Tekken 6, Soul Calibur Coming To the PSP 32
Two recent announcements lend support Sony's promise to bring a stronger game lineup to its PSP console this year. Tekken 6, which was already known to be in development for the 360 and PS3, has now been confirmed for the PSP as well. "... the portable version of the game is set to release alongside the other console iterations and will pack additional stages, content, items, and an ad-hoc multiplayer mode using 'original' and 'fan favorite characters.'" We've also found out that Soul Calibur: Broken Destiny is being specifically designed for the PSP, and will include "arcade, versus, and survival modes, as well as a character creation mode." In addition, 1Up reports on the latest rumors surrounding a redesigned PSP (possibly called the "Go!"), which they say will be unveiled later this year at E3.
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Doesn't work against human opponents.
yay (Score:3, Insightful)
i want something to keep me occupied for short stints, on the bus, waiting for people, on plane trips, etc.
Re:yay (Score:5, Insightful)
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Except the PSP has the godawful UMD drive, so each round may take a minute or two, but you'll have to sit through minutes of "Loading...".
Seriously, Sony. Allow people to copy the UMD to the memory stick.
Way to show you didn't read the linked article (Score:2)
And yes I do realize that's too much to ask from Slashdot readership.
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Define portable gaming.
Really, the PSP re-defines what that means. In the old days, portable games had to be heavily stripped down, fewer (and smaller) levels, low quality music, 2D instead of 3D. That isn't the case any more. And with the PSP and DS's ability to go into sleep mode, you don't have to worry about finding a save point. So that "Portable games need to be short and have tiny levels" mindset can go the way fo the dodo.
Nice, but, more RPGs? (Score:2)
Seriously, the PSP just doesn't have a lot of good, you know, portable games. There's nothing more satisfying than killing an hour with a good, portable RPG, especially if you're the sort of person who likes to power level (guilty as charged, heh).
I know, I know, the DS is overflowing with 'em... I own one as well, but I wouldn't mind a good reason to dust off the PSP now and again.
The games seen on PSP always seem odd (Score:4, Interesting)
I don't own a PSP or a DS, but I do play games on portable devices. It seems that the most suitable games are really either the ones that take only a few minutes such as you might have on a bus ride and can be abandoned at any time, or ongoing games which can be paused and resumed without the temporal disconnect being too difficult.
The first category might be similar to the kinds of Flash games people play online, or to puzzle challenge games like Audiosurf (I'd love a portable version of this game!). It seems that this type of game should be avaialable in vast quantities - consider the iPhone App Store for an example - but I'm not sure they're commercially viable on a handheld that is expensive to develop for.
The second category suggests RPGs or even point-and-click adventures (Myst would have been fun on a portable), or turn-based strategy. The world should be relatively static while you're idle, and it should be possible to stop from any given point pretty easily. Many of the DS games I've seen seem to be of this category.
So... why is it that so many of the PSP games seem to be straight-up ports of traditional console games, meant to be played for hours (or at least 30 minutes) at a time, and to pack as much excitement as possible into that time? I realize designing a successful game is difficult (and once you've done it, you want to put it on as many platforms as you can), but surely a portable game that naturally takes a break every few minutes (and can be freely abandoned even between breaks), or that can be paused and resumed at any time without needing to remember exactly what you were doing right before, would be best? It seems odd that portable games so rarely give the impression of having been designed for portable gaming.
Fighting games kind of fit the first category, so long as the fights are REALLY short or you can drop out in the middle of a fight and do it later without penalty. Same for racing games. Sports games don't seem to fit well - too much stuff to do over the course of a period too long for one sitting, all of which builds on stuff before it. RPGs consisting of a lot of real-time action don't either. Real-time strategy games certainly don't (although they're rare on consoles anyhow). Things like Pokemon and Legend of Zelda games do make sense, but they don't seem to be the kind of thing you see for PSP.
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So... why is it that so many of the PSP games seem to be straight-up ports of traditional console games, meant to be played for hours (or at least 30 minutes) at a time, and to pack as much excitement as possible into that time?
Because you're not familiar with the lineup?
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Real-time strategy games certainly don't (although they're rare on consoles anyhow)
That might be because RTS only works with a mouse. Anything else is pain in the ass.
I've seen some of these back on the original Playstation, it was horrible. The difficulty was toned down to the point where anyone with a mouse would've won in two minutes, but it was still challenging with a controller.
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That might be because RTS only works with a mouse.
Only? Why does it work significantly better with a mouse than with, say, a touch screen?
I've seen some of these back on the original Playstation, it was horrible. The difficulty was toned down to the point where anyone with a mouse would've won in two minutes
There was a mouse for the PlayStation (model SCPH-1090). There was also a mouse for the Super NES.
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Only? Why does it work significantly better with a mouse than with, say, a touch screen?
I like big fucking screens, and small mousepads.
There was a mouse for the PlayStation (model SCPH-1090). There was also a mouse for the Super NES.
And also the Commodore 64. And I didn't have one. Your point?
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I like big fucking screens
But how can you carry a "big fucking screen" in your pocket? The article is about a device that can fit into a typical pocket.
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It's one of his reasons why RTSes don't work as portable games, the other issue is that you can't just interrupt your train of thought in an RTS, most games have you controlling one character with only the things that can fit on the screen being relevant to your current situation, with RTSes the entire map is in play and there can be many things that aren't immediately visible even when they are on the screen (e.g. factory queues) so if you lose your memory of the situation it's not as easy to recover.
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with RTSes the entire map is in play and there can be many things that aren't immediately visible even when they are on the screen (e.g. factory queues) so if you lose your memory of the situation it's not as easy to recover.
Which is why Nintendo's choice to add a second screen was such a win [catb.org]. An RTS on the DS can show factories' orders and unit locations on the top screen and let the player interact with units on the touch screen. I just wonder how Sony can keep up with demand for "mouse style" play after having killed its touch-screen handheld (Clie) in favor of the PSP.
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The volume of information an RTS uses simply can't fit onto the top screen completely. I mean, let's say you have four factories with five things queued each, that's already a ton of screen space since you want those items to be readable. Then you've got the minimap that can probably only show blips rather than unit icons because otherwise you don't see the terrain and unit clumping properly. Blip minimaps show unit clumping but it's easy to miss stuff like "my outpost is under artillery attack" because all
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I don't entirely understand the complaint. The suspend button on the PSP works great. When I played the PSP God of War, I never actually quit the game. I just suspended it with the power button whenever I needed to. I played it mostly on a long airplane trip and on my daily train commute.
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My issue with games like God of War on portable consoles isn't that you physically can't suspend them (that would be an atrocious design failure) but rather that it's too disruptive to the gameplay. Like most action/adventure games, God of War tries to keep the excitement level high and have minimal downtime, which makes sense in a game you want people to spend hours playing.
However, it doesn't make for a game that I find easy to put down at any time, or pick up again later if I had to put it down in a hurr
PSP (Score:1)
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Unfortunately to many out there... (Score:1)
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