PlayStation 3 owners will get the first crack at a free demo for Dante’s Inferno, EA announced today. The free demo, which we announced last month, will hit the PlayStation Network on December 10 followed by a release on Xbox LIVE on December 24. The demo includes the entire first level.
The ‘Gates of Hell’ demo will help introduce you to the main character, and show off the game’s action and combat. This hack-n-slash game will pin you against hordes of enemies in your quest to battle Death. After defeating Death, you’ll take over his scythe, a powerful holy cross, and head into the Gates of Hell.
“The world of Alighieri’s Dante’s Inferno is such a rich, detailed, and often alarming universe, that all of us at Visceral Games put our hearts, and dare I say souls, into creating something truly intense and exciting,” said executive producer Jonathan Knight. “We hope gamers enjoy this tease of hell, and come away from the experience lusting for more when the game comes out on February 9.”
The game is being developed by Visceral Games, which was the team behind Dead Space. You can expect Dante’s Inferno to run at a blazing-fast 60 frames per second with unique environments for every level of hell.
Look for the demo on PS3 on December 10, and the North American release on February 9, 2009 and in Europe on February 12, 2010. The game will be available on PS3, Xbox 360, and the PSP.
Electronic Arts has unboxed the first details on its forthcoming Medal of Honor reboot, confirming the game will take the form of a modern-day shooter based in Afghanistan.
Due out on PlayStation 3, Xbox 360 and PC in 2010, the eponymous FPS focuses on the Tier 1 Operator, namely "a relatively unknown entity directly under the National Command Authority who takes on missions no one else can handle."
The game's developers have been working closely with the unit in order to successfully “create the most authentic modern war experience," as inspired by real life events.
EALA general manager Sean Decker commented: “EA has always been an advocate for telling the soldiers’ story. The new Medal of Honor follows that tradition. We felt it was important to tell the story of today’s war and today’s elite soldiers via today’s most relevant medium – videogames."
“We are so proud to bring together two powerhouse development teams to make this game a reality; EA Los Angeles and EA DICE. Medal of Honor promises to be an unforgettable entry in the modern shooter genre."
Those of you itching to get a glimpse of the action won't have long to wait -- the first footage will be deployed at the VGA's on December 12.
The chaps over at the official European PlayStation Blog have revealed that a playable demo of Polyphony Digital’s eagerly anticipated Gran Turismo 5 will be available for download on December 17.
According to the blog, the demo will take the form of a GT Academy 2010 Time Trial download, marking your only shot at bagging yourself a place in this year’s Academy. Successfully land a place in your country’s top 20, and you’ll be invited to a national event allowing you to pit your skills against the finest GT drivers in the region.
“It will be the first opportunity to get a hands-on taster as to what Yamauchi-san and his Polyphony team have been carefully crafting and polishing at their Tokyo base,” the blog states.
Gran Turismo 5 is due out in Japan in March 2010, with a western release still to be decided. Pop over to the official EU Blog for more details on the competition if you fancy your chances.
- Fixed important bug in inter-thread code (semaphore wasn't waiting due to interrupts disabled), that caused the load state to not be completely read in some cases. This caused black screen after state load (unless you just saved that state, in this case state was still in ram), or even worse, game not working properly due to partial load.
- Added states per game basis. The controls are slightly different: old controls now do a local savestate/loadstate of the game, while pressing dditionally select button will save/load a global state. See instructions for more info.
- Fixed bug that caused normal sleep mode waking up inmediately.
- UMD discs and isos in normal UMD mode are now supported. However, they require to nullify umdcache, by flashing one file.
PspStates Experiment for PSP SLIM
---------------------------------
Please read carefully this book... i mean this readme before proceeding to use this plugin.
Note: The author will not be responsable of any kind of damage to units or of data loss (including game data loss) that this software may cause.
This is true for all my software as they are free, but in this case I would feel like I would indicate it explicitily.
It is recommended that you backup the nand and important data of memory stick before using this plugin, in order to avoid posible loss of data.
This program was never intended to be part of M33 cfw, it always was planned to be released as a plugin, just to clarify
This software is experimental work and it may behave incorrectly or not work in all cases.
Requisites:
-----------
- 4.01 M33, 1 or 2, doesn't matter.
- A good memory stick is recommended. Fake memory sticks are... fake... and ****, they could make load and savestate too slow.
Instructions:
-------------
Copy seplugins folder content (IMPORTANT: including the empty folder SAVESTATE, as the plugin will not create it) in /seplugins and activate the plugin using the recovery.
This plugin at the moment will only work in game mode, don't bother to use it in pops or vsh.
VERY IMPORTANT: because of technical reasons, DO NOT USE this plugins with umd's inserted, and do not use it of course with UMD's in normal mode, even isofs mode is not recommended.
Use only in march33 (recommended), np9660 or in homebrew.
You can have the plugin loaded in umd's, as soon as YOU DON'T USE IT.
SaveState procedure:
--------------------
- To save a state, press the home button in game, and once in the home button screen, press R plus one of the followings buttons: up, down, right, left, square, triangle, cross, circle or start. Each of this button is considered a "slot", so you can have up to 9 states. At the moment these state are global: this means they are for all games, not for a specific one.
- At that moment, the PSP will go to sleep mode and return automatically inmediately.
- After the quick sleep mode return, you will see a black screen for some seconds, don't worry it will end. The time can vary depending of games and cpu speed, at this state the program is copying ram from one place to another.
- When the screen is turned on again, you will see the memory stick led blinking for some time: this is the write of the file. If your memory stick is good, this step should be quick.
- The state is saved, it can be loaded during the game or in another game session. (if memory sitck is same or with similar content, you can load other game states withing a game).
The state is saved to one of the followings files:
ms0:/seplugins/SAVESTATE/globalstate_u.bin -> up button
ms0:/seplugins/SAVESTATE/globalstate_d.bin -> down button
ms0:/seplugins/SAVESTATE/globalstate_l.bin -> left button
ms0:/seplugins/SAVESTATE/globalstate_r.bin -> right button
ms0:/seplugins/SAVESTATE/globalstate_q.bin -> square button
ms0:/seplugins/SAVESTATE/globalstate_t.bin -> triangle button
ms0:/seplugins/SAVESTATE/globalstate_x.bin -> cross button
ms0:/seplugins/SAVESTATE/globalstate_c.bin -> circle button
ms0:/seplugins/SAVESTATE/globalstate_s.bin -> start button
The size of the file may vary depending of the game, as it is a 36 MB dump compressed.
Tests show that the most expected range is: 10-20 MB. The plugin will not check free space, you are on your own on that.
LoadState procedure:
--------------------
- To load a state, press the home button in a game, and once in the home button scree, press L plus one of the slot buttons mentioned in savestates.
- In that moment, the memory stick led will blink. This step should be fast on good memory sticks.
- After that, the psp will go to sleep mode and return automatically quickly.
- The screen will be black for some moment, this wait moment is much faster than the one for savestates.
- Once the screen is turned on, and if all went fine, your system will be now in the state in which you saved it.
Comments
--------
- The current release is a 4.01 M33 specific plugin. It won't work in a future firmware without an update, unless that firmware has highly similarities with 4.01.
- For faster operation, it is recomended that you set speed to 333 for game in vshmenu or recovery.
- You can load the state of any other iso or homebrew, as soon as they are really in the same memory stick. Do not change name or path of isos or homebrews after you have saved a state of that iso or homebrew, or the load state will not work properly (would probably work for some moment until game try to load data from ms). Anyways, in some cases, in prevision of hardware related problems it is more recommended to load states only from the same game.
- A load state is a REAL LOAD STATE with all the consequences. Lets say you are playing an iso game in march33 mode with the plugin X activated and plugin Y desactivated. Then, in another sesion you are playing that game (or another, as doesn't matter), in np9660 mode with the plugin X desactivated and the plugin Y activated. When you load the state, the game that was saved will still be in march33 mode with plugin X activated and Y plugin
desactivated. Because the load state even restores the own pspstates plugin itself, this also causes the "plugin self-downgrading" problem commented later.
- This plugin is not compatible with any homebrew or plugin using the memory extended size of the slim. It can be enabled while using them, but it SHOULD NOT BE USED.
Interoperability
----------------
- Interoperability between different sony version numbers: this won't be supported, technical reasons. If you were in let's say in a future 4.10 M33 and you want to load a state saved in 4.01 M33, even if the plugin is updated to work on 4.10 M33, it will probably crash loading that state.
- Interoperability between different M33 version numbers (4.01 M33, M33-2, M33-3...): there shouldn't be problem with this. After load state, the system would be temporally downgraded in ram, until you exit to vsh.
- Interoperability with future versions. Because this software is still experimental, future versions could change savestate data format. Even if it doesn't change, the "plugin self downgrading" problem still exists: you have saved a state in version 1, and then you load it in version 2, the plugin in ram after the load state will be the version 1.
- Interoperability with other psp's. Probably not a good idea to share savestates between psp's... they could cause hardware incorrect answer or data loss. The only test done has been PSP1: TA-085, PSP2: TA-085 v2. The PSP1 saved the state. The PSP2 loaded the state. The state load apparently worked, but the game, which was controlled by analogic pad, wasn't answering properly to controls. Wether this was caused by different mother boards or other reasons it is unknown. Anyways if you want to proceed to do more tests, do it on your own, but have in mind some things:
* Functional issues: the hardware should be the more similar possible. The isos or homebrews should have same paths. Better not to have another plugin activated.
* Privacy issues: The savedata may contain in plain text or compressed, wep or wpa keys. Also, if the XMB didn't clear properly the ram, there exist the possibility too of the savedata containing filenames or even binary data of media that was played in the XMB, which can be recovered using computer forensics.
FAQ
----
Q: Why only PSP SLIM?
A: In the current implementation, I'm using slim extra memory. The file writing is post-poned while file read is done before the real load state. This is because we lack of a good memory stick driver that could be used in situations where the kernel is off. The only memory stick driver we have, which is the used in DC, is extremelly slow, it has no sense to use it here. Until memory stick dma code is reversed, it is impossible the implementation on psp phat.
Q: After doing a savestate, sound stopped working
A: try to load the state you just saved to see if this fixes. This may happen sometimes in some games, it is not 100% sure, but the reason identified in tests seems to be: the write of the file. In the current implementation,the plugin performs the real savestate after returning from the induced sleep mode code, compressing it in from one ram to temporal one, then original sleep mode return code is executed,and when the system is stable, the file is written. It seems some games or some sony code may not like that such a big file is written, probably due to the time it may take. If some day, the DMA memory stick driver is reversed, this problem should be gone too... hopefully
Third party licenses
--------------------
This program uses the FastLZ library, which is relased under MIT license. A copy of the license can be found at fastlz_license directory.
- Nids resolver: Fixed scePowerGetCpuClockFrequency issue. This is the same bug that happened in 3.80 M33-1, it won't happen again ¬¬
- Fixes recovery problems that have apperared in prior version (incorrect position of back string in language others than english, enable, and disabled strings not translated in plugins, hide pic0+pic1 couldn't be changed, language file in flash1 wasn't working..
Instructions: Copy UPDATE folder /PSP/GAME/ and run.
Put the 4.01 sony update as 401.PBP in same folder, or let the program download it for you using a wifi connection.
Changes:
- Bug fix: vshmenu didn't let change camera mode due to camera_plugin using select button.
Fixed, now vsh menu will not be loaded when using the camera.
- Recovery can now be translated, See how below. Translation to spanish is autoincluded.
- Updated the M33 SDK with a new function and sample, and released the psp-packer tool to compress prx's and PBP's in the ~PSP format.
- The folder of 4.01 and highre homebrew will be GAME4XX so it won't need change on update.
Taanslating the recovery.
To translate the recovery create a text file in ms0:/seplugins/xx_recovery.txt
or flash1:/xx_recoery.txt (they are evaluated in that order), where xx is the language code of your language:
es -> spanish
en -> english
fr -> french
de -> german
it -> italian
ja -> japanese
ko -> korean
nl -> netherlands
pt -> portuguese
ru -> russian
ch1 -> chinese simplified
ch2 -> chinese traditional
The file en_recovery.txt in translate folder is included for people to translate to their languages, this file is not needed for english people, as the english language is used when no language file is found.
Just change the english strings to your language ones, and put it in the path mentioned above. Be careful to check in the recovery that the lines look fine, don't use too large text.
The spanish file es_recovery.txt will be written by the program in the memory stick.
Phantasy Star Portable demo will allow access to the Story Mode and Multi Mode, and even an option to import your saved data from the demo into the final game.
Now there is more details concerning what is turning out to be a rather extensive demo; it will be 301 MB in size and can be obtained via the PlayStation Store or distributed through selected game stores. You will also be able to play all of the first chapter and five missions from the Multi Mode. The game's official website also reveals more information this week, with new characters, a TV spot and an announcement that is DLC planned. The demo will arrive on July 14th and the game will arrive on the 31st.
Capcoms official website for Japan has listed Devil May Cry for PSP. This is the first news on a PSP version of Devil May Cry, since a capcom developer hinted at it way back in 2005. Given the timing of this, it does suggest that it will be shown at either E3 or the Tokyo game show.
Europes largest gaming retailer GAME today listed Far Cry 2 for Pre-orders on their website. Whats surprising is that the PlayStation 3 version of the game has been listed for release a month earlier than the Xbox 360 and PC versions. While like all rumors this should be taken with a grain of salt, however Ubisoft have been contacted to comment on this rumor.
A subtitled version of the new anime trailer for Capcom's Street Fighter IV has been released by GameTrailers.
The clip features Ryu fighting Akuma, and the end also seems to confirm a new character that many Street Fighter fans have been waiting to play as for a very long time. While the animation is a bit shoddy(why does Akuma look like a troll?), the actual fight is epic with an orchestral version of Ryu's Street Fighter II theme that will send a shiver down any retro gamer's spine.
Sony Computer Entertainment Europe (SCEE) has confirmed that Siren: Blood Curse will be released in the UK on July 24.
The game will ship in a total of four downloadable chapters, which can be purchased individually for GBP 4.99, or the whole set for GBP 19.99
The Survival Horror title takes place in the Japanese settlement of Hanuda, where a US TV crew are on location investigating the legend of the "Vanished Village", which is said to have played host to human sacrifice 30 years ago.
Players will eventually "discover the horrific curse that haunts Hanuda", and must battle against hordes of the living dead in an effort to rescue the survivors.
The game will also utilize a Sight-Jack system similar to previous instalments in the series, allowing you to view the action from the perspective of your enemies.
Sony’s Director of PlayStation Network Eric Lempel has said that PlayStation Home’s upcoming open beta is still on schedule for release this fall, assuring consumers that its release will offer a “fully robust service.”
“The Home open beta is still on schedule for release later this fall,” said Lempel, during an interview with Next-Gen.biz
Despite numerous delays, Lempel was keen to point out that the open beta would be worth the wait, offering consumers a “fair” representation of the forthcoming online social networking platform.
Speaking in direct reference to Sony’s Susan Panico, who suggested that Home’s “rollout will be similar to Gmail,” and thus function as an "open, working beta,” Lempel asserted that Home’s public form would not merely function as a “0.5 release.”
“If you think about Gmail and Susan’s reference, Gmail when it launched in beta was a fully functional email service. I personally was using it and it offered everything you’d expect, but was in beta just to say that there’s more to come and maybe it’s not fully polished,” he said.
“The reason we’ve been delaying [Home] is so that we can deliver a high quality service that the users will enjoy. Even though it will be in beta, it will be a fair representation of what the service can be and its potential, so it won’t be a 0.5 release, it will be a fully robust service.”
Elsewhere, he also addressed the subject of Sony’s planned movie download service for PSN, though did not divulge any specific details in regards to a release date or pricing.
“I don’t have any more specifics right now, but like Kaz [Hirai] said, it will go live [in the US] this summer and I think it will offer consumers everything they’re looking for from us. It will offer everything they expect from us and probably a little bit more,” he offered.
Rumours of Kratos appearing in the PlayStation 3 version of Namco Bandai’s Soul Calibur IV have been dismissed by 1up.com.
The iconic God of War protagonist was said to make an appearance exclusively in the PS3 version of the highly anticipated beat ‘em up, echoing similar platform-exclusive efforts by Namco with Soul Calibur II.
However, the latest 1up podcast has debunked these claims, confirming that Kratos does not appear in the game.
While there is still a possibility that he may show up at a later date by way of downloadable content, for now at least, PS3 owners will have to make do with the equally intimidating Darth Vader.
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