|
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
DCEmu Homebrew & Gaming Network.
This Website
THE LATEST NEWS BELOW
|
March 13th, 2010, 21:50 Posted By: wraggster
News via http://www.psp-ita.com/?module=news&...5&view_reply=1
From KiNgOfUnIvErS arrives today PSNabler alternative to Red Hate, with several enhancements and support for two new titles: Fat Princess Fistful of Cake and The Eye of Judgment, Both in European version. With PsnKiller you can play multiplayer via the PlayStation Network without having to use an official firmware, is compatible with most of the CF and the latest Wi-Fi networks that use a WPA key protection, the only flaw for the moment is the need to insert and activate two separate plugin for each game.
In the coming days will likely release a final version to improve compatibility with a greater number of titles and the current patch will be merged into a single prx.
Below are installation notes and links for downloading.
Notes:
Quote:
Installation:
1 - Estrate the contents of the archive in the folder seplugins
2 - If you have already copied the file game.txt the string of what the archive in your course at the end of the string 1 = Enabled 0 = Disabled
3 - Go into the game and connect.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 13th, 2010, 21:48 Posted By: wraggster
News via http://www.psp-ita.com/?module=news&...2&view_reply=1
TA-093. And 'this is the name of the new motherboard installed the latest PSP-3000. He discovered Flasheur, the modder to PSPGEN while attempting to work on a PSP-3000 in red. This new motherboard, according to information that gives us the French site, has some new hardware and a significant reduction in the number of components. Were also renewed the mechanisms coupling of the two keys back and changed the position of the spring to open the UMD compartment. But not all. According PSPGEN also the processor has been changed: it is different compared with those found in TA-090. This PSP-3000, at the time of presenting the latest firmware as 6.20.
The reasons for this revision? Probably cheap, with a net saving on the components of the motherboard. But there may be new measures of security hardware to repel any attempt of hacking the console.
In some pictures of the full TA-093 and a video demonstration.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 13th, 2010, 20:54 Posted By: wraggster
PlayStation Home director Jack Buser kicked off Sony's final day of GDC 2010 panels, announcing that the virtual community's worldwide userbase now stands at 12 million. The population has grown by two million users since December 2009, and is double of what it was in June of last year.
Buser expanded on the stats, pointing out that these numbers aren't based on one-off visits; according to Sony's data, 85 percent of users who create a Home avatar return more than once. The average citizen, he said, spends an hour in Home each visit.
While Buser's talk was primarily aimed at developers interested in developing in-Home games, he spoke on what to expect in terms of Sony's strategy for the service in 2010, saying, "You're going to see us really embrace this idea of total game integration" to "really extend out the experience of your games." He used the Home presence of Sucker Punch's inFamous as an example, saying that we can expect to see more spaces, minigames and tie-in content timed alongside game launches this year, and that "It's an Incredibly important part of [Sony's] strategy."
http://www.joystiq.com/2010/03/13/pl...ts-12-million/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 13th, 2010, 11:46 Posted By: wraggster
Naughty Dog's co-president Evan Wells is definitely interested in having people tuck Nathan Drake -- either halfway or all the way -- into their pockets and visit the world of Uncharted whenever they want to. He feels that there are a lot of stories to tell in that world, and that the PSP would be the perfect platform for it. Just imagine Uncharted: Sully's Adventure where you can wheel and deal in the black market, or Uncharted: Elena on Assignment where you're chasing a dangerous news story. Scoop!
"I think it would be fantastic to see the game (move) onto a handheld system," Wells told us. "Each one of the episodes is sort of like a standalone thing and I think we could do that pretty easily. If we can find a partner to work with, I'd love to do that ... we definitely wouldn't do it ourselves. We're trying to just focus on the PS3 technology and platform right now." He added, laughing, "But, if we can't find a partner, then maybe we're going to have to find a budget ourselves."
Laugh if you will, Wells. You're just toying with our heartstrings is all. We'd love to see Nathan Drake on our PSP. Make it happen. We have Ready at Dawn's phone number if you need it.
http://www.joystiq.com/2010/03/11/na...-into-the-psp/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 13th, 2010, 11:45 Posted By: wraggster
ccording to a report on Kotaku, a "source" has told the site that the remaining Infinity Ward developers still working for Activision in the wake of the recent leadership shakeup are holding out on leaving the company for now due to royalties owed by the publisher. As claimed by ex-Infinity Ward heads Vince Zampella and Jason West in their recent complaint against Activision (with regards to themselves, that is), the publisher is allegedly holding out on promised royalties owed to the entire company. The tipster says that, rather than a traditional salary-based reward system at IW, the studio pays "regular or even low salaries" and offers "ridiculous royalties" to the whole staff.
Furthermore, the piece alleges that Activision "continues to delay royalties to other employees in order to keep them at the company" (though it's not clear whether that means other Activision-owned studios as well), and that morale at IW is supposedly "extremely low." We've asked Activision for comment on the claims and will update you if we hear more.
Update: Activision responded by saying, "Activision doesn't comment on industry rumor or speculation." Not exactly a definitive "no," but not a confirmation by any means either. We'll keep you updated as we hear more.
http://www.joystiq.com/2010/03/12/ru...npaid-royalti/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 13th, 2010, 11:40 Posted By: wraggster
And new trailer included in copies of God of War III gives us a teasing glance of night driving, a new addition to the generally sun-dappled world of Gran Turismo.
From what little we can see of it, Gran Turismo 5's night driving looks to be every bit as appealing as its day driving. While I'm still not that big on Sony's racing simulator, if they can combine the night driving with vehicle damage so I can brake and take out an opponent's headlights, I'll be first in line at the store.
http://kotaku.com/5492162/gran-turis...er-in-the-dark
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 13th, 2010, 11:37 Posted By: wraggster
There's been a flood of information coming from Sony about the new PlayStation Move controller for the PS3, but Sony's technically inclined folks showed off some of the more technically capable members of GDC, getting down to the finer details.
PlayStation researcher Anton Mikhailov, platform research manager David Coombes and developer support engineer Kirk Bender ran through a handful of demos for GDC attendees, some fun, others a low level technical peek behind the curtain of PlayStation Move. Some of the more interesting things Mikhailov and crew talked about were related to the motion controller's level of precision.
Mikahilov said the PlayStation Eye is capable of tracking the Move's movement to a precision of about one millimeter in the X and Y-planes. He showed this onscreen, zoomed down to the pixel level. On the Z-plane, Move's depth perception level of precision is about a centimeter. He further illustrated the Move's level of accuracy by mounting the controller on a tripod, eliminating the jitter we were seeing during on simple tech demo, which was actually coming from Mikhailov's hand.
Some of the Move's other neat technical tricks came in the form of combining face tracking with glowing orb tracking, the ability to detect facial features like glasses and a very rough estimate of a user's age. The most potentially interesting uses of Move's capabilities came in some very smooth, very accurate looking painting programs, the kind of thing that would be great for a graffiti themed video game.
But putting the Move controller's level of precision in terms most of the room could understand, Mikhailov said that they've been able to use the PlayStation 3 add-on as a device to control the PC version of StarCraft. While the company already has Move support working in the equally precision demanding SOCOM 4: U.S. Navy SEALs, if it works well as a mouse replacement, it might be worth picking one up.
http://kotaku.com/5491493/sony-says-...play-starcraft
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 13th, 2010, 02:00 Posted By: wraggster
Sony's XMB may be a bit of a RAM hog, and Microsoft's Project Natal will require about 15% of the Xbox 360's resources. But the new PlayStation Move controller? Its footprint looks light.
While Sony has not come forward with complete CPU footprint information, they've stated that PlayStation Move requires an "insignificant" 1-2MB of RAM.
But like we said, CPU processing has plenty to do with Move's digital footprint, too. And just because the Move's output can be processed in "under a frame" doesn't mean the graphics, physics and overall experience of said frame aren't diminished.
http://gizmodo.com/5492050/playstati...t-1+2mb-of-ram
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2010, 23:59 Posted By: wraggster
Episodic emperor Telltale will finally venture into PS3 territory this April with the launch of Sam & Max: The Devil's Playhouse.
The Devil's Playhouse is title of the overarching series. The first episode will be known as The Penal Zone and be released next month.
There will be five episodes in total and pre-orders are being taken from 18th March. Buy the lot and you'll receive a bulk discount, paying $29.99 for what usually costs $34.99.
Telltale is calling The Devil's Playhouse "the biggest, strangest and most epic" Sam & Max series "to date". Max will find himself shape shifting, teleporting and reading minds before the story concludes.
Telltale Games has established an enviable episodic business and turfed out content based on Sam & Max, Strong Bad, Wallace & Gromit and even Monkey Island over the last few years. PC has been the host platform, but Wii and Xbox 360 have seen their fair share of content.
Sam & Max: The Devil's Playhouse will be available on PC and Mac as well.
http://www.eurogamer.net/articles/sa...tion-3-article
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2010, 23:59 Posted By: wraggster
BioWare has singled out 2nd February 2011 as a significant date for the Dragon Age series.
The numbers "02.01.2011" were printed on a leaflet inside the US Dragon Age: Origins - Awakening retail box, above a familiar blood-red dragon. 1UP took a picture.
There was no accompanying explanation, but this appears to be the "Dragon Age Title TBA" mentioned in EA's Q3 financials in February.
Dragon Age: Origins - Awakening will be released here on Tuesday, 16th March. Expect our review then.
http://www.eurogamer.net/articles/dr...-february-2011
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2010, 23:51 Posted By: wraggster
Peter Molyneux, Lionhead Studios founder and creative director of Microsoft Game Studios Europe, has characterised the PlayStation Move as "more a device for the core than it is for the casual market".
In an interview with sister site Eurogamer, Molyneux was asked whether he had seen anything of the PlayStation Move at GDC. "Yes, I have seen some of it," he answered. "We're not really surprised, are we? I mean at E3 last year we saw they were having a wand, and that's kind of what I expected."
Although he characterised Move as "not as big a step as something like Natal", Molyneux did imply that Sony's controller may be more precise in its motion control.
Molyneux was far from dismissive of the new hardware though, stating instead that: "To be honest, it's all down to what us poor old designers do with this stuff, because all these guys do is make the hardware."
"I don't think the first wave of these motion control titles will be what you expect," he said. "Just as with every hardware chain, it's the second wave where they usually come up with stuff that's interesting. So the second wave could be really cool."
http://www.gamesindustry.biz/article...aystation-move
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2010, 23:48 Posted By: wraggster
Kiss frontman Gene Simmons has let the cat out of the bag: Guitar Hero 6 is on its way.
Okay, so it's not the biggest shock in the world - but it hasn't yet been officially confirmed by Activision.
Simmons told ITN's Game On programme he was "the voice of Guitar Hero 6", as you can see below.
The Game On programme contacted CVG a few moments ago to let us know. Cheers, chaps.
http://www.computerandvideogames.com...VG-General-RSS
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2010, 19:43 Posted By: Shrygue
via Gizmodo
Sony has just confirmed with us that PlayStation Move cannot support 4 players in its full configuration.
The complete experience of PlayStation Move requires two controllers per person, either two PlayStation Move wands or one wand and one sub (nunchuk-like) controller.
In a four-player game, that arrangement would equate to eight total controllers. But there's a problem that arose when we were pricing the Move peripherals. The PlayStation 3's Bluetooth support is limited to only seven connections. That would put Sony one controller short. Sports Champions, for instance, is a PS3 title in which you can wield a motion-controlled sword and shield. In a theoretical four-person configuration, such wouldn't be possible with fewer than eight connections.
So we contacted the company, and they clarified:
Four PlayStation Move controllers can connect to a PS3 at one time (or two PlayStation Move Controllers and 2 PlayStation Move sub-controllers). So the total is actually quite a bit less than seven.
Does this mean that four players can't enjoy PlayStation Move titles at once? Absolutely not. Each player could use a single Move controller, much like some Wii titles need only the Wiimote. However, it does mean that designers are severely limited in what they can offer.
The good news is, absolutely none of this is confusing at all.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2010, 18:47 Posted By: Shrygue
via Computer and Video Games
Early purchasers of the western version of Yakuza 3 are discovering that a huge amount of content that was in the Japanese version has been cut.
It was previously known that the Japanese original's hostess bars would be chopped, as Kotaku reports, but it seems reams of other content, including several sub-quests and mini games, are missing from the western version.
It's reported that the cuts were due restricted development time, despite the game arriving here over a year after the Japanese release with no English-language voicing (subtitles only).
Posters on the game's official forums have put together a list of stuff they've notice missing:
Chapter 3, 4
- I Wanna Go to Tokyo pt. 1
- The Brewer's Treasure
- Make the No. 1 Cabaret Club Girl!
- English Conversation Solicitor step 1
- English Conversation Solicitor step 2
- Love's Cupid
- Love's Cupid Continues
- Love's Cupid Continues Again
- A Trip Before Marriage
Chapter 5
- Manga Artist Debut (Mangaka Debut)
- The Runaway Phone Chat Girl (Terekura Iede Musume)
- I Wanna Go to Tokyo pt. 2
- Great Genius Showdown
- Is she talking about me...?
- Ayukawa Rina***
***You cannot date her. In the RGG3 you can date 10 girls, for whatever reason 1 of them didn't make it overseas.
Chapter 6
It still looks great though. CVG sister mag PSM3 slapped a 9/10 on the end of their praising Yakuza 3 review. Check it out through the link.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2010, 00:46 Posted By: wraggster
Sony barely mentioned pricing with their PlayStation Move motion controller, only noting that the combo pricing with PlayStation Eye and a game will cost less than $100. But by our back-of-the-envelope calculations, the experience is going to be really expensive.
Our previous look was with the Wii MotionPlus, which clocked in at $80 per person to be fully equipped. That was $40 for the Wiimote, $20 for the Nunchuck and another $20 for the MotionPlus dongle. Now, you can get a WiiMote + MotionPlus bundle for $50, bringing the 1 person cost down to $70, factoring in the Nunchuck. For four people, assuming you didn't trash the bundled WiiMote and Nunchuck from your Wii console purchase, the cost would be $230.
What about the PlayStation Move?
For the full PlayStation Move experience, each player needs two PlayStation Moves and a sub-controller. The reason why you need two Moves AND a sub-controller is because the sub-controller doesn't support motion gaming at all, and the Move doesn't have that analog stick you find on the sub. Some games will require Move + sub, some will require two Moves. You also need one PlayStation Eye that services all four players. Let's price these components out, hypothetically.
Oh but wait, how many Moves does the PlayStation support?
Sony just confirmed for us that the PS3 will be able to support at most four Move controllers at once, or, two Move controllers and two sub-controllers. So four people will be able to play simultaneously if they only use one Move each, or two people if you're playing with a Move and a sub.
Suppose you started off by purchasing the PlayStation Move + Eye bundle—the one that Sony says will be priced at than $100. This is a fair entry point to the experience, seeing as not many PS3 owners have the PlayStation Eye to start out with, since there aren't very many supported games. Let's price that bundle at $80. The Eye by itself is $40, so we'll say that the Move is $50, by itself. Here's why.
We price the Move at $50 in order to be in line with the Wiimote + MotionPlus bundle, because Nintendo's controllers have somewhat equivalent tech to Sony's Move. (The Move actually has more advanced tech, with the LED ball on the end and better motion tracking, but to the end user, the experience is similar.) $55 is also the price of a DualShock 3, to compare the price to a controller Sony already sells. So $80 for the first bundle, which is logically cheaper than buying everything separately, plus you have a game in there for free.
To have a "full" experience, you need just one PlayStation Eye, but two Moves and a sub-controller per player. And since the sub-controller doesn't have motion (but does have wireless), we'll price it at $30. The first player gets set up with the Eye and the Move bundle for $80. He still needs another Move and a sub-controller, which is an additional $80. That's $160. Every subsequent player only needs two Moves and a sub, which is $130, in our thought experiment. That's a total of $550 for all four players. Holy shit. The second player needs one too, so it's $130. That's a total of $290.
These are all hypothetical numbers, conjured up because they're reasonable and in line with pricing we've seen before from Sony, which prices higher than Nintendo. But, if we wanted to try this with more aggressive pricing that's in-line with what Nintendo has, we can price the Move at $40 and the sub-controller at $20. That also brings down the bundle price to $70. Using these numbers, you have $430 for the total price for four players $230 for the total price.
What does this mean? Since Sony confirmed to us that you can have at most four Moves or two Moves and two subs connected at once, it changes the landscape a bit. Because the hardware limitation caps the amount of controllers you need to buy, you can get away with spending less and still getting the "maximum" amount of enjoyment that any given developer intended you to have.
Well, even if you factor in the low end pricing, you're still going to have to pay more for controllers than you are for the actual console itself. This is true of both the PS3 (base console price: $300) and the Wii (base console price: $200), but the PS3's is so much more expensive than the Wii's. It's a good thing that Sony is making it possible for you to play at least some normal games with the Move and the sub-controller combo, because imagine having to buy regular DualShock 3 controllers on top of this.
But, a-ha! Natal! Even if the base price of Microsoft's Xbox 360 add-on is priced somewhere upwards of $100, that's all you'll ever need to buy for motion gaming. You can add on a second, third or fourth player (though maybe Microsoft will limit it to two) to your motion gaming with no additional cost! Microsoft isn't going to charge you money for your limbs, as much as they probably would like to. But if they did, that would be the first and last acceptable use of the cliche about charging an arm and a leg for something.
Update: Reader Josh reminds us that the PlayStation 3 only supports 7 Bluetooth devices simultaneously. If this is true, then we'll theoretically never hit that ceiling of eight devices (two Moves per person, times four people). But, are the Moves any different from the standard PS3 controllers? Can it theoretically support more than 7? Has the PS3 Slim upped this number any? Interesting questions that we're looking into.
http://gizmodo.com/5491379/mental-ma...o-be-expensive
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2010, 00:37 Posted By: wraggster
Sony announced during its GDC 2010 press conference that the upcoming US release of EyePet will feature support for its motion controller, PlayStation Move. The game will allow players to manipulate toys and also play games with their EyePets. Furthermore, it's even possible to create new toys. The promotional video during the event showed off a child using the Move to draw a car on some virtual paper, which then jumped off the page and became an object that players and the EyePet could then interact with.
In addition, Sony announced that EyePet is slated for a North American release this holiday. There was no mention of what will happen to the European version of the game, which was released last year. Presumably, Move support will be added once the peripheral launches.
http://www.joystiq.com/2010/03/10/ey...ica-holiday-2/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2010, 00:37 Posted By: wraggster
In case this is your first visit to Joystiq, know that Sony has dropped major megatons this evening at its GDC press conference -- as well as one very small megaton: the PlayStation Move "sub-controller." What you see above is the little brother (if you will) to the main ice cream cone–esque Move wand and the enabler of all things analog stick-controlled.
As per Sony's announcement of Move, the sub-controller attachment is intended to "expand the game play options that PlayStation Move games can offer," and -- unlike Nintendo Wii's Nunchuk controller -- it will connect wirelessly to the console via Bluetooth. We'll have our hands-on with the PlayStation Move (and the sub-controller) for you later tonight
http://www.joystiq.com/2010/03/10/pl...ub-controller/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 11th, 2010, 23:25 Posted By: wraggster
I just played SOCOM 4 with the newly-named PlayStation Move controller. And now I know how the PlayStation 3's motion-sensitive controller is not just a me-too Wii controller.
For those who need the basics, the PlayStation Move is a remote-like motion-sensitive controller with a sphere at the end. The sub-controller is an off-hand controller being offered for some Move games. The Move controller connects to the PS3 with the help of a PlayStation Eye camera, which detects the Move's colored sphere, while tilt sensors in the move transmit their position data to the PS3.
But at first glance, the whole thing seems like just another version of the Wii Remote and Nunchuk.
Not quite. There are key differences:
-Fewer buttons: The Move controller is actually even more streamlined than the Wii Remote. Nintendo's Remote still offers/confuses a new player with a d-pad, plus, A, minus, 1 and 2 buttons as well as a home button and B trigger. The Move has its own home button and underbelly trigger, but just five other points of button input. That makes the controller actually feel a little naked and therefore likely even less daunting to a new player — unless they need their controllers to look like TV remotes.
-No wasted batteries: The Wii remote sucks up AA battery juice. The Move and its companion sub-controller are rechargeable via the same mini-USB connection used to charge the PS3's main controller.
-A smarter controller: I played SOCOM 4, a third person-shooter, with the Move pointed at the TV like a gun and the sub-controller in my left hand to command character movement. Wii games that were controlled with Remote and Nunchuk could be befuddled if the player pointed the Remote away from the screen. If you were playing a shooter and aimed just off the screen, the game's camera might start spinning or the game would pause and ask for the player to point at the TV again. The combination of camera sensors — the Sony Eyetoy on top of the TV detects the presence of the Move — and a gyroscope prevented SOCOM 4 from getting confused. When I moved my controller to point off of the TV, the gyroscopic sensors kept track of my movement. The same thing happened when a SOCOM developer blocked the Eyetoy camera. The precision of the controller diminishes in these situation. but the PS3 doesn't lose track of the device.
-No wire!: The Wii Remote and Nunchuk are tethered by a short cable. The PS3 Move and its subcontroller are not.
-No off-hand gyro: The Wii Nunchuk has a sensor that detects motion, more crudely than does the Remote. The PS3's version of the Nunchuk, does not have a motion sensor, according to a developer I was speaking to. There's a chance that is not final, but that is the case with the controllers at Sony's showcase event today. But that's why two-handed boxing-style games were shown with two Moves. On the Wii, those kinds of games are handled, with supposedly less precision, with a Remote and Nunchuk.
-The colored ball: The colorful sphere at the pointing end of the Move is the thing that the PlayStation Eye uses to detect the presence of the Move. The color changes. In the demo I played with SOCOM 4, the sphere was orange. Why? Because the software detected that there was no orange in the background. If we had been in a different room, the color would be different. The Wii's signature hue may be white, but this varying color at the end of the Move will likely prove to be the Move's visual trademark.
-The Z: Without a Wii MotionPlus, the Wii Remote cannot accurately sense depth.The Wii's sensor bar doesn't know how close the player is standing to their TV, nor can it recognize movements toward or away from it. The PS3, however, can detect such movement in the Z-plane. It does this thanks to the sphere at the end of the controller. If the player moves the Move toward themselves, the PlayStation Eye camera sees the sphere shrink and therefore knows the controller has been moved in the Z-plane. Clever. [UPDATE: Readers point out that a standard Wii Remote can sense some depth. I have even played games — a long time ago — that ask for the Wii remote to be pulled in or out. I never found that detection to be all that precise and believe the PS3 Move, based on how the tech was described to me, should be able to detect Z-plane movement more effectively, without needing to be pointed directly at the TV, as the Wii Remote must be.]
Those are the differences, all less obvious than the similarities. The PS3 Move is being shown to support shooters and table tennis, fistfighting and co-op platforming. These may be familiar templates to Wii gamers who have sampled Metroid, Wii Sports, and Super Mario Galaxy. But at the nitty-gritty level, some of the PS3 Move's difference offer some nice feature improvements — maybe a drawback or two — and something that isn't quite the Wii-too it appears to be at first glance.
And, hey, the Sony person showing me SOCOM didn't even make me wear the controller's wrist strap. A Nintendo person would never let me get away with that.
http://kotaku.com/5490574/how-the-pl...t-a-wii-remote
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 11th, 2010, 23:23 Posted By: wraggster
Zipper Interactive's recently revealed SOCOM 4: U.S. Navy SEALs is one of the games we were least expecting to be fully playable with the PlayStation Move controller. Can a hardcore online shooter stay competitive with a motion control scheme ?
Fortunately for the less curious SOCOM fan, the Move controller is not a requirement. The game can obviously be played with a DualShock controller. Based on my hands-on time with the Move in SOCOM 4, a game that requires both liberal use of motion controlled aiming and the numerous buttons, players will be more accurately served sticking to their familiar gamepads.
The control layout in the pre-alpha build of SOCOM 4 required aiming the ever present targeting reticule with the glowing Move controller. Character movement—strafing and running—was performed with the Move sub-controller's analog stick. Movement and point-aiming didn't take too long to get a grip on, but I was very happy to be playing as an indestructible SEAL, thanks to god mode. I took a lot of damage while playing my very first Move game.
The control complexity started to kick in when I was forced to perform any SOCOM 4 action that went beyond moving and shooting. The four face buttons—circle, square, triangle and X—are positioned not in their normal, familiar spots, but rotated about 45 degrees clockwise, flanking the Move logo button (aka the squiggle). My thumb's transition from analog stick to d-pad on the Move sub-controller, which also sports its own square and circle buttons, was another awkward motion.
For the record, the squiggle button is not necessarily a replacement for, say, the L1 button of a DualShock. The squiggle zoomed in the camera in the control method we were using, but Zipper staffers indicated the button's use may be defined per game.
Surely, some of this controller dexterity will come in time, after spending more than 10 minutes wielding both Move accessories, but it made my SOCOM 4 experience rather clumsy. Fortunately, Zipper Interactive reps say they have plenty of playtesting ahead of them, as well as plenty of development time before SOCOM 4's release later this year, so it's possible that Move control could eventually become the preferred option.
Is it likely? Maybe not, but at least adventurous SOCOM fans eager to play something more core-oriented with their Moves will be able to test their motion controlled headshot skills online against others.
http://kotaku.com/5490642/socom-4-on-the-move
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
« prev 
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
next » |
|
|