Archive for July, 2008
Firmware 2.42 is up
Posted by T0SH in Firmware Updates, QuickNews on July 29th, 2008
Firmware 2.42 is up | Go grab it! Not sure what it does yet, still downloading it. [Update - Nothing to see here, maybe prep for something to come? Life with Playstation perhaps?]
LittleBigPlanet Tutorial Video
Posted by Blackstaffer in LittleBigPlanet on July 29th, 2008
PS3 Fanboy put me on to this LittleBigPlanet tutorial video. Check it out! Looks like Glitch found it too (in the sidebar).
PlayStation Q2: Back in Black
Posted by Darrin in Uncategorized on July 29th, 2008
Sony released their financial statements for Q2 2008 (fiscal Q1, calendar Q2, April through June), and it’s good to see that the PlayStation business back in the black. Sony’s gaming division made profits of ¥5.4 billion yen on revenue of ¥229.6 billion yen.

As you can see, both hardware unit sales and software unit sales are up. The report says, “Hardware sales increased while software sales decreased”. Since software unit sales were up, I assume this means that software dollar sales were down, which means that the average software selling price has dropped as they are selling more budget priced titles.

Full Sony financial statements can be found here.
Star Wars: The Force Unleashed Demo Coming |
Posted by Blackstaffer in QuickNews, Star Wars: Force Unleashed on July 28th, 2008
Star Wars: The Force Unleashed Demo Coming When is the demo coming? In August. That’s all you need to know…
SuperStardust HD Multiplayer Pack
Posted by Blackstaffer in Super Stardust: HD on July 28th, 2008
I bought the multiplayer pack for SuperStardust HD on my PS3 a little while back, but I didn’t have a chance to try it out until last night.
Steve and I gave it a whirl in both standard co-op split-screen mode and in versus mode. The first mode is identical to the co-op mode that was there before, except that it’s now split-screen instead of shared screen. I did notice a decrease in quality, or at least I thought I did. It was hard to pin down. The easiest way to describe it is to say that everything seemed slightly less smooth. But it was still entirely playable, and after some reflection I guess you have to take a performance hit if you’re showing twice as much stuff!
Steve and I also played versus mode, but only got to try Deathmatch before we moved on to some PixelJunk Eden and Army of Two.
I was surprised, actually, by how many multiplayer modes there are. There was Deathmatch, of course, but there were others too, including King of the Hill. I am hosting games night on Wednesday, so four of us will hopefully be giving that mode (and others) a try. So I’ll update you on that later.
But even Deathmatch is a blast. There we three rounds, and we had to do a lot of experimenting to find out how to switch to and use all the new weapons. Steve seemed to default to some red homing missiles and I got smaller yellow ones. We need to figure out how that works! It was a blast to play, however, and I hope that Steve adds his comments to this post. The levels aren’t just empty or with asteroids. Instead, there are permanent rocks that you need to navigate through and around, and this adds some more strategy to the game. It is odd to be able to see your enemy almost completely on the other side of the world, though. But it was nice, because I could shoot some homing missiles at him! There’s also a big tower on the level that adds an extra element to the game. If you destroy it (while it’s trying to destroy you), you get some extra bonuses to use. Some bonuses in multiplayer mode are timed, which is different than single player mode. Ah well. I want to try the game a lot more to figure out all the many options and weapons. In the end of this particular match, Steve won two rounds to one.




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