PSVita NEWS | Never Stop Playing

Các thay đổi trong bản update firmware sắp tới, 28/08.
PS Vita Firmware Update 1.8 packs a whole host of features

The PS Vita has always been a remarkable piece of hardware since its launch, but like all diamonds it is still rough around the edges. Sony has been pledging to continue updates for the PS Vita and with their gamescom 2012 press conference comes an announcement of System Software Update 1.8.

PSOne Classics Support

That’s right folks, one of the biggest features that has been requested by owners of the PS Vita is the support for PSOne classics. Arguably we found it perplexing when the PS Vita couldn’t play our favorite PSOne titles during its launch, but better late than never as we finally can take those amazing JRPGs on the go once again.

Cross Controller

While gimmicky, the new Cross Controller feature will allow users to play their PS3 games with the PS Vita controls, every bit and inch of its functions included — provided the game supports it that is.

As was demoed during the Sony gamescom 2012 press conference, Little Big Planet 2 will be the first game that will make use of the new Cross Controller feature. A new update for LBP2 will allow users to play levels utilizing not only the physical controls on the PS Vita, but also it’s touch screen capabilities, motion sensor and also the camera.

We’re excited for this feature even if this is a blatant copy of the Wii U, the only thing it needs is plenty of support for a variety of games. Don’t screw this up like you did with the SIXAXIS rip-off you did Sony.

Watch this “kewl” (hey, we didn’t say it) feature in action courtesy of CNET

Video, Music and Controls

The Video player on the PS Vita will spot 2 new controls — Playback speed control and Repeat. In addition to that, Playlists will also now be a feature part of the PS Vita allowing users to transfer their custom-made playlists from iTunes, M3U playlists and M3U8.

On the subject of video and music, perhaps one of those smaller features that gets on our nerves when we can’t really control our music and videos intuitively with the PS Vita physical buttons. Sony has included the ability to play, pause and use different controls of certain applications on the PS Vita.

Web Browser and Photos

Giving an extra intuitive option for navigating through the internet, users can now scroll through a webpage using the back touch panel of the PS Vita. Nifty we think, so we don’t really have to use our thumbs and suffer cramps anymore.

MPO support for the photo viewer has also been added, though 3D and multi-angle view obviously isn’t.

Group Messaging, Maps and “near”

Sony has tout an improved layout for the Group Messaging application, users will also be allowed to attach pictures when chatting in Group Messages.

An instant switch button has been added for “Search for Location” and “Search for Destinations” to the Maps application. Also you can sticky yourself to a certain point of a map by adding a flag onto it.

Finally “near” will be given the ability to gather data from Wi-fi access points and update its location data even or when you are out of internet connection.



Obviously the 1.8 System Software Update for the PS Vita is proving to be a significant one. The update drops for all PS Vita users this August 28th, 2012.
 
Assssin'creed 3 liberation new screenshots


Assassin’s Creed has had three handheld outings so far, but none have really felt like a true, complete release. The tech just wasn’t there – but now with the Vita, sporting power similar to the modern era, the time is finally right for AC to leap onto handhelds. We’ve gone hands-on with the Vita version of Assassin’s Creed III, entitled “Assassin's Creed III: Liberation,” and was amazed by just how much it felt like a traditional Assassin’s Creed experience.

Aveline (the heroine of the Vita version) began the demo in a kayak, paddling through the murky water. Well, actually, we paddled, swiping on the back touchpad to cruise through the water. It was seamless and beautiful, pushing the Vita to graphical heights unseen outside of Uncharted Golden Abyss.

After getting to the coast she popped out of the water and was immediately attacked by an alligator. An on-screen indicator popped up prompting a quick-time event and we quickly put the gator down after a quick (and cool) attack. Moving on we came to the main area of the demo: a large, grounded boat, surrounded by guards both in trees and on the ground.



We’d seen this setup before in other Assassin’s Creed games. The difference, though, was that we now had the ability to climb trees, which we set out to do immediately. Climbing through the tall trees of the swamp was instinctual and fit in great with the AC formula. We jumped from branch to branch, working our way towards the guards on the ground without incident. Eventually we leapt out of the trees, falling into a mass of leaves, before popping out and taking them down.



Working our way around the boat and assassinating the guards was simple, and we were able to use our weapons to take down all of the enemies within a few minutes before spotting the last, perched high up in the trees. Navigating different branches and jumping between them to get to this sky-high enemy was extremely enjoyable, and provided a decidedly Assassin’s Creed-style experience that still managed to feel totally new. When we finally got to the top and sliced into his neck the demo ended, and his body tumbled backwards to the ground.



Our minds were put at ease after getting hands-on with ACIII: Liberation. We no longer feared getting some dumbed-down handheld experience, especially after we saw the disguise system in a hands-off demo. Aveline has the ability to change between three different outfits, fighting and climbing as the assassin (as always), hiding in plain sight as the worker (which is essentially social stealth taking to the next level), and exploring in the pen as the aristocrat (who can flaunt around, bribing and charming her way anywhere). Each provided a unique experience, catering to any play-style, and we can't wait to see how it all works together when the game releases day and date with the console version on October 30.
 
[video=youtube;IWTm8x7fvQU]http://www.youtube.com/watch?v=IWTm8x7fvQU&feature=youtu.be[/video]

[video=youtube;53xMVNvfhXI]http://www.youtube.com/watch?v=53xMVNvfhXI&feature=youtu.be[/video]


[video=youtube;IGoZ3zGSJFM]http://www.youtube.com/watch?v=IGoZ3zGSJFM&feature=youtu.be[/video]

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NFS Most Wanted Vita - Developed by Criterion, not dumbed down or content cut

“This is going to be the best racing game on Vita this year.” It’s a bold statement, but one that Alex Ward, Vice President of Criterion, doesn’t make lightly. He’s talking about the Vita version of Need for Speed: Most Wanted, which is being shown for the first time at Gamescom, and it’s no surprise he’s happy about what the development team has achieved with the game.

Incredibly, the Vita version of Need for Speed: Most Wanted is essentially the same as the PS3 and Xbox 360 games. “Everything from what we the ‘TV game’ is here on the small screen,” he announces. And when he says everything, he means it – every highway, back street, bridge and tunnel. All of the cars, the meet-ups, the challenges and the drive-through garages – they’re all in the game, and importantly they haven’t been cut down or changed to fit the Vita.

“This is pretty much the PS3 version of the game shoehorned onto Vita very tightly,” he continues. “This is a very technically ambitious thing to do - there aren’t any open-world games on Vita so far. To keep the world the same, to not make any compromises – that’s what we’ve done.”

So when you get behind the wheel of a BMW M5 in Need for Speed Vita it’ll feel exactly the same as it does on PS3. The handling is just as sharp and responsive, the drifting as perfectly pitched, which is impressive considering the differences between two machines. “On handheld the physics are very hard to get right because you’re very limited on memory but the handling is pretty much the same,” explains Ward. “We can do the same demo on Vita that we can on PS3.”

Better still, all of the detail from the home console game is carried over too, so as a race progresses your car gets scuffed and scraped, and damaged with every knock it takes. There will be races at different times of the day too, and while Criterion is still hard at work populating the city and implementing many of the features, we did see the switch from daytime to dusk, with your car’s headlights flickering into action to illuminate the tarmac ahead.

Impressively, Ward promises that all of the cars will feature in the game, and they look fantastic on Vita’s small but punchy screen. “These cars are the best cars ever to appear in a Need for Speed game,” he enthuses, “and they’re the same here as they are on PS3 and 360. To get them onto Vita like this is ******* insane.” And like its bigger brother, Vita’s recreation of the city of Fairhaven will be littered with supercars waiting to be found. Stumbled upon a Porsche 911 Carrera 4S? Simply jack it and it’s yours to keep.

Multiplayer will be fully supported, with all of the modes and challenges making the jump onto Sony’s handheld. Unfortunately cross-play isn’t going to feature – the idea of PS3 and Vita owners going head-to-head was a little too ambitious – but it will fully support Autolog. So when you race on the Vita version – or indeed any version of the game, including iPad – you’re constantly earning Speed Points that accumulate on your Autolog profile, all of which help bump you up the Most Wanted leaderboards.

Need for Speed will make use of Vita’s unique functionality too, and the touchscreen can be used to quickly access HUD information in the middle of a race. But Ward was quick to iterate that it won’t impact how the game plays, and that thankfully “you won’t be driving using the touchscreen.” Or the gyro, we hope.

Most Wanted on Vita is an ambitious project, then, but one whose ambition is more than matched by the talent of the developer behind the game. Criterion’s racing pedigree is unquestionable, and with Hot Pursuit and now Most Wanted it’s brought the Need for Speed name back to the top of its game. While some developers outsource handheld versions of big franchises to enable them to focus on the home console versions, it’s a testament to Criterion’s commitment that it kept the project to itself. “It would’ve been really easy to do Vita out of house,” says Ward. “We did that on some of our previous games. But when I saw the specs for the Vita, I knew we had to do it.”

I’m thankful they chose to do it, too.

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[video=youtube;VEadmS1F-_w]http://www.youtube.com/watch?v=VEadmS1F-_w&feature=player_embedded[/video]


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First Need for Speed Most Wanted Vita details

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EA is showing off the PlayStation Vita version of Need for Speed Most Wanted for the first time at Gamescom 2012 this week.
Believe it or not, Criterion is handling the portable title itself. The Vita version is a fully-fledged game that is just like the PlayStation 3 and Xbox 360 versions.

Read on below to see how Most Wanted plays on Vita.

- Alex Ward, Vice President of Criterion, says Most Wanted will be the best Vita racer this year
- Practically the same as the PS3/360 versions
- All highways, back streets, bridges and tunnels are in the game
- Same goes for the cars, meet-ups, challenges, and drive-through garages
- These elements haven’t been cut down or changed to fit the Vita
- No compromises despite being an open world on Vita
- Handling is the same as the PS3 game
- All of the detail from the home console game is carried over too
- As a race progresses your car gets scuffed and scraped, and damaged with every knock it takes
- Races at different times of the day
- Full support for multiplayer including all modes and challenges
- No cross-play support
- Fully supports Autolog
- Will make use of Vita’s functionality
- Use the touchscreen to quickly access HUD info while racing
- This won’t impact how the game plays
- No touchscreen use for driving
- Criterion wanted to make the Vita version in-house after seeing the specs of the handheld
 
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Ratchet & Clank: Full Frontal Assault Unzips PS Vita Support and Competitive Mode - Playstation.blog

[video=youtube;ZY1aeurQ2z4]http://www.youtube.com/watch?feature=player_embedded&v=ZY1aeurQ2z4[/video]
Hey everyone, I’m Shaun McCabe, production director at Insomniac Games’ North Carolina studio. Since this is my first PS.Blog post, I’ll briefly introduce myself. I joined the company in 2003 during the development of Ratchet & Clank: Up Your Arsenal, but I’ve been an Insomniac fan going all the way back to Disruptor on the PlayStation.

As you may have heard, yesterday we announced that our dynamic duo’s latest adventure, Ratchet & Clank: Full Frontal Assault, is coming to both PS3 and PS Vita! Working closely with our friends at Tin Giant, who are helping bring the game to PS Vita, we’re delivering full cross-play and cross-save support. So, the ever-popular, “Well, I’d love to be playing Ratchet & Clank right now, but am stuck at the bus stop/office/police station/etc.” can no longer apply. Not only will the game feature cross-play and cross-save, but it’s also part of a super-cool promotional offer where anyone who purchases Ratchet & Clank: Full Frontal Assault for PS3 via PlayStation Network will be able to download the PS Vita version of the game from PSN at no additional cost and vice versa.
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And today, we have even more news to share. A few weeks ago, we revealed the first gameplay details about Ratchet & Clank: Full Frontal Assault. We even teased a new online mode, and now it’s time to expose it all right here.

Ratchet & Clank: Full Frontal Assault is returning to the classic camera, weapons and third-person Ratchet gameplay that the series is known for, while adding a new base defense element that will have you building and defending a base against invasions using your ultimate Ratchet & Clank arsenal.

Well, the further we got into development, the more we felt like we just had to add a player vs. player mode. We’re big fans of the multiplayer modes in Ratchet & Clank: Up Your Arsenal and Ratchet: Deadlocked and got excited about the opportunity to bring back competitive play to the franchise. The result of our efforts is an intense, strategic and “Ratchet-y” experience that combines classic Ratchet & Clank mechanics with MOBA-style head-to-head action.
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The Full Frontal Assault competitive mode will support 2-4 players and feature ranked and custom games. A match will consist of rounds that are divided into phases. First, there’s a Recon phase where you’ll capture nodes in the battlefield. Then, in the Squad phase, you’ll build your base defenses and minion squads. Finally, it’s time to get nasty. In the Assault phase you’ll annihilate your opponent by attacking their base. The game ends when one side has destroyed all the generators in the opponent’s base.

The game has really taken on a life of its own, and we can’t wait for you to experience it for yourself when Ratchet & Clank: Full Frontal Assault launches this fall. Of course, if you really can’t wait, just remember that the Ratchet & Clank Collection hits the U.S. on August 28th.

Stick to this space for all the latest Ratchet & Clank news this summer and fall as we continue to celebrate the 10th anniversary of our favorite Lombax and his diminutive robotic pal. You can also like Insomniac Games on Facebook and follow us on Twitter.
 
[video=youtube;enDJygZ0IjQ]http://www.youtube.com/watch?v=enDJygZ0IjQ&feature=player_embedded[/video]

More vid


Assassin's Creed 3: Liberation preview

[spoil]You could say that history is against Assassin's Creed III: Liberation. There have been a million handheld spinoffs of major franchises, and almost none of them have stood out in any substantive way. Ubisoft, of course, hopes to change all that.

To do that, Liberation needs is to be able to stand on its own as a substantive effort in the series. It needs to push the limits of the Vita, but also care to work within them. Think God of War: Chains of Olympus for the PSP, for instance, which was a visually impressive effort that neatly managed the platform's lack of a second analog stick. It's an uphill climb, to be sure, but Liberation seems to be on the right track.

Assassin's Creed III: Liberation

One positive sign is that, while it is set in the same era as the forthcoming Assassin's Creed III, it's a long way from the Revolutionary War. Liberation is set among the swamps of French Louisiana--property of the Spanish in 1765--which will make it harder to recycle levels, enemies, and assets from the bigger game.

Script writer Richard Farrese explains that Ubisoft wants Liberation to have a strong link with Assassin's Creed III (the respective protagonists will actually meet at some point), but that Louisiana offers a lot of chances to stand apart. It's so "different and so foreign," he said, and the dichotomy of French colonists and Spanish occupation makes for a great backdrop for the war being fought between the Templar and the assassins.

"We could have set the game in so many places ... but why not? New Orleans was so unique. When you read history books, it's super interesting because the Spanish supplied the American Revolution," Farrese said. "There are just so many elements that go into it. When we started working on the story, we knew that we had picked the right setting."

The hero, too, is different. Aveline is a mixed-race assassin who looks a lot like a pirate. And, of course, you may have heard that she's a woman. According to Farrese, the team didn't set out to cast a female assassin, it just came together naturally: "There were lots of influential women at the time. They are little known today, but they were there, and they were really important."

The character of Aveline seemed natural as a female.

Significant is the fact that Aveline isn't actually related to Desmond--the hapless 21st century nerd who carries the genetic memory of dozens of assassins. As such, Ubisoft appears to be leaving that element out of the story, and instead positioning Liberation as a kind of portable Animus--the machine that makes it possible to relive all of these stories. The implication, it would seem, is that the player is actually related somehow to Aveline. It may be a minor point, but it does suggest that Ubisoft thinks of the Vita as being much more than a tiny, underpowered PlayStation 3.

The game, it should be mentioned, looks pretty impressive. It's a mark step up from Uncharted, which itself was enough to turn heads back when the Vita was first announced. A trip through the swamp feels appropriately dank, smelly, and well, green--particularly when a handsomely animated crocodile wanders up to say hello. When it comes time to raid a camp full of soldiers, Aveline feels just as capable of slitting throats as her console counterpart. Walk up behind a foe, press the appropriate button, and watch Aveline go for the jugular. Simple.

Now, lest you think that Liberation is out to mimic the form and function of Assassin's Creed III, Ubisoft has had to make a few compromises to accommodate the fact that their game is more apt to be played on the subway at home. Farrese explains: "The missions are a little shorter, which is good if you're on the subway. It has fewer cinematics than Assassin's Creed II, but we do use cinematics, and some walk and talk moments to explain the story. I'd say the story is a little sharper because we have less time to tell it, so we needed to be maybe a little briefer with the dialogue."

He continues: "I don't think you really feel it when you actually play the game because the main path takes about 12 to 15 hours. We didn't want to compromise on storytelling or character development, so we had to find a good balance between the two, but I think it worked out well in the end."

Some time with the actual game is enough to set one's mind at ease about Liberation being a slapdash Assassin's Creed III knockoff--at least for the time being. It's an interesting opportunity for both Ubisoft and Sony. For Ubisoft, Liberation has the potential to be a unique offshoot of a huge franchise. For Sony, it's a chance to show that Vita is capable of supporting the types of experiences that justify the heavy price tags attached to the games.

It's still a tricky proposition though. It's a big, complicated game--certainly not the kind of pick up-and-play experience that works well on portable system. Will the cutscenes feel tiresome when riding the bus? Will the action translate? Assassin's Creed III: Liberation offers some positive signs that those elements will in fact hold up on the Vita, but we still have a way to go before the final release.

Farrese, for his part, is willing to admit that he was worried at first: "I have to tell you that I was skeptical before I saw what the game looked like. I was really worried that the team wouldn't be able to deliver the quality that we wanted. But I have to say that they did an amazing job."

He finishes confidently: "I wish they could do more games like that on the Vita. I think we should push this further."[/spoil]
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IGN : The Disappointing Multiplayer of Black Ops Declassified

After watching a multiplayer match in Call of Duty: Black Ops Declassified, there was only one thing on my mind: This looks a lot like Resistance: Burning Skies, not Call of Duty. The bombed-out buildings and on-fire alleyways of the Shatter multiplayer map definitely have a Black Ops vibe, but the pace, movement, and interface look just like developer Nihilistic Software’s upsetting last game.

Burning Skies was lackluster for reasons beyond this, of course, but it’s an immediate red flag for Black Ops on Vita nonetheless.

Activision’s running theme when talking about Declassified is the word “classic.” Classic maps, classic features, classic Call of Duty. This is because Declassified is more a sequel to Black Ops than it is a predecessor to Black Ops II. Multiplayer class loadouts differ from Black Ops II’s excellent new system, and seem in line with what current Call of Duty players know. There are Kill Streaks rather than the new Score Streaks. Declassified boasts Free For All, Team Deathmatch, Kill Confirmed, and “classic modes” fans expect. The only thing immediately obvious as new was the map.

It’s not that “new” is necessary for Declassified to be a good Call of Duty game. It’d just be nice to see something unexpected. After all, Black Ops II is innovating in interesting ways, and having a tie-in game that feels like a stripped-down, older Call of Duty is a deterring factor for me, not an encouraging one.

The debut trailer for Black Ops Declassified got me excited for multiplayer Call of Duty on Vita. Seeing it in action did nothing to excite me. Very little about it stands out.

Given Burning Skies’ unlikable online mode, I’m especially worried about Black Ops for Vita. I’ll wait until I get to spend time actually playing it before passing too much judgment, though. I’m all about the single-player side, any rate. It the story bridges the two Black Ops games, and will feature Mason, Hudson, and Woods in unspecified ways. I liked that story and those guys, and I’m excited for Black Ops II. The Vita-specific features here are interesting too – the rear touch-pad is used to hold your breath while sniping, and you’ll share loadouts with friends via Near.

I can’t resist the Declassified campaign despite my concerns. I just wish I could say the same about multiplayer.


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NFS 'Most Wanted' on Vita is a 30-frames-per-second wonder

nfsvit10.jpg


Criterion's plan was to develop the Vita version of Need for Speed: Most Wanted in house and make it nearly identical to the console version of the EA racer.

And with few exceptions, that appears to be what the developers have done.

"Everything is the same," said executive producer Matt Webster. "It's the same size, open world, has the same cars, same features. That's why we wanted to make this version internally."

While the game's frame rate is floating at just under 30 frames a second, the same as the console version, Webster is sure they'll nail the rate and any slow down issues before the game hits.

The two major differences on the Vita are the 4-person mulitplayer cap, and the game's graphics, which required some "shortcuts" to land at the frame rate they were shooting for, Webster said.

"The (Vita) isn't quite as powerful as we were led to believe, but you only get to know that when you get down and dirty with it," he said.

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Vita screenshots​



An early build of the game I tried showed an impressive range of options, the same sizable world, and tight controls, the latter helped a great deal by the Vita's dual thumbsticks.

The game did chug a few times when the speeds increased and the screen started to fill with vehicles and buildings, but Webster said those issues were set to be fixed pre launch.

The game's Autolog is also identical, allowing players to rack up high scores on everything from high speeds to races to jump distances. Those scores will then be shared out among a player's friend list on the Vita.

The game's Most Wanted high score list is the only Autolog feature that jumps across platforms to find the best scores on any platform.

As with the home console versions, all 40 or so cars will be unlocked when the game starts, though players will still have to find them to drive around in them. The one exception, both for home console and Vita, are the ten additional cars driven by the game's Most Wanted. Those cars can only be unlocked by winning a challenge race.

Webster says the plan is for the Vita game to hit around the same time as the other versions, which come out on October 30.
 
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Playstation Mobile: List of Third Party Game Developers and Publishers
[table="width: 500"]
[tr]
[td]Japan
[Spoil]ACQUIRE Corp.
ALPHA・UNIT CO., LTD
ALVION Inc.
ARC SYSTEM WORKS CO.,LTD.
ARTDINK CORPORATION
ASCII MEDIA WORKS Inc.
ASGARD Co.,Ltd.
ASOBIMO,Inc.
BoobyTrap.,Ltd.
CYBERFRONT Corporation
D3PUBLISHER INC.
eitarosoft, inc.
ENTERBRAIN, INC.
FOG inc.
FromSoftware, Inc
G STYLE CO.,LTD.
Gameloft
Granzella Inc.
GungHo Online Entertainment, Inc.
GUST CO.,LTD.
HAMSTER Corporation
IDEA FACTORY Co., Ltd.
IMAGEEPOCH INC.
Index Corporation
Kadokawa Games, Ltd.
Kadokawa Shoten Publishing Co., Ltd.
KAGA CREATE CO.,LTD.
KAYAC Inc.
MAGES. Inc.
MarvelousAQL Inc.
Mobile Internet Technology Co.,Ltd.
NCM Entertainment Corporation / Forever Entertainment S.A. Group
NEX ENTERTAINMENT CO.,LTD.
Nippon Ichi Software, Inc.
PROTOTYPE CO.,LTD.
Pygmy Studio.Co., Ltd.
Q Entertainment Inc.
Rocket Studio,
SEGA Corporation
SPIKE CHUNSOFT Co.,Ltd.
STARFISH-SD Inc.
SUCCESS Corporation
SYNC Inc.
TAKUYO KOUGYO CO.,LTD.
TECMO KOEI GAMES Co., Ltd.
Zener Net Works Inc.[/Spoil][/td]
[td]Europe / North America
[Spoil]Action Button Ent
Albino Pixel Ltd.
Atomicom Ltd.
Beatnik Games Ltd.
Big Head Games Ltd.
bitforge AG
Crash Lab Ltd.
Eclipse Games S.C.
Eiconic Games Ltd
Futurlab Ltd.
Green Hill Ltd.
Happion Laboratories
Hellfire Games
Honeyslug Ltd.
Icon Games Entertainment Ltd.
Laughing Jackal Ltd.
Mobirate Ltd.
Muteki Games
Necrosoft
NuChallenger, LLC
Omni Systems Ltd.
Origin8 Technologies Ltd.
Playerthree Ltd.
Pompom Software Ltd.
Quirkat Inc.
Retroburn Game Studios Ltd.
Ripstone Ltd.
SCEE Research & Development
SFB Games Ltd.
Spinning Head Software Ltd.
Tama Global
Team 17 Digital Ltd.
Thumbs Up
THQ
Tikipod Ltd.
Triangle Factory bvba
Vlambeer vof
Wired Productions Ltd.
Yippee Entertainment Ltd[/Spoil][/td]
[/tr]
[/table]
TW624.jpg


Sony Music: Hatsune Miku Project Diva F’s Opening Song

[video=youtube;iOFZKwv_LfA]http://www.youtube.com/watch?v=iOFZKwv_LfA[/video]
 
Sony Hopes "Affordable" PS Vita Bundles Will Boost Sales

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Sony President Shuhei Yoshida hopes that PS Vita bundles this christmas will boost sales, more details inside........

Speaking to Gamesindustry.biz Yoshida reveals that Sony have acknowledged PS Vita pricing concerns:
"There are millions of people we're sure will enjoy playing PS Vita games. Our job now is to decipher what's preventing these people from making the jump. Our priority right now is definitely to bring more content."
And for the people who are hoping that the PS Vita becomes more affordable, we are creating new bundles and adding new value to the package. We're hoping that this Christmas more people will jump over to the Vita."


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Call of Duty: Black Ops Declassified "Looks a lot like Resistance"



IGN have had a chance to try our Call of Duty: Black Ops Declassified, and have published a hands on preview, more details inside..........

Article taken from IGN:
After watching a multiplayer match in Call of Duty: Black Ops Declassified, there was only one thing on my mind: This looks a lot like Resistance: Burning Skies, not Call of Duty.

The bombed-out buildings and on-fire alleyways of the Shatter multiplayer map definitely have a Black Ops vibe, but the pace, movement, and interface look just like developer Nihilistic Software’s upsetting last game.Burning Skies was lackluster for reasons beyond this, of course, but it’s an immediate red flag for Black Ops on Vita nonetheless.

Activision’s running theme when talking about Declassified is the word “classic.” Classic maps, classic features, classic Call of Duty.

This is because Declassified is more a sequel to Black Ops than it is a predecessor to Black Ops II. Multiplayer class loadouts differ from Black Ops II’s excellent new system, and seem in line with what current Call of Duty players know.

bc-16.jpg



There are Kill Streaks rather than the new Score Streaks. Declassified boasts Free For All, Team Deathmatch, Kill Confirmed, and “classic modes” fans expect. The only thing immediately obvious as new was the map.It’s not that “new” is necessary for Declassified to be a good Call of Duty game. It’d just be nice to see something unexpected.

After all, Black Ops II is innovating in interesting ways, and having a tie-in game that feels like a stripped-down, older Call of Duty is a deterring factor for me, not an encouraging one.The debut trailer for Black Ops Declassified got me excited for multiplayer Call of Duty on Vita. Seeing it in action did nothing to excite me.

Very little about it stands out.Given Burning Skies’ unlikable online mode, I’m especially worried about Black Ops for Vita. I’ll wait until I get to spend time actually playing it before passing too much judgment, though. I’m all about the single-player side, any rate. It the story bridges the two Black Ops games, and will feature Mason, Hudson, and Woods in unspecified ways.

5_01.jpg



I liked that story and those guys, and I’m excited for Black Ops II. The Vita-specific features here are interesting too – the rear touch-pad is used to hold your breath while sniping, and you’ll share loadouts with friends via Near.

I can’t resist the Declassified campaign despite my concerns. I just wish I could say the same about multiplayer.
 
[video=youtube;9Gbc-46ui4c]http://www.youtube.com/watch?v=9Gbc-46ui4c&feature=player_embedded[/video]



[video=youtube;zcbLda-1V9o]http://www.youtube.com/watch?feature=player_embedded&v=zcbLda-1V9o[/video]​
 
Zen Pinball 2 on PS Vita
[video=youtube;FBZgwVLlxck]http://www.youtube.com/watch?feature=player_embedded&v=FBZgwVLlxck[/video]
[SPOIL]If you’re a regular PlayStation.Blogcast listener, you’re probably sick to death of hearing about how much we’ve been playing and enjoying The Pinball Arcade on PS3 and PS Vita. Farsight’s pinball simulator faithfully recreates the experience of playing some of pinball’s greatest tables, many of which are quite difficult to find in the real world.

Zen Studios has taken a different tack since debuting on PS3 (via PSN) in 2009 – the tables featured in Zen Pinball don’t exist in some decrepit arcade or collector’s garage. These fanciful pinball experiences don’t – and simply couldn’t – exist in real life.
Now Zen is upgrading the “platform” for these tables – meaning the physics engine, visuals, and social media experience – with Zen Pinball 2, coming to both PS3 and PS Vita for free next month. I was lucky enough to be sharing a flight out to Cologne for gamescom with someone from the Zen PR team, who handed me a PS Vita loaded with a nearly complete version of the game.

With The Pinball Arcade fresh in my mind, I slipped back into the Zen state of pinball, which has a decidedly different feel. Zen’s pinballs themselves feel a bit lighter than in The Pinball Arcade, leading to longer games. That makes sense – real world pinball tables are there to keep you pumping quarters into the machine; clearly, that’s not a concern here. Even when playing a table in Zen Pinball 2 for the first time, I felt like I was pretty good at it, though that likely means that true mastery will mean posting ridiculously high scores on the leaderboards.

The tables available on this build are all currently available for PS3 via Zen Pinball, so I’ll focus here on how Zen Pinball 2 fares on PS Vita. The visuals are clear and sharp on the OLED screen; while the tables aren’t real, some of them look like they could be. There are a multitude of playing angles available, and you can turn the PS Vita unit vertical to instantly get a more natural playing view. While The Pinball Arcade offers this feature, I found it difficult to use in practice. However, Zen’s friendlier physics make the touchscreen flipper controls a more viable playing option. As you might expect, Zen Pinball 2 offers touchscreen options for all the menus as well. There’s also a pass-and-play multiplayer mode for up to four people, which operates much like you’d expect to play in the arcade.

Two of the biggest draws for the Zen Pinball universe remain in the sequel: licensed tables and crazy stuff going down on said tables. The Marvel universe is well represented, with 13 tables currently available including several notable comic heroes. The worlds of Street Fighter and Ninja Gaiden are represented, and Zen has promised a mystery Popcap collaboration as well.

What happens on those imaginary pinball tables really sets Zen Pinball 2 apart: Aliens abduct your ball on the Paranormal table. A Blanka figurine crackles with electricity on the Super Street Fighter II table. Zemo and Red Skull battle it out with Captain America along the edge of his table. The Avengers is the most ambitious – you choose a character-specific ball (Iron Man, Black Widow, etc) and carry out missions specific to that hero. Oh, and the entire table is the SHIELD Helicarrier from the movie, slowly gliding over a city.

On PS Vita, I found Zen Pinball 2 to be the Yin to Pinball Arcade’s Yang. What it lacks in realistic feel, it more than makes up for in variety and fantastical sequences across its 26 tables. As us pinball devotees find in-person pinball experiences harder and harder to come by, Zen Pinball 2 is another great, inexpensive way to get that flipper fix. If you own any Zen Pinball or Marvel Pinball tables, getting Zen Pinball 2 is a no-brainer.

The new platform is a free download, and you’ll be able to import previously purchased tables from within the app, where you’ll find new Trophies to earn. Zen Pinball 2 and the new Popcap table will be available to download via PSN on September 4th.
[/SPOIL]
 
9 mins of Technika Walkthrough

[video=youtube;kdXEnuNEBaE]http://www.youtube.com/watch?v=kdXEnuNEBaE[/video]​
 
Legend of Heroes Zero no Kiseki Evolution Screenshots
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Ys Celceta Sea of Trees
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^ In Ys Celceta Sea of Trees, you'll need to help main character Adol restore his lost memories by using of Adol's personal action, "Touched By Light." You can trigger this personal action by pressing triangle in front of special areas and things that are surrounded by a targeting circle. Adol will see a lost memory. You can later review the memory via the "memory" icon on the status menu.[/td]
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[Leak or Fake] Atelier Totori: Alchemist of Alando 2 phát hành cho PSVita 29/11/2012

[video=youtube;wXSzP564Vzw]http://www.youtube.com/watch?v=wXSzP564Vzw[/video]

PlayStation at gamescom 2012

[video=youtube;4bBaSYPP2jk]http://www.youtube.com/watch?v=4bBaSYPP2jk[/video]

Paint Park on PS Vita

[video=youtube;XKfYTVpfEeo]http://www.youtube.com/watch?v=XKfYTVpfEeo[/video]
 
Chỉnh sửa cuối:
^ Sửa title lại thành : Atelier Totori: Alchemist of Alando 2


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Housemarque Company to release Vita version of Furmins

From GC 12 :

http://www.pockett.net/n14158_PS_Vita_Les_Furmins_arrivent_sur_PlayStation_Vita_et_PS3


[video=youtube;797aoYpT7Fk]http://www.youtube.com/watch?v=797aoYpT7Fk&feature=player_embedded[/video]
Trailer from ios version


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[video=youtube;tor_Cdef0Ac]http://www.youtube.com/watch?v=tor_Cdef0Ac[/video]​
 
Chỉnh sửa cuối:
Assassin's Creed III: Liberation Rotten Barracks - Gamescom 2012
[video=youtube;jORWYhIImTc]http://www.youtube.com/watch?v=jORWYhIImTc[/video]
 
[video=youtube;wDY-fCIIqPM]http://www.youtube.com/watch?v=wDY-fCIIqPM[/video]​
 
PS Vita version of Machinarium looking even more likely
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Fresh evidence emerged today that the achingly beautiful point-and-click adventure Machinarium is heading to PS Vita.

In the comments section of a recent post on the EU PlayStation Blog, Sony's Ross McGrath teased the September release of two new PSN titles - one brand-new, and the other new to the network.

A commenter by the name of Antares guessed that the latter game was Amanita Design's Pocket Gamer Gold Award-winning adventure Machinarium.

McGrath responded: "Give the man a cookie, he's 100% right!"

This cheeky reply tallies up with a posting from the Entertainment Software Rating Board (ESRB), which listed the PS3 and PS Vita among Machinarium's compatible platforms back in July.

We hope McGrath isn't yanking our chain, because we believe this indie gem deserves as wide an audience as possible.

Eurogamer
 
Assassin's Creed III: Liberation - A Faithful Acolyte - Gamescom 2012
[video=youtube;IWLhLlIa_zk]http://www.youtube.com/watch?v=IWLhLlIa_zk[/video]
 
NFS Become the Most Wanted. Wherever You Are.


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Most Wanted is about you and your friends.

Play online or offline on PlayStation 3, Xbox 360 or PC to earn Speed Points. Earn more than your friends to reach the top of your Most Wanted list.


But we’re also making Most Wanted for PlayStation Vita, tablet and smartphone, which means you’ll be able to get the edge on your friends by earning Speed Points while you’re on the go.

PlayStation Vita

We’re giving it everything we’ve got to cram the entire PlayStation 3 game onto the Vita.


The whole of Fairhaven City, all the events and modes and of course, all the cars will be squeezed onto Sony’s tiny box of tricks plus a sprinkling of exclusive events just for Vita players. Because we love you.

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At Criterion Games, we’ve always taken pride in delivering a cutting edge experience that really pushes the hardware. On Vita we’re pushing the system as far as it goes with a large-scale, open-world driving game and incredible-looking cars. You can even swipe the back of the screen to switch songs with EA Trax.

And the coolest part of all is that everything you do in the game will earn you Speed Points, helping you increase your Speed Level, move you up your friends’ Most Wanted list and unlock Modifications for your PlayStation 3, Xbox 360 or PC version of Most Wanted.

Tablet and smartphone

Need for Speed Most Wanted for tablet and smartphone is a completely different game inspired by the concept of becoming the Most Wanted but tailored specifically to give you the most from your touch-screen hardware.


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The game comes from Fire Monkey, the Melbourne-based studio that brought you Need for Speed Hot Pursuit. It’s everything you’d expect from those guys – fun handling, amazing graphics and all your favorite Most Wanted cars.

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You’ll get the M3, Corvette, Aventador, Mustang and all the rest looking better than ever before on tablet or smartphone.

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And of course the Speed Points you earn will contribute to your Most Wanted List total.


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[video=youtube;tc40-wUe_AQ]http://www.youtube.com/watch?v=tc40-wUe_AQ&feature=youtu.be[/video]​
 
Chỉnh sửa cuối:
Hatsune Miku Project Diva F Limit Edition

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Need For Speed Most Wanted Multiplayer Trailer | OFFICIAL SITE

[video=youtube;LsvDNwEFsew]http://www.youtube.com/watch?v=LsvDNwEFsew[/video]
 
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