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February 4th, 2008, 20:39 Posted By: Shrygue
via Eurogamer
RuneScape content boss Imre Jele says that those of you buying MMO currency are effectively funding digital organised crime, not to mention cheating and ruining the experience for everyone else.
Speaking exclusively to Eurogamer about the growing problem of illegal real-world trading, Jele said, "The biggest concern about illegal real-world trading is - sorry for this example as I know it's not politically correct - it's a bit like prostitution.
"It's not necessarily the prostitution which is a problem, although you might have moral problems with it. The real problem is the organised crime that's built around prostitution; the human trafficking, the drugs, etc.
"And that's the same with illegal real-world trading. The problem comes in when they start doing other illegal activities. One of the biggest is the use of stolen credit cards," he added.
Apparently players can make more in-game gold if they shell out for a GBP 3.20 monthly subscription. This puts a huge financial burden on developer Jagex and carries significant legal ramifications as well.
RuneScape is a web-based massively-multiplayer online role-playing game that boasts around 6 million active players around the world. It recently took measures to stamp out real-world trading by banning unbalanced trades where one person typically gives another a pile of gold or a valuable item for nothing in return - because they have paid for it in real-life.
The results have been very positive, according to Imre Jele, but he is at a loss as to why more do not follow his example but continue to provide a breeding ground for the multi-million-pound illegal real-world trading business.
"I have friends all over the industry and I know they don't try do anything about this, which to me is shocking," continued Jele. "It seems to me that the bigger half of the MMO industry puts their heads under the sand and pretends like it is not happening."
He feels real-world trading is out of control, and that even the likes of Blizzard with World of Warcraft will get to a point where it cannot control the amounts of money changing hands illegally.
To beat it, the nature of MMOs will have to change. Imre Jele believes new persistent worlds will be designed with real-world trading in mind. And one option available is to simply make your experience so much fun that no one feels the need to "cheat" the grind in the first place.
"To be honest, I think instead of real-world trading, games have to be designed in a way that they provide enough fun while you are getting somewhere; if I am incapable of providing you with enough fun while you collect that 1000 gold for a steed, then the game is not good enough," concluded Jele.
Look out for our full interview with Imre Jele soon.
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February 4th, 2008, 20:36 Posted By: Shrygue
via Computer and Video Games
We've got loads of new screens and renders for the latest Sims package to come the way of EA's primary (females over 18) and secondary (females over 13) targets.
Calling them 'targets' seems a bit wrong somehow, but that's advertising and marketing for you.
Check out the shots, right here.
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February 4th, 2008, 20:35 Posted By: Shrygue
via Eurogamer
Friday's edition of Minnesotan local rag, the Pioneer Press, carried this heart-rending report of one massive multiplayer's quest for justice.
20-year-old Final Fantasy XI player Geoff Luurs had his account broken into. All the items and currency collected by his character Sots (a "tiny magician", according to the paper) over four years of play were looted. He suspected a fellow player, but local police declined his request to look into it.
Luurs says the items were worth 75 million Gil, which according to current exchange rates, is about USD 3800 in real money (that's GBP 1924 in even more real money). He argued that 'Ayri' - the player he suspected of the theft, and a former friend - could easily sell them through a site like ige.com.
But despite grey markets in the sale of high-level characters, currency and items being common with popular MMOs, police claimed that game points were "devoid of monetary value", therefore no theft had taken place.
Associate professor of law Joshua Fairfield disagrees. "What happened here is somebody stole almost USD 4000 and got away cold," he said. "This is just a matter of zeros. The first time IBM loses USD 10 million, we're going to see some police action. The argument that a magic sword isn't real, that doesn't make sense to me. You can ask the question, why would somebody buy that? But you can't say it's not worth real money."
Theft of virtual items is already a crime in MMO-mad South Korea, but at present, no legislation exists in the US or EU to help Luurs and others in similar boats. With the increasing popularity of these games worldwide, it's surely only a matter of time.
However, the suggestion is that Luurs gave 'Ayri' his account details, in which case he probably violated the terms and conditions of his account. Also, you could argue he got what was coming to him. Is it a burglary when you hand the robber your house keys?
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February 4th, 2008, 20:31 Posted By: Shrygue
via Engadget
We've been hearing rumors all morning that Microsoft would release Vista SP1 this week. Now, according to Reuters, Microsoft has just sent Vista SP1 to manufacturing. In the same presentation to investors, Steve Ballmer said that Microsoft has released Windows Server 2008 to manufacturing as well. However, the server software won't formally launch until February 27th. Now we're just waiting for the SP1 download link and/or Windows Update package. Twiddle, twiddle... ah hell, we'll just update you when we get it -- this could take a few days.
Update: Hands off the F5 key kids, Microsoft says SP1 won't be available to customers until March, starting with Microsoft Volume Licensing customers. Server 2008 will be available for purchase on March 1st.
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February 4th, 2008, 20:22 Posted By: Shrygue
via Eurogamer
Empire and Bugbear have announced plans to release FlatOut Ultimate Carnage worldwide for PC in June.
Yes, that does mean that it will be arriving almost exactly one year after its well-regarded Xbox 360 counterpart. But I know you are so what am I?
Sadly the publisher's representatives couldn't be more specific than that when we rang up to pester them for more information.
We were also told that while the game would be "high spec" visually, it would struggle to match the 360 version's HD output frame for frame, so we'll have to wait and see on that front.
(Update: The publisher's rep has since been in touch to retract this. "I have double checked with Empire and they have confirmed that FlatOut Ultimate Carnage will be visually comparable to Xbox 360 HD," he said.)
Other differences, if any, are still shrouded in mystery. Which is to say we've asked and hopefully we'll hear more soon.
Empire CEO Ian Higgins lasted two paragraphs of the press release before shouting about how "very excited" he was at some nearby quote marks.
"Research suggests that arcade racers are becoming ever more popular on the PC, with the Xbox 360 controller providing the perfect way to enjoy the genre," he said, cryptically.
Nothing whatsoever to do with people shoving said pad lazily down PC gamers' throats, obviously. Save our keyboards!
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February 4th, 2008, 15:56 Posted By: JKKDARK
New version of the SNES emulator for Windows and Linux.
Changelog:
bsnes v0.028 has been released. The major focus of this release was cleaning up the code even more, and greatly enhancing the Linux port to be an equal with the Windows port.
For Linux users, please note that the safest drivers were chosen by default, rather than the most full-featured drivers. The active driver can be changed by editing settings->configuration->advanced->system.(video, audio, input), and then restarting bsnes. You can also edit the drivers by hand, by editing ~/.bsnes/bsnes.cfg
Available Linux drivers are: video ("opengl", "xv", "sdl" (default)), audio ("openal", "oss", "ao" (default)), input ("sdl" (default), "x"). In particular, the SDL video driver and libao audio driver are very poor performers. The SDL video driver lacks hardware accelerated scaling, and runs tremendously slow. The libao audio driver has horrendous, ~150ms+ latency.
OpenGL is the best video driver, but it requires OpenGL graphics libraries to be installed to use. These do not typically come with open-source video drivers. The Xv driver will at least allow hardware accelerated scaling, offering a tremendous speedup, but some ATI drivers have poor (or even missing) X-Video implementations.
OpenAL is the best audio driver, but ALSA works very poorly with it. OSS4 works far better with the OpenAL driver. The OSS driver has the lowest latency (~15-20ms), but requires the most CPU power. It too has problems when using the ALSA emulation layer.
While the SDL input driver is superior to the X driver (and is the default), if your joypad fails to work correctly and prevents you from mapping any keys (highly unlikely), you can always revert to the keyboard-only X driver.
At any rate, I strongly encourage you to try out each driver and choose the ones that work best for you.
Changelog:
* OpenGL (with hardware filter mode support) and SDL video drivers added to Linux port
* OpenAL (with speed regulation disable support) and OSS audio drivers added to Linux port [Nach]
* SDL input driver (with joypad support) added to Linux port
* Emulator pause option added
* Added option to select behavior of bsnes when idle: allow input, ignore input or pause emulator
* Added support to remap common GUI actions to key/joypad presses on the "Input Configuration" screen
* bsnes will now clamp the video output size when it is larger than the screen resolution
* GUI library has been enhanced, and renamed to hiro
* Fullscreen mode now always centers video, rather than approximates
* Fullscreen mode now works correctly on Linux/Openbox
* Extra layer of abstraction in src/ui has been removed, as GUI lib unifies all ports anyway
* Video, audio and input drivers unified into standard library, named ruby
* All custom headers have been merged into a new template library, named nall
* Makefile rewritten, vastly improved. Allows quick toggling of compiled-in drivers
* Makefile: all object files now placed in /src/obj, binary placed in /
* libco greatly enhanced, no longer requires an assembler to build [byuu, blargg, Nach]
* libco SJLJ driver added; bsnes should now build on any Unix-derivative now (Solaris, OS X, PS3, etc) [Nach]
* Fixed register $213e.d4 PPU1 open bus behavior [zones]
* Windows port will not activate screensaver while bsnes is running [Nightcrawler]
* Visual C++ target no longer requires stdint.h
* And lots more -- mostly code refactoring related
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February 4th, 2008, 15:55 Posted By: JKKDARK
New version of the Commodore Plus/4 emulator for Windows and Linux.
Changelog:
* the full speed mode (Alt+W) now restores the original speed setting when turned off
* added a "go to program counter" button to the disassembler in the debugger
* some new utilities have been added
* a few minor bugs have been fixed
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February 4th, 2008, 15:53 Posted By: JKKDARK
New version of the PC-Engine emulator for Windows 2000, XP and Vista.
Changelog:
- In the battle scene of "Tengai Makyou II", etc. when it passed time, the bug that the CDDA music was played (repeat play bug. generated from v1.32) was corrected.
- When using Ootake with "Windows 98/Me", after it had returned from full-screen, the problem that the resolution doesn't return (generation from v1.35) was corrected.
* Operation with "Windows 98/Me" is not tested.
Download it here
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February 4th, 2008, 15:51 Posted By: JKKDARK
New version of the NES emulator for
Changelog:
- Fixed an odd compiling bug that prevents proper work.
- Sprite core rewritten to match the hardware procedure.
- Fixed 2004h reads, somewhat better.
- Fixed wave recording to avoid sound skipping.
- Fixed program running in background.
- Added a new blitter, double-sized scanlined.
- Removed confirmation window when exitting program (quit to OS).
- Program window title changed into "RockNES/Win32".
- The close (X) button is enabled during the emulation.
- Keys Alt+ENTER switches between windowed/fullscreen modes during the emulation.
- Mapper 4 (MMC3) is enabled again, but since IRQs are disabled, most of the games are unplayable.
- Updated to Allegro 4.3.10 library.
- More debug stuff removed, plus internal changes and minor fixes.
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February 4th, 2008, 15:48 Posted By: JKKDARK
New version of the multi-system emulator for Amiga and Windows.
It emulates the Emerson Arcadia 2001 (Bandai, Emerson, Grandstand,
Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy,
Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) and Interton VC 4000
(Acetronic, Fountain, Interton, Prinztronic, Rowtron, Voltmace,
Waddington, etc.) console families, and the Elektor TV Games Computer.
Changelog:
. Redefinable keys (AmiArcadia).
. New ARexx commands: REQUESTFILE, REQUESTNOTIFY, REQUESTRESPONSE, SAVEACBM, SAVEBMP, SAVEILBM (AmiArcadia only).
. Miscellaneous improvements and bug fixes.
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February 4th, 2008, 15:44 Posted By: JKKDARK
New version of the rom manager for PC.
Changelog:
Bugs fixed:
- Added icons in treeview
- Full sample handling (3 modes: split/merge/unmerge)
- New database node grouped by main/clones
- Background color for merged roms
- Move document folder to windows AppData location
- Possibility to change AppData path (path in startup.ini)
- 'Reload path': unload and reload a rom path
- Add some infos from dat header in database
- Save screen position, size and toolbar
- 'Auto resize' option to automaticaly adjust columns width
- Choice to move delete files/roms in recycler or folder
- Delete file and roms (shell option)
- Change location of statistics colored bar
- 'Rezip' added in contextual menu
- Add more infos in status bar
- Log for rezip
- Miss/have games report
- Miss roms report with separated bios, disks, samples, roms
- Caesar info page link
- Autodetect devices (detect a new drive is avail) option
- Improve read only device detection
- File extensions calculated by plugins are handled
Features added:
- Sometimes unable to run mame games (-rp param)
- Change sort order when sorting columns
- Speed up 'refresh db status'
- Wrong number of files displayed in log when refreshing a path
- Rezip bug with non-zipped files
- Attempt to fix a read only device
- Clear log button
- 'run game' shortcut (enter)
- Delete file from treeview
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February 4th, 2008, 01:30 Posted By: wraggster
We're not sure that you'd want to do it, but it's nice to know that you can do it. If you're really sick of the native OS that came with your Eee -- or you're trying to feel out what a Cloudbook would be like if you could buy one -- you can now install Everex's Google-centric gOS onto your system with little-to-no effort, simply by following this ten point breakdown. You'll need an external optical drive, a wired internet connection, and probably an hour or so, but once all is said and done, you can break free of Xandros and roll deep with the Ubuntu-based gOS. How the software performs on the miniscule laptop we couldn't say, but at least now you can show your friends how truly unique you are.
http://www.engadget.com/2008/02/03/i...-the-asus-eee/
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February 4th, 2008, 00:52 Posted By: wraggster
from the site:
Welcome to the Spring Project. This is an open source project developing a new realtime strategy game.
A bit late for a christmas present, but here it is anyway: Spring 0.76b1
An incredible amount of changes made it's way into this release of Spring. To name just one, the installer now allows you to download various mods and maps during the install process. Because of this, there also is no updating installer available anymore: you can use the same installer to upgrade your 0.75b2 install or to do a fresh full install.
Please thank all people who have contributed to this Spring release:
Betalord, LordMatt (pimped the installer), Auswaschbar (full network code rewrite!), koshi (new settings.exe), KDR_11k, Satirik (TASClient), Kloot, Victor, trepan (our LUA master), submarine (AAI), lurker, Belmakor, tombom (changelog guru), imbaczek, FLOZi, ILM_Titan, Exit_Wound, tc-, jcnossen, yuritch, jK, BrainDamage, qknight, rattle, AF, malric, pbrook, wcspxyz and semi.
Additionally thanks to everyone who helped with the (not so) weekly testing! Especially the last week this was really necessary to get rid of the last major bugs.
As always, source code is available too, either in a .tar.bz2 (for Linux users only) or in a .zip (for Windows users only). It is, however, recommended to check out the source from our SVN repository if you want to do any serious development on it.
Notes:
- When using the new settings.exe (possibly from the installer), it may ask you a question about where to find unitsync.dll. In this case, browse to your Spring folder and select unitsync.dll. After that, I will work (and keep working).
- By selecting the mods XTA or BA in the installer you are legally required to own the original total annihilation game. The other mods are free of such content, and can be selected any time.
- If you get error: missing default cursor after you downloaded a mod from Unknown Files, download this archive, unzip it, and put the 3 files inside in C:\Program Files\base\ (or wherever you installed Spring). Remember that you may only legally do this if you own the original total annihilation game. If you don't own it, you have to play only mods that don't give this error.
- settings.exe simple mode sets ground decals to insanely high values. Use only expert mode, and make sure Ground decals on the Render details tab is set to 1. Anything higher will just cost you (a huge amount) of frames per second.
http://spring.clan-sy.com/
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February 4th, 2008, 00:46 Posted By: wraggster
from the site:
Again we have a new version of FreeRA. This will probably be the last update for some time. Next to lots of improvements it is now possible to play against more than 1 computer player in skirmish mode. It now can be quite difficult to win
Enjoy!
http://www.freera.org/
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February 3rd, 2008, 16:54 Posted By: JKKDARK
New version of the Commodore Amiga emulator for Windows.
Changelog:
1.4.6 will be the last version that runs on Windows 98/ME. Following versions will require Windows 2000 or newer.
1.4.5 problems fixed:
- Mouse never capturing. (Windows 98/ME, rarely on W2K/XP)
- Some games crashing.
- Broken sprite outside playfields-feature and SWIV score information.
- Fullscreen mode with non-default refresh rate fallback problem.
Other bugs fixed:
- A600/A1200/A4000 IDE emulation freeze if >2G drive/HDF.
- CDTV E.S.S. Mega "semi-hidden" track now loads properly on W2K/XP.
- Crash when switching between <=2MB Chip + Fast and >2MB Chip setting.
- Sound emulation tweak. (Dungeon Master II, perhaps some others)
- Unstable NMI (IRQ7) option in cycle-exact and more-compatible modes.
- "Full-window" mode didn't always allow Windows desktop RTG resolution.
New features:
- Inverted mouse and analog joystick input sources.
- Input device (USB joystick, mouse etc..) on the fly insertions and removals supported. Device names saved to configuration file.
- Automatic joystick switching, firebutton 'inserts' any non-selected joystick to Amiga joystick port, mouse port selected if second button pressed or there is already other joystick in joystick port with firebutton pressed.
- Dynamic JIT direct memory allocation. Increased Z3 and RTG maximum sizes to 1G and 512M. (If at least 2G physical RAM)
- A3000 confirmed 2.04 ROM added to ROM scanner.
- CD32 FMV cartridge ROM added to ROM scanner. ROM and autoconfig emulated. Overlay and video/audio decoder chips not emulated.
- Directory filesystem ACTION_EXAMINE_ALL implementation is now more compatible with buggy programs.
- CIA/Gayle overlay emulation setting added to advanced chipset.
- Original early A1000 non-EHB Denise added to advanced chipset.
- Original A1000 (and early A2000) Agnus blitter busy bug added.
- Keyboard reset warning emulated and added to advanced chipset.
- Debugger improvements, hex/dec/bin converter, all commands that accept numeric parameters also accept register names (RAx,RDx,PC,USP,VBR,..), number prefixes supported, hex = 0x or $, bin = %, dec = !.
- 1M (both 0xe0/0xf8 and 0xf0/0xf8) and 2M (0xa8/0xb0/0xe0/0xf8) ROM image support.
- Implemented "stretch to fullscreen" filtering option.
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February 2nd, 2008, 21:04 Posted By: wraggster
Several readers have written to tell us about one users rant in which he tells the story of being so frustrated with gaming on Windows Vista that he tried comparing gaming on Vista to that on Linux using Wine, with surprising results.
"This post is clearly a bit biased. What shocked me though was how easy it was to find games that didn't run under Vista but did in Linux by using Wine or DOSBox. I'm not a huge gamer, so I don't have a huge collection of games to try out, but even still with just a few hours of frustrating work, I have been able to show that not only is Linux a reasonable alternative to Vista for gaming (XP is still king though), but also that Linux handles application failures more gracefully than Vista. Every game but Blackthorne crashed my Vista box, this didn't happen a single time under Linux."
http://games.slashdot.org/article.pl.../02/02/0236200
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February 2nd, 2008, 20:58 Posted By: wraggster
Details are still fuzzy at this point, but according to an e-mail received by numerous tipsters, Microsoft is indeed offering up a free copy of Vista in exchange for their privacy. Yeah, even though it claimed otherwise late last year. According to the note, Redmond is viewing these folks as "registered members" of the Windows Feedback Program, and if they keep their guard down for the remainder of a three month period, they will seemingly receive a copy of its latest OS gratis. So, any others out there finding an unexpected message from the Big M regarding said offer? Let us know in comments below, particularly if you get any free wares or previously analyzed keylogging reports.
http://www.engadget.com/2008/02/02/m...ffer-still-on/
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February 1st, 2008, 22:14 Posted By: JKKDARK
New version of the PC-Engine emulator for Windows 2000, XP and Vista.
Changelog:
- The function to convert a "bad 3Mbit Rom-image file (overdumped with specific dump machine)" was added. Operating a "bad Rom-image file" troubles other PCE/TG16 emulators. The converted "just proper" image file can be used with a lot of other Free PCE/TG16 emulators, too. This is a "fair" method for the "PC Engine & TurboGrafx16" emulator and the PCE/TG16's fan.
- When setting it to "BigAudioBuffer Mode", the amount of the buffer was increased. As a result, tone quality has improved.
- "FullScreen Customize" menu was added to "Screen" menu. It is possible to use it by an arbitrary display resolution at full-screen. And, when the check is put on "FullScreen ResolutionAuto Change" of "FullScreen Customize" menu, "display resolution" can be automatically switched by "resolution of the game (width 256,336,512)". It is a function to use it on the display such as 15kHz cathode-ray tubes.
- In the SuperGrafx's game with black belt display right and left, the bug to which garbage had been ultra uncommonly displayed was corrected.
- Additionally, a detailed part has been improved and corrected.
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February 1st, 2008, 21:09 Posted By: Shrygue
via Computer and Video Games
EA has said Will Wright's Spore will definitely be out before Christmas, in the wake of analyst speculation that the game will be delayed to autumn/winter '08.
"We're very, very bullish", said EA CEO John Riccitiello about this during some financial conference call thing yesterday - but at this stage that's as much as the publisher is willing to divulge on release timings.
"We're not announcing dates for any of our titles", Riccitiello teasingly added.
Last year Riccitiello gave an expected "March, April, May" 2008 launch timeframe for Spore, but explained that it won't ship until it's ready.
Earlier this week an industry analyst speculated that EA may delay the game to autumn/winter following underperformance of the publisher's shares.
As the latest game from design genius Will Wright, Spore is understandably surrounded by Godzilla-sized anticipation. Read all about the title on our gamepage.
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February 1st, 2008, 21:08 Posted By: Shrygue
via Eurogamer
The PC game may not be out till the autumn, but Gas Powered Games is already thinking about doing a console version of Space Siege.
The news emerged on our old friend Pat's spanky new website, Videogaming247.
"We're talking with them about it," said Shawn Green, associate producer of Space Siege for SEGA.
"We don't want to let any cats out of the bag too early but definitely a console version is something that's being considered right now. But currently it's not confirmed."
Space Siege is an action RPG promising multiple gameplay paths, a robotic partner you can customise and online co-op for up to four players. If you like Dungeon Siege and Babylon 5, you'll like this. GPG's Chris Taylor, the man who also oversaw Supreme Commander, is heading up the project.
"We're seeing on console that a lot of gamers are appreciating the short and sweet experience, where you can play through and really like it and enjoy it," Green added.
"I think that's where a lot of Chris motivation comes from, taking that to the PC and creating a game that you can beat."
According to Green, Space Siege PC is out this September.
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