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  • DCEmu Featured News Articles

    by Published on August 17th, 2006 18:55

    A woman who made over £850,000 from selling illegally copied games and films has had her remaining assets worth an estimated £250,000 confiscated following a conviction for piracy and counterfeiting offences.

    Susan Roach, 46, of Netherton, Merseyside, originally caught in possession of pirated PlayStation 2 and Xbox games, was ordered back to Liverpool Crown Court for a hearing on 11th August. She had been previously been jailed for 12 months for piracy and counterfeiting offences. The illegal operation was uncovered by Liverpool Trading Standards, Merseyside Police and an ELSPA investigator in July 2004.

    The court assessed that Mrs Roach’s financial gain from criminal activity was more than £850,000. Liverpool Trading Standards and the North West Regional Assets Recovery Team successfully used legislation under the Proceeds of Crime Act (2002) to ask a judge to confiscate her remaining assets worth £242,807. An order as how much she must pay back within a given period or serve a further jail sentence in default was not given at the court hearing.

    Michael Rawlinson, Managing Director of ELSPA commented: "The Roach case highlights the severe penalties facing criminals who partake in the selling of pirated computer and video games. Any profit made through illegal activity such as this can- and often is reclaimed under POCA, and just goes to show that piracy and counterfeiting doesn’t pay."

    BACKGROUND INFORMATION

    Susan Roach, 46, of Park Lane, Netherton, Merseyside, sold the counterfeit goods on Great Homer Street Market, Liverpool and was caught following an investigation called Operation Zouk headed up by the Department for Work and Pensions. Operation Zouk was the subject of a televised documentary and Susan Roach was highly featured in this. Officers discovered 550 counterfeit discs on the stall, a further 318 in her Land Rover Freelander and 2878 blank discs in her home.

    She pleaded guilty last year to five offences of infringing copyright, three trademark offences and two counts of benefit fraud and was jailed for 12 months. ...
    by Published on August 17th, 2006 18:52

    When looking at the overall amount of content available at today's show, Cars comes up as a very strange abnormality. On one hand, the game offered only one main level to play, and nearly no overall indication of furthering Wii implementation from what brief areas we saw. On the other hand, as surprising as it may be, it was the most solid of conversions, and actually the most fun and natural Wii experiences at the show. Is this an indication that simple is good on the Nintendo system? Maybe. But more than that, it's an indication that one solid design can really set apart mediocre and above-average overall feel to a Wii game, something that makes the system have a constant "Put up or shut up" aura around it. Oddly enough, Cars delivers even in one small demo level, as it's simply a solid control conversion.


    Yeah yeah... he's Lightning McQueen.

    We have a distinct feeling that the racing genre is going to be seriously overplayed (along with the first-person shooter) on the Wii hardware. It's just so simple to take a motion sensing controller, turn it on its side, and make it a racing wheel. Tony Hawk is doing it, Excite Truck is doing it, Sonic is actually doing it (though it isn't a racing game, but a tilt-based arcade platformer), Need For Speed will most likely do it, and now Cars is doing it. Hell, even WarioWare, Barnyard, and SpongeBob have it included as a mini-game already.

    Though it may already seem like a bit of overkill, it does at least ensure Wii gamers that we'll be getting a few solid racers by the end of the system's life, and from the looks of it Cars may be a perfect one for younger Nintendo fans. The controls for the game is simple: Tilt to turn, Button 1 for boost, Button 2 for accelerate, B for brake (located in the trigger position), D-pad left for drifting, D-pad right for tilting the car, and both up and down for changing the view. In reality though, that's all it really takes, as the tilt control already feels very on par with an analog stick, and the use of drifting and boost makes the game feel as good as the Cube version in this initial state, with the possibility of more fine-tuning before launch.

    In fact, aside from the main control, there really isn't much more to say about the game. Cars uses the same approach as Excite Truck, and even maps the jump ability to a quick flip up on the controller to catch air. It's a simple conversion from the original game, but it's also intuitive. From a visual standpoint, the game still looked exactly like a Cube game, and we're expecting it to receive a graphical bump before launch. There should be no problem adding Wii-mote to the game, so there's plenty of time to ramp up on the visuals. No word has been given yet as to whether or not the game will include 480p and widescreen support, but it's obviously a goal that THQ is going for, and would be very helpful. We expect to see a bit more tuning for the finer points of steering (perhaps increasing the maximum turn ability just a tad), but for an initial playthrough we can happily report that the game felt smooth, controlled well, and most importantly, was fun.

    Screen Via Comments ...
    by Published on August 17th, 2006 18:35

    Thanks to a truly dedicated poster over at the Nintendo forums, we get some new information from Australian game magazine Hyper on how Red Steel is progressing as it nears Wii launch time. Most notable of the facts revealed were how things have changed since a so-so E3 debut.

    The Wii controls are changing a lot especially since the E3 version ... The system needs a little time to recognize your move (This I'm worried about...) but at the end this is your move that is performed on screen. Besides, today on the current version, we have some movement being mapped and some not. Some will stay mapped at the end so that with an accessible move you can unleash and impressive action you would never be able to perform in real life.

    Also, the representative admits that the Red Steel team is pushing an improved Unreal engine to "its limits."

    Red Steel is running on the improved version Unreal engine for the Wii system. A large portion of our team has already worked with the Unreal engine. They are already well aware of its strengths and weaknesses. We have pushed the engine to its limits to offer a rich, colored and different setting to the player.

    Screen Via Comments ...
    by Published on August 17th, 2006 18:27

    A launch line-up of 29 games is planned for the PlayStation 3 release this November including Resident Evil 5, Vision Gran Turismo and Assassin's Creed, according to US online retailer Best Buy.

    The 29 games are due to come out around the Sony console's 17 November launch date and would make for a fantastic line-up. The full list is as follows.

    Army of Two (EA)
    Assassin's Creed (Ubisoft)
    Brothers in Arms: Hell's Highway (Ubisoft)
    Call of Duty 3 (Activision)
    Devil May Cry 4 (Capcom)
    Fight Night: Round 3 (EA)
    Final Fantasy versus XIII (Square Enix)
    Full Auto 2: Battlelines (Sega)
    Heavenly Sword (Sony)
    Hot Shots Golf 5 (Sony)
    Indiana Jones (LucasArts)
    Killzone 2 (Sony)
    Madden NFL 07 (EA)
    Marvel: Ultimate Alliance (Activision)
    Medal of Honor: Airborne (EA)
    Monster Kingdom (Sony)
    Motorstorm (Sony)
    Rainbow Six Vegas (Ubisoft)
    Resident Evil 5 (Capcom)
    Scarface: The World is Yours (Vivendi)
    Sonic the Hedgehog (Sega)
    Splinter Cell Double Agent (Ubisoft)
    Stranglehold (Midway)
    Tekken 6 (Sony)
    Tony Hawk's Project 8 (Activision)
    Untold Legends: Dark Kingdom (Sony)
    Virtua Fighter 5 (Sega)
    Vision Gran Turismo (Sony)
    Warhawk (Sony)

    Now before anyone gets carried away, there are some glaring errors in Best Buy's list such as a 2006 release for Resident Evil 5, Tekken 6, Stranglehold, Indiana Jones and Killzone 2, as well as some that might have later releases such as Army of Two. But what we can say is that the launch line-up is in there, somewhere. Probably ...
    by Published on August 17th, 2006 18:26

    The desert may not seem like the ideal place to make a major game announcement, but Sierra Entertainment did anyway. Entertaining journalists from various gaming media outlets, the Vivendi Games subsidiary held an event at the Parker Hotel in the triple-digit heat of the Palm Springs desert, and used the occasion to announce its first PlayStation 3 game.

    F.E.A.R., the popular shooter from Monolith Productions (Condemned: Criminal Originals), is currently in development for Sony's next-gen console. This will be the third platform the series has spread to, following a previously announced Xbox 360 version, due in November, and the PC version, which was named Best Shooter of 2005 by GameSpot.

    The game is being ported to the PS3 by Day 1 Studios, which is also working on the Xbox 360 version. What's more, would-be PS3 owners won't have to wait for F.E.A.R.--the game will be one of the system's launch titles when it debuts in the US on November 17.

    In addition to the single- and multiplayer portions of the game, F.E.A.R. for the PS3 will also include exclusive content--though Sierra reps were not divulging any details.

    The timing of the announcement may seem a bit unusual for fans of the series, as earlier this year the now Warner Bros. Interactive-owned-Monolith announced that a sequel to F.E.A.R. is already in the works for "multiple next-gen consoles," which almost certainly includes the PS3. The sequel will not be named F.E.A.R., however, since Vivendi owns the rights to the name.

    Regardless of what the sequel is named, there will still be plenty of F.E.A.R. to go around this year. In addition to the PS3 and Xbox 360 versions of the game, Sierra is releasing a PC expansion pack, F.E.A.R. Extraction Point. Today it also released F.E.A.R. Combat, the multiplayer portion of the PC game, for free download.

    F.E.A.R. for the PS3 has not yet been rated or priced, but the Xbox 360 version will be $59.99 and is rated M for Mature. ...
    by Published on August 17th, 2006 18:23

    News via Gamespot

    With all the hoopla surrounding the flurry of new games in the Star Trek franchise, fans of another sci-fi series, Star Wars, may have felt left out. Publisher Ubisoft is attempting to allay those concerns, however, with the release of Star Wars: Lethal Alliance, a Sony PSP and Nintendo DS game set for release in December.

    The French publisher has signed "a long-term licensing partnership with LucasArts," which owns the Star Wars video-game licensing rights.

    Although Lethal Alliance will appear on the DS and PSP at the same time, the two versions weren't made by the same developer: Ubisoft's Montreal division handled the PSP game, while the publisher's Casablanca studio produced the DS version. Each game will be tailored to take advantage of its host system, but Ubisoft didn't say how.

    Lethal Alliance weaves a tale around the Imperial-fighting escapades of Twi'lek Rianna Saren, a skilled Rebel Alliance fighter and acrobat, and her security droid, Zeeo, a defensive specialist. In relation to the franchise's saga, the game fits between the last prequel to appear in theaters--2005's Episode III: Revenge of the Sith--and the first movie of the original trilogy, 1977's Episode IV: A New Hope.

    Ubisoft said Lethal Alliance players must take advantage of each character's unique strengths to progress--the ultimate goal being the theft of the Death Star's blueprints. There is no word yet, however, on how many Bothan spies must die for players to accomplish the mission. Rianna and Zeeo will travel to a variety of locations in that galaxy far, far away, including the Death Star itself, the Skywalker home base Tatooine, and Alderaan, before its Death Star destruction in A New Hope. Lethal Alliance will include a multiplayer mode, but Ubisoft declined to announce its details.

    Notable Star Wars characters making an appearance in Lethal Alliance include Darth Vader, Boba Fett, Princess Leia, and Kyle Katarn--the gruff mercenary whose game roots extend back to the Dark Forces and Jedi Knight first-person shooters on the PC.
    ...
    by Published on August 17th, 2006 18:20

    News Via Gamesindustry

    Once again there are indications that the UK games magazine sector is in a continuing decline, as the latest ABC figures reveal that it's now the turn of the official mags to face a hefty drop in readership.

    Back in Februrary, when the last ABC results were released, it appeared that the official magazines were holding steady as sales dropped off for other titles.

    But the new figures show that Official PS2 Magazine's readership has fallen from around 132,000 to just over 100,000 - while Official Xbox takes another tumble from 64,400 to 40,500. Perhaps due to the success of the Nintendo DS, however, Official Nintendo has lost just 2000 readers, with monthly sales figures now standing at just over 35,500.

    When it comes to the unofficial mags, some have faired better than others. Sales of PSW fell from around 43,700 to just under 34,500, while Games Master lost around 2000 readers, and is now selling just over 53,300 copies a month. PC Gamer's readership also fell from around 48,700 to 45,300, and PSM2 saw a drop of around 4500, with a circulation of 36,000. PC Zone lost more than 3000 readers, just topping 30,000.

    However, sales of Edge magazine remained steady, hovering around the 33,600 mark, while Xbox World - now X360 World - saw its readership rise from 19,000 to more than 23,000. The first figures released so far for the Official Xbox 360 magazine show monthly sales of 42,680.

    While Future continues to dominate the games magazine market, rival publisher Imagine has seen a rise in readership for some of the titles it picked up from Highbury. Sales of Play rose from 46,500 to 53,100, and Games TM readership was also up from 20,100 to nearly 21,700. The first figures for Imagine's Xbox 360 magazines show that 360 sold just under 13,100 copies, with X360 at 21,900. Uncooked Media's 360 Gamer has a circulation of around 9,100. .

    With the internet getting more and more powerful and sites like DCEMU providing the most uptodate news daily its not hard to see why Magazine sales worldwide are down. ...
    by Published on August 17th, 2006 18:10

    1up is reporting that the Wii version of Nintendo's Legend of Zelda: Twilight Princess will require the use of the Wiimote. The GameCube controller for the Wii will not be usable for the Wii version of the game, despite the fact that the game will also be coming out on the Cube. This has provoked discussion that the Wii version of the game may include extra content or gameplay elements, which will make it unplayable with the GameCube controller. From the article:
    "Many had hoped Nintendo would allow for dual Wii and GameCube support ala a number of upcoming Wii releases, but Nintendo appears confident enough in its design that hardened fans will have to pick up the GameCube release if they're that hardcore. You still have time to decide which one sways you, as both versions will be launched simultaneously during Wii's launch date this fall." ...
    by Published on August 17th, 2006 17:05

    kode54 has released a new build of the GBA Emulator for Windows, heres whats new:

    GBC sound code based on Shay Green's Gb_Snd_Emu, with changes for GBA mode. NEW Updated to Gb_Snd_Emu v0.1.4
    LCD color correction for GBA and GBC.
    GBA PCM channel sound interpolation.
    DirectInput keyboard input only works when main window has input focus.
    NEW Replaced original ZIP support and added Rar and 7-Zip support based on Blargg's File_Extractor library.
    DirectSound output has global focus. Useful if you want to play windowed or fullscreen on a second display while keeping IM/IRC or other communications open and focused on primary display, or something.
    Fixed interframe blending so it isn't applied during window repainting.
    Fixed interframe blending functions so they observe srcPitch parameter properly, required for the above fix.
    NEW Direct3D always uses 32bpp backbuffer.
    NEW Direct3D resets the display when the device is lost.
    DirectDraw vsync uses a timer to poll the current scanline to avoid drivers that hog the CPU on WaitForVerticalBlank.
    NEW OpenGL vsync support only polls available extensions on initialization, and uses a more thorough extension check.
    NEW DirectSound always uses software buffers since some drivers may trigger buffer position events incorrectly.
    Registry support disabled completely.
    NEW Video mode polling ignores modes larger than 4095x4095 to prevent passing illegal modes to the list callback.
    NEW Fixed binary transparency on the 256x256 24bpp icon.

    Download and Give Feedback Via Comment ...
    by Published on August 17th, 2006 17:05

    kode54 has released a new build of the GBA Emulator for Windows, heres whats new:

    GBC sound code based on Shay Green's Gb_Snd_Emu, with changes for GBA mode. NEW Updated to Gb_Snd_Emu v0.1.4
    LCD color correction for GBA and GBC.
    GBA PCM channel sound interpolation.
    DirectInput keyboard input only works when main window has input focus.
    NEW Replaced original ZIP support and added Rar and 7-Zip support based on Blargg's File_Extractor library.
    DirectSound output has global focus. Useful if you want to play windowed or fullscreen on a second display while keeping IM/IRC or other communications open and focused on primary display, or something.
    Fixed interframe blending so it isn't applied during window repainting.
    Fixed interframe blending functions so they observe srcPitch parameter properly, required for the above fix.
    NEW Direct3D always uses 32bpp backbuffer.
    NEW Direct3D resets the display when the device is lost.
    DirectDraw vsync uses a timer to poll the current scanline to avoid drivers that hog the CPU on WaitForVerticalBlank.
    NEW OpenGL vsync support only polls available extensions on initialization, and uses a more thorough extension check.
    NEW DirectSound always uses software buffers since some drivers may trigger buffer position events incorrectly.
    Registry support disabled completely.
    NEW Video mode polling ignores modes larger than 4095x4095 to prevent passing illegal modes to the list callback.
    NEW Fixed binary transparency on the 256x256 24bpp icon.

    Download and Give Feedback Via Comment ...
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