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EGM won't Review MGS4 because Konami Imposed Limitations

550°
343w ago - To recap: Konami are imposing restrictions on what publications can and cannot talk about when reviewing Metal Gear Solid 4. No mention of 90-minute cutscenes please, and while you're at it, no talky-talky about install sizes either, K? IGN are cool with that. EGM, refreshingly, are not.

Due to "limitations Konami wanted to impose on our comments", the editorial team decided to refrain from giving the game a score, and in lieu of a "review" posted a lengthy roundtable discussion about the game instead. It's hardly a gloved fist on an Olympic dias, but it is nice seeing somebody do something about such an... unsavoury practice.

Reviewers often have restrictions about what they can and can't talk about in reviews - in my experience, these have been restricted to plot details, which have an embargo date a little bit later than the general review does. But MTV Multiplayer's Stephen Totilo has apparently heard from some gaming media sources who said that when it comes to Metal Gear Solid 4, particular details are off-limits.

I've been told by two gaming media sources who asked to remain anonymous that Konami representatives had been asking print reviewers to keep some technical details out of their reviews, namely the length of the game's cut-scenes and the size of the game's installation...
 

Showdown: Resistance 2 versus Gears 2

200°
343w ago - In fall of 2008, two of the industry's premier shooters will face off in Resistance 2 (PS3) and Gears of War 2 (360).

Resistance, a PS3 launch title, found its way into gamers' homes and hearts following a stream of positive reviews from the gaming media. Though it sorely lacked the polish of Gears of War in terms of its visuals, it more than made up for its blemishes with a terrific story, solid gameplay and an excellent multiplayer component.

Gears of War, a title that did not see the light of day until over a year after the Xbox 360 was released, featured a brilliant singleplayer campaign with unsurpassed visuals and seriously addictive gunplay. Since their releases, Insomniac and Epic have had more than ample time to optimize each title's engines in order to get the most out of their respective consoles.

The gaming public is not only looking for these developers to deliver memorable second chapters, but also to create momentum before the crucial 2008 holiday season.

Nathan Hale and Marcus Fenix, though physically dissimilar, share more resemblances than it may initially seem. Hale, of Resistance fame, is a grizzled US Army Ranger (named after the United States' first spy) who was last seen in a snowy landscape being abducted by mysterious soldiers after destroying...
 

The Lies We Tell: BioShock's Exclusivity

50°
343w ago - The cat is now out of the bag, people finally knows that BioShock is coming to PS3, after it was 'confirmed' not to.

Well, I worked on the PS3 version, I was even lead programmer for the PS3 SKU at one point, but then there were a lot of lead programmers that worked on the PS3 version, but that's a sordid tale for another post. Today's post is about one of the lies of the games industry, the exclusivity deal.

Nowadays, almost all high profile games from 3rd party publishers are planned from the beginning to be multi-platform and simultaneous release. The extra cost of developing for multiple platforms can easily be recouped since both PS3 and 360 has a big enough installbase. The simultaneous release makes the most of the marketing money by spending it on one big campaign rather than two smaller ones months apart.

Remember Sony claiming that most developers are creating the PS3 version first? That is not because PS3 is more popular, or easier to code, it is purely because from a technical point PS3 is harder to create good code for. Once you've created a good code base for PS3, it is easy to turn that into a well running 360 version.

So how did BioShock's 'exclusive' come about and why PS3 version a year later? Well, you've got to follow the money, which leads us to Microsoft.
 

PSP Custom Firmware v3.95 GEN released!

50°
343w ago - Miriam has released Custom Firmware 3.95 GEN for PSP, including full support for 3.X kernel based homebrew applications, as well as an integrated in-XMB recovery menu.

Note that the 1.5 kernel add-on from previous M33 releases is not compatible with 3.95 GEN, and at least 3.71 M33 Firmware must be installed beforehand.

Download: PSP Custom Firmware v3.95 GEN

Changelog:

General

* Kernel updated to 3.95 (new nids, patches, etc).

Recovery

* Option added in recovery to choose between VSHMenu and in-XMB recovery.
* Option added in recovery to choose from Sony, GEN and M33 Network Update modes.

XMB

* Access VSHMenu / recovery menu via XMB with the SELECT button.

Finally, numerous reports suggest that the built-in PSOne emulator does not function properly, though an updated POPSLoader is included to allow prior versions of the emulator to run.
 

Exclusive Info on the New PS3 Controller unveiled!

250°
343w ago - Sev1512 of PlayStationLifeStyle writes: It has been brought to my attention that PlayStation Underground held a secret focus group earlier this year.

A small group of PS3 owners were sent to a facility in [undisclosed location], California to test a new PlayStation product in development.

Once inside the testing facility, these PS3 owners were shown a mini-tripod that stood about 12 inches high. and what looked like 4 black PS3 "wiimotes". Well they were essentially "wiimotes" for the PS3, but didn't need a "nunchuck" attachment. I will refer to them as "PS3motes" for now on.

You can have up to 4 of these "PS3motes" connected at one time. A demonstrator at this focus group was there showing off the "PS3motes" capabilities, along with some mini-games to play. The mini games ranged from tennis, to fencing, to a "really really cool" paintball game. The demonstrator even used the "PS3mote" to play "Quake" on his laptop.

The "PS3mote" is said to be incredibly responsive and accurate. When the demonstrator crouched while playing the paintball game, the character on screen did as well.

The biggest concern of the demonstrator was that for these "PS3motes" to work they needed the tripod, which connected to the PS3's USB...
 
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