Friday, February 10, 2006 - Posts

Blade Dancer: Lineage of Light (PSP): New Trailer

Check out the new trailer for the upcoming game Blade Dancer: Lineage of Light here.



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CHECKLAND KINDLEYSIDES wins POPAI awards for Sony PSP™ project

These are just super funky PSP stations...

Check them out here...
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PSP beats Nintendo DS by hundreds on sales charts

Sony's PSP handheld beat the Nintendo DS on Japan sales charts by several hundred units, a report from research data firm Media Create said Thursday.

From Jan. 30 to Feb. 5, the PSP sold 25,905 units to best the Nintendo DS' 25,321 units sold in the same week.

The touch-screen handheld remains in limited supply after strong software drove several hundred thousands units to consumers in the weeks prior.

Nintendo also lost steam on the software sales charts this week on strong sales from several PS2 titles.

The Nintendo DS hardware will see a transition period in Japan when the new version, Nintendo DS Lite makes it to the retail channel on Mar. 2.

The new version will be 2/3 the size of the original and feature four backlit settings.

Nintendo announced this week that it will offer free game downloads at U.S. retail kiosks and will feature lobby voice chat in the upcoming Nintendo DS game, Metroid Prime Hunters.

Source: Punch Jump
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Konami hybrid UMDs create new PSP genre

When "Silent Hill" reaches theaters April 21, it also will usher in the first product in a series that blends music and an interactive comic together on Sony's PlayStation Portable.

Konami is releasing "The Silent Hill Experience" as the first hybrid entertainment product on Sony's Universal Media Disc, the small disc used exclusively on PSP. The UMD is a growing market, according to the NPD Group, which reports that more that 3.64 million PSP hardware units were sold last year.

"Silent Hill Experience" producer William Oertel said that PSP users are looking for content that takes full advantage of the PSP's multimedia capabilities. He added that while time did not permit the team to include a playable demo or minigames on the disc, future iterations would have some type of video game element.

Rather than offering a new game based on the popular horror franchise, which already has spawned four games, the "Silent Hill Experience" UMD will ship in conjunction with the theatrical release of Sony Pictures Entertainment's "Silent Hill" movie.

Oertel says the first product is aimed at those who have played the games as well as the new theatergoers who watch the film and might be looking for background on the game franchise.

"Experience" will include as one of its main features an interactive comic - which includes music and animated pictures - based on the new movie. It also features an interview with Christophe Gans, the movie's director, who will tie in the UMD content in with the film release. Fans also will get 20 tracks from the "Silent Hill" game franchise by Akira Yamaoka, augmented by an interview segment with the composer. Rounding out the materials are the "Dying Inside" comic series, a selection of cinematics from the four games and bonus Japanese materials aimed at gamers.

"Konami is dedicated to making these experiences a new genre for PSP," Oertel says. "With 'Silent Hill,' we've created an experience that transports fans into the world of Silent Hill and allows them to interact with it."

Konami will ship a second hybrid in the genre with "Metal Gear Solid Digital Comic" (working title), which is being overseen by famed video game creator Hideo Kojima. The digital comic will go beyond just clicking though scanned comic book pages because gamers will have to investigate the story, link together plot points and complete the puzzle.

Although pricing has not been finalized, Konami is expected to release the "Silent Hill Experience" UMDs at a price comparable with UMD movies, which sell for $20-$30, rather than UMD games, which sell for $40-$50.

"What Konami is doing with its hybrid UMDs is right because it takes advantage of the technology of PSP, which does much more than just play movies," says Daniel Silverberg, executive director new business development at Buena Vista Home Entertainment. "I think you'll see more game companies explore the hybrid model because it's easier for a game developer to create these kinds of experiences than a Hollywood studio."

Silverberg believes that once Sony has a larger install base of PSP hardware, Hollywood studios might experiment with more UMD hybrids.

Sony Pictures Home Entertainment became the first studio to add interactivity to the UMD when it release a special edition of "Stealth" in the fall that included three levels from Sony Computer Entertainment America's best-selling PSP launch title, "WipEout Pure." In addition to the movie, the disc included two levels from the game and an exclusive level featuring the plane from the "Stealth" movie.

Source: AZcentral
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Return of the Lego Jedi

Today, LucasArts and TT Games announced Lego Star Wars II: The Original Trilogy. As the title suggests, the game lets you play through as Lego versions of your favorite Star Wars characters from Episode IV: A New Hope to Episode VI: Return of the Jedi. Lego Star Wars II: The Original Trilogy will include character-specific attacks and abilities, playable vehicles, and a challenging advanced mode.

"Whether it was your first gaming experience or you've played everything released since Pong, the first Lego Star Wars was one of those rare video games that everyone enjoyed," said Jim Ward, president of LucasArts. "With Lego Star Wars II, LucasArts is working with TT Games and Traveller's Tales not only to set players loose through the original three chapters of the Star Wars Saga, but also to make this feel like the true sequel our fans have been clamoring for."

"TT Games is delighted to have formed a partnership with LucasArts for Lego Star Wars II," said Tom Stone, managing director of TT Games. "The first game was an absolute joy to work on, and we're excited to deliver even more fun and creativity, this time with more features to work on and the original trilogy as the game's focus."

Lego Star Wars II: The Original Trilogy will release Fall 2006 for PS2, PSP, GCN, GBA, DS, PC, and Xbox.

Source: GameDaily
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GTA: LCS Object Creator

Pretty amazing what people can do; for example, Demon from the GTAPortable forums was able to whip up this little program were you can create a 3D model object for GTA.

Something I never thought will happen with Liberty City Stories is the fan made software that now starts to pop up. As most of you know by now Edison Carter’s Cheat Device enables us to do a lot more in Liberty City Stories. It later then had the ability to create your own custom cheats. The LCS CheatSync then came along that allows you to choose several cheats, made by fans, from a large database. Now someone created the LCS Object Creator.

It basicly does what its name says. You can create an object, or rather 3d model, that’s already found in the games code. This allows you to build your own maps, like stunt parks, new islands or anything possible with the 3d models that’s found in Liberty City Stories. The latest version is still a bit buggy, but future releases will include a map of Liberty City that will make it easy to get the coordinates of the location you want to place your objects. Examples of custom maps are for instance the Wolf Side Hill or The Cruise Ship. When you created your objest(s), you can save it to your cheats.txt file that must be uploaded in your PSPs root directory. You’ll need the latest Cheat Device from Edison Carter in order for this to work.

Go crazy and create whatever you want: GTA Object Creator v0.2

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Tekken PSP Details Next Week

At long last, a real 3D fighter for the PSP.

This big news in this week's Famitsu is what's going to be revealed in next week's issue. The magazine is promising a big exclusive scoop on the next installment of the Tekken series, which it says will be appearing on the PSP. Further details are not revealed. Although the PlayStation and PS2 were both released in close proximity to the latest Tekken releases, the PSP has gone without the series all this time, with its 3D fighter market limited to anime licenses like Bleach and School Rumble. An appearance by Namco's arcade fighter would go a long way to filling the void.

It's unknown if the new title will be an arcade port or an original entry in the series. Stay tuned for more information midway through next week.

Source: IGN

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Pursuit Force Hands-On Update: Coming to America

We get an exclusive look at the US version of SCEE and Bigbig's PSP action game.

We've been excited about Sony's upcoming Pursuit Force ever since we got our first look at the promising title at last year's Electronic Entertainment Expo. The game, developed by UK-based Bigbig, is arguably one of the freshest, most original games on the horizon for the PlayStation Portable. Though the title was released in Europe late last year, SCEA has opted to slightly tweak the game so as to make the experience less punishing than its European counterpart. We took a work-in-progress version of the game for a spin to see just how significant the changes turned out to be.

For those of you who haven't been following the game, Pursuit Force has you assume the role of a recruit in a new law enforcement agency focused on stopping crime. You'll be tasked with confronting the five major gangs, whose illegal and deadly shenanigans are causing all sorts of craziness to happen. To defeat these gangs, you'll have to advance through a number of missions that will culminate in a final face-off with each gang's leader. You'll find that your road to victory is paved with much gun firing, vehicle jacking, helicopter piloting, and speedboating, with high-speed chases occurring on land, air, and sea. Though it's a hefty workout to go through, all of the above make for a tight game experience.

The game will feature the same three gameplay modes as its European counterpart--career, race, and time trial. Career is the story mode that traces your path as a member of the Pursuit Force. The game is somewhat linear in that you'll have to unlock the missions for each gang, but there is a certain degree of choice available to you. The career mode will feature five sets of six missions, with each set revolving around one of the five gangs: Warlords, Capellis, Killer 66, Vixens, and Convicts. When you first start the game, you'll only have the Capelli Family and Warlord missions available to play. Once you clear a few of these and earn some points (points are scaled by your performance), you'll open up other missions for that gang, and you'll eventually gain access to the other gangs. The race mode tests your mad driving skills against those of the gangs you encounter, and the time trial challenges you to get the best clear time for a level.

The missions are dynamic experiences that offer fast, accessible, and satisfying fun. You'll find a good deal of variety in your missions, which will have you chasing people down or providing an escort to someone, either in your car or on foot, and you'll also find yourself manning a gun in a helicopter or cruising on a boat. If, as sometimes happens, you need to avail yourself of a better set of wheels, you can hop into just about any vehicle you see on the road. You'll find that running, driving, shooting, or leaping to or from a vehicle is a breeze to pull off and offers enough diversity to keep you engaged.

The most significant change from the European version is the game's difficulty. Whereas the Euro version featured a punishing, rage-inducing level of difficulty, the US version has been scaled back to a more manageable degree. More important, though, is the game's Burnout-style reward system, which tosses you some bones in the form of unlockables, even if you don't do so great in the level. This segues nicely into the extra unlockables that have been added into the US game, which include a movie viewer and an art gallery, as well as, in a cool first for the PSP, art that can be saved to your memory stick and used as wallpaper for your PSP.

The visuals in Pursuit Force haven't changed too dramatically from the last time we saw the game. Bigbig's impressive graphics engine pumps out console-quality graphics that feature an impressive amount of detail. Better still, the frame rate screams along at the clip you'd expect from a game that has you driving and shooting like a madman. As before, the game still has some jaggedness on display, but it hardly lessens the impact of the graphics. We are thoroughly impressed by the detail and range of environments in the game.

The audio has seen some tweaks from the European version, courtesy of the new voice actors that were tapped for some of the roles. Beyond that, the US version of the game still features the same winning mix of voice, sound effects, and music score. We expect that you'll have a love-hate relationship with your superior officer on the force, who is one tough guy to impress.

Based on what we've seen so far, Pursuit Force is looking like one sharp game for the PSP and arguably one of the best seen on the system to date. The game makes use of excellent, time-tested mechanics and throws in the new car-leaping feature, which is a blast to use. The improvements made to the European game are welcome changes, and they stop well short of dumbing down the experience to the point of lobotomizing it. The tweaks make for a better, well-rounded experience overall. If you're hungering for some original hotness on your PSP, you'll be hard pressed to find something currently out that tops it. Pursuit Force is slated to ship this March.

Source: GameSpot

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Blade Dancer Hands-On First Look

Disgaea maker Nippon Ichi expands onto the PSP with a new turn-based RPG developed by Hitmaker. We get hands-on to see how it's shaping up.

Shall We Dance?

Blade Dancer will bolster the PSP's RPG lineup this coming July.
Watch | Download

In addition to the just-announced Disgaea 2, Nippon Ichi has just unveiled a new PSP role-playing game slated for release in July called Blade Dancer. At the company's recent press event, we got to take a look at the new game to see how it will fit into the portable unit's admittedly sparse RPG lineup. Blade Dancer is the product of a collaboration between Sony and development studio Hitmaker, and based on our initial impressions, it looks like the game will make a nice addition to the PSP library for role-players on the go.

Blade Dancer's story centers on the reappearance of the malevolent dread knight of myth, who has again come onto the scene to cause a bunch of trouble. It doesn't help that this one particular bad guy is apparently the herald of an entire empire of demons, which probably isn't going to spell a good day for anyone. In defense of mankind, you'll take control of a hero named Lance, who's joined by a diverse group, including a monk named Gozan and the elf Tess, as you take on the dread knight and try to prevent the coming of the demons and the end of the world. No pressure or anything, of course.

The exploration in Blade Dancer is presented from the third-person perspective, and you'll be able to see enemies on the overworld before you enter combat with them, so you'll sometimes have the chance to avoid battles altogether if you're deft enough. Amusingly, if you're significantly stronger than the enemies, they'll often try to run away from you. We tried exploring a number of diverse environments and noted that while you'll switch to a separate battle screen when entering combat, the loading time and transitions are extremely quick, which should make for snappy portable gaming.

Once we entered combat, we found Blade Dancer to proceed much like your typical turn-based RPG, though we noted that there were a few twists thrown in. For one, you won't be prompted to give a character a command as soon as his or her turn comes up. Instead, combatants' combat readiness will be indicated with an exclamation mark, and you'll have to actively select which character you want to command next. Interestingly, you won't have magic points to govern your use of spells. Rather, you'll build up a "luna meter" as you fight that will then deplete as you cast magic. The rub here is that enemies can draw from this same meter to use their own special attacks, so you'll be encouraged to let loose with all your spells as a defensive measure, as well as an offensive one.

Blade Dancer also has a weapon-crafting system that you'll have to fully exploit to keep your characters powered up. Your gear will have a durability rating that will decrease as you fight, and your weapons will eventually break, which will force you to dig into your list of weapon recipes to craft something new. Luckily, when you obtain a new weapon, you'll be able to register it with a local blacksmith, so you can then have a copy made whenever you come up with the requisite materials. The developer claims that more than 600 possible weapons can be crafted, so we're hoping for a lot of variety here.

You'll even get to put those weapons to use alongside up to three other players using ad hoc Wi-Fi in the cooperative mode. You and your allies will fight together to work through a number of dungeons that will yield rare items, which you can then take back into the single-player game to apply to the enemies within the main quest. Within battles, each player will control his or her own character (or characters) as turns become available.

Blade Dancer seems to be shaping up as a solid RPG for the PSP, which so far has been woefully short on that sort of game. We were especially impressed with the art style, which is evident in the cel-shaded CG cutscenes that will play out the story as you progress. The mostly anime-styled characters have a slightly more severe look to them that gives them a distinctive appearance. In fact, the collaboration between Hitmaker and Sony actually came about due to the producer's appreciation of Blade Dancer's character designer, so you can bet the art will be strong throughout. At this rate, it looks like the gameplay will be, too. For a taste of that, check out a bunch of new videos of the game, including an exclusive developer interview.

Source: GameSpot

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Review: World Soccer Winning Eleven 9

Overall - 8.8/10 ("Great")
Gameplay: 9/10
Graphics: 9/10
Sound: 7
Value: 7
Tilt: 10
Difficulty: Variable
Learning Curve: About Half an Hour

The PSP version of Winning Eleven 9 is almost indistinguishable from the PS2 game, but does lack a number of its features.

The Good: The most realistic soccer game ever made; ad hoc wireless play; no two goals are the same.
The Bad: Lots of teams lack official licenses; lack of online play; no master league career mode.

Until now, EA Sports' FIFA franchise has had the monopoly on the PSP soccer games market. FIFA Soccer was released for Sony's handheld in April of last year, and less than six months after that the superior FIFA 06 arrived in stores. This week that all changed when Konami unleashed a PSP version of World Soccer Winning Eleven 9 alongside the PlayStation 2 and Xbox versions of the game. The PSP game lacks a lot of its console counterparts' features, but on the field of play it's still the most realistic soccer game ever made.

If you're a fan of the Winning Eleven series, you're almost certainly a fan of its engrossing "master league" career mode, which we're sorry to report is absent from the PSP game. You'll find quick match, league, and training gameplay options on the main menu, though, as well as Ad Hoc wireless support for two players. The match and league options should be self-explanatory, but we'll point out that the game's training mode lacks the enjoyable set-piece challenges and such that have almost become a trademark of the console game--it simply gives you an opportunity to kick a ball around on the field without any opposition.

The remaining option on the main menu is the all-important edit mode, which lets you customize the names, appearances, and attributes of every player and team in the game. This option has always been a key feature of Winning Eleven games, simply because the vast majority of that information is incorrect by default as a result of Konami lacking the necessary licenses to use real-world information. That situation is slowly improving, though, and so in addition to the licenses that Konami acquired for the Dutch, Italian, and Spanish leagues last year, there are now a number of other licensed club teams in the game, including the likes of Arsenal, Chelsea, Rangers, Celtic, Dynamo Kiev, and Galatasaray. It's unfortunate that there are still a large number of high-profile teams in Winning Eleven 9 whose names and uniforms are generic, but you'll find that the game's editing tools are more powerful than ever before if you don't mind spending some time with them. If you own the PS2 version of Winning Eleven 9, it's also possible for you to transfer your edited information from that game to your PSP.

What sets Winning Eleven 9 apart from the competition once a match gets underway can be difficult to put a finger on, but it's clear that Konami's development team has once again taken a near-perfect soccer game and improved upon it in more ways than we dared hope. More impressive still is the fact that, visuals aside, the PSP game is almost impossible to distinguish from the PS2 version. Perhaps the most dramatic improvement this year is the way that your players handle when you're controlling them, but you'll also notice that the other players on the field behave and are animated far more realistically now.

When you're in control of a player with the ball, for example, it's very simple to perform quick sidesteps and turns because you don't have to use anything but your analog stick to do so. You still have the option to perform more showy turns and tricks using the left shoulder button, but it's unlikely that you'll ever become dependent on them because, now more than ever, it's your ability to pass the ball that will win you matches. Passing is important not only because your CPU opponents are very quick to close you down whenever you get the ball, but also because the CPU players on your team will be making intelligent runs forward and expecting you to pick them out any time you have possession.

Since passing the ball is even more important in Winning Eleven 9 than it has been in previous Winning Eleven games, it's also important that you're able to intercept the opposing team's passes when you're on defense. The bad news is that the tackles your players will perform automatically when you hold down the "pressure" button are a little clumsier than in previous games, often resulting in mistimed challenges. The opposite is true for sliding tackles, however, which are relatively easy to time correctly, and are far more likely to result in you coming away with the ball than has been the case in previous games. The upshot of this subtle but noticeable change is that you can no longer rely on just holding down the pressure button to win the ball back. With that said, having a second CPU player apply pressure to the opponent with the ball while you concentrate on marking the player you think he's looking to pass to is definitely one that you'll want to master, particularly if you're planning to play against friends.

Intelligent CPU players are all well and good, of course, but there's really no substitute for playing against a human opponent, which the PSP version of Winning Eleven 9 lets you do using the handheld's Ad Hoc wireless functionality. The lack of online play is definitely a little disappointing, as is the fact that the game supports only two players (FIFA 06 supports four), but neither of these things is reason enough to dismiss what is otherwise a superb soccer game. Nor is Winning Eleven 9's lack of any match commentary a cause for concern, even if it's the most noticeable difference between the PSP and PS2 games on the field.

Off the field, you'll notice that the PSP version of Winning Eleven 9 is actually easier on the eyes than its home-console counterparts, partly thanks to the handheld's gorgeous screen, but also because many of the menus have benefited from minor facelifts and palette changes. The console game's disappointing and repetitive soundtrack, on the other hand, is unchanged on the PSP.

The PSP version of Winning Eleven 9 is, quite simply, a great achievement on the part of Konami's Tokyo-based development team. It's almost a given nowadays that PSP versions of PS2 games are often every bit as good, but that doesn't make being able to play a game like Winning Eleven 9 while sitting on the bus any less remarkable.

By Justin Calvert

Source: GameSpot
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