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June 21st, 2010, 20:53 Posted By: Shrygue
via Computer and Video Games
InFamous 2 screenshots have arrived, showing off the new look Cole in all his high-definition glory.
The second game takes place after the events of the first, when Cole has left Empire City, got a new look (courtesy of Generation Kill actor Eric Ladin) and is preparing for a battle with an equally powerful foe.
The screens also show Zeke will be a returning character, for some this means some more amusing one-liners but for others, it means more moaning, jealousy and probably some betrayal.
Screenshots here
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June 21st, 2010, 20:46 Posted By: Shrygue
via Computer and Video Games
Enslaved developer, Ninja Theory would've made Heavenly Sword 2, but Sony owns the IP and technology.
That's according to studio boss Tameem Antoniades, who told CVG that motivation to go multi-format - and the fact it made no money from Heavenly Sword - meant parting ways with the series.
"I don't know if Sony made any money on Heavenly Sword but we didn't," he said, adding that the studio's survival meant it had to quit being PS3 exclusive.
"There are pros and cons, if you're exclusive you get more attention but when you're multi-platform, at this stage in the cycle, there's more competition. You've got to weigh it against each other," he added.
"But we couldn't do Heavenly Sword 2 as a multi-platform because it's owned by Sony, the tech we developed for that game is also owned by Sony."
Would Ninja Theory of done it? "Probably, I think we would have," said Antoniades.
"But there's a different dynamic with a platform holder. I mean, we signed up and we happy to sign up to it because it allowed our studio to grow and we're really grateful for that, but it feels like as a studio we need to think about the next few years, the next games we release.
"We want them to be multi-platform so we had to come up with a new idea."
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June 21st, 2010, 20:44 Posted By: Shrygue
via Eurogamer
Work has been suspended on the Heavy Rain Chronicles downloadable add-ons.
That's according to Game Informer, which reports that Sony has urged developer Quantic Dream to focus on implementing Move support instead.
Sony announced Move support for Heavy Rain at E3 last week. A video demonstrating how the game easily migrates to motion-sensing control is below.
An updated version of Heavy Rain will be sold at retail later this year. A Move patch will be offered to existing owners for free.
The only released Heavy Rain Chronicle has been the Taxidermist, which we delved into back in March.
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June 21st, 2010, 17:40 Posted By: wraggster
Customers may be left baffled by both the range of accessories needed for the full PlayStation Move experience and the variation of compatibility between titles, according to Wedbush Morgan analyst Michael Pachter.
Sony’s PlayStation Move comprises three separate components – the Move Controller, the Navigation Sub-Controller and the PlayStation Eye. Some games will require just the Eye, some the Eye and the Move and some all three.
Add in multiplayer titles to that and the combinations become more confusing – and the cost more intimidating.
“We think that the pricing has the potential to confuse consumers,” Pachter warned. “In order to be safe, consumers wishing to participate in the Move experience will have to purchase the Eye, two Move controllers and the Navigation controller, plus a game.
“If purchased as part of a bundle, the all-in cost to play with Move will approach $180, which we think is beyond the reach of the typical household. We think that Sony’s Move is truly impressive, but remain concerned that initial sales could disappoint.”
http://www.mcvuk.com/news/39689/Move...fuse-customers
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June 21st, 2010, 17:38 Posted By: wraggster
Assassin's Creed Brotherhood's one-city setting, Rome is big enough that it'll take you "hours" to cross on foot, Ubisoft Montreal designer, Patrick Plourde told CVG.
Speaking in a recent interview (read part one now), the Brotherhood designer said that Rome was simply "too big" to include in the last game.
"We actually went to Italy two years ago to do a scouting trip to take pictures for references. When we saw the city of Rome we said ok, this place is just too big and we'd rather we have Venice and Florence which are very true to pure renaissance." He added: "We said Rome would have to be brought in later.
"To bring in a twist instead of having a couple of medium size cities, relatively speaking, we said we're going to build this one big playground. It's as large as a Kingdom and the different districts feel like different cities.
"At that time, the original city walls from the classical period were still standing but inside the city walls were fields, crops, and abandoned areas. Then a smaller medieval down-town part and there was of course the Vatican, but it wasn't even built, there wasn't even the huge St. Peters square."
Plourde explained that in order to navigate the "very big" city the developer's introduced inner-city horse travel in Brotherhood.
"It's going to feel very big," he said, "that's why we're bringing the horse and allowing it to be in the city so we can explore. On foot it would take in-game hours."
Ubisoft put out a brand new Assassin's Creed: Brotherhood trailer (and a release date) last week.
http://www.computerandvideogames.com...VG-General-RSS
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June 21st, 2010, 00:12 Posted By: wraggster
News/release from AtomicDryad
ACHTUNG! WARNING! DISCLAIMER! Before you use this, be sure to know how to use RECOVERY MODE to disable the plugin, if you put in a bad replacement.
This is cxmb with matchung's changes for 5.50gen functionality, plus the ability to load individual theme related files from the memory stick (rco/bmp/pmf/prx/etc). Thus, one can use different components of different themes without having to unpack and repack .ctf files, or write anything to flash0.
Detailed desc:
If any file exists on the memory stick in the /cxmb/override/vsh/module, /cxmb/override/vsh/resource, or /cxmb/override/font folders, it will load the file -instead- of whatever is (or isn't) in a .ctf.
Yes, this includes .prx files, (except for paf.prx, common_gui.prx, and vshmain.prx which will be added later). This means you can hex edit htmlviewer_plugin.prx and change the 'online instruction manuals' link to whatever, without unpacking and repacking your .ctf. This also opens the possibility for homebrew to edit this sort of thing onboard - for now, pspconsole's hex editor works great for onboard tweaking.
This is intended for theme developers, power users, and anyone who wishes to use their own gameboot, 01-12.bmp, sounds, or whatever, instead of what may be in the loaded theme.
As CXMB is licensed under the GPL, the full source code is provided in the source directory.
Caveats:
* For now, one must have a .ctf theme loaded for /cxmb/override/ to work.
* As in the original cxmb, lflash_drv->funcs->IoWrite is -not- hooked.
* Semi-bricking possible if one puts in a bad .prx or .rco - this can be fixed by disabling cxmb-override.prx in recovery mode.
* Adding certain stuff like 01-12.bmp will require a reboot. Others like gameboot.pmf do not require it. When in doubt, reboot.
* Simply tossing in a gameboot.pmf will not change the playing time. Find or edit the appropriate vsh/resource/opening_plugin.rco. MyGameboot.prx is a better plugin if you simply want this functionality.
* Likewise, 01-12.bmp with multiple images will not work if the chunksize for individual images is different in vshmain.prx(?). Find a theme that you like and rip/edit the 01-12.bmp from that.
* The included binary outputs debugging messages, which are normally invisible but may have a performance impact.
Tested so far:
* Firmware: 5.50gen d3final, (5.00m33 should work)
* .ctf Themes: P3T (endlessparadigm.com/forum/showthread.php?tid=21518) , V1 (endlessparadigm.com/forum/showthread.php?tid=18662) , stock 5.50gen files.
Tested replacements - (much more is possible):
01-12.bmp (wallpaper)
gameboot.pmf (pre-game video)
htmlviewer_plugin.* (web browser)
opening_plugin.rco (bootup intro, gameboot delay)
topmenu_plugin.rco (menu strings)
osk_plugin_500.* (keyboard)
rss_browser.* (rss reader)
system_plugin.* (sounds)
impose_plugin.rco (volume adjustment bar)
Links (censored because I might be a no good dirty spammer)
Project page: code.google.com/p/cxmb-override/
Download: cxmb-override.googlecode.com/files/cxmb-override-0.1.7z
Mirror: fnord.to/psp/cxmb-override-0.1.7z
Installation:
* copy cxmb/cxmb-override.prx to the cxmb folder on your memstick.
* (optional) copy the cxmb/override folder to cxmb/override on your memstick. This contains a gameboot and 01-12.bmp that have been tested to work (yes, the wallpaper is moronic :P).
** in /seplugins/vsh.txt, disable ms0:/cxmb/cxmb.prx
** in /seplugins/vsh.txt, add ms0:/cxmb/cxmb-override.prx 1
*** You can simply replace cxmb.prx too.
Usage:
* To replace a gameboot.pmf or 01-12.bmp, toss it into /cxmb/override/vsh/resource/ You may need to put an opening_plugin.rco with the right delay as well.
* The above likely applies to waves and whatever was included in TheCraziness1's 'XMB RCO Patcher'
Debuggery:
The logfile debugging function in the original cxmb croaked with high volume logging. The included binary prints to stderr instead, which means psplink and pspsh.exe are needed to see informative messages. If you want to help debug issues, a .zip of a working psplink and utilities can be provided.
I would appreciate testing and source review, as I am not -that- familiar with C or PSP programming.
Todo:
* TESTING (mostly done I believe).
* Reading from /cxmb/override without a loaded ctf.
* Retry-on-error for read/seek/open/etc as in .ctf files
* Find a better way to check for a file's existence than just attempting to open. This applies to .ctf too.
* vshmain.prx and others.
* conf.txt options for debugging/enabling/etc.
* optional 01-12.bmp chunksize and gameboot.pmf delay handling.
* options for per-module override exceptions (such as not allowing the browser to use a custom font, etc).
* overriding more than just 3 flash0 dirs without croaking (flash0:/kd/* in game mode?)
Why:
rco_patcher.prx provides functionality for replacing .rcos only, and doesn't work with cxmb. I am too lazy to constantly unpack and repack CTF themes while testing stuff.
Thanks:
* Dark_alex for cfw and especially a recovery menu with usb mode :P
* The original author of CXMB for creating it and placing it under GPL, who's name I am ignorant of because I are teh noob.
* Poisonhzkj and Matchung for coding and updating cxmb.
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June 21st, 2010, 00:08 Posted By: wraggster
News/release from flofrucht
Hello ,i released a new Homebrew called " New Customizer"
With New Customizer you can :
*install gameboot(placed at root "gameboot.pmf")
*install wave(placed at root "system_plugin_bg.rco ")
*install coldboot or bootsound(placed at root"opening_plugin.rco)
*install 01-12 , 13-24.bmp (placed at root)
*install font(placed at root "Itn0.pgf")
*install credits picture(placed at root "name_plate.png" must be 480x272)
A function for flash backup will come soon.
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June 21st, 2010, 00:03 Posted By: wraggster
News/release from Duke
Hi guys,
I updated kgsws's port of PSP Legacy. Here are the release notes:
PSP Legacy (Third Release) by Duke
----------------------------------
Features added:
- Music support (MP3)
- Volume sliders
- Cheat menu
- Turbo (Player Setup)
- Improved save game names
- Reorganized HUD
Bugs fixed:
- End of level screens completely fixed (stats, animations, splats, arrow, sounds (Heretic))
- Restored original Heretic end of level behavior (fraction stats, no rolling count)
- Intermission screens completely fixed (added missing text, increased width and max patches)
- End of game screens completely fixed (stretched, fixed scroll)
- DM and Coop score screens completely fixed (redesigned)
- Dozens of graphics stretched/centered
- Fixed map selection list (Heretic episode 4 and 5 did the same thing)
- Added Heretic bonus maps (E4M1 in 3 episode version, E6M1, E6M2, and E6M3 in 5 episode version)
- Fixed Heretic menu sounds
- Fixed DOOM 2 and Heretic quit sounds
- Restored Heretic skill 5 behavior (no confirm, no respawn)
- Restored Heretic death sound behavior (wimpy, normal, crazy, gib)
- Fixed Heretic tome and flight spinning icons
- Fixed Heretic netgame weapon kill messages (uses its own now, not DOOM's)
- Fixed bug improperly reporting tome + mace kill as telefrag
- Fixed bug causing all multiplayer servers to be skill 3
- Fixed netgame timelimit
- Fixed Connect Server menu (spacing, name overflow)
- Fixed menus escaping to wrong menu
- Fixed text spacing in status messages and console
- Adjusted sky textures
- Can no longer end game if not playing
- Loading empty game no longer ends demo sequence
Because the music support is for MP3s, you are free to add whatever music you like to the game now. However, if you're like me and you enjoy the original music, I have already created a music pack with the original OPL synth tunes from DOS. It's a little on the large side, but if space is an issue for you, you can always grab an MP3 converter and lower the bitrate (currently 192kbps).
The automap and rendering bugs have not been touched on because I don't know pspgu and don't have the time to learn it right now.
PSP Legacy Music Pack, 262 MB:
www.itsduke.com/files/PSPLegacyMusicPack.zip
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June 20th, 2010, 23:59 Posted By: wraggster
News via http://mobiles.gx-mod.com/modules/ne...p?storyid=9266
Many people were counting on Sony to unveil a PSP 2 during E3 2010 and it was missed. Oh for sure that the firm must cogitate but that should not be done immediately since John Koller of Sony Computer Entertainment America has raised the life cycle of the PSP in a Video interview given to Joystiq :
"There are quite a life cycle of 10 years for the PSP, and probably more. We talked about it like 'we will be in the business of the PSP as long as we are in the PlayStation business, because we believe absolutely in the notebook market. (...) I think this is an opportunity for the long term and we will stay there. Now in terms of where we are in the current life cycle, I think we do try and be at our own pace. We've just announced that we reached 60 million units worldwide, which is a very good figure for the PSP, we have the support of many good developments. We always say that a platform will turn off the tap when the developments off. We have 70 games to reach this year we have 70-80 who arrive next year, it's a platform very healthy. "
The PSP is first released December 12, 2004 in Japan, which should give us a little leeway to save. And for every tear with Nintendo's Nintendo 3DS by the way ...
http://mobiles.gx-mod.com/modules/ne...p?storyid=9266
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June 20th, 2010, 23:58 Posted By: wraggster
News via http://ps3.gx-mod.com/modules/news/a...p?storyid=1737
GeoHot held its conference during the Night of Hack and thanks to one of our members, Wasit, which could attend to it, we offer this summary of the presentation of ps3 hack.
"The presentation was very technical, it outlined the various exploits on different machines, the iphone / ipodtouch / IPAD to the PS3 via the nokia 1661.
PS3 side, not much new compared to what we could have as info on his blog (analysis, and finally the hard way to crack the machine). However, it was a good summary of the whole, putting forward the main point of the story, namely that the PS3 is technically hacked (we have access to reading and writing in the LV1), and GeoHot does not invest in research to exploit (or at least he did not speak publicly). The hackers around the world have all the cards (Dump LV1) to find faults.
What was not in charge but he told our members before the presentation is that we can not consider custom firmware for PSP ", ie a modified LV2 , to avoid compromising any security of the PS3. It is therefore the party to which addressed first: find a weakness in the LV1, to have it load a LL2 unencrypted.
Compared to the hypervisor, it is a hypervisor IBM seems very secure. This is the same whether in otheros and gameos. According GeoHot, there is no difference in access to the GPU side gameos otheros that side, and the lack of 3D acceleration in otheros is simply because there is no driver for. Obviously the lack of official documentation of hypervisor calls do not help to develop one. "
Big thank you to Ouassa for its report live from the conference.
http://ps3.gx-mod.com/modules/news/a...p?storyid=1737
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June 20th, 2010, 23:56 Posted By: wraggster
News via http://www.psp-ita.com/?module=news&...9&view_reply=1
After the recent release of Prometheus Mod 3.5 for TA-088v3 PSP 2000 and PSP 3000, here come the good news for PSP owners 1000 and 2000 that support the installation of CF 5:50 GEN-D3. The new creature Hr*mfaxi coder (aka liquidzigong) is called 5:50 Prometheus and contains all the features already seen in the version 5.03, this means full support for titles that require firmware 6.20.
More in the box below.
Installation:
Quote:
Installation Procedure
1. Install the CF 5:50 GEN-D3
Second. Download the archive 5:50 Prometheus (Download to view news)
3. Extract the archive file 5:50 Prometheus PSP / GAME
4. Start the installer Prometheus 5:50
5. Install the 5:50 press Prometheus
After installing the 5:50 Prometheus may experience incompatibilities with backups made previously.
To remedy this problem with the copy on your PC and decrypt sgdeemer before loading the games started on 5:50 Prometheus.
WARNING: PSP-ITA assumes no responsibility in case of malfunction of the console due to improper use of the program
We thank you for reporting Notonlyeyes
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June 20th, 2010, 23:54 Posted By: wraggster
News via http://www.psp-ita.com/?module=news&...1&view_reply=1
After a period of calm in the world of custom firmware, something finally moved horizon. A few days ago, the coder Hr*mfaxi (aka liquidzigong) has released a mod for the CF 3.5 GEN-C that for sure will make happy owners with TA-088v3 PSP 2000 and PSP 3000.
This mod whose code name is 5.3 Prometheus, Will also launch the latest titles released that require firmware 6.20.
More in the box below.
Installation:
Quote:
Installation Procedure
1. Install and run ChichHEN (or MHUSpeed)
Second. Install CF 5.3 GEN-C
3. Extract the archive file 5.3 Prometheus PSP / GAME
4. Start the installer 3.5 Prometheus
5. Install the 5.3 Prometheus pressing X
WARNING: PSP-ITA assumes no responsibility in case of malfunction of the console due to improper use of the program
We thank you for reporting Bianchi.r
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June 20th, 2010, 23:51 Posted By: wraggster
News via http://streetskaterfu.blogspot.com/2...blog-post.html
The project started as one to let PS3 work without the BDD. That's easy by ripping the drive hardware but the firmware board. This was just a fun project.
While I sniffed all ports used by the BDD I started thinking about an emulation of the drive. At the moment iQD, me and a few more friends collect the correct hardware which is needed to realize a decent analyze of the Blu-Ray drive. We'll keep you updated ;-)
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June 20th, 2010, 23:01 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Dingoo, PSP, Gp2x, Wii and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Author: plombo
Log message:
Added 16-bit and 32-bit scalescreen functions and updated zoomscreen.
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June 20th, 2010, 22:26 Posted By: wraggster
With a new development team at the helm and an emphasis on fluid action, Metal Gear Solid: Rising is being positioned as a new standard in the long-running franchise. Mineshi Kimura, the game's director for Kojima Productions, told journalists at a Rising roundtable discussion during E3 that the game would be a counterpart to Hideo Kojima's Metal Gear Solid legacy, with possible future installments going "back and forth" between Rising and more traditional Metal Gear games.
"But for Rising, we're gonna position it where people might know Metal Gear Solid, but they were reluctant to buy it," Kimura said. "[They might say],'Stealth is not my style,' or they didn't have the hardware because they only had a 360. We would like to target this audience where it's kind of potential Metal Gear Solid users and again, as I said earlier, the story will be based between MGS2 and MGS4." He added that players who were not familiar with the franchise's Byzantine plot would still be able to become involved and have fun with the game's "Zan-Datsu" cutting concept.
"'Zan' means to cut, and 'Datsu' means to take," explained creative producer Shigenobu Matsuyama. "We probably would offer a more wide range of play style so that you can aim where you want to cut and how deep you want to cut in order to achieve what you want to take. So, the play style will be quite in more depth than just cutting and killing."
http://www.joystiq.com/2010/06/19/me...ond-prototype/
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June 20th, 2010, 22:21 Posted By: wraggster
Twisted Metal and God Of War creator David Jaffe appears to have ruled out 3D and PlayStation Move support for his upcoming PS3 iteration of Twisted Metal.
The game was shown off for the first time at E3 this week - after being unveiled on-stage at Sony's conference on Tuesday.
However, those hoping that the title will become part of Sony's 3D revolution are set to be slightly disappointed, it seems.
"3D has to be 60 frames and we are not," said Jaffe. "We are gonna be rock solid stable but not 60. Move and Twisted don't seem a great fit."
However, Jaffe did confirm that the game will get Sixaxis support - and that pushing the controller forward would create "a powerful ram dash attack".
It was looking pretty good to us on the show floor. Our hands-on preview of the game should be arriving shortly.
http://www.computerandvideogames.com...l-rss&skip=yes
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June 20th, 2010, 12:40 Posted By: wraggster
Newly released
features
Includes code to unlock in-game content including the Stealth gun and FOX T-shirt
A true continuation of the ever-evolving franchise directed by Hideo Kojima
4 player “CO-OPS” gameplay that introduces the all-new “Snake Formation”
A true continuation of the ever-evolving franchise that stood the test of time and started the stealth action genre, PEACE WALKER is the first title on the PSP system in which mastermind Hideo Kojima has fully taken up the reigns to direct, write, and design the game himself
Arguably one of the deepest PSP games to be released as Kojima Productions pushes the boundaries of the platform to new levels while blending various game styles together in ways that will captivate and engross both veterans and newcomers to METAL GEAR
Fans of the series will enjoy the exhilaration of familiar stealth elements of previous MGS titles and will also be enticed by the new gameplay features making their debut in PEACE WALKER. Those expecting a typical stealth game will be blown away by the PEACE WALKER experience. This game is a blend of action RPG elements, RTS elements for a PSP experience like none other. Staying true to METAL GEAR form, the entire game experience is woven together by a gripping story which unfolds through the artwork of Yoji Shinkawa and acclaimed comic book artist, Ashley Wood
PEACE WALKER provides up to 4-player CO-OPS (COperative-OPerationS) gameplay, which is a revolutionary first for the series that introduces the all-new CO-OP Ring and “Snake Formation.” The CO-OP Ring allows gamers to interact and build their camaraderie through the sharing of items, equipment, and LIFE gauges during the heat of battle, while the “Snake Formation” lets one player take the lead so the others can focus on defense
description
The greatest soldier fights in the name of peace! Stories tell of a legendary soldier named Naked Snake. In the wake of nuclear war, the “Soldiers Without Borders” move into action in the first official Hideo Kojima game on PSP® system. Stories tell of a legendary solider who once waged war against the world. His name was Naked Snake, a.k.a. Big Boss, and the truth behind this legend will finally be told. The era is the 1970’s . Big Boss had stationed his “Soldiers Without Borders” in Colombia, South America, where he was approached by visitors from Costa Rica, a “nation without a military.” In the wake of the Cuban Missile Crisis, as Latin America became a key to maintaining the power balance between East and West, Costa Rica had miraculously managed to maintain its peace and neutrality. However, in various regions of the country, a mysterious armed force seemed to be engaging in suspicious activities. Now, to preserve peace in this nation without a military, the “Soldiers Without Borders” move into action. In time, they would be known as the founders of “Outer Heaven.” Forge a new path and live the legend with METAL GEAR SOLID PEACE WALKER, the first official Hideo Kojima game on the PSP system.
further information
Release Date Jun 18, 2010
Version US
PAX-Code PAX0003009476
Item Code 711719892007
Box contents
PSP-3000 System (Spirited Green)
Metal Gear Solid®: Peace Walker UMD® Game
2GB Memory Stick PRO Duo™
AC Power Cord
AC Adapter
Battery Pack
http://www.play-asia.com/SOap-23-83-...j-70-3skz.html
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June 20th, 2010, 12:34 Posted By: wraggster
Newly released
International Cricket 2010 steps up to the crease with a range of innovations and improvements including ‘Action Cam’, the new camera that takes players right onto the pitch, and ‘Power Stick’ which gives 360° degree batting control to ensure International Cricket 2010 will deliver the most authentic interactive cricket experience ever.
Officially licensed by the England and Wales Cricket Board and Cricket Australia to feature official players, stadia and kits, International Cricket 2010 can be enjoyed in a wide range of game modes including new instant tournaments, full test series and quick-fire Twenty20 matches. Gamers can compete as any of the expanded roster of 16 nations at an improved selection of 21 stadia around the world, including Lord’s, the Home of Cricket.
http://www.play-asia.com/SOap-23-83-...j-70-3utv.html
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June 20th, 2010, 12:30 Posted By: wraggster
With a name like "PS3 MMO Controller" there's probably not much more that you need to know about this monstrous creation from Hori. It isn't exactly Final Fantasy themed, but seems to be targeted for those who will be chocobo breeding in XIV. Its main component is, of course, the big white keyboard, but there's also that extension on the left side, replicating the left portion of a Dual Shock and looking like something found on a Battlestar Galactica set (the original, natch). On the right side of the keyboard lies the other analog stick and full complement of buttons. We're thinking we'd rather tackle the denizens of hell for real than attempt God of War 3 with this thing, but for the massive crowd it should do quite well -- whenever it actually ships. Hori didn't have a price in mine just yet either.
http://www.engadget.com/2010/06/19/h...and-in-charge/
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June 20th, 2010, 11:39 Posted By: wraggster
Sony is actively encouraging developers to make stereoscopic games for PS3 - but it's not interested in handheld 3D content, unlike rival Nintendo.
In an interview with the FT, SCE boss Kaz Hirai has talked down the innovation of 3D handheld displays, despite the fact Nintendo impressed the games industry with the reveal of its 3DS portable at E3 last week.
Nintendo president Satoru Iwata unveiled his company's 3D device in Los Angeles, saying it was the first time a commercial product has offered 3D content to the mainstream. 3DS doesn't need glasses - unlike 3D content on TVs, something Sony is actively pushing across the entire corporation, from its movies business to its hardware and games ones.
That latter strategy is "coming together really well" for Sony according to Hirai - but the firm doesn't think its suits handhelds.
In fact Hirai says that there are severe usability issues with 3D handheld displays at the moment.
He said: "We want to make sure we get it right as opposed to being there first and - with portables - there's still a lot of tweaking that needs to happen from a research and development perspective.
"We've looked at a lot of the current technologies available and all of them have an issue of perception where you have to hold the console in exactly the right place to get the 3D effect and it's a bit of a challenge to maintain that 3D experience."
3DS was detailed just hours before a Sony press conference that failed to offer any major detail, software aside, on what might lay ahead for the PSP, Sony's handheld games device. It is widely thought the firm is working on a PSP2, but it has yet to officially confirm the device's development.
http://www.develop-online.net/news/3...P2-development
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