261w ago - Talk about down to the wire, what I speculated yesterday might happen in weeks if not days is in fact happening tomorrow.
When you turn on your PlayStation 3 consoles on Thursday, you'll have the option to freely download the 3GB PlayStation Home client, dash off an avatar, then dip your toes into Sony's shiny, neo-industrial digital preserve.
So much for speculation by some that the way you get the client "isn't going to be via a mere firmware update or PlayStation Store download."
Nearly two years of work's gone into creating this collage of areas which include bowling alleys, shops, nightclubs, billboards, a central plaza, and bars with game themes like Far Cry 2 and Uncharted: Drake's Fortune.
There's quite a lot to do, too. You can dance, play pool, chat, collect trophies, hang those trophies on virtual walls, watch videos, dance in front of other people watching videos, be sociable or socially awkward, even launch flying saucers from take-off pads and fly around popping bubbles.
If it sounds surreal, it kind of is. There's even a communal jukebox angle where the most requested song is what plays for everyone. (I don't know about you, but I'm voting for Iron Butterfly's "In-A-Gadda-Da-Vida.")
Some see this as resembling Second Life, except the...
261w ago - Square Enix has revealed that they were releasing a version of FFXI for the PlayStation 3, but they ran into a small hitch... the Sony rep they were talking to about a PS3 version actually quit the company!
To quote: But when we caught up with the FFXI development team at the Fan Fest event in Hollywood, California over the weekend, we learned an interesting tidbit: It turns out Square Enix was indeed looking into the possibility of releasing a version of FFXI for the PS3, until they ran into a small snag.
"Initially we were in talks with a representative from Sony [to achieve this], but it appears that that person quit," said FFXI producer Hiromichi Tanaka, inducing laughter from the rest of the team. Tanaka also explained why it's a little more complicated to make the PS2 version work than, say, simply releasing some sort of patch or update for the PS3.
"[Current] PS3s don't have PS3-side PS2 emulation, and it doesn't look like Sony has any plans to address that issue. For that kind of thing to even be conceivable, it would have to be on a disc. Digital downloads wouldn't work for this. The disc has to be in the system for the emulator to work."
261w ago - As a follow-up to our previous article, according to a rough translation of Chinese site CNGBA (linked above) citing a Japanese magazine scan, a Capcom Official said in a recent interview that they have not yet decided if Monster Hunter 3 will be a Wii exclusive.
The site speculates that a portable version of Monster Hunter 3 for the PSP is likely to exist.
While there is still no concrete evidence to back up these claims, the idea of Monster Hunter 3 heading to PlayStation Portable is quite feasible if history repeats itself... based on Capcom's success with portable gaming consoles.
Needless to say, until official confirmation is available this is being dubbed a rumor.
261w ago - EPOS Game Studios CEO Olof Gustafsson shared the following today via PS Blog:
Hi all! This is Olof Gustafsson and Magnus Isaksson from EPOS Game Studios writing our first entry on the Blog, and we are going to introduce you all to Crash Commando for PS3, available soon on PlayStation Network!
It is a side-scrolling shooter that we think can and will satisfy any urge of frag-fests during Xmas and the cold months thereafter – killing friends and strangers in comic violence on PSN.
As this is the first game from us as a company – we know most of you have never heard about EPOS at all before. EPOS Game Studios is a small studio located in Sweden with a 5-man production team – with main occupations being split up between 2 programmers, 2 artists and a sound guy.
The initial idea for Crash Commando was inspired by a lot of different titles over the last two decades. One game that springs to mind is JETPAC on the old Commodore VIC-20. The challenge was to create a fun game that clearly flirts with the retro genre, giving the players the opportunity to play in teams or against each other in real-time, incorporating the depth of a modern game while maintaining the retro core values.