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GameSonic Manager v2.40 PS3 Backup Game Manager for CFW Released

1050°
17w ago - Following up on the previous release and SonicMAN v1.01 update, today Italian PlayStation 3 developer Gamesonic has updated his GameSonic PS3 Backup Manager to version 2.40 with source code and details below.

Download: [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links]

Changelog rough translation: GameSonic Manager v2.40 (MAR/29)

  • Included option to display background image PIC1.PNG (only for backup format JB)
  • Added new option to fix all the psn games installed in the console
  • Deleted option to copy the files into the folder manager saw that it was not used
  • New method for automatic backup and fix the error 0x800010009

Enjoy!

 

Batman Arkham Origins Blackgate Deluxe Edition PSN PS3 DUPLEX Out

Above 1500°
18w ago - Following up on their previous PSN release and recent PS3 Fixes 3.41 / 3.55, today PlayStation 3 scene release group DUPLEX is back with Batman Arkham Origins Blackgate Deluxe Edition PSN PS3 DUPLEX with details below.

From the PS3 NFO File: Batman.Arkham.Origins.Blackgate.Deluxe.Edition.PSN.PS3-DUPLEX / Batman Arkham Origins Blackgate Deluxe Edition PSN PS3 DUPLEX


 

Video: The Amazing Spider-Man 2 PS4 Video Developer Walkthrough

100°
18w ago - Beenox Creative Director Thomas Wilson shared a PS4 Developer walkthrough video spotlighting The Amazing Spider-Man 2 on PlayStation 4 below today.

To quote: Since taking over as stewards of the Spider-Man console gaming franchise, we've seized the opportunity to explore new territory with each game release.

The Amazing Spider-Man 2 on PS3 and PS4 created a great opportunity to build and improve on something rather than starting from a blank slate. The gameplay walkthrough we've prepared for you today shows off some of the ways we've gone about doing that, but I'd also like to briefly flesh out some of those details with a little more context.

The new mechanics of web-swinging are more than just a visual tick, and that's why we often start off pointing them out. Controlling separate sides of Spider-Man with separate sides of your brain has a great psychological effect, and it really immerses you even deeper into your character, particularly when you have to decide to use the right or left trigger based on the physical location of buildings as you swing through the city.





Your cell phone is more than just a glorified menu and map - it's also how you gauge your progress as New York's guardian arachnid....
 

GameSonic Manager v2.35 PS3 Backup Game Manager for CFW Released

1100°
19w ago - Following up on the previous release, today Italian PlayStation 3 developer Gamesonic has updated his GameSonic PS3 Backup Manager to version 2.35 with source code and details below.

Download: [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links] / [Register or Login to view links]

Changelog rough translation: GameSonic Manager v2.35

The dev Orion releases a new update of Gamesonic Manager in version 2.35. Changes:

  • Fixed bug to put the background image I had bribed with various updates
  • Now it is possible to apply the colors of the background grids to coverflow gui
  • Now the console id and pdid will come preloaded at boot manager
  • Posted game path display

Finally, from zar via aldostools: Hi,...
 

Video: The Superhuman Sound of InFamous Second Son on PS4

50°
19w ago - Sucker Punch Productions Audio Director Brad Meyer shared a video today showcasing the superhuman sound of InFamous Second Son on PS4 below.

To quote: Hey everyone! I'm the audio director at Sucker Punch, and I'm excited to show off some of the fun and painstaking attention to detail we took with the sound design of inFAMOUS Second Son.

We knew we had to up our game on all sonic fronts because we were launching on PS4, so we started early by identifying the key areas we wanted to focus on.

Obviously the powers were going to be the most important aspect, so we began conceiving ideas before there was even visual concept art. We created a language for each power set which we used as a palette to craft the design of each set. With smoke, it was charcoal, air, and extinguishing flames. For neon we strapped a contact mic on our Sly Cooper neon sign and also recorded fluorescent tubes, electromagnetic interference, and a very long induction coil.





Another area we knew needed to come alive was the ambience. Since our game takes place in Seattle, what better way to capture the bustling city than running around with microphones, capturing the subtle nuances from birds, sirens, and car alarms, to rain and traffic?...
 
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