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  • July 23rd, 2012

    by Published on July 23rd, 2012 22:46
    1. Categories:
    2. PC News

    A Diablo 3 exploit has been found that turns wizards invulnerable.It involves using the Teleport and Archon skills, a poster on the Blizzard forum explained(via Kotaku).

    • Step 1: Select Teleport - Fracture. Bind it to a key
    • Step 2: Select Archon, tested with Improved Archon
    • Step 3: Hover your mouse over or near your charcter
    • Step 4: Press Teleport
    • Step 5: QUICKLY(!) Press Archon

    The bug was unearthed yesterday. Blizzard hasn't reacted.The result? Hours of worry-free Hardcore farming. How Blizzard will counter the influx of ill-gotten spoils flooding the Real Money Auction House remains to be seen, but a hotfix for the exploit is surely not far away.

    http://www.eurogamer.net/articles/20...s-invulnerable
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    by Published on July 23rd, 2012 22:43
    1. Categories:
    2. Nintendo 3DS News

    Adventure RPG Planet Crashers slams onto the 3DS eShop this Thursday, priced £9.99.You'll be exploring rolling planetoids similar to Super Mario Galaxy, all dressed up in Animal Crossing-style graphics. There's fighting, looting, and heaps of customisation too.This week's 3DS Virtual Console release is Kirby's Pinball Land. The 1993 Game Boy title costs £2.70.Another four Theatrhythm: Final Fantasy tracks will be available to download for 90p each - Tower of the Magi (FF02 - FMS), The Darkness of Eternity (FF09 - BMS), Desperate Fight (FF12 - BMS) and Battle 1 (FF05 - BMS).DSiWare platformer Candle Route (£1.80) and futuristic on-rails WiiWare shooter Horizon Riders (800 Points, about £5.60) round out the week's releases.

    http://www.eurogamer.net/articles/20...shop-this-week
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    by Published on July 23rd, 2012 22:40
    1. Categories:
    2. Nintendo 3DS News
    Article Preview

    Nintendo has moved to allay concerns over the visual quality of games on 3DS XL.
    Addressing Takashi Murakami, who works in Nintendo's research and engineering department, company CEO Satoru Iwataasked: "With regard to the LCD, many customers appear to be worried, asking questions like 'If the screen is bigger, won't the dots stand out?' and 'Will the screen get blurry?' As a developer, what do you think about that?"Murakami responded: "Apparently I have incredible eyesight, so if you look at it with eyes like mine, you can tell. (laughs) But for normal play, I don't think anyone will be able to sense anything awkward."
    Iwata continued: "The dots are indeed smaller than on the Nintendo DSi XL1 system. When I played it, I wasn't bothered by anything at all."
    Murakami added: "To get a bit technical, it is thought that you need the screen to have at least 100 ppi2 to view good 3D images, and I've set it as a goal. What's more, the Nintendo 3DS XL's attraction as a product is that it's bigger than the Nintendo 3DS and shows 3D graphics with impact - and when it comes to that, it's just fine."
    In our 3DS XL review we said that the super-sized handheld's biggest problem is that it sports the same resolution as its smaller predecessor.
    "Just like the DSi XL, imperfections such as jaggies and low resolution textures are now much more apparent on the larger screen. Again, like the DSi XL, you can occasionally make out the individual pixels on the top screen, which means that smaller 3D objects look a little less detailed. The lower, 4.18 screen features the same imperfections as the top."
    But we also agreed with Murakami's assertion that 3DS XL improves on the original system's 3D effect, noting: "A redeeming side effect of the stretched screen is that the 3D effect is noticeably improved. As you'd expect with a larger display, the sweet spot in which you have to angle the device to consume your trio of dimensions is far easier to find on the XL, and the effect as a whole is better executed."

    http://www.computerandvideogames.com...blur-concerns/
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    by Published on July 23rd, 2012 22:39
    1. Categories:
    2. Apple iPad,
    3. Apple iPhone
    Article Preview

    Apple is offering a temporary fix for a hack that allows iPhone and iPad users to obtain in-app purchases for free.
    The hack involves a few configuration changes and the installation of some fake certification files on devices that fool apps into thinking they're communicating with Apple when they're actually connected to a hoax server.In response, Apple has given developers access to its private APIs on iOS for the first time, and is urging them to make use of its receipt validation system that cross-checks purchases made inside applications with the company's own records.
    Once the fix is implemented in an app, faked purchases will effectively be wiped, but only as long as users upgrade the app in question, the Guardian reports.
    Over 100 games have been affected by the hack, including Plants vs. Zombies, Infinity Blade,FIFA 12 and Angry Birds. Apple plans to introduce a permanent fix later this year with iOS 6.


    http://www.computerandvideogames.com...purchase-hack/
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    by Published on July 23rd, 2012 22:38
    1. Categories:
    2. Android News
    Article Preview

    According to mobile developer Madfinger Games, piracy rates on the Android platform are "unbelievably high".
    In a statement issued via Facebook, the dev says that the rate at which Android users were ripping off its neat-looking FPS zombie shooter, Dead Trigger, were so high that it's forced them to make the $0.99 game completely free."[The] piracy rate on Android devices was unbelievably high," said a rep regarding the odd choice to go free. "At first we intend to make this game available [to] as many people as possible - that's why it [cost] as little as a buck much less than the $8 for SHADOWGUN.
    The firm said it had no intention of going free-to-play due to its lack of experience with the business model, but adds the the "piracy rate was so giant" that it decided to try it out.
    Madfinger Games notes that the game contains no in-app purchases, and its truly free in its entirety.

    http://www.computerandvideogames.com...-free-to-play/
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    by Published on July 23rd, 2012 22:29
    1. Categories:
    2. Nintendo 3DS News
    Article Preview

    We know what you're likely thinking: "I want this. I want it now" -- or, you know, something along those lines. Unfortunately, don't expect this transparent beauty to show up at retail stores when the supersized 3DS launches later next month, as it's nothing but a mere demo unit. The see-through XL was recently used by Nintendo to showcase the handheld's guts during a Q&A session on its website, and while it's currently just an extra-large test dummy, it could potentially be a sign of big things to come. We wouldn't hold our breath, though, so for now you'll have to be satisfied with one of those opaque options you have to choose from.
    http://www.engadget.com/2012/07/23/n...parent-3ds-xl/
    ...
    by Published on July 23rd, 2012 22:27
    1. Categories:
    2. Wii U News

    Publishing giant insists there is no 'huge research and development investment' in Wii U

    Ubisoft

    www.ubisoft.com

    Ubisoft has today revealed that development costs for the Wii U simply are not as expensive as once believed. CEO Yves Guillemot has gone on record to say that his company "doesn't have a huge investment" in the next-gen console, despite a strong showing at this year's E3.
    At a recent investors call with Ubisoft, the question arose as to how much is going into development for the new console. Guillemot made it clear to investors that many of the games being launched on the Wii U are not new games, but they are ports from Xbox 360 and the PS3.
    "Out of seven games we are planning to launch five games are ports, so those are games for which there is a quite small reinvestment to do," said Guillemot. Ubisoft indicated that Wii U ports cost about 1 million euros (a little over $1.2 million).
    Of course, this still leaves the new Rayman and ZombiU titles, but Ubisoft again insists that the cost of those two games is nowhere near the kind of expense that would be seen on the current HD consoles.
    "The two games that are original are ZombiU and Rayman Legends, so those ones of course are more expensive but we are not talking about games today, like we were spending on Ghost Recon or Assassin's Creed. So they are much smaller of cost."
    "Because as we've always said when there is such an innovation the need is not to have big production value but to concentrate on the innovation This is what we are trying on Rayman and ZombiU."
    http://www.gamesindustry.biz/article...USD1-3-million
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    by Published on July 23rd, 2012 22:22
    1. Categories:
    2. Android News

    Ouya designer aims at portability for new device
    The new Android-powered Ouya console will not be as big as Xbox 360 or PS3; rather, it will be quite small, designer Yves Béhar has said. He's noted that the device won't measure more than a few inches wide. Many put the new console at about the size of a Rubik's Cube, which measures 2.2 inches.
    With the smaller form factor Béhar still has considerations to make, as the console is expected to run a rather meaty NVidia Tegra 3 quad-core ARM processor as well as 1GB of memory and another 8GB of flash storage. That kind of power is going to generate a lot of heat that has to be allowed to exit the console.
    "Our console is quite small, around the size of a Rubik's cube, and so it will easily fit anywhere in a room, or be easy to throw in a backpack," said Béhar during a live Q&A posted to Kotaku.
    "We intend to give the Tegra chipset room to breathe, as obviously it does get warm. Airflow is important here."
    The console is still being developed, with no final word on just what the device will look like. All we have so far is the rendered image posted to the project's Kickstarter, which may or may not be completely reflective of the final design. The console has now generated well over $5.4 million in funding from over 42,000 people.


    http://www.gamesindustry.biz/article...-says-designer


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    by Published on July 23rd, 2012 22:20
    1. Categories:
    2. Retro Consoles/Translation News
    Article Preview


    Looking for a dual monitor setup for your Commodore 64? Look no further than the put together over at Metalab.
    The Blinkenwall is 45 glass blocks serving as a partition between the main room and the library over at Metalab in Vienna. Previously, the Blinkenwall was illuminated by 45ShiftBrite RGB LED boards controlled by an Arduino connected to a Fonera router over a serial port. The Metalab guys have an awesome web interface that allows them (and you) to compose 45-pixel animations and play them on the Blinkenwall.
    The new hardware update includes a Commodore 64, a Final Cartridge III, and the ever popular Commodore tape drive. now, instead of sending animation patterns over the Internet to an Arduino, the folks at Metalab can write their animations as 6510 assembly and save it on a cassette.
    Yes, this may be a bit of an anachronism, but think of the possibilities: Prince of Persia on a 9×5 display, or just a light show to go along with some SID tunes. You can check out the video after the break.

    http://hackaday.com/2012/07/23/blink...lled-by-a-c64/ ...
    by Published on July 23rd, 2012 22:18
    1. Categories:
    2. PC News
    Article Preview


    For all their hoopla, the GPIO pins on the Raspberry Pi aren’t terribly useful on their own. Sure, you can output digital data, but our world is analog and there just isn’t any ADCs or DACs on these magical Raspi pins.
    The AlaMode, a project designed by [Kevin], [Anool], and [Justin] over at the Wyolum OSHW collaborative aims to fix this. They developed a stackable Arduino-compatable board for the Raspberry Pi.
    Right off the bat, the AlaMode plugs directly into the GPIO pins of the Raspberry Pi. From there, communication with the ATMega of the Arduino is enabled, allowing you to send and receive data just as you would with an Arduino. There’s a real-time clock, servo headers, plenty of ways to power the board, and even a breakout for .
    A lot of unnecessary cruft is done away with in the AlaMode; There’s no USB port, but it can be programmed directly over the GPIO pins of the Raspberry Pi. Pretty neat, and we can’t wait to grab one for our Raspi.

    http://hackaday.com/2012/07/23/the-p...-raspberry-pi/ ...
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