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  • wraggster

    by Published on April 26th, 2007 00:36

    Let's face it: Silent Hill is one of those places you don't want to live in, you'd hate to visit and you sure as hell hope you don't get a postcard from. Perhaps it's the continually fog-enshrouded streets that hide frightening skinned monsters. Maybe it's the messages from deceased or long-lost relatives that potentially draw hapless people to their doom. Or maybe it's simply the continual traveling between the seemingly normal and the completely hellish dimensions that bends a character's definition of reality and insanity. Over the course of four console games, Konami's adventure franchise has redefined psychological horror for players around the world. Now, thanks to the developers over at Climax, these scares are bringing a one-two punch for gamers: they're going portable and they're exploring the source of the town's insanity with Silent Hill: Origins.

    The pre-alpha build we checked out introduced us to Travis O'Grady, a trucker driving past Silent Hill during a rainy night. Of course, going near this damned town is bound to court disaster, and as Travis slams on his brakes to avoid hitting a robed figure, he finds himself enveloped in fog. As he runs along the road in search of the mysterious figure, he comes upon a house in flames and a badly burned little girl inside. While he manages to carry the girl outside to safety, he quickly passes out and awakens the next day on a bench inside of the Silent Hill city limits. Although he has no idea how he managed to get to the town, Travis' primary concern is of the child he saved, and he runs through the deserted streets to the nearby hospital to check on her. However, once he gets there, Travis runs into the only other soul he's seen in town, a doctor that ignores his questions and disappears into the bowels of the building. Following the physician, Travis quickly finds himself in an alternate version of the hospital, complete with the dilapidated environments, malevolent nurses without faces and other elements that fans of the series know well.

    Full Article ...
    by Published on April 26th, 2007 00:33

    via ign

    The new version 1.7 firmware update for the PS3 promised one long-awaited update for the system: the ability to play PlayStation games that you've downloaded from the PlayStation Store's Game Archives section. Unfortunately, there appear to be some lingering issues with PS3 compatibility, as many upcoming Game Archives games are still PSP-only.

    Sony Japan at last announced what games PS3 owners will be able to play when PS3-compatible downloads begin on 4/26. The PS3 will have just 11 titles available for play on day one. The list includes:

    Spectral Force (Idea Factory)
    R-Types (Irem)
    A.IV. Evolution Global (Artdink)
    Resident Evil Directors Edition (Capcom)
    Bishibashi Special (Konami)
    Arc the Land (Sony)
    Ore no Shi wo Koete Yuke (Sony)
    Gunners Heaven (Sony)
    Ganbare Morikawa-kun Ni-go (Sony)
    Marl Oukoku no Ningyou Hime (Nippon Ichi)
    Tekken 2 (Bandai Namco)
    The PSP will be able to play all these games as well. In fact, this list of PS3-compatible games is just a subset of the current Game Archives lineup that's already available for PSP owners. To that growing lineup, Sony will be adding 14 new PSP-only titles, also on 4/26. Here's the full list.
    Ikasama Mahjong (Idea Factory)
    CG Mukashi Banashi Jiisan Ni-do Bikkuri (Idea Factory)
    Yaku Tsu Noroi no Game (Idea Factory)
    Lunatic Dawn III (Artdink)
    A5: Take the A-Train 5 (Artdink)
    Metal Slug X (SNK Playmore)
    Real Bout Garou Densetsu (aka Real Bout Fatal Fury, SNK Playmore)
    Kenkaku Ibunroku Yomigaerishi Soukou no Yaiba Samurai Spirits Shinshou (aka Samurai Showdown Warriors Rage, SNK Playmore)
    Bakumatsu Roman: Gekka no Kenshi (aka The Last Blade, SNK Playmore)
    Garou Densetsu Wild Ambition (aka Fatal Fury Wild Ambition, SNK Playmore)
    Fushigi Keiji (Capcom)
    Philsoma (Sony)
    Jigsaw World (Nippon Ichi)
    Wai Wai Tennis Plus (Hamster)
    PSP owners can at last celebrate the arrival of SNK Playmore product in the Game Archives. Also notable is the sudden jump in game releases for this update. Previous updates included just a handful of titles.

    As for the few games that are playable on both platforms, there's a bit of good news as well. As previously announced by Sony, you'll be able to exchange save data between your PSP and PS3. By transferring your data from the PS3 the PSP, you can continue your PlayStation games on the go. The data can then be transferred back when you want to continue on the big screen.

    Sony also revealed today that the Game Archive downloads will be compatible with your old PlayStation save data. If you happen to have save data sitting around on a Memory Card somewhere, you can use a Memory Card Adapter to transfer the data to the PS3. This data can also be copied over to the PSP.

    The PS3's slow pace in catching up with PlayStation compatibility is a bit mysterious, but the growing lineup of games in the Japanese Game Archives section, as well as the ability to share data in the home and on the go, has us excited. Stay tuned for further details on Sony's plans for the Game Archives in your part of the world. ...
    by Published on April 26th, 2007 00:33

    via ign

    The new version 1.7 firmware update for the PS3 promised one long-awaited update for the system: the ability to play PlayStation games that you've downloaded from the PlayStation Store's Game Archives section. Unfortunately, there appear to be some lingering issues with PS3 compatibility, as many upcoming Game Archives games are still PSP-only.

    Sony Japan at last announced what games PS3 owners will be able to play when PS3-compatible downloads begin on 4/26. The PS3 will have just 11 titles available for play on day one. The list includes:

    Spectral Force (Idea Factory)
    R-Types (Irem)
    A.IV. Evolution Global (Artdink)
    Resident Evil Directors Edition (Capcom)
    Bishibashi Special (Konami)
    Arc the Land (Sony)
    Ore no Shi wo Koete Yuke (Sony)
    Gunners Heaven (Sony)
    Ganbare Morikawa-kun Ni-go (Sony)
    Marl Oukoku no Ningyou Hime (Nippon Ichi)
    Tekken 2 (Bandai Namco)
    The PSP will be able to play all these games as well. In fact, this list of PS3-compatible games is just a subset of the current Game Archives lineup that's already available for PSP owners. To that growing lineup, Sony will be adding 14 new PSP-only titles, also on 4/26. Here's the full list.
    Ikasama Mahjong (Idea Factory)
    CG Mukashi Banashi Jiisan Ni-do Bikkuri (Idea Factory)
    Yaku Tsu Noroi no Game (Idea Factory)
    Lunatic Dawn III (Artdink)
    A5: Take the A-Train 5 (Artdink)
    Metal Slug X (SNK Playmore)
    Real Bout Garou Densetsu (aka Real Bout Fatal Fury, SNK Playmore)
    Kenkaku Ibunroku Yomigaerishi Soukou no Yaiba Samurai Spirits Shinshou (aka Samurai Showdown Warriors Rage, SNK Playmore)
    Bakumatsu Roman: Gekka no Kenshi (aka The Last Blade, SNK Playmore)
    Garou Densetsu Wild Ambition (aka Fatal Fury Wild Ambition, SNK Playmore)
    Fushigi Keiji (Capcom)
    Philsoma (Sony)
    Jigsaw World (Nippon Ichi)
    Wai Wai Tennis Plus (Hamster)
    PSP owners can at last celebrate the arrival of SNK Playmore product in the Game Archives. Also notable is the sudden jump in game releases for this update. Previous updates included just a handful of titles.

    As for the few games that are playable on both platforms, there's a bit of good news as well. As previously announced by Sony, you'll be able to exchange save data between your PSP and PS3. By transferring your data from the PS3 the PSP, you can continue your PlayStation games on the go. The data can then be transferred back when you want to continue on the big screen.

    Sony also revealed today that the Game Archive downloads will be compatible with your old PlayStation save data. If you happen to have save data sitting around on a Memory Card somewhere, you can use a Memory Card Adapter to transfer the data to the PS3. This data can also be copied over to the PSP.

    The PS3's slow pace in catching up with PlayStation compatibility is a bit mysterious, but the growing lineup of games in the Japanese Game Archives section, as well as the ability to share data in the home and on the go, has us excited. Stay tuned for further details on Sony's plans for the Game Archives in your part of the world. ...
    by Published on April 26th, 2007 00:32

    via IGN

    Today 2K Sports shed some light on a few features of The Bigs, the over-the-top baseball game due this summer. The title blends outrageous visuals with pick-up-and-play mechanics to offer a unique sports experience.

    "With The Bigs, we want to take the baseball genre to new heights and redefine what a baseball video game can be," said Greg Thomas, President of developer Visual Concepts, a 2K Sports studio. "The Bigs has the fast learning curve of an arcade game coupled with deep play mechanics, amazing visuals, and hero-like presentation of real Major League Baseball players that will keep gamers coming back for more. The Bigs will showcase dramatic highlight reel moments at every at-bat, creating a truly epic baseball title."

    Each MLB player in The Bigs has been individualized with great attention to facial details and physical characteristics so fans will be able to recognize their favorite players. Stadium landmarks have been stylized to highlight each park's unique architecture and to fit the overall theme of the game. The glove at San Francisco's AT&T Park, for instance, has been resized to mammoth proportions and the left field wall in Boston's Fenway Park has been turned into a real "Green Monster."

    Baseball fans will be called up to the big leagues this summer. ...
    by Published on April 26th, 2007 00:30

    via ign

    Sony's obnoxious ape mascots are back on the PSP like you've never seen them before. We're all used to catching the pesky little monkeys from the Ape Escape series. But this time, we'll get a chance to play as them!

    Sarugetchu Saru Saru Daisakusen begins when the fiendish Specter captures Professor Hakase and shrinks his research lab down to tiny size. Kakeru and Natsumi, the regular heroes in the Ape Escape games, happen to be in the lab at the time, and they get shrunk as well.

    It turns out that the professor has been planning for such an emergency. He comes up with a way to merge the research lab, which happens to look just like a hat, with the "piposaru" apes -- the same ones that usually cause trouble. It's up to the apes to collect Nano Cards in order to restore Kakeru and Natsumi back to normal size.

    Kakeru and Natsumi are in control of the apes that sport their shrunken research lab as head gear. From the player's perspective, though, you're directly controlling the apes as you adventure through obstacle-filled stages.

    You'll encounter new apes as you work through the stages, and must put their special abilities to use. One ape has a glider, and by attaching to him, you can progress to higher ground. One ape is a mermaid, which allows you to swim. Other apes are good for fighting off the mechanical foes that get in your way.

    Developed by Hand, this new portable entry in the Ape Escape series hits Japan this summer. There's no word yet on an international release. ...
    by Published on April 25th, 2007 23:02

    New from Gedeon34:

    Heres the translated info:

    TiltMazeDS A small play of labyrinth which would be more interesting to play with motion but I do not have any (if somebody who have the DS Motion wants to test the play with it contacts me) but good that remains interesting with the directional cross… The play currently contains 80 levels different distributed on 4 types of play.

    1st play: A red ball must arrive on the red square (the exit). The problem, it is that the directional cross is satisfied to make rock the labyrinth and the red ball precipitates in the direction chosen until meeting an obstacle (generally a wall).

    2nd play: The two red balls must arrive at the same time on the 2 exits available…

    3rd play: Two balls (a red, blue), the red ball must arrive on the red exit and the blue ball on the blue exit, at the same time… if not they carry on their way…

    4th play: It is necessary to make leave all the blue balls by the blue exit, the problem, it is that the red balls present can very useful (often essential) to allow the exit of all the blue balls… it is thus necessary to avoid making some leave too

    Download and Give Feedback Via Comments ...

    Goalie 

    by Published on April 25th, 2007 22:55

    New game from Ghaxaq:

    Just wanted to post a game I recently commenced, to practise with PALib.

    The controls currently are:

    A : Shoot
    Direction Pad(HOLD) + B: Pass
    X : Special

    The game is pretty function able although I couldn't get the game to go to the main menu after the game is finished

    Download and Give feedback Via Comments ...
    by Published on April 25th, 2007 22:47

    via cnn

    A year ago it looked like game over for Nintendo's storied console business. The Kyoto-based gamemaker--whose Nintendo Entertainment System ushered in the modern age of videogames--was bleeding market share to newer, more powerful systems from Sony and Microsoft.

    Even as the videogame business grew into a $30 billion global industry, Nintendo saw its U.S. hardware sales shrink to almost half of what they had been nearly 20 years earlier.


    The Wii is reversing 20 years of declining Nintendo console sales.

    The DS broadened Nintendo's market. The Wii goes even further; grade-schoolers and grandmas are getting into the swing.

    Today, as anybody within shouting distance of a teenager knows, Nintendo is the comeback kid of the gaming world. Instead of joining Sony (Charts) and Microsoft (Charts, Fortune 500) in the arms race to pack their consoles with ever-higher-performance graphics chips (to better attract sophisticated gamers), Nintendo built the Wii--a cuddly, low-priced, motion-controlled machine that broke the market wide open by appealing to everyone from grade-schoolers to grandmas.

    Unorthodox? Maybe. Effective? You bet.

    The Wii is a pop culture smash of such dimensions that Nintendo still can't make consoles fast enough. Even so, it's outselling Sony's PlayStation 3 and Microsoft's Xbox 360--at least since January. (The Xbox had blowout pre-Christmas sales.) And while its competitors lose money on every console they build, expecting to make it back selling high-margin games, the Wii was designed to sell for a profit from the get-go.

    Nintendo blows by forecasts
    Nintendo's turnaround began five years ago, when the company's top strategists, including CEO Satoru Iwata and legendary game designer Shigeru Miyamoto, zeroed in on two troubling trends: As young consumers started careers and families, they gradually cut back on game time. And as consoles became more powerful, making games for them got more expensive.

    Studios thus became more conservative, putting out more editions of Madden NFL and fewer new, inventive games that might actually grow the market.

    Iwata and Miyamoto eventually concluded that to gain ground, Nintendo would have to do something about the game controllers, whose basic design had hardly changed since the first NES paddles. Changing how the controllers interacted with the consoles would mean changing how engineers designed a system's electronics and casing and eventually the games themselves.

    The first product to test the new strategy was not the Wii but the DS handheld game system, released in 2004. To appeal to a broader audience, Nintendo abandoned the kid-friendly Game Boy name it had given its other popular handhelds, while building in Wi-Fi networking, voice recognition, and two screens (See correction below).

    The idea was not to load the DS with technology but to help draw in new gamers by offering options other than the old button-based controls. Some DS games would work through the tap of a pen and simple voice commands.

    The trouble with gee-whiz gadgets
    The $150 gadget got off to a tepid start. Until gamers tried it, they tended to be wary. "People thought it was weird," says Perrin Kaplan, vice president for marketing at Nintendo of America. "It took about two years for people to warm up to it."

    But warm up they did, largely thanks to Miyamoto. The creator of Nintendo's blockbuster franchises--Donkey Kong, Super Mario Bros., Legend of Zelda-- offered up Nintendogs, a Tamagotchi-like simulation in which players use every feature of the DS to nurture virtual puppies. The game struck a chord with female gamers in particular, says John Taylor, an analyst at Arcadia Research.

    During the first holiday season after Nintendogs hit the market, Nintendo sold 5.6 million DS units--a standout performance that was nearly twice its total for the rest of the year.

    Soon after Nintendogs, the company released Brain Age, a game designed for more mature players in which they solve a series of puzzles by filling in answers or speaking phrases aloud. "That further bolstered the market by attracting older boomers and even senior citizens," Taylor says. The DS surge encouraged Nintendo executives, who saw their strategy to grow the market taking shape.

    They wouldn't have to wait long to put it to a bigger test. Work had already begun on the console, code-named Revolution, that would become the Wii.

    Club Penguin, Webkinz corner the tween market
    Nintendo's top strategists knew early on that they wanted to build a machine with a wireless, motion-sensitive controller. But equally important was the chip that would be the brains of the Wii console itself. The more powerful processors that Sony and Microsoft were using would make the screen action look better but would also guzzle more electricity.

    What if Nintendo used a cheaper, lower-power chip instead? After all, the DS, with its efficient mobile processor, had already proven that you could create new gaming experiences without the fastest chips. A low-power chip also meant that the machine ...
    by Published on April 25th, 2007 22:40

    Natrium has now revealed that RoboDS is now shipping, heres the info:

    This is a pre-order for RoboDS kit for DSerial2 multiple-interface card for NDS. It is an open robot platform for NDS that can be controlled via NDS Wi-Fi connection using a web browser interface. Install your own wireless camera onto RoboDS and monitor your home remotely! Wire-up your own laser pointer for extra flair, but use it responsibly! Construction is very simple and a high quality assembly video similar to this will be posted shortly.

    Full Details --> http://www.natrium42.com/shop/robods.php ...
    by Published on April 25th, 2007 22:33

    New from Joyrider:

    Willems Davy - aka Joyrider - Willems Soft has released his new game Blockdude !
    Blockdude is a puzzle game where u need to be able to reach the exit by moving boxes, it's as simple as that. It is a remake of the Blockman Game from Soleau Software and the TI 83 Blockdude game by brandon sterner. There are 23 levels included. 21 Levels from the orginal blockman game and 2 levels created by me. The game has a built in level editor so u can create new levels on your own and release them as levelpacks. You can also play upto 25 of your own ogg/mod music files.And lastly there is skin support.

    Download Here ...
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