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  • DCEmu Featured News Articles

    by Published on March 8th, 2010 18:03

    via Computer and Video Games


    A Microsoft trademark could have forced Sony to rename its PS3 motion wand.

    Though it's never been officially Christened, the PS3 motion controller has been heavily tipped to be called 'Arc' - with several third-party execs coining the name.

    It's emerged this morning, however, that a range of Microsoft-trademarked PC accessories of the same name could have forced Sony to change its plans.

    Industry sources have this morning told CVG that Sony is considering a quick renaming of the device - to avoid potential confusion and clashes with Microsoft over the trademark.

    SCEA's Patrick Seybold admitted 'PlayStation Arc' is a "rumoured codename" for the controller last month, after THQ president Brian Farrell used the Arc name in an investor call.

    Of course the other name being chucked about for the PS3 wand is 'Gem', and Disney Interactive recently used it recently in public.

    When contacted, an SCE spokesperson issued a straight "no comment" on our report.


    Screenshot of Microsoft's Arc mouse ...
    by Published on March 8th, 2010 18:01

    via Eurogamer


    Internet sleuth Superannuation has tuned up a United States Copyright Office filing which appears to suggest that PS3 interactive drama Heavy Rain has been optioned for a film adaptation.

    The agreement - a "short form option" - is between New Line Productions and QuanticDream, and attributes the work Heavy Rain to David "Cage" de Gruttola. Who knew.

    Interestingly, the document dates back to May 2006, the year Heavy Rain made its first appearance at E3 in the form of the technical demo, The Casting. It was renewed in 2007.

    Whether New Line, part of Warner Bros., will renew its interest in Heavy Rain now the game is out is anyone's guess. But at least we got to find out David Cage's real name. ...
    by Published on March 8th, 2010 10:48

    Newly released today:



    track listing
    Just a glimpse of the full song list includes favorites such as:
    - “Love Shack” by The B-52's
    - “Tubthumping” by Chumbawamba
    - “I Will Survive” by Gloria Gaynor
    - “Rock And Roll All Nite” by KISS
    - Wannabe” by Spice Girls
    - “I Think We’re Alone Now” by Tiffany
    - “Y.M.C.A.” by Village People

    description
    Who needs the lyrics? You know them by heart; everyone knows them by heart…more or less. They are the songs that get us out of our seats and into the moment, they get the party started. Microsoft Game Studios and iNiS will capture the magic of these songs in Lips: Party Classics, the newest title to join the Lips singing sensation exclusive to Xbox 360®. Lips: Party Classics will let party goers experience their favorite tunes from their beloved karaoke venues right in their own living rooms.

    Let the festivities commence with the wide selection of 40 peppy, festive, dramatic, and exhilarating songs included in the game. These are the songs you love to sing even if the singing itself is so bad it’s good – these tunes will unite friends and family with fun and spontaneity.

    http://www.play-asia.com/SOap-23-83-...j-70-3qna.html ...
    by Published on March 8th, 2010 10:46

    Newly released today:



    features
    Chris Redfield, protagonist of the original Resident Evil and Resident Evil: Code Veronica, returns
    New environments and a diverse assortment of locations
    New enemies bring new challenges: speed and intelligence make adversaries as dangerous singly as they are in groups.
    An arsenal of weapons at the players command to keep the evil at bay, including knives, pistols, machine guns, sniper rifles and more.
    Lighting effects provide a new level of suspense in both harsh light and deepest shadow
    True high definition gaming on multiple game platforms, using an advanced version of Capcom’s proprietary game engine, MT Framework, which powered the next-gen, million-plus hit titles Devil May Cry 4, Lost Planet and Dead Rising.

    description
    The biohazard threat has not ended: Just when it seemed that the menace of Resident Evil had been destroyed, along comes a new terror to send shivers down player’s spines. Chris Redfield, returning Resident Evil hero, has followed the path of the evil literally around the globe. After joining a new organization, Chris heads to Africa where the latest bioterrorism threat is literally transforming the people and animals of the city into mindless, maddened creatures. Chris must take on the challenge of discovering the truth behind this evil plot. In Resident Evil 5, Capcom will teach players to fear the daylight as much as they have feared shadow in previous games.

    Co-producer and series veterans Jun Takeuchi (Lost Planet) and Masachicka Kawata (Resident Evil 4 Wii Edition, Resident Evil: Umbrella Chronicles) unleashes an unprecedented level of fear for the next generation in Resident Evil 5, the sequel to one of the highest-rated videogames in history, according to Metacritic.com and Gamerankings.com. Promising to revolutionize the series by delivering an unbelievable level of detail, realism and control, Resident Evil 5 is certain to bring new fans to the series. New technology developed specifically for the game, as well as incredible changes to both the gameplay and world of Resident Evil will make this a must-have game for gamers across the globe.

    http://www.play-asia.com/SOap-23-83-...j-70-3o1r.html ...
    by Published on March 8th, 2010 10:45

    Newly released today:



    features
    Chris Redfield, protagonist of the original Resident Evil and Resident Evil: Code Veronica, returns
    New environments and a diverse assortment of locations
    New enemies bring new challenges: speed and intelligence make adversaries as dangerous singly as they are in groups.
    An arsenal of weapons at the players command to keep the evil at bay, including knives, pistols, machine guns, sniper rifles and more.
    Lighting effects provide a new level of suspense in both harsh light and deepest shadow
    True high definition gaming on multiple game platforms, using an advanced version of Capcom’s proprietary game engine, MT Framework, which powered the next-gen, million-plus hit titles Devil May Cry 4, Lost Planet and Dead Rising.

    description
    The biohazard threat has not ended: Just when it seemed that the menace of Resident Evil had been destroyed, along comes a new terror to send shivers down player’s spines. Chris Redfield, returning Resident Evil hero, has followed the path of the evil literally around the globe. After joining a new organization, Chris heads to Africa where the latest bioterrorism threat is literally transforming the people and animals of the city into mindless, maddened creatures. Chris must take on the challenge of discovering the truth behind this evil plot. In Resident Evil 5, Capcom will teach players to fear the daylight as much as they have feared shadow in previous games.

    Co-producer and series veterans Jun Takeuchi (Lost Planet) and Masachicka Kawata (Resident Evil 4 Wii Edition, Resident Evil: Umbrella Chronicles) unleashes an unprecedented level of fear for the next generation in Resident Evil 5, the sequel to one of the highest-rated videogames in history, according to Metacritic.com and Gamerankings.com. Promising to revolutionize the series by delivering an unbelievable level of detail, realism and control, Resident Evil 5 is certain to bring new fans to the series. New technology developed specifically for the game, as well as incredible changes to both the gameplay and world of Resident Evil will make this a must-have game for gamers across the globe.

    http://www.play-asia.com/SOap-23-83-...j-70-3r86.html ...
    by Published on March 7th, 2010 23:14

    With any hugely popular franchise you're bound to see imitators hoping to develop on the idea and capture a similar level of success but that's just a form of flattery, according to God of War III producer Steve Caterson.

    Caterson went on to say that Sony's Santa Monica Studio didn't feel threatened by titles such as Dante's Inferno but rather the studio focuses on improving on itself.

    "Imitation is the sincerest form of flattery, but from our standpoint, we're running our own race," said Caterson. "We're trying to outdo ourselves and we're our own worst critics and we often beat ourselves up. We take a lot of pride in what we do and we want to do the best we can on the games we make and we don't want to leave anything on the table."

    Caterson added: "It's always been about outdoing ourselves; with God of War II, we had to outdo the Hydra and I think we did it with the Colossus battle, and this time, we had to be even bigger than that with God of War III. I'd like to think we succeeded."

    http://www.computerandvideogames.com...VG-General-RSS ...
    by Published on March 7th, 2010 23:12

    News via http://www.psp-ita.com/?module=news&...1&view_reply=1

    The developer jas0nuk issue, nearly two months after the last release, an update to PRXdecrypter, the tool that allows you to extract and decrypt the modules. Prx contained in the official firmware, in the custom firmware, in games and demos. This new update adds the keys to decrypt the files to the last official firmware 6.20, with the help of the coder bbtgp that, you will recall, has also released the latest updated version of PSARDUMPER.

    Changelog v2.4:

    Quote:

    - New keys for fw until 6:20 ...
    by Published on March 7th, 2010 23:12

    News via http://www.psp-ita.com/?module=news&...1&view_reply=1

    The developer jas0nuk issue, nearly two months after the last release, an update to PRXdecrypter, the tool that allows you to extract and decrypt the modules. Prx contained in the official firmware, in the custom firmware, in games and demos. This new update adds the keys to decrypt the files to the last official firmware 6.20, with the help of the coder bbtgp that, you will recall, has also released the latest updated version of PSARDUMPER.

    Changelog v2.4:

    Quote:

    - New keys for fw until 6:20 ...
    by Published on March 7th, 2010 23:06

    Continuing our network wide feature for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system

    Firstly heres a look at each system and a description to remind you of the history of the console.



    Sega Saturn

    In development for 2 to 3 years by Sega of Japan, The project known merely as GigaDrive (A word play for a more powerful Megadrive) began with a goal of being the most powerful 2D console to date with 3D capability based on their arcade Model 1 hardware.

    Initially the goal was to surpass another CD-based console called the 3DO. In November of 1993, technical specs for 32-bit CD-based console by Sony had surfaced. Not being pleased with the projects 3D capability (compared to Sony’s), Sega of Japan’s engineers scrambled to improve on the design.

    Using planet-naming conventions used for their other projects (Like Mars and Neptune), the new console was called the Sega Saturn. It was released in Japan on November 22nd 1994, and was an immediate success. Sega had finally made a serious mark in Japan by even surpassing their long-term rival Nintendo (Sega consoles were more successful in the US markets in the past).

    They would however have to face a new contender to the market. Sony finally released the Playstation, and used their financial stability (deep ass pockets) to produce a strong marketing campaign, garner the attention of 3rd party developers, and purchase exclusive rights to game titles. Sony ambitiously cornered popular game genres in Japan, but Sega countered with impressive 2D shooters, fighting games, and hentai titles (those Japanese...hahaha). The Saturn still sold remarkably well, and so Sega set their eyes on other markets.

    The original scheduled release for the US Saturn was supposed to be ‘Saturnday’ September 2nd 1995. However with the Sony Playstation US premier looming over the horizon, Sega chose to release their console 4 months sooner (May 11th, 1995). They got the jump on the market that they needed, but caught developers off guard. The console was released with a high $399 price tag, and a lack of 3rd Party software titles.

    Even after the stinging failure of the 32X, the Saturn still managed to sell pretty well initially. However, the Sony Playstation was eventually released for $100 cheaper, and eventually took over the US market. The Saturn failed to capture the success it garnered in Japan. So what happened?

    The Saturn boasted an amazing amount of processors including it’s dual Hitachi CPU processors. However, this caused problems in game development. Apparently the two CPU’s did not run in tandem, and could not access memory at the same time. The complexity either caused developers to shy away from the Saturn, or develop games in a manner that didn’t fully utilize the systems capabilities (3rd Party developers initially designed games only using a single processor). Eventually developers found away around Saturn’s complexity, but not soon enough.

    Another contributing factor to Saturn's struggle in America was Sega of America's management. Sega’s mishandling and eventual abandonment of 32X had already damaged Sega’s credibility. The early release left some retail stores without Saturn stock, and the initial high price did not help sales. Also, Sega of America did a piss poor job of advertising the Sega Saturn. They also made the mistake of not bringing many quality Japanese Saturn game titles over to the United States. Eventually the market grew more hostile with the release of Nintendo’s 64-bit ‘next generation’ system.

    The Saturn may not have done well in the American market, but in Japan the Saturn was a hot item. The console saw amazing game titles, which also became hot imports in America and Europe. The hardware specs were also licensed out to component manufacturers allowing them the ability to build their own model Saturns, and spread the console out further. These models were available in Japan only.

    Shown above is the V-Saturn, which was developed by JVC. It is technically a clone of the Saturn with a different outward appearance, a different boot screen, and Photo CD reading compatibility with a JVC Twin Operator card. The Hi-Saturn was developed by Hitachi, and had native MPEG decompression for viewing VCD (Video CD). Another Hitachi model was released that also contained a modem, LCD play screen, and built in navigation systems for use in vehicles. Finally a Skeleton Saturn was released with a case that showcased the units circuitry.

    All in all Saturn was an amazing console that produced beautiful 2D gaming, and brilliant 3D titles toward the end of it’s life cycle. Saturn was supported in the US until 1998 and in Japan until 1999.

    FACT: One of the more innovative concepts of the Saturn was the cartridge slot. The slot itself was not meant for gaming, but could be used in a variety of ways (EXAMPLES). The more common uses were for an external memory cart for save game portability, and for cheat devices such as the ‘Game Shark’. However the slot was also
    ...
    by Published on March 7th, 2010 22:46

    Continuing our network wide feature for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system

    Firstly heres a look at each system and a description to remind you of the history of the console.



    SegaCD/MegaCD

    In 1991 at the Tokyo Toy show in Japan, Sega unveiled it’s secret project to compete against NEC’s PCEngine CD-ROM add on.

    The Mega CD like it’s rival was capable of utilizing the enormous storage capacity of CD media to produce quality games. The Mega CD however was designed with it’s own processor and memory that worked in conjunction with the Megadrive’s (Genesis) processor and memory via an interface port.

    The unit was capable of adding 10 extra sound channels to the Megadrive, and provide sprite enhancement features such as scaling and rotation, similar to that of the SuperNES’s Mode 7. Like other CD-based consoles, the Mega CD could also run audio CD’s and CD+G (CD plus Graphics). With the massive amount of storage space on CDs, game producers also saw the capability of using Full Motion Video (FMV) in their games. Unfortunately, when shown on a 16-bit console, the graphics turned out very pixilated and grainy, but that didn't stop them making such games.

    The Mega CD was released in Japan in the winter of 1991, and competed well against NEC’s add on. In 1992 Sega began to lose it’s dominance in the United States due to the release of the SuperNES. Their CD add-on renamed Sega CD was released in October of that year to retake their sales position. However, the initial price tag of $299, and the initial lack of quality titles kept the add-on from taking off.

    In 1993 the Sega CD was redesigned with a top loading CD tray. The redesign made the add on cheaper, and sleeker to connect to the remodeled Megadrive II / Genesis II. It was finally released in Europe in April, and garnered a larger following.

    In March of 1994 the Sega CD was redesigned yet again, but was no longer an add-on. The Sega CDX was a single unit that combined both the Genesis and the Sega CD into a single unit. The sleek design was slightly larger then a normal CD Player and retailed for $399 USD.

    The Sega CD was an innovative creation, but was not considered a total success. A number of factors prevented the Sega CD from attaining a dominant position in the videogame market at the time. The initial high price prevented the add on from selling well. Another contributor was the delay of third party software support. This was because Sega was slow to distribute the development kits needed to create Sega CD games.

    The result caused some rushed low quality games. Other developers abused the add-on’s ability to create FMV, and games seemed more a cheap movie then an actual game. Other games still were simple slightly enhanced versions of their existing Genesis / Megadrive carts.

    In 1993, an issue of violence and videogames began surfacing. Fingers began pointing at Sega due to a game called "Night Trap". Stores began removing Sega CD games from their shelves in fear of protest.

    Approximately 149 Sega CD titles were released in the United States. Sega finally pulled the plug on the Sega CD in 1996.

    FACT: As a result of their involvement in protests about videogames and violence, Sega was the first to develop video game ratings on their Sega CD titles. Click HERE for an example.

    Another interesting fact is that the Sega CD had another capability not exploited by more developers. The console had limited 3D polygon capability. The only Sega CD title that took advantage of this capability was Silpheed released in 1993.

    Whats the greatest SegaCD/MegaCD Game Ever ?

    More DCEmu Console History Can Be Found Here

    Got a Console we havent reviewed or want to do a better review then please Post them Here

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