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    by Published on February 16th, 2009 18:09

    via Eurogamer


    Namco Bandai's Keita Takahashi had admitted that even he has no bloody idea what Noby Noby Boy is all about, or why he made it.

    Writing on the PlayStation Blog, Takahashi reiterated how it works: the player controls Boy, stretching him with the analogue sticks, with the final measurement being uploaded to a persistent character called Girl.

    Girl's length is also supplemented by the Boy-stretching antics of other players around the world, and when she hits certain milestones new levels are unlocked for everyone.

    "How come it's hard to explain, you ask? It's because I wanted to make a game that cannot be expressed by words in the first place," wrote Takahashi.

    "By making an undefined and ambitious game, I want the player's reaction to be something like, 'I don't know why, but it's somehow interesting. I can't stop playing.' In that way, I would feel I have succeeded at creating what I wanted, that is, creating something that's not easily describable. Anyway, it's been a fun experience working on Noby Noby Boy.

    "One big question most people have asked is, 'Why did you want to make such a game?' Seriously, I don't know. When I figure it out, I'll share it on this blog," he added, before adding slightly more after a video:

    "As I mentioned earlier, this game is indescribable, and some people may say, 'This isn't a game!' But, what is a game? Should there be a definition for a game? That's the way I feel."

    Noby Noby Boy is due out via PlayStation Network on 19th February and is expected to cost less than USD 10.

    We'll have our review of the game (or however you care to describe it) in the next couple of days, so look out for that if you can't make your mind up. In the meantime, check out the Noby Noby Boy gamepage for screenshots and video. ...
    by Published on February 16th, 2009 18:07

    via Eurogamer


    Rockstar development chief Jeronimo Barrera believes Grand Theft Auto IV: The Lost and Damned packs a full game's worth of content and sets a new benchmark for downloads.

    "There's nothing ever been out like it," Barrera told Larry "Major Nelson" Hryb podcast in the first of a two-part podcast interview (thanks, VG247).

    "We've done a full game in my opinion, in terms of the production quality and the new gameplay mechanics. We've literally reached the maximum memory size that we can do for DLC with Microsoft.

    "You're going to get a lot of game," he added, offering only "hours and hours" as a gameplay estimate.

    Grand Theft Auto IV: The Lost and Damned launches exclusively on Xbox 360 tomorrow for 1600 Microsoft Points (GBP 13.60 / EUR 19.20).

    Players will become biker-gang boss Johnny Klebitz, whose story plays out separately to Niko Bellic's. The idea is that Liberty City houses all sorts of stories. And that, explained Barrera, is what sets The Lost and Damned apart.

    "I find a lot of the time the stuff you can download to be more of an appendage to a game in terms of, you know, a new area opens up, or you can travel to another island, or something like that," he said.

    "You know, it's cool, and it keep fans coming back, but [there's] nothing that's crossed story arcs and that's what we're trying to do, to push this, to deliver a new experience, and I think we've hit it right out of the ballpark."
    ...
    by Published on February 16th, 2009 18:07

    via Eurogamer


    Rockstar development chief Jeronimo Barrera believes Grand Theft Auto IV: The Lost and Damned packs a full game's worth of content and sets a new benchmark for downloads.

    "There's nothing ever been out like it," Barrera told Larry "Major Nelson" Hryb podcast in the first of a two-part podcast interview (thanks, VG247).

    "We've done a full game in my opinion, in terms of the production quality and the new gameplay mechanics. We've literally reached the maximum memory size that we can do for DLC with Microsoft.

    "You're going to get a lot of game," he added, offering only "hours and hours" as a gameplay estimate.

    Grand Theft Auto IV: The Lost and Damned launches exclusively on Xbox 360 tomorrow for 1600 Microsoft Points (GBP 13.60 / EUR 19.20).

    Players will become biker-gang boss Johnny Klebitz, whose story plays out separately to Niko Bellic's. The idea is that Liberty City houses all sorts of stories. And that, explained Barrera, is what sets The Lost and Damned apart.

    "I find a lot of the time the stuff you can download to be more of an appendage to a game in terms of, you know, a new area opens up, or you can travel to another island, or something like that," he said.

    "You know, it's cool, and it keep fans coming back, but [there's] nothing that's crossed story arcs and that's what we're trying to do, to push this, to deliver a new experience, and I think we've hit it right out of the ballpark."
    ...
    by Published on February 16th, 2009 18:05

    via Games Industry


    Chris Lewis, VP for Microsoft's Interactive Entertainment Business in the EMEA region, has told GamesIndustry.biz that he's very clear on exactly who has the console lead between Sony and Microsoft in Europe - and he says that the third party numbers prove it.

    According to data from GfK Chart-Track, says Lewis, the Xbox 360 is ahead by "approximately 1 million units" across Europe, the Middle East and Africa - a common grouping of territories, although Sony tends to talk about PAL regions instead, which also includes Australia and New Zealand.

    But regardless of that, and the recent confusion surrounding the next-gen console leadership - after Nintendo - he's definite that Microsoft is beating Sony in the UK and mainland Europe.

    "There has been some confusion, but I'm not confused," he said. "Let me say we're confident that we talk about numbers that are meaningful customer numbers, whether they be GfK- or Chart-Track-generated, or otherwise, but they are numbers about shipments into the market, numbers that represent our performance in Europe, the Middle East and Africa - they're not PAL territories in totality, so the numbers I talk about don't include Australia and New Zealand for instance.

    "But certainly across the territories that I'm responsible for, all of the data points that I've referenced I'm very confident about. It's really based on legitimate external data sources as much as anything - because it's always easy to talk about your own internal numbers, and we try to encourage people to use some of the analyst data, but also the likes of GfK and Chart-Track - very clearly customer and consumer data points, not necessarily manufacturing data points."

    And on the UK and mainland Europe, specifically, he left no room for confusion: "If you look right across my area of responsibility, every data point that I've got, which I trust - and data points we've always used - put us approximately 1 million units ahead in the aggregate."

    However, he was quick to play down the any suggestion of arrogance, noting that the company was "highly respectful" of its hardware competitors, and stating his belief that the feeling was mutual.

    "It's not about us necessarily fixating on Sony - we like a target to run at, and a barometer of success, and we see Sony most closely aligned to our own platform," he explained. "Therefore we intend to measure our success in some way versus what they've doing."

    The second part of the GamesIndustry.biz interview with Chris Lewis, in which he also talks about Microsoft's view on European currency fluctuations and whether or not price changes are planned as a result, is now live. ...
    by Published on February 16th, 2009 18:05

    via Games Industry


    Chris Lewis, VP for Microsoft's Interactive Entertainment Business in the EMEA region, has told GamesIndustry.biz that he's very clear on exactly who has the console lead between Sony and Microsoft in Europe - and he says that the third party numbers prove it.

    According to data from GfK Chart-Track, says Lewis, the Xbox 360 is ahead by "approximately 1 million units" across Europe, the Middle East and Africa - a common grouping of territories, although Sony tends to talk about PAL regions instead, which also includes Australia and New Zealand.

    But regardless of that, and the recent confusion surrounding the next-gen console leadership - after Nintendo - he's definite that Microsoft is beating Sony in the UK and mainland Europe.

    "There has been some confusion, but I'm not confused," he said. "Let me say we're confident that we talk about numbers that are meaningful customer numbers, whether they be GfK- or Chart-Track-generated, or otherwise, but they are numbers about shipments into the market, numbers that represent our performance in Europe, the Middle East and Africa - they're not PAL territories in totality, so the numbers I talk about don't include Australia and New Zealand for instance.

    "But certainly across the territories that I'm responsible for, all of the data points that I've referenced I'm very confident about. It's really based on legitimate external data sources as much as anything - because it's always easy to talk about your own internal numbers, and we try to encourage people to use some of the analyst data, but also the likes of GfK and Chart-Track - very clearly customer and consumer data points, not necessarily manufacturing data points."

    And on the UK and mainland Europe, specifically, he left no room for confusion: "If you look right across my area of responsibility, every data point that I've got, which I trust - and data points we've always used - put us approximately 1 million units ahead in the aggregate."

    However, he was quick to play down the any suggestion of arrogance, noting that the company was "highly respectful" of its hardware competitors, and stating his belief that the feeling was mutual.

    "It's not about us necessarily fixating on Sony - we like a target to run at, and a barometer of success, and we see Sony most closely aligned to our own platform," he explained. "Therefore we intend to measure our success in some way versus what they've doing."

    The second part of the GamesIndustry.biz interview with Chris Lewis, in which he also talks about Microsoft's view on European currency fluctuations and whether or not price changes are planned as a result, is now live. ...
    by Published on February 15th, 2009 15:22

    DaveX has released a new version of the NeoGeo MVS Emulator for the PSP with cheat support:

    Hi guys,

    Strictly speaking, since NJ added support to the Universal BIOS (UNIBIOS), MVSPSP has been with cheat support. But UNIBIOS support requires raster effects enabled, which may cause graphical errors and performance issues in some cases.

    This Unofficial Work in progress MVSPSP version adds cheat support without requiring UNIBIOS. Also adds support to UNIBIOS version 2.3 if you prefer.

    The UNIBIOS 2.3 used must be downloaded from The Universe BIOS Official Homepage (google it), because other UNIBIOS modified won't be recognized.


    Enjoy,
    DAVEX

    Download and Give Feedback Via Comments ...
    by Published on February 15th, 2009 15:17

    Nick Swardh has released a new version of his PSP Video Encoder software:

    For one, there's a new subtitle option in town to keep the layout and all colors in style .SSA/ .ASS subtitles intact. And then a preview feature has been added as well, for you to check first the changes you've made before finally converting the video.

    If you want to be really hawk-eyed about it, then you can also preview the video during the conversion. There's a "Preview" checkbox by the "Trim" option, through which PSPVC will show the current converted frame. Pause option has been added to the "Process Priority" list now, too, so no need to worry about pausing PSPVC even in the middle of a conversion.

    The rest of the changelog are:
    Added a "preview" option that displays the current converted videoframe
    All settings (Framerate, Resolution, Image Tweaks and Subtitles) can be previewed when using the "Trim" options for instant view of changes in the setup
    Added a "Pause Conversion" option to the process priority list
    Added a VobSub filter for subtitles (now activated by default)
    Added option to show/hide all video settings (now hidden by default)
    Easier to select a preset
    Improved "Tweak Image" options
    Improved extraction of embedded subtitles
    Added new presets
    Misc improvements
    Minor changes in the GUI layout

    Download Here --> http://pspvc.nswardh.com/ ...
    by Published on February 15th, 2009 15:15

    News/release from roe-ur-boat



    Here's a small game originally by Darkchild I've ported to the PSP from the DS. As you can probably guess from the title, it's a memory game.

    The object of the game is to recreate the patterns shown to you. An extra life is awarded every now and then depending on the difficulty you choose.

    Download and Give Feedback Via Comments ...
    by Published on February 15th, 2009 15:10

    News via gxmod

    CE MPlayer is a fork of the new version of MPlayer Team Twizzers.

    This includes all the features available in the various unofficial versions (DVD, SDHC, USB, Samba etc ...) and adds in the management of the aspect ratio, the correction of DVD playback problem (use of a cache real fast) and the continuity of reading files in a folder.
    http://code.google.com/p/mplayer-ce/

    Download and Give Feedback Via Comments ...
    by Published on February 15th, 2009 15:05

    News/release from hitchhikr

    I recently (today as a matter of fact ;D) made a psp replay routine for my softsynth tracker program available here:

    http://protrekkr.googlecode.com/

    The tracker is tailored for much faster machines so this is more an experiment than anything else.

    If you intend to use it to create music for the PSP you'd better go very easy on the dsp effects and channels polyphony, especially the flanger fx is a really heavy toll because the media engine doesn't have any integrated hardware sin/cos or pow instructions.

    The replay routine of the tracker uses the 2nd processor so the occupation time of the main CPU is really minimal.

    Samples depacking with the PSP codecs isn't implemented yet (so samples packing should be set to "none" in that case).

    The tracker itself is open source and available on Windows, Linux and Mac OS X.

    Here is a quick little test using one of the 303 unit (tested on 1.5 and 3.40oe, older consoles):

    http://pagesperso-orange.fr/franck.c...p_ptk_test.zip

    Have a nice day,
    f.
    ...
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