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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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July 15th, 2009, 22:41 Posted By: wraggster

It's time to change history. The baseball matches have ended, those who are unhappy with the results can change them and those who are happy can relive the victory through this realistic game.
The Pro Spirits fun just started. All 12 teams that entered the league are playable characters and all star batters and pitchers are constructed to the most detailed degree.
Besides the Japanese teams, powerful foreign teams are coming for a challenge. Meet them, see them in action and study their strategies.
With an upgraded online system, ask your friends online and join a team. With the cutting edge graphics, this game blurs the line between virtual and reality.
It's time to play ball!
PlayStation3™
Pro Yakyuu Spirits 6 JPN US$ 79.90
PlayStation2™
Pro Yakyuu Spirits 6 JPN US$ 69.90
http://www.play-asia.com/SOap-23-83-...-23j-84-n.html
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July 15th, 2009, 22:39 Posted By: wraggster
Newly released today:

Y's I and II are the origins of action RPGs. After numerous ports, it has finally arrived on the PSP. Simple controls and a deep story line, the game has all the elements to sate a gamer's addiction.
Engage in some real time action, bash into the monsters and run your swords through them, plow through their ranks and enjoy the exhilarating action.
Take on the massive creatures. They may seem invincible, but all monsters have a weakness. Hit and run and repeat. Adol's life is in your hands, push him to his limits and fight white hot battles.
The game takes care of all its players, from the novices to the veterans. Start from “easy mode” and move on to “nightmare” mode as your skills increase.
http://www.play-asia.com/SOap-23-83-...j-70-3ds9.html
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July 15th, 2009, 22:28 Posted By: wraggster
Sony is aggressively shifting towards digital downloads, but apparently Warner Brothers still believes in UMD video. They’re celebrating the launch of the latest Harry Potter movie with a UMD box set containing the first five films.
The Harry Potter collection has five movies on five UMDs and it’s only being released in Europe. Since PSPs are region coded for video, but not games, you won’t be able to watch these films if you have a Region 1 North American PSP. Region 2 PSPs — Japanese and European PSPs can play the movies, though.
Since the PSP Go is right around the corner I don’t think this will get a huge print run. So, take note Harry Potter fans and track this down before it becomes an obscure collectable sold on eBay!
http://www.siliconera.com/2009/07/15...cts-umd-video/
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July 15th, 2009, 22:27 Posted By: wraggster
John Davison, chief of WhatTheyPlay and studier of all things iPhone believes the PSPgo is going to make PSP gamers re-think what they're willing to spend on games.
PSPgo, as we learned at E3, is a no-disc version of the PSP coming this October 1, one that will require gamers to download their games. Among the games people will be able to download will be full-sized games that would normally be released on disc for the system at standard PSP game prices: $20- $40.
But in the world of the iPhone, customers have become accustomed to buying games cheaply, and have seen game prices stay low, with few exceptions.
So what's going to happen if people bring iPhone App Store pricing expectations to the PSPgo?
The topic came up at one hour, four minutes and 17 seconds of the most recent installment of the always-epic Listen Up podcast. Show regulars David Ellis and Garnett Lee joined the pricing conversation with Davison as they discussed the irresistible nature of the 99-cent price for some iPhone games:
David Ellis: Ninety-nine cents is like popping two quarters into an arcade machine… I'll check this game out.
John Davison: Yeah, even if I'll only play a couple of times, whatever, it's only 99 cents. But once you get to $10 it's a noticeable hit on your credit card. But for me, Rolando 2 is sort of on the periphery of being worth it. And, put it into a broader context: If Rolando 2 was a DS game and it was 30 bucks, price wouldn't come into it. If it was a PSP game, it would be 30 bucks and price wouldn't come into it.
Garnett Lee: I think that's part of the argument that tech bloggers have been making is that the floor fell so fast in the App store to 99 cents …
Davison: But I think we're also going to see it with PSPgo. As we move toward digital on PSP, price sensitivity is going to come in fast.
Lee: That would be brutal on that platform.
Davison: Yeah, and a year from now? You're going to look at something like Loco Roco and go: 'I am not going to spend 20 bucks on this.'
Sony hasn't said much about software pricing on the PSPgo. On the DSi, where Nintendo has been releasing downloadable games weekly, prices have ranged from $2 to $5 for games, clocks and other digital shorts.
http://kotaku.com/5314719/pspgo-boun...nk-game-prices
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July 15th, 2009, 22:23 Posted By: wraggster
Valkyria Chronicles was a PS3 game. Valkyria Chronicles 2 is not. It's a PSP game, and here is its localized title: Valkyria Chronicles 2: The Gallia Royal Military Academy.
Announced in the newest issue of Japanese game magazine Famitsu, the game is set in 1937, two years after the first game. Cadets from the Gallia Royal Military Academy are sent to suppress an insurrection in the southern part of in-game country Gallia.
The game's central concept is contrasting the world of the military academy with war. Valkyria Chronicles 2 is due out this winter in Japan.
http://kotaku.com/5314871/valkyria-c...-is-a-psp-game
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July 15th, 2009, 22:22 Posted By: wraggster
While it appears car damage is finally on its way to the Gran Turismo series when GT5 is released, don't expect the same attention to detail from the PSP version of the game.
Answering fan questions on the official PlayStation blog, Polyphony's Chris Hinojosa Miranda and Taku Imasaki have said in response to a fan asking whether car damage would be included in the PSP game:
Damage? No. 800+ cars, 35 tracks, on-the-go awesomeness, and a lifetime's worth of racing, yes.
Shame, but there you have it. Those waiting for a touch more realism from their racing will have to wait for the next PS3 game.
UPDATE - On the subject, there'll be no damage introduced into GT5 Prologue, either. You'll have to wait for the final game for that.
http://kotaku.com/5314717/sorry-no-c...n-turismo-psp-[update]
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July 15th, 2009, 22:21 Posted By: wraggster
When we first discussed kung-fu action game Invincible Tiger: The Legend of Han Tao, we were so unnerved by the lack of any actual, on-screen tigers that we couldn't bring ourselves to report much actual info about it. Now, we've got some more details courtesy of Eurogamer, including a price (1200 MS points/$15) and a release window (sometime this August).
If you're having trouble placing Invincible Tiger, you might remember it's presented in stereoscopic 3D, if you've got a TV that works with that sort of thing ... which you probably don't. Trust us.
http://www.joystiq.com/2009/07/15/in...t-to-xbla-psn/
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July 15th, 2009, 22:17 Posted By: wraggster
The Japanese PlayStation Network is the latest home for the TurboGrafx-16 (PC Engine) games. Starting today, four retro Hudson games will be available for download as part of the "PC Engine Archives":
• Mega Bomberman
• Adventure Island
• Sengoku Mahjong
• Devil Crash
All of these titles are already available on Nintendo's Virtual Console. They're priced at ¥600 (SU$6.40) each on the PSN. Look forward to more TurboGrafx-16 games on the PlayStation Network in the future.
http://kotaku.com/5314972/turbografx...e-japanese-psn
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July 15th, 2009, 22:17 Posted By: wraggster
The Japanese PlayStation Network is the latest home for the TurboGrafx-16 (PC Engine) games. Starting today, four retro Hudson games will be available for download as part of the "PC Engine Archives":
• Mega Bomberman
• Adventure Island
• Sengoku Mahjong
• Devil Crash
All of these titles are already available on Nintendo's Virtual Console. They're priced at ¥600 (SU$6.40) each on the PSN. Look forward to more TurboGrafx-16 games on the PlayStation Network in the future.
http://kotaku.com/5314972/turbografx...e-japanese-psn
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July 15th, 2009, 22:03 Posted By: wraggster
thatgamecompany is working on a third, unannounced game for Sony (and probably PS3) to follow in the footsteps of flOw and Flower.
Speaking at the Brighton Develop Conference, studio co-founder Jenova Chen said it will be "a totally different game" - albeit one that "feels like a natural progression" for the company.
And, he added: "[It's] definitely something you've never experienced before."
Chen dodged specifics, but revealed plenty about his "innovating on feeling" future direction during his talk.
Clad in salmon-pink, he said games need to have more mature content and appeal to a wider variety of emotions, because the audience has grown up - an intellectual move away from the "primal" core of extremes, and out to the subtle perimeter.
When talking about films, said Chen, critics use words like "magical", "passionate" and "captivating". You would never ask someone whether they watched films, he argued. But when addressing games, feelings are limited to: "this is really fun, this is really cool" - "as if they were describing a car".
"In the future there's a lot of feelings that videogames haven't explored that are open for us to find," he added. "Variety is a sign of a mature medium."
Chen dodging specifics may also be because they are not yet nailed in place. He talked about how the game mechanic for Flower - wind blowing petals - took two years to decide upon, and many prototypes with it.
There was the concept of landing a seed on soil and sprouting a plant that then produced another seed to let fly - a bit like golf. "Probably more fun than golf, actually," said Chen. There was a prototype about playing as a mind that Chen got very excited about but nobody else could understand. And even when the petal idea did blossom, Sony wanted "depth and challenge" to the game, which meant more work.
But Flower's development was "way better" than flOw before it. That was "50 per cent under feature" and "100 per cent over schedule", which Chen said totalled "400 per cent fail".
Inexperience was his biggest challenge, he said, although this represented "yummy pain" in the grand scheme of things.
That his company would look anywhere other than PS3 for this third game, then, seems unlikely. His admiration for Sony is gushing, too. "I really really appreciate what Sony has done for us," he said. "They still keep funding our project, and that's really, really nice. It's a really pleasant experience.
"They have this appreciation of games that are more interesting to adults. They prefer adult entertainment and the games we make are a good match for them."
After the third project, Chen said he would have to "rethink". "Seems the future is coming much faster than I expected," he admitted, referring to Project Natal and the PS3 wand.
And while thatgamecompany has targeted love and happy feelings, Chen said we may see "cool and dark" games in the future.
"I really like negative-feeling games. I played a lot of competition games when I was young," he revealed, not mentioning no names. Although, he added: "God of War is a really good game about hatred."
http://www.eurogamer.net/articles/fl...-game-for-sony
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July 15th, 2009, 21:25 Posted By: wraggster
Speaking at the Develop Conference 2009, Media Molecule staff provided a detailed insight into the creative processes that made LittleBigPlanet one of the most critically acclaimed and popular releases of the past twelve months.
"Art and crafts and those things are something everyone can relate to," said Media Molecule art-director and co-founder Kareem Ettouney, discussing the inspirations behind the game's look, later confirming: "Creativity with a budget; that handmade look is part of the language of the people. That handmade analogy was pivotal to the look we went with."
"When deciding on 2D or 3D, there was also lots of bitterness and pain and arguing and talk of semantics, so pre-visulisation was very important to solving those disagreements," added co-founder Mark Healey, who also admited the development process "tested friendships".
In the same session, Healey offered advice to fellow developers about the pitfalls Media Molecule suffered from when developing : "If anybody's planning to make a game that features user-generated content, and you plan to release extra content in the future, you have to be careful with what you include at the start, as people can begin to create things before you, with those tools. There's a lesson we had to learn.
Healey also revealed details on a theme and level that was dropped from the final game: "It was seaside level. We had time constraints, and it was the weakest link, so it went. It was a painful decision to make."
http://www.develop-online.net/news/3...crets-revealed
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July 15th, 2009, 17:41 Posted By: wraggster
Peter Edward, director of the PlayStation Home platform group, has tried to explain why Europe's PlayStation Home is so far behind neighbouring continents in terms of content and game spaces.
Speaking to Edge-Online at the Develop conference in Brighton, Edward put the delays down to localisation - and that's about it.
"I think localisation is a big part of [the delays in Europe getting content]," he said. "The expectation that spaces will be localised into at least the EFIGS (English, French, Italian, German and Spanish) languages leads to delays."
Edward's comments come after a statement by SCEE's Home community manager, who said: "Let's be honest, SCEE Home is behind the other regions in the number of Spaces we have to offer".
"There are other issues that you're no doubt aware of if you've read the post, [ones] more specifically related to the European business itself which I can't really comment on, but I think technically the big issue's localisation, and I think that's something that's always been an issue with the European market," Edward said.
"Since year dot, there's always been the issue of Europe getting things later than everybody else, and normally speaking that comes down to localisation. Home is no different in that respect which is why it's so important to get that stuff incorporated from the very beginning."
Home now has seven million users, three million of which are based in Europe, he added.
http://www.computerandvideogames.com....php?id=219602
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July 15th, 2009, 17:39 Posted By: wraggster
New content pipeline and cheaper, smaller download games on the way
Platform-holder Sony is aggressively courting developers around the world to work on digitally distributed games for PSP in a bid to grow the software offer on its handheld.
And, MCV's sister site Develop has also revealed, the firm is planning to introduce a streamlined content pipeline for the platform – which includes abolishing concept approval – plus cheaper devkits, shorter quality assurance processes, and very low price points for new games.
http://www.mcvuk.com/news/35044/Sony...SPgo-App-Store
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July 15th, 2009, 17:34 Posted By: wraggster
The Killzone series has so far seen one release per platform, with the original on PS2 and KZ2 holding off for PS3. But it seems the third entry in the series might not wait for the next PlayStation.
Guerrilla Games' senior producer, Steven ter Heide, has said the KZ developer is far from finished with PS3.
"PlayStation 3 has a very long life ahead still, and we're certainly not done developing for this platform. We still see enough opportunities to get better and pushing the platform even further," he told The Gamer Access.
The developer refused to comment on "future projects", obviously, but they did pledge to continue with developments for Killzone 2 DLC.
"Part of Killzone 2's focus points was to allow players to create their own customized games as much as possible and to a large extent I think we have succeeded. However, we are always looking at the way the community is responding to our designs and will take this type of feedback into consideration for future projects and possibly DLC. I cannot tell you specifics right now though."
http://www.computerandvideogames.com....php?id=219531
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July 15th, 2009, 02:22 Posted By: wraggster
News/release from pihas
I am looking for ideas and opinions about this C based homebrew game. Now there are only bones created.
What modes to game i am thinking to do:
- Simple tanks war
- Quest based game (Something destroy or transport to place)
- Death Run (Where will be the way with a lot of dificulties by the time apearing spikes, or closing walls and so on)
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July 15th, 2009, 02:17 Posted By: wraggster
News/release from DedDinO_94
Hello
Today I and my team release officialy the 2nd version of our Homebrew-Game, Alpha Tris v2.0. In this new release there are more change. This Homebrew-Game is a simulation of more famouse Tic Tac Toe or simply the Tris.
Changelog v2.0:
- Significantly improved the speed of HB
- Implemented 3 levels of difficulty
- Implemented the game mode 1 VS 1
- HB Translated into 4 languages: ITA, ENG, SPA, FRA
- Now the options you can select the language, symbols of the game, cursor, background and difficulties
- Redesigned EBOOT
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July 15th, 2009, 02:13 Posted By: wraggster
News/release from lilmnm
Here is a Bug Fix of a major bug that Smitt has Found that was caused by my faulty coding (sorry, wont happen again) causing the cheats to be saved in a temp.txt file and not the Games ID text file but now its fixed and ready to be used
Well here it is just over write the old prx with the on in the zip
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July 15th, 2009, 02:11 Posted By: wraggster
News/release from exter
The Rubik's Cube is a 3D mechanical puzzle invented in Ernő Rubik. In a classic Rubik's Cube, each of the six faces is covered by 9 stickers, among six solid colors (traditionally white, red, blue, orange, green, and yellow). A pivot mechanism enables each face to turn independently, thus mixing up the colors. For the puzzle to be solved, each face must be a solid color.
The controls in this homebrew are designed to easily perform "Move notation" algorithms.

Version 2.0:
- Changed:
- The way the cube is scrambled (Added a cube size menu).
- View angle buttons changed to L + Start.
- Added
- Different sized cubes (from 2^3 to 5^3).
Note: The controls for 4^3 and 5^3 cubes are different (see the Readme
for details). 3^3 and 2^3 cubes have the same controls as in previous
versions).
- Time record at the bottom left of the screen.
- Moves record at the bottom right of the screen.
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July 15th, 2009, 02:09 Posted By: wraggster
News/release from chickut123
Are you tired of trying again and again to make ChickHen R2 work? Well with this fix ChickHen R2 will take 99.999% of the time. This will only work for PSP-2000,3000 because only the slim.tiff has been improved. What are you waiting for, Give it a try!
Requirements...PSP-2000,3000
ChickHen R2 installed
Instructions... replace the slim.tiff in PHOTO with this one. It's as easy as that!
Known Bugs... Can't have any other photos on the memstick for some reason it doesn't ever load up. Currently working on it.
fix by m0skit0
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