Halo: Reach Review

Posted: September 16, 2010 in XBOX 360
Tags: ,

Halo means so much to so many people. This is not extraordinary in the culture of videogames. What’s exceptional is how many different things it means to those players. For me Halo has always been a social experience, with lifelong friendships forged over a shared love of the game. Some hop online to randomly test their merit in competitive matches. Others find themselves lost in the fiction, playing through the campaign alone and then poring over the extended story in books and anime. Still others look to Halo for a creative outlet as level forgers or machinima producers. This range in how we play Halo is a testament to how feature-rich development studio Bungie has made the franchise, and Halo: Reach is the ultimate punctuation on a decade’s work.

This is the end of the Halo road for Bungie — the group is set to move on to a new original game next while Microsoft takes over responsibility for the franchise’s future — and that sense of this being a finale is in Halo: Reach. It shows clear reference to past games, refines well-established game mechanics, adds a few exciting twists, and polishes the rest to a glossy finish. The result is one of the most complete, fully-featured packages you’ll find in gaming.

Little here will surprise the hardcore Halo fan, especially if they were among the millions that took part in the multiplayer beta earlier this year. The approach to making a first-person shooter remains the same as it has in the past for Halo. There’s a co-op friendly campaign filled with the dreaded Covenant aliens, sparkling online competitive multiplayer, the four-player Firefight mode, and lots of flexibility to allow everyone to tweak settings to their liking. If you’ve played a Halo game in the past, you’ll feel instantly at home.

That’s not to say this is just another rehash. There’s plenty of new and exciting content in Halo: Reach and it begins with the main character. Master Chief is out. This time you’ll step into the shoes of Noble 6, a nameless hero for players to project themselves onto. Noble 6 doesn’t even have a defined gender. Thanks to a deep new customization system, you’re free to fit Noble 6’s look to your personality.

Noble 6’s tale begins with an introduction to Planet Reach. This colony is the center of humanity’s military might, and home to the Spartan program that produced Master Chief himself. The events of Halo: Reach take place as a prequel to the main Halo trilogy and — though they take small liberties with the established fiction — help to tell the story of the events that lead up to events of Halos 1 through 3. The war with the Covenant is already raging, and things don’t look good for us humans.

Noble 6 is the rookie member of Noble Team, a squad of Spartans stationed on Reach. You’ll get to know each of the other team members through the course of Halo: Reach as you work with them to complete various missions, but the action always follows Noble 6’s adventure.

The whole shebang will last you about nine or ten hours on your first play through on the Heroic difficulty (less if you’re real good and more if you aren’t). During that time you’ll find a lot of tried and true mainstays of the Halo formula. That means plenty of big battlefields, crazy vehicles, lots of aliens to fight, and tons of weapons to help make the Covenant pay. Though past Halo games were filled with repetitive landscapes and circuitous, difficult to follow plots, Halo: Reach does not suffer from these problems.

This is the most straightforward and enjoyable tale of destruction the franchise has yet to produce. And don’t worry if you haven’t played the other Halo games yet – though Reach will feel a lot deeper and more compelling to longtime Halo fans, it can stand on its own as a self-contained story. The tale starts out simple enough, but it quickly escalates to stunning set pieces before pulling out all the stops. The last third of the game is just one big thrill ride, and the revelations that occur during that part of the game are sure to make any Halo buff go ballistic. The ending in particular left a huge impression on me. I don’t want to spoil anything, but just know that the space combat Bungie used to tease Halo: Reach is only the beginning.

Now, though the Halo formula is intact and there are plenty of wink-and-a-nod references to past games, Reach is a big step forward. Little successful elements of old Halo games are sprinkled here or there while a newfound sensibility in level design and pacing is wrapped around the core. The action is always moving through one combat scenario to the next, with plenty of gameplay and scenario twists to keep things fresh.

The best new addition? Armor abilities. These are an evolution of the equipment found in Halo 3 and drastically change the way you play in their updated form. These temporary but reusable extra abilities add things like sprinting, jet packs, and invincible armor to the franchise for the first time. The result is a faster, more acrobatic game that affords the player more flexibility in how they’d like to approach each fight. Also, jet packs are awesome. How did we go without them this long?

These new features and refined, classic design work in concert well enough that Halo: Reach often meets that gaming ideal of pure immersion — the core components that can remind you that you’re playing a game are a nonentity while you focus on the action at hand. While playing I found myself slipping into that state quite often, only occasionally ripped out by nasty difficulty spikes. Halo: Reach is a tough game on the harder settings — easily the most difficult in the franchise — and it only gets more challenging as you add co-op players thanks to a scaling difficulty.

That sense of immersion is helped along quite a bit by the amazing audio work and the new graphics engine built for Halo: Reach. Marty O’Donnell, the lead sound guy at Bungie, has once again delivered an epic soundtrack that is so good that it elevates the entire game. That’s no small feat.

While that music pummels your ear drums, your eyes get to feast on one gorgeous looking game. The alien vistas and color palette are striking, and the sense of scale is oftentimes off the charts. You’re fighting amidst a war that rages across an entire planet, and Bungie doesn’t let you forget it. Even so, there are times when the epic battles don’t quite feel so incredible thanks to a lack of detail or the occasional framerate stutter while the engine can’t keep up with what’s happening.

It’s difficult to separate out the core components of Halo: Reach because they all sort of blend together into one massive experience. The campaign can be played alone or with up to four-players on a split-screen or online. Likewise, you can play the Firefight mode, a single map test of skill and endurance against waves of Covenant enemies, with a few friends cooperatively. All of those great additions that made it into the campaign? Well they’re here too. This mode was introduced in Halo 3: ODST, but has finally met its promise thanks to online matchmaking and a more robust set of options. One of which is a competitive versus mode where you can compete for points while one or more players take up the side of the Covenant.

Or you can just go all out in a fight against other players by joining the competitive online multiplayer game. Like Firefight, the core concept remains the same as past Halo games while new features, weapons and modes have been added. Armor abilities and tweaked physics make the game that millions have poured hours and hours into feel fresh once again. It doesn’t hurt that the new modes like Headhunter and Invasion are a ton of fun. The format is warmly familiar, but it all feels so new after digging into the competitive game and learning new tricks and skills.

Wrapped around all of this is an addition that Bungie calls player investment. Everything you do — be it play the campaign or complete an online match — earns you credits. Rack up enough and you can unlock customization features to make your Noble 6 look elite, and that look carries through all modes in the game — even cut scenes. Don’t be surprised if you find a goofy, pink-and-blue Noble 6 invading your game like IGN editor-in-chief Hilary Goldstein did. If you make your character look dumb, it’s your own fault.

Likewise, Xbox Live members can take part in daily or weekly challenges created by Bungie with an eye towards compelling players to come back again and again to prove their skills. This, for me, is the kicker. I don’t think I’m going to be able to stop logging on every few days for a new challenge, followed by a little message to a friend taunting them about how I did it faster.

The one aspect of Halo: Reach I found lacking was in the multiplayer map selection. There are 13 total for competitive games, but four of those are either direct copies or retreads of maps from past Halo games. Everything plays quite differently with all of the gameplay tweaks, but I can already see myself looking forward to the first map pack. It’s tough to complain about a lack of content in such a feature rich game, but I was left hoping for more.

That issue is mitigated to some extent by the incredible amount of flexibility built into Halo: Reach. The Forge, where players can lightly edit the competitive maps, is back and now much more user friendly. Most won’t take advantage of that tool, but they will benefit from the new map and game variants that the hardcore create and share with the community.

It’s also incredibly simple to just hop in and edit the rules of the game, both for Firefight and in normal multiplayer games. You can tweak everything from which enemies you face in Firefight to how much damage weapons do, and a whole lot more. Think of a crazy game variant — even one that doesn’t have anything to do with shooting — and you can probably make it and share it with your friends in Halo: Reach. The whole system is incredibly powerful and equally impressive. The only downer is that there is no way to search for a custom game. If a game type isn’t in the predetermined matchmaking hoppers and you don’t have friends online, you’re out of luck.

All told, the multiplayer suite is one of the best ever. The Halo multiplayer game has been expanding since the early days of the original Xbox, and now it’s hit a point where the amount of , flexibility, number of modes, and potential for fun is just out of this world. Very few other games can compete with this level of polish, presentation, and attention to detail. And just when you think you’ve seen it all, don’t forget to hop on to bungie.net to find extra stats, shared in-game screenshots and movies, and a vibrant community ready to help you extend the life of your game for months and months. (ign)

Published by: Microsoft
Developed by: Bungie Software
Genre: First-Person Shooter
Release Date: US: September 14, 2010 , Japan: September 15, 2010
MSRP: $59.99
M for Mature: Blood, Violence


Time Crisis 2nd Strike (iPhone)

Posted: September 16, 2010 in iPhone/iPad/iPod
Tags: ,

Time Crisis 2nd Strike PictureTime Crisis 2nd Strike is Namco’s latest iPhone adaptation of its popular light gun series – and things are still a little screwy. As an ace super agent hot on the trail of a gang of terrorists, you must tap-tap-tap your way out of dangerous situations against waves of gunmen. But there is a little more to the shooting gallery than tapping the bad guys to death. Using on-screen pedals, you must also duck out of the way to avoid incoming fire and reload your weapons. This adds a slight element of strategy to Time Crisis 2nd Strike. But it doesn’t fill the void caused by some weirdly frustrating action.

Each mission is broken down into a series of vignettes, each only 15 or so seconds long. You need to get through each section before time runs out. To finish a vignette, kill everybody in the immediate area. This adds time to the clock, giving you a better chance of making it through all of the areas within that mission. You can burn all of your time if you miss an enemy and have to wait for him to pop back out into the open (terrorists are smart enough to duck away from time to time), so there is an element of pattern memorization here.

Time Crisis 2nd Strike PictureShooting is as simple as tapping an enemy. Some can be taken down with a single shot, but others require you to really cop a feel. Two problems pop up here. One, as you reach across the screen to tap a bad guy, you can inadvertently cover up another enemy who will either shoot you or go back into hiding, leaving you desperately scanning the screen as your clock runs down. The second issue is precision. Some of the bad guys lurk in the distance and can appear very small. This makes them easy to miss. Sure, it’s supposed to be harder to hit distant targets – that’s kinda the point – but your index finger is not necessarily a precision tool.

I do appreciate that Namco added extra weapons to Time Crisis 2nd Strike like a machinegun, shotgun, and grenade launcher. Using the shotgun, for example, means you don’t have to be as precise – but this does not exactly rectify the distance issue because a shotgun is more of a close-quarters weapon. I also really like the pedal system for ducking away from the action to reload. During this time, you lose about 50-percent of your viewing angle and can miss the location of bad guys. That’s completely understandable because, well, you’re ducking. It’s when you miss an enemy because of your hand that Time Crisis 2nd Strike frustrates.

Time Crisis 2nd Strike also includes a competitive mode when you blaze through the main game, allowing you to go for the best scores or times. That’s a good extra, too, but because I’m not crazy about the action in the first place, this is not something I foresee spending a lot of time with beyond the review period. (ign)

  • Published by: Namco Networks
  • Developed by: Namco Networks
  • Genre: Shooter
  • Release Date: US: September 14, 2010

Super Mega Worm (iPhone)

Posted: September 16, 2010 in iPhone/iPad/iPod
Tags: ,

There are two types of WTF games. The first is a wonderfully weird game that ultimately reveals itself to be pointless and shallow because the developer expended all of its energy on getting the weird part right. (I could name a few here that would send the fanboys into lower orbit.) The second is a game likeSuper Mega Worm, which proudly flies its freak flag, but has the gameplay to back it up.

In the near future, the planet is poisoned by pollution caused by humans. The mega worms that lurk beneath the surface can no longer abide our carelessness, and so they rise to the surface to wipe us out. None of this is presented with an ounce of seriousness, from the opening crawl to the sound effects of humans as your worm gleefully gobbles them up. And with its delightful 16-bit graphics, Super Mega Worm successfully coaxes grins and giggles.

But like I said, there’s a great game here, too. Your worm is always moving – you can only steer it with a slider bar. Digging deep and then shooting for the surface arcs the worm through the air, hopefully mouth-first on a fleeing human. But if you repeatedly tap the “gas” button or bounce off a vehicle, you can send your worm high into the air to blast choppers and jets with its venomous spittle. Or you can unleash an EMP blast from the worm’s core that shuts down all machines in the immediate area. Going on a real bender, bounding from one human to the next (and chowing down on livestock, too) starts a bonus chain that greatly improves your score. (ign)

  • Published by: Deceased Pixel
  • Developed by: Deceased Pixel
  • Genre: Action
  • Release Date: US: August 26, 2010

Kinect Product

Microsoft set aside the bulk of its presentation at the Tokyo Game Show to announce several new Kinect titles. Four brand-new titles were shown, all slated for release in 2011.

The first game shown was Haunt, a first-person perspective horror game with a cartoony art style. Players will use a flashlight to point at objects as they explore what looked like a haunted mansion. The game is being developed by famed Parappa the Rappa creator Masaya Matsuura.

Up next was Project Draco, by Phantom Dust creator Yukio Futatsugi. His studio, Grounding Inc., are developing a game that includes dragons and flight. Not much else was revealed about the game except a teaser trailer.

Later in the presentation, Suda 51 of Grasshopper Manufacturetook the stage to announce his new game, Codename D. He described the game as “hardcore, punky, and casual,” and it will not be using guns or swords. This is being made for the hardcore gamer, Suda said. The live-action trailer revealed few details about the gameplay, only showing men dancing around at a carnival-like setting wearing animals masks.

Microsoft also showed off a fourth Kinect title, Dr Kawashima’s Body and Brain Exercises from Namco Bandai, but that game was revealed last week. It will launch in North America and Europe next year.

Tetsuya Mizuguchi later took the stage to reveal a new level fromChild of Eden called “Beauty.” He said Child of Eden won’t make the launch of Kinect this November, but added it’s coming next year and promises to work very hard until Child of Eden is ready to be played.

SEGA later announced Rise of Nightmares. This horror title is aimed at the hardcore audience. The teaser trailer shown contained screaming girls and scary, flashing images.

Last but not least, Capcom announced Steel Battalion: Heavy Armor, a revival of the classic game from the original Xbox. Infamously known for its large controller, this new title will use Kinect motion controls. (ign)

  • Published by: Microsoft
  • Developed by: Microsoft Game Studios
  • Genre: Hardware
  • Number of Players: 1-2
  • Release Date: US: November 4, 2010  , Japan: Q4 2010
  • MSRP: $149.99

Radiant Silvergun is generally considered to be one of the best 2D shooters ever made. Released in arcades and on the SEGA Saturn in 1998, it gave players control of seven weapons that are activated by different button combinations. Today during Microsoft’s press conference at the Tokyo Game Show it was announced that a high-definition remake of Radiant Silvergun will arrive on Xbox Live Arcade (XBLA) next year.

This will be an XBLA exclusive with support for two players over Xbox Live. The graphics are being improved and you’ll be able to download and share game replays. Both the original Arcade and Saturn modes will be available (Saturn mode adds a storyline to the action).

Look for more info on Radiant Silvergun HD from Tokyo over the next few days. (ign)

  • Published by: Treasure
  • Developed by: Treasure
  • Genre: Shooter
  • Release Date: US: TBA , Japan: TBA 2011
  • RP for Rating Pending
  • Also Available On: Saturn, Arcade

UFC Undisputed 2010 (PSP)

Posted: September 16, 2010 in Playstation 3, PSP, XBOX 360
Tags: , , ,

UFC Undisputed 2010 on PSP is going to be an interesting case study. Here, you have a portable port of a big budget PlayStation 3/Xbox 360 game. The fighters, modes, and options you’d expect from those versions have been carried over to the PSP, and from a broad perspective the transition went smoothly. Still, this version is four months old and missing the polish that made the console games shine. Plus, in reality, if you were the world’s biggest UFC fan, chances are that you’ve already played this game in one of its other incarnations.

However, I can tell you that this game is good.

Sweep the leg!

If you’re just joining us, UFC Undisputed 2010 is THQ’s latest take on the sport that Dana White built. Pick up this UMD (there’s not a downloadable version at the moment) and you’re getting more than 100 fighters, a slew of stadiums, and a bunch of modes. You can square off in exhibition matches and even take on your friends via ad-hoc mode, guide a created fighter through a career, or relive/rewrite a classic UFC bout.

All of that’s great, but how does it play? You figure mixed martial arts is a complicated sport and UFC games have always packed a complicated control scheme to mimic that. The PSP version, of course, has to drop an analog stick and two shoulder buttons out of the console control scheme, and that could easily turn into a disaster. Luckily, it works. You strike and kick with the face buttons and modify those moves with the shoulder buttons while the analog nub clinches, grapples, and transitions you from one mount to another.

Of course, moving with the D-Pad and then having to drop your thumb to the analog nub for moves is a bit of a pain, but it doesn’t throw off the pacing of fights. The bouts seem balanced and I’ve actually been using the ground game and takedown system a lot more than I did in the console versions. This boiled down control scheme actually makes it easier to do more in the Octagon. I feel like I have a handle on the action — for the most part. I still find myself flicking the stick like a madman to try and get out of holds or regain control of the situation, but the game seems like it gives me a chance to figure everything out. It feels good.

Put in the work here so you don't get KO'd.

Once I got the hang of the controls, I started taking in the visuals of UFC Undisputed 2010 on the PSP. I was pleasantly surprised by the how good the game looks. UFC Undisputed 2010’s defining characteristic on the other platforms is how realistic it looks, and that visual love is carried over here as best it can be. Obviously, the PSP game isn’t as slick or detailed as the console counterparts, but the fighters do look good. They move realistically, bloody wounds will pop up, and you’ll have no trouble identifying your favorite fighter from a glance at the screen.

In motion, things can be a bit less impressive. Punches and grapples will occasionally clip through the opponent, and the presentation isn’t really up to snuff. The screen goes black and white when you’ve dazed a fighter, but the sound drops out and it becomes too quiet. The knockout post-round and post-match replays are super-quick flashes of ho-hum moments, and I’ve had matches end in flash KOs where the opponent didn’t fall down — I just hit him in the jaw and the bell rang.

What made the other versions of UFC rock was the TV-style presentation. Name bars and stats pop up on the PSP sporting the colors and fonts you know from the real show, but there’s no announcing and the fights feel a bit flat without Joe Rogan screaming in your ear. The crowd noise isn’t very reactive and it doesn’t sell the feel of the main event. On top of that, the loads are a bit long here. They’re not terrible, but hopping between matches and options screens will take some time — even with the optional install.

They look pretty good, right?

If you’re looking for features, you’re getting your fair share here inUFC Undisputed 2010 (they are all exactly the same as the stuff we saw in the other versions), but I find most of them too similar. Exhibition lets you pick a fighter and fight someone, ad-hoc lets you square off against a local friend, Title mode lets you chase a championship in a series of fights, and then Title Defense mode lets you defend the belt you just won. That’s all kind of the same, you know?

Shaking things up are Ultimate Fights Mode and Career Mode. Ultimate Fights gives you 15 classic bouts and asks you to relive them or rewrite them. You pick a competitor and get a series of objectives (recover from a knockdown, win by decision, etc.) that you need to complete in the upcoming fight. Pull them off and you get rewarded (there is plenty to unlock in this game in the way of clothes, trading cards, and so on); fail, and you get chastised by the sexy UFC Octagon girls. If you’re a fan, there’s some appeal to this mode, but if you don’t remember the matches it doesn’t bring much to the table.

Career on the other hand brings a lot no matter your level of UFC knowledge. You’ll create a character (it’s basic but functional) and start off as an amateur fighter. Hone your skills, go pro, and soon you’ll accept an offer from Dana White and become part of the UFC. You’ll work your way up the ladder of success, but the real work is done in between bouts as you train (improving your strength, speed, and cardio), spar (improving your attributes), and accept camp invites (allowing you to learn new moves).

Stop! Stop! He's already dead.

The system’s complicated and deep — if you want a full breakdown, check out this 360 preview and imagine it’s on the PSP because it basically is — and it is cool to build a fighter from nothing to something that fits your specific play style. The trouble is, the mode is pretty repetitive. You’re going to get used to seeing those menu screens over and over again, and there isn’t much variation throughout the years of your career. You never look any older, you’re occasionally interrupted by new sponsors, and so on. (ign)

Published by: THQ
Developed by: Yuke’s Media Creations
Genre: Fighting
Number of Players: 1-2
Release Date: US: September 7, 2010
MSRP: $39.99
T for Teen: Blood, Language, Mild Suggestive Themes, Violence
Also Available On: PlayStation 3, Xbox 360
Also known as: UFC 2010

It has come as a bit of a surprise to many, that Russian based company Rover Computers has out of the blue released 5 new tablet computers. Maybe the tablet revolution really is getting into full swing. These latest devices come with screen sizes ranging from 5 to 7 inches and four out of the five are running with Android OS, the fifth with Windows CE.

The four Android tablet computers are the TegA W70, the RoverPad G50, the RoverPad G72 and the RoverPad 3WG70. The Windows CE Tablet is the RoverPad Air G70.The four Android tablet computers are the TegA W70, the RoverPad G50, the RoverPad G72 and the RoverPad 3WG70. The Windows CE Tablet is the RoverPad Air G70.The Windows CE RoverPad Air G70 has a seven-inch WVGA resistive touchscreen, 256MB of RAM, 4 GB of built in flash storage and has a 667MHz Samsung ARM11 processor. You also get Wi-Fi and optional 3G. Oh yes, can’t forget the 3 megapixel camera, MicroSD expansion slot and TV output too.

The best of the Android bunch is the RoverPad TegA W70 which has a seven inch screen, runs on Android 2.1, carries a Nvidia Tegra Chipset, comes with 512 MB RAM, a 4GB Flash Drive and has Wi-Fi and 3G. You also get a HDMI output and a webcam.

The RoverPad G50 has a smaller five-inch screen, a Marvell PXA303 chip and runs on Android 1.5. You also get a microSD slot and a USB socket.

The RoverPad Go G72 has a seven-inch screen device that uses Android 1.6 and also has Bluetooth, Ethernet and optional GPS. It’s basically a larger 7 inch version of the G50.

The cheapest option of them all is the RoverPad 3WG70, which uses Android 1.5 and a RockChip 2808. It comes with 128MB of RAM and 2GB of flash storage. Prices for the cheapest of these devices are expected to start at around the 10,000 rubles mark which equates to roughly $321. However, the biggest issue surrounding these new tablet devices is going to be getting hold of one. That’s another matter altogether.

Tech site Engadget have just put an update on their site that all may not be well with Moscow based Rover Computers. “We’ve received credible information that Rover may not actually survive as a company long enough to release these. Word has it that the general manager just bolted, and the vast majority of the marketing team was let go. In their words, the company is “practically bankrupt now,” and it’s unlikely the firm will find the funds to brand these otherwise vanilla ODM designs as its own. That’s a pity! However, there’s always hope.

RoverPad | TabletsRoverPad Air G70:

  • Genuine Windows CE 6.0
  • 7-inch plate with resistive screen with a 800x480px resolution
  • Samsung ARM11 processor at 667 MHz
  • 256MB Ram
  • 4 GB Flash Drive which can be expanded via the micro SD slot
  • Wi-Fi with 3G
  • 3 MP webcam
  • FM-transmitter
  • USB slots ( numbers notknown)
  • Weight is around 450 grams (around 1lb)
  • Internal Speakers as well as headphone output
  • 210x119x16mm dimension

RoverPad G50 | TabletsRoverPad Go G50:

  • Android 1.5
  • 5-inch plate with resistive screen with a 800x480px resolution
  • Video playback up to 720x480px resolution
  • Marvel PXA303 processor
  • 128MB Ram
  • 2GB Flash Drive which can be expanded via the micro SD slot
  • Wi-Fi with 3G
  • GPS
  • USB port
  • Weight is around 271 grams (around 16 ounces)
  • Internal Speakers as well as headphone output
  • 158x88x16mm dimension

RoverPad G72| TabletsRoverPad Go G72:

  • Android 1.6
  • 7-inch plate with resistive screen with a 800x480px resolution
  • Marvel PXA303 processor
  • 128MB RAM
  • 2GB Flash Drive which can be expanded via the micro SD slot
  • Wi-Fi with 3G
  • Ethernet port
  • Webcam
  • Bluetooth
  • GPS
  • 2 USB ports

RoverPad W70 | TabletsRoverPad Tega W70:

  • Android 2.1
  • 7-inch plate with resistive screen with a 800x480px resolution
  • NVidia Tegra Platform
  • 512MB RAM
  • 4GB Flash Drive
  • Wi-Fi with 3G
  • HDMI Port
  • Webcam
  • GPS
  • USB Ports

RoverPad 3WG70 | TabletsRoverPad 3WG70:

  • Android 1.5
  • RockChip 2808
  • 128MB Ram
  • 2GB Flash Drive which can be expanded via the micro SD slot
  • Wi-Fi
  • Webcam
  • USB Ports
  • Internal Speakers as well as headphone output


Pioneer Computers DreamBook ePad N7

Posted: September 16, 2010 in Pioneer, Tablets
Tags: ,

Pioneer Computers DreamBook ePad N7 | TabletsIn addition of their existing DreamBook ePad 7 Android Tablet, Pioneer is throwing out another new series called DreamBook ePad N7 to the market. Similar to its predecessor, DreamBook ePad N7 is not Full HD yet. It comes with 7-inch WVGA (800 x 480) LCD touchscreen display that support 16 million colors. The tablet PC is powered by NVIDIA Tegra II T20 Dual Core 1.2GHz, 1MB L2 Cache, and a ULP GeForce graphical chipset.

Pioneer Computers DreamBook ePad N7 features 512MB of 1.8V DDR2 667MHz RAM, 4GB internal storage, expandable via MicroSD memory card, Powered by Android 2.1 OS, and 1.3MP camera and 2-cell battery.Pioneer Computers DreamBook ePad N7 features 512MB of 1.8V DDR2 667MHz RAM, 4GB internal storage, expandable via MicroSD memory card, Powered by Android 2.1 OS, and 1.3MP camera and 2-cell battery.Connection-wise, Dreambook ePad N7 has can hook up with the local WiFi Hotspots, or it can go online using SIM card over to the 3G network. Optionally, you can add Bluetooth connection to the device so you can hook up with bluetooth devices.

Pioneer Computers Dreambook ePad N7 Android Tablet is going to cost $499 to own one. (tablets)

PCSX2 SVN r3771

Posted: September 16, 2010 in Emulator

EmuCR:PS2 emulatorPCSX2 SVN r3771 is released. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.

PCSX2 SVN Changelog:
IPU optimizations — use SSE for FIFO reads/writes, and streamlined IPUdma0 /IPUdma1 feeds a bit.

Download: PCSX2 SVN r3771
Download: Official Beta Plugins Pack [09 August 2010]


PCSX Reloaded SVN r57226

Posted: September 16, 2010 in Emulator

EmuCR: PCSX ReloadedPCSX Reloaded SVN r57226 is released. PCSX-Reloaded is a fork of the PCSX-df Project, a PlayStation Emulator, with support for both Windows and GNU/Linux operating systems as well as several bugfixes/improvements.

PCSX Reloaded SVN r57226 Changelog:
Rebel Assault 2
– MDEC: Fix DMA timing (byte ptrs)
– GPU: Fix DMA timing (word sizes, chain counting)

DownloadPCSX Reloaded SVN r57226