Friday, February 29, 2008

PS3 Debug Firmware 2.15 leaked


A bit of unexpected news on this LEAP YEAR DAY indeed.. a nice guy has leaked PS3 Debug Firmware 2.15 today! A picture of it on my TEST console is below, and also there is an unpacked FileList of it for those interested. It adds a new "vm" folder to the PS3 HDD among other things, but we have yet to thoroughly look through it. This is VERY cool news mainly because (as we all know) even the retail PS3 Firmware 2.15 isn't available yet from Sony! For other PS3 Devs to examine, we will be adding the 2.15 Firmware to our PS3 Downloads this weekend as it's a bit sizeable weighing in RAR'd at 103 MB (108,852,452 bytes). PS3 Debug Firmware v2.15 FileList: Directory of ..2.15_DEBUG 02/28/2008 05:38 PM . 02/28/2008 05:38 PM .. 02/28/2008 03:46 PM 3 dots.txt 02/28/2008 05:38 PM 0 firmware.txt 02/28/2008 03:47 PM update 02/28/2008 03:46 PM 103,260,160 update.tar 02/28/2008 03:46 PM 5,581,512 updater.sce 02/28/2008 03:46 PM 5 version.txt 02/28/2008 03:47 PM vsh 02/28/2008 03:46 PM 10,240 vsh.tar 6 File(s) 108,851,920 bytes Directory of ..2.15_DEBUGupdate 02/28/2008 03:47 PM . 02/28/2008 03:47 PM .. 01/19/2008 03:41 AM 1,966,992 BDIT_FIRMWARE_PACKAGE.pkg 01/19/2008 03:42 AM 951,040 BDPT_FIRMWARE_PACKAGE_301R.pkg 01/19/2008 03:42 AM 951,040 BDPT_FIRMWARE_PACKAGE_302R.pkg 01/19/2008 03:42 AM 951,040 BDPT_FIRMWARE_PACKAGE_303R.pkg 01/20/2008 01:54 PM 243,559 BLUETOOTH_FIRMWARE.pkg 01/19/2008 03:43 AM 4,976,256 CORE_OS_PACKAGE.pkg 01/20/2008 01:51 PM 1,671 dev_flash_000.tar.aa.2008_01_21_084823 01/20/2008 01:51 PM 5,616,394 dev_flash_001.tar.aa.2008_01_21_084823 01/20/2008 01:52 PM 3,357,807 dev_flash_002.tar.aa.2008_01_21_084823 01/20/2008 01:52 PM 5,055,467 dev_flash_003.tar.aa.2008_01_21_084823 01/20/2008 01:52 PM 19,451 dev_flash_004.tar.aa.2008_01_21_084823 01/20/2008 01:52 PM 10,304,923 dev_flash_005.tar.aa.2008_01_21_084823 01/20/2008 01:53 PM 9,569,246 dev_flash_006.tar.aa.2008_01_21_084823 01/20/2008 01:53 PM 7,557,602 dev_flash_007.tar.aa.2008_01_21_084823 01/20/2008 01:53 PM 9,790,673 dev_flash_008.tar.aa.2008_01_21_084823 01/20/2008 01:53 PM 10,329,525 dev_flash_009.tar.aa.2008_01_21_084823 01/20/2008 01:53 PM 7,453,935 dev_flash_010.tar.aa.2008_01_21_084823 01/20/2008 01:54 PM 9,740,817 dev_flash_011.tar.aa.2008_01_21_084823 01/20/2008 01:54 PM 9,137,037 dev_flash_012.tar.aa.2008_01_21_084823 01/20/2008 01:54 PM 5,223,205 dev_flash_013.tar.aa.2008_01_21_084823 01/20/2008 01:54 PM 28,636 MULTI_CARD_FIRMWARE.pkg 01/19/2008 03:40 AM 576 RL_FOR_PACKAGE.img 01/19/2008 03:40 AM 704 RL_FOR_PROGRAM.img 01/20/2008 01:54 PM 4,864 SYS_CON_FIRMWARE_01000005.pkg 01/20/2008 01:54 PM 4,864 SYS_CON_FIRMWARE_01010302.pkg 01/20/2008 01:55 PM 1,209 UPL.xml.pkg 26 File(s) 103,238,533 bytes Directory of ..2.15_DEBUGvsh 02/28/2008 03:47 PM . 02/28/2008 03:47 PM .. 12/17/2006 07:09 PM 0 a 1 File(s) 0 bytes Total Files Listed: 33 File(s) 212,090,453 bytes 8 Dir(s) 158,846,169,088 bytes free


Phil Harrison: “You shouldn’t believe everything you read on the internet”


We found him. Phil Harrison was at the 1 million PS3 party in London last night, and wasn’t giving many clues about what happened to cause his resignation or where he was going after Sony.
“He was completely avoiding saying anything about where he was going,” said one reveler. “He just laughed off the fact that people think he’s going to Atari by saying something like, ‘You shouldn’t believe everything you read on the internet.’”
Another mole described Harrison as “coy”.
“He just wouldn’t talk about [why he’d left Sony], and we were pretty much instructed by Sony just to leave him alone and let him have a nice evening. It was the first thing [UK PR] said: he doesn’t want to talk about leaving or anything to do with it and just let him get on with it, sort of thing. He was chatting to everyone. He wasn’t hiding, or anything.”
Harrison, president of worldwide studios for Sony, quit the company this week. He’s worked at SCEE for the past 15 years. Talk of a move to Atari quickly emerged, but, as you can see, nothing’s been confirmed as yet.


PSP outsells DS in Japan ..Again


Things are looking up for PSP in Sony's homeland, as it managed to nip ahead of DS in hardware sales figures for last week.
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According to Media Create digits for the week ending February 24, Sony managed to sell 53,373 PSP units, knocking the 50,151-selling DS temporarily off its perch.It seems the several sexy renditions of the PSP Slim and humanity's growing fascination with satellite navigation is working wonders for Sony's handheld. Wii sales in the territory still dominate, with 63,504 topping the hardware list in the same week, while PS3 only managed 14,060. Poor 360 only grabbed the attention of 2001 customers.It's great to see both portables selling well - if only it were the same for the console market out there.

HDTV Magazine Reviews the PS3


It's pretty clear by now that the Blu-ray format has won the high definition video disk war. By the end of this year, HD DVD will be a distant memory and those who want to watch high definition movies will need a Blu-ray player. There are a bunch of options out there for those in the market, and the Sony PlayStation 3 (PS3) has been talked about as the most capable player available. For a long time, it was the least expensive way to get a Blu-ray player. That isn't true anymore, but it's still close. It's currently available in two models, a 40 GB model for $399.99 (Buy now) and an 80 GB model for $499.99 (Buy now). Today, we'll ignore the gaming side for the most part and look at how the device performs as a home theater device.
Sony PS3 in the Home Theater
There are a few differences between the 40 GB and 80 GB models, other than the obvious difference in storage space, but for this discussion they aren't very important. Both models are High Definition (1080p) capable, have Blu-ray players built in, support HDMI 1.3 and can connect to your network either wired or via Wi-Fi. For what we need, they both work. But as an aside, if you own a PS2 and want to play all those existing games, you need to go with the more expensive 80 GB model since it's the only one that supports backward compatibility. At a glance, the Blu-ray player supports 1080p video and 7.1 channel audio, the HDMI 1.3 connection allows for deep color content and it can upconvert standard DVDs to 1080p as well.
So how about the PS3 as a Blu-ray player? In a lot of cases the primary motivator for buying a PS3 is to get Blu-ray playback. In that capacity it does a great job with playback, but may have some usability issues. First, the playback: The video looks absolutely stunning and the audio quality is amazing. We haven't seen Blu-ray look or sound any better than on the PS3, nor have we seen it any worse, but that just means it is as good as any Blu-ray player out there. You do not suffer any quality loss simply because it's intended to be a gaming console and not a dedicated player.
As for usability however, it's not the 100% experience you'd want. First off, the Blu-ray remote, the one that allows you to control the PS3 as a player instead of using the game controller, is an add-on accessory. If Sony really wants to market the PS3 as a Blu-ray player, that remote should be bundled in the box. It's only $24.99, ($19.99 online, Buy now) not a deal breaker by any stretch, but you know what we're saying. Trying to control a Blu-ray movie with the game controller is possible, but not practical or even really that pleasant. After you add the remote, you can control the box just like it's a stand-alone Blu-ray player. It works really well for that. Unfortunately it doesn't work using IR, it uses Bluetooth. So your Harmony or other Universal remote can't control it. There are some adapter devices out there, but they don't get you all the way there ... closer, but not all the way. We have a listener review of one in Episode 236.
We all know that not all Blu-ray players are created equal. They support different audio codecs, some support interactivity, others don't, etc. It's the whole Blu-ray profile 1.0, 1.1., 2.0 mess we've talked about in the past. One big benefit of the PS3 is that it was designed to be internet connected and upgradable, so it's pretty easy to add new functionality as it gets finalized by the Blu-ray group. The PS3 will be among the first players to offer support for BDLive, or internet-enabled, interactive Blu-ray content. The rumor is that a new firmware update will be available for the PS3 as early as May or June of this year, which coincides with the market release of the first stand-alone BDLive-enabled players. As to audio codecs, the PS3 supports the standard Dolby Digital and DTS, and the new Dolby TrueHD (PCM/onboard decoding, not Bitstream) but not the new DTS HD. It's unclear whether or not the PS3 will ever support DTS HD, and there are a few players on the market that do, so in that regard you might be missing a little.
But the PS3 can also do a little bit more, it actually has some non-Blu-ray home theater features to consider. If you buy the PS3 as a Blu-ray player, these are added bonuses, as are the gaming abilities, but they're in there, so we'll talk about them. First off, the user interface on the PS3 is really slick. Very easy to navigate and easy to understand. If you start it up with a disc in the drive, or insert one after starting it up, it will go straight to the disc, bypassing the interface entirely, but if you do need to poke around in there, it's pretty simple. And while poking around in there you'll find support for media playback. You can play local content downloaded from the internet or on USB portable storage, or stream from the network. To stream from the network you need to have a DLNA server to dish out the files, but those are easy to find. There's a list of a bunch of options here and here.
The PS3 works well as a network player, but the interface isn't all that sexy. It gets the job done, but without the "wow" factor. It will playback audio, as MP3 or WMV, photos, and MPEG-4 videos including support for DIVX. Many DLNA servers will actually transcode video on the fly to match what the PS3 needs, but not all of them, so you may need to do some re-encoding. We watched I Am ... not going to tell you what we watched, but we did watch a few movies over the network and they looked and sounded fine. Obviously the better the compression the better they'll look. As a network based audio/video player, it works. But don't buy it specifically for that. Downloaded movie trailers looked absolutely amazing, so the PS3 is certainly capable of some awe inspiring video playback. There is the option to install another OS on the PS3, but we haven't gotten that deep into it yet to comment on how well it works. There are differing reports on the internet about it.
Overall the PS3 is a great Blu-ray player and upconverting DVD player, does a solid job playing network content, and is actually a really good game platform as well, if anyone is still interested in that. For $399 it really makes a lot of sense because of the upgradability and future-proof nature of the architecture.


Thursday, February 28, 2008

Interview: Infinity Ward Talks Call of Duty 4


Infinity Ward Interview
Here at Tom's Games we're big fans of Infinity Ward and Call of Duty 4 so when the opportunity to interview Robert Bowling - Community Relations Manager at Infinity Ward and IAmFourZeroTwo blogger - at GDC presented itself we jumped at the chance.
We'll give you fair warning, we discuss the end of the game and the fates of certain characters so plot spoilers abound.
Tom's Games: You guys must be pleased with the performance of Call of Duty 4. It's won "Game of the Year" awards and enjoyed spectacular sales. Will Call of Duty 5 be the next project for Infinity Ward?
Robert Bowling: Right now we're just working on downloadable content for Call of Duty 4. Whatever comes next is up in the air.
TG: It did pretty well on PC but we saw some comments on your blog regarding the number of pirated copies out there. You guys actively track pirated copies?
Robert Bowling: Yeah, we're still extremely excited about the success of the game on PC. The game did phenomenal on PC and we still have a huge community playing on the PC. We're definitely not upset about that success. We do get upset when people pirate our games and it is something we track. There aren't any hard numbers that we can announce but it's something that's definitely disheartening when you put a lot of work and passion into a game and then realize that a large percentage of players are playing on cracked copies. But the PC game did tremendous sales so we're still very excited about the PC version.
TG: Do you see game piracy as the biggest threat to PC gaming?
Robert Bowling: Yeah by far. It's a big issue for any product when you lose a majority of your player base to stolen copies whether it be games or from a retail standpoint. If there're more cracked copies than legitimate ones that's a huge problem.
Screenshot from Call of Duty 4 from Infinity Ward and Activision
TG: Especially when you compare PCs and consoles. If your products are stolen on this box and not on that box then why even bother with this box over here. That's the issue that publishers face now.
What have you seen in terms of the number of players playing and the amount of time they're playing? Have you seen any specific trends with the multiplayer online?
Robert Bowling: Right now we're the number one most played game on Xbox Live worldwide. We don't have any official numbers because there's no one source to track Playstation Network statistics but we're also one of the number one games on PSN. So we're doing really well with online multiplayer and we've been number one on Xbox Live for two weeks running. I'm confident that we're going to stay number one for a while with the new maps and the feature patch we have coming out. That's really going to keep the game fresh.
We're hitting record numbers on both Xbox Live and Playstation network so much so that when we first launched on the Playstation 3 the servers had trouble. They'd never handled that much load at once and at any given time we had over 100,000 players playing on PS3. We had to do some optimization but they're fine now. They're completely stable. So that's the trend we've been seeing. We're also seeing more large groups so our peak hours are doubling in size of what they used to be in previous games. There's definitely a big trend of people getting online a lot more than they used to.
TG: Are you going to continue to add content for both the consoles and the PC?
Robert Bowling: Our main focus is to keep supporting the game as long as the players are supporting us. So as long as they're people playing we're going to keep updating it. Right now we're working on a DLC map pack for the PS3 and the 360 version which are going to include three maps right out of the gate. We're working on that now and that should be coming out around springtime although we don't' have an exact ETA. We're just working on getting them perfect right now.
On the PC side we released the mod tools and we're currently holding a PC community mapping contest where our users can create their own custom maps. On March 31 we're going to have them submit them to us. We haven't announced yet what we're going to do with them but we're looking at a lot of ideas. The easiest thing we could do is release them as a ranked PC map because right now if you play on a custom map it's unranked. So what we might do is take all the best maps and then release them as an official ranked map pack. Then there's a few other things we're looking at doing that we're not ready to announce yet.


Extended Single-Player, Redefining Player Death, and Cover Mechanics
Tom's Games: Has there been any thought to putting out any DLC to extend the single-player?
Robert Bowling: Right now we're not looking at doing any single-player expansion. We have a pretty fine-tuned story arc for the single-player that we're not comfortable messing with in terms of just tacking on a few extra missions. We could definitely add some missions that are completely separate from the story arc but--
TG: Like the epilogue.
Robert Bowling: Exactly. We could go in that direction but right now we're looking towards what we can do for the next game.
TG: Did you get any feedback from players that surprised you?
Robert Bowling: The biggest surprise was how well people just got what we were going for. We were going with a different style of immersing our player in the sense that we never took control away and wanted everything to be experienced from the first person which meant no cut scenes. Even when you're being dragged through the streets you were in control. After the nuclear explosion you're in full control. We wanted to do that emotional attack.
We were trying something new where, with Call of Duty 2 we felt that everything was at eleven so it had this intensity all the way through. We wanted to do a different kind of intensity for Call of Duty 4; one that wasn't action focused but instead was dramatic and emotional. I think the biggest surprise was that people totally got it. The feedback has been that they liked it and they like that kind of immersion. We were going for that cinematic experience where we want you to play the story, we want you to feel the story and we want you to go through the emotions of the characters in the story.
Screenshot from Call of Duty 4 from Infinity Ward and Activision
TG: The experience redefined what it means to die as a player.
Robert Bowling: Yeah.
TG: That's a big deal though. By the end of the game you've basically been killed twice in character so in that last scene you're terrified that you're going to get killed again; that the one-armed guy is going to shoot you. That was our biggest fear, "If this guy shoots me and I die again I'm going to throw this game out the window. I need the satisfaction of killing him."
Did you have any reservations about updating it to the modern age rather than World War II? How have players responded to that?
Robert Bowling: Yeah the feedback is really positive. We didn't really have any reservations about going to modern warfare. Modern warfare was something we wanted to do very early on. We wanted to work on a modern warfare game before Call of Duty 2. The reason for that is we wanted to have a clean slate of creativity. I don't think [World War II] is a stale setting. Nothing's a stale setting. A good developer can make a good game out of anything. We wanted to create everything ourselves so we wanted to create our own fictional conflict and our own fictional enemy our own fictional good and evil.
We also wanted to add in features that we couldn't do in WWII like bullet penetration, the weapons attachments and create-a-class; stuff we could really expand on with modern weapons and modern attachments. We just wanted to open up and flex our creative muscles and show we don't have to rely on a classic war of good and evil. We can create our own stories, we can create our own bad guys and we can create our own emotional ties to all that without relying on history.
TG: Was there ever talk of implementing a cover mechanic?
Robert Bowling: Not really. Cover mechanics are not something that really fit into what we try to do. We play a lot of games. I love the cover mechanic in Rainbow Six: Vegas and I like that type of gameplay but we feel it slows it down a bit. That's what you want in Rainbow Six: Vegas. It's more of a tactical, slower-paced shooter and it works fantastic for that game. We don't feel it works for our game.
What we were going for with Call of Duty 4 is we wanted to make it faster, more high-speed than call of Duty 2. It was a constant 60 frames-per-second and everything we focused on was speed and getting through the mission smoothly. We didn't want you to have to stop, put your back against cover and start taking pot shots. We wanted you to keep pushing forward. Infantry is supposed to move forward, never backward. We wanted to try to keep that consistent.


Real World Conflict, Strong Characters, and Crysis Game play
Tom's Games: Were you nervous at all about creating a fictional conflict that had to do with the Middle East considering what's going on with current events?
Robert Bowling: We were very adamant about not connecting the conflict that's in our game with any current conflict going on in the world. That's why it's an unnamed Middle Eastern country. We wanted to make it clear that you're not fighting these guys for any political reason. You're fighting these guys because they're bad guys. They're bad guys doing bad things which we make clear from the beginning.
We wanted to make it relatable in a sense so we looked at real world scenarios and tried to derive stories from that. It wasn't connected in any way to a specific modern conflict or anything like that. We never wanted to actually associate the two at all. We wanted to make it clear that this is a global conflict. The marines are fighting here, SAS are fighting up here and it's all connected in a way that unfolds as you play the game.
TG: One of the strongest points about the game is the relationship to the other characters. People seem to really get attached to Gregs and Captain Price. Is there a chance we could see those characters again?
Robert Bowling: Regretfully Gregs died at the end.
TG: Yeah but you did do the epilogue after the game was over.
Robert Bowling: That's true. You never actually get to see any of the characters in the epilogue but--
TG: Maybe like a prequel or something? I don't know we just really like those characters.
Robert Bowling: We love the characters and that's something that we're shooting for. That's something we're testing the waters with because we've never really done it before. We wanted characters you can relate to and that you liked. It wasn't really a main focus in Call of Duty 2 or our previous games where you had these characters that you built these relationships with and saw this character development throughout the whole game. That was something we were going for and something that we'd like to keep doing, especially with the characters who survived.
Maybe they'll play a role in whatever we do next. At this point we don't know what we're doing next but the idea and the concept of relatable characters that you build relationships with throughout the game and further on is something that we want to do and we like doing. We love the characters.
Screenshot from Call of Duty 4 from Infinity Ward and Activision
TG: It was tough to see them go, but it made it a better experience.
Robert Bowling: We wanted to build that relationship. We want you to feel something when the guys go down. The problem with a lot of war games is that you're fighting with these guys through all these battles and they're dropping left and right and no one really cares. You just keep moving on to another checkpoint. We wanted to have some characters where you feel something when they go down. So you're just like, "Well f--k, this isn't even worth it sometimes. "
TG: Well if you remember in previous war games the trick was to shoot your own guys to take their ammo. That was one of the ways to keep from running out.
Robert Bowling: Yeah I used to do that. When you run out and there's absolutely no enemy weapon around you just say, "Sorry, dude. You're going to have to give me that gun."
TG: A lot of people like to compare Crysis and Call of Duty 4. Crysis is sort of a sandbox with some open-ended game play in the beginning but Call of Duty 4 is more like a roller coaster where you get on the ride and it's like a theme park where you're directed through these events. It's very driven. Was a more open-ended game experience ever considered?
Robert Bowling: It really wasn't. Early on we played around with some ideas that used alternate paths to objectives where, instead of a single line you have four paths. Then we played around with some sandbox type levels like the village assault which is more of a sandbox where we say, "All right you need to take these five houses but you can do it any way you want." So we played around with those levels to see how it worked in our game.
We put elements of it in there but overall Call of Duty is really about the cinematic set pieces and we wanted to craft the story and experience around those set pieces. We want you to experience the game our way. Our main goal was to make a cinematic experience and that's a little bit harder to do with an open-ended sandbox.
TG: Well we appreciate your time today, Robert, and we look forward to whatever Infinity Ward has in store for us next.
Robert Bowling: Thanks, guys.


Limited Edition MGS4 Playstation 3 Model in the Works?


Based on a few news stories that came rolling in today, it looks like we may be seeing a Limited Edition Metal Gear Solid 4 Playstation 3 pretty soon. Say that ten times fast.
The picture above is from Dengeki Playstation magazine. The picture shows the upcoming PS3 bundle. The PS3 unit is blacked out with a question mark over it.
That, coupled with the information reported today that stated we’ll be seeing the “look” of the bundled PS3 on March 21st, I think there’s a good chance that a Limited Edition console is on the way.


PS3 Worldwide Feature Patch starting Certification Process


Hey Guys --Well I'm back from GDC, sorry for the lack of direct updates from me last week as my internet access was limited while in San Francisco. I did want to let you guys know however that the PS3 Feature Patch for Worldwide users (except for Japan and Korea) is starting it's certification process.It finished up internal QA at Activision today and is making it's way to Sony so I probably won't make the official "Hooray we're in cert on PS3" post till tomorrow but I wanted to let you guys know that it's on it's way there. The great news is that both the US and Worldwide versions of the patch are going to cert at the same time so no one should be left waiting while the others are going through cert. This patch includes all the new features we've talked about such as Quick Mute, Additional Kill Cams, Recently Met Players, Sniper Rifle Improvement, Acog Scope Improvement, more Spawn Points, general connectivity optimization, etc.


US PlayStation Store Update for 02/28/2008


The US Playstation 3 Store is now updated. A new PAIN character, some new Rock Band/Guitar Hero III tunes and a ton of videos round off this weeks update. Check out the content below.
Add-on Game Content
PAIN: Scurv Dogg Character ($0.99)Straight from the South Central Seas, Scurv Dogg, the latest addition to the PAIN posse, can spice up your game with some scurvy flair and the horrible manners of a seasoned seadog. Armed with only a bad hat and a bad attitude, this bitter downloadable pirate has the attitude for PAIN - he hates everything - including your skills if you don’t have game. Bring it.File size: 8.78 MB
Rock BandBuild your Rock Band library by purchasing these song game tracks. Nine Inch Nails Track Pack 1 includes all three songs. For song credits, visit www.RockBand.com.
“March of the Pigs” - Nine Inch Nails ($1.99)
“The Collector- Nine Inch Nails ($1.99)
“The Perfect Drug” – Nine Inch Nails ($1.99)
Nine Inch Nails Track Pack 1 ($5.49)
File sizes: 17.8 MB - 36.1 MB (singles), 74.4 MB (Track Pack).
If you previously purchased any of the following Rock Band tracks, newer versions are now available. Visit the PLAYSTATION Store and re-download them from your Download List free of charge. Online play/leaderboards/ranking are not affected by this. You won’t be punished for not downloading them again, however, as these bug fixes have no effect on gameplay.
Title/Launch Date
“Can’t Stand Losing You” - Nov. 22
“Roxanne” - Nov. 22
“Synchronicity II” - Nov. 22
“Police Pack 01” - Nov. 22
“Brass in Pocket” - Dec. 20
“Limelight” - Jan. 3
GUITAR HERO III: No Doubt Track Pack ($6.25)“Don’t Speak”, “Excuse Me Mr”, “Sunday Morning” as performed by No Doubt. For all song credits please visit www.redoctane.comFile size: 49 MB
Game Videos
MLB 08 The Show My MLB Music VideoGet an inside first look here at the new soundtrack editor My MLB Music, one of the new features to MLB 08 The Show. Nothing Gets You CloserFile size: 43 MB (HD)
MLB 08 The Show Blog Video (free)Have a look at the first blog video posted to the PlayStation.Blog for MLB 08 The Show. Nothing Gets You Closer.File size: 39 MB (HD)
NBA 08 Amare Stoudemire BioGo Beyond Access and take a look inside the NBA 08 cover athlete, Amare Stoudemire. Get insights into his drive, his philosophy, his goals and his commitment to the sport of basketball. NBA 08: Nothing Gets You Closer.File size: 247 MB (HD)
Condemned 2: Bloodshot Trailer 1 (free)The first official trailer released by SEGA that shows off all of the bone-crushing action and psychological thrills that Condemned 2: Bloodshot has to offer.File size: 125 MB (HD)
Lost Planet Trailer 2 (free)This is a trailer showing off the single player campaign of the incredible action shooting game LOST PLANET.File size: 150 MB (HD)
Movie and Blu-ray Disc Trailers
Star Trek Teaser Trailer (free)From director J.J. Abrams and screenwriters Roberto Orci & Alex Kurtzman comes a new vision of the greatest space adventure of all time, “Star Trek,” featuring a young, new crew venturing boldly where no man has gone before.File size: 13 MB (SD), 47 MB (HD), 63 MB (1080)
PS3 Themes
PAIN: Scurv Dogg Theme (free)Customize your PS3 system with a cool PAIN: Scurv Dogg theme. This theme allows you to change up the look of your background and XMB icons.File size: 1.89 MB
PS3 Wallpaper
(4) Rocketmen: Axis of Evil Wallpapers (free)Customize the background of your PS3 system with this new Rocketmen: Axis of Evil Wallpaper.File size: 729-844 KB


Play both versions of Call of duty 4 (PS3 & 360) same TV at the same time


Kerry posted earlier on today about Samsung’s 3D-Ready Plasma TV, now we have got hold of a video that shows the Samsung TV with three-dimensional image capability.
This new 3D Plasma TV could let you and a friend play both versions of Call of duty 4 (Sony PS3 and Xbox 360) on the same TV at the same time.
It can display two completely different sets of images on two pairs of glasses, so if you and a friend want to watch something different on the same TV that is possible. Watch the video below for more information.
Could you imagine playing a link game of COD4 from two PS3’s on the same TV, there are many uses for this technology.


Wednesday, February 27, 2008

Leaked: PlayStation Store release list for 25 PAL classics


European PlayStation 3 owners are about to get a huge amount of 25 fan favorite and cult classic PlayStation One games on the PlayStation Store in the near future. After a search on the PEGI ratings board website for PlayStation Network titles, the following games showed up.
01. Bust a Groove (Other/Music games)02. Crash Bandicoot 3 (Action/Platform)03. Colony Wars (Action/Platform)04. Cool Boarders 2 (Sports/Extreme Sports)05. Cool boarders 3 (Sports/Extreme Sports)06. Destruction Derby 2 (Racing)07. Devil Dice (Puzzle)08. Everybody’s Golf (Sports/Golf)09. Klonoa (Action/Platform)10. Kurushi Final (Puzzle)11. Motor Toon Grand Prix (Racing)12. Namco Museum (Other/Mini game Collection)13. Namco Museum 2 (Puzzle)14. Namco Museum 4 (Puzzle)15. Omega Boost (Action/Shooter)16. Ridge Racer (Racing/Arcade Racing)17. Ridge Racer Type 4 (Racing)18. Rollcage (Racing)19. Spyro: Year of the Dragon (Action/Platform)20. Tekken 2 (Fighting/Beat-Em-Up)21. Tekken 3 (Fighting/Beat-Em-Up)22. Twisted Metal (Racing)23. Vib Ribbon (Other/Music games)24. Wip3out (Racing/Futuristic Racing)25. WipeOut 2097 (Racing/Futuristic Racing)
Props to Shard for finding these.

http://www.gamespot.com/ps3/action/littlebigplanet/news.html?sid=6186782

LittleBigPlanet Hands-On


Thanks to its many media appearances around the globe, LittleBigPlanet has gone from quirky indie darling to a flagship title for Sony's PlayStation 3. We named it our game of the show at E3 2007, and since then it's gone on to wow the crowds at events in Leipzig, Las Vegas, and San Francisco. But during all of Media Molecule's globe-trotting antics, the Cambridge-based developer has never shown the game off in its home country. Thankfully, they decided to address the oversight by inviting us to a central London location for a hands-on with a brand-new build of the game.
LittleBigPlanet has its fair share of bugs at this stage, but it's clear that the developer has all the basic elements in place. The game is officially in a pre-alpha stage, although a highly limited beta test has also begun to test the online code. Nonetheless, the version that we played was apparently completely new and stable enough for us to play in four-player mode. Working alongside three other games journalists was an absolute joy, and we witnessed much of the game's early potential transforming into a sublime multiplayer experience right before our eyes. LittleBigPlanet is a game that's impossible for you to play without grinning like a child, and we had an immense amount of fun customising our character and playing cooperatively in the world.

Collecting these orbs gives you access to new pieces to build your world.
The first part of our hands-on was spent customising our character, Sackboy. Sackboy is an immensely charismatic lead, seemingly modeled on the sort of gangly teddy that your grandma might have knit for you as a child. In the full game, you'll have to play through to unlock the full wardrobe of accessories for Sackboy, but our demo had everything available to us from the start. Using the "poppet" menu system, we could turn Sackboy into a raggedy old doll, a lizardlike creature, or even a Hellgast from Killzone. Sony stressed to us that the latter might not make it into the final game, but we had a lot of fun mixing up our appearance from the odd accessory to a complete physical makeover.
LittleBigPlanet has a simple set of controls for its platforming elements. Your character can jump only a relatively small way into the air, but he can hold on to certain objects if you press and hold the Sixaxis' R1 button. You can use this to pull or push objects along the ground, or to grab hold of things in midair before using your momentum to swing around. It's unbearably cute to see Sackboy running his legs through the air as he holds on to a swinging object, and this, if nothing else, will encourage everyone to play around with the physics in the world. One section that we played featured a set of seesaws that needed traversing in order to progress, but the shift of balance required all four players to work together in order to progress--and many problems will have multiple solutions.
Although the game only requires a few buttons to play, there's much more that you can do with the PlayStation 3 pad to interact with the world. If you shake the pad itself, Sackboy will move his body around at the hips, almost as if he's trying to replicate that famous Elvis dance move. You can also use the L2 and R2 buttons to wave individual arms around, using the right analog stick to control the speed and direction of his hands; move the stick from one direction into another at speed and you can smack another player right in the face. You can also use your character to emote how you're feeling. Press up on the D pad between one and three times and your Sackboy will display a different level of happiness, and pressing down will show sadness. You can also use the right analog stick or the motion sensor to add your own dance moves to whatever emotion you're displaying.
When the full game is released, up to four people will be able to play locally or online in any combination of the two. While the game does require teamwork, the idea is to collect as many orbs as you can to unlock more content. The catch? The development team has placed orbs in some hard-to-reach places, and teamwork is required to collect many of them. One memorable puzzle featured a huge, bowl-shaped container full of orbs suspended in the air. To get the orbs out, players had to grab the edge and surface of the bowl, and use forward momentum to spin it round to then allow the orbs to tumble floorward. This results in a hilarious situation where we all tried to help free the orbs while also trying to drop to the ground to claim them all. You can keep track of your collection by using the size guide at the top left of the screen--the bigger your character, the more you've claimed.
As well as giving us a playable demo, the Sony producers ran us through some of the game's creation tools. The clear intention is for players to create levels and then share them on the PlayStation Network, with player ratings and popularity tracking helping to sort the wheat from the chaff. The game will ship with enough levels for what the developer calls a "full-length single-player game," but there's the potential for practically unlimited new levels for those who can head online. While trawling through the tools and building a level looks like it may still be a time-consuming process, the physics system allows you to follow through on fun ideas in a matter of minutes, something that they were able to demonstrate during our demo.

Half the fun of LittleBigPlanet comes from playing around with the world and its realistic physics system.
The first example that we saw was a tank, although as it doesn't fire any projectiles, it could just as easily have been a car. You can build whatever vehicle you like using standard blocks--what makes it move is the way that you place the wheels and the axles along the bottom of the vehicle. Place the axle off-centre and the tank will shake up and down, but keep it central and the passengers are in for a smoother ride. In LittleBigPlanet, you can build anything you want and try it out moments later.
A piston example was even more interesting. Again, creating a chamber was a simple act of cutting a hole in the centre of an oblong-shaped piece of wood, after which a specific piston-shaped piece was slotted into the centre. The whole thing was then tilted to a 45-degree angle, while steps were built leading up to the chamber so that Sackboy could jump into the chamber. From here, the developers suggested creating a target to fire Sackboy into, at which point someone else suggested creating a fiery pit as an obstacle underneath. None of this proved to be a problem for the developers to show off, and they soon had their fiery death trap ready to play around with in-game.
While you have to wade through quite a lot of parts in order to build something in LittleBigPlanet, we can already see the potential for people to create things that the designers probably haven't even thought of. Solid shapes can be constructed and then eroded as you like, and everything is subjected to the same set of physical rules. There's undoubtedly a huge amount of physics work going on behind the scenes, as everything in the gameworld behaves in a manner that tallies with real-life experience. For example, if you place a spongy substance on the ground and then drop wooden blocks from a great height, you will see the blocks bounce realistically and leave a temporary imprint on the sponge.
Media Molecule's intention for all this isn't just to let you play with physics, though; it is for players to create challenges that can be shared online. You can set time limits for completing individual sections in each of your creations and offer rewards to people who pass the test. For example, you could set a time limit of one minute to complete a run and offer some sort of accessory as a prize. The only thing you have to do is create a start and end gate for your challenge, and then leave a message to instruct people on what they have to do. These instructions come in the form of a mouthpiece that can be found in your inventory--all you have to do is write some commands that will be seen in speech-bubble form.
The music in the game has mostly been created in-house, although there are some tracks from commercial artists such as The Go! Team. The soundtrack reacts dynamically to what you're doing in the game, layering itself with new instruments as you progress. Like Sackboy himself, the soundtrack is rather cutesy, but there are some nice touches if you listen closely. Ghetto blasters dotted around levels act as cues for new instruments in the soundtrack, and by the end of each level you'll be playing with full musical accompaniment.
LittleBigPlanet is looking as promising as ever, and we've no doubt its take on user-generated content will be the beginning of a new trend in the games industry. Along with Spore, it's pioneering the way in which players are interacting with gameworlds. Sony is aiming to release a beta test to journalists in the coming months, and even hopes to include some of their creations on the final Blu-ray disc of the game. Expect to hear more about the game in the run-up to its planned September release date.


PSP2 Concept Is Totally Fugtastic






The PSP2, at first glance, has absurd analog stick placement, features a screen that juts out from the casing for now reason and looks tactilely synonymous with playing a stale loaf of bread. But as a mod that could play your PS One and PS2 discs on a flawless OLED screen and export hi def video out (along with Dolby), it's completely geektastic. Sure, the designer could have made a sleek device with touch controls, but this unit is sadly size realistic if you imagine what modders will be able to accomplish in a few years when slimmer Blu-ray drives come out (their spec sheet didn't mention Blu-ray, but as long as we're making stuff up, why not?).
For those who like to indulge in the imaginary, here's the entire spec list:


Play Native PSP,PSP2, and PS2 DVD-ROM Games
OLED High-Def Screen 480x233 480p-720p
16gb SSD
2 Real Analog Pads
Dualshock 4 and Sixaxis 2
HDTV out up to 720p
MP4,Divx,Mp3......
Dolby Digital Optical out
L&R1 + L&R2 (back gun triggers)
GPS,Videoconferencing, and cellphone
Webcam 2 Megapixels
Sony Extra Life Battery 6-8 Hours
Memory Pro Duo up to 32gb


How about we just take the old body, 32GB SSD and OLED screen and call it a day? Oh, and to any other PSP2 designers, this model is still my reigning champion. Can you dethrone it? Shoot me an email on the side of the page with your renders.

SCEA expands its executive team


Sony sent out a release today describing the changes taking place internally at Sony Computer Entertainment America. Three new executive appointments have been made and all will report directly to the SCEA President and CEO, Jack Tretton. Let's see ... Robert Dyer will be appointed the Senior Vice President of Publisher Relations, Ian Jackson will be Vice President of Sales, and Sally Buchanan will grown into the position of Vice President of Human Resources. These positions take effect in March and April. Congratulations all around!These key positions have the combined experience of nearly 50 years in the industry. Dyer, originating from Crave entertainment, and even further back, Eidos and Crystal Dynamics, will oversee strategic co-marketing programs and cooperate with external developers and publishers. Jackson will oversee strategic sales and promotional initiatives across all PlayStation platforms. He's moving into SCEA from his Managing Director role at Sony Computer Entertainment Canada. He also held positions at EA, Panasonic and Microsoft. Buchanan will oversee career planning, leadership development, and talent acquisition/retention strategies.Phew. Well, there you have it.

Home Free: Why Xbox 360 and Wii Owners Should Root for PS3’s ‘Home’




Although all three consoles of this generation offer online play, originally Microsoft stood alone in it’s decision to charge Xbox gamers for the ability to join their friends in online multi-player matches. Recently this trend has continued with the announcement of Wii Pay & Play that will similarly charge gamers an as-of-yet-undisclosed fee to take particular Wii titles online. The PlayStation 3 stands alone as the only console that gamers are not asked to pony up any dough whatsoever for online multi-player support.
At present, Microsoft feels confident that the market can sustain the $50 they ask of their Gold members annually. After all, Xbox LIVE offers 360 owners a few things console gamers can’t get elsewhere, like player screening, TrueSkill matchmaking, and a reputation system that encourages everybody to play nice. Regardless of whether or not you feel the subscription fee is justified, Microsoft’s success with their LIVE service established an important precedent: It’s OK to charge people to play games with one another. Sony has been promoting the fact that they don’t charge people to use the PlayStation Network, but currently the PS3’s online gaming experience is lacking many of LIVE’s popular features, prompting many Xbox fans to declare, “You get what you pay for.”
However, Sony might just have an ace up their sleeve that could change this pay-to-play paradigm. Home, their free social network which has been in the public eye since its unveiling last March, is poised to launch with a whole slew of features that should give LIVE and Wii Pay & Play a run for their money. Features like the ability to access your friends list from within a game, free social spaces, a trophy system, and live blogging tools that let you upload your Home content to a Sony-hosted website (and vice versa) should offer PS3 owners an experience that matches (or even surpasses) the experience available to LIVE’s Gold subscribers, without any added cost to consumers. Although Home users can spend real-world dollars to pimp out their virtual space with digital furniture and clothes for their avatar, such expenditures are entirely optional.
Xbox 360 loyalists on video game community forums often dismiss PlayStation Home as little more than a Second Life knock-off with little chance of supplanting LIVE’s status as the most full-featured online service available to console gamers. This dismissal from Xbox enthusiasts is curious considering that all three hardware manufacturers are adaptive entities that constantly change their features and services to remain competitive in today’s dynamic console market. When I recently talked to Major Nelson about the possibility of LIVE becoming free should Home prove to be a success, he simply stated, “Microsoft will respond to the market.” Make no mistake, if Home is a huge hit for Sony, Nintendo and Microsoft may be forced to adopt a similar free model in order to keep up with increased expectations, benefiting all budget-conscious gamers regardless of their platform of choice.
Ultimately, it’s all about the accepted market standards. Whereas Microsoft raised the bar regarding online features, Sony is attempting to match (and improve upon) that standard by providing much of what LIVE offers but at a lower price. Meanwhile, Nintendo seems to be trying the “one foot in, one foot out” approach by only charging people on a game-by-game basis. This strategy affords Nintendo the luxury of abandoning Wii Pay & Play all together in the event that their new online solution doesn’t prove lucrative. If you’re an Xbox 360 or Wii owner who doesn’t want to pay for online play, (and what person in their right mind does?) you’d better pray that Home is a smash success. If Home does as well as Sony hopes, we may even see Microsoft and Nintendo create virtual (and hopefully free) social spaces of their own some day.

http://theexplodingbarrel.com/?p=99

Metal Gear Solid 4: The PS3 Bundle: The Cardboard Box


Here it is, folks. The PlayStation 3 bundle with Metal Gear Solid 4 shipping in June with product photography proof. It might not have been our choice—we'd have gone with a stealthier plain brown box with the words "The Orange" on the outside—but we don't know from product marketing. We'd also have gone with a better camo choice, perhaps Snake in "piano black" with the Spider-Man font emblazoned in a full body pattern. I'm sure everyone else will find it just peachy keen. Here's hoping that Japan's got something extra special planned for collector types.

http://kotaku.com/361158/metal-gear-solid-4-the-ps3-bundle-the-cardboard-box

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Tuesday, February 26, 2008

Backwards Compatibility Confirmed for new 80gb PS3 Bundle

Metal Gear Solid 4: Guns of the Patriots PS3 BundleTo coincide with the much-anticipated North American launch of Metal Gear Solid 4: Guns of the Patriots in late Q2 2008, SCEA will introduce a PS3 bundle, which will include an 80GB PS3, the upcoming blockbuster Metal Gear Solid 4: Guns of the Patriots, and a DUALSHOCK 3 wireless controller for $499.99 (MSRP).
As has been announced previously, MGS4 will include a Metal Gear Online “Starter Pack.” If you can’t wait to try out MGS4, the good news is you don’t have to much longer. Those who pre-order the game will be guaranteed access to a multiplayer beta test for Metal Gear Online scheduled for late April.

Does the new 80gb PS3 bundle include a PS3 with backwards compatibility for PS2 games?

adeleon replied: on February 26, 2008 at 12:44 pm
Yes, similar to the Motorstorm bundle, the new MGS4 bundle features an 80GB PS3 with some PS2 backwards compatibility.


http://blog.us.playstation.com/2008/02/26/destination-playstation-news-mgs-ps3-bundle-kratos-psp-and-dualshock3-release-date-by/#comments

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PlayStation Store Getting Overhauled In April

While Metal Gear Solid 4, DualShock 3 and God of War news may have dominated our Destination PlayStation coverage, one other interesting leak came out of the retailer conference. According to sources there, the PlayStation Store is finally getting a graphical user interface overhaul, one planned to arrive alongside Gran Turismo 5 Prologue on April 15. The revamp of the PlayStation Store is said to give it a look more in tune with the SingStore, pictured above, which is already accessible from the PlayStation 3 version of SingStar.
Details were light on the change, but beyond a coat of paint, word was that navigation would change to a series of icons running along the bottom of the interface. We don't have official confirmation on this one yet, so consider it rumor for now.

http://kotaku.com/360944/playstation-store-getting-overhauled-in-april

Pre-order Metal Gear Solid 4, get access to online beta

Metal Gear Solid 4 will launch on PS3 later this year. In addition, players will be able to enjoy a Metal Gear Online "Starter Pack." Online features support for up to 16 players using "the latest weapons and stealth techniques."Konami will introduce a pre-order campaign through a nationwide pre-sell promotion will enable gamers to pre-order Metal Gear Solid 4: Guns of the Patriots and be guaranteed access to a multiplayer beta test. The beta would occur in late April.This is a great incentive for fans that already planned on picking up MGS4. We're curious as to see how extensive the "Starter Pack" for Online will be.

http://www.ps3fanboy.com/2008/02/26/pre-order-metal-gear-solid-4-get-access-to-online-beta/

Playstation 3 will go BD Live this summer

Sources close to Sony have said that a BD Live update to the Playstation 3 could arrive as early as May or June.Sony told Home Cinema Choice Magazine that PS3 owners can expect the firmware update when the first BD Live stand-alone players hit the market. The first Blu-ray player to feature BD Live is believed to be the Panasonic DMP-BD50 which should street in late May or early June.BD Live allow for online features on Blu-ray releases.

http://www.dvdtown.com/news/playstation-3-will-go-bd-live-this-summer/5279

Haze dated with a new Video

February 26, 2008 -
Although Haze -- a first-person shooter from Ubisoft and Free Radical Design -- is set in 2048, you won't have to wait that long to get your hands on it.Haze is coming this May exclusively to the PlayStation 3. In an early morning announcement, Ubisoft said today that the much-anticipated title will arrive in just four months with a Mature rating. Haze casts you as a brand new soldier in a private military corp. -- in this bleak future, the government outsources fighting wars -- and sets you and your plethora of cutting edge weapons up against the rebels known as the Promise Hand.Words don't paint the picture for you? Check out the spankin' new trailer below or download the HD version here.


http://ps3.ign.com/articles/854/854877p1.html

Metal Gear Solid 4 Finally Has A Release Date

Word from Destination PlayStation, a retailers-only conference for all things PlayStation related, is that Metal Gear Solid 4 is coming to the PlayStation 3 on June 12, 2008. According to sources there now, the release of Kojima Productions action-stealth game will arrive on a Thursday, oddly enough. Even more interesting is that we're hearing word that Sony will be offering a hardware bundle that features MGS4, an 80GB PlayStation 3 and a DualShock 3 packed-in.
We're checking with Konami for official word on the matter and will update with additional information soon.

http://kotaku.com/360906/metal-gear-solid-4-finally-has-a-release-date

Dualshock 3 Dated for US

We have more word from retailer conference Destination PlayStation: the DualShock 3—you know, that DualShock we've been waiting for since the PS3's launch—has gotten a US release date.
Set to launch April 15th for $54.99, it's slated to coincide with the release of GT5 Prologue. Oh yes, feel those engines roar through your controller and make your SIXAXIS-wielding friends envious...like they're just playing a video game or something.

UPDATE: Sony has confirmed all of this information

http://kotaku.com/360931/dualshock-3-dated-for-us.

Destination PlayStation News: MGS PS3 Bundle, Kratos PSP and DualShock3 Release Date

Not every video game event is a press and party extravaganza (like last week’s GDC). As a gamer, you may not have heard of Destination PlayStation - a meeting between Sony PlayStation, retailers, and 3rd party teams taking place right now in Arizona. But the discussions at DPS are generally pretty significant. Here’s what’s being announced RIGHT NOW.
Metal Gear Solid 4: Guns of the Patriots PS3 BundleTo coincide with the much-anticipated North American launch of Metal Gear Solid 4: Guns of the Patriots in late Q2 2008, SCEA will introduce a PS3 bundle, which will include an 80GB PS3, the upcoming blockbuster Metal Gear Solid 4: Guns of the Patriots, and a DUALSHOCK 3 wireless controller for $499.99 (MSRP).
As has been announced previously, MGS4 will include a Metal Gear Online “Starter Pack.” If you can’t wait to try out MGS4, the good news is you don’t have to much longer. Those who pre-order the game will be guaranteed access to a multiplayer beta test for Metal Gear Online scheduled for late April.

God of War PSP Entertainment PackIn June, a new PSP Entertainment Pack will be hitting stores, featuring the famous face of the Ghost of Sparta — Kratos. Here’s what you get in the bundle, which will be available for $199.99 (MSRP):
Limited-Edition “Deep Red” PSP with Kratos silkscreened on the back
God of War: Chains of Olympus
Superbad on UMD video
Voucher to download Syphon Filter: Combat Ops from PLAYSTATION Store for free
God of War: Chains of Olympus still arrives for PSP on March 4, 2008.

DUALSHOCK 3The final piece of big news coming out of DPS is another much-requested release date: SCEA will introduce the DUALSHOCK 3 wireless controller for the first time in North America in April 2008 for $54.99 (MSRP). Compatible with more than 100 PS3 games, DUALSHOCK 3 has both rumble and motion-sending SIXAXIS technologies. So now you’ll be able to play Uncharted: Drake’s Fortune, Ratchet & Clank Future: Tools of Destruction, and, yes, Metal Gear Solid 4: Guns of the Patriots with rumble turned ON.

http://blog.us.playstation.com/2008/02/26/destination-playstation-news-mgs-ps3-bundle-kratos-psp-and-dualshock3-release-date-by/

Thanx Blog Viewers

Thank you guys for viewing my blog and I hope you continue to view it and support as I will constantly begin to update the blog. Please though be sure to leave comments as that will help me make the site better and also please take a couple of seconds to click on my ads once in awhile as currently I have received a very low amount. Thanks for you guys viewing my blog and PLEASE continue to supprt me.

GDC 2008: Call of Duty 4 Downloadable Content Interview

http://www.gametrailers.com/player/31102.html

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Monday, February 25, 2008

Installing Linux Onto Your Sony PS3

Background and preparation
You will need:-- PS3- TV/Monitor hooked up with HDMI or Component (min. 720p resolution)- Computer with internet and DVD burner- USB keyboard and mouse- USB pen-drive/thumb-drive - Patience (and lots of it!)Linux on Sony hardware has been done before, but not to any great success. Some of you may remember that the PS2 could run a strange version of the open source OS with a bought package that gave you a 40GB HDD, a keyboard and a mouse. However, it did not allow for any functionality of the DVD-ROM because Sony thought you might start using your PS2 to rip off all their games.There was a lot of noise in the beginning of the PS3's marketing-hype-launch that the console would have Linux pre-loaded, but Sony came to their senses when they realized how much more work that was going to be for them. So we are left to figure this one out for ourselves. But don’t cry; Sony has not left us completely in the dark! The XMB menu system has an option to partition the hard disk and install another operating system which I will be guiding you through the use of in this how-to.There are several options as to which distributions of Linux you can install; OpenSUSE, Ubuntu, Fedora8, Gentoo and Debian. We will be going with just one of these, the one that Sony itself recommends to install; Yellow Dog Linux (or YDL for short). This distribution is a mutated child of Fedora with a lot of tweaks and patches to make it play nice with the PS3s hardware.The Version of YDL we will install here is 5.0.1, and it is freely available from http://www.terrasoftsolutions.com/support/downloads/. Version 6.0 is out already, however you have to pay for it or wait until March 8th for it to be released on their public download mirrors. Follow the link and download the 5.0.1 image from a mirror server that is closest to you; click the link and then open the directory that says "ISO". Scroll down until you find "yellowdog-5.0.1-phoenix-20070511-PS3.iso", either click it to start a download or drop it into any download manager you happen to be using. Once you have downloaded the image then you must burn it to a DVD+R.Now it’s time to make some space on your PS3! - Plug in your USB keyboard and mouse and make sure they work by using both of them to navigate around the XMB menu system. Feels weird, doesn’t it? – Now, before we begin with the formatting and re-partitioning, back up all your save games to the USB thumb drive; I don’t want to be e-mailed complaints that you lost your progress on Guitar Hero 3 because you didn’t read that you need to back your stuff up on a pen-drive before formatting the hard disk!Once your saves are safely on an external medium, navigate in the XMB to :-System > Format drive > PS3 HDD
Then :-Custom > 10GB to PS3 (Rest goes to the new OS)
Your PS3 will restart after this, and you'll notice that your log-in and account data are all still there; that is because it’s stored in a different place along with the XMB firmware. Once you have logged back in, insert the Linux DVD and go to :-System > Install other OS
Let it search and it will find "otheros.bld" on the DVD; install that.Now back in System, select :-Default System > Other OS
The PS3 will now always boot to the other operating system. If you have trouble getting back into the XMB operating system, turn off the PS3 and turn it on again, but hold your finger down on the power button and it will boot up into XMB with the video settings re-set to low resolution. Alternatively, in the "Kboot:" prompt you can type "boot-game-os".
Anaconda
Once your PS3 has re-booted into the other OS, you will see an MS-DOS style console waiting for you at Kboot:. Either wait, or press enter to continue installation of Linux.After some text rolls across the screen for a bit, you will eventually be dumped into the graphical installer; this bizarrely named Anaconda.
NB: Please note that if you do not have a TV/Monitor hooked up in hi-definition, you will have problems from this point on! YDL demands a minimum of 720p resolution, and rightly so because Linux on standard definition is just plain pants!The first thing to do in the installation is select your language. I'll be doing this install in English because as a Brit I speak two languages; English, and LOUD ENGLISH...When you reach the HDD settings, just leave it as default which should be “format all partitions”. After that, confirm everything and click continue. This will take some time so I suggest you go make a cup of tea.
Making tea:Boil freshly drawn water from tap or bottled source, then place tea into pot (I prefer loose tea, but bags are acceptable).Pour boiled water into teapot and add milk to cup. Once tea has steeped enough to reach a rich dark orange colour, pour into cup with milk.You can add sugar to taste, but I like to tell myself "I'm sweet enough already".
By the time you have finished your cup of tea you will notice that that installation is probably only half way done, so pour another cup and maybe get some biscuits this time as well.Finally! The installation has finished and you can remove the ejected DVD and click re-start. The system will go through the motions of restarting and you will be dropped back into the console with "Kboot:"Press Enter or wait, your choice.You will be presented with a setup screen on first boot that allows you to configure a few options. Read the EULA and accept, then set the date and time. The next step is to setup a user, then do a sound test and finish.
You are now at the log-in screen! Palms sweaty with anticipation; enter your user name and password that you just specified before.
Desktop... YAY!
Setting Up Networking
Right, now settle down; you may be excited that you are playing with Linux on your Playstation 3, but right now it’s still pretty useless. Let’s get the network running so you can go online and tell your friend(s) how awesome Linux on the PS3 is, and maybe look at some porn for good measure.To simplify things, I will refer to the round button to access the menus as "Start".Click Start > Applications > System Tools > System Config > Network Config
Enter the root password (this is the administrator password you set up earlier, not your user password).Double click eth0 and then select the wireless tab at the top of the menu. Specify your wireless network’s SSID name and input your WEP password with "0x" before it.NB: At the time of writing with the PS3 2.0 firmware update, it has crippled the network hardware in Linux. Normally there should be a wired as well as wireless device in the list.Click OK to finish, then select eth0 and click "Activate".
If all has gone well, you should now have internet access and you can open up Firefox and do a little surfing.The next important thing to do is updates. Go to :-Start > Apps > System Tools > Software Management > Software Updater
Enter the root password again (get used to doing this in Linux). The updater will look for available updates and once it has a list, you can click "apply".This is a prime opportunity for another cup of tea, but by this time you may need to make a fresh pot. Rinse out the teapot with hot water and draw more fresh water to boil in the kettle.
Once the updates are finished, you are ready to roll! Well.... almost...
The problem with YDL
There are no codecs installed due to licensing issues with the free distribution of Linux. This means that you have to install them yourself. Having installed and configured a few Linux boxes before, I knew codecs are freely available through 3rd party repositories (read: 3rd party software), but I was surprised to learn that because YDL is a Fedora/Red-Hat build and is specifically PowerPC architecture, these freely available codecs I had bookmarked were no good.Do not despair! Codecs are available. You just have to pay for them.... yes…. pay... as in, money.http://www.fluendo.com/ is where you need to go for them, where most codecs cost between 7 and 16 Euros. They cover the most popular ones fortunately, and MP3 itself is a free download if you register.All the instructions to install are contained within the zip file. However, to copy a file into the operating system directory you will need to log out and log back in as username "root", with the appropriate root password.This is as far as I will be taking you in the how-to, but 5 minutes on Google should provide you with enough to do in YDL.
Final Thoughts
Whilst writing this how-to I also tested Ubuntu's distribution with my PS3 because it seems a better starting OS for people getting into Linux for the first time. Everything is nice and shiny and there are so many tutorials written for Ubuntu which quickly teach you how to do everything. Unfortunately due to the PS3 2.0 firmware update, the networking was broken and I was unable to find a work-around. We just have to hope Sony hears our cries and fixes this in the next firmware update.YDL is adequate as an OS, but I dare say it has not got the support base that other distros like Ubuntu, Red-hat and OpenSUSE have; and because of this it can make it hard to find out how to do things in YDL. Also, while their new GUI (called Enlightenment or “E17”) is very shiny, it detracts from what it is actually supposed to do, be a desktop. You don’t get the feeling you really have a desktop machine, but more of a media center which defeats the point of installing Linux. The XMB operating system is already ideal for playing games and dishing up media in that respect.Linux performs amicably on the PS3; it really shows that the cell architecture of the system can be put to use in an everyday situation.That in mind, it isn’t fast. The hardware it is run on is limited with less than 512mb RAM and each processor only being 400 MHz, so just because you have eight of them doesn’t mean everything will run as though you have 3.2 GHz on tap.When Sony helps fix the network problem (or the YDL team patch it), having Linux as a second system could prove quite useful.
- Pros
Easy to installProvides a desktop type machine in your living roomSupports more media formats than XMB (through Fluendo)- ConsBroken NetworkingSlower than average performanceLack of "free" codec availability

http://www.tweaktown.com/guides/1305/1
http://www.tweaktown.com/guides/1305/2
http://www.tweaktown.com/guides/1305/3
http://www.tweaktown.com/guides/1305/4
http://www.tweaktown.com/guides/1305/5

GDC: Leverage Will Be Key to Sony's Victory

About this time a year ago, Sony was in the midst of the HD format wars, months away from its first PS3 hardware price drop and talking about Home for the first time. Twelve months later, Toshiba has essentially conceded the format wars to Blu-ray, the price drop and new SKUs resulted in a healthy increase in the installed base of the PS3…and we're still talking about Home.
Unlike Microsoft, Sony didn’t present a keynote at GDC this year and has not used the conference as an opportunity to make any new announcements to the press. However, SCEA's vice president of product marketing, Scott Steinberg, was kind enough to sit down with GamesIndustry.biz and chat about how the company expects 2008 to pan out for them.
GamesIndustry.biz: We noticed that you haven't made a keynote this year, and unless you're saving something for tomorrow, it doesn't seem as if you'll be making any big announcements this year at GDC. Is there a reason for that? Are you waiting for E3?
Steinberg: Well, I'll announce it here – there won’t be any announcements, so don't worry about tomorrow. There's no news coming out.
I think what we decided is…Coming out of January CES, we started to sense the flood of support for Blu-ray, to let our partners do the talking and leverage their announcements - from multiple different sources, both from retail and from the studios – to carry the flag on their support for Blu-ray as the standard.
It just felt stronger coming from so many different high-caliber partners as opposed to self-congratulatory announcements from ourselves that the war is over and the standards battle is complete, and we have a standard and it is us.
It just felt like a keynote would be a little bit over the top. Having the ability to leverage all these great PR stories leading up to GDC gives us an opportunity to talk about, not the business fundamentals – because studio support, retail support, we already know that. It's already hit the news. We can talk about what we think is even stronger a scene for us which is the games we've got coming out this calendar year. And I think that's what is going to drive our business and drive the difference between the 360 and ourselves.
Did you get a chance to hear any of Microsoft's keynote yesterday? Do you have any response to what they appear to be doing?
I thought it was interesting in the sense that what they were talking about we've sort of been doing for the last couple of years with PSN and giving smaller, start-up, entrepreneurial developers the chance to get in and make their games available on the PSN.
We have a different approach and I think it speaks to the different styles the two companies are taking towards online. We don't charge for our online service. We make it available for everybody. So, the accessibility of somebody's content who decides to make a game that is maybe smaller, more affordable for consumers to buy – I think we're a better choice because the PS3 owner has the ability to go online day one without having to cut a check. And then make a decision around what kind of product they want to buy, as opposed to getting stuck with a monthly subscription service.
I think on a global basis, the PS3 brand is going to be the winner. I think the story is already written in Europe and in Japan. In the US it is sort of a "jump ball" that is remaining, but quite candidly I think if a small, start-up company wanted to have global access to their content, and have global commercial potential for their content, Sony is by far the best platform.
Looking at last year, PS3 sales were struggling before the price drop. Do you look at the Blu-ray "victory" in the format wars as the last piece of the puzzle that will help you turn the corner?
We were sensing it in the fall. We had leverage points…This industry, in our opinion, is about leverage and being able to leverage Blu-ray through the movie studios, being able to leverage it through our retail partners, gives us access to…to just be a bigger partner and a bigger brand.
So we're not just a videogame company. We're being merchandised in the consumer electronics departments of Best Buy, Circuit City, Wal-Mart, Target. So, all of the sudden, Blu-ray is more ubiquitous and less a toy and more a lifestyle brand, and I think that's something we were sensing as a tipping point in the fall. And then after CES it became a shoving point with all the other platform stakeholders signing up to Blu-ray.
So I think it was a bit of a foreshadowing and some smoke signals, and it has given us a great opportunity to put some of those standards discussions – which were great maybe for the first six months, but after two years a little bit fatiguing – and let us talk about the line-up. And I think when it comes to the three platforms, we've got the best line-up in 2008. We have the best diversity, the most breadth in genres, and I think we are hitting our stride.
So, when we think of a ten year system and a ten year platform, it would have been I think a bad strategy for us to dump all of our content out in the marketplace before the standard battle had been finalized. I think our competition did that.
Now that it is done and people are going to make a decision – well, if I want to get into high-def, realizing the standard is Blu-ray, I'm going to make that Blu-ray choice. And then we have this cherry on top, which is our line-up which is exclusive to the PlayStation, being developed by the 2,300 employees we have in our studios thinking about nothing other than building great content for our three platforms and network. I think that's the exclamation mark on it.
The importance of 2008…We're exactly where we want to be chessboard-wise heading into 2008.
What would your response be to those who might say that the HD format wars are irrelevant, in that digital downloads are already on the horizon? Do you think you are relying too much on the idea that Blu-ray is now the standard?
I don't know. It is a great crystal ball-gazing question.
I think there is so much of the value in this industry tied to retail, tied to physical goods that…Certainly we're reliant and we need to exploit those channels and those mediums. I think there will be a spigot that gets turned a little bit as online becomes more critical and consumers I think are already ready for downloads in terms of their iTunes behaviour and some of the other models that are already out there.
People like to shop. People like to be social. It isn't like the internet bubble, where everybody was saying "Brick and mortar are dead. Long live dot com!" I think we've been there and realise that people aren't switches and they don't just go on and off like that.
So I would caution people not to project the death of brick and mortar retail. I think about ten years people were trying to do that, and things didn't work out too well.
In terms of titles you are looking at in 2008, what do you have to counteract the just-announced Gears of War 2? One of the downsides of having a breadth of titles is that you might not be able to point to any one title like a Halo 3 or a GTA that are going to sell consoles. Is there a single strong PS3 title in your mind that you can point to like that?
Well, I think it is really easy to point to one when you've only got one. And so by default, that sort of solves itself.
I don't want to say that we have an embarrassment of riches, but we have the ability to go in a bunch of different directions depending upon the choice and the taste of the gamer. So we're not just forcing one genre upon our population, our installed base.
Let's break it down by calendar. It makes it a little easier to keep them organised.
We start with – and these are for the most part exclusive – but we are starting with our baseball game MLB: The Show. And quite frankly then go into a great month of April where we've got Grand Theft Auto IV and Gran Turismo 5 Prologue. Anybody on the sidelines waiting for some exclusive content – Gran Turismo has been emblematic of the PlayStation brand. It's celebrating its tenth anniversary in 2008. A lot of people bought their PS2 for GT, so I think it is an important sea change product for us.
We almost go into a completely different mindset with Little Big Planet. It's very…You could almost say unusual in the sense that it's not a shooter, it is something you would definitely not see from any of the other companies. It's a very social, sharing, creating style game. Shipping in the summer/fall.
SOCOM: Confrontation shipping in the summer. SOCOM is also one of those emblematic PlayStation brands. Multiplayer. A lot of folks have grown around the PS2 [version]. Killzone 2…not quite new IP, but certainly not an established brand like SOCOM. That will be a huge FPS title.
And I think one of the biggest games for us will be Resistance 2. We expect that, in November, to go toe-to-toe against Gears of War 2. It will be our third-generation PS3 product. Insomniac, having shipped Resistance 1, quietly sold a million units. And then Ratchet & Clank last fall. This is the third [game] on their technology shipping in November.
I welcome the head-to-head competition. I think it is going to be really exciting to see how we sort of put some distance graphically and from a fidelity standpoint with third-generation tech against the HD-DVD effort.
Some of these games you are seeing, like a Metal Gear Solid 4 which is a summertime exclusive, plus Resistance 2 – they're tipping the scales at 30, 40, 50GB. And if you tried to do that on HD-DVD, it would be like those old-school floppy [disc] games in your Apple and Commodore [mimics switching disks in and out]. I don't know about you, but I've been there, done that. I'm probably not ever going to go back. Even if you are double-layer on the DVD side, you are nowhere near that size and scale.
So I think you'll see the biggest blockbusters feel and certainly exude the kind of Blu-ray magic and Blu-ray gaming that will become something important for the back half of the year.
What about Home? It has been a year since we first officially heard about it. Is it going to be ready?
That's the other side of why 2008 is so important. It's the year that we unfurl home.
We're still in the closed beta phase. And if you are a student of the game, you know closed beta will begat a more open beta, and we still haven't announced when that potentially would be, but the notion behind 2008 is that we come to the table with a kick-butt line-up software-wise and we show the full articulation of Home and the network…and maybe some special surprises within that context.
And I think we end the year with incredible momentum with those two elements working in concert together and really adding an exclamation mark to the PS3 for the year.
Last year we saw the price drop, coupled with the introduction of new SKUs and the discontinuation of some SKUs in certain territories. It still doesn't seem to be very settled. Can you talk about any plans for this year in terms of finally settling on hardware?
We're still looking at a lot of that stuff.
The lessons from the fall were pretty acute to us. We expected to sell a lot more of the USD 399 system than the USD 499 system. We entered 2008 pretty dry on the 80GB at USD 499 because of the equilibrium on sales for both systems.
We found that the hardcore guys were willing to spend that extra hundred dollars, and the more casual consumers without the bells and whistles were quite comfortable with a Blu-ray machine that, from a consumer electronics comparison, is still much more expensive than USD 399.
We weren't quite predicting that. We weren't predicting the evenness of those sales numbers and we got pretty light on the 80GB. You'll see that correct itself as we get deeper into the year. We are still sort of evaluating what that means from a going forward strategy. We're pointing to that commercial flow in the fall as a reason why we are still a little bit light at retail for those 80GB machines.
One franchise which I didn't hear you mention was Heavenly Sword. The developer, Ninja Theory, is at GDC showing off another game concept that they have. The scuttlebutt is that there are not going to be any more Heavenly Sword games. Have you made a decision about the future of that franchise?
None that we can announce.
We certainly look at Heavenly Sword as being terrific new IP. Part of what I think is incumbent upon any platform holder is to not just leverage existing IP from prior consoles but to build new IP that is specifically tailored for the technology and the capabilities of the new system.
I think we've done a good job, and I think it's part of why Sony and the PlayStation brand have been so ubiquitous. It's not just getting the hairballs coughed out every year on new systems, but we're diversifying that platform offering and bringing new IP like a Heavenly Sword or a Little Big Planet. Re-establishing existing IP but updating it for the new system like a SOCOM. Bringing new IP like Resistance built just for that platform.
It is so hard to build new IP. The batting averages are still not that great - no matter how good [the game is] and how much is spent to market and sell it - that when you get it you want to prize it and treasure it and continue to exploit it.
So, we haven't announced obviously any kind of [Heavenly Sword] sequel strategy but our overall product strategy is absolutely incumbent upon building new IP and ensuring when they do hit, leverage them – not abuse them, not fatigue them, but to leverage them.
Assuming that Sony is the IP owner, if the original developers decide that they want to move on, that wouldn't preclude you from assigning a Heavenly Sword to another team…
That's right. That happens all the time in our industry.
Like anything else, when you dedicate yourself as completely as some of these teams do, they do get crispy and they want to try something else. That happens. I don’t know if it is happening with Ninja Theory, but it is illustrative of what happens with a lot of teams. It is not by any means a foreign phenomenon.
One thing that still distinguishes the Xbox 360 from the PlayStation 3 are the movies and television shows that can be purchased and downloaded. Why has it taken so long for Sony to offer something similar, especially considering that your company already has a movie and music studio?
I would beg you to look at history a little bit and remember how long it has taken the Xbox 360 to get to this point in time. It was by no means an overnight phenomenon.
I think that is one of the things that Sony brings leverage-wise to the table that our competition doesn't have, that we are an entertainment brand. We have the friends and family – Sony BMG music, the movie side of things. I can't answer it directly relative to when we are going to be launching, because we haven’t announced that. It is 2008.
That's why I can say that 2008 is so important to us not just from a product software standpoint, but from a services standpoint and from a network and store perspective.
The value add that we bring, and the leverage that we bring which our competition can't touch, is that we are an entertainment company. We have those relationships because they are us, and we can leverage that to a much greater degree.
Once we do it, it is going to be terrific. It's just a matter of later this year before we can really talk about it. Leverage is key in my mind as to why we are going to win – leverage with retail, leverage with movie studios, leverage with entertainment brands, leverage globally.
You know the story that's happening in Europe. The story has already been written in Japan relative to who's a player and who's not. Development and other publishers, especially the publicly-traded ones, need to look at the world globally and that's where our leverage and the PlayStation brand's leverage really pays dividends.
I think all that makes for why we talk about 2008 as being such a critical year.
We haven't talked too much about the PSP yet. Sales have been good…
They've been great. We say they've been great.
We were effectively out of stock at the end of last year because of the Christmas holiday exceeding our expectations. We're just now starting to fund our retail channels with more volume, and we've got two small "little" games – God of War and Final Fantasy: Crisis Core – coming out in March. So, expect continued momentum on the PSP.
I think it has been a quiet accumulation of 11 - 12 million installed base in North America that has all of the sudden, in the shoulder of all this sort of DS momentum, quietly woken a lot of third-parties up to "Wow…We've got a serious platform with a serious installed base to build to" and you'll start to see third-parties jump on that bandwagon now that they've jumped on the DS bandwagon last year. It is just the way it is.
We wound up with our entertainment pack strategy and our core strategy – USD 169 and 199 – really driving the business. Having enough choice for somebody who wanted to go in with a native system, and someone who wanted to come out of the box with some content – UMD content as well as game content.
Do you view the PSP as the same ten-year cycle as you view consoles, or perhaps do you view it as a shorter cycle due to the fact that it is a handheld?
There is no model that we can point to.
We love the predictability of going back to PS One and PS2 and pointing to those as our testaments to why we think the PS3 will have a ten year lifecycle.
The great thing about the PSP is that it is a living organism in that firmware updates and technology enhancements turn it into such a different machine than our handheld competition that is basically a closed box that is more of a single utility than it is this broader utility.
We know that our consumers are using it for music, photos, movies and games, so it's got the purpose and the legs of a device that could live for ten years. It has that potential, especially as we are adding firmware capabilities and we are demonstrating a GPS function at CES not too long ago.
So, you'll see us round out our roadmap for PSP and the functionality just continues to get richer. It's one of those products that, the more you play with it, the more you realise what you can do.
I think that bond keeps people in the PlayStation brand. Our overlap between the PS2, PSP and PS3 ownership is off the charts. We know that once we get them, they're ours because we do such a good job engineering these games and these platforms that have lifecycles beyond planned obsolescence.

http://www.gamesindustry.biz/content_page.php?aid=33414