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Direct avi player Search Results

Your search for Direct avi player located the below Direct avi player Search Results. The Direct avi player Search Results are returned from stories QJ publishes stories covering Direct avi player news, Playstation news, Xbox news, PC news, Wii News, Nintendo DS News, Gaming News, Reviews, Downloads, Custom Apps, Homebrew and much more.


Posted May 10, 2012 at 2:12PM EST by Todd B Listed in: PS Vita Tags: Kaz Hirai, ps vita sales, ps3, psp sales, Sony
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psvita1A double-dose of news for Sony fans—a bit good and a bit bad. Actually, it’s mostly bad.

 

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Posted May 2, 2012 at 10:25AM EST by Brett Huffman Listed in: PS3 Tags: god of war multiplayer, god of war: ascension, sony santa monica
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gow_ascension_mpWe saw an extended look at God of War: Ascension's multiplayer yesterday, complete with developer commentary. Well, if you don't like all that talkin' and stuff check this out. I never thought I'd feel bad for a cyclops.

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Posted Apr 24, 2012 at 5:38PM EST by Brett Huffman Listed in: PS3, PC Gaming, Xbox 360 Tags: ghost recon beta, ghost recon: future soldier, Ubisoft
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ghost recon future soldier 14The Ghost Recon: Future Soldier beta is only going on until May 2nd, so watch these videos to get ready if you aren't already in on it. Or don't, if you're already playing.

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Posted Apr 16, 2012 at 1:22PM EST by Todd B Listed in: PC Gaming Tags: account bans, EA, origin, worst company
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EA1The gaming giant has rethought its controversial “ban ‘em all” approach to Origin account management. Point one for the little guys.

 

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Posted Apr 11, 2012 at 2:38PM EST by Todd B Listed in: PS3 Tags: better business bureau, BioWare, marjorie stephens, mass effect 3
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bbb1Do you hear that? It’s the rallying cry of a million angry nerds as the BBB affirms their Mass Effect 3 complaints.

 

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Posted Mar 9, 2012 at 7:09PM EST by Mr Ham Listed in: PC Gaming Tags: diablo 3, diablo iii release date
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diablo3smallFinally, Diablo III isn't having its release date pushed back.

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Posted Mar 1, 2012 at 8:43PM EST by Harrison E Listed in: PS3 Tags: Big Huge Games, dlc, ea games, kingdom of amalur, review, studio 38
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kingdoms-of-amalur-reckoning-thumbSome people think it's the Skyrim killer, but what is Kingdom of Amalur really?

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Posted Feb 29, 2012 at 12:00PM EST by Harrison E Listed in: PS Vita, PS3 Tags: drinkbox studios, interviews, mba, minis, mutant blobs attack, Sony
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mutantbloglogoThe creators of Mutant Blobs Attack recently talked to Harrison E about their recent foray into developing for the Vita.

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Posted Feb 19, 2012 at 12:55PM EST by Harrison E Listed in: Xbox 360 Tags: fortresscraft, Microsoft, minecraft, xbla, xblig
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minecraft3Internationally renowned asshat Adam Sawkins defends his Minecraft clone by saying Notch does not focus on creativity...and some other crazy shit.

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Posted Feb 15, 2012 at 9:00AM EST by Harrison E Listed in: PC Gaming Tags: diggles, dredmor, dungeons of dredmor, gaslamp games
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gaslamp_logoCreators of Dungeons of Dredmor spoke with Harrison E this week about their awesome dungeon crawler, writing for games and their upcoming secret project codenamed Odin...

 

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Posted Jan 30, 2012 at 8:14PM EST by Harrison E Listed in: PC Gaming Tags: gamejam wollongong, ggj, ggj12, gjwoll, global game jam, ouroboros
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gamejamdaythree-16Or How I Spent my Weekend watching 20+ people make games in 48 hours.

 

 

 

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Posted Jan 30, 2012 at 1:27PM EST by Listed in: PC Gaming Tags: alan wake, nordic games, Remedy Entertainment
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The thriller is making its way to computers without a direct download connection by way of game store shelves.
It’s a curious trend in the industry to see digital games end up in a box an on a shelf, but it makes sense when you consider the massive number of people that don’t have access to a high-speed internet connection. Boxed copies of games may be the only way for many players to get their fix, and publishers could theoretically be missing sales by not having their games sitting in a store.
So, we’re seeing more and more digital-only games end up in the box. Remedy Entertainment’s Alan Wake appears to be the next game to get the retail treatment, with publisher Nordic Games announcing that it has just inked a deal with the developer to bring the PC version of the game to stores.
The retail version of Alan Wake will include the original game as well as both DLC packs, The Signal and The Writer. There’s no release date available quite yet, but we’ll keep you posted as details emerge. For now, all we know is that there is a boxed PC version of Alan Wake, and it’s coming our way soon.
In the meantime, what do you think about bringing digital games to the retail world?
[Nordic Games]

mfalwake1The thriller is making its way to computers without a direct download connection by way of game store shelves.

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Posted Jan 27, 2012 at 3:45PM EST by QJ Staff Listed in: PSP, PS3, Wii Tags: bolt thrower, duck hunt psp, ps3 homebrew, psp homebrew, Snes9x, that other pong, the jarred mind, wii homebrew, xmb file manager
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jarrsmallWelcome back to this weeks edition of the QJ.net download and homebrew round up.  We've got more cool homebrew games for the Wii, PSP and PS3. 

 

 

 

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Posted Jan 26, 2012 at 2:06PM EST by Listed in: PoV Tags: online pass, xbox 720, xbox live
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Why Microsoft’s plan to block used games may not be such a bad idea.
Rumors surfaced yesterday, thanks to an insider source, that the next-gen Xbox system currently in development might contain some sort of anti-used game technology. We’re not exactly sure what that means, or how it would be implemented, but the basic gist is that the new Xbox may not play used games at all.
News of this function fired off a massive Internet backlash, with countless commenters railing about how they’d never buy an Xbox 720 (or whatever) if they can’t play used games. And while I certainly agree that limiting your customers’ choices is a very dangerous way to move forward in business, I think that Microsoft may actually be doing the right thing here.
Put aside, for the moment, the arguments against publishers getting cash for used sales. We all know it doesn’t make sense for used games to be treated differently than used cars. The bottom line, however, is that publishers want a slice of that pie, and they’re going to do anything they can to get it. The current solution is the Online Pass, which most gamers would agree is a complete disaster.
Online Passes are engineered to ensure that publishers get a taste of any after-market sale of their games, but mostly serve as enormous headaches to the people that bought the game new. Anyone that had to suffer through Battlefield 3’s ridiculous registration process will know what I mean. And as we move forward, more and more publishers are going to slap Online Passes on their games.
The way I see it, we have two potential used game futures: In the first, every game we buy will have an Online Pass from whatever publisher owns the game, requiring an obnoxious registration code and all the trappings we’ve already encountered. In the second, used games are blocked at the console level, and you purchase your Online Pass directly through Xbox Live or PSN.
Having the console deal with used game access eliminates the need for cumbersome Online Passes, and ensures you have access to Xbox’s support network instead of some random person at whatever publisher happened to make your game. It’s not ideal, but it’s certainly better than what we have at the moment.
I don’t agree with the concept of preventing players from accessing used games, but it’s not like Online Passes are going to fade away. One way or another, we’re paying that money to the publisher – would you rather do it through Xbox Live or a dozen different registration websites?

mfusd1Why Microsoft’s plan to block used games may not be such a bad idea.

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Posted Jan 21, 2012 at 11:33AM EST by Harrison E Listed in: PS3 Tags: ea fifa street, FIFA, fifa street preview
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ea_sports_thumbThanks to the awesome guys at EA Sports Australia. Harrison E got a chance to check out the soon to be released FIFA Street and check out all the new features.

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Posted Jan 19, 2012 at 9:07AM EST by Harrison E Listed in: PC Gaming Tags: elevator source, hl2, moddb, mods, pixeltail games, source mods, valve
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elevatorsourcelogoA brand new Garry's Mod game called Elevator Source just hit the internet and Harrison E. sits down with it's creators to know what's up and what floor is it on?

 


 

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Posted Jan 12, 2012 at 11:15AM EST by Harrison E Listed in: PC Gaming, PoV Tags: postal 2, postal 3, postal 3 review, review, Running with Scissors
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postal3_aThe Postal Dude is back, but how good is it being back?

 

 

 

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Posted Jan 5, 2012 at 5:30PM EST by Harrison E Listed in: PC Gaming Tags: free pc games, Interview, jordon hemenway, nitronic rush, rollcage, torcht, Tron
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nitronic-rush-flightOne of the coolest, fastest and greatest free games you will see all year and Harrison E gets to interview the co-creator of Nitronic Rush.

 

 

 

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Posted Jan 4, 2012 at 3:44PM EST by Listed in: MMORPG Tags: BioWare, Star Wars, swtor, the old republic
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Having trouble with a certain fight in Star Wars: The Old Republic? Dance it out!
In news that comes directly from the “how in the world did this get overlooked” file, it appears that savvy Old Republic players have picked up on a hilarious and game-breaking glitch in the popular MMORPG. Namely, that dancing while in combat makes your player character completely immune to damage.
The bug isn’t necessarily a god cheat – you’ll have to activate the dancing emote at just the right moment to make it work. However, if you happen to pull it off, you’ll interrupt the targeting of any enemy scoping you out for the duration of your dance. Oops!
It’s amazing that this bug somehow made it into the finished version of SWTOR, and you can bet that Bioware will be getting it patched post-haste. In the meantime, any mention of the bug is being removed from the official SWTOR forums; Bioware claims this is just standard operating procedure (they don’t want players spreading glitches).
SWTOR is still young, so there’s bound to be a few weird bugs. Every MMO has them – what is your favorite legendary MMORPG glitch?
[RockPaperShotgun]

mfswdan2Having trouble with a certain fight in Star Wars: The Old Republic? Dance it out!

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Posted Dec 22, 2011 at 11:45AM EST by Harrison E Listed in: PoV Tags: Activision, battlefield, call of duty, doom, Duke Nukem, goldeneye reloaded, modern warfare, mw2, mw3, ungame
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mw2_resurgenceHarrison E takes a  brief look into what the First Person Shooter genre has done and what it might do next?

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Posted Dec 18, 2011 at 9:45AM EST by Harrison E Listed in: Xbox 360, PS3 Tags: black and white, chris avellone, Gameplay, new vegas, obsidian, planetscape torment, rpg
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Chris Avellone: "Player Convenience" hurts RPG's
And enjoying having a player fanbase hurts game companies
Chris Avellone recently spoke with Industry Gamers about the current state of video games and where they are headed in terms of genre and gameplay. Avellone is a veteran, having worked on Planetscape:Torment, Fallout 2 and of course, Fallout New Vegas, Avellone knows how people play and yet seems that desiging for certain types of players can be frustrating.
Speaking with Industry Gamers he said that "the 'advances' have been more for player convenience - sometimes good, sometimes bad - in my opinion. Journals, quest compasses that point directly to the goal and show you the route, auto-maps, etc. are helpful; at the same time, I think it undermines the thrill of victory and discovery and a lot of what makes an RPG an RPG"
I've heard of the argument that over the past decade game designers have gotten soft on players and provide them with too much when it comes to games. I think Avellone is making a stance more on just the RPG genre itself rather than calling out flawed game design. Avellone was a lot more double-edged about the situation saying that in terms of non-interface elements he felt "the idea of morally grey choices and more focus on actions and consequences" have been great "for all RPG's."
In the past five years, RPG's have gotten a bit more sophisticated from the old Final Fantasy route of world ending, go help out. Avellone's own Planetscape Torment began to break the mould by introducing more of a grey system of good verus evil, rather than just fighting a big bad. There was another addition to Avellone enjoying new-gen RPG's with voice acting has really helped the RPG along well.
Avellone also talked about how the RPG genre is something that should really be added to gameplay more than just tacked on, for game's that do genre-bending. "Developers are seeing the worth in customization, levelling, dialogue, choice and reactivity and other elements that would normally be considered RPG mechanics and introducing them into multiple titles." Hopefully, Avellone will be working on the South Park game and making it worth it's weight in RPG gold.

obsidian-entertainment-logoAnd enjoying having a player fanbase hurts game companies.

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Posted Dec 9, 2011 at 12:45PM EST by Harrison E Listed in: iPhone Tags: bits and pieces, convict interactive, developers, garbage monster, igda sydney, questy, spaceracer, speed assassins, toska, triangle man, zombie team defense
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igda_art-sig-logoHarrison E went to his first IGDA event in Sydney on Monday night, Bits and Pieces, and met some of the most interesting and coolest future developers you may have never heard of.

 

 

 

 

 

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Posted Dec 9, 2011 at 12:30PM EST by Harrison E Listed in: PC Gaming Tags: bill stiernberg, breath of death vii, cthulu saves the world, zeboyd games
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ctu1Co-creator of indie RPG’s Cthulu Saves the World and Breath of Death VII, Bill Stiernberg talks to Harrison E about working on RPG’s, pirates and Microsoft.

 

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Posted Dec 1, 2011 at 4:52PM EST by Listed in: PC Gaming Tags: saints row, steelport, the penetrator, THQ
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THQ knows what you’ve been doing in Saints Row The Third, and they’re very, very disappointed in you.
Saints Row the Third is celebrated for the freedom it gives players. If you want to wear a bear costume around and beat up pedestrians, that’s quite okay with Saints Row. In fact, there’s not much you can’t do in the games fictional city of Steelport.
THQ build an impressive stats-tracking mechanism directly into Saints Row the Third, which in addition to helping you show off to your friends, gives the developer the ability to aggregate information regarding player habits and actions.
In a recent post on the official Saints Row site, THQ shared some of the more interesting statistics with the gaming public. Namely:
5.8 billion citizens of the city have been killed
Players have spent two years running around naked
650 hot dog guys have been killed by flamethrowers
Oh, and let’s not overlook the weirdest stat – since launch, 2 million people have been killed by giant purple dildos.
I’m not sure what to make of all this, except that Saints Row players are apparently having a really, really good time. Carry on!
Have you killed anyone with a dildo yet? What are you waiting for?

mfsaintsstats1THQ knows what you’ve been doing in Saints Row The Third, and they’re very, very disappointed in you.

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Posted Nov 30, 2011 at 10:00AM EST by Harrison E Listed in: PS3 Tags: hustle kings, john kearney, john kearney interview, mantis engine, psn, pure chess, rebel play, voofoo studios
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voofoo-studiosJohn Kearney is the co-founder and Art Director of VooFoo studios, the main man behind the Hustle Kings series and the upcoming Pure Chess. Harrison E sat down to have a game of wits with John.

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Posted Nov 24, 2011 at 9:00PM EST by Harrison E Listed in: PoV Tags: black box, ea games, need for speed, need for speed the run, nfs, nfs the run review
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nfs_therun_ps3exFast Cars, Fast Games, Fast Times for Harrison E as he reviews Need for Speed: The Run

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Posted Nov 22, 2011 at 10:00PM EST by Amanda Orneck Listed in: PS3 Tags: game launches, tekken blood vengeance, tekken tag tournament, tekken tag tournament 2, video game movies
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tekken_hybrid_qj_thumbNo, it’s not a Prius decked out with fighting game logos -- I know because I asked.

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Posted Nov 17, 2011 at 10:30AM EST by Harrison E Listed in: PoV Tags: payday the heist, payday the heist ps3, payday the heist psn, payday the heist review, payday the heist steam
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PayDay The Heist
I've talked before about bias and I feel like I have to clarify that despite my interview last week, I feel like a good game developer should listen to fans who speak clearly and with clarity. I hope they read the review in hope that their next game, hopefully another PayDay, will be better and that Overkill will be pleased with this honest review.
The game of PayDay The Heist, is not a simple game, 'tis a complex head blend of working together and patience. Seeing a fallen team mate will make your heart pound more, especially when playing with friends, but the second you see that cash, it may be too late for your friend and even later for those around you. Okay, PayDay is a simple game of four guys who steal money and that is all I can say about the plot. To be honest, there is no plot, but who cares, let's steal some money.
The game's mix of Left 4 Dead's comradery and Kane and Lynch's love of heists, brings Overkill Software's PayDay The Heist to a place I'd hoped a co-op game would come to eventually - a game of fun and eventually, betrayal. The game is set between a series of distinct, but fairly similar, scenarios in which you have to run and gun as you make your way to a fairly large sum of money.
This sum is arbirtrary int the world of the game, but does provide a good upgrade system as you earn "reputation", to go along with it, you better enjoy the game or at least the premise. Whilst there was some speculation from the game's "every game is different" I'm somewhat happy to report that this is more or less true. It's true in that no game I've played, even on the same level, has had the same scenario, except for a few instances of SWAT teams invading at particular times and the amount of time it may take you to drill through a gate or burn through to a vault.
The less, is the amount of fun you will get from the game, you will have levels you won't like, players you won't like and scenarios which will be frustrating. The game does not have a sophisticated AI Director, a lá L4D, but it does have a good sense of direction when it comes to helping you play through a scenario. There is often an even amount of ammo on the ground or good place to take cover, but more or less if your buddies aren't around the director will screw you over and you may have to let go a hostage just so you can play, some time later.
There are a few arbitrary or minor issues, mainly graphical and audio ones, first and foremost the fact that when I look outside on some of the maps, the SWAT and police members will become glitchy ghosts that are just waiting to enter the nether worlds of the heist, a bit ironic considering what me and my heist-mates are about to do. There are a lot of glitches that could be easily fixed, such as Team AI, such as in Heat Street or Panic Room.
They will sometimes go through the props in the level and it really throws you out of the experience, as does the fact that the buzz saws on the Panic Room level doesn't really cut and the drill in the other levels don't drill. It'd be a simple animation, unlike the running. I wasn't sure if it was my internet cocking up or the game just had a weird animation. Turned out to be the later. It's a bit weird, especially when characters are crouching.
I do have to say the game is quite gory, especially when you shoot up close or get a good headshot (which is rewarded, in-game) Other than that, the game looks pretty good, Overkill, not stunning, but enough to make you enjoy it more than Kane and Lynch 2 but less than Portal 2. The game looks good on the modded Diesel engine, let's just leave it at that.
How it sounds is amazing. I do have one gripe that the fact the Heisters don't have more than a few catchphrases, even when you're telling the hostages to "get down" "get down" "get down", you think they were about to start a DJ set, not a heist. It's a small problem but it's always something that's really gotten me down, especially after other games such as Uncharted, The Simpsons Game and SWAT 4, have all had good simple voice acting gigs and rarely have a repeated line, hell, hire me for $10 an hour and I'll record whatever the heck you want. That being said, some of their dialogue is amusing, not on the level of the castmates of L4D or their sequel, but still a wry smile forms between getting shot at and restarting saws/drills.
Sound effects, which is quite different from the voices, are absolutely fantastic. In my interview last week with Simon Viklund he stated his favourite sound effect was the shotgun and I could not agree more. Having it unlocked as you go into the game is a sight for sore eyes as the world seems to go a lot better (depending on your level and experience, of course)  but having that fire into a bulldozer is more than satisfying as you continue through your heist. The music is always rarring for me to get into the game. The perfect music starts off the game, it reminds me of the opening of The Dark Knight and as it flashes up the face masks of our heistmates, you are ready, you just are.
Wolf's frightening bloodied mask, Dallas' patriotic smile, Hoxton's red eyebrows and Chains cross eyes are fairly distinct as well and all provide a great opening to the game, but the menus and a few visual cues leave a lot to be desired. A lot could have made the game look really flashy and interesting but a simple pallette of black, yellow and grey makes it look as if the game is ready to be taped up behind Police Lines
Finally, the gameplay. The game is broken up into six different levels. First World Bank, a traditional bank heist, Heat Street, a plan gone wrong, chase'em down, Panic Room, a break in, break it out mission, Green Bridge, shooting in the rain...I'm just shooting in the rain, Diamond Heist, a sneak in smash and grab and finaally, Slaughterhouse...is exactly what it sounds like.
To focus on the more difficult and interesting levels, Green Bridge is the most exciting, being in the rain, breaking over prison convoys, donned in yellow raincoats and escorting a chinese prisoner. Things just escalate, even when you start on a half-exploded bridge. The level is fun and exciting and atmospheric at it's core. The most fun is probably Panic Room, simply due to how cool you can act before the heist starts and
Diamond Heist is quite difficult and starts off sneaking, but if someone's being an asshat, this plan can and will go awry in a matter of minutes. This one is best to be kept in the shadows. Sure, cops will be alerted eventually, but planning and timing your moves to silently take out the security guards is a wonderful sense of fun and comradery I wouldn't change for the world.
Slaughterhouse is just chaos. Starts off with a "The Usual Suspects" scenario as a bunch of trucks pull up outside a warehouse and you have to take them out and kill a lot of people while you take some money out of Secure Van.  Gold everywhere and bulldozers stormed during the last few minutes after the Gold came out and it was insane.
The Single Player mode is fairly useless as are the AI from time to time and when you can turn the AI on for not having enough players in the online mode, what difference would it make? Why wouldn't you play online? This game could've done better with co-op and a better matchmaking system as well. The difficult system alone is quite confusing, not that they're confusing in general, but it's enough to question a thing or two.
For example, the last two modes (Slaughter and Diamond)  are available on the hardest setting, and I do have to question why. The levels themselves are as complex as Panic Room and require less in-game set pieces.  It boggles the mind on why they're specifically hard, possibly a question I should put to Simon, next time I talk to him.
PayDay The Heist is a great game, it has great play but could have been better. There is so much here that could have been even a great storyline, but Overkill has made a decision to make it for hard and fast gamers. Varying difficulty levels, great upgrade system and some fairly intriguing level design, makes this a must-have PSN title.
Harrison HAS  E. is in jail from pulling an EB Games heist. He's serving hard time for Grand Theft GTA.

paydayheist2PayDay The Heist has made it's way to Europe on Steam and PSN and Harrison E. has decided to steal some words and give the heist-sim a whirl.

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Posted Nov 9, 2011 at 7:00PM EST by Harrison E Listed in: PS3 Tags: overkill software, payday the heist on psn, payday the heist on steam, payday: the heist, simon viklund interview, valve
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payday Recently released PayDay: The Heist has gotten amazing reviews and Harrison E sits down with it's Creative Director to discuss the multiplayer game.

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Posted Nov 7, 2011 at 11:00AM EST by Harrison E Listed in: PS3 Tags: Michael Pachter, Naughty Dog, uncharted 3
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naughtydogYou know, sometimes, hard work does pay off, especially when it's Uncharted 3.

 

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Posted Nov 4, 2011 at 8:00AM EST by Tim Curtin Listed in: PS3 Tags: Naughty Dog, uncharted 2 aiming, uncharted 3, uncharted 3 aiming
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ndlogoDespite the popular sentiment that has been circulating for the past few days on various forums, Naughty Dog designers claim that Uncharted 3 aiming is more accurate than Uncharted 2.

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Posted Nov 1, 2011 at 3:05PM EST by Listed in: PS3 Tags: final fantasy xiii, Naughty Dog, uncharted 3
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The developer answers the number one complaint of gamers and critics alike regarding the Uncharted franchise – lack of choice.
If you take a little time to read through reviews of Naughty Dog’s latest game, Uncharted 3, you’ll see a few of the same themes coming up over and over again. Everyone praises the game’s storyline, script and voice acting, but then complains about the game feeling narrow. Some bolder reviewers that aren’t scared to rile up the internet trolls may even call the game “shallow.”
Amy Hennig, the creative director for Naughty Dog, has gone on the record as considering the linearity one of the strengths of the series. Her logic, put simply, is that without strict linearity, they wouldn’t be able to develop such an engaging and robust storyline.
Here’s her response regarding why branching storylines simply couldn’t make it into the game:
"That's not really our genre. We like those kind of games, as players and fans of other games, but for the action-adventure - especially the pulp-adventure genre - that doesn't really make sense.”
"It's about having a very clear, linear story arc that doesn't allow for a lot of the dilution that is created by player choice in some cases. We always call it 'wide linear' - within the path that we give you, you have a lot of choice within it, it's not just hit this button, and this button, and this button.”
"But we need that authorial control over the story to do what we're doing."
On one hand, I suppose it’s hard to argue with her logic. Sending players down a direct path helps keep you in control of the storyline and gives you more opportunities to focus on the narrative than the choice.
On the other hand, we’ve seen what happens when linearity backfires (Final Fantasy XIII), and we’ve also seen games with incredible narratives that are packed with player choice (pretty much anything BioWare makes).
Do you think Uncharted 3’s linearity helps strengthen the story, or is it the clear mark of a developer trying to make a crushing release schedule?
Via Edge

mfuncharted331The developer answers the number one complaint of gamers and critics alike regarding the Uncharted franchise – lack of choice.

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Posted Oct 27, 2011 at 3:10PM EST by Harrison E Listed in: Nintendo DS, iPhone Tags: dsiware, matti larsen, valet parking 1989, zordix
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zordixlogoFrom the creators of the retro styled Valet Parking 1989, QJ.net talks to the creators about their new game, 1950's Lawn Mower Kids and their hopes for the future.

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Posted Oct 23, 2011 at 8:00PM EST by Tim Curtin Listed in: PS3, Xbox 360 Tags: Capcom, marvel vs capcom, mvc3, umvc3, umvc3 changes
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umvc3logoThe much anticipated changes to UmvC3 have been released as the November 15th release dates gets closer.

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Posted Oct 20, 2011 at 7:00AM EST by Harrison E Listed in: PC Gaming Tags: Electronic Arts, Microsoft, origin, origin service, Peter Moore, Steam, valve, zynga
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ea-originSo it looks like the "who has the bigger content delivery system" claims begin...

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Posted Oct 19, 2011 at 1:10PM EST by Listed in: PS3 Tags: dlc, mass effect 2
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Electronic Entertainment Design and Research reports that for the first time in gaming history, the number of people buying DLC is higher than the number of people that don’t.
Downloadable content has become an integral part of the games industry. What first started as a way to get little bits of extra content has turned into a full-fledged marketing plan for developers, with DLC ideas incorporated directly into the initial game design. Some critics of DLC even argue that developers are pushing out half-finished games and leaving the rest to downloadable content in order to bilk gamers out of extra cash.
Whatever your opinion on DLC (mine is that I don’t mind it when it’s in addition to an already great game), it looks like gamers are warming up to paying a few extra dollars to lengthen the life of their digital products. A recent study by Electronic Entertainment Design and Research indicates that 51% of console owners purchased DLC in the last 12 months, compared to only 40% during the previous year.
Roughly speaking, that means around 20 million North American (the study doesn’t cover Europe or Asia) gamers have purchased some form of DLC, whether it be map packs, weapon upgrades or extra story content. These purchases amounted to around $875 million for developers and publishers, with the EEDR estimating DLC sales will top $1 billion in 2012.
One strange thing indicated by the organization’s graph is that the majority of people that have avoided DLC, a whopping 47%, did so out of “privacy” concerns. I don’t really understand the logic, assuming those people are already linked into PSN or Live (maybe they aren’t). Another major factor was the complete lack of a return policy, which makes a little more sense to me. I’m curious to know how many teen players were unable to buy content they wanted due to parental controls, but there’s no data in the chart to help with that.
Did you spend any cash on DLC this year? I know I bought some Mass Effect 2 stuff, but I think that’s about it. Normally when I eye DLC I’m exclusively looking for story expansions – not maps or weapons.
Via GameSpot

mfdlc1Electronic Entertainment Design and Research reports that for the first time in gaming history, the number of people that buy DLC is higher than the number of people that don’t.

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Posted Oct 13, 2011 at 8:00PM EST by Harrison E Listed in: MMORPG Tags: beta, jc smith, the repopulation, World of Warcraft
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therepoplogoThe Repopulation is an upcoming MMO and the creator JC Smith took some time out to talk about the game and where MMORPG's are at in 2011.

 

 

 

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Posted Oct 11, 2011 at 8:00PM EST by Tim Curtin Listed in: PC Gaming Tags: Amazon, digital downloads, digital preorders, sims 3 pets
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amazon-games-storeAssassin's Creed: Revelations, Saints Row: The Third and Battlefield 3 to be the first offers off of the new Amazon digital preorder production line.

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Posted Oct 11, 2011 at 5:17AM EST by Ryan F. Listed in: PoV Tags: BioWare, Electronic Arts, mass effect 3
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mass-effect-3-logo-thumb

Earlier today, Bioware finally confirmed that Mass Effect 3 will have a multiplayer component. A not so surprising announcement, but yet sparked a mixed reaction from its loyal fan base.

 

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Posted Oct 10, 2011 at 11:38PM EST by Ryan F. Listed in: Xbox 360, PC Gaming, PS3 Tags: BioWare, Electronic Arts, mass effect 3
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mass_effect3_thumbWell, no surprise here. After weeks and weeks of speculation, Bioware finally confirmed today that Mass Effect 3 will definitely have some multiplayer elements.

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Posted Oct 10, 2011 at 2:56PM EST by Karl B. Listed in: Wii Tags: Nintendo, the legend of zelda: skyward sword
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zelda-skyward-sword-gold-box-thumbHit the jump for more details about the world players will explore in the game as well as some of the moves and equipment that Link will have access to.

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Posted Oct 10, 2011 at 4:42AM EST by Karl B. Listed in: Xbox 360, PS3, PC Gaming Tags: BioWare, Electronic Arts, mass effect 3
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me3-3-thumbIt looks like whether we like it or not, we're going to have to live with having multiplayer in Mass Effect 3.

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Posted Oct 9, 2011 at 2:30PM EST by Karl B. Listed in: PC Gaming Tags: red orchestra 2: heroes of stalingrad, tripwire interactive
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red-orchestra-2-box-thumbThe update comes with a variety of fixes covering everything from stats and gameplay to performance boosts.

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Posted Oct 8, 2011 at 10:57PM EST by Harrison E Listed in: PoV, PS3 Tags: Megaman, minecraft, ninja gaiden, video game thematics
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ninja_gaiden3_1Do we suck as gamers or is it just the games?

 

 

 

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Posted Oct 3, 2011 at 2:51AM EST by Harrison E Listed in: PS3 Tags: battlefield 3, bf3, DICE, ea games
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battlefield3_screen1So I had a couple hours spare today...looks like I 'm going on the Battlefield.

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Posted Oct 3, 2011 at 12:35AM EST by Mabie A. Listed in: PS3 Tags: Naughty Dog, Sony, uncharted 3
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Yet another game that will be requiring the PlayStation Network Pass for its online component is none other than the much awaited sequel in the critically-acclaimed series, Uncharted 3.
This was confirmed in a recent interview with Sony Spain's Software Manager, Juan Jimenez, in Spanish site, The Vault. Explained Jimenez, a code will be sent out, which will have to be input in the game, before players can get to enjoy Uncharted 3's online features.
This should compel people to make a first-hand purchase of the copy, instead of getting a used one. If they do choose to buy a second-hand copy of the game, then they'll have to shell out an additional US$ 10 for the code, if they want to play online.
When the PSN Pass was first introduced via Resistance 3, many players were troubled by this additional burden on their part to have to log in using an "exclusive" code just so they could enjoy a game feature which they very well paid for when they bought the game.
Anyway, as we see it, fans who really want to get ahold of the game will most likely be getting first-hand copies to begin with, and in fact, must have placed pre-orders on it already. Uncharted 3 is currently having its multiplayer beta, so if you're in on it, hope you're enjoying the ride thus far.
Uncharted 3 comes out exclusively for the PS3 on November 1, 2011.
Via [Joystiq]
uncharted3-thumb

Yet another game that will be requiring the PlayStation Network Pass for its online component. 

 

 

 

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Posted Sep 29, 2011 at 4:00PM EST by Harrison E Listed in: PC Gaming Tags: burnout, burnout 3: takedown, burnout crash, ea games, music in games, PS2, psn, xbla
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The Burnout series is synonymous with fun for me. Being a PS2 owner from way back when I was a cursey teen instead of a cursey adult (or someone in their early 20's) as I am now, it's like a Pokémon evolution except not cool and really just learning about controlling my emotions and maturity and all that lame stuff. Included in that evolution was getting a PS3, and eventually being excited about the release of Burnout Paradise. I actually owned a PSP at one point and playing Burnout Dominator was bliss for me. Long bus rides filled with angsty or beat-punching music as I swerved corners and took badasses down whilst everyone just kinda looked at the weird fat kid and wondered where his guardian was.
Burnout Paradise was a personal low in the series. Despite, friends having the initially pre-release, I convinced myself that a free-roaming city was actually "really cool" and that it totally wouldn't be "lame" and you'd have a lot more freedom. I was wrong. Really wrong. I don't know about you but being in a free-roaming cityscape and having no sense of direction, as well as a poorly intuitative, linear map design really doesn't bode well with someone thinking in free-roaming mode. So burned by that Burnout experience, the announcement of another Burnout game spurred the pessimist in me and I was excited once again, but when I saw the first video's for it, I wasn't too pleased. I was less than pleased and the optimist inside me died...just a little...not too much, I hope.
I did go into Burnout Crash with less than a positive aspiration for what the game actually might be. I know people don't like people who waffle on, so let's just say Burnout Crash is good and there is a demo you can play, it's free, it'll give you a good indication of what it's like except for some modes but let's also say that Burnout Crash is initially underwhelming.
The 2D opening is cutesy to say the least but so mediocre it doesn't really register on my mental spectrum as being a video game. It reminds me of the animated sequence in Catch Me If You Can and I'm half expecting the little ute (or pick up truck for our US readers) to hit a tiny Leonardo DiCaprio and send him flying against a 2D wall...but yes, it's underwhelming and my memories of Burnout begin to fade, like the opening screen does. I left the opening on too long to start writing the opening paragraph, the visuals humming away in the background with my PS3 and then a song begins.
This is where my opinions change by a simple video and musical manipulation. The song by The Primitives, aptly titled - at least for this game - Crash and I'm brought back to a simpler time in my childhood called the 90's, when this song was not written. It's an 80's New Wave pop song and whilst I became a fan of New Wave some time in my late teens, the song still resonates and I'm back to apart of what makes the Burnout series amazing, the mind numbing, heart racing music. When I say mind numbing, I don't necessarily mean it in a bad way, it's just beautiful background fodder. Much like the Clair De Lune in Burnout Paradise or Shotgun by The Outline in Burnout Revenge, it brings you into a different element when it comes to the game.
One of my fondest memories of Burnout Paradise is watching the sun slowly set just as Clair De Lune began and I started a Takedown Race and watched the shadows stretch and pull the landscape of the city as I raced from night into day and won with 12 Takedowns when I only needed 5. I get weird when it comes to games and music. Most pieces just wash over me and I just shrug my shoulders, but when there's a piece that's memorable, it really sticks. Whether it's the beautifully whimsical music from Legend of Zelda, a series I've barely played or the block rocking minimal piano and beats of Minecraft - it all sticks in my mind like Tetris tessalated musical blocks.
PICTURE OF MARIO MUSICAL BLOCK
Of course, the Burnout series is just more than music and so I actually start playing Burnout Crash and stop listening to the Primitives for the 12th time....and I press start and the song actually starts to play in full, kicking off with a lovely little animated explosion of the pick-up. The menu kicks in after a failur to login to the PSN/Autolog network and a voice gives me a warm douchey welcome, sadly often associated with Burnout games. No one I really know is a frat kind of person and I feel EA keeps those voice over guys for that reason, I kinda liked it when it was the chick running Crash FM, but meh, that was then, this is now.
So far, the visual design is nothing like the little opening animated feature, with a nice little neon sign design floating as the menu and I kick off the game itself (after adjusting the sound settings, music up, voice over off). So after I'm told I'll be on the wildest ride of my life I choose the first mission and go on a bit of a rampage and you know what, it's fun. It's consistently fun, it's a whole lot of fun. Seeing those little cars coming, which is indicated in-game by a yellow arrow, and noticing all the little details on the houses and cars and just everything, I want to look at it closer but also destroy it at the same time. It's like being Clockwork God with a magnifying glass, but alas, my creations are not my own, only the destruction. But alas, before all the destruction there's a tutorial and it's a bit annoying.
Last time I was in a gaming DMV I decided not to play the game, that game was Driver, I was 8, things were different. Here it's  nice little tutorial that tells you about all the great things including the "Crazy Special Feature", which didn't exactly hype me up despite the vocal inflection and after playing Bastion last week I feel all voice overs need better voice actors or better writers, seriously. There could have been a lot more to do with the wacky voice-over, there are a few amusing lines here and there such as the description of the area being remembered as "all field" and the voice over actor pausing and being like "oh...it still is", I laughed at that, but the humour was far and few between and like Dreamworks movies, relied too much on pop culture than raw wit.
Old system of "More stars to unlock more cars" gives you a good old sense and even with the top-down look, Burnout Crash becomes a lot less like the Burnout series minute by minute. What I feel is Criterion should have just called it Crash. I understand that they may have possibly been sued by Universal for use of the fluffy Bandicoot character, but using the brand recognition of Burnout really doesn't work here.  It's a real identity crisis where it's clear they want to re-establish their brand for whatever reason. I remember Burnout selling like hotcakes, with every iteration since the 3rd one, and personal favourite, Takedown. The actual game itself does get a big hand from musical and sound cues, but a better focus on gameplay and making the game a lot more interesting, in regards to the voice work and writing, would have been better. For example, whilst the game out and out visually wants to have a rough design, it wants new players to the franchise to remember "to use that Crashbreaker" in an overly excited tone as if the big flashing x button on screen and the fact that other than kinda moving/sliding around the map, there isn't much else to do in-game, other than be amused and giggle when a bank truck comes along and the bombastic voice of Shirley Bassey claims "HEY, BIG SPENDER"...I giggled...like a girl.
Despite my girl giggling, there will be a lot of references young player - new players - won't get and will be baffled why they're in the game at all. Hearing Spandau Ballet's Gold when I blew up a golden truck was amusing for me but may only reach 5% of the people who play the game, seriously after reading the above paragraph, who knew 1. Who Spandau Ballet was/is? and 2. Who Shirley Bassey was? The identity crisis Criterion creates is more of a cultural problem than a gaming problem. Licensing those tracks would have cost them/EA millions, literally, and if it was worth it, I feel like we're on the inside of an in-joke, but everyone keeps beating the outside of it and it just keeps making a hollow thud.
I do want to give a handshake this week to two people, the guys who chose the music and the visual designers. As much as I've bitched about the visuals in the game, I do have to say the mix of eclectic styles of Neon-signed - almost Las Vegas in tone - and the cute top down car creations, it all works. It melds into this odd piece of automotive Americana, filled with the right colours here and there to look it mildly entertaining as well as watchable. When almost every week there's a lot of grey and brown being sloshed around, it's good to see emerald, aqua and  crimson red to be thrown into the mix. Sure, the game does have a fairly consistent use of black on the menus, but it adds to the steel and burning rubber style Burnout is known  for, and that's where it really takes a different side to the Burnout series.
However, it being a top-down game, it does have it's visual misdemeanours, such as the
The game's reward system is quite classic too. The star system is something I've always favoured in the series, with the whizzing or rushing of the flaming stars to come crashing into my self-gratification coz I pressed da buttons and dey do da ting dat it was programmed to do. The actual gameplay itself is quite simple, you're in a runaway car and you're going to crash. It's a lot more interesting to imagine you're a man who recently just went through the worst day in the world and intend to have the most creative day in the world, which includes ending with a multiple car pile-up, however, he keeps having a Groundhog Day-Quantum Leap scenario where he wakes up in a new car and new body everyday and ends it all the same...or I might be insane.
A few minor gripes about the game itself as there were a few framerate issues, even playing on the first level, but nothing to noticable as the game went on. The gameplay element of The Good Cops was a bit weird and has never really come up in previous parts of the Burnout canon...I guess, there really isn't a canon to a series about cars that gone and done smashed demselves up. However, the game does require a bit of strategy and it would have been interesting, if a bit farfetched, if you could place the cops at an entering intersection of yout choice.
See putting in extra obstacles such as The Ambulance, sometimes makes me feel as though they're dragging out the level, but then again hearing the words "Paging Dr. Beat" followed by the song by Miami Sound Machine, just makes me want to throw on some more 80's tracks and start dancing...nobody wants that. But it is a nice touch, if a bit cheap, I say cheap but honestly it resonates with my pop culture brain like a meth addict and I can't wait for that siren blaring bohemoth to come screaming through the streets again.
Having elements such as Tornados and Magnets are incredibly fun and don't outstay their welcome, the actual gameplay does begin to get stale in the other modes, but it's really just a personal preference and I think you should try out the other modes such as Rush Hour and Pile Up, I highly recommend them but they're not particularly my thing.
Rush Hour is a personal pain as I hate almost all timed missions in games and it just frustrates me. It almost seems like it'd be a lot interesting if it was an extra option that you could turn on or off, even have it as a version of the game like a Quick Match section of the game. Meanwhile, Pile Up is just cause as much destruction as possible, it's fun if a bit boring after a while, all the same gameplay elements are there. A co-op implementation would have been freaking amazing with you having to smash into a friend's car on the same interesection and see who could do the most amount of damage on a stretch of road, like a drag-race + Burnout...just an idea, Criterion.
Other than the music, which turns a bit generic but fun after Crash plays, the sound design is phenomanal with firey auto crashes sifting through my ears and the sound of poker machine winnings as points rack higher and higher like the possible animated body count, if the game was any ballsier...coz that's totally a word. The random sound effects add to the crazy style  The money has always been an interesting thing to me, not just money in general, God knows how the economy works, but the actual pricing of each car and the potential for costs and multipliers is just something I've wanted to calculate, make a big chart of, actually do math...yep, definitely insane.
In the corner I'm informed I'm a Wannabe, which gives me the assumption that the writers or designers of the game, and a lot of game worlds for that matter, really have this disdain towards players from the get go, but then again I'm a bit of a wuss who can't take any form of criticism whatsoeverpleaseloveme. But the actual gameplay elements are never really against the player, there is a balanced sense of both challenges and even with a plot-less game, there is a drive - whoa, pardon the pun there, been left over for weeks - to actually see the next intersection, the next car and the insanity that will ensue.  For example, really how determined are these drivers, logic is best not put in the way of the Burnout series...especially when car magnets are concerned.

Burnout Crash is not a bad game, it's just not a Burnout game. It does take the basic game mechanics of Crash, my honest to God, favourite part of the series, something I always look forward to and just made it a Downloadable Title. I'm looking forward to the good old days of burning through a city doing challenges and having some real fun, but for now, I guess this will tire me over. It's not expensive, it's a lot of fun, it's great to listen to and look at, it's like the

 

 

 

perfect girlfriend...there's your selling caption for Burnout Crash - Burnout Crash: The Perfect Girlfriend.

burnoutcrashposter

   So Burnout Crash is out, but is it really a Burnout game?

 

 

 

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Posted Sep 29, 2011 at 2:54AM EST by Mabie A. Listed in: PS3 Tags: Recoil Games, rochard
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Recoil Games has now released Rochard on the PSN. What is Rochard, you ask? It's the newest space adventure to land on your PS3 consoles, bringing you something akin (so they say) to Shadow Complex, with a dash of Half-Life 2 gravity. A pretty tall order, yes?
What better way to let you see for yourself what this game has to offer than to press play on that launch trailer below, which they've sent out as well?
The game, as you can see, is a side-scrolling puzzle title, which puts you in the shoes of astro-miner John Rochard. You must help him make his way through gravity, solving puzzles, taking out the bad guys, and of course, going up against the baddest evil bosses around.
Creative Director Burt Kane said of Rochard, "The hero, John Rochard, is no marine or super soldier, but just a tough, ordinary miner with a mustach, placed in an extraordinary situation. The combination of its humorous style, explorative space antics and the player's ability to manipulate gravity will really make Rochard stand out."
If you liked the video enough, you might as well pick it up from the PSN, too.

rochard_psnWhat is Rochard, you ask?

 

 

 

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Posted Sep 28, 2011 at 10:14PM EST by Ryan F. Listed in: PSP, PS3 Tags: Europe, PlayStation Network, PlayStation Store, Sony
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psstore_bagThis week's European PlayStation Store update is now live folks.

 

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Posted Sep 26, 2011 at 3:59PM EST by Karl B. Listed in: PC Gaming Tags: Avalanche Studios, half-life, renegade ops, Sega, Steam, valve
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renegade-ops-thumbThe One Free Man is finally coming back to PCs next month, but not in a way you'd expect.

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