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  • Shrygue

    by Published on September 21st, 2007 18:33

    via Computer and Video Games


    Sega believes that Mario and Sonic at the Olympics will sell 4 million units, equaling the feat of the original Sonic title released in 1991.

    Mario and Sonic at the Olympics, which goes on sale for Nintendo Wii in November, will pit Nintendo and Sega's flagship characters against one another for the first time, and Sega believes it has a sure-fire hit on its hands.

    Bloomberg reports that Masanao Maeda, a corporate director at Sega's gaming unit, forecast that the title will sell 4 million units, although he didn't specify a timeframe for achieving the milestone.

    The target is equivalent to almost 20 percent of Sega's games sales during the last financial year ended March 31.

    Sales of the title will no doubt be given a boost by next year's Beijing Olympics. ...
    by Published on September 21st, 2007 18:17

    via IGN


    In a meeting with Hiroshi Ogawa, Director for Infinite Undiscovery, and Hajime Kojima, Producer for the title, IGN learned for a second time at TGS this year that a game coming to Xbox 360 would require multiple discs. This time around, it's Infinite Undiscovery. The two game makers couldn't say exactly how many discs the game would require as it is still in the middle of production, but they were certain that it wouldn't fit on a single DVD. They also weren't sure how long the game would last, but estimated 30-40 hours.

    Get used to the notion of a multiple disc games on Xbox 360. It's looking like you'll be seeing a lot of it in the future. ...
    by Published on September 21st, 2007 18:15

    via IGN


    Yesterday, we mentioned that the floor demo at this year's TGS for Devil May Cry 4 isn't particularly new by any stretch of the imagination. In fact, it's the exact same build that we've been playing for months at various press events. What we didn't know is that Capcom was showcasing a new trailer with footage that hadn't been released before of the title, which also divulges a number of secrets.

    For the most part, the cuts between cutscenes and in-game play were rather rapid, but it was cohesive enough to get a general sense of major elements of the title. Apart from a battle between Nero and Dante, which takes place in the meeting hall of the Order of the Sword, the three minute trailer showed Nero taking on a gigantic flying worm and a massive plant creature that appeared to swallow him whole. Nero also battled his way through a pack of glowing wolves, apparently in the same general vicinity as the Fortuna stage from the demo. The mysterious character known as Gloria also manages to get in on the action, defeating creatures with a combination of acrobatic kicks and maneuvers.

    One thing that we'd never seen with Nero was the ability for the hero to grab and toss weapons back at their original owner, which is demonstrated a couple of times, including a group of armored knights that appear to descend and strike at Nero from the sky. But Nero isn't the only one that's received new attacks. Dante appears to have a brand new set of metallic gauntlets that project spikes from his arms, implying that there is a brand new melee weapon in store for the demon hunter in the title.

    Dante isn't the only older character that appears to be included in DMC4. Trish and Lady make a very distinct appearance at a location which appears to be the Devil May Cry Shop. The trailer also implies that a love story plays a role within DMC4, particularly between Nero and the new character Kyrie, who has been shown to sing throughout various game events. Nero appears to be genuinely concerned for Kyrie's well-being throughout the trailer, and the climax of the video footage has him fighting through enemies as he tries to save her from being kidnapped.

    We'll have more on Devil May Cry 4 as it becomes available. ...
    by Published on September 21st, 2007 18:06

    via Eurogamer


    Nintendo has confirmed to Eurogamer that Link's Crossbow Training and the Wii Zapper will be released here before the end of the year.

    The peripheral was unveiled earlier this year at E3, where we saw Nunchuck and Wiimote disappear into a plastic machine gun-style housing.

    It will be available to buy separately, or with Link's Crossbow Training - a shooting-gallery title based around the hero of the Zelda series.

    Here, Target Shooting and Defender modes will get you used to firing at things - the latter even lets you shoot off screen to turn around - while Ranger mode will add-in player movement through the Nunchuck control stick.

    Nintendo has previously said Medal of Honour: Heroes 2, Ghost Squad and Resident Evil: The Umbrella Chronicles will all be compatible with the Zapper in the future.

    The Wii Zapper will go on sale accross North America on 19th November for USD 19.95. A European price is yet to be confirmed. ...
    by Published on September 21st, 2007 18:03

    via Eurogamer


    Microsoft wants you to celebrate the weekend with a bunch of papery garden dwellers, as it makes a new Live demo for Viva Piñata Party Animals available.

    It bumbles around the place at 971.17MB, and aims to give you and up-to three chums a good old eyeful of the mini-game compilation based on the animated television series - part of the franchise-building madness that brought us really rather good Rare offering Viva Piñata.

    Party Animals is due out this Christmas and boasts over 40 mini-games in total. These will have you doing all sorts of bizarre things like racing around town, burping boats down a stream, and smashing up innocent gardens. ...
    by Published on September 21st, 2007 18:02

    via Eurogamer


    Konami has smashed a lovely 1.18GB Pro Evolution Soccer 2008 demo right into the face of Xbox Live.

    It will give you a chance to try out what Konami is calling “the greatest football game of all time”.

    That might be because there's this new adaptive computer brain thing (Teamvision), which learns and adjusts its tactics to counter yours. Bastard.

    Or it could be because Konami has been hard at work polishing up the graphics and refining the gameplay, even fitting a proper edit mode into the 360 version this time around.

    Pro Evolution Soccer 2008 will be released for 360, PS3, PC and PS2 on 26th October.

    Tick tock; that's a month later than deadly rival FIFA. It's like Viera against Keane all over again. Which will run the midfield this year, we wonder. ...
    by Published on September 21st, 2007 17:52

    via Eurogamer


    Capcom currently has no plans to release Devil Kings 2 in Europe.

    Known as Sengoku Basara 2 in Japan, where it's been a huge success on PlayStation 2, its predecessor was well received in these parts.

    However, a spokesperson for the European arm of the publisher told us during Tokyo Game Show that it's not currently on the cards.

    Oh well. In the meantime, why not read our Devil Kings review and find out why we thought it was a pleasant variation on the KOEI style of battlefield action game? ...
    by Published on September 21st, 2007 17:51

    via Eurogamer


    Dynasty Warriors 6 developer Takashi Morinaka today joined the chorus of developers welcoming the introduction of rumble to PS3.

    "I prefer rumble [to tilt]," he told Eurogamer when we asked for his reaction to the announcement of DualShock 3.

    Morinaka, KOEI's software department manager, was demoing the PS3 version of Dynasty Warriors 6. In addition to a new, next-generation graphics engine, DW6 adds to its predecessors by introducing stronger AI for individual units and collectively.

    Players will be able to drive forward into enemy strongholds by a variety of paths, but will be met with more distinctive enemy forces rather than a sea of like-minded adversaries.

    What's more, while enemies will lose morale if you surprise them from behind once, they may soon adapt to expect that approach if you fall into an easily read pattern.

    Going back to DualShock 3, Morinaka also expressed surprise that Sony had chosen to begin with the Sixaxis concept rather than opting for rumble from day one. "I guess there is some reason Sony did it this way around, but I don't know what it is," he confessed.

    Of course, speculation has it that it was all down to Sony's combative attitude to Immersion, the company that owns the "haptic" (rumble) technology.

    The new, rumble-enabled DualShock 3 PS3 controller is due to launch in Japan this November and in the US and Europe in spring.

    Dynasty Warriors 6, meanwhile, is expected in early 2008, with a 360 version also in development. Needless to say, that one has rumble too.

    Morinaka also went on to express interest in working with PlayStation Network and Xbox Live in future for Dynasty Warriors, although for now players will have to make do with online leaderboards for Challenge mode. ...
    by Published on September 21st, 2007 17:50

    via Eurogamer


    In case you hadn't noticed, yesterday saw the release of LocoRoco Cocoreccho on the PlayStation Network.

    Although bullied by other games because of its screensaver heritage, Cocoreccho lets you enjoy rolling 200 different blobs around minimalist but artistic levels. It's an interactive screensaver, you see, one that uses the motion-sensing abilities of Sixaxis.

    So, if that sounds like your cup of tea, then simply pop GBP 1.99 in the slot and get going.

    Or, of course, you could enjoy the other Playstation Store offerings in the shape of two PSone games: MediEvil and Syphon Filter, both GBP 3.49.

    Or. No, wait, there's nothing else apart from a Jericho trailer. Well that's OK, at least until you look over to the US where PS3 owners are enjoying nine trailers, four demos, and LocoRoco Cocoreccho.

    Snot fair. ...
    by Published on September 21st, 2007 17:48

    via Games Industry


    Microsoft's Neil Thompson has told GamesIndustry.biz in an exclusive interview that he feels Sony's delay to the Home project is down to the company underestimating the challenges of the platform.

    Thompson, senior regional director for the UK and Ireland at Microsoft's Entertainment and Devices division, said he was disappointed in the delay, but dismissed the idea that a lack of price cut had played into Microsoft's hands in the run-up to Christmas.

    "Well, what they announce at TGS and what they decide to do in any given market in time are not necessarily directly aligned, I think. But Sony will be doing things between now and Christmas I'm sure, they can't afford not to really, given the way that that particular business is going for them at the moment."

    "But I think one of the disappointing/interesting things I heard from them at the Tokyo Game Show was that they just delayed the [Home] online service delivery again. That's more interesting, because I think they underestimated how challenging it is to deliver this sort of service, and to deliver the elements of the service that consumers really want."

    He went on to question whether or not the final product would be quite what Sony had hoped for originally.

    "It would be good to see the reality versus what they had on the blueprints - what they wanted to deliver against what they can actually deliver, because I know they generated a lot of interest based on what they said last year."

    When asked about the new rumble-enabled Sixaxis controller, Thompson felt that Sony was forced to release products early in order to try and counter the progress of the Xbox 360.

    "I think when I went to E3 two years ago, and they were showing a lot of their first PS3 stuff there, it felt to me like they'd rushed a lot of things out because they felt the momentum on 360 was growing at a rapid rate, and they felt they had to come out with something early."

    "I think it's fair to say that over the last 12 months or so, it's becoming more and more apparent probably to the market, and Sony are a bright bunch so they'll understand this, but there are certain aspects in the way that they're offering the product out that aren't resonating enough, or perhaps they've inbuilt too much cost in things."

    He pointed to Nintendo's work in the area of the original Sixaxis' main selling point, motion-sensing, and praised the way in which the Wii design approached the market.

    "Perhaps where Nintendo really did a very clever thing, they went for quite simple innovation, but it was aligned to where certain broad-range consumers' demand was. That's always the tricky thing with technology - not finding out what's technically possible, but what technology consumers will actually want and desire."

    In the full interview, Thompson also discussed the success of Xbox Live, the challenges of Japan and other Asian markets, and the forthcoming launch of Marketplace. Part one of the exclusive interview will be available on GamesIndustry.biz from Monday. ...
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