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  • wraggster

    by Published on April 29th, 2009 20:11

    Red Steel 2 and Splinter Cell: Conviction also set for release in 2009-2010 financial year
    Ubisoft has announced that a new Ghost Recon will hit shelves before April 2010.
    The game was revealed in the firm’s full year financial report, which saw Ubisoft post an annual sales jump of 14 per cent.
    The publisher also confirmed that Red Steel 2 will hit shelves this Christmas, and Tom Clancy’s Splnter Cell Conviction will arrive before the end of the 2009/2010 financial year.
    The company has also confirmed that Red Steel 2 makes full use of the Wii MotionPlus
    Ubisoft’s other key franchises for the next twelve months includes Assassin’s Creed 2, Anno 1404, Rabbids Go Home, James Cameron’s Avatar, Teenage Mutant Ninja Turtles, R.U.S.E and I Am Alive. The firm also highlighted a brand new sports game for Wii.

    http://www.mcvuk.com/news/34125/Ubis...-Ghost-Recon-4 ...
    by Published on April 29th, 2009 20:10

    The answer? Free iPhone apps are accessed an average of 19.9 times over their lifecycle before being discarded by users, according to stats from Greystripe's mobile ad network, with an average engagement of 9.6 minutes per session.
    The stats are based on data gleaned from the 600 free iPhone apps and games in its ad network.
    Overall, the US accounts for 74.8 per cent of Greystripe's iPhone ad traffic, followed by the UK, Canada, Australia, France, Singapore, Japan, Hong Kong, Mexico and Germany.

    Michael Chang, CEO at Greystripe, said: "The biggest question about iPhone applications for brands and publishers centers around market size, revenue and usage. We are right in the middle of all three questions and we believe our Insights Report brings more light to this booming business."

    http://www.casualgaming.biz/news/285...Phone-app-used ...
    by Published on April 29th, 2009 20:10

    The answer? Free iPhone apps are accessed an average of 19.9 times over their lifecycle before being discarded by users, according to stats from Greystripe's mobile ad network, with an average engagement of 9.6 minutes per session.
    The stats are based on data gleaned from the 600 free iPhone apps and games in its ad network.
    Overall, the US accounts for 74.8 per cent of Greystripe's iPhone ad traffic, followed by the UK, Canada, Australia, France, Singapore, Japan, Hong Kong, Mexico and Germany.

    Michael Chang, CEO at Greystripe, said: "The biggest question about iPhone applications for brands and publishers centers around market size, revenue and usage. We are right in the middle of all three questions and we believe our Insights Report brings more light to this booming business."

    http://www.casualgaming.biz/news/285...Phone-app-used ...
    by Published on April 29th, 2009 20:10

    The Fable developer's website is telling us to check back tomorrow for something special. Should we get our hopes up?

    Lionhead has promised "some news announcement and also new can't-miss content" on its website tomorrow.

    There's not even a hint of what it might be and we're all speculated out for the day. Get guessing below and sign up to our Twitter feed to make sure you don't miss a beat.

    http://www.computerandvideogames.com....php?id=214002 ...
    by Published on April 29th, 2009 20:08

    Square Enix’s Xbox 360 RPG prequel localised and ready to go
    Xbox 360 RPG fans will be able to get their hands on Star Ocean: The Last Hope on June 5th, publisher Square Enix has confirmed.
    The game, which is a prequel, replaces the established fantasy themes of many RPGS with an operatic space setting. It features real-time battles and a four-player party system.
    “We are delighted to bringing this exciting new chapter of the critically acclaimed Star Ocean series to Europe and PAL territories,” Square Enix Europe’s president and CEO John Yamamoto stated.
    “Star Ocean: The Last Hope is a stunning and captivating adventure, set to delight both fans of the previous adventures and newcomers alike.”
    The Last Hope was released in Japan earlier this year, propelling host platform Xbox 360 to the top of the sales charts in the process. PSP outing Second Evolution was released in Europe last February.

    http://www.mcvuk.com/news/34118/Star...iving-June-5th ...
    by Published on April 29th, 2009 20:07

    The latest Grand Theft Auto clone to hit the iPhone, TAG Games’ Car Jack Streets, may have proved popular with the critics but sadly it seems that the game has also been a hit with pirates too.
    Developer TAG Games said on its Twitter feed: “SHOCKING! Looks like sales of Car Jack Streets are less than a THIRD of total users. That is a massive proportion of piracy.”
    The extent of piracy on iPhone is currently unclear, despite a couple of high-profile incidents involving a handful of titles.

    However, the homebrew scene is certainly rife on iPhone, with all manner of online communities forming in the name of making the most of their ‘jailbroken’ handsets.

    http://www.casualgaming.biz/news/285...r-Jack-Streets ...
    by Published on April 29th, 2009 20:07

    The latest Grand Theft Auto clone to hit the iPhone, TAG Games’ Car Jack Streets, may have proved popular with the critics but sadly it seems that the game has also been a hit with pirates too.
    Developer TAG Games said on its Twitter feed: “SHOCKING! Looks like sales of Car Jack Streets are less than a THIRD of total users. That is a massive proportion of piracy.”
    The extent of piracy on iPhone is currently unclear, despite a couple of high-profile incidents involving a handful of titles.

    However, the homebrew scene is certainly rife on iPhone, with all manner of online communities forming in the name of making the most of their ‘jailbroken’ handsets.

    http://www.casualgaming.biz/news/285...r-Jack-Streets ...
    by Published on April 29th, 2009 19:56

    Sony's PlayStation Network is allowing developers to get much closer to the consumer, and tailor content to specific needs and requests, according to Doublesix studio boss James Brooksby.

    Doublesix has worked with both Microsoft's XBLA and Sony's download service, but the team has been able to have a better dialogue with players through PSN release Burn Zombie Burn.

    "There are different models for different platforms," said Brooksby at last night's BAFTA digital distribution panel. "South Park we're making for Microsoft, and that's a relationship where they are working on almost a standard model. We're developing it for them and it's their relationship to take to the consumer and carry on.

    "With Burn Zombie Burn for PSN the relationship we have is different. Sony sees itself much more as a channel, they have a store and they take a percentage for providing that channel, but you have a great deal more you can do within that channel. There are some very interesting models we can do in that space."

    Community feedback helped Doublesix on the first patch for Burn Zombie Burn, with user suggestions to be incorporated into the first batch of downloadable content, and the franchise going forward.

    "We listened to what people were saying and when we do our first patch it will have features that people have asked for. And then we do our first expansion pack it's actually tailored according to what people are looking for," offered Brooksby.

    "And we can do that in a very short turnaround as well because the game has been developed with that in mind. We started along the route with a good relationship with the consumer, and it's going to get better with time. Games as a service is the right phrase. It's early days but that's exactly where we want to go with this. We've got a large amount of plans in the works for our next game, and what we'll do with the Burn Zombie Burn franchise going forward in terms of becoming more of a service."

    Working with smaller teams on digital titles can be lucrative, said Brooksby, so long as staff are prepared to take on extra roles. And without meddling from middle management, small teams should be prepared to turn projects around at a much quicker rate but also be directly responsible for the finished product.

    "We have to scale it down a bit, we have to be very ambitious. You need really enthusiastic and talented staff who may be the game designer but they may also be the community manager. It sounds really clichéd but it does go back to the old days. It does feel as though everybody has got an influence over the game."

    He continued: "And that's how you can create games in a shorter space of time with a smaller team, because we don't need committee meetings or lots of people influencing from high. We're the team and it's our decision. If the game is rubbish, then it's us who made it rubbish."

    http://www.gamesindustry.biz/article...with-consumers ...
    by Published on April 29th, 2009 19:56

    Sony's PlayStation Network is allowing developers to get much closer to the consumer, and tailor content to specific needs and requests, according to Doublesix studio boss James Brooksby.

    Doublesix has worked with both Microsoft's XBLA and Sony's download service, but the team has been able to have a better dialogue with players through PSN release Burn Zombie Burn.

    "There are different models for different platforms," said Brooksby at last night's BAFTA digital distribution panel. "South Park we're making for Microsoft, and that's a relationship where they are working on almost a standard model. We're developing it for them and it's their relationship to take to the consumer and carry on.

    "With Burn Zombie Burn for PSN the relationship we have is different. Sony sees itself much more as a channel, they have a store and they take a percentage for providing that channel, but you have a great deal more you can do within that channel. There are some very interesting models we can do in that space."

    Community feedback helped Doublesix on the first patch for Burn Zombie Burn, with user suggestions to be incorporated into the first batch of downloadable content, and the franchise going forward.

    "We listened to what people were saying and when we do our first patch it will have features that people have asked for. And then we do our first expansion pack it's actually tailored according to what people are looking for," offered Brooksby.

    "And we can do that in a very short turnaround as well because the game has been developed with that in mind. We started along the route with a good relationship with the consumer, and it's going to get better with time. Games as a service is the right phrase. It's early days but that's exactly where we want to go with this. We've got a large amount of plans in the works for our next game, and what we'll do with the Burn Zombie Burn franchise going forward in terms of becoming more of a service."

    Working with smaller teams on digital titles can be lucrative, said Brooksby, so long as staff are prepared to take on extra roles. And without meddling from middle management, small teams should be prepared to turn projects around at a much quicker rate but also be directly responsible for the finished product.

    "We have to scale it down a bit, we have to be very ambitious. You need really enthusiastic and talented staff who may be the game designer but they may also be the community manager. It sounds really clichéd but it does go back to the old days. It does feel as though everybody has got an influence over the game."

    He continued: "And that's how you can create games in a shorter space of time with a smaller team, because we don't need committee meetings or lots of people influencing from high. We're the team and it's our decision. If the game is rubbish, then it's us who made it rubbish."

    http://www.gamesindustry.biz/article...with-consumers ...
    by Published on April 29th, 2009 19:55

    The new model PSP, expected to be announced at E3 this June, is likely to be supported at launch with over 100 titles made available through the PlayStation Network.

    That's according to a report by 1UP, which claims the new PSP will drop the UMD drive and come in two SKUs, with eight and 16GB of flash memory.

    Speculation of a redesigned system has been rife, with many expecting a complete overhaul for Sony's handheld. 1UP's report suggests the new model will not be the PSP 2 that some expect, but will feature a sliding screen and retain the current button configuration, without introducing dual analog sticks.

    According to the report, the system is likely to launch in Japan this September, with other regions following before the end of the year. It's also suggested the new PSP will retain the Go! branding already introduced on some PSP products in Europe.

    Sony is attempting to reinvigorate the PSP market this year, with both US marketing boss John Koller and out-going Euro president David Reeves stating that 2009 is expected to see the best software line-up in the history of the system.

    Following the announcement of MotorStorm and LittleBigPlanet titles for PSP earlier this year, Sony is also promising more big names for the system, along with renewed publisher support from the likes of Ubisoft, Electronic Arts and Capcom.

    Sony has told GamesIndustry.biz that it does not comment on rumour or speculation.

    http://www.gamesindustry.biz/article...-titles-report ...
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