remap any control that can have a joystick control set to it.
Playing with a USB keyboard is supported, however you may need to remap any buttons on modifier keys (Alt, Shift, and Control).
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February 15th, 2013, 14:54 Posted By: wraggster
The Activision-published Angry Birds Trilogy has passed 1m unit sales at retail.
There are two ways to interpret that stat. On the one hand, many scoffed at the idea of selling games that can be downloaded for 69p on smartphone at a far higher RRP on a disc.
On that basis 1m sales seems pretty impressive.
The other side of the coin, of course, is that the digital version of the game has sold well in excess of HALF A BILLION copies. On that basis the comparison is less kind.
Angry Birds Trilogy is available on Xbox 360 and PS3, and supports both Kinect and PlayStation Move. A 3DS version is also available.
Activision has also confirmed a release for both Wii and Wii U some time in 2103.
“Angry Birds' proven formula for fun and addicting gameplay translated perfectly to the big screen and the consumer response has been overwhelming,” Activision’s VP of sales and marketing Jennifer Mirabelli stated.
http://www.mcvuk.com/news/read/boxed...lanned/0110989
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February 15th, 2013, 02:05 Posted By: wraggster
Patents, we love 'em. When else do we get to peek directly into the idea-pantry of big companies like Sony. On the shelf today is this application for an "Input device, system and method," which as mundane as that sounds, actually appears quite the contrary. The flat, tablet-like illustration is described as having six-axis motion sensors, joystick controls, and illuminated edges that "provide a similar functionality to that of the illuminated ball of the Playstation move." So, this would work not only as a physical surface (it has touch sensors too), but also as a motion tracking device in conjunction with theEyeToy. That's not all, though, as there are plenty of references to a pair of stereoscopic cameras "of a type typically found in mobile phones and other compact devices" at each end of the touch surface -- allowing it to create depth maps. The result described in the application is an area above the "EyePad" where objects can be recognized, and perhaps incorporated into a game. We're not making that leap, either, as it's Sony itself which refers to existing controllers of "systems or entertainment devices such as the PlayStation 3." Of course itwould be a leap to connect it to, say, a forthcoming announcement. While this all sounds really exciting, we can't help feeling like we've heard that product name somewhere before..?
http://www.engadget.com/2013/02/14/s...ce-calls-it-e/
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February 15th, 2013, 01:57 Posted By: wraggster
What you see above is the next PlayStation's controller, at least in some version of prototype, seemingly connected to a development unit for the next PlayStation (codenamed "Orbis"). The image popped up on Destructoid a few hours ago -- we've spoken with development sources who confirmed it to be a recent version of the next PlayStation's controller and a beta unit of the dev kit, though it's not clear how much the pictured controller will match up with the final product (and the console will assuredly look quite different from the dev unit). Sony's expected to show the PlayStation 3's successor ata New York City event next Wednesday, February 20th, wherein a new version of the company's classic DualShock controller is expected to be unveiled.
Corroborating reports, the pictured controller features a rectangular touchpad in between the standard d-pad and four-button setup, though it's missing the rumored Share button. It's also unclear if the blue light seen atop the controller serves a function -- a stand-in for Move support, perhaps? -- and our sources were unable to clarify. What looks like a speaker grill can be spotted just above a newly lowered PlayStation button, which seems to indicate some form of Wiimote-esque sound functionality built into the controller.
http://www.engadget.com/2013/02/14/p...pe-controller/
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February 15th, 2013, 01:41 Posted By: wraggster
Sony’s new Red and Blue PS3s are now available in the UK.
However, those wishing to grab the red version – perhaps for Valentines Day? – will need to head down to GAME following the retailer’s exclusivity agreement on the hardware.
Or alternatively you can buy it online here.
The Blue version isn’t exclusive to any particular outlet although it might be a little hard to track down, althoughAmazon has them in stock and ready to ship tomorrow.
http://www.amazon.co.uk/Sony-PlaySta...0770530&sr=1-1
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February 15th, 2013, 00:01 Posted By: wraggster
Quite why developers are scrapping to take credit for Aliens: Colonial Marines is a bit of a mystery.
But you can understand why the world is interested. The game had immense potential and, who knows, it could still fulfil some of that by selling strongly. The TV ads are very good at least.
So that the end result of six years’ development has been so vigorously panned by critics is of course a disappointment.
The first to shoulder the blame is naturally developer Gearbox, but the narrative that has formed is perhaps not what you might expect. Rather than lashing out at Gearbox for producing a sub-standard game, the community instead began to speculate that perhaps the real issue was Gearbox’s focus on the successful (and very good) Borderlands 2.
Did it simply farm out the “dull IP fodder” to another studio?
Of course not, Sega said. Gearbox boss Randy Pitchford himself said that around 80 per cent of the game was produced in-house.
But that’s not what TimeGate said. A rep on its forum claimed that the Section 8 developer did around half the work. And now on source has gone further still, saying that Colonial Marines is to all intents and purposes a TimeGate title.
“TimeGate definitely played a much bigger role in the development of Aliens than either Gearbox or Sega is letting on,” an anonymous source told Rock Paper Shorgun.
“Aliens: Colonial Marines is essentially TimeGate’s game. From my understanding, almost all of TimeGate has been working on it for a few years, and they are not a small studio.”
The source went on to call Pitchford’s claim that TimeGate handled about 20 per cent of development duties a “fabrication”.
“Preproduction is a very insubstantial period in a game’s development,” the source added. “For him to say that the contribution was equal sans preproduction is basically saying it’s equal. You can see that Randy’s math isn’t really adding up. If TimeGate did half, and Gearbox did half, where does that leave Demiurge, Nerve, and Darkside?”
Unsubstantiated claims on Reddit, meanwhile, would have us believe that Sega was on the verge of going legal on Gearbox after becoming increasingly frustrated at the studio’s decision to focus talent on other titles such as Borderlands 2 rather than on the Alien game.
Once the extent of Sega’s displeasure became clear, Gearbox apparently outsourced much of the work on the game to others – specifically TimeGate, Demiurge and Nerve.
However, when the schedules for Borderlands 2 and Colonial Marines clashed, Gearbox successfully convinced Sega to postpone the game yet again, partly because TimeGate was allegedly well behind schedule with the development of the single player campaign.
Once Borderlands 2 was successfully shipped Gearbox finally returned to Aliens, and was less than impressed with what it found. It even went as far as to scrap some of the single player levels completely and start again. But with Sega’s patience running out Gearbox was forced to go to certification. The rest, as they say, is history.
Of course, another interesting element to this story will be Colonial Marines’ commercial performance. While the online world of gaming is up in arms, do not forget that the vast majority of consumers remain blissfully unaware of the furore.
With a strong marketing campaign behind it and what remains a killer IP, the game could yet prove a commercial success.
Roll on Monday…
http://www.mcvuk.com/news/read/alien...s-game/0110912
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