poniedziałek, 15 listopada 2010

Valkyria Chronicles 3 becomes an Anime and demo

Valkyria Chronicles 3 is just a little more than two months from the Japanese version and Sega started some great promotions for the game. Last week, the company was holding demo events and press conferences to fill all the missing pieces.

As previously reported, Valkyria 3 PSP is the second entry in drama strategy that first debuted on the PlayStation 3. we received part 2 in August but the Japan has been playing since January, making the timing of the part of 3 January 27, Japanese release seem a bit more reasonable.

Sega gathered by printing in the capital of Tokyo's Akihabara electronics yesterday to announce some of its promotional plans for the game.

Sega and Good Smile Company are collaborating to create a couple of digits Nendoroid for heroines Riela and Imuka.Pricing was not announced, but the figures are due for release in March.

Sega is also preparing an animation two part for the game. This will be the same voice cast as the game and will be released before via PlayStation Network, even in spring. Naturally, Valkyria Chronicles is no stranger to the souls, as the first entry seen a more fundamental conversion.

More directly linked to the game, Sega announced some bonus content downloaded. buyers of retail or digital download version will get a download code to download an episode called "Chapter 0: before Kurt campaign."This tells the story of the first campaign of main character, Kurt Irving something you won't find elsewhere in the game.

Producer Shinji Motoyama confirmed that additional content downloaded are under scrutiny. during a fan demo event earlier this week, said that the game have the infrastructure in place, as evidenced by the chapter 0 bonus, but nothing has been decided.If they end up releasing content downloaded, the staff would like to respond to requests for fan as regards the type of episodes, Motoyama told supporters at the event.

Finally, the best promotional element of all: a demo! Sega Valkyria 3 released a demo for the PlayStation Store today before. those who have access to an account Japanese PlayStation Store can access directly the demo. Japanese games site 4Gamer has also posted the demo online so you can access it there (the link is half the pink button through the page).

Valkyria Chronicles 3 is due for the Japanese version of 27 January. release plans for the rest of the world have yet to be announced.

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gLib2D Beta 2 release. New 2D PSP graphics library

Everyone is still the PSP coding? Geecko tweeted about the new PSP graphics library, has released him: gLib2D Beta 2. If the name is not clear — provides an easy way to manipulate gLib2D render, rendering, and 2D graphics.

gLib2D Beta 2 features:

To use how to convert 2D OpenGL and adjustment, z-depth bufferConcept relative of the 1/3 of the same timeSupport viewing capabilities to combine these effects display basic objects, i.e. rectangles.Possibility texturing, JPEG, PNG supportScale (scale), rotation, color, alpha blending, texture (trimming) part pop and push to using the library: using intelligent pspgu display.Compatibility and intraFont (is not included) for only what you need many constants and macros definitions useful.

Download: gLib2D Beta 2

-Source: Twitter

Krome Studios: Things Fall Apart

Wystąpił błąd podczas deserializacji treści komunikatu odpowiedzi dla operacji „Translate”. Podczas odczytywania danych XML został przekroczony maksymalny przydział długości zawartości ciągu (8192). Wartość tę można zwiększyć, zmieniając właściwość MaxStringContentLength obiektu XmlDictionaryReaderQuotas użytego podczas tworzenia modułu odczytującego XML. Wiersz 1, pozycja 8659.
Wystąpił błąd podczas deserializacji treści komunikatu odpowiedzi dla operacji „Translate”. Podczas odczytywania danych XML został przekroczony maksymalny przydział długości zawartości ciągu (8192). Wartość tę można zwiększyć, zmieniając właściwość MaxStringContentLength obiektu XmlDictionaryReaderQuotas użytego podczas tworzenia modułu odczytującego XML. Wiersz 1, pozycja 8795.

It's the question that's been reverberating around the corridors of the Australian game industry for three weeks: what causes Australia's largest video game development studio to close its doors? Andrew McMillen investigates, and discovers that Krome's current situation isn't as clear-cut as first reported.

The Precursor

"Too often, game companies can fall into a production line mentality, and I think that hurts the morale of the employees who are naturally creative people – and in turn the creativity of the company, as a whole." –Ex-Krome Employee

As the annual Game Connect Asia Pacific (GCAP) event drew to a close on Friday, October 15, the local games industry's mood of inspiration, optimism and enthusiasm was given a brutal reality check via whisperings that Brisbane-based Krome Studios was shutting its doors. Word spread among the industry quickly, and reports began appearing on sites like Tsumea that the developer – established in 1999 – was conducting a round of staff lay-offs.

Such events were not unfamiliar to the Australian gaming industry, as the studio had been through regular rounds of employee redundancy in parallel to a decrease in development contracts. At its peak in July 2009, Krome employed over 400 staff across studios in Brisbane, Melbourne and Adelaide; four months later, 60 staff were let go, followed by another 50 in April 2010, and then an estimated 100 in August, which brought Krome Studios Adelaide to an end. The company was co-founded in 1999 by CEO Robert Walsh, creative director Steve Stamatiadis, and design director John Passfield, who left Krome in 2005.

The early days of Krome held so much promise.
Their first project was the 2000-released 'Championship Surfer' for Dreamcast, PlayStation, and PC; the studio achieved international success with its first original IP, the EA-licensed 'Ty The Tasmanian Tiger' (PS2, Xbox, GameCube), which spawned two sequels. Krome also had a hand in the reboot of the popular 'Spyro The Dragon' series, and in recent years, had been responsible for console-based releases for licenses like Star Wars ('The Force Unleashed' [PS2, Wii, PSP], 'Clone Wars – Lightsaber Duels' [Wii]), Hellboy ('Hellboy: The Science Of Evil' [PS3, X360, PSP]) and Transformers ('Transformers: Revenge Of The Fallen' [PS2, Wii]).

So what caused Australia's biggest video game developer to drop from 400 staff, to 190, to – seemingly – zero, within the space of 15 months?


The Breakdown

"Horrible staff allocation and enormously stressful schedules on tiny budgets were the standard. Krome had ex-employees from extremely reputable companies sitting around doing nothing for weeks on end. I'm not going to name names, but I will say that some decisions of upper management were profusely stupid." – Ex-Krome Employee

IGN Australia spoke with several former Krome staff for this story. None of them were willing for their quotes to be attributed: some cited signing non-disclosure agreements in conjunction with their dismissals, which limited what they were able to discuss. Others feared negative repercussions from their peers or potential employers for publicly commenting on the issue. As a result, the five former Krome employees who spoke to IGN for the purposes of this story did so under the veil of anonymity.

Their responses to their dismissals and wider reports of the studios' closure varied. "It came as little surprise," one source reveals. "After multiple rounds of lay-offs six months apart, like clockwork, and little, if any new work coming in, it was no surprise that Krome would shut down. What did surprise me is that it happened now. There was one larger project that was due to finish next year. I predicted to my workmates that the project would finish and then – assuming no other projects came though – Krome would close for good. The only thing that surprised me was that it didn't even last that long."

Hellboy was a dismal title that struck a serious blow to Krome's stability.
The timing of the latest round of firings surprised another former staffer. "It was unexpected at that time. Having survived three redundancies, our team was getting settled and highly motivated again. I was working on a project which we had all assumed was safe. The publisher was happy, and we were happy to be working on it. We found out on Friday [October 15] and were slightly in shock, though we had heard we might be re-hired on contract to finish out the project. However, that never eventuated, as news of the closure reached the publisher and we cleared out the following week."

One accusation often levelled against the studio is that their games fared poorly when placed under a critical microscope – or, in the words of many recent online comments, Krome made "crap games". Aggregated scores on GameRankings.com average around 70% for the Ty The Tasmanian Tiger series across multiple platforms; so too The Legend Of Spyro: A New Beginning and Star Wars: The Force Unleashed. From there, it's a downhill slope: Viva Pinata: Party Animals (X360, 58%) Transformers: Revenge Of The Fallen (avg. 50%), Hellboy: The Science Of Evil (avg. 46%) all scored poorly, as did the studio's newest release – and first original game (or 'original IP', in industry parlance) in years – Blade Kitten, for the PS3, X360 and PC. Released in September 2010, Blade Kitten averages a 55% rating from dozens of reviews.


What Went Wrong?
Why were Krome's games regularly judged to be average, at best? It can't simply be a matter of talent, as it's widely acknowledged that the studio employed some of the best game programmers, artists and designers in the Australian industry. The answer may come down to the very nature of the contracts that Krome persued. "Every game I've been involved with has had a ten month development schedule, or less," reveals an ex-employee with over five years' experience at the company. "Most of the time, it just came down to the short development schedule. Publishers would put pressure on the studio to develop games in short timeframes, and we couldn't argue, because they pay the bills."

The years between critically successful projects caused some staff to become jaded with the constant work-for-hire cycle. "Everyone gets into this industry because they want to make great games, not because they want to make the next great low budget children's licence," another source comments. "I understand you have to pay the bills, but when that's all you're doing, year after year, you begin to lose enthusiasm. I think sometimes companies can forget that, and that's when you start to lose talent."

When questioning former staff about their theories on the company's downfall, some recurring themes emerged. Among them: a too-heavy emphasis on work-for-hire projects on behalf of American publishing houses instead of their own IP; the creative Director's self-destructive obsession with his Blade Kitten game, at all costs; a lack of government support for the Australian gaming industry; the tumultuous relationship between the American and Australian economies in recent years, poor management decisions; and the emergence of international studios whose significantly lower project costs are unable to be met by their Australian competitors.


"Would Krome have survived if the government had funded it more? Maybe, but that's not the point. Government funding should be heartily given to build local companies who want to build the local market in the form of original I.P. It serves no-one if the government finances those whose only interest is creating other peoples' licenses until the well runs dry. Krome's closure should absolutely not be a sign that the government should reconsider funding the games industry -- the government should rather refine their support, ensuring it goes to companies and groups with the desire for the correct type of growth." –Ex-Krome Employee

niedziela, 14 listopada 2010

[WIP] PCSP-PSP emulator-v0.4.0 update

Total_Noob has some cool shit... To work only one is not. The team behind the PCSP hard committed version 0.4.0. Gripshift we have after you update the progress of the three-Star Wars Battlefront II, Shineseiki GPX Cyber Formula VS and worms open warfare 2 — all play. New century Evangelion Jo also almost to play.

On the other hand, shots give PCSP v0.3.0. JPCSP v0.6 also maybe new readers: PCSP C++ PSP emulator for Windows; Also trying to make the same JPCSP written written in Java.

-Source: pcsp EMU

God of War: spirit of Sparta provides a blockbuster Olympic size exclusively for PSP

FOSTER CITY, California-Sony Computer Entertainment America LLC. (SCEA) announced today the release of American God of War: spirit of Sparta, the latest installment in the multi-million selling franchise, exclusively for the PSP (PlayStation Portable) and PSP (PlayStation Portable) go to unitary systems. Developed by Ready At Dawn Studios (RAD), the team behind the acclaimed best-selling God of War: chains of Olympus, in collaboration with Hollywood studio of Sony Computer Entertainment, God of War: spirit of Sparta brings an epic story new life with ferocious battles, mark revolutionary gameplay and depth of scale, while answering questions about past dark of expected Kratos and exploring his Ascension to power as the God of war.

Using technologies visual state-of-the-art, the development team has made significant strides in latest assault of Kratos, giving players a sense of realism that has never seen before on the PSP or any mobile platform.Engine enhancements provide breathtaking graphics and dramatic angles, coupled with fantastic weather effects and higher quality environments for Kratos to wreak havoc across. providing over 25% more gameplay than its predecessor PSP, God of War: spirit of Sparta boasts an adventure bigger and more diverse causing larger exponentially and redouble boss enemies on the screen, along with new magical powers, navigational abilities and weapons, including the first appearance of franchising the likes of Sparta, a powerful combo, Lance and shield that add to a more engaging and immersive experience that can be enjoyed on the go.

"From our announcement last spring and a strong showing at E3 2010, God of War: spirit of Sparta remained one of the most anticipated titles of the year," said Scott a. Steinberg, Vice President, product Marketing, SCEA. " Last adventure of Kratos has really set a new bar for the mobile platform, leveraging the full power of PSP to create an epic experience by combining beautiful pictures and a new exciting story that fans and newcomers can enjoy anytime, anywhere ".

Set in the Kingdom of Greek mythology, God of War: spirit of Sparta is a single player game that allows players to assume the role of powerful ex-Spartan Warrior Kratos. this new adventure resumes after the God of war ends, which tells the story of Ascension of Kratos to power as the God of war. In his quest to rid themselves of nightmares that torment him, he must embark on a journey that reveal the origins of lost worlds and finally meet expected questions about his dark past, including details on his family who are still to be discussed at any first game God of war.Armed with deadly concatenated the blades of Athena, he must overcome the armies of mythological monsters, legions of undead soldiers and incredibly dangerous and brutal landscapes throughout its research without mercy.

God of War: spirit of Sparta is a single player-adventure that has an ESRB rating of "M" for mature.For more information about THE ESRB, visit www.esrb.org.per more information on God of War franchise, visit www.godofwar.com.

Acclaim for God of War: spirit of Sparta
God of War: spirit of Sparta was recognized by many media industry's top videogame E3 2010, including kotaku.com (best PSP game), Game Critics (best game handheld), G4TV's X-Play (best game handheld), Launch (best game handheld), GameTrailers TV (best game PSP), gamespy.com (PSP game), Game Informer (best game handheld) and ign.com (best game PSP). Also has received rave reviews from many industry-leading print points and general consumer, including PlayStation: the official magazine (10/10), Game Informer (9.5/10), ign.com (9.5/10), gametrailers.com (9.4/10) and the New York Post (A +).

Acclaim for God of War: Chains of Olympus
God of War: Chains of Olympus is currently the highest rated PSP title of all time on metacritic.com and has been recognized by many secondary points of the video game industry, including ign.com (best action game of PSP PSP, best use of Sound, Best PSP Graphics Technology), gamespy.com (PSP game, PSP Game Choice Award of the Year Award, PSP Action Game of the Year Award), PlayStation: the official magazine (PSP game of the year) and Game Informer (Handheld Game of the Month Award).

Praise to the God of war franchise
God of War releases have set the bar for the genre of action-adventure and been recognized by many of the key publications of the video game industry, which include PlayStation: the official magazine (Editor's choice award), Game Informer (Action/Adventure Game of the Year Award), GamePro (Editor's choice award), Electronic Gaming Monthly (best game PS2), ign.com (Editor Choice Award and the game of the year) and four nominations the annual Interactive Achievement Awards, including Overall Game of the Year and console game of the year. the franchise was awarded with many honours including several Best of E3 Game Awards (given by various online publications), numerous game of the year and best Action Game Awards (given to Spike TV Video Game Awards, Golden Joystick Awards, PSX Extreme Awards and the 3rd Annual Awards: G-Phoria and PAX, GameZone, EuroGamer, GameSpot), to name but a few.

About Ready At Dawn Studios LLC
Founded in 2003 and based in Irvine, California, Ready At Dawn is a study of independent games development, premier. having pushed the boundaries of platforms have developed for, the Studio is known for his critically acclaimed and commercially titles God of War: chains of Olympus and Daxter, both available for the PSP system.

On Sony Computer Entertainment America LLC
Sony Computer Entertainment America LLC. continues to redefine the entertainment lifestyle with its systems to a PlayStation and PS, entertainment system, PlayStation 2, the portable entertainment system PSP (PlayStation Portable), the revolutionary computer entertainment system, PlayStation 3 (PS3) and online and network services, the PlayStation Network and PlayStation Store. recognized as the undisputed leader in the industry, Sony Computer Entertainment America LLC sells PlayStation family products and develops, publishes, markets and distributes software for PS one, PS2, PSP, PS3 and PSPgo systems for the North American market. Sony Computer Entertainment America LLC based in foster city, California, serves as the headquarters for all American operations.

Visit us on the Web at http://www.us.playstation.com.

EyePet provides Creative augmented reality, Interactive Gaming, now available for PSP

FOSTER CITY, California-Sony Computer Entertainment America LLC (SCEA) announced today the release of EyePet available exclusively for the PSP (PlayStation Portable). Developed by Sony Computer Entertainment worldwide Studios, London Studio, EyePet for the PSP system takes the digital pet sitting room and practically leads to life in real environment incorporating a camera for the PSP system (included with the game). After the success of EyePet for the PlayStation ® 3 computer entertainment system (PS3 ™) and the second licence to use the new camera system for the PSP system, EyePet for PSP system allows players to cultivate, customize and interact with a virtual pet anywhere on the go for an incredible gaming experience mobile augmented reality.

Players interact with their new best friend only PSP 1000/2000/3000 pointing the camera for the PSP system and establishes a magic card (included with the game).Players create drawings in the real world, such as airplanes and automobiles and watch them turn into three-dimensional toys to play with the screen EyePet. With hundreds of dresses, accessories and furs styles to choose from, players to customize their EyePet and look after him by feeding, bathing and playing with him.

"EyePet for PSP is perfect for children and we are excited to add this game PSP handheld based on camera to our library robust software, said Scott To Steinberg, Vice President, product Marketing, SCEA." EyePet really demonstrates innovation of PlayStation ® in augmented reality game by the manner in which players use the new camera system to interact with their pets real "virtual environment.

With EyePet for the PSP system, players become virtual pet owners by adopting an egg from downtown PET and watching hatch in their own best friend. In-depth customization tools allow players to CREATE an unusual and one-of-a-kind EyePet by applying different designs and colors and trying on clothing different options.

Petting, tickling and playing fetch with EyePet, he'll react to the player excitedly and respond to special actions, such as talking and blowing into the built-in in the camera for the PSP system.Fishing tennis to toys that magically spring to life as three-dimensional objects within the game, players participate in various fun games with their friend magical. Furthermore, EyePet offers a treasure hunt mode that encourages players to explore their environment to discover new toys and activities.The camera for the PSP system also allows players to build a unique collection of photos to customize their pet vector and save game EyePet moments.

Available on UMD (Universal Media Disc) beginning November 2, 2010, EyePet for the PSP system includes the camera unit for PSP and a magic Card EyePet will be available from resellers nationwide, offering everything you need to live the PSP platform. EyePet for the PSP system is not compatible with the system PSPgo.

The rating of the Entertainment Software Rating Board (ESRB) independent EyePet for the PSP system is "e" for everyone. for more information about THE ESRB, visit http://www.esrb.org/.

For more information about EyePet, visit the official site of the game (http://www.eyepet.com/) or visit the online press centre of SCEA and go to PSP.

On Sony Computer Entertainment America LLC
Sony Computer Entertainment America LLC continues to redefine the entertainment lifestyle with its PlayStation game console and PS, entertainment system, PlayStation 2, the portable entertainment system PSP (PlayStation Portable), the revolutionary computer entertainment system, PlayStation 3 (PS3) and online and network services, PlayStation Network and PlayStation Store.

Recognized as the undisputed leader in the industry, Sony Computer Entertainment America LLC sells PlayStation family products and develops, publishes, markets and distributes software for the PS one game console, the entertainment system, PlayStation 3, PlayStation 2 and PSP system for the North American market. Based in foster city, California, Sony Computer Entertainment America LLC serves as the headquarters for all American operations and is a wholly owned subsidiary of Sony Computer Entertainment Inc.

Visit us on the Web at http://www.us.playstation.com/.