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  • VampDude

    by Published on August 30th, 2007 10:48

    Via: Pocket-lint

    30 August 2007 7:06 GMT - Obviously making space for other things, Sony is offering a new bundle with a console in a new colour.

    On offer in North America for $149.99 is a SingStar bundle which comes with the game, two microphones and a Ceramic White PS2 and controller.

    The bundle is set to ship in November bringing fans 30 songs and six medleys from artists such as U2 and Gorillaz, and it challenges players to sing along with pitch and timing indicators on the screen to score points.

    "With our expansive library of titles for PlayStation, led by social gaming experiences such as SingStar, and Buzz!, we have an incredible offering for first-time gaming families," commented Jack Tretton, SCEA's president and CEO, in a news release.

    "At $149, the limited edition Ceramic White PlayStation 2, bundled with the family-friendly social gaming title, SingStar Pop, is an unbeatable value that will provide fun for everyone this holiday." ...
    by Published on August 29th, 2007 16:59

    Via: IGN

    US, August 29, 2007 - Camelot is known as the developer behind some of gaming's most critically acclaimed hits, including the original Hot Shots Golf, the Mario Golf series, and RPGs like the Shining Series and Golden Sun. So fan disappointment late last year when the small developer announced plans to focus its efforts on an online PC golf game was understandable.

    We're not sure what happened to the online golf game, but Camelot is back in console gaming! First revealed in this week's Famitsu, the company is working on a new Wii golf game called We Love Golf. The game is set to be published in Japan through Capcom.

    We Love Golf has cute Hot Shots style characters and colorful visuals, but the real area of focus seems to be on the control. Camelot is making full use of the Wiimote's motion sensing capabilities to give players the feeling that they're actually swinging a golf club. You aim your shot by first pointing at the screen; this is meant to be similar to how a real golfer will use his club to get all his angles straight. To swing, you first hold down the buttons on the Wiimote, which is the equivalent of gripping your golf club.

    The result of your swing is affected by more than just the way in which you swing the Wiimote. The combination of buttons that you hold when gripping the Wiimote also results in a variety of shot types. You can achieve draw and fade shots and add backspin based on how you hold and swing the controller. For instance, to perform a backspin, you hold down the 2 button along with A.

    Famitsu managed to get Camelot execs Hiroyuki Takahashi and Shugou Takahashi, aka the Takahashi brothers, to sit down for an interview. Joining them was Capcom's Hironobu Takeshita, producer of Wii Love Golf and Treasure Island Z.

    Asked why the team chose the Wii for its first collaborative effort with Capcom, Hiroyuki Takahashi noted that We Love Golf is a game that couldn't be done on any system but the Wii. In fact, he believes that people will feel that We Love Golf uses the Wiimote better than any other Wii sports game that's currently available.

    We Love Golf is currently 60% complete and is due for Japanese release this Winter. Capcom tends to have a big booth at the Tokyo Game Show, so hopefully we can look forward to some hands-on time in late September. ...
    by Published on August 29th, 2007 16:58

    Via: IGN

    US, August 29, 2007 - Marvelous Interactive's mysterious Project O now has an official name. The latest issue of Famitsu reveals that the game, being developed by an all-star staff whose resume includes Final Fantasy XII, Dragon Quest VIII and Harvest Moon, will be known in Japan as Ousama Monogatari. This translates to English as "King Story."

    Following three staff interviews in which we were given nothing but artwork, the magazine also managed to come through with first screenshots of the game, as well as a few gameplay details.

    In King Story, you play as Corobo Bread, a sick boy who finds a magical crown that transforms him into a fine king. Taking control of Corobo, your primary goal is to dole out jobs to residents in an effort to make your kingdom grow. Thankfully, Corobo's crown makes people follow his orders.

    The game begins in a small town that, aside from your own home, consists of nothing but green fields. As you walk around, residents of this little town will follow you. Group enough people together, and you can start issuing orders for tasks like clearing the land, searching for treasure, and building roads and houses. Different tasks require different numbers of people, with groups ranging from just a few people to scores of people.

    As your kingdom grows in size and population, you'll start to see new types of development. Famitsu hints that specialty stores could pop up in your town, from weapons shops to restaurants.

    You'll also have to deal with pests who get in the way as you attempt to build your kingdom. In one example, a fire-breathing dragon wrecks havoc upon your kingdom. You'll have to lead a group to face off against the beast. Enemies range in size, with larger enemies requiring masses of troops to defeat. It's possible that the larger enemies will take the role of bosses as part of the storyline.

    Outside of this hefty simulation component, King Story is expected to have a more personal side, where all residents have a life of their own. By communicating with some characters, you may find yourself presented with dramatic story sequences. In previous interviews, the staff has hinted at plans to have RPG-style developments the background; for the record, the game's genre is listed in Famitsu as both simulation and RPG.

    King Story is only 35% complete, according to Famitsu, and isn't scheduled for release until some time in 2008. First video footage will be shown at September's Tokyo Game Show. ...
    by Published on August 29th, 2007 16:55

    Via: IGN

    US, August 29, 2007 - Sony's official confirmation of LocoRoco PS3 came quietly as part of a post E3 Japanese product announcement event. Today, thanks to the latest issue of Famitsu, we have a few new details on the game, which is officially known in Japan as "Oiedeyo LocoRoco!! Boo Boo Cocoreccho!".

    Some rumors have popped up suggesting that this PS3 version of LocoRoco is actually just a fancy wallpaper program. This doesn't seem to be the case, as the game is listed in Famitsu as an action title, complete with online rankings.

    There are some major differences from the PSP version. You take control this time of a butterfly, or perhaps a group of butterfiles, known as "Cocoreccho." By pressing the circle button, you can make the Cocoreccho shout "boo boo." This makes the sleeping LocoRoco in your area wake up and come to you. Your goal is to lead the LocoRoco to the stage's goal.

    The game's title, incidentally, tells the whole story. "Boo Boo" is what Cocoreccho say to make the LocoRoco come to them ("oideyo" is Japanese for ordering someone to come to you).

    Based on the slight blurb in Famitsu, LocoRoco PS3 seems to be an entirely different game from the PSP original. We'll have to try it out for ourselves to be sure, though. A PlayStation Network download, the game is due for Japanese release on 9/21. Pricing has yet to be announced. ...
    by Published on August 29th, 2007 16:42

    Via: HEXUS.gaming

    Sony has confirmed that Gran Turismo 5 Prologue, a prequel title showcasing the forthcoming Gran Turismo 5 for PS3 will be available both on Blu-ray disc and as a download from the Playstation Network at the end of this year.

    Gran Turismo 5 Prologue will features over 40 cars – including vehicles by Lotus, Mitsubishi, Nissan and Ferrari for you to race on real-life tracks: including the Eiger Nordwand, the London City Track and Suzuka – all rendered in incredible High Definition graphics. There's also all-new driving physics and new, improved opponent artificial intelligence for the toughest race challenge yet.

    For the first time ever in the history of Gran Turismo, you'll now be able to race online. Up to 16 players will be able to go head-to-head on some of the world's best racetracks. Once you're up and revving, Global Online Rankings and the My Garage homepage feature will leave the world in no doubt as to just who is the best at Gran Turismo.

    The Online Dealership will provide a wealth of information on cars and manufacturers and also Gran Turismo TV – a dedicated online channel available exclusively from PSN and packed with some of the greatest content that Motorsport, car manufacturers and TV has to offer. Gran Turismo 5 – the full title – launches in 2008. ...
    by Published on May 16th, 2007 13:23

    via: The Wiire

    15th May 2007

    WayForward, the development studio best known for its Shantae character on Game Boy Color, officially announced its status as a licensed Wii developer.

    "Our status as a licensed developer for Wii actually took place in July of '06," said John Beck, CEO of WayForward. "We have had hardware in-house for about eight months now, and we have been maintaining a parallel R&D effort on the platform. This is partly to test concepts from our creative team, and partly in preparation for numerous contract development opportunities."

    Founded in 1990 and located in Valencia, California, WayForward develops extensively for handheld platforms, namely Game Boy and Nintendo DS. Although many publishers employ WayForward for licensed properties, the studio worked on a number of original titles such as the aforementioned Shantae and Sigma Star Saga. WayForward's Web site can be found here. ...
    by Published on May 16th, 2007 13:21

    vai: VGGEN

    16th May 2007

    Data Design Interactive made quite a splash back in February when it announced that it would port 12 European PS2 titles to the Nintendo Wii later this year. We weren't sure at the time if those titles would make it to North America or not, since the original games were not released outside of Europe, but it appears that they will.

    The ESRB has updated its site with the latest game ratings, and included in them are ratings for three of the 12 DDI-developed titles: Anubis II, Billy the Wizard, and Mythmakers: Super Kart GP. All three titles are among the first six to be developed by the company, with Conspiracy Entertainment is listed as the publisher for each title in North America. Each title was also rated E for Everyone.

    While ESRB listings are far from official announcements, in the past they've proven to be reliable indicators of what we can expect at retail. The fact that these games have ratings proves that they were submitted for review, which almost surely means that Conspiracy plans to release them sometime in the near future. ...
    by Published on May 16th, 2007 13:18

    via: play.tm

    15th May 2007

    Sega announces final Japanese title.

    Do you find yourself turned off by the surname "Journey of Dreams" that Sega has assigned to its highly anticipated sequel to NiGHTS? Then there may be some good news today, as it turns out that the name, in Japan at least, wasn't final.

    Sega Japan held a press briefing yesterday to announce its upcoming Japanese lineup. While most of the titles on display had previously been announced, we did find one big revelation: NiGHTS has a new name in Japan.

    The Wii sequel to the classic Saturn mascot game will be formally known in its home territory as NiGHTS: Hoshifuru Yo no Monogatari. An incredibly rough English translation takes the new surname to "Story of the Night of the Falling Stars."

    It's possible that the name change may have been made just to give the Japanese version a more Japanese name (you know, something with 'em kanjis in it). Until Sega's international divisions comment otherwise, we'll have to continue referring to the new NiGHTS as Journey of Dreams. ...
    by Published on May 16th, 2007 13:17

    via: HEXUS.gaming

    16th May 2007

    Sony Annual Report

    The launch of the PS3 has hit the pockets of Sony hard as the company today announced a 68% drop in operating profits for the financial year ending on March 31st.

    The annual report states:

    "In the Game segment, there was a significant operating loss as a result of the sale of PS3 at strategic price points lower than its production cost during the introductory period."

    The loss is due to Sony selling the PS3 at below the cost of manufacturing, but in the area of sales Sony reported a profit rise of 10.5% with a net profit of 2.2%.

    Sony aren't surprised at the operating loss and are confident that they'll be able to claw back the cash with the sale of PS3 software, "A significant reduction in operating loss is expected due to rapid reductions in hardware production costs and an enhanced line-up of software titles in the PS3 business," the report states. ...
    by Published on November 30th, 2006 17:10

    Not exactly on the Wii side of the Wii, but even being on the GameCube side of the Wii is somehow better than nothing!

    Gamecube Homebrew on Wii using Action Replay
    After gathering together all of the parts needed, I was finally able to run some homebrew on my Wii today.

    I don't have a Gamecube memory to SD converter, however, I have an Action Replay GC kit which comes with a GC Disc and a GC Memory card and a Max Drive which also comes with a GC disc and a memory card with a usb port for connecting to PC.

    I loaded the GCOS files onto the Max Drive Pro through their pc software, and plugged it into the Wii's Game Cube Memory Slot A, I put the Action Replay into the Wii's GC Memory Slot B, I loaded the Action Replay Disc from the Wii main menu, went to freeloader, ejected the AR disc, and inserted the Max Drive Disc and Max Drive Boots (Wierd because I could not boot this disc from the Wii menu)

    So now from the MaxDrive disc I can run .dol files on the Wii.
    So far I have loaded GCOS and gone through the menus but nothing really works. What's next? I never had a gamecube, what other Gamecube things should I try?

    If any of the developers of this GC software want me to help you test some code, let me know.

    UPDATE: More info has been posted by Sappharad over on the GC-Dev forums:


    Just tested my AR on the Wii. It's the first version, 1.06... And it works!
    SDload is running on my Wii as I type this. So that's some good news.

    I'll do a bit of drive experiments later to see if I can get a firmware dump for the GCLinux folks. Nothing strange happens when you try to unlock the drive and read the firmware the old way, but I haven't actually displayed any output at this point. I need to learn how to write files to SD cards, since there is no BBA this time.

    Edit:
    It appears that using the old method of enabling drive debug to do a firmware dump returns all 0's.
    Oh well. It was worth a shot. (There's still a chance I messed up, but I was working off of old code that I know was working.)

    Edit 2:
    For the record, and in case anyone wants to know, Virtual Console titles are encrypted. It appears each game you download also has the emulator for it attached, with seems like a waste of space IMO. Sonic 1, whose original rom was 512KB, is a bit over 2MB on Virtual Console. (Oh, and for genesis games you CAN play them with the Wii remote, in addition to the classic or GC controllers)

    Edit 3:
    Had a chance to compare Virtual Console data with someone else's yesterday. The same executable is over 95% different saved onto two different Wii's. Exact same size, just encrypted with a different key as expected. It doesn't seem like it will be easy for us to "create" our own channels in the near future. This is where I stop for now, as I lack the time or resources to try anything more elaborate.


    Read Full Article (And More on Nintendo Wii) Here ...
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