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  • Shrygue

    by Published on March 27th, 2009 20:33

    via Eurogamer


    SouthPeak has announced that creepy DS game Dementium: The Ward will be out on 17th April.

    Exciting. Well, not really. Dementium has been available in America since October 2007, and in Japan since last summer.

    Fortunately, reviews from those reaches suggest Dementium: The Ward is worthwhile: Metacritic averages opinion at 73 per cent.

    Dementium: The Ward is a survival-horror set in a spooky hospital full of violent monstrosities. Our story begins when players wake within the hospital with no recollection of how they got there, and soon set about uncovering the not-so-simple truth. ...
    by Published on March 27th, 2009 20:29

    via Computer and Video Games


    The latest LittleBigPlanet update should fix the one thing about the game that really gets on our nerves.

    If, like us, you've played LBP extensively and collected a ton of community items, you'll most likely have had numerous play sessions interrupted by a freezing screen (usually mid jump) as a message pops up telling you that your profile is full and prompting you to delete photos and objects.

    The problem with this is that even after you've deleted all of the community items attached to your profile the same message keeps popping up repeatedly - it's a real annoyance that can spoil what's otherwise a wonderful experience.

    This should finally be fixed by the upcoming Cornish Yarg (?) update. Below the movie you'll find the full list of fixes and new features, via the PS Blog.

    This update addresses several outstanding issues with the game:

    • There is a new music player which lets player's choose their own music from the XMB to play during create mode and in their Pod
    • Improved decoration mode makes it easier to customize your Sackboy
    • New options to help prevent profiles becoming full of unwanted community objects:
    • Option to delete all (unhearted) community objects and photos
    • Option to select whether to automatically collect community prizes and photos
    • A number of improvements have been made to make profiles more robust and to recover from certain errors
    • We now support Japanese and Korean IME for text chat.
    • Emitter prediction has been improved (this should help fast-moving projectiles e.g. in MGS levels)
    • The player proximity switch now has a 'require all' option in it
    • An option has been added to cycle between various level information when viewing community levels on the earth
    • Various LittleBigStore improvements


    We don't yet have a fixed release date for this update, but it has now finished primary development so won't be too much longer. Additional fixes, particularly for online connection reliability and save game/profile size problems are already well into development and we'll bring you more news on that just as soon as possible.
    ...
    by Published on March 27th, 2009 20:27

    via Eurogamer


    Sony has updated the PlayStation Store with Burn Zombie Burn for PS3, downloadable content for LittleBigPlanet, PAIN, Resistance 2, EndWar and COD5, and a PSone copy of Magic Carpet (the latter costing GBP 4.79 / EUR 5.99).

    Burn Zombie Burn, developed by UK outfit doublesix, goes for GBP 6.29 / EUR 7.99, and sees players trying to hold off a horde of zombies for as long as possible in order to set a score and hopefully unlock more content.

    Then there's the Resistance 2 Aftermath Map Pack, announced this week, for GBP 3.99 / EUR 4.99. Elsewhere Call of Duty: World at War fans get access to Map Pack 1 for GBP 7.99 / EUR 9.99, which is a bit more than Xbox owners had to pay but the quality is certainly there.

    Then there's the PAIN Smack Pack (GBP 3.19 / EUR 3.99) and El Chile Grande character (GBP 0.69 / EUR 0.99), while LittleBigPlanet owners can grab a Buzz! costume for GBP 1.59 / EUR 1.99. EndWar and Unreal Tournament 3 fans, meanwhile, get the Veteran Map Pack and Titan Pack for free respectively.

    Finally, the PSP side of the store offers Buzz! Brain of the UK for GBP 19.99, but, as ever, we're forced to point out that it's a fiver cheaper in the shops. What's going on, Sony? We'll try to find out. ...
    by Published on March 26th, 2009 21:13

    via Kotaku


    Ratchet and Clank triumphantly return to the PlayStation 3 this fall in Ratchet & Clank Future: A Crack in Time, the continuing saga of the robot and Lombax duo.

    Some of the franchise's biggest questions will be answered in A Crack in Time, as Ratchet and Clank discover the truth behind their origins and their ultimate destinies as they struggle to reunite following Clank's kidnapping be the nefarious Dr. Nefarious. The official announcement teases us with the question: "Do Ratchet and Clank's destinies lie with each other? Or is it finally time for the universe's greatest duo to separate for good?" Chilling!

    Ratchet & Clank Future: A Crack in Time will be powered by the same engine that Insomniac used to craft Tools of Destruction and Quest for Booty, so whatever happens to the dynamic duo we can at least be sure they'll look fabulous as they travel through time in order to save the future. ...
    by Published on March 26th, 2009 21:09

    via Eurogamer


    In a candid Game Developers Conference session, Mark Healey and Alex Evans - leading lights of LittleBigPlanet developer Media Molecule - revealed that the studio wants to develop the game much further.

    "We still feel like we're halfway through the development of LittleBigPlanet, to be honest," said Healey in response to a question from the floor.

    "I claim that LittleBigPlanet is potentially a game creation package, which isn't finished if you like, but potentially," he'd said earlier.

    "We want LittleBigPlanet to be something that enables people to make games, not platform game levels." Healey said the moment he'd got a working version of Tetris up and running in the game was when he'd proved to himself that the team was on the right track.

    Evans said that active development continues on the game, which was a flagship PS3 release for Sony late last year. The team's focus is on improving the content creation side, and making it more accessible to a wider audience.

    "That's the least finished part of the game, which both excites and terrifies me," Evans said. The priorities were "taking it outside the walled garden of PSN" and getting more players involved in making content.

    "One of the things we have to do is taking that 0.1 per cent audience that can create things in LittleBigPlanet, and bring that to a wider audience - and that's what we want to do next," he said.

    Since the game is efficiently and flexibly programmed, expanding it after launch in this manner will be easy to do, Evans said. "The code base for LittleBigPlanet is very tiny, it's still very easy to iterate and play and do stuff. One of our programmers just did a new feature that will become a key part of the game, and he did that in 2 days."

    It wasn't discussed whether changes to the game from this point on would come in the form of free patches, downloadable content or a new box release. A member of the audience asked how the team divided its attention between support for LittleBigPlanet and its next major project, and Healey suggested that the two were fairly interchangeable.

    "[Whatever] we're working on, we don't necessarily know if it's going to be in 'the next thing', or something we put out to the community in a month," he said.

    The team considers that development of LBP is open-ended, and the community takes an active part. "When we released the game, we thought of it as, OK, we've now expanded our team size to two million people," Evans said.

    Just as well. Evans said that the community's levels have been far superior to the ones that Media Molecule itself and its games industry contacts made in the early stages of testing. "The quality of levels produced were shocking, really, really awful," he said. "It was only when we went to a public beta trial, within 24 hours there were high quality levels appearing."

    The developers were full of admiration - if slightly baffled admiration - for the feats of some community designers, such as the mechanical, switch-and-pulley computers that run a calculator, or early computing experiment The Game of Life.

    "Seeing things like this was like, oh my god, there's some really f***ed up people out there, man," said Healey, shaking his head at the vast switch arrays of Little Big Computer.

    Healey and Evans shared details and video of earlier versions of LittleBigPlanet with the audience, showing how much it had changed since it was greenlit by Sony, not long before its first unveiling at GDC two years ago.

    "We actually started with a user-generated content system that bore no resemblance to what ended up in the final game," Evans said, showing how it was entirely physical, down to players using shotguns to blow away stuff they wanted to delete, paint rollers to apply colour, and even running around physical inventory and menu spaces.

    "We originally wanted to have no distinction between creation and gameplay at all," Healey said. "But when we decided we wanted to make a full game creation tool, we realised there was no way anybody would want to do that in that interface."

    Although it was always a 2D platformer, Evans said that he'd wanted the game to be more 3D, with levels that wrapped around or bended along a "ribbon". "I really wanted to have the game embedded in 3D space, because I'm a 3D graphics programmer," he said "I clung to that for months and months and months." But none of the other designers were using the tools for it he'd built.

    In the end, he spent a "painful" day deleting the code that made ...
    by Published on March 25th, 2009 21:34

    via Kotaku


    After corrupted files ruined yesterday's launch of Fallout 3's The Pitt DLC for Xbox 360 players, Bethesda saves face by quickly getting a non-broken version of the update uploaded to Xbox Live.

    The solution to the missing textures, incomplete geography, and freezing issues that plagued yesterday's launch to The Pitt for the Xbox 360 is now only a delete and a download away. Simply go to Settings->System Settings->Memory on your Xbox 360, select Fallout 3, and then select Fallout 3: The Pitt. Delete what you've got there, re-download the file, and you should be good to go.

    While the situation surely did suck, we've got to give Bethesda kudos for getting the issue resolved quickly, especially in the middle of the Game Developers Conference. Good on ya, Bethesda. ...
    by Published on March 25th, 2009 21:32

    via IGN


    The wait is at long last coming to an end for Bionic Commando, the new 3D rethinking of the classic series. Over in Japan, Capcom announced today a final release date for the Xbox 360 and PC versions of the game. Our friends on the island nation will get the game on June 25, priced at 7,340 yen (about $74).

    For most games, a Japanese date usually has little relation to an overseas release. But this is Capcom here, so we expect the international versions of Bionic Commando to arrive close to the Japanese version. We'll let you know if Capcom's domestic office makes any announcements. ...
    by Published on March 25th, 2009 21:22

    via Computer and Video Games


    Resident Evil 5 producer Masachika Kawata has said that gamers may have to wait up to eight years for Resident Evil 6, assuming the project gets the go ahead.

    "We haven't decided whether we're going to make Resident Evil 6 yet," Kawata told The Gadget Show. "But if we do, it could take anywhere up to eight years, but hopefully only four."

    Fellow Resi 5 producer Jun Takeuchi said previously that the next instalment in the series will be a full franchise reboot, but we'd be more than a little bit surprised if it took eight years to rework the formula.

    The horror series has already undergone somewhat of a change in formula recently, with the latest entry more action-orientated than previous releases. ...
    by Published on March 25th, 2009 21:15

    via Computer and Video Games


    Namco Bandai is expected to release Katamari Damacy Tribute this year on PS3.

    The series will reportedly be getting a visual update and arrive in full HD with 1080p resolution, while the game's song list features numerous tracks from previous Katamari games, hinting that it could be a remix of past Katamari titles.

    The news comes from the latest pages of Japanese gaming mag Famitsu (via Silicon Era).

    Katamari Damacy director Keita Takahashi's set to give a game design lecture at GDC tomorrow focusing on recent release Noby Noby Boy, but perhaps we'll hear something of Katamari Damacy Tribute then. ...
    by Published on March 25th, 2009 21:03

    via Computer and Video Games


    Developer Sucker Punch's sweet-looking action game inFamous just got even more intriguing with the unveiling of a 'Karma System'.

    A number of the new screens (below) for the PS3-exclusive city-roamer show off the system, which comes into use after the game's city is struck by an explosive disaster that leaves its protagonist Cole sporting super hero-like powers.

    "One of the most important aspects of inFamous is its Karma System," says Sony. "Depending on Cole's actions, he consciously shifts into either a Good or Evil Karmic State, and this is more than a superficial change. Nearly every aspect of the game, from the way pedestrians react to Cole, to the powers he can use and upgrade, to Cole's appearance, and even the story, is impacted by Cole's Karma."


    Screenshots ...
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