306w ago - AtomicPC have conducted a lengthy interview (linked above) with Bushing, the developer who is now well-known within the bounds of the Wii homebrew scene thanks to his discovery of the first-ever Wii exploit.
Recently Bushing and crew modified a save game from Zelda: Twilight Princess to boot homebrew code. In the interview, Bushing reveals that they are working hard to tweak this hack so that users can easily boot code from an SD card on an unmodified Wii.
To quote: Yes. We did our first public demo at 24C3, right after Christmas. There, we showed a really crude demo that we made by taking a game disc and modifying it – just enough to prove that we'd modified it. (The proof here is a big deal because so many people make this shit up – there have been at least 4 fake demos of people claiming to do similar things in the past month.)
Still, that required some pretty ugly hacks to pull off, but it was still the first time anyone had even gotten that far. Recently, we've been leveraging that experience to try to find cleaner hacks that we can release.
We're working on a special savegame for Zelda: Twilight Princess that will exploit a bug in the way it handles character names, and eventually let you boot code from an SD card. Hopefully.
318w ago - Back in the day, one of the best first person shooters to grace the N64 was known as Turok. Based on a fictional comic book character, Turok saw four instalments, the last of which being Turok: Evolution, which hit all consoles including the PC.
Since 2002, the Turok franchise has sit in the shadows collecting dust, waiting for resurrection. Then in 2005, Buena Vista Games announced it had acquired the rights to the Turok franchise and Propaganda Games would develop the first new title using the acclaimed Unreal Engine 3. Not quite the extinct species it was once perceived as, Turok now makes a triumphant to its past glory, releasing on both the Xbox 360 and PlayStation 3.
Our interview is with John Holmes, co-founder and Vice President of Propaganda Games. Covering everything from storyline to multiplayer, this interview provides all new juicy details on the long awaited revival of Turok so enjoy!
325w ago - We recently sat down with the Soul Calibur IV development team, had a chat about the game, and discovered that its main programmer has been with the team since the very first game, allaying any fears we may have had about whether the latest game in the series was in good hands.
We spoke at length about how the new game will compare to the team's previous efforts such as Soul Calibur III -- which while popular, was generally received as an unbalanced effort -- and what players can look forward to as we learn more about IV leading up to its release next year.
1UP: Can you tell us about SCIV's play style? Is it more like Soul Calibur III's design, or back to the old-school, hardcore mechanics of SCII?
Katsutoshi Sasaki, director: We have returned to the design flow of SCII. SCII is the most popular and well-known, so we returned to that style here.
1UP: What's going on with SCIV's storyline now?
KS: Nightmare and Siegfried play a key role in the story this time. Both characters have absorbed the power of their blades, Soul Calibur and Soul Edge, so they're near their final forms. The spotlight is on these two characters.
1UP: How are you using the 360 and PS3's technology to enhance SCIV in ways you couldn't do before?