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    by Published on December 4th, 2011 19:55
    1. Categories:
    2. Nintendo 3DS News

    In terms of new releases, the home consoles have started their winter hibernation - but there's still a war to be fought in your hand this week. Two massive format exclusives step up to make their host platforms' case for taking a spot under your Christmas tree.
    I'm sure Apple is a long way from regarding Infinity Blade 2 as a killer app - it began life as a way to sell middleware, not hardware, after all. But there's no doubt that Chair's fantasy action game is a standard-bearer for gaming on iOS and the processing power of iPad 2 and iPhone 4/4S. It's pretty persuasive, too.
    "On the newest devices that are packing A5 chips especially, the game shines with gorgeous lighting that spills through stained glass windows and washes over open courtyards. Sharper textures add even more detail to a world rich in tiny charms and architectural flair," Mark wrote in our Infinity Blade 2 review.
    "For all that's new and improved, Infinity Blade 2 is still a game about high stakes combat and bloody perseverance. Still a game about fast and smart fight scenes bolstered by a personalised assortment of weapons and shiny hats."
    It's a good game, but it's also the App Store's first big-budget, bells-and-whistles annual mega-sequel. It's hard to dispel a sense of déjà vu - and for all its charms, our game of the week isn't helping.

    Mario Kart 7

    This time last year, more or less, it was Sony slipping in under the wire before we closed the books on 2010 to prop up the fortunes of one of its formats with a the rushed release of a racing game. What a difference 12 months makes.
    Sony's not out of hot water yet - frankly, in these deeply uncertain times for gaming, no-one is. But now Nintendo's run out of smug side-steps and has been pitched in with the rest.
    But this is Nintendo, with its legendary quality control - and if it hadn't confessed that Mario Kart 7 was rushed to market as an emergency measure to save the 3DS, you'd never have known. Where Gran Turismo 5 stuttered and coughed into life with a day-one patch and a hobbled online mode, turn Mario Kart 7's ignition and you get a smooth purr. It's even got Nintendo's best stab at proper online integration to date

    Mario Kart 7 easily has the potential to match GT5's sales, and could be just as crucial to the future of its format, if not more. It's also a racing game every bit as encumbered by tradition and expectation, with just as singular a focus (albeit a less monomaniacal and exhaustively ambitious leading light - Shigeru Miyamoto didn't even fancy adding customisation to it).
    "Mario Kart is a classic formula, so often aped and never bettered," Simon Parkin wrote in our Mario Kart 7 review. "It's the inscrutable concoction of genius.
    "Nintendo knows that to mess with the recipe is to risk losing the magic, a lesson learned in Double Dash's shift of focus away from taut racing to whimsy. So while the gliding and new power-ups may seem like bold moves, in practical terms they are conservative additions, precision-slotted into a cast-iron framework."
    It's not the most exciting of Nintendo's trio of big releases this season, but perhaps it is the most significant. While Zelda: Skyward Sword makes a belated case for motion control in a traditional gaming framework and Super Mario 3D Land explores the possibilities of 3D display with EAD's trademark invention and wit, Mario Kart 7 is getting on with the dirty business of giving players what they want, when they want it, and with all the features that they expect in this day and age. It's an XP bar short of being a textbook 2011 franchise update (and with the coins-for-parts upgrade system, it's very nearly there).
    In short, it's Nintendo behaving like every other publisher in mainstream gaming. That comes as a huge relief. Is it also a little bit sad? Maybe, but we can't have it both ways - and neither can Nintendo any more.

    http://www.eurogamer.net/articles/20...kart-7-article
    ...
    by Published on December 4th, 2011 19:49
    1. Categories:
    2. Playstation Vita News
    Article Preview

    Sony's cards are on the table at last. All six of them, in fact, as part of the WAAR (wide area augmented reality) feature Vita developers have been banging on about recently, with the console able to register up to six cards at once to create fancy AR experiences on the fly.As for its strategic hand, the only key information we're now missing is how much the games will cost. But in the past week, PlayStation's Euro boss has given us the clearest indication yet of what to expect from its PSP successor when it launches over here next February.Jim Ryan, SCEE president and CEO, is a Sony veteran relatively fresh to the top job, who gives a refreshingly candid interview for a senior suit (certainly when compared with his boss, Kaz Hirai, the industry's very own Duke of Doublespeak).Two things jumped out at me when I spoke to him in London recently: he revealed that Sony would take a "more tailored approach" to software pricing than it did with PSP, and that it would "take it younger more quickly and more deliberately than we did with PSP."LittleBigPlanet Vita could be the perfect proof of concept for Vita's range of features.

    In other words, there'll be a range of price points, rather than a single fixed one, for Vita games; and Sony wants to make it more family-friendly fast - which could well mean a price cut, as well as more wide-appeal games, by Christmas 2012.It's been fairly clear for some time that the biggest issue facing Sony and Nintendo in making their new handheld consoles a success is the price of software not hardware.The world is a very different place now than it was when DS and PSP launched, when there was no such thing as an iPhone, let alone any real notion of games that could be easily downloaded in seconds for pennies.Apple's rampant, rapid growth in handheld gaming has been astonishing and has caught traditional console makers completely off-guard. And what must really stick in Nintendo and Sony's craw is not Apple's boast of making the most popular portable gaming device in the world (a crafty spin, since most don't buy iPod Touch primarily as a games system), but that it's achieved it without even trying.Gamers will pay full price for big guns like Uncharted, but Sony realises it can't charge top whack for everything.

    Other than happily creaming off its share of the revenue, the company has shown only the thinnest evidence of any kind of gaming 'strategy', instead providing a massively-popular platform - and content delivery-mechanism - that game makers fall over themselves to develop for.Sure, by-and-large iOS games offer only a fraction of the depth of traditional handheld console games - and a virtual joystick and buttons is a terrible substitute for the real thing.But in many, many brilliant cases, they also capture the joyful essence of gaming-on-the-go at a fraction of the price of traditional handheld console games and on a device that is always in your pocket - not just able to fit into it.This makes handheld consoles a harder sell today by definition: if I have my console in the living room and my smartphone in my pocket, can I really justify shelling out for a portable console? And even if I can, why do I need one?It's something Nintendo is still coming to terms with, but the lack of excitement around 3DS post-launch and pre-Mario was - the company hopes - as much to do with a lack of must-have software as high pricing."Looking at the competition, perhaps the launch line-up was not as strong as they'd have liked it to be," Ryan acknowledged to me, while predictably talking up his own first-party selection as: "Comfortably the strongest line-up we've had for any platform launch."He may well be right - and, to my eyes, it's looking an awful lot more appealing than 3DS did on day one as a result.There's no denying Vita is an impressive piece of technology: but who is it for?

    Sony has got a lot of things right with Vita that it got wrong with PSP: adding twin analogue controllers, for instance, the lack of which in the previous model effectively condemned it from birth to being the portable PlayStation that couldn't play PlayStation games properly.Crucially, it's also learned that it's not enough simply to say, "Look! It's a baby PS3 with its own teeny-tiny screen! Aren't we clever?!" And so considerable noise is being made, quite rightly, about the console's full suite of features: front and rear touch, augmented reality, social connectivity and so on.In short, Sony is demonstrating that there is a specific and unique gaming point to Vita - best exemplified right now perhaps by LittleBigPlanet, which may well have found its natural home on the handheld.Which is all good, encouraging stuff. But demonstrating gaming value is one thing, demonstrating value to gamers - and, therefore, a reason to buy one - is quite another. And that's why Ryan's remark that game pricing will be "more tailored" is critical to Vita's long-term chances.I agree with him that, for visibly high-production and hopefully high-content
    ...
    by Published on December 3rd, 2011 23:38
    1. Categories:
    2. PS3 News

    Sony will tonight debut a new ad on British TV that represents the beginning of its multi-million pound PlayStation Christmas campaign.
    Tonight’s spot highlights a four game PS3 bundle that includes a 320GB console and copies of Battlefield 3, FIFA 12, Uncharted 3 and Gran Turismo 5 for £259.95.
    Ads will also be appearing alongside some of the most high-profile shows on ITV including the X-Factor Final, the semi-final of I’m A Celebrity and Manchester United’s final Champions League group game, as well as the second round of the FA Cup.
    Supported Channel 4 shows include The Simpsons, Peter Kay, Million Pound Drop, Pineapple Express and Superbad. You will also see ads throughout Sky’s Premier League coverage.

    http://www.mcvuk.com/news/read/four-...ampaign/088041
    ...
    by Published on December 3rd, 2011 23:36
    1. Categories:
    2. Xbox 360 News
    Article Preview


    We had a hunch -- okay, it was less a hunch and more an obvious thing to think, but here we are: Modern Warfare 3 has dominated Xbox Live activity on the week of November 21. When not chowing down on turkey and karate-chopping fools at Walmart over waffle makers, it seems most Xbox 360 players answered the call.

    The second most-played game for the week was another Call of Duty game:Black Ops. It bested Elder Scrolls V: Skyrim, Battlefield 3 and FIFA 12, which took the remainder of the top five games played respectively. On the XBLA side,Pinball FX2, Super Meat Boy and Marvel vs Capcom 2 took top honors, thanks toMicrosoft's "Fan Appreciation" sale.

    http://www.joystiq.com/2011/12/02/mo...ox-live-activ/
    ...
    by Published on December 3rd, 2011 23:32
    1. Categories:
    2. Nintendo Wii News
    Article Preview

    Holy fu-nky chicken, Ubisoft announced this morning that Just Dance 3 sold 700,000 copies on the Wii and Xbox 360 over six days, between November 20 and 26 of the Black Friday shopathon. The company also stated that Just Dance 3 sales are up 48 percent from those of Just Dance 2, which launched in mid-October of 2010, when compared "year over year to date in the US."

    Ubisoft also claimed it has 76 percent market share among dance games in 2011. That statistic could be a little messy, since unlike Zumba Fitness andDance Central, which has one sequel, the Just Dance franchise follows Activision's Guitar Hero model of suffocating saturation.

    The Just Dance franchise currently includes: Just Dance 3, Just Dance 2, Just Dance, Just Dance Summer Party, Just Dance Kids 2, Just Dance Kids, Michael Jackson: The Experience, The Black Eyed Peas Experience and ABBA You Can Dance. All these titles combined sold over one million copies in the US during Black Friday week. The NPD previously stated that dance game sales are up 326 percent over last year.

    http://www.joystiq.com/2011/12/02/ju...ack-friday-we/
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    by Published on December 3rd, 2011 23:29
    1. Categories:
    2. Playstation Vita News
    Article Preview


    Even with how prolific HTML5 has become across these great and vast internets, Adobe's Flash still accounts for the broad majority of internet content across the webs. For mobile-hardware manufacturers, the issue of Flashiness on their devices has, up until very recently, been a design decision, with OS developers weighing Flash's considerable processor and battery costs against its added utility; utility which Sony still hopes to include in the Vita.

    Despite the cancellation of development and discontinuation of support for Flash on mobile devices, Sony Division 2 software-development head Muneki Shimada has said that his company is continuing its negotiations with Adobe, and that the end of Flash for mobile may not necessarily mean the end of Flash for Vita. We're not really sure how someone could negotiate a company back into supporting a dead platform, but if anyone knows anything about deadplatforms, it's Sony.

    http://www.joystiq.com/2011/12/03/so...pport-on-vita/
    ...
    by Published on December 3rd, 2011 23:26
    1. Categories:
    2. PC News
    Article Preview

    DICE will release a massive update for the PC version of Battlefield 3 on December 6.
    This, the developer explains, will coincide with a separate update it will undertake with the game's servers, which will bring down the service "for some hours" from around 8AM UK Time.It'll be a whopping 2GB (because it includes data for the Back to Karkand DLC Pack) and will be mandatory due to its incompatibility with older clients.
    Here's the full change log:
    Bugfixes
    Fixed a problem with spawn timer now showing blue border on startup and lost spawn point
    Fixed a problem where player who joined queuing on End of round got spawn screen stuck on screen, but unable to do anything with it untill next round loaded
    Fixed a problem where camera would change to 3rd person on killcam when killcam was turned off in server settings
    Fixed stat references on several dogtags
    Fixed for surveillance ribbon not counting TUGS
    Fixed a missing combat area lines on the minimap for Grand Bazaar conquest small
    Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
    Fixed a problem where placing C4 with the russians soldier was playing US faction VO
    Fixed a problem where TV guided missiles could be shot into its own helicopter and destroy it
    Fixed a problem when attempting to fire lock on weapons without a target
    Tweaked the chat, it should now be a bit easier to read
    Fixed several vehicles that did not properly shoot rockets and guns towards their predictive sights
    Fixed the G17 Supressed Laser not working properly
    Added alternate HUD colors to help colorblinds
    Added a network interpolation setting. This allows users with good bandwidth reduce latency, but might increase some stuttering. The user can find what works best for his connection by tweaking the slider.
    Increased the Spawn protection radius on TDM
    Fixed a problem with smoke on land vehicles, Missiles should now miss more often
    Fixed a problem where users could end up with IRNV scope in any vehicle
    Fixed a problem where player dies if vaulting over a ledge and into water while sprinting
    Fixed several crashes and increased general stability
    Fixed a problem where the user was unable to revive two players that have the bodies one over the other
    Fixed so you can assign an axis and use as a digital input. This makes it possible for the player (on pc) to assign one of the sticks on a gameped to be used for throttle/brake.
    Fixed a problem with the Kill camera acting up when suiciding from parachute
    Fixed air radar was showing to much. now lasertagged, heatsignature above threshold, enemy missiles and capture points are only visible on air radar
    Fixed a problem where the game would enter a technical hang if the user pressed pause menu and tilde at the same time
    Fixed a problem where you could get green flashes on screen
    You can now reassign cycle weapons
    Fixed so the weapon zooms automatically after bipod deploy is gone when using zoom toggle
    Fixed a problem where the parachute would stay stuck in air if the owner was killed
    Balance Tweaks
    Fixed several weapons so they are properly suppressed and hide the player on the minimap when fired.
    Tweaked Tactical Light so it is not as blinding over longer ranges.
    Tweaked the IRNV scope so it is limited to usage only at close range.
    Reduced heat masking effectiveness of Spec Ops Camo.
    Fixed a bug where Ammo spec would give additional 40mm grenades instead of Frag spec.
    Increased the number of additional 40mm grenades from Frag spec.
    Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines. (We want to make a different fix in the future, it's in JIRA).
    Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.
    Fixed several weapon descriptions, calibers, and fire rates. The weapons themselves have not changed.
    Fixed so the M9 and MP443 pistol can be equipped by the opposing faction when it is unlocked at 100 kills.
    Fixed Laser Guided Missiles missing their targets if the target is moving too fast.
    Reduced the effectiveness of Stealth on Air Vehicles.
    Reduced the effectiveness of Beam Scanning for Jets.
    Reduced the damage done to Armored Vehicles and Infantry from AA guns.
    Increased the damage RPGs and Tank shells do to AA vehicles.
    Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.
    Increased the effective accuracy of long bursts for LMGs when using a bipod.
    Slightly increased the range of the 44magnum bullets.
    Increased the close range damage of 4.6x30mm and 5.7x28mm bullets.
    Increased the reload time of the Mortar from 3.5sec to 4.8sec and increased the time it takes before a shell hits the ground.
    Reduced the aimed accuracy bonus given by a Suppressor for the MP7, P90, PP2000, PP-19, and UMP45.
    Increased the range and FOV for designating targets with the SOFLAM and vehicle Laser Designators.
    Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns.
    Slightly Increased the power of Fighter Jet Cannons against all vehicle targets, especially ...
    by Published on December 3rd, 2011 23:21
    1. Categories:
    2. DCEmu
    Article Preview

    Gamers threw a hissy fit on the internet yesterday when it came to light that EA's multiplayer-unlocking Online Pass codes can expire.
    One gamer discovered this when trying to use a code from a new copy of Need for Speed: Hot Pursuit recently purchased from Amazon. The system rejected the code as "incorrect or no longer valid". Other gamers chimed in with similar experiences.But don't throw your toys out of the pram; in response to the matter EA has said that while Online Pass codes should generally not expire, some will and new ones can be acquired for free.
    Dragon Age 2, for example, contains codes that will expire on March 31, 2012. "Re-downloading or getting a new Pass is free," EA told Joystiq.

    http://www.computerandvideogames.com...ne-pass-codes/
    ...
    by Published on December 3rd, 2011 23:20
    1. Categories:
    2. Playstation Vita News
    Article Preview

    Konami has confirmed it will release a "free" download title for Vita coinciding with the console's Japanese launch on December 17.
    AR Combat Digi Q: Friend Tank Battalion, an augmented reality tank battle game, will be free to download to all Vita owners. Sound too good to be true? That's because it is.
    The free version will essentially be little more than a demo - you get five of a possible 40 levels and will need to cough up for the rest if you like what you see.
    Konami will charge 500 Yen (£4) for stages six to 30 (a reduced price that will rise to 800 Yen (£6.50) from January 16). Levels 31 to 35 and 36 to 40 will come as two separate packs each costing a further 200 Yen (£1.60). So the full game, if bought at full price, will end up costing 1200 Yen (about £10).
    So it's not free then.It does, however, demonstrate the 'freemium' model commonly used in the iOS App Store, which has gamers paying for specific content after an initial free download. PlayStation Network games, it seems, are following suit.
    There's no word of a US/UK release for Digi Q.

    http://www.computerandvideogames.com...unch-in-japan/
    ...
    by Published on December 3rd, 2011 23:15
    1. Categories:
    2. PC News

    After months of testing, beefy Star Trek Online update Season 5: Call to Arms has been released.In a nutshell, Season 5 brings a Duty Officer System, the story of The Borg Advancement, Klingon gameplay updates, a skills revamp, a mission revamp, lore missions and economy restructuring.STO executive producer Stephen D'Angelo offered an overview of the changes in a dev blog.Star Trek Online turns free-to-play on 17th January 2012.New and Improved Content
    • Borg Invasion of Defera - An all new action ground combat map that features multiple play areas, boxes, and a variety of game play.
    • Re-envisioned Borg Strategic Task Force (STF) maps - These were cleaned up and streamlined to improve play. Then they were given a "Normal" version so everyone can experience the content, as well as an "Elite" version for some seriously challenging play. And finally, we threw in some great new rewards and elite gear that you can earn.
    • Federation and Klingon Academy - All new academy maps to explore and do non-combat game play.
    • Lore Missions - A whole new type of non-combat play. Learn about the Star Trek universe while playing these fun little missions.
    • Patrol Mission Revamp - The patrol missions got a new feel, now requiring some exploration to discover them. They also got better Skill Point rewards.
    • Event Calendar - A new event calendar that features nearly a dozen new events that happen around the clock.
    • Threaded Storyline - The whole storyline for STO has been put together in a cohesive way by threading the Episode content. Now it's easy to know what to do next, and to play through the core storyline.
    • Tighter Klingon Storyline - The Klingon game play was tightened up to play starting at level 21, so that the whole experience for Klingon play is improved.
    http://www.eurogamer.net/articles/2011-12-02-star-trek-online-season-5-call-to-arms-release-notes ...
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