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  • wraggster

    by Published on June 3rd, 2009 19:34



    LittleBigPlanet for the PSP packs all of the character and creation of the original into a more portable format, but the PSP Go's button layout presented a small stumbling block.

    During a tour of Sony's booth at E3 2009 yesterday I got a chance to poke around in LittleBigPlanet on the PSP Go, and while the overall experience was every bit what you'd expect from a portable version of the game, my choice to play through on the new PSP Go proved to be more of an obstacle than the delight I was hoping for.

    Senior designer Gareth Hughes waited patiently while I got myself acclimated to the new handheld, enjoying the weight in my hand while questioning Sony's choice to lock the systems open so we couldn't try the sliding mechanism, one of the system's biggest features. After a brief bout of new toy giddiness, I launched into the game.

    There were two levels available to play in the E3 demo; a challenge map and a normal one. Tight for time, I tried out the normal level, and it was indeed LittleBigPlanet. The physics are similar to the PlayStation 3 title, and sackboy looses none of his charm with his new, smaller size.

    As I stumbled through the level, Gareth explained that the PSP version of LittleBigPlanet would have its own community, echoing the PlayStation 3 version without actually integrating with it. They are looking into finding a way to get levels from the PS3 to work on the PSP, but he didn't seem too confident that that would happen. It's a pity, but it looks like PS3 level creators will just have to Play Create Share all over again.

    I at first thought that the pop-up menu randomly appearing as I played was a glitch, or a symptom of my being distracted while talking, but I soon realized that the smaller PSP Go button layout was causing the problem. Unless I concentrated on avoiding it, nearly every time I hit the X button to jump, I was also hitting the Square button to open the menu. Even actively concentrating on avoiding it I managed to launch the pop-up maybe 1 out of 10 times. It was amazingly frustrating and I wound up stepping away from the demo level before finishing because of it.

    Gareth helpfully suggested that perhaps we'll need to retrain ourselves a little for the new device, but that doesn't seem right, does it? Isn't intuitive control a hallmark of good gadget design?

    I still plan on picking up the handheld when it launches this October...I suppose I have no choice, considering my job. I just hope the retraining doesn't take too long.

    http://kotaku.com/5276874/playing-li...-on-the-psp-go ...
    by Published on June 3rd, 2009 19:33

    Sony has whipped the wrappers off of echochrono (working title) for PSP, a brand new spin-off of echochrome - the Escher-like puzzler where shifting perspectives make minds melt.

    Echochrono's based around the same idea, but introduces the "new" concept of self co-op, which entails working with your own ghosts to clear a level. That means added puzzle mechanics that can't be solved alone; moving objects, doors with switches and crumbling floors all get a mention.

    Each time a level is restarted a new ghost appears, and there are around 30 puzzle types to conquer. Action will be spread over nine themed worlds and there will be around 45 levels, with more added later as DLC through PSN.

    The first batch of echochrono shots show a coloured world that appears to be two-dimensional, and not a rotating 3D affair like before.

    Echochrono is due out this autumn/winter.

    http://www.eurogamer.net/articles/e3...chrono-for-psp ...
    by Published on June 3rd, 2009 19:32

    Microsoft has outed an Xbox Live Arcade version of motorbike game RedLynx Trials. Yes! Goal!

    Dubbed Trials HD, it packs over 50 high-definition courses sporting sparkly graphical effects like explosions. Look!

    Furthermore, Trials HD allows rider-customisation, has bikes to unlock and includes the crucial global and friend leaderboards to compete on and climb.

    There's no date or price on the Xbox.com product page, but we'll extend our feelers and let you know what comes back.

    Trials works around the simple premise of getting from the start to the end of a 2D course in the fastest time possible. But there are obstacles in the way, and the physics engine means plenty of stuntbike crashes and broken limbs, forcing players to restart from the nearest checkpoint. And restarts - faults - lower the overall score. Try again. And again. And so on.

    http://www.eurogamer.net/articles/e3...irmed-for-xbla ...
    by Published on June 3rd, 2009 19:29

    Major Nelson just confirmed via his Twitter that Xbox Live will be receiving a care package this winter in the form of Rare's Perfect Dark. Major made no reference to price or improvements to game content, aside from mentioning that the title will run in 1080p and that fans will be able to nab it this winter. And if you are a fan of Perfect Dark, keep an eye out for a free theme releasing tomorrow on Xbox Live.

    http://www.joystiq.com/2009/06/02/co...a-this-winter/ ...
    by Published on June 3rd, 2009 19:27

    Nintendo UK boss David Yarnton has told Eurogamer that the company will not cut the price of the Wii this year, and is unable to predict whether economic conditions will permit it to do so in 2010.

    "No," he said simply when asked about cutting the GBP 179 price this year. Asked whether it might happen in 2010, he said: "We've no plans. Nintendo doesn't like selling products at a loss. We've been round for quite a long time and we're a very successful company. It depends on the currency exchange - we can't make any predictions there."

    Referring to Nintendo's announcement in March that it was raising the Wii's UK trade price due to depreciation of the pound, a spokesperson added: "Due to problems with the exchange rate over the last year, we raised the cost price. Whether retailers choose to pass that cost on to customers is up to them. We have no control over what they charge for a Wii.

    "Dell and Apple made similar moves recently so it's not unprecedented. The pound has fallen against the yen by 28 per cent in the last year, so every Japanese company is facing pressure at the moment."

    At the time of writing, Nintendo Wii is available for between GBP 165 and GBP 180 from various UK online retailers, and, unlike Microsoft and Sony, Nintendo has consistently declined to comment on a specific retail price for the reasons outlined above. However, the company is well known for refusing to loss-lead on hardware - the practice of selling consoles at a price lower than their production costs in order to boost the installed base and, consequently, encourage software development and sales.

    Microsoft and Sony, on the other hand, frequently make announcements on price, with Microsoft in particular happy to remind anyone who will listen that it - by which it means retailers doing as suggested - sells the Xbox 360 Arcade SKU for GBP 129.99. A PlayStation 3 with a 80GB hard disk costs GBP 279.99.

    http://www.eurogamer.net/articles/e3...-cut-this-year ...
    by Published on June 3rd, 2009 19:27



    Imagine you work for a small peripheral development studio who's been working on a motion controller for the Xbox 360 for ages. Now imagine that Microsoft announces their own revolutionary motion control peripheral -- one that's supported by a bazillion dollar technology juggernaut. "Crap in a hat," you would likely proclaim. However, Performance Designed Products, creators of the long-in-development Game Trak Freedom controller, doesn't seem daunted by Microsoft's recently unveiled Project Natal tech.

    During our tour of PDP's E3 booth, we had a chance to ask Senior VP of Marketing John Moore about the manufacturer's new impressive competition. According to Moore, "we met with Microsoft, and they gave us a heads-up about Natal, so we knew it was coming." Still, it's not all doom and gloom. Moore said he thinks "there is still a need and room in the market for interactive peripherals." Moreover, he claimed "there's a possibility of using our infrared controller technology and incorporating it into Microsoft's new product."

    We'll have our hands-on impressions of the Game Trak Freedom, as well as its bundled software counterpart Squeeballs, within the next couple of days.

    http://www.joystiq.com/2009/06/03/xb...project-natal/ ...
    by Published on June 3rd, 2009 19:25

    Harmonix creative director Josh Randall has revealed that downloadable content for The Beatles: Rock Band will not be available for other Rock Band games or vice versa.

    The Beatles game is a standalone and separate entry in the series, he told 1UP.

    We were given a Beatles: Rock Band extravaganza during the Microsoft E3 conference, comprising a fancy a trailer, a live on-stage demonstration by the Harmonix house band and special guest appearances from Yoko Ono, Olivia Harrison, Sir Paul McCartney and Ringo Star.

    "The game is great, the graphics are great, we were great," said Ringo, through his big silly lips.

    Abbey Road will be the first album DLC for The Beatles: Rock Band, and Microsoft is offering "All You Need Is Love" on Xbox Live and donating the proceeds to charity.

    http://www.eurogamer.net/articles/e3...dlc-restricted ...
    by Published on June 3rd, 2009 19:24

    THQ has given bible-based bash-'em-up Darksiders: Wrath of War a release date of 1st January 2010.

    That's what a THQ E3 webcast said (according to GameSpot), even though that's not only a Thursday but also New Year's Day. A 2nd January launch might be more realistic but no less bizarre.

    Our local THQ branch just confirmed the date, which was apparently given to investors. There's no further UK or European clarification.

    Darksiders is a bit like God of War or Dante's Inferno or Devil May Cry, but based on the Book of Revelation instead. The apocalypse and battle of armageddon are the subject materials at hand - particularly The Four Horsemen of the Apocalypse, of which you play one.

    He's called War and he carries a bloody great sword around to chop things up. His horse is called Ruin and he can upgrade abilities along the way.

    It's up against tough competition, but Darksiders has a clearer path to success on Xbox 360, whose audience might want to keep an watchful eye out. PS3 fans can expect God of War III in March 2010, after all.

    http://www.eurogamer.net/articles/e3...ate-revelation ...
    by Published on June 3rd, 2009 19:24

    Namco Bandai must have an entire department dedicated to finding new ways and characters to market with its Soulcalibur brand. Following last year's ballet with the Force, the company has announced that God of War's Kratos will be taking out his frustration on the cast of Soulcalibur: Broken Destiny for the PSP.

    What with all of his disemboweling and afternoons on the links, we honestly don't know how everyone's favorite Spartan with a chip on his shoulder fits bickering with Soulcalibur brawlers into his busy schedule. Nevertheless, the Ghost of Sparta will appear as a guest character in the miniaturized fighter. We just hope he's on his best behavior while in someone else's house when Broken Destiny ships later this summer.

    http://www.joystiq.com/2009/06/03/kr...roken-destiny/ ...
    by Published on June 3rd, 2009 19:22

    Microsoft's Shane Kim has said that the systems making up Project Natal have been in development "for a long time", and distanced the full-body motion-sensing camera from the company's acquisition of 3DV Systems.

    Following the announcement at the platform holder's E3 conference on Monday, many assumed that Natal's technology and 3DV's (seen in late 2007 prior to the company's acquisition) were one and the same, but Kim told VentureBeat, "At Microsoft Research, we have had a lot of working going on for a long time."

    His colleague Aaron Greenberg was even more direct. Asked whether Natal was derived from 3DV technology, he told Eurogamer: "No, we built this in house."

    "None of those rumours did justice to what we were actually doing with Project Natal. People expected a controller you put in your hands," Kim said to VentureBeat. "We have done a lot of work in natural user interfaces. Voice recognition is one of them. That's why we have been able to deliver development kits for it this week."

    Microsoft hasn't gone it completely alone though, as Kim admitted "it's a combination of partners and our own software", and some have theorised that acquisitions like 3DV's were designed to insure the company against similar patents. "You have to be very aware," Kim said. "We want to ensure that we have great intellectual property protection. You have to have a strong legal approach, and this is not easy stuff. It has to be all buttoned up, legally. We have had a very concerted focus on this."

    Elsewhere in the interview, Kim implied that Natal was as good as a new console anyway. "We firmly believe that the Xbox 360 has a life cycle through 2015," he said when asked about future plans for Xbox.

    http://www.eurogamer.net/articles/e3...rived-from-3dv ...
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