Yep me ps2 is mod chip Loveless...I wonder if there is a different burn technique to cook it right ne..Yep Animetama..Tennis ojisama is time crunching specially if u want to coleect all da pics ne....Grab Dynasty tactics 2..Romance the three kingdoms again..Da fun never stop ne :mrgreen:
Video Games/Gaming/etc.
Started by DarKchylD · 24 Jul 2003 · 3,991 replies
General Discussion
Freedom Fighter by Ea Another Action Hero ne...Da story is about American invasion by the russian...Da graphic is cool Need to see is it really Interesting ;)
My next target for videogame is :
Tengai MakyoII : Manjimaru by Hudson...[ Remember Da time I play da series in Super nes ]
Chou -Jikyuu Yousai Macross...Ne another Anime base game from Legend MAcross By Sega Am2.
BioHAzard Outbreak...Da rumour say it is online...Omoshiree Helping each other to survive this Horror game....BAng bang. :mrgreen:
Alot of cool game on da way...Confusing ne to choose them all ;)
Tengai MakyoII : Manjimaru by Hudson...[ Remember Da time I play da series in Super nes ]
Chou -Jikyuu Yousai Macross...Ne another Anime base game from Legend MAcross By Sega Am2.
BioHAzard Outbreak...Da rumour say it is online...Omoshiree Helping each other to survive this Horror game....BAng bang. :mrgreen:
Alot of cool game on da way...Confusing ne to choose them all ;)
Bsalez wrote:
BioHAzard Outbreak...Da rumour say it is online...Omoshiree Helping each other to survive this Horror game....BAng bang. :mrgreen:
It was online before it even got a official name :p
Ne Sephy Have u try it? ;) How was it? ;)
ooh i also cant wait for the DNAngel PS2 game (american) release, they have it on yesasia but its in japanese :sweat:
Yep Good choice Mixxu chan ;) ne...Me wait for Getbackers n Evangelion...Specially for Eva don't know bit hard to find it here ne...Evangelion is not so popuar among da ppl who release game cd here in Indo.. :sweat:
The new evangelion game has not been finished yet :crazy:
getting both versions of the gundam seed game and prince of tennis sweat and tears 2 tomorrow... :mrgreen:
Video games affirm violence among kids: study
The more elementary school students play video games, the more likely they are to get irritated and want to hit others, a study by university researchers has discovered.
Mainichi Shimbun
Video games are popular among Japanese kids.
The study, conducted by Nobuko Ihori and other members of Ochanomizu University's Graduate School of Humanities and Sciences, also found that games affected children even if they were not strongly characterized by violence.
Fears have been raised in the past that computer games hinder children's development but to date few reports have contained concrete information.
In the latest survey, 771 elementary school children from the suburbs of Kanto district were questioned over how long they spent playing computer games. The games included both strongly violent and normal ones. Results of the study were announced at a meeting of the International Simulation and Gaming Association in Kisarazu, Chiba Prefecture, on Aug. 29.
Boys who were surveyed played on average between 30 minutes and one hour of video games on weekdays and between one and two hours on days off. Girls played an average of between zero and 30 minutes on weekdays and between 30 minutes and one hour on holidays.
Students who played games the longest tended to affirm violence the most when asked such questions as, "Do you get irritated?" and "Do you sometimes unexpectedly want to hit people?" The difference in verbal aggressiveness was not made clear.
"In video games it is common for players to be awarded 'points' for violent actions, and there may be aspects in which violence is taken affirmatively," Ihori said of the results, adding that she wanted to continue further research.
Research in the past has suggested that video games limit people's ability to feel compassion and sympathize, but their relationship to violent behavior continues to be investigated.
Another study on British children also released at the International Simulation and Gaming Association meeting gave different results, finding that those who preferred violent games more were not as aggressive in their actual lifestyles. (Wire reports, Japan, Aug. 30, 2003)
Research: video games decrease brain activity
Prolonged time playing video games could cause people to lose concentration, get angry easily and have trouble associating with others, a Japanese professor's research has suggested.
In a survey conducted by Akio Mori, a professor in Nihon University's College of Humanities and Sciences, it was found that the longer people spent playing video games, the less activity they showed in the prefrontal region of their brains, which governs emotion and creativity.
And brain activity in the people who continually played games did not recover in the periods when they weren't playing games, the research showed.
Mori analyzed the brain waves of 240 people aged between 6 and 29, separating the beta waves that indicate liveliness and degree of tension in the prefrontal region of the brain, and alpha waves, which often appear when the brain is resting.
He divided the brain activity of participants into four categories -- naming the activity normal, visual, half-videogame, and videogame.
The beta waves in the brains of those in the normal category, who rarely played video games, were always stronger than the alpha waves their brains emitted, and little change was shown when they started playing a game.
Those in the half-videogame category, who spent between one and three hours each day playing games for three to four days a week, had roughly equal alpha and beta wave activity before they started playing a game. However, once they started playing, the beta waves rapidly decreased, falling below the level of the alpha waves.
Beta wave activity in people in the videogame group, who spent between two and seven hours each day playing games, was constantly near zero even when they weren't playing, showing that they hardly used the prefrontal regions of their brains.
Many of the people in this group told researchers that they got angry easily, couldn't concentrate, and had trouble associating with friends.
"I want people to be aware of the quality of games and the time young people spend playing them during their earlier years when sentiment develops," Mori said of the results.
Mori said the research showed that only the nerve circuits of sight and motion moved when people played videogames, causing a drop in the process of thought.
The research also found that after continued time playing videogames, a decrease in prefrontal brain activity became chronic. Those in the visual group, who were used to visual stimulation, such as from television, easily developed videogame-type brains.
"Many videogames stir up tension and a feeling of fear, and there is concern that this could have an effect on the autonomic nerves," Mori said. "During childhood, playing outside with friends, not videogames, is the best option."
The results of the research were expected to be announced at a meeting of the Society for Neuroscience in the United States in autumn.
GEEZ...Kowai :sweat:
The more elementary school students play video games, the more likely they are to get irritated and want to hit others, a study by university researchers has discovered.
Mainichi Shimbun
Video games are popular among Japanese kids.
The study, conducted by Nobuko Ihori and other members of Ochanomizu University's Graduate School of Humanities and Sciences, also found that games affected children even if they were not strongly characterized by violence.
Fears have been raised in the past that computer games hinder children's development but to date few reports have contained concrete information.
In the latest survey, 771 elementary school children from the suburbs of Kanto district were questioned over how long they spent playing computer games. The games included both strongly violent and normal ones. Results of the study were announced at a meeting of the International Simulation and Gaming Association in Kisarazu, Chiba Prefecture, on Aug. 29.
Boys who were surveyed played on average between 30 minutes and one hour of video games on weekdays and between one and two hours on days off. Girls played an average of between zero and 30 minutes on weekdays and between 30 minutes and one hour on holidays.
Students who played games the longest tended to affirm violence the most when asked such questions as, "Do you get irritated?" and "Do you sometimes unexpectedly want to hit people?" The difference in verbal aggressiveness was not made clear.
"In video games it is common for players to be awarded 'points' for violent actions, and there may be aspects in which violence is taken affirmatively," Ihori said of the results, adding that she wanted to continue further research.
Research in the past has suggested that video games limit people's ability to feel compassion and sympathize, but their relationship to violent behavior continues to be investigated.
Another study on British children also released at the International Simulation and Gaming Association meeting gave different results, finding that those who preferred violent games more were not as aggressive in their actual lifestyles. (Wire reports, Japan, Aug. 30, 2003)
Research: video games decrease brain activity
Prolonged time playing video games could cause people to lose concentration, get angry easily and have trouble associating with others, a Japanese professor's research has suggested.
In a survey conducted by Akio Mori, a professor in Nihon University's College of Humanities and Sciences, it was found that the longer people spent playing video games, the less activity they showed in the prefrontal region of their brains, which governs emotion and creativity.
And brain activity in the people who continually played games did not recover in the periods when they weren't playing games, the research showed.
Mori analyzed the brain waves of 240 people aged between 6 and 29, separating the beta waves that indicate liveliness and degree of tension in the prefrontal region of the brain, and alpha waves, which often appear when the brain is resting.
He divided the brain activity of participants into four categories -- naming the activity normal, visual, half-videogame, and videogame.
The beta waves in the brains of those in the normal category, who rarely played video games, were always stronger than the alpha waves their brains emitted, and little change was shown when they started playing a game.
Those in the half-videogame category, who spent between one and three hours each day playing games for three to four days a week, had roughly equal alpha and beta wave activity before they started playing a game. However, once they started playing, the beta waves rapidly decreased, falling below the level of the alpha waves.
Beta wave activity in people in the videogame group, who spent between two and seven hours each day playing games, was constantly near zero even when they weren't playing, showing that they hardly used the prefrontal regions of their brains.
Many of the people in this group told researchers that they got angry easily, couldn't concentrate, and had trouble associating with friends.
"I want people to be aware of the quality of games and the time young people spend playing them during their earlier years when sentiment develops," Mori said of the results.
Mori said the research showed that only the nerve circuits of sight and motion moved when people played videogames, causing a drop in the process of thought.
The research also found that after continued time playing videogames, a decrease in prefrontal brain activity became chronic. Those in the visual group, who were used to visual stimulation, such as from television, easily developed videogame-type brains.
"Many videogames stir up tension and a feeling of fear, and there is concern that this could have an effect on the autonomic nerves," Mori said. "During childhood, playing outside with friends, not videogames, is the best option."
The results of the research were expected to be announced at a meeting of the Society for Neuroscience in the United States in autumn.
GEEZ...Kowai :sweat:
Bsalez wrote:Ne Sephy Have u try it? ;) How was it? ;)
Biohazard=Resident Evil, right?
I happened to read a preview of it on gamespot.com.... provides a very in-depth view of what is to come. Try the link. http://www.gamespot.com/ps2/adventure/residentevilonline/preview_6075899.html
Apparently, you play online with 3 others... and there'll be a virus bar of some sort along the game that cannot be reset no matter what... as u get hit by zombies, your virus bar increases... and when it gets filled completely, you die. Or so you think.. hehe... you get to play as a zombie for awhile after your 'death' if I'm not wrong :) for me, that's really cool. haha :D playing the bad guy for once. :hehe:
v_ice
October 01, 2003 - SEGA announced today that Hideaki Irie, previously of game publishers such as AgeTec, Inc. and Japan-based ASCII Entertainment Software, Inc., is joining SEGA of America as President and Chief Operations Officer. Irie brings 20 years of industry experience to the position, including presidential experience during his time at ASCII.
"Hideaki has the leadership skills and experience to oversee all aspects of SEGA of America, and we look forward to having him ensure the success of the future strategic direction of our business in North America," said Hisao Oguchi, president, SEGA Corporation.
Irie's new position is effective as of today.
"Hideaki has the leadership skills and experience to oversee all aspects of SEGA of America, and we look forward to having him ensure the success of the future strategic direction of our business in North America," said Hisao Oguchi, president, SEGA Corporation.
Irie's new position is effective as of today.
[image]
After the impressive display we witnessed at Capcom's E3 Producer Day, we couldn't wait to get our hands on the demo version of Resident Evil Outbreak. With only four kiosks in the Capcom booth, however, and plenty of excitement surrounding its brand new projects, it wasn't an easy process. Faithfully we braved through the line and got our hands on the finished product -- and what can we say? It was definitely worth it.
Setting up is pretty easy. Simply click on the new online game option and sit back to wait for your connection to go live. Once all four players are ready they'll have eight different characters to pick from with informational blurbs and artwork representing each of them. As an added bonus, no two characters are the same and each has their own strengths and weaknesses: some personalities posses stronger guns, monsters attack other characters less frequently, some can heal much more rapidly, and there's even someone who claims to be "the master of unlocking" (Jill Valentine might have something to say about that). Once the selection has been made, the game begins.
One aspect of the first scenario's presentation that really grabbed us was the fact that players have their own introduction. Different but chronologically linked, each characters setup is unique and gives you a hint as to the type of person they are. Taking place inside a populated bar, the normal everyday lives of its patrons is suddenly interrupted when zombies storm the premises and begin eating everyone. Once the cut scene ends and gameplay begins, players are on their own to find a way to escape the onslaught of approaching undead. An element that doesn't seem fully implemented yet is the rescue of an injured security officer and other hurt NPCs. Though you're supposed to pick him up and help him through the zombie invasion, the security officer will still follow you through to the next room whether he had help from players or not (from what we understand, keeping him alive is an important part of this scenario). Luckily, the team-based gameplay is already apparent with basic phrases such as "run" and "follow me" informing the other gamers which is the proper way to go.
Finding which way to go is another matter entirely. Appropriately, there are no hints as to where to go next (other than up and away), so navigating your way through the mess of undead isn't as easy as you'd first think. It's this factor that makes the game so open-ended -- as players can try and find whichever way they can to escape and try and survive. Some doors may be locked, others could be open; the routes will ultimately take you to the same place, but not all are as safe as you'd hope. And while it may prove to be an issue for some skeptic inquisitors, the classic Resident Evil control scheme works quite well in these situations, though disenchanted users may not approve of the return to the same old control scheme (it didn't bother us).
As far as latency and similar Internet issues go, everything ran quite smoothly and without any hitches during battle or room transitions. On a more bizarre note, there were a couple of delayed moments when trying to grab items or weapons -- especially in the first room of the bar. A quick glance to the other player's monitors revealed no problems though, so it appeared to be an isolated incident with our connection only. Our solitary complaint thus far is that we had yet to play the zombie that Capcom boasted of at its press conference -- as the virus meter that controlled it was filling slowly, and in thirty minutes time, we had only 50% infection. (Sigh)
Despite our disappointment in that regard, the meat of Resident Evil Outbreak was very promising indeed. With a refinement of NPCs, a fully implemented communication system, and some basic visual polish, Capcom's latest could compete with the best of them. We'll keep you updated with more as it becomes available.
-- Jeremy Dunham
[image]
After the impressive display we witnessed at Capcom's E3 Producer Day, we couldn't wait to get our hands on the demo version of Resident Evil Outbreak. With only four kiosks in the Capcom booth, however, and plenty of excitement surrounding its brand new projects, it wasn't an easy process. Faithfully we braved through the line and got our hands on the finished product -- and what can we say? It was definitely worth it.
Setting up is pretty easy. Simply click on the new online game option and sit back to wait for your connection to go live. Once all four players are ready they'll have eight different characters to pick from with informational blurbs and artwork representing each of them. As an added bonus, no two characters are the same and each has their own strengths and weaknesses: some personalities posses stronger guns, monsters attack other characters less frequently, some can heal much more rapidly, and there's even someone who claims to be "the master of unlocking" (Jill Valentine might have something to say about that). Once the selection has been made, the game begins.
One aspect of the first scenario's presentation that really grabbed us was the fact that players have their own introduction. Different but chronologically linked, each characters setup is unique and gives you a hint as to the type of person they are. Taking place inside a populated bar, the normal everyday lives of its patrons is suddenly interrupted when zombies storm the premises and begin eating everyone. Once the cut scene ends and gameplay begins, players are on their own to find a way to escape the onslaught of approaching undead. An element that doesn't seem fully implemented yet is the rescue of an injured security officer and other hurt NPCs. Though you're supposed to pick him up and help him through the zombie invasion, the security officer will still follow you through to the next room whether he had help from players or not (from what we understand, keeping him alive is an important part of this scenario). Luckily, the team-based gameplay is already apparent with basic phrases such as "run" and "follow me" informing the other gamers which is the proper way to go.
Finding which way to go is another matter entirely. Appropriately, there are no hints as to where to go next (other than up and away), so navigating your way through the mess of undead isn't as easy as you'd first think. It's this factor that makes the game so open-ended -- as players can try and find whichever way they can to escape and try and survive. Some doors may be locked, others could be open; the routes will ultimately take you to the same place, but not all are as safe as you'd hope. And while it may prove to be an issue for some skeptic inquisitors, the classic Resident Evil control scheme works quite well in these situations, though disenchanted users may not approve of the return to the same old control scheme (it didn't bother us).
As far as latency and similar Internet issues go, everything ran quite smoothly and without any hitches during battle or room transitions. On a more bizarre note, there were a couple of delayed moments when trying to grab items or weapons -- especially in the first room of the bar. A quick glance to the other player's monitors revealed no problems though, so it appeared to be an isolated incident with our connection only. Our solitary complaint thus far is that we had yet to play the zombie that Capcom boasted of at its press conference -- as the virus meter that controlled it was filling slowly, and in thirty minutes time, we had only 50% infection. (Sigh)
Despite our disappointment in that regard, the meat of Resident Evil Outbreak was very promising indeed. With a refinement of NPCs, a fully implemented communication system, and some basic visual polish, Capcom's latest could compete with the best of them. We'll keep you updated with more as it becomes available.
-- Jeremy Dunham
[image]
Sakura Taisen V: Episode 0 wasn't the only Sakura Taisen game announced at the Tokyo Game Show. Sega also unviled Sakura Taisen Monogatari: Mysterious Paris (Sakura Wars Story: Mysterious Paris), an adventure offshoot to the series.
This title takes place half a year following the events of part 4 (and a full year following the events of part 3) and is set in Paris. The Parikagekidan, the group of dancers by day and fighters by night who captured the hearts of Sakura Taisen fans everywhere when they first appeared in part 3, return to action.
Sega is referring to this game as an adventure game. It takes the adventure sequences from the base series, gets rids of the battle strategy sequences, and builds a game around them. Sega is promising a "hard suspense" feel to the story that you've never been able to experience in previous Sakura Taisen games.
A release is promised for February of 2004.
-- Anoop Gantayat, Contributor
This title takes place half a year following the events of part 4 (and a full year following the events of part 3) and is set in Paris. The Parikagekidan, the group of dancers by day and fighters by night who captured the hearts of Sakura Taisen fans everywhere when they first appeared in part 3, return to action.
Sega is referring to this game as an adventure game. It takes the adventure sequences from the base series, gets rids of the battle strategy sequences, and builds a game around them. Sega is promising a "hard suspense" feel to the story that you've never been able to experience in previous Sakura Taisen games.
A release is promised for February of 2004.
-- Anoop Gantayat, Contributor
Mix news regarding Videogame world..
Ne Dragonball Z Budokai 2 schedule to release At december 2003..After a success in its first series..Da anime legend SUper SAiyan Goku come again with more increase Graphic n regarding to da atari source...DA environment aslo change following da fight scene in da game..
34 character n u know what Buu is there too.
Rockstar will release MAxpayne 2 Da john woo kill dem all style at 2004...Romantic relationship among character will be a new addition to the game.. ;)
U like scarry thing, want different xperience of a horror try Tecmo new fatal frame Crimson Butterfly..THis survival horror game offer alot of new element especially da sound...Yikes
to be continue..... ;)
Ne Dragonball Z Budokai 2 schedule to release At december 2003..After a success in its first series..Da anime legend SUper SAiyan Goku come again with more increase Graphic n regarding to da atari source...DA environment aslo change following da fight scene in da game..
34 character n u know what Buu is there too.
Rockstar will release MAxpayne 2 Da john woo kill dem all style at 2004...Romantic relationship among character will be a new addition to the game.. ;)
U like scarry thing, want different xperience of a horror try Tecmo new fatal frame Crimson Butterfly..THis survival horror game offer alot of new element especially da sound...Yikes
to be continue..... ;)
October 02, 2003 - Ubi Soft's intriguing new cel-shaded shooter XIII is now in the final stages of development. :mrgreen: Can't wait this one
n the famed Smackdown Countdown, is back! And it's better than ever. A prolonged look at personalities and superstars that fill the gigantic roster of THQ's most popular licensed videogame, the Smackdown Countdown has become one of our favorite daily features and carries on a tradition started way back in 2001.
Two years and several titles later, our latest test subject is the Yuke's-developed WWE Smackdown! Here Comes the Pain -- A incredibly massive and refined revision of the same series that sold millions of units worldwide, HCTP boasts a lineup of nearly 70 professional wrestlers, realistic weight systems, a two-button counter mechanic, and a tug-of-war inspired grappling format. The career mode, match types, and various other aspects of Pain have been refined as well, and when paired with the obvious visual overhaul has helped to produce the most anticipated game of its type in recent memory.
n the famed Smackdown Countdown, is back! And it's better than ever. A prolonged look at personalities and superstars that fill the gigantic roster of THQ's most popular licensed videogame, the Smackdown Countdown has become one of our favorite daily features and carries on a tradition started way back in 2001.
Two years and several titles later, our latest test subject is the Yuke's-developed WWE Smackdown! Here Comes the Pain -- A incredibly massive and refined revision of the same series that sold millions of units worldwide, HCTP boasts a lineup of nearly 70 professional wrestlers, realistic weight systems, a two-button counter mechanic, and a tug-of-war inspired grappling format. The career mode, match types, and various other aspects of Pain have been refined as well, and when paired with the obvious visual overhaul has helped to produce the most anticipated game of its type in recent memory.
NA NA NA bring back Makai Senki Disgaiea by Atlus..Hope it is a nice one ;)
Otogi Hyakki Toubatsu Emaki...Geez This Awesome game doesn't have Any ps 2 version only X box...I just see da image man it should be in Ps2...Da story is about A devil slayer in Ancient Japan At HEian Period..
:sweat: It's not fair ne!
:sweat: It's not fair ne!
speaking of v-games.... i just got VF4 evolution and i must say...IT ROCKS...i've been playing it everynight for atleast an hour! :sweat: I LOVE VANESSA...hey if any1 has this game what's the best way 2 earn all the items?.... i only have like6 or 7 cuz i suck! :nut:
Dat's good game u got there LOveless..Still THink DA shaolin Monk got most of da cool moves...
Talking bout fighting games....Can't wait for next installment of Guilty Gear and definetly Onimusha fighting game :mrgreen:
Talking bout fighting games....Can't wait for next installment of Guilty Gear and definetly Onimusha fighting game :mrgreen:
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