Monday, December 8, 2008

Gears of War 2 Review

Gears of War hit a lot of high notes when it was released in November 2006, but despite all of the high scores and hoopla surrounding its release, the game missed out on plenty of fantastic potential. There was that short, rather unsatisfying story, the shallow, almost stereotypical characters, the paltry eight-person multiplayer engagements. With Gears of War 2, Epic Games promises a title that is bigger, better and more badass than the first. Does that mean we can expect some story to go along with all of those chainsaw kills and blood baths or will plot continue to be superfluous as the franchise marches ever onward toward its culminating third game.

Hit the jump to find out.

Loved
Tight Pacing, Eclectic Maps: With 29 chapters spread out over five acts, Gears of War 2 has plenty of room to stretch its legs. Fortunately, it takes advantage of that. Instead of forcing gamers to slog their way through endless subterranean and oppressively dark settings, the game delivers fragfests in Alpine forests, dilapidated hospitals, across the expanse of a massive city. And the key encounters among that collection of maps are tightly paced, managing to maintain your interest no matter where you are.

Epic Battles: One of the problems the original Gears faced was that players never got a proper sense of scale for their encounters. Instead of feeling like part of a world-wide effort to save humanity, it felt more like a handful of guys taking on a bunch of Locust. This time around Epic Games goes out of its way to remind the gamer not only what’s at stake, but just how large the effort is. There are times when the ragged landscape fills with a sea of Locust, when enemies are in the sky, on the hills and swarming up from underground. I just wish they happened more often.

Single Player Tweaks: The original Gears brought a lot of refinement to the shooter genre. This time around the changes aren’t as evident, but still make for a much deeper experience. For instance you can now crawl around after getting knocked to the verge of death, seeking someone to revive you. (On the harder levels, you just die.) There are also a number of new ways to take out a downed enemy, including using them as a “meat shield.” I found the tweak that has the biggest impact on the single-player experience is the Locusts’ new found ability to revive one another. Now you aren’t the only one crawling around looking for a little help. And if you don’t take care of these stragglers they’ll come back to take you out.

Vehicles of Mass Destruction: I’m not a big fan of vehicles in shooters, especially vehicle levels. I find that they tend to ruin the experience, stripping away the tactical nuance found in most shooters and replacing it with a rail-shooter aesthetic. Fortunately, Epic Games avoided that trap in their vehicles. Instead they use these few levels to help move players across expansive terrain and with perhaps one exception, they’re as nuanced and fun to play as the feet on the ground levels. Oh, and riding a Brumak into battle: Tons of fun.

Character Development: In general I don’t play shooters to get all touchy-feely. I really don’t care who lives and dies in these games, and trying to get me to do so inevitably irritates more than it evokes. But when it works, it works well. In the case of Gears 2, the game tiptoes around the over-the-top emotional string tugs but still delivers enough emotional punches to make me worry over Fenix and his pals.

Horde: This new multiplayer mode is a lot more addictive than it sounds. You drop a bunch of players, up to five of them, into a map and then fill it with an increasingly large batch of Locust until everyone dies. There’s something terrifically satisfying about hunkering down with a group of pals trying to stave off wave after wave of Locust in a struggle to survive 50 waves of Locust.

Multiplayer Mayhem: Horde isn’t the only change made to Gears of War 2’s multiplayer. This time around, Epic Games tried to achieve the same reach in their multiplayer modes as they sought in their single player campaign. The game includes seven versus modes, more than double the amount that shipped with the original title. You can also now play with up to nine others, either real players or bots. And if you’re more into Co-Op, the co-op campaign mode now allows the two gamers to play on different difficulty settings in the same game.

Hated
Pain in Your Ear: I get that I'm a cog in a much larger military machine and that on occasion I'm going to need to report back to folks. But does that mean I can't do simple things like reload my weapon or pick up ammo while I'm talking into my earpiece. Let's hope the Locust don't attack while Fenix is chewing a stick of gum.

Story Arc: Epic nailed the character development of Gears of War 2, but the story, not so much. There were plenty of things I learned, plenty of interesting developments and twists that unraveled as I made my way through the nine hour or so campaign. But a lot of that either came out of left field or was left dangling when the surprisingly abrupt, incredibly flat ending hit me in the face. Of course there's going to be a sequel, but I think the story arc needs to be more of an actual arc and less of a bumpy ride to be satisfying across all three games.

Normal Is a Bit Casual: It's funny that the developers felt that the needed to add another easy setting to the game because they thought casual was a bit too hard. I thought it was a bit too easy in the first game and this time around, playing at normal, I only died a handful of times, almost always because of bad vehicular mishaps or wrong turns. Playing through the campaign on Insane now finally gives me the challenge I was looking for.

Gears of War 2 is a satisfying middle child for what I can only expect will be the Gears trilogy. It ups the gameplay, tweaks the mechanics and finally digs into that deep potential, delivered in sweeping scale and backdrops, through a plot that both intrigues gamer and fills out the title's many interesting characters. I only wish the game's sense of purpose and pacing continued until the very end of this latest game, rather than drying up a few chapters early.

Does Gears of War 2 reinvent the genre or even the franchise? No, but it doesn't need to. Instead it works on expanding it's polish and it's scope to include not only the gameplay mechanics, but the story, the settings and the characters. And I think that's plenty.

Tuesday, November 25, 2008

Review for NBA 2K9

NBA 2K9 boasts all the same features and gameplay types as last year’s game, including quick match, season play, online play, NBA Blacktop, and, of course, The Association. Blacktop consists of several street ball modes, including pick up games, three point shooting competitions, and dunk contests. While I would never, ever, suggest that 2K should bring back the irritating 24/7 mode of yesteryear, Blacktop is pretty ho-hum. The dunk competition, which should be the jewel here, is fairly difficult to master, made worse by the fact that the game seems to revel in not adequately explaining the controls beforehand.

But you didn’t buy NBA 2K9 for Blacktop. You bought it for The Association, where you get to be the general manager and coach of an NBA team through multiple seasons. The mode has always been the high watermark for basketball simulations, and this year it is better than ever. A very appreciated feature is that you can delegate any number of managerial and coaching tasks to your automated assistants. This helps alleviate some of the tedium that could set in when trying to set up practices, scouting reports, or negotiations with the team waterboy. However, if you want to manage these things yourself, they are there for the taking. Trades and contract signings are more fleshed out than ever with the addition of “Larry Bird” rights and the ability to attempt 3 team trades. You will no longer have an onscreen indicator showing you the other teams’ level of interest in your trade proposals, so common sense will be required.


When signing players to a contract you will have loads of options, including player/team option years, and the designation of “player roles”. Players’ personalities will dictate their mood throughout the season, and if they feel like you have not lived up to your word their ratings will drop off, and they will be more likely to demand a trade or decline their player option to return the next year. For example, say you are the GM of the 76ers, and you’ve promised Samuel Dalembert the starting center position, possibly because someone replaced your Folgers’ with a hallucenagetic compound. All is well until midseason when, due to a contract dispute, Rasheed Wallace suddenly becomes available. After swinging a deal to bring in Sheed to split time in the pivot, Dalembert will be none too happy that his minutes, and more than likely his starting slot, will be taken, and his mood and play will deteriorate. Needless to say, this feature really deepens the feeling of immersion you get in The Association.


So NBA 2K9 has lots of features. Big whoop, says Leroy, our man on the street, because it probably plays the same as any other basketball game. Well, Leroy is an idiot. The gameplay in NBA 2K9 is still quite a few ticks above the competition. Players in NBA 2K9 look and act like they do in real life, and games will play out accordingly. Steve Nash will drive the lane and kick out a crazy pass. Lebron James will amaze you with his high flying antics and deft passing. Samuel Dalembert will run successfully from one end of the court to the other, often times without tripping over his own feet. Almost every player has their own signature shooting styles and ball handling animations as well, and these animations are so eerily realistic and flow together so smoothly that the trite saying that you’ll think you’re watching a real game will often times be very close to the truth. Watching players seamlessly move through their animations based on position and physics is really awe-inspiring, and the first time Marcus Camby runs up behind you on the fast break and blocks your lay-up by slapping it off the backboard, your initial “damn!” will be replaced with a resounding “daaaaaaaaamn.”
NBA 2K9‘s gameplay is quite demanding, as usual, and can be brutal on a player who doesn’t run his sets or tries to use cheap tactics. There are tons of offensive and defensive sets to choose from, the only downside being that this year’s diagrams no longer animate to show player movement, so it is harder to figure out how to move the ball while running certain more complex sets. The computer AI will pick up on player patterns and adapts accordingly, so you will have to mix up your strategy and keep things fresh. Even at the easiest difficulty settings, computer opponents will give you a run for your money, especially the elite teams, so casual players who are looking for a more arcade-like experience may be turned off, but in all fairness, they probably were turned off to the simulation-heavy 2K series years ago.
While the AI is improved from years passed, it still has it’s flaws. After playing through several games certain weird little hiccups occurred. For example, your teammates are often slow to rotate on defense, and as a result if you’re playing a team with a strong point guard you’ll find them driving to the basket for uncontested layups all night, which is frustrating. In one game the Knicks fired up 45 3-pointers....that’s not a typo. And often times you will find yourself cursing how easily the computer can score with a hand in its face when you’re botching open lay-ups.


Also, while the level of depth to the game is great, it can be overwhelming at times, and the game is not really aimed at bringing new players into the experience. The manual alone might give you a heart attack when you open it to find 10 pages of maneuvers that are all seemingly executed by some variation of tapping the Y button while swirling the right analog stick and reciting the Bhagavad Gita. You can perform a myriad of moves depending on your position, which hand the ball is in, etc., but trying to execute all of these moves can be tricky, and you have to wonder how much easier ball-handling would be if the game mapped jukes to the right analog stick like most other games instead of using the left stick plus a trigger modifier. In general the game’s instructions, both in the manual and from game menus, are unhelpful, to say the least.


But these are relatively nit-picky complaints, because the game is so good. With amazing player animations, spot-on, realistic gameplay, and unparalleled depth, no hoops fan will want to miss out on NBA 2K9.

Sunday, November 16, 2008

PS3: How to Add Soft Subs in DivX

Steps:

  1. Use Google to look up a program called AVIAddXSubs v7.0. Essentially this is a program that creates "Xsubs" which are soft-subtitle files for official DIVX and XVid files. This works much in the way that it would with a Matroska (MKV) or OGM video file, but it's used with Divx containers.
  2. Using the program you now have FULL control over the subtitle options. You can change the font sizes, colors, fonts, etc. as well as support for several subtitle files within one movie (meaning if you want to have say Japanese/Chinese/English/Korean/Spanish subs on one movie, you can).
  3. The program will take your original video and the subs and merge them into a new file that ends in the .DIVX extension. You can rename it to be .AVI if you like, but the PS3 does recognize the .DIVX extension regardless.
  4. Once you have the new file that's been created, you can load it to your PS3 however you like (streaming it, copying it to harddrive, playing on external USB drive, burning to disc, etc.).
  5. Play the video file and once it's playing press the Triangle button on the controller to pull up the menu options. Go over to subtitles and you will now find that you can toggle between the various languages there.

Enjoy it!

Wednesday, November 5, 2008

Dragon Ball Origins




Dragon Ball is, in general, much less complex than Zelda. For one thing, it's completely linear. Where Zelda has a whole world to wander, Origins is a series of self-contained levels, unlocked in sequential order. Side quests take the form of silly "bonus" episodes unlocked after completing a chapter. This may be a dealbreaker for some, but for me it was nice not to have to wander around. It makes Origins a different, more straightforward kind of game.

Furthermore, most levels have a fairly obvious progression, again eliminating wandering. With the exception of the dungeons, which require some exploring, the levels are point A to point B with a few digressions for extra treasure. The focus here is on fighting, and not on exploration. Luckily, the combat is great, thanks to the variety of attacks Goku has and the enjoyable touchscreen controls.

The biggest problem, then, is this focus on combat: you basically walk from location to location, beat up a few enemies, and find the exit, learning a new ability every few levels, and building up points to level up existing abilities. Some players may find this repetitive, especially those coming in expecting a Zelda-like adventure. The combat is also rather easy, with few enemies posing a threat except for the bosses.

Monday, October 27, 2008

Command & Conquer: Red Alert 3

Command & Conquer: Red Alert 3 is, in a way, not a direct sequel to the events of Red Alert 2. See, after Albert Einstein went back in time to kill Hitler, inadvertently creating an alternate time line in which the Allies are battling the Soviets for control of Europe, the Soviets, facing defeat, have gone back in time to kill Einstein and remove his history-changing inventions (like the A-bomb) from the equation. This creates an alternate-alternate time line in which the Soviets were winning until the Empire of the Rising Sun came out of nowhere to claim world domination for Japan. (Also, in this time line Allied commando Tanya is blonde for some reason.) Does it make a lick of sense? No. Is it a fantastically over-the-top story that perfectly sets the tone for a huge battle with equally absurd units? Absolutely.

Thursday, October 23, 2008

How to Import Music from Pro Evolution Soccer 2009


First, you will need some MP3 saved on your Playstation 3. If you have CD you can easily import these using the PS3, but if you want to use MP3 files from your PC, you will need a USB flash disc. Simply transfer the files onto the flash disc, then copy them across onto the PS3. You may have to click ‘display all’ if no files are being shown when you insert the USB flash disc.

Create yourself a play list on the PS3 music section. Call the play list KONAMI_PES making sure there are no spaces at the end of the title. Import your selected tracks into the play list. You can add or take tracks away from the play list at any time, but when first creating, try and have at least 6 songs in the list. The only time people have had problems inserting music is when they have included a play list with minimal songs.

After that start up PES 2009 and go to the Gallery section on the menu. Then select play list editor. Scroll across until you reach MP3, and then your list of tunes should be readily available for you to sample. To import them, simply press square, and then choose which menu screen you would like them to feature on. You can view the play lists for each menu screen by using the shoulder buttons. Enjoy!

Wednesday, October 22, 2008

PSP-2001 and PSP-3000



Differences between the PSP-2001 (the PSP Slim) and the PSP-3000 (the new one) may not be as big as those between the Slim and the original, but yes, there are still differences. Compare the new PSP model with its predecessor, and as you can see, the changes are fundamental! Innumerable! Look at those streamlined edges! We'll never be able to play our Slims again, what with the fear being crushed by its blunt, heavy edges. After the jump, a more effective comparison shot, this one showing the difference a new LCD screen can make.

Monday, October 20, 2008

Upcoming Xbox 360 Game Releases

North America

10/20
Midnight Club: Los AngelesMonopoly

10/21
Backyard Football 2009
Dance Dance Revolution Universe 3
Disney Sing It
Disney Sing It (w/Microphone)
Fable II
Fable II (Limited Edition)
Far Cry 2
Spider-Man: Web of Shadows
The Legend of Spyro

10/22
Portal: Still Alive

10/26
Guitar Hero World Tour
Guitar Hero World Tour (Band Kit)

10/28
Fallout 3
High School Musical 3


Japan

10/23
Gundam Musou International
NBA Live 09
Otomedius G

10/30
Brothers In Arms
Fracture
Grand Theft Auto IV

11/06
Ace Combat 6
Assassin's Creed
Beautiful Katamari Damacy
Lost Odyssey (Platinum Collection)
Project Gotham Racing 4

11/20
Mercenaries 2: World in Flames
The Last Remnant
The Last Remnant (Premium Pack)

11/27
Agarest Senki: Reappearance
Far Cry 2
Major League Baseball 2K8
World Soccer Winning Eleven 2009

12/04
Fallout 3
Saints Row 2

Enjoy it!

Saturday, October 18, 2008

Review About NBA 09 in PS3

Review about NBA 09 in PS3:

Good

  • Debut of The Life on the PS3 gives the game identity
  • Rebounding aid and skill-based shooting improve gameplay.

Bad

  • Lacks effective defensive tools
  • Unrealistic game physics
  • Franchise mode is shallow
  • The Life storylines are too short and lack spontaneous feel
  • Fast pace doesn’t promote sim-style play.

NBA gaming enthusiasts are fortunate to have three simulation titles to choose from every year. The least prominent of the three basketball simulations on the market, Sony's NBA 09: The Inside is a progressive step from past installments in the series, though only slightly. The inclusion of The Life story mode and improved player models and presentation are welcome additions, but they're overshadowed by recurring clipping issues, a bare-bones franchise experience, and a lack of effective defensive controls.

While this game is classified as a simulation, the term only loosely applies to NBA 09 in comparison to competing NBA games. Too often the game will trap your player in an animation, removing him from your control. While this can be frustrating on offense, the defense has it far worse, because dribble moves and perimeter shooting are far too effective. Any player (we used Vladimir Radmanovic) can weave his way underneath the rim by using crossovers continuously, and players' field-goal percentages are excessively high. If that weren't enough, inaccurate physics continue to plague Sony's franchise. For instance, players seem to glide across the court, and ball magnetization is a common occurrence.

While some of the gameplay flaws can be attributed to bad physics, NBA 09's controls are to blame as well. The lack of a defensive lock-down mechanic makes staying in front of the ball handler an impossible task. This, coupled with the ineffectiveness of help defense, makes defense almost nonexistent. The result is that the game tempo is abnormally fast; even on the hardest difficulty passing is entirely optional, and it's commonplace to see dunks on nearly every possession. Although you'll never need to use it, play calling is severely limited, with only four options from which to choose, none of which are remarkably effective. For all the gameplay flaws, there are a few redeeming factors. The rebounding aid works very well in offsetting depth miscalculations resulting from the broadcast angle, and the skill-based shooting mechanic prevents you from feeling cheated on a missed shot.

The Life, the series' signature first-person storyline feature, makes its debut on the PlayStation 3. Now, in the fourth year since conception, The Life offers three separate storylines based on the position you choose to play (PG, SG/SF, and PF/C). Each story narrates your created player's progression from an NBA D-League unknown to a Finals MVP. Depicting experiences both on and off the court, the story's cutscenes feature voice-overs that capture the emotion of your character's ascension into the NBA, and the individual chapters serve as a teaching tool for how the position is played.

While the stories in The Life are compelling, the mode has major flaws that prevent it from reaching its potential. First, they are simply too short (each can be completed in just over an hour). Our career as a power forward included only nine chapters involving user interaction (the rest were cutscenes) and involved playing in only two basketball games: the D-league championship, where you play only the last 13 seconds, and Game 7 of the NBA Finals, where you play the last three minutes. The rest of your time is spent playing minigames. Overly rigid chapter objectives remove any element of spontaneity and essentially reward you for letting your opponent score so you can get the ball back faster. The lack of a player-lock feature (something that would fit well with a first-person storyline) is puzzling and leaves you feeling disconnected from your character. Improving attributes will help your created character in franchise mode, but it doesn't take long to max out many of the critical attributes, essentially making you a premier talent on your team at a bargain-basement price. It's possible to complete the power-forward storyline of The Life without improving a single attribute or buying any gear.

Franchise mode in NBA 09 is bare-bones by today's standards and lacks the basic presentation elements needed to make the mode viable. Trades can involve a maximum of two teams with up to four players and/or picks each. Although the trades are accurately governed by each franchise's current cap figure, these values are not displayed anywhere on the trade screen. Player evaluation during trades is equally cryptic since the game shows only the current season's stats and not the player's attributes. The game also doesn't include a trading block to field meaningful offers from the AI, and there isn't any way to monitor player moves made by other teams. Free-agent signing is skewed to your favor, because you will have first rights to sign any available player before the CPU-controlled teams. The list goes on and on. Suffice it to say that franchise enthusiasts would be better served by either of the competing NBA games.

In addition to Quick Play, The Life, and Franchise modes, NBA 09 includes a variety of minigames, ranging from NBA All-Star break skills and three-point competitions to more creative variations such as Blacktop Golf. Unfortunately, none of the minigames are particularly entertaining, and you probably won't play them more than once or twice. NBA Replay also returns this year, providing weekly challenges based on real games. Like in The Life, however, the objectives are too rigid and remove the spontaneity of the sport. NBA 09 also supports online play, but there are so few people playing that it's difficult to find a game.

The visuals in NBA 09 are superior to those in past games in the franchise, but they still fall short of the competition. The crowd is well lit, it dynamically reacts to on-court play, and it isn't just one model copied hundreds of times. Although player models (especially hair) seem more accurate than in last year's game, they are still not on par with those in either EA's or 2K's game. This is mostly due to the rubberlike skin textures, poor shadowing effects, and the occasional cross-eye. In addition to the models, the visual presentation is slightly improved this year. NBA 09 has switched to a sideline broadcast camera, and while it doesn't make playing defense any easier, it does make the game easier to follow, especially after turnovers. Player introductions at the start of the game somewhat resemble the real thing, though the lack of highlights is disappointing.

It’s got a chance…oh, wait, no it doesn’t. And the ball will apparently land right there.

Ian Eagle does a reasonable job covering the game's play-by-play, but the color commentary from Kenny Smith is far too infrequent. As a result, the audio quickly begins to feel stale and almost unnecessary considering the frenzied pace at which the game is played.

NBA 09: The Inside is a small step in the right direction for a franchise that has typically lagged behind its NBA simulation counterparts. While implementation of a default broadcast camera angle and improved player models more closely mimic standards in the competition, glaring gameplay flaws and the overall lack of depth continue to hinder this series.

Friday, October 17, 2008

PlayStation Store (US) Update for October 16th, 2008

PlayStation Store weekly update.

Downloadable Games

SOCOM: U.S. Navy SEALs Confrontation ($39.99)
Alone I am Lethal. As a Team I Dominate. SOCOM: U.S. Navy SEALs Confrontation deploys you online into intense and unpredictable 32-player battles where it’s better to fight as a team than it is to be a hero. Battle teams across the world, earn your Community stripes and become the ultimate Spec Ops squad.
ESRB Rated M
File size: 2.65 GB
PS1 Classics

Sno-Cross Championship Racing ($5.99)
Welcome to Sno-Cross Championship Racing! Join extreme sled racers from three different leagues as they hit some of the toughest snow-covered slopes in the world! Featuring 12 real Yamaha racing sleds and seven racing locations with changing weather and daylight conditions. Customize your sleds and even make custom track layouts!
ESRB Rated E
File size: 174 MB

Add-on Game Content

Tiger Woods PGA TOUR 09 Spyglass Hill Golf Course ($7.49)
Discover Pebble Beach’s hidden gem, Spyglass Hill. This course is consistently ranked as one of America’s Greatest Public Courses and is known for having some of the toughest holes on the PGA TOUR. Watch out for holes 6, 8 and 16 in particular and be ready for a great challenge.
File size: 242 MB

THE EYE OF JUDGEMENT: Biolith Rebellion 3 (Expansion Set Three) ($14.99)
Take your game to the next level with this new download for THE EYE OF JUDGMENT. Add 100 more new creatures, spells, and abilities that come to life with cards from Upper Deck (sold seperately).

THE EYE OF JUDGEMENT: Biolith Rebellion 2 & 3 Expansion Bundle ($19.99)
Take your game to the next level with this new download for THE EYE OF JUDGMENT. With this bundle you can add both Set 2 and 3 expansion packs to your EOJ collection. That’s 200 more new creatures, spells, and abilities that come to life with special EOJ summoning cards (sold separately).

Rock Band

Build your Rock Band library by purchasing these song game tracks. For song credits, visit http://www.RockBand.com.

* Dr. Feelgood" - M?y Cr?$1.99)
* Kickstart My Heart" - M?y Cr?$1.99)
* Rattlesnake Shake" - M?y Cr?$1.99)
* "Same Ol’ Situation (S.O.S.)" - M?y Cr?$1.99)
* "She Goes Down" - M?y Cr?$1.99)
* "Slice of Your Pie" - M?y Cr?$1.99)
* "Sticky Sweet" - M?y Cr?$1.99)
* "Time For Change" - M?y Cr?$1.99)
* "Without You" - M?y Cr?$1.99)
* "Don’t Go Away Mad (Just Go Away)" - M?y Cr?$1.99)
* "Dr. Feelgood" Album ($15.99) - this track pack includes all of the above singles.

File sizes: 27.8 MB - 38.8 MB (singles), 341 MB (track pack)

Game Demos (free)

MotorStorm Pacific Rift Demo
Download the demo for MotorStorm Pacific Rift and experience Raingod Spires. The Demo includes:

* Dramatic Cliffs and Gravity-Defying jumps
* Choose one of the available three vehicle classes
* Race in both single-player and multi-player split screensolo or against to the finish

Lunatics Unite!
ESRB Rated T
File size: 617 MB

Game Videos (free)

LittleBigPlanet: Making Fun
File size: 59 MB (HD)

MotorStorm Pacific Rift Vehicles Trailer
File size: 76 MB (HD)

SOCOM: U.S. Navy SEALs Confrontation Launch Trailer
File size: 78 MB (HD)

wipEout HD Behind the Scenes
File size: 350 MB (HD)

Eternal Sonata Trailer
File size: 26 MB (SD), 95 MB (HD)

Far Cry 2 Who’s Who Trailer
File size: 87 MB (HD)

Guitar Hero World Tour Billy Corgan Vignette
File size: 59 MB (HD)

NARUTO: Ultimate Ninja Storm September Trailer
File sizes: 93 MB (HD), 129 MB (1080)

PS3 Themes

Valkyria Chronicles PSN Theme 01 (free)
File size: 4.53 MB

Silent Hill Homecoming Theme (free)
File size: 5.42 MB

Eternal Sonata Theme (free)
File size: 4.06 MB

SAW Legacy Theme ($1.99)
File size: 6.62 MB

PS3 Wallpapers (free)

Eternal Sonata Wallpapers (x6)
File size: 226 KB - 1 MB

Silent Hill Homecoming Wallpapers (x4)
File size: 149 KB - 753 KB

PlayStation Store for PSP

PSP Game Download

* DEAD HEAD FRED ($14.99)
(also downloadable via PS3)

* PQ2: PRACTICAL INTELLIGENCE QUOTIENT 2 ($14.99)
(also downloadable via PS3)

PS1 Classics

* Sno-Cross Championship Racing ($5.99)
(also downloadable and playable via PS3)

Game Demos

* LEGO BATMAN: THE VIDEOGAME DEMO
(also downloadable via PS3)

Tuesday, October 14, 2008

External 360 Blu-ray player already done?

Source: English tech news site X-Bit Laboratories.

What we heard: What Brett Favre's return to professional football was to the NFL, Blu-ray Disc's compatibility with the Xbox 360 is to the gaming industry. It's been half a year since the last salvo of 360/BD reports, erupting at that time thanks to a Sony "senior executive" telling British economic daily The Financial Times that the high-definition video-playback creator was in talks with Microsoft to integrate an internal drive into a new 360 SKU.

With Sony repeating its stance that it would be open to a BD-equipped 360, a position which was echoed by Microsoft CEO Steve Ballmer, the company's games division was quick to proclaim that no such talks were currently taking place. Aaron Greenberg, group product manager for the Xbox 360, at the time said, "Xbox is not currently in talks with Sony or the Blu-ray Association to integrate Blu-ray into the Xbox experience."

A seemingly unequivocal statement, to be sure, but do Greenberg's words rule out an external add-on for Microsoft's media device? According to X-Bit Laboratories market sources, that answer is a resounding no. X-Bit is reporting today that Toshiba-Samsung has completed development on an external BD add-on for Microsoft's console. Toshiba-Samsung is a joint collaboration between Samsung Electronics and HD DVD pushers Toshiba Corp.

X-Bit's sources claim the external BD drive will fall in the $150-$200 range, and Microsoft may roll it out as early as this holiday to mitigate the PlayStation 3's HD video-playback advantage.

Though Microsoft was a staunch backer of Toshiba's HD DVD up until that format collapsed earlier this year, the publisher has also kept its eye trained on the future of digitally distributed content. Indeed, one of the headlining features of Microsoft's Xbox Live dashboard overhaul due later this fall is integration with Netflix, a service which will let XBL subscribers stream movies and TV shows from the online video rental company's database. It's worth noting, though, that Netflix's massive on-demand library is only available in standard definition.

The official story: Microsoft had not returned requests for comment as of press time.

Bogus or not bogus?: Microsoft has been clear in its position that online distribution will be its video-playback venue of choice, and there's no reason to believe this rumor holds any more water than the many that have come before it. As was seen with persistent rumors of Metal Gear Solid 4 arriving for the 360, repetition does not always equate to reality. Bogus.

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