Όντως στο Soldner X είναι πολύ αξιόλογο αλλά αν δε κάνω λάθος κυκλόφόρησε μόλις πριν δύο εβδομάδες ενώ η λίστα που postare o Aardvark αφορά όλο το 2008 και περιέχει παιχνίδια που έχουν κυκλοφορήσει εδώ και μήνες... Πιθανόν το 2009 να είναι διαφορετικά τα πράγματα...Wally είπε:Και το Soldner X ειναι απο τα λιγα αξιολογα downloadable games του PSN
Χμμ...Θα διαφωνήσω. Το παιχνίδι είναι μεγάλη απογοήτευση. Τελικά κατέληξα ότι πια μόνο οι Ιάπωνες βγάζουν shmups της προκοπής.Wally είπε:Και το Soldner X ειναι απο τα λιγα αξιολογα downloadable games του PSN
Outrun Online Arcade Zooms Into January [siliconera]Sega wasn’t kidding around when they said Outrun Online Arcade would be ready in “early 2009″. By “early 2009″ Sega meant January 2009. A promotional poster from last week’s Asia Game Show leaked the release window.
Outrun Online Arcade was on display there and I got a brief look at the PlayStation 3 version. Visually Outrun Online Arcade looks up to par. Races felt fast, but I only got to check out the single player mode. Obviously with a game named Outrun Online Arcade you want to play it online to see how the game handles lag. Unfortunately, we’ll have to wait until January to find out how it does.
It looks like that PS3 to PSP connectivity will add quite a bit of features to those of you who own Resistance 2 for the PS3 and buy Resistance Retribution for your PSP.
This video walks you through some of the features which are broken down into two different modes:
Infected mode will allow you to connect the PSP shooter to the PS3 shooter and infect the main character with the Chimeran virus. Once infected the lead will have a new look, new abilities, new weapons and the game itself will get new dialog because people will react to your infection.
Plus mode will let you use a Playstation 3 controller to play the entire game on your PSP. That means dual analog sticks, and because of that the game will be made a bit harder and, of course, aim assist will be turned off.
I love how ownership of both games gives you two new ways to play the game, though it would have been nice to support the PS3 controller option for everyone, not just people who own both games.
Free access / No double fees: Unlike Xbox Live, there's no annual service fee to access PSN. You also don't have to pay a Netflix subscription (because there's no Netflix!) and have the FREE ability to purchase whatever video content you want!
Video content on the go: The PSN's video delivery service allows you to transfer certain types of content between your PS3 and PSP at no additional charge (unless your PSP's battery is in need of ... a charge).
Faster download speeds: After a lengthy study, the respected scientists at the MTV Multiplayer labs have proven PSN downloads to be faster than all other current systems.
Quality HD experiences: The PSN gives you HD content in a reliable way -- there's no waiting for streaming connections like on Xbox Live. Connections which might not ever be made.
Blu-ray and streaming: Streaming is awesome, especially when you use it to watch videos through PS3's web browser! You can also download HD movies from the PlayStation Store or buy them on Blu-ray disc.
[Via Siliconera]When SCEA's John Koller said Sony was looking into transferring more PS1 classics to PSN, he wasn't kidding around. Third-party companies like Capcom appear to be stepping up their game; strategic planning & business development VP Christian Svensson says the company has more PS1 titles down the line. "The first PS1 titles for PSN were submitted last week ... when I have some dates for them, we'll let you know ..." Svensson confirmed on Capcom Unity.
So far, Capcom only has one PS1 game in its classics roster: Street Fighter Alpha -- excluding the HD remix of Super Puzzle Fighter II Turbo. The ESRB has hinted at Street Fighter Alpha 2 & 3 coming to PSN for some time now, but these might not be the titles Svensson is currently referring to. Perhaps we'll see more Resident Evil games on PSN like in Japan.
God of War III has a max sustained frame rate of 60 frames per second – but some scenes in the game might have to run at as low as 30 per second.
This and many more inside baseball-y factoids were kicked around at the "Practical SPU Usage in God of War III panel. Programmer Jim Tilander and Lead Game Programer Vassily FilipPov sounded more like PS3 salesmen than programmers as they expounded on the many benefits of running a Synergistic Processing Unit.
They went on and on about Sony's special EDGE geometry processing library available only to PS3 developers through Sony. It's a highly optimized SPU code that allows for easy integration, but you still control main rendering group and it can greatly improve your performance.
About this point, I feel asleep. I perked right up when they finally showed the SPU processing in action though with a five second gameplay clip. Which they wouldn't let anyone record or take pictures of (boo!).
Kratos runs up to a platform and sees the Sun God, Helios, lying prone on the ground. He's about to go in for the kill when a bunch of silver-clad guards with pikes and shields show up to make trouble. The camera zoomed seamlessly in and out on the different groups of enemies as Kratos ran up to perform combos. Then a giant cave-troll-looking thing dropped from on high into the frame and things really started getting hairy - both for Kratos and for the frame rate.
There were about 15 enemies on screen at any one time, including the cave troll that flailed around while Kratos rode his back and stabbed his head repeatedly (as seen in the first trailer). Filippov and Tilander explained that the biggest challenge in getting the SPU to work in parallel mode with their normal processor (PPU and no I don't know what that stands for) was rendering Titans.
Sounds like the Titans will have more in common with the Colossi from Shadow of the Colossus — the programmers described them as "large scale creatures that move around," which the programmers thought of as "just big levels." Apparently, the SPU technology allowed them to easily render a Titan in a level. But some designers decided to take the code for the Titans and apply to other things - like moving rope mesh.
This was like having a bunch of Titans in a level as far as the engine was concerned. Filippov and Tilander said the "titan" rope mesh crashed the level 'til the designers explained to the programmers that they'd "borrowed" the Titan rendering code.