64w ago - Irrational Games Evangelist Ratana Huot has announced today that BioShock Infinite will be released on the PS3 this October 16th, 2012 with details below!
To quote: Today, the team at Irrational Games is proud to announce that BioShock Infinite will be released on PS3 this October 16th, 2012.
Our President and Creative Director Ken Levine has been talking about the game for years now and, like the rest of the Irrational Games team, he's thrilled that we can finally share the game's final release date.
"After BioShock, we had a vision for a follow up that dwarfed the original in scope and ambition," he told me. "BioShock Infinite has been our sole focus for the last four years, and we can't wait for fans to get their hands on it."
The game will support the PlayStation Move motion controller and we'll have further details to share on how it will work soon.
In addition, you will get a free copy of the original BioShock on the game's Blu-ray Disc. In the meantime, you can visit IrrationalGames.com to learn more about the game, or pre-order to ensure you get your copy on October 16th.
BioShock Infinite will be available on PlayStation 3 internationally on October...
65w ago - Following up on our previous article demonstrating several PS3 games running on PS Vita through Remote Play, this weekend CNET (linked above) reports on how to get many PSP games (that aren't showing up on PSN yet) to run on the PlayStation Vita handheld as well.
Below are the details, to quote: "Sony says the list of backward-compatible games will continue to grow, but why wait? There are actually plenty of other PSP games you can play on your PS Vita right now, but you'll need a PS3 to make it happen. They may not be listed on Sony's backward-compatibility list, but they certainly work.
So, here's the trick, which has been discussed on many message boards: while you can browse the PS Store to see what older downloadable PSP content is available for purchase or redownload, you're not getting the full picture of the whole PSP catalog. Instead, browse your download list via Transaction Management on your PSN account on the PlayStation 3, and download any PSP games. The PS3 will store PSP games and allow a PSP- or, a Vita- to sync the content.
To quote: In Neo Trail you control a ship that is constantly moving forward. Once you pass over a square on the grid it will begin to raise up. If you get pushed up onto the top of a fully raised block then the game will reset.
The high score is displayed but not saved.
I’m not sure if it’s similar enough to be considered a clone (although that is what it was originally going to be) but it’s obviously inspired by that movie. You know the one.
Later I might add split screen multiplayer and/or an NPC to play against.
Analog sticks = Turn
Finally, in related news NextGenDev (via nextgenupdate.com/forums/playstation-3-exploits-hacks/360397-preview.html) has shared a preview of his Neo Racer 2.0 Edited version for PS3 3.55 CFW. To quote:
This is my official PREVIEW of Neo Race 2.0 edited version. Only the beta in video i did not show the...
69w ago - Below is a work-in-progress (WIP) of PS3 3.60+ games booting on PlayStation 3 Custom Firmware (CFW) 3.55 and 3.41 without a dongle for those interested in experimenting further with it.
What you need ?
1- PS3 3.55 CFW Rebug or 3.55/3.41 with Debug
2- Debug Dev_Flash (Also allow to have the debug options on retail)
3- Backup of your own CFW DEV_Flash (make a dev_flash path on your USB Device)
4- A File Manager
5- EBOOT.BIN of your games (also from Paradox)
What you need to know
Rebug normal in Debug mode 2
You need to put your PS3 in boot mode -> debugger mode (and not system software mode)
We're gonna use the debugger mode to debug the self execution we don't need to have NPDRM, anyway the debugger don't know how to Debug the Self NPDRM
Release mode -> Development mode
All the content type configuration -> Development mode
Dongle uses modified sprx/modules/lib related to the Debug files to be loaded when you boot the PS3 on CFW.
Almost all the EBOOT Paradox don't have NPDRM -> it's a simple self (fake sign header) renamed to EBOOT.BIN (like i was explaining many times) -> call function to the debugger -> sprx/modules loader.