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Saw the Add on tv last nigh and now i know i can play ps and ps2 games on it i just may go buy one
ps my ps2 slim has external psu
ps my ps2 slim has external psu
PS3land.comBest Buy lists PS3 games and release dates
by Justin Pinter
Best Buy, a well known electronics store, recently updated their listings on PS3 titles and their release dates. Confirmed by Sony or not, the list reveals many anticipated titles for launch and a few for shortly after. However, the list does include some titles that have either been canceled or, for example Killzone 2, that have not been seen since E3 2005. So absorb the information with precaution. Here is the list of PS3 titles and their set release dates on Best Buy:
- Marvel: Ultimate Alliance : Release Date: 12/01/2006
- Devil May Cry 4 : Release Date: 11/19/2006
- Indiana Jones : Release Date: 06/01/2007
- Medal of Honor: Airborne : Release Date: 11/19/2006
- Tekken 6 : Release Date: 11/19/2006
- Scarface: The World is Yours : Release Date: 11/16/2006
- Tom Clancy's Splinter Cell: Double Agent : Release Date: 11/18/2006
- Brothers in Arms: Hell's Highway : Release Date: 11/19/2006
- Warhawk : Release Date: 11/16/2006
- Motorstorm : Release Date: 11/16/2006
- Killzone 2 : Release Date: 11/16/2006
- Virtua Fighter 5 : Release Date: 11/16/2006
- Resident Evil 5 : Release Date: 11/16/2006
- Untold Legends: Dark Kingdom : Release Date: 11/19/2006
- Madden NFL 07 : Release Date: 11/19/2006
- Heavenly Sword : Release Date: 11/17/2006
- Fight Night: Round 3 : Release Date: 11/17/2006
- Call of Duty 3 : Release Date: 11/17/2006
- Tony Hawk's Project 8 : Release Date: 11/17/2006
- Assassin's Creed : Release Date: 11/17/2006
- Monster Kingdom : Release Date: 11/17/2006
- Sonic the Hedgehog : Release Date: 01/16/2006
- Full Auto 2: Battlelines : Release Date: 11/16/2006
- Hot Shots Golf 5 : Release Date: 11/16/2006
- Vision Gran Turismo : Release Date: 11/16/2006
- Final Fantasy Versus XIII : Release Date: 11/16/2006
- Tom Clancy's Rainbow Six: Vegas : Release Date: 11/17/2006
- John Woo Presents Stranglehold : Release Date: 11/17/2006
- Army of Two : Release Date: 11/16/2006
Due to some of the titles only being recently announced I am sure the release dates on some of these will change. Best Buy has all of the games starred probably meaning that information is likely to change. PS3Land will keep you updated as we receive confirmation of the release dates.
lol...that list is so horrible...off in tons of ways, and so misleading.
Saw the Add on tv last nigh and now i know i can play ps and ps2 games on it i just may go buy one
ps my ps2 slim has external psu
There have been ads for the PS3 on tv? In the US? What did it say?
I've been reading rumours that the HD-DVD add on for the 360 will be around $200. If that's true when added to the 20GB 360 it comes to $599, the same as the 60Gb PS3. Saying that there are rumours that the 20GB 360 will be bundled with games for November onwards at the same price. Even so if the HD-DVD add on is $200 (which is significantly cheaper than HD-DVD players which cost around $500) when you look at it from a hardware point of view the PS3 would still be better value as the 360's HD DVD hasn't been designed to fit into the 360 as well as the PS3 having a 60GB HDD (which is also upgradable).
For some it may be nice to have the choice to buy the HD-DVD add on or not but if the price is going to be $200 then it's really not that attractive.
The PS3 still has all the components I want wrapped up in one neat package.
Mr DeapNo doubt the PS3 is better value. I guess it's for those who already have the XBOX 360 or Windows XP . Though... how much the PS3 would cost if it didn't have BluRay? How much of us really need High Definition video?
Though... how much the PS3 would cost if it didn't have BluRay?
Solid - Scarface was canned for all next gen consoles a few months back IIRC.
What? WHAT?! They canceled this game!? First E3, and now this! I can't take it anymore! [yanks out hair while screaming]You bastards! First E3... and now this... Arrrrrrrrrrrggggggggghhhhhhhhhh!!![/yanks out hair while screaming]
PS3land.com- Vision Gran Turismo : Release Date: 11/16/2006
Lucky bastardsBut, the good news is, we'll all be able to play those GT demo's that Asia and Europe get on a regular basis, you'd just have to import them.
D PS3 is Da... Oh I can't be bothered.D PS3 is da most amzing flabberating thing in da world. its super cool. can u imagine gt5 with like thousand cars, and 200 tracks with thousands of hours of gameplay
Dang the PS3 is bigger than the Original XBOX.
HUGE BOAT.
Virtua Fighter 5 Producer Interview
The latest details on SEGA's next-gen fighter.
August 15, 2006 - For some fighting purists, the genre is defined by two words: Virtua Fighter. There's no weaponry involved, no magical attacks flung across the screen, and no death sequences. Instead, a player's success is grounded in pure skill with martial arts combos, counters and evasion moves. The latest version of the game, Virtua Fighter 5, adds even more levels of complexity to the title with new side attacks and throws, as well as two new characters, Eileen and El Blaze.
We had a chance to sit down with Justin Lambros, the North American Producer of Virtua Fighter 5 for SEGA of America, to talk about the new characters, the visual improvements to the game, and the essence of the series itself. Read up on the evolution of the fighting game, then take a look at the new trailer in HD.
IGN: There are two new characters in Virtua Fighter 5: Eileen and El Blaze. Their styles are very acrobatic, as opposed to Goh and Brad's styles from Virtua Fighter 4: Evolution, which are more direct and forceful. What was the reason behind choosing these styles? Was it to counterbalance the styles from previous games?
Justin Lambros: I don't think it was a follow up to the characters from Evo. Every time the development team goes to put in new characters in the game, they get a big list of styles: they look at styles that they haven't added or different things they want to try. I think when they were going through their list and found these two styles that they hadn't tried before, it seemed to fit well with the game. Chinese Monkey Style Kung Fu is kind of a new and interesting thing that kind of fit in, and the Lucha Libre Mexican wrestling of El Blaze was another thing that the team hadn't done before, but they managed to find a dynamic way to bring it to a character.
Those are two styles that just managed to percolate to the top of the list. There's a long list that they're slowly working their way down, trying to match the character to the fighting style and bring that into the game. So I don't think it was a specific reaction to the previous characters of Virtua Fighter 4; I think it's was more based around filling out the full roster of characters we've got and then trying to complete the full martial arts fighting experience by finding new styles that would fit into the game.
IGN: Can you tell us a few more details about Eileen's Monkey Style and El Blaze's Lucha Libre?
Justin: Well, the Monkey Style Kung Fu is definitely new and different. It's kind of interesting: it's deceptive, it's very quick. Eileen is really a mid-range character for players. She has some trickier combos, while El Blaze is kind of a beginner level fighter. He's got a lot of quick, dynamic and strong attacks, so his basic moves are powerful. He has a lot of throws and running attacks, so that's basically where they fit into the roster. Some of the characters in the game are much more difficult to master, so the development team decided to add these two characters in: one at the beginning level, and one for mid-range players.
IGN: The previous games in the series focused on various counter moves, such as throw escapes, evade escapes and reversals. We noticed at E3 there were now also side attacks. Are there any new attacks or reversals in Virtua Fighter 5 that haven't been seen in previous Virtua Fighter games?
Justin: The development team really wanted to focus on side attacks as it seemed to be the natural evolution to the game. The development team keeps working on evolving the system to make the most realistic martial arts combat, and that was kind of the next step. They worked that in so now you can move all around, and then they added the attacks and throws that you can do from the side. So it just followed in pushing the realism of the game. The fighting system of Virtua Fighter 4 and Virtua Fighter 4: Evolution was very successful and very well received, so there's just tweaks and adding little things. There's no big, massive overhauls or changes: the development team just wants to keep adding these things naturally and working them into the whole system while keeping the balance of the game.
The key thing is how balanced the game is with all of the fighters. Unlike some fighting games where there's a handful of obvious choices that players gravitate towards, the thing that I love about the Virtua Fighter series is that it's all really balanced. It's your style and your preference that matters, not "Oh, this guy can kick everybody's ass because he's more powerful." So I think it's just a natural evolution of the game: smoothly and fluidly plugging these little things a bit at a time, constantly tweaking balancing and tuning the game. After the release of Virtua Fighter 5 in the arcade system in Japan, the team was still working on it because they wanted to make sure that the game is just perfect, so they're never done on it.
IGN: Are there any new stages in Virtua Fighter 5 that players will be fighting in or any classic stages that have received a facelift or reworked?
Justin: Everything has been obviously visually upgraded, and there's a little more interactivity with the environment: for example, there will be broken glass, when you get knocked into certain elements on a stage, wood will shatter, etc. There won't be huge blowing through walls or anything, because the action will still be contained in the ring and fighting will still be based on your skill instead of your ability to get someone in a corner and damage them in that way. But you will notice that individual levels are breathtaking, and we'll be revealing more info about the stages later.
IGN: As a quick follow up to that question: while the Virtua Fighter series has emphasized more ring out, time out or knock out victory conditions, would there be any breakable environmental objects that would cause more damage than others?
Justin: It's really more that the graphics are so real in Virtua Fighter 5. For instance, if you get knocked into an old broken wooden fence, you're going to expect some kind of reaction from the object. It's also like the snow or the water in the environments that just add to the visual realism, instead of something like throwing your characters off balance, sending them into an electrified fence or off a cliff.
IGN: Have the move sets for each character been augmented substantially for Virtua Fighter 5? Is there a specific percentage of new moves for each character?
Justin: I wouldn't say augmented substantially; while I don't have the specific statistics on the changes or additions, but that's part of the evolution of the game, with constant tuning and tweaking. The development team has been working on and evolving these characters. You're not, for example, going to open up Akira and say, "Oh, wait! What's all this?" It will be the Akira you know, but there will be some extra augmentations and tweaks. Essentially, it's more of the "if it ain't broke, don't fix it," concept, but the tweaks are done more for balancing and tuning improvement of the game. It's an evolution of where the game has been, and where it's going to go. Obviously the new characters have new distinctive styles, which make them different than the other characters, which have evolved to keep up the full balance of the game.
IGN: The style of the game looks much more realistic and much cleaner thanks to the engine. Is there anything specific about the Lindbergh arcade board itself (the next generation arcade board with an Intel CPU and Nvidia GPU that can display 1280x768)?
Justin: It's funny, because it used to be that home machines used to be trying to catch up to the arcades for years and years. Now, more time and R&D is being spent on the home consoles, so now it's not so much that arcades are trying to keep up with them, but it's really an even "arms race." We're talking about that perfect arcade translation, which is essentially what Virtua Fighter 5 is doing right here, where you can essentially drop in verbatim (as best as possible -- that's the team's goal) an exact match to the game's performance and visuals based on the core of the game. So it's not looking at the PS3 or the 360 or anything else that's out and saying, "This is what our goals are here." The team is working on getting the most out of their hardware and how that transfers to the PS3, which I think has been very successfully done.
IGN: What would you think that fans or players of the series will enjoy the most about Virtua Fighter 5?
Justin: For me personally, I've always loved, even back in the Virtua Fighter 1 days and especially in the Virtua Fighter 2 days (both at home on the Saturn, which I played relentlessly), is that realistic experience that you were mastering these techniques. If you watched a Jackie Chan movie or a Hong Kong kung fu film, you could get that feeling of jumping into the game and master techniques like Drunken Master or any technique that you wanted. That side by side arcade experience of really taking it to someone and feeling that realistic kung fu, martial arts action is still what the hallmark of the series is and what I think a lot of people will react to. The game is still an arcade game, and it's meant to be that side by side, smack talking, showing up the other guy experience. This game is one of the ones that showcases your skill at it. You can pick it up and kind of mash the buttons, but you can really tell when someone's got the evades and the really complex throws down, and knows the distance of their kicks and punches. Now, with the inclusion of the side steps and throws, it adds another level. Once you really know a character, you really feel that mastering it isn't based on fireballs or weapons, it's really just you and the character.
I think that's really the basis of it, which is that mano a mano showdown which I've always loved about the series, which the development team has never lost sight of. They're always evolving the game, but they're trying to stay true to that balance so that it never gets off of what they initially intended. So as they've expanded the roster, and added new styles, it's still essentially that same core experience. It's still has that same true feeling from that first time that you picked it up that set it apart from everything else. That's one of the things that I've been excited about, and it's really cool for me to work on the series now after so many years to see the hard work and crazy dedication of the team and their absolute desire for perfection. When you play the game, you see that, and that's what the fans enjoy.
IGN: Would you consider VF5 to be more of a timing based fighter now, or is it more like what you were saying, where if you really know a character, you can pull off combos and know exactly when they'll hit?
Justin: Well, you also need to know your opponents too, and that's one of the great things about the game. If you're great with a character, and can pull off every move, the timing will still matter, but it will also be important to know what the other character's movements are. It's kind of like baseball and being able to read a pitch so you can hit it: you can be the greatest guy in batting practice, but if you can't read a curve ball or a fastball, it won't work. It's the same thing here with, for example, Lion vs. Akira and how they come in with different styles that players usually have with those characters.
So it's about the timing, it's about the reading of the characters but it's also about knowing your moves and you need to balance all of those things. Certain people can play Street Fighter and just run through buttons, pulling off moves and pretty much be unbeatable. But with Virtua Fighter, someone can read your moves as well as you can pull them off, so there's more to the game. I think it's a balance between the three things, which has made the series so successful.
What does Lindhberg have to do with the PS3?
Well... it is a first gen 360 title, so I shouldn't really nitpick. It does look better than Toy Story does, and this is running in real time. But the car does look kind of plastic, and the street looks way too tiled with its textures. I'm hopeful that Forza 2 doesn't look like this. Of course I say this with the full realization that this technology has me spoiled.I have to show this...
My best PGR3 Screenshot. It look so good that I had to show it.
I guess you guys can't wait for GT5.