90w ago - Following up on the previous PSP SaveGame exploit news, this weekend PlayStation Vita developer Zer01ne has Tweeted news of a new PSP game exploit that works on Firmware 6.60 and has also been confirmed working with Sony's new PS Vita handheld console as well!
Below is a video of it in action, and to quote from his Twitter updates:
New PSP Game exploit found (This time the game was not already used).
No plan for any HBL portage (We will see). http://pic.twitter.com/m5bUpwt7
I have broken my right arm, the VHBL portage will take time. I will try to do something on with my left arm.
91w ago - Following up on the PS Vita .PKG xTractor 1.00 Homebrew App previously released by SKFU, today PlayStation Vita homebrew developer PsDev has made available a PSVita PKG Tool v1.0 that can also be used to decrypt and extract PS Vita PKG files.
To quote: One day I was going to decrypt and extract the 1.00 Ridge Racer PKG. I went to download SKFU PKG xTractor and found out it was upload through MegaUpload. I look on the Internet to see if I could find any other sources where this could be uploaded to and was not successful at finding it.
So I made this, it was for personal use, but... Why waste time when I could release this for other people that don't have his tool and want to do the same thing? So here it is.
This little tool can decrypt and extract PsVita beta/retail pkg under 1.00. it uses the PSP AES key used to decrypt and extract PSP retail PKG
91w ago - Sony Senior Social Media Manager Jeff Rubenstein has unveiled the surprising origins of Gravity Rush for PS Vita to fans below today.
To quote: Based on the sheer number of questions we get about Gravity Rush, it's clearly one of the most-anticipated PS Vita games coming along in the next few months.
Featuring stunning, cel-shaded visuals, Vita-tailored controls, and gravity-based gameplay, it's no wonder that reviewers across the Pacific have awarded the game (known as "Gravity Daze" in Japan) high marks.
So when the game's creators dropped into San Francisco last week for Game Developers Conference, I jumped at the chance to speak with them.
In this conversation (shared with IGN's Ryan Clements - look for his story soon at Vita.IGN.com), Game Director Keiichiro Toyama and Art Director Yoshiaki Yamaguchi talk about the game's original platform (not PS Vita!), why they avoided an overly Japanese aesthetic, and the surprising inspiration for its unique gravity-based gameplay.
Ryan Clements, IGN: How did you get started on the project? What are your roots in the industry?
Keiichiro Toyama, Japan Studio: I was studying art as a student. I joined Konami as a graphic artist and become director on Silent Hill, and...