|
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
|
November 12th, 2008, 18:32 Posted By: Shrygue
via Eurogamer
Capcom has warned us that the 1994 Street Fighter film is coming out on Blu-ray.
Street Fighter: Extreme Edition will be out in US shops from 10th February 2009, which is around the same time that new film Street Fighter: The Legend of Chun-Li launches there.
But let's go back to the '90s, when Jean-Claude Van Damme took a starring role as Guile, and Kylie Minogue sprung up as Cammy. By all accounts the live action film was bobbins, but will return in 1080p with 5.1 sound nonetheless, according the Capcom blog.
There are also numerous bonus features: trailers for SF IV game and anime; a Making Of documentary, out-takes and deleted scenes; storyboard and videogame sequences; and miscellaneous Cyberwalk, Archive and My Scenes features.
There's commentary from film director Steven de Souza, too, plus BD Live and My Scenes bits and bobs.
We'll probably buy it.
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 |
|
|
|
|
|
November 12th, 2008, 18:26 Posted By: Shrygue
via IGN
The Yakuza 3 battle system has at last come to light. As usual, the source of the scoopage is Famitsu, which has a couple of pages on the big PS3 sequel in its latest issue.
Previously, Sega has revealed that game's battle system will be seamless. Different from past entries in the series, you won't have to wait one bit for battle to start. Famitsu confirms that the game switches right into battle mode as you're walking down the street.
Accompanying the smoother switch to battle is a new type of fighting. Yakuza 3 will feature an all new "chase battle" system. When speaking with foes on the street, they may decide to run away. You'll then be tasked with chasing your fleeing rival. To do this successfully, you need to make sure and not lose sight of the enemy, either visually or on the mini map that's displayed in the bottom left corner of the screen. While running, you'll have to deal with obstacles, leaping over trash cans to keep apace.
Details are scarce at the moment, but the game displays a couple of mysterious gauges during these sequences. One appears to indicate the distance between you and your rival, while the other may show your stamina.
In addition to your rivals running away, you'll also find yourself with the option to flee.
All other areas of the standard battle system appear to be seeing improvements for Yakuza 3. The game has more advanced "heat action" special attacks, including some that make use of nunchaku, apparently an Okinawan specialty (the game takes place partially in Okinawa, in case you haven't been paying attention to the updates). You'll also find a more realistic battle environment, with bystanders stopping or fleeing and your rival's gang members approaching the fight, grabbing Kiryu from behind, and joining in.
Also new for Yakuza 3 is a "tag tournament mode" for the game's fighting arena, an area that lets you face off against powerful enemies. As the name suggests, this mode has Kiryu teaming up with a tag partner for the fight. The two make use of cooperative heat action moves.
Yakuza has always been known for an enjoyable battle system complementing the adult drama, and from the looks of things combat in Yakuza 3 is going to be better than ever! Spring 2009 (in Japan, at least) can't come soon enough!
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 |
|
|
|
|
|
November 12th, 2008, 08:26 Posted By: Wally
G'day Folks.
Its finally out, the beta you have been waiting for.
So whats new you ask?
DaedalusX64 Beta 1 - 08 November 2008 (Change from R14 Beta)
----------------------
[+] TV Out Support (Chilly Willy)
[+] ME Audio Supported (Small speed-up with sound on.) (Chilly Willy)
[+] Increased audio buffers for better sound quality (Kreationz)
[+] Changed logo and graphics to represent new name (graphic by SynGamer)
[!] Fixed screen shots (Chilly Willy)
[!] Fixed an OoT custom clend Mode (Wally)
[!] Fixed Shaking using double display lists (GoldenEye 007, others...) (idea Wally, code Kreationz)
[!] Pause Menu Reset not working properly (Kreationz)
[!] Fixed FPS Display and Framerate limiter (Kreationz)
[!] Optimized code generation for fragments which branch to themselves is now optional
Fixes games that broke from R12-13 (Kreationz)
[^] Improved thread communications in job manager (Hlide)
Download from SourceForge
Credits to:
Enjoy and thank you for supporting our efforts. I'd like to thank those that contributed code this round:
Chilly Willy - PSP Code Master
Kreationz - General Coding and Debugging
Wally - Graphics and more
Hlide - Thread and Dynarec
Howard0su - General Code
Also in misc credits go to:
Moers - Admin
SynGamer - Logo
ShinyDude100 - Ideas and getting the ball rolling
And special Thx to:
Azimer for his audio code
Rice for his video code
and last but certainly not least...
Strmnnrmn whom without this we wouldn't be here. Have Fun!
Download and Give Feedback & Compatability Reports Via Comments
We have set up a Daedalus X64 Compatability list here
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 |
|
|
|
|
|
November 12th, 2008, 01:55 Posted By: wraggster
News/release from Tdude_gamer
This is a game i made quite a while ago, but never got around to releasing...
so here it is, an original game called war pong.
to play:
analog to control paddle
if you fail to hit the ball before it hits your side, you lose 1 health
you have 100 health, if you lose it, i think you know what happens (death...)
shoot the square in the cross hairs to get a rocket
x to shoot bullet
o to shoot rocket
rockets do 10 damage
bullets do 1 damage
3 powerups (shoot to get)
5 levels
10 minute's for a level
a boss at the end
kill the enemy
sorry, screenie's wouldn't upload
feedback would be nice. may make more bosses, probably not though...
don't look at the code(i coded it a while ago, and it is a pile of %#^$ code)
Download and Give Feedback Via Comments
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 |
|
|
|
|
|
November 12th, 2008, 01:52 Posted By: wraggster
News/release from Maxthe best:
Hi everyone.
I'm just releasing an early version of my new homebrew: The Game Of Life: Sound Of Life.
So, basically, this is a game of life obeying to Conway's law, with just 1 cool feature added: this one can generate sound (the sound of life ).
So, here are the functions and controls:
-At the beginning of the game, a life pattern is randomly generated. You can renew it pressing Select.
-You can change the pitch of the sound generated by pressing UP and DOWN
-You can change the shape of the generated sound by pressing Square for square waves, Circle for Sin, and Triangle for Triangle.
And that's it for the moment, but more is to be coming, like:
-Possibility to create your own life pattern/edit it during the evolution.
-Possibility to pause the evolution (and check for example how many generations have happened since the beginning)
-Load known patterns, such as gliders, canons, or whatever.
By the way, I'm pretty sure one game of life already exists, coded in lua, but well, I wanted my own, and I'm sure that this one has a bigger matrix which can make it more interesting. (here the matrix is about: 2300 cells big.).
Download and Give Feedback Via Comments
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 |
|
|
|
|
|
November 12th, 2008, 01:47 Posted By: wraggster
News from Kreationz
As far as we the devs know the final issues we had are gone. The Beta 1 Release Candidate is in circulation among our Alpha Testers. After this final set of checks we will be releasing the Beta 1 in less than 18hrs from this message for public release.
We still have big plans for Beta 2 and it will likely take longer than three weeks this time around, but we may release a patch update if bugs are found that we can put a quick fix to. 4 Devs have contributed code to this build. Others are planning on code for the Beta 2. We still have a long ways to go, but we feel that it's time to let everyone enjoy the work we have put in so far.
Kreationz
Heres a video of the emulator in action:
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 |
|
|
|
|
|
November 12th, 2008, 01:41 Posted By: wraggster
I think an English version is coming in a month or two but here’s a brief guide for adhocParty (or Ad-Hoc Party) if you are having problems using the Japanese version, which was made available yesterday. I’m very poor with instructions but hope this helps.
Also thanks to Sony for suddenly making my dozens of PSP games fun again
What you need
PS3 and PSP on their latest firmware
PS3 is Wi-Fi ready (20Gb owners, sorry…)
PS3 is connected to Internet via a cable (and not wireless)
A Japanese PSN account
Set-up
Download the application from the Japanese PSN (5Mb)
Install and launch it from the Game menu
Click on “adhoc” (the third button), it will starts searching for a PSP
Launch MHP 2ndG and enter the Online Guild Hall (or the ad-hoc lobby of other games that might support the feature)
You should see your PSP system name on your PS3 screen very soon
Exit “adhoc” (press X), click on “Start” (the first button) and you’ll see World A group of lobbies, use the L1/R1 to switch between different World and the Left analog stick to pick a lobby (red colored tabs for full and blue for empty)
Enter a lobby with the Circle button, you can use the directional buttons to view the next lobby
In the lobby, move your cursor to a room (a house icon) or player and click with the Circle button to view their details
To enter a room, click on “Enter” (the second button on the pop-up), you should be able to see other players in the room and a few seconds later, they will be in the lobby of MHP 2ndG. You can wait until four players have joined the room or you can start a quest with the available players
If you are having trouble finding a suitable rooms (most are not properly titled, exit by pressing the Triangle button and click on the last button), just create one by moving the cursor to yourself, there will be a pop-up with options to change your username or create a room. Make one and wait for others to join.
Enjoy!
http://www.psphyper.com/psp/adhocparty-a-simple-guide/
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 |
|
|
|
|
|
November 12th, 2008, 01:37 Posted By: wraggster
News/release from Rex_VF5
OK boys and girls (if any here). As my first project on PSP and an attempt to do some C/C++ coding I decided non-the-less to do UPNP client (I aim for PS3 look-and-feel - i.e. integrated into XMB creating a virtual drive holding all the UPnP servers & available media). The base for this is to be provided by Portable SDK for UPnP Devices (libupnp 1.6.6) With a pthread PSP port it only took few hours to replace some stuff not available on PSP (more time was spent to learn about setting up toolchain, configure scripts, etc). I added conditional compilation everywhere so it should be possible to build for other platforms from the modified sources (haven't tested it though). Here's what to do:
0) Get pthread-emb, cd platform/psp; make; sudo make install Do not forget to copy pthread.h and sched.h to your `psp-config --psp-prefix`/include directory
1) Apply the provided diff to the libupnp-1.6.6 source
2) ./configure.psp.sh --disable-samples --enable-debug
3) sudo make install
4) cd upnp/test; make
The last step should produce runnable test_init stuff.prx, EBOOT.PBP and PARAM.SFO which should start and stop basic stuff and show some info about it like this:
Code:
UPNP_VERSION_STRING = "1.6.6"
UPNP_VERSION_MAJOR = 1
UPNP_VERSION_MINOR = 6
UPNP_VERSION_PATCH = 6
UPNP_VERSION = 10606
UPNP_HAVE_DEBUG = yes
UPNP_HAVE_CLIENT = yes
UPNP_HAVE_DEVICE = yes
UPNP_HAVE_WEBSERVER = yes
UPNP_HAVE_TOOLS = yes
Initializing UPnP ...
UPnP Initialized OK ip=192.168.1.3, port=49152
I included a netdialog sample into it to connect to AP at the beginning. However it crashes in pthread-emb in thread creation in harmless(?) assignment of result to a variable - see my post in pthread-emb thread Also I found later that pthread-psp-test hangs on Semaphore test #4 (maybe unrelated to the this thing).
Any help getting this up and running is warmly welcomed. I am really stuck. There is high probability I screwed up something as I am new to PSP development and haven't coded in C/C++ in years (I do Java). I believe many could benefit from having this library working...
libupnp-1.6.6.PSP.diff.zip
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 |
|
|
|
|
|
November 12th, 2008, 01:10 Posted By: Shrygue
Okay, so you may have heard stories like this before. That however won't stop me from telling mine though, so here goes...
After waiting about 8 days or so, my 3600mah battery I ordered from eBay came in. First thing I noticed, it felt light and somewhat flimsy than my official Sony 1800mah ones and upon registering that, I had a feeling that the they weren't going to last long in terms of runtime as expected from a high-capacity battery.
After charging it up in my PSP which took about the usual 2 hours or so, I turned on the unit to test drive the battery. It drained out in about 3-4 hours on normal 222mHz clock speed and the lowest brightness setting where my official two year old 1800mah Sony battery went for over 6 or so. I was thinking, "That's definitely not right, the runtime on the 3600mah battery is shorter than my old Sony one."
Since the price was cheap at £4 with free shipping, I decided to crack it open and whoo, what have we here...?
If you've ever opened an official Sony PSP battery, you'll have seen that the cell pack is bigger. On this particular one, it's smaller by about 40%, what a joke. The rest of the space is filled up with a metal weight that doesn't even make an impression when closed is anywhere equivalent to an official one as one can see below.
The process of cracking open the battery was easier than I thought it would be for the case parts were just simply glued into place. Certainly not like the Sony ones where I think the pieces clip in and that one must do more work to open it.
So in short, take care when buying any capacity PSP battery on eBay. Better yet, don't bother, no matter how cheap it and weather or not it has free shipping. That £5 or so can go to better things, like a couple of beers at the pub or other.
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 |
|
|
|
|
|
November 12th, 2008, 01:02 Posted By: wraggster
The Rogue Clone for DS/GBA and PSP has been updated, heres whats new:
Thanks to Bill Blake there is a PS3 Linux port of POWDER! His announcement can be found here.
Keeping with POWDER tradition, a long time between releases does not mean there was some huge secret code being worked on that took this long to get ready. It means I was busy with other stuff. That said, there are a good number of fixes in this version. Most important is likely the Safe Walk ability, derived from a patch by Andreas Bohm, which lets non-DS users the ability to avoid accidentally attacking kiwis when they go careening through the hallways. The intent is you can bind it to, say, [L], and then hold that when you want to move safely. If you want [L] to attack, you can change the global option. SDL users may use the ctrl key. Unless they are using vi-keys in which case I'm afraid they are out of luck for now. I can only hope those players believe that Safe Walk is for weaklings.
The mouse will work again for the onscreen keyboard in SDL builds. (Ilya, Teun Peelen)
Description when wearing necro dress code spells servant right. (David Damerell, Andreas Bohm)
Vacuum correctly spelled in death message. (David Damerell)
"Click on your self to search" rather than Clicking. (Narius Varigor)
Starting as cultist will immediately tell you ><0|V|'s whim. (hotpoo)
Loading a save game worshiping ><0|V| will likewise report the whim.
Zapping a hostile wand of create monster will have a chance of the creature turning on you. (hotpoo)
New boon from gods: hostile creatures surrounding you can be smitten. (Indirectly Ambvai)
Earth hammers can be forged into artifact earth hammers with the proper setup. (David Damerell)
Level up hitpoints and magic points are now 2d2+1 rather than 1d4+1, giving a tighter distribution and slight boost to the average. (Teun Peelen)
Earth hammers have an encyclopedia entry. (David Damerell)
When you can move in diagonals you can use the diagonals of the numberpad. (Andreas Bohm)
There is now a SafeWalk mode which stops you from attacking when walking about. You can toggle this by pressing Ctrl when using the arrow keys or binding the Safe Walk command to a button in GBA mode. (Andreas Bohm)
The delete key works the same as the backspace key, a useful feature on Macs whose keyboards lack a backspace. (Roger Bolton)
Wishing for a level teleport no longer uses atoi() so hopefully works on gpsphone. (Roger Bolton)
We now promote room flags to map flags when loading. This way loading the game on the final levels will not turn the levels into floor-diggable and hence suddenly create holes to short-circuit the levels. (Ambvai, debugged by Andreas Bohm)
A case where you could achieve barbarian dress code despite not wearing armour is fixed. (Malte Helmert)
You now gain piety for the barbarian and necro dress codes. (Malte Helmert)
You can no longer move diagonally if both orthogonal directions are blocked by walls.
Spells cast when you have the can dig intrinsic will no longer disintegrate earth elementals. (SparroHawc)
Download and Give Feedback Via Comments
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 |
|
|
|
|
|
November 11th, 2008, 23:57 Posted By: wraggster
Newly released today:
features
Move yourself: String together an amazing arsenal of wall-runs, leaps, vaults and more, in fluid, acrobatic movements that turns every level of the urban environment to your advantage and salvation.
Immerse yourself: In first person every breath, every collision, every impact is acutely felt. Heights create real vertigo, movements flow naturally, collisions and bullet impacts create genuine fear and adrenaline.
Challenge yourself: Fight or flight. Your speed and agility allow you not only to evade, capture and perform daring escapes, but also to disable and disarm unwary opponents, in a mix of chase, puzzles, strategy and intense combat.
Free Yourself: Runner vision allows you to see the city as they do. See the flow. Rooftops become pathways and conduits, opportunities and escape routes. The flow is what keeps you running – what keeps you alive.
description
In a city where information is heavily monitored, agile couriers called Runners transport sensitive data away from prying eyes. In this seemingly utopian paradise, a crime has been committed, your sister has been framed and now you are being hunted. You are a Runner called Faith - and this innovative first-person action adventure is your story.
Mirror’s Edge™ delivers you straight into the shoes of this unique heroine as she traverses the vertigo-inducing cityscape, engaging in intense combat and fast paced chases. With a never before seen sense of movement and perspective, you will be drawn into Faith’s world. A world that is visceral, immediate, and very dangerous.
Live or die? Soar or plummet? One thing is certain, in this city you will learn how to run.
From the makers of the groundbreaking Battlefield franchise, Mirror’s Edge is an action-adventure experience unlike any other.
http://www.play-asia.com/SOap-23-83-...j-70-2x42.html
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 |
|
|
|
|
|
November 11th, 2008, 23:54 Posted By: wraggster
Newly released today:
features
Call of Duty 4 Technology – Built using the Call of Duty 4: Modern Warfare engine, Call of Duty: World at War utilizes a bedrock of technology that delivers jaw-dropping visuals, while empowering players to employ elements like fire to affect the dynamics of the battlefield.
Coordinated Assault and Support – For the first time in the franchise, Call of Duty: World at War introduces co-op, bringing fresh meaning to the “No One Fights Alone” mantra. Call of Duty: World at War co-op features up to four-players online, or two-player local split-screen, allowing gamers to experience harrowing single-player missions together for greater camaraderie and tactical execution.
New Theaters of Operation – Players fight as U.S. Marines and Russian soldiers facing enemies – some new to the Call of Duty franchise – that employ lethal new tactics and know no fear, no mercy, nor the rules of war.
Innovative Multiplayer – Multiplayer builds from the success of Call of Duty delivering a persistent online experience for more squad based interaction. New development with party systems allows an intimacy with squad based combat never before seen in Call of Duty.
Cinematic Quality Graphics and Sound – Treyarch’s award-winning sound department returns with effects that add to the already immersive cinematic intensity of the Call of Duty 4: Modern Warfare game engine.
description
Building on the Call of Duty 4 engine, Call of Duty: World at War thrusts players into the ruthless and gritty chaos of WWII combat like never been before, and challenges them to band together to survive the most harrowing and climactic battles of WWII that led to the demise of the Axis powers on the European and South Pacific fronts. The title re-defines WWII games by offering an uncensored experience with unique enemies and combat variety, including Kamikaze fighters, ambush attacks, Banzai charges and cunning cover tactics, as well as explosive on-screen action through all new cooperative gameplay.
http://www.play-asia.com/SOap-23-83-...j-70-2uoz.html
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 |
|
|
|
|
|
November 11th, 2008, 23:40 Posted By: wraggster
We're barely surviving 2008's consumerism climax and already publishers are dangling their 2009 wares in front of us. Alright, Square Enix, we'll play your despicable game, if only to take our minds off the current gaming glut. Square Enix's North American (and heavily subtitled) lineup for Q1 2009 is as follows:
Star Ocean: Second Evolution (PSP / 6 Jan.): Being the remastered portable version of the interstellar -- and considered by some to be just plain stellar -- sequel. Features new voice work, new cutscenes and people crying in space.
Dragon Quest V: Hand of the Heavenly Bride (DS / 17 Feb.): Being the hitherto unlocalized entry in the venerable RPG series. Yes, Dragon Ball Z guy designed these characters too.
Star Ocean: The Last Hope (Xbox 360 / 3 Mar.): Being tri-Ace's long-awaited continuation of the science-fiction franchise. The subtitle implies that this is a big deal for the Xbox 360 in Japan.
Valkyrie Profile: Covenant of the Plume (DS / 17 Mar.): Being the third instalment in the respected Valkyrie Profile series. If you're looking for an explanation of the title, we're afraid you're plume out of luck.
http://www.joystiq.com/2008/11/11/sq...-q1-09-lineup/
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 |
|
|
|
|
|
November 11th, 2008, 23:20 Posted By: wraggster
New from Divineo USA
The Media Hub+ for PlayStation 3 is the perfect way to expand the multimedia capabilities of your console. The Media Hub+ conveniently adds 3 additional USB ports, perfect for charging addition Dual Shock or SIXAXIS controllers, connecting multiple USB controllers such as guitars and drums, or attaching USB devices such as the PSP, iPod or thumb drives.
The included card reader is compatible with both SD Cards and Memory Sticks, allowing you to view photos and transfer game saves to and from the card. The Media Hub+ connects to the PlayStation 3 through USB, and blends into the curves and contour of the console seamlessly adding functionality and usability.
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 |
|
|
|
|
|
November 11th, 2008, 20:30 Posted By: Shrygue
via Joystiq
This week's PlayStation Store update will bring with it the first storefront dedicated to a notably proficient publisher. As of Thursday, November 13th, PSN users will be able to access a Capcom-branded section, a convenient repository for all things Mega Man, Street Fighter and Bionic Commando. It's where you'll find this week's pirate-infested arrr-ival, Age of Booty, as well as the upcoming, beefed-up brawler, Super Stunning Ultra Street Fighter II Turbo Special HD Championship Mega Radical Remix.
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 |
|
|
|
|
|
November 11th, 2008, 20:28 Posted By: Shrygue
via Computer and Video Games
A batch of new media for the PS3 version of Eternal Sonata's hit the airwaves, with a new trailer for the game and 15 screens here for your viewing pleasure.
PS3 owners may have had to wait a little longer (ok, a year and a half) for the RPG than Xbox 360 fans, but they'll be getting new gameplay quests, a revitalised story, brand new costumes and two new playable characters in Serenade and Prince Crescendo.
Xbox World 360 called Eternal Sonata "simple, relaxing and charming", and "an RPG for those who don't normally have the time", but also said it could be a little "too shallow for RPG veterans".
PS3 owners will have the chance to find out in February 2009.
Screenshots and trailer and CVG
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 |
|
|
|
|
|
November 11th, 2008, 20:18 Posted By: Shrygue
via Eurogamer
SEGA has told Eurogamer that the PS3 version of Sonic Unleashed has been pushed back to an unspecific date in December.
However, all other versions - Xbox 360, Wii and PS2 - will launch as expected on 28th November.
The publisher also doused speculation that the European release of Sonic Unleashed would be sub-standard in comparison to the delayed Japanese version, which was apparently held back to improve quality.
"Some fans living [outside of Japan] have become concerned that there will be a difference in quality between the version of the game released in Japan and the version released outside of Japan. This is not the case and we apologise for this misunderstanding," a spokesperson for SEGA told us.
"The difference in the international release dates is based on the sales strategy and the manufacturing schedule. There will be no quality difference between the North American/European/Asia release and the Japanese version. Please be assured we are doing our best to deliver a top quality experience to people all over the globe."
The spokesperson added, for all of our Japanese readers out there: "We still cannot announce the release date in Japan, but we should be able to do so shortly. Our apologies to Sonic fans in Japan, who we must ask to wait a while longer."
Sonic Unleashed has kept a low-profile since being announced back in April, when we were promised a return to the roots of the hedgehog series.
We're not sure if this is a bad omen, but we've not got long to find out.
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 |
|
|
|
|
|
November 11th, 2008, 20:16 Posted By: Shrygue
via Games Industry
Sony Computer Entertainment needs to "work a little bit harder" on getting across the message about the cross-platform functionality between the company's flagship living room and handheld consoles.
That's according to SCE UK boss Ray Maguire, who told GamesIndustry.biz that it's a contrast with the messaging when the PlayStation 3 was first released - which was weaker on the games side of things.
"When we first started - because all the functionality [on the PS3] was radical - we talked about that functionality," he said in an interview at the Games 3.0 event last month. "And in doing that, maybe we weren't strong enough on the games side of it.
"Now, with the strength of the games we've got coming out, this Christmas we're definitely about the games. From our own first party, and also third party, there's a feast of games for PS3 this year.
"At the same time though, because we've been out for a couple of years now, people are starting to understand and discover the functionality of things like PlayTV, and that's created the desire for people to upgrade to larger hard disk sizes. I just recently put a 320GB drive in mine.
"I think people are starting to come to grips with that, but what's probably lesser known is the relationship between PS3 and PSP and the Remote Play functionality.
"Those are the things we have to work a little bit harder on - the GPS functionality, the camera functionality - all of those elements which of course give us content to sit on the PS3," he added.
The full interview with SCE UK boss Ray Maguire is available now.
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 
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
next » |
|
|