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	<title>Dextress.com &#187; Sony</title>
	<atom:link href="http://www.dextress.com/category/sony/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.dextress.com</link>
	<description>Life in the video game and ad industry world.</description>
	<lastBuildDate>Tue, 14 Jul 2009 00:43:10 +0000</lastBuildDate>
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		<title>Now Playing: inFamous</title>
		<link>http://www.dextress.com/2009/07/now-playing-infamous/</link>
		<comments>http://www.dextress.com/2009/07/now-playing-infamous/#comments</comments>
		<pubDate>Sat, 04 Jul 2009 08:44:07 +0000</pubDate>
		<dc:creator>dextress</dc:creator>
				<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[PlayStation Network]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Exclusive]]></category>
		<category><![CDATA[inFamous]]></category>
		<category><![CDATA[PlayStation]]></category>
		<category><![CDATA[Sly Cooper]]></category>
		<category><![CDATA[Sony Computer Entertainment]]></category>
		<category><![CDATA[Sucker Punch]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.dextress.com/?p=729</guid>
		<description><![CDATA[The credits just rolled on Sony’s latest PS3 exclusive. Electrifying? ]]></description>
			<content:encoded><![CDATA[<p>I was dead-keen on inFamous when I jumped in the car to pick it up.  I’d heard nothing but positive reviews in the week or so leading up to its release and, having conquered the last boss at 1.30am last night, I’d say a fair number of those reviews were justified. Sucker Punch, first party Sony developer of Sly Cooper fame, has delivered a rollicking good time with their take on the superhero genre. But inFamous isn’t without its problems.</p>
<div id="attachment_735" class="wp-caption alignnone" style="width: 570px"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/eYTHN3IKMhc&amp;hl=en&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/eYTHN3IKMhc&amp;hl=en&amp;fs=1&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object><p class="wp-caption-text">The inFamous trailer.</p></div>
<p>
<p>For the uninitiated, inFamous is a PlayStation 3-exclusive open world adventure that places you in control of Cole McGrath (whose last name I’ve only just discovered thanks to Wikipedia). The game begins as a massive bomb devastates the fictional Empire City. The story, told via a series of beautifully animated comic book-style transitions, opens with  Cole waking up from the explosion to find he’s able to control electricity. Large amounts of it, actually. As Cole, you can blast bolts of electricity from your palms and absorb juice from just about anything connected to the mains. So much for the ol’ carbon footprint.</p>
<p>Cole’s power  (and actually, almost everything else) then revolves around electricity, including the majority of your mission objectives and movement throughout the open world environment. To begin with your electrical powers just let you zap baddies and blow things up, but as you progress you’ll unlock the ability to glide, shoot rockets, electricity grenades, use the current as a shield and, eventually, pretend you’re in the X-Men and summon huge lightning storms from the sky.</p>
<div id="attachment_735" class="wp-caption alignnone" style="width: 610px"><img class="size-full wp-image-735" title="inFamous" src="http://www.dextress.com/wp-content/uploads/2009/07/infamous1.jpg" alt="Cole looks out over Empire City" width="600" height="337" /><p class="wp-caption-text">Cole looks out over Empire City</p></div>
<p>
<p>Being a conduit for 40,000 watts apparently gets in the way of driving, so, although you’ll see a lot of them around Empire City, vehicles aren’t much chop for getting from A to B. You can run about the city’s streets but what you’ll really want to do is grind the game’s many railway tracks and powerlines for speedy movement. Anyone who’s played a Sly Cooper game will spot inFamous’ roots here, and it’s this fast-paced aerial platforming where the game shines.</p>
<p>It’s a safe bet Sucker Punch played a fair bit of Assassins’ Creed last year, as Cole climbs from object to object on any building or structure with all the agility of Altier. Climbing buildings is also good sense if you don’t fancy being riddled with bullets (for all his powers Cole doesn’t last long in the firing line) as the rooftops offer the best protection.</p>
<p>My biggest problem with inFamous was the ordinary story and iffy pacing. There are a few key characters – Zeke, Cole’s tubby friend, FBI agent Moya and her husband John for instance, but they’re all terribly developed. Cole’s primary motivation is his girlfriend Trish who’s in a strop having come to the conclusion he deliberated detonated the device. As a result, you’ll spend many of the missions trying to make things right with her. The problem, and it’s a big one, is the she’s the most one dimensional, unlikeable, wooden character in the game. It doesn’t help that her character model looks like it belongs in 1999’s Quake III&#8230;</p>
<div id="attachment_743" class="wp-caption alignnone" style="width: 610px"><img class="size-full wp-image-743" title="inFamous" src="http://www.dextress.com/wp-content/uploads/2009/07/infamous2.jpg" alt="If you don't fancy the hero route you can wreak plenty of havoc." width="600" height="337" /><p class="wp-caption-text">If you don&#39;t fancy the hero route you can wreak plenty of havoc.</p></div>
<p>
<p>So, the story is pretty rubbish (although a few plot twists – one in particular – do perk things up a bit). But once I’d given up on the story getting any better, I really enjoyed the gameplay. In terms of the pacing, things start off well, take a real nosedive around the ten hour mark with predictable escort and shooting gallery missions, then pick up rapidly for the game’s conclusion. One section around three quarters in asks you to ascend a massive tower made from debris (rubble, metal beams and destroyed cars) – this was a real treat.</p>
<p>The game’s three islands, clearly influenced by Rockstar North’s Grand Theft Auto design, look pretty samey. I only noticed I was on a new island when I crossed a bridge to return to an earlier objective, so there was a missed opportunity here to diversify the experience more. For a first party PS3 game that’s been in the oven as long as inFamous has, it actually looks pretty ordinary. It’s serviceable – the frame rate holds up and when you’re up high the scale is pretty impressive – but put it next to Uncharted: Drake’s Fortune or, worse still, Killzone 2 and it looks like a high def PS2 title. The character models and animations during in-game cut scenes are particularly poor.</p>
<p>You do get the sense by the end of the game (when all your powers are finally unlocked) that you’re a real superhero. There’s also plenty to do once you finish up if you’re a little OCD – hundreds of blast shards and ‘dead drop’ satellite messages are hidden away if you fancy extending your maximum electricity and Trophy hunting, and you can play through again making different good or bad decisions to influence minor story changes.</p>
<p>With better writing, even given the pacing issues, inFamous could have been really special. Still, all in all, I had a great time with this one.</p>
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		<title>Aside: Sony discusses new PlayStation Motion Controller detail</title>
		<link>http://www.dextress.com/2009/06/sony-discusses-new-playstation-motion-controller-detail/</link>
		<comments>http://www.dextress.com/2009/06/sony-discusses-new-playstation-motion-controller-detail/#comments</comments>
		<pubDate>Mon, 22 Jun 2009 23:15:03 +0000</pubDate>
		<dc:creator>dextress</dc:creator>
				<category><![CDATA[Asides]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[PlayStation Network]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[PlayStation]]></category>
		<category><![CDATA[PlayStation Motion Controller]]></category>
		<category><![CDATA[Sony Computer Entertainment]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.dextress.com/?p=699</guid>
		<description><![CDATA[Sony has discussed new PlayStation Motion Controller details with developers.]]></description>
			<content:encoded><![CDATA[<p>Kotaku is <a href="http://kotaku.com/5297265/sony-spills-more-ps3-motion-controller-details-to-devs" target="_blank">reporting</a> that Sony&#8217;s discussed new PlayStation Motion Controller details with developers during recent partner presentations. Although the name and form factor of the controller has yet to be finalised, Sony&#8217;s confirmed that up to four can be simultaniously supported, the controllers will feature rumble and there&#8217;s a chance they could work in tandem with existing game pads.</p>
]]></content:encoded>
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		<title>Aside: Grand Theft Auto: Chinatown Wars coming to PSP</title>
		<link>http://www.dextress.com/2009/06/grand-theft-auto-chinatown-wars-coming-to-psp/</link>
		<comments>http://www.dextress.com/2009/06/grand-theft-auto-chinatown-wars-coming-to-psp/#comments</comments>
		<pubDate>Mon, 22 Jun 2009 13:37:39 +0000</pubDate>
		<dc:creator>dextress</dc:creator>
				<category><![CDATA[Asides]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[PlayStation Network]]></category>
		<category><![CDATA[PlayStation Portable]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Chinatown Wars]]></category>
		<category><![CDATA[Grand Theft Auto]]></category>
		<category><![CDATA[Nintendo DSi]]></category>
		<category><![CDATA[PlayStation]]></category>
		<category><![CDATA[PlayStation Store]]></category>
		<category><![CDATA[PSPgo]]></category>
		<category><![CDATA[Rockstar]]></category>
		<category><![CDATA[Sony Computer Entertainment]]></category>
		<category><![CDATA[Take 2 Games]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.dextress.com/?p=686</guid>
		<description><![CDATA[Rockstar have just announced that the previously Nintendo DS-exclusive Grand Theft Auto: Chinatown Wars is coming to the PSP.]]></description>
			<content:encoded><![CDATA[<p>Rockstar have just announced that the previously Nintendo DS-exclusive Grand Theft Auto: Chinatown Wars is coming to the PSP. According to the <a href="http://ir.take2games.com/releaseDetail.cfm?ReleaseID=390972" target="_blank">press release</a>, the game will be available at both retail and digitally via the PlayStation Store. The release notes that the game will &#8220;take full advantage of the power of the PSP&#8221;, so it&#8217;s safe to assume the visuals will be cranked up a notch. It&#8217;s possible that the move is the result of the game&#8217;s <a href="http://multiplayerblog.mtv.com/2009/04/17/nintendo-chinatown-wars-sales-will-prove-m-rated-content-belongs-on-ds/" target="_blank">disappointing sales</a> on Nintendo&#8217;s portable. No release date for the PSP version has been announced.</p>
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		<title>PSPgo &#8211; the good, the bad and the ordinary</title>
		<link>http://www.dextress.com/2009/06/pspgo-the-good-the-bad-and-the-ordinary/</link>
		<comments>http://www.dextress.com/2009/06/pspgo-the-good-the-bad-and-the-ordinary/#comments</comments>
		<pubDate>Mon, 22 Jun 2009 07:03:33 +0000</pubDate>
		<dc:creator>dextress</dc:creator>
				<category><![CDATA[PlayStation Network]]></category>
		<category><![CDATA[PlayStation Portable]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Mylo]]></category>
		<category><![CDATA[PlayStation]]></category>
		<category><![CDATA[PlayStation Store]]></category>
		<category><![CDATA[PSPgo]]></category>
		<category><![CDATA[Sony Computer Entertainment]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.dextress.com/?p=557</guid>
		<description><![CDATA[Sony has announced the PSPgo. It's the most significant revision since the platform's launch in 2004, but for me, it's a long way from perfect. Find out why inside.]]></description>
			<content:encoded><![CDATA[<p>Sony&#8217;s E3 2009 press conference wasn&#8217;t a disaster, but it didn&#8217;t pack the punch SCE PR chiefs had planned. With no slimline PS3 announced (although that <a href="http://www.blogcdn.com/www.engadget.com/media/2009/05/ps3-leak-box-1.jpg" target="_blank">leaked packaging</a> is almost certainly the real deal), the company&#8217;s big hardware play was the PSPgo. The new PSP was widely rumoured for months and, embarrassingly for Sony, accidentally unveiled days before the conference via PS3 video magazine Qore. Due to the leak, the official unveiling didn&#8217;t feel like a big splash &#8211; by that stage we&#8217;d all seen the press shots (some of them <a href="http://www.blogcdn.com/www.engadget.com/media/2009/05/press-sony-psp-go-1.jpg" target="_blank">surprisingly ugly</a>). At least the new PSP was finally official.</p>
<p>Now that the hubbub over the leak has died down and SCEA CEO Jack Tretton has <a href="http://www.eurogamer.net/articles/tretton-our-industry-cant-keep-secrets" target="_blank">gotten a few things off his chest</a>, we&#8217;re left with the fact that a fourth iteration of Sony&#8217;s portable games console is on the way come October 1st in North America and Europe (an Australian release date is TBA). Undoubtedly, this is the most significant revision since the platform&#8217;s launch in 2004, but it&#8217;s a long way from perfect.</p>
<div id="attachment_560" class="wp-caption alignnone" style="width: 610px"><img class="size-full wp-image-560" title="The PSPgo" src="http://www.dextress.com/wp-content/uploads/2009/06/pspgo1.jpg" alt="Sony's new hope - the PSPgo." width="600" height="425" /><p class="wp-caption-text">Sony&#39;s new hope - the PSPgo.</p></div>
<p>
<p>I think Sony&#8217;s made some significant missteps with the PSPgo (for the record, not the &#8216;PSP Go&#8217; , &#8216;PSP go&#8217; or &#8216;PSPGo&#8217;, despite Sony&#8217;s own initial spelling).  This is a platform with enormous potential, but one that&#8217;s faced some tough, unexpected competition. The Nintendo DS, originally the underdog in the handheld gaming space, has conquered the PSP in every major territory, and Apple&#8217;s iPod touch/iPhone platform has fuelled a portable gaming explosion.</p>
<p>With comparatively bulky hardware, an outdated retail model, no significant onboard storage and no motion sensing or touch interfaces, the PSP 3000 obviously needed an overhaul. For those who missed Sony&#8217;s conference, that overhaul features a smaller form factor, sliding screen (slightly smaller than the current model at 3.8-inches but maintaining the same 480&#215;272 resolution), an almost identical hardware architecture and &#8211; significantly &#8211; no UMD (Universal Media Disc) drive. Instead, Sony are offering 16GB onboard storage with the option to expand storage space via a Memory Stick Micro slot. All games will be distributed digitally through the PlayStation Store. The thing is, as sorely needed as proper PSP digital distribution has been, I don&#8217;t think these features alone will win SCE the portable war.</p>
<h3><strong>The Hardware</strong></h3>
<p>When my original imported Japanese PSP arrived packaged with Ridge Racer, Vampire Chronicle: The Chaos Tower and Everybody&#8217;s Golf, it was the sexiest hardware on Earth. It made my Game Boy Advance SP look like something from a bygone era. Since then, we&#8217;ve moved on. To be fair so has the PSP; the 2000 and 3000 models were thinner, lighter and eventually featured a microphone, but the basic form factor has remained the same. Next to my iPhone 3G, an iPod touch or even Nintendo&#8217;s DSi, the current PSP feels a little clunky.</p>
<p>The PSPgo attempts to addresses this problem &#8211; its design is strikingly similar to Sony&#8217;s Internet device, the Mylo 2. Featuring a sliding form factor, the screen in its closed position conceals the directional pad, four signature buttons, Start and Select. I&#8217;ve not had a chance to go hands-on with the PSPgo (I&#8217;ll have a play around next month) but by all accounts the system feels sturdy and the buttons responsive. So, what&#8217;s the problem?</p>
<p>Firstly (and I&#8217;ll admit, this is a personal preference), I don&#8217;t find the PSPgo very attractive. I&#8217;m not sure if it&#8217;s the newly recessed screen, the way the controls sit underneath the display or the lack of symmetry, but I haven&#8217;t warmed to the look. Plenty will argue that it doesn&#8217;t matter what a games machine looks like so long as the games are great, but given Sony&#8217;s target audience, I think it will matter a great deal. I&#8217;m sure some of my friends and colleagues would be happier sitting their iPhone 3G down at a cafe than the PSPgo &#8211; this doesn&#8217;t feel like Sony&#8217;s best industrial design work.</p>
<div id="attachment_562" class="wp-caption alignnone" style="width: 610px"><img class="size-full wp-image-562" title="The Sony Mylo 2" src="http://www.dextress.com/wp-content/uploads/2009/06/mylo22.jpg" alt="Notice any similarities? Note the Spider-Man 3 font on the keys..." width="600" height="425" /><p class="wp-caption-text">The Mylo 2. Spot any similarities? Note the PS3 Spider-Man font on the keys...</p></div>
<p>
<p>The second problem, and this is the core of my issue with Sony&#8217;s strategy, is the lack of hardware improvement. Sony didn&#8217;t even need to innovate &#8211; they could just have included newly popular and requested interfaces. Namely, a multitouch display, potentially motion sensing, a reasonable camera and, <em>blindingly obviously</em>, a second analogue nub. Sony&#8217;s argument for the exclusion of these features focuses on backwards compatibility - all existing PSP software re-released digitally must be playable on the PSPgo. That&#8217;s great &#8211; I&#8217;m a big supporter of backwards compatibility and think the decision to remove it from the PS3 was a mistake. What puzzles me is that none of these features &#8211; even the most basic and frequently requested, the second analogue nub &#8211; prevent games from being backwards compatible, so why not include them? Older games could simply ignore these interface options while smaller games, released exclusively via PSN, could take advantage of them.</p>
<p>This was a <em>golden</em> opportunity for Sony to reinvigorate the PSP platform without moving to a whole new hardware architecture that you&#8217;d expect from a PSP2. There&#8217;s no reason that indie games only released digitally couldn&#8217;t utilise new input mechanisms. There will also come a time when the PSP 3000 and UMD business is phased out altogether - at that point, major releases distributed only via digital channels could also utilise new interfaces. Without this stuff, Sony is missing out on the world of augmented reality, portable motion sensing and physical interaction via touch that&#8217;s becoming the benchmark thanks to Apple&#8217;s newfound gaming popularity. It&#8217;s even more bizarre given that Sony released the <a href="http://en.wikipedia.org/wiki/Go!Cam" target="_blank">PSP Go!Cam</a> for existing PSPs and they&#8217;re about to launch the camera-dependant game <a href="http://au.gamespot.com/psp/puzzle/invizimals/index.html" target="_blank">Invizimals</a> (apparently unplayable on the PSPgo).</p>
<p>My final bugbear &#8211; less significant, but worth mentioning &#8211; surrounds PSPgo accessories. Since the launch of the PSP platform, many accessories have used the mini USB port, so it&#8217;s a fair (and obvious) assumption that Sony would keep the mini USB port on the go, right? After all, even PS3 controllers use mini USB to charge. Wrong&#8230; The PSPgo has a new proprietary port similar to the iPod/iPhone cable. That means, if you buy a PSPgo, you have to buy all your accessories again. So much for Howard Stringer committing to open standards in Sony&#8217;s future &#8211; moving from a staple interface like mini USB to a proprietary port seems plain dumb.</p>
<h3><strong>The Software</strong></h3>
<div id="attachment_622" class="wp-caption alignnone" style="width: 610px"><img class="size-full wp-image-622" title="PSP XMB" src="http://www.dextress.com/wp-content/uploads/2009/06/pspxmb1.jpg" alt="The PSP's XMB interface." width="600" height="336" /><p class="wp-caption-text">The PSP&#39;s XMB interface (resolution not to scale).</p></div>
<p>
<p>The PSPgo will, as far as we know, run on the same version of the PSP&#8217;s XMB (Cross Media Bar) operating system that can be installed on the PSP 3000. All features, including Skype support, will be included. If you haven&#8217;t used a PSP it&#8217;s a terrific interface (cleaner than the PS3 XMB counterpart), but it&#8217;s no iPod touch. You can browse photos and videos that play nice with Sony&#8217;s limited CODEC support, surf the web via a fairly limited browser and of course, connect to a configured PlayStation 3 via &#8216;Remote Play&#8217;, giving you IP access to media on the home console as though it&#8217;s a server. Sony will no doubt continue to improve the OS as it battles PSP piracy and adds software features to the platform, but it could have really taken the next step at an OS level with multitouch support.</p>
<h3><strong>The Brand</strong></h3>
<p>So, PSPgo &#8216;eh? Those of you who&#8217;ve read my thoughts on the Spider-Man turn the PlayStation logo took in 2005 will know I&#8217;m not a big fan of Sony&#8217;s recent branding &#8211; ten years of solid work seemed to disappear with the launch of the PS3. The PSPgo happily retains the three letter moniker inspired by the PS2 logo with the word &#8216;go&#8217; tacked on in a new typeface to the right.</p>
<div id="attachment_635" class="wp-caption alignnone" style="width: 610px"><img class="size-full wp-image-635" title="The PSPgo Logo" src="http://www.dextress.com/wp-content/uploads/2009/06/pspgobrand.jpg" alt="The PSPgo logo." width="600" height="336" /><p class="wp-caption-text">The PSPgo logo.</p></div>
<p>
<p>I don&#8217;t think it looks great, and again, there&#8217;s no consistency when compared to the rest of the PlayStation family (even the awkwardly-named Go! accessory range for older PSPs looks different). It&#8217;s interesting to note that Sony hasn&#8217;t included the &#8216;go&#8217; component of the logo on the device itself; maybe the hardware team weren&#8217;t fans&#8230;</p>
<h3><strong>The Price &#8211; USD$249</strong></h3>
<p>Many of the features I&#8217;d like to see in the PSPgo would admittedly add to the manufacturing cost of the device. After the PS3, Sony knows better than anyone that launching hardware at a loss doesn&#8217;t pay when your software sales aren&#8217;t strong (depending on who you believe, the company still loses AUD$150 to AUD$200 on each PS3 sold). But here&#8217;s the thing &#8211; when you break it down, the USD$249 PSPgo should theoretically be cheaper to manufacture than the current PSP 3000 (USD$169) given the lack of a disc drive.</p>
<p>Of course, Sony has every right to make a profit on its hardware &#8211; Nintendo&#8217;s been doing this with the Wii and DS for years now. All the same, I&#8217;m not sure if that price is the sweet spot for what&#8217;s essentially four year old hardware. (Note that the PSPgo&#8217;s official Australian price and release date have not yet been announced &#8211; the current PSP 3000 sells for an AUD$299 RRP).</p>
<div id="attachment_561" class="wp-caption alignnone" style="width: 610px"><img class="size-full wp-image-561" title="The PSPgo" src="http://www.dextress.com/wp-content/uploads/2009/06/pspgo2.jpg" alt="Sony, we need to talk about that analogue nub." width="600" height="425" /><p class="wp-caption-text">Sony, we need to talk about the position of that analogue nub.</p></div>
<p>
<p>I&#8217;m sure I&#8217;ll end up picking up a PSPgo &#8211; all my criticisms aside, this <em>is</em> a significant step forward for Sony&#8217;s portable, and credit where credit&#8217;s due, the platform holder has done a terrific job of revitalising third party support to coincide with the go&#8217;s public debut. It&#8217;s just a shame that Sony&#8217;s missed the opportunity to introduce real portable gaming evolution this time around, and in the face of increasingly fierce competition, I wonder if SCE can afford to stick with what&#8217;s come before.</p>
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		<title>Tekken 6 wireless fight sticks incoming</title>
		<link>http://www.dextress.com/2009/06/tekken-6-wireless-fight-sticks-incoming/</link>
		<comments>http://www.dextress.com/2009/06/tekken-6-wireless-fight-sticks-incoming/#comments</comments>
		<pubDate>Sun, 21 Jun 2009 23:37:27 +0000</pubDate>
		<dc:creator>dextress</dc:creator>
				<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[PlayStation Network]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Xbox Live]]></category>
		<category><![CDATA[Arcade]]></category>
		<category><![CDATA[Fight Stick]]></category>
		<category><![CDATA[Namco Bandi]]></category>
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		<category><![CDATA[Tekken 6]]></category>
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		<category><![CDATA[Wireless]]></category>
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		<guid isPermaLink="false">http://www.dextress.com/?p=714</guid>
		<description><![CDATA[Namco Bandi are bringing official wireless HORI arcade sticks to the PlayStation 3 and Xbox 360 in time for Tekken 6's long overdue release.]]></description>
			<content:encoded><![CDATA[<p>I couldn&#8217;t be happier about the fighting game renaissance that&#8217;s going on in 2009 &#8211; dating back to Mortal Kombat on my first Mega Drive the genre&#8217;s been one of my favorites. Of all the fighting franchises, I&#8217;ve spent the most time with Namco Bandi&#8217;s Tekken, so I&#8217;m pretty excited to learn that the company&#8217;s bringing official wireless HORI arcade sticks to the PlayStation 3 and Xbox 360 in time for Tekken 6&#8217;s long overdue release.</p>
<div id="attachment_719" class="wp-caption alignnone" style="width: 660px"><img class="size-full wp-image-719" title="Official Tekken 6 Wireless Fight Stick" src="http://www.dextress.com/wp-content/uploads/2009/06/ps3stick.jpg" alt="The official PS3 Tekken 6 wireless fight stick." width="650" height="422" /><p class="wp-caption-text">The official PS3 Tekken 6 wireless fight stick.</p></div>
<p>
<p>The sticks will retail for USD$150 (AUD$190) and will come with the art book pictured in the right of the images above and below.</p>
<p>Tekken 6 will release in Australia during the fourth quarter of 2009 &#8211; a specific date has not yet been announced. No news on these official sticks making their way down under but fingers crossed &#8211; if all else fails, you can always import (or use those expensive Mad Catz Street Fighter IV sticks you splashed out on earlier this year).</p>
<div id="attachment_720" class="wp-caption alignnone" style="width: 660px"><img class="size-full wp-image-720" title="Official Tekken 6 Wireless Fight Stick" src="http://www.dextress.com/wp-content/uploads/2009/06/360stick.jpg" alt="The official Xbox 360 Tekken 6 wireless fight stick." width="650" height="422" /><p class="wp-caption-text">The official Xbox 360 Tekken 6 wireless fight stick.</p></div>
<p>
<p>In other Tekken 6 news, it&#8217;s been confirmed that Penny Arcade&#8217;s famous <a href="http://pennyarcade.wikia.com/wiki/Cardboard_Tube_Samurai" target="_blank">Cardboard Tube Samurai</a> will feature in Tekken 6 as a downloadable costume for <a href="http://en.wikipedia.org/wiki/Yoshimitsu_(Namco)" target="_blank">Yoshimitsu</a>. No word yet on pricing or availability outside of North America where the DLC will be offered as a pre-order bonus at retailer GameStop.</p>
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		<title>Ed Boon Tweet reveals original Mortal Kombat Goro model</title>
		<link>http://www.dextress.com/2009/06/ed-boon-tweet-reveals-original-mortal-kombat-goro-model/</link>
		<comments>http://www.dextress.com/2009/06/ed-boon-tweet-reveals-original-mortal-kombat-goro-model/#comments</comments>
		<pubDate>Sun, 21 Jun 2009 23:00:38 +0000</pubDate>
		<dc:creator>dextress</dc:creator>
				<category><![CDATA[Games for Windows]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Arcade]]></category>
		<category><![CDATA[Ed Boon]]></category>
		<category><![CDATA[Genesis]]></category>
		<category><![CDATA[Mega Drive]]></category>
		<category><![CDATA[Midway]]></category>
		<category><![CDATA[Model]]></category>
		<category><![CDATA[Mortal Kombat]]></category>
		<category><![CDATA[Scorpion]]></category>
		<category><![CDATA[SNES]]></category>
		<category><![CDATA[Stop Motion]]></category>
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		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.dextress.com/?p=689</guid>
		<description><![CDATA[Mortal Kombat co-creator Ed Boon (@noobde) just Tweeted an image which will knock your socks off if you spent any time in arcades as a kid. Below is the original Goro model photographed for the first Mortal Kombat&#8217;s stop motion animation.

Ridiculously cool, right? While the characters from the first Mortal Kombat were actually actors in costume [...]]]></description>
			<content:encoded><![CDATA[<p>Mortal Kombat co-creator Ed Boon (<a href="http://twitter.com/noobde" target="_blank">@noobde</a>) just Tweeted an image which will knock your socks off if you spent any time in arcades as a kid. Below is the original Goro model photographed for the first Mortal Kombat&#8217;s stop motion animation.</p>
<div id="attachment_690" class="wp-caption alignnone" style="width: 590px"><img class="size-full wp-image-690" title="The Original Goro Model" src="http://www.dextress.com/wp-content/uploads/2009/06/goro.jpg" alt="The original Goro model used in the first Mortal Kombat." width="580" height="347" /><p class="wp-caption-text">The original Goro model used in the first Mortal Kombat.</p></div>
<p>
<p>Ridiculously cool, right? While the characters from the first Mortal Kombat were actually actors in costume photographed in various positions, second last boss Goro was apparently this miniature model photographed against a makeshift blue screen &#8211; note the desk lamp ducktaped to a cookie tin! We&#8217;ve certainly come a long way. I can&#8217;t believe this guy tormented me for years&#8230;</p>
<div id="attachment_693" class="wp-caption alignnone" style="width: 590px"><img class="size-full wp-image-693" title="Mortal Kombat" src="http://www.dextress.com/wp-content/uploads/2009/06/goro2.jpg" alt="Goro, as seen in the original Mortal Kombat." width="580" height="373" /><p class="wp-caption-text">Goro, as seen in the original Mortal Kombat.</p></div>
<p>
<p>If you are a Mortal Kombat fan, Ed is definitely worth <a href="http://twitter.com/noobde" target="_blank">following</a>. He&#8217;s tweeting regularly about the upcoming Mortal Kombat 9 which, rising from the ashes of financially challenged publisher Midway, promises yet another return to the grittier, serious side of Mortal Kombat. Ed&#8217;s team is happily ditching the <a href="http://en.wikipedia.org/wiki/MK8" target="_blank">DC lycra</a> &#8211; let&#8217;s just promise to forget about the babalities and friendships, okay?</p>
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		<title>PSPgo battery equal to PSP 3000&#8217;s, UMD-to-digital solution on the way</title>
		<link>http://www.dextress.com/2009/06/pspgo-battery-equal-to-psp-3000s-umd-to-digital-solution-on-the-way/</link>
		<comments>http://www.dextress.com/2009/06/pspgo-battery-equal-to-psp-3000s-umd-to-digital-solution-on-the-way/#comments</comments>
		<pubDate>Sun, 21 Jun 2009 21:29:12 +0000</pubDate>
		<dc:creator>dextress</dc:creator>
				<category><![CDATA[PlayStation Network]]></category>
		<category><![CDATA[PlayStation Portable]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Battery]]></category>
		<category><![CDATA[PlayStation]]></category>
		<category><![CDATA[PlayStation Store]]></category>
		<category><![CDATA[PSP 3000]]></category>
		<category><![CDATA[PSPgo]]></category>
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		<guid isPermaLink="false">http://www.dextress.com/?p=678</guid>
		<description><![CDATA[News on the PSPgo's battery, UMD-to-digital solution and a potential PSP application section in the PlayStation Store.]]></description>
			<content:encoded><![CDATA[<p>Sony has recently commented for the first time on the PSPgo&#8217;s battery. Speaking via the <a href="http://blog.eu.playstation.com/2009/06/12/pspgo-your-questions-answered/">newly-launched European PlayStation blog</a>, SCEE product manager Adam Grant said &#8220;&#8221;We have adopted an embedded battery to realise a smaller and lighter PSP system. The battery life is equivalent with the current models meaning approximately 3 to 6 hours for gameplay and approximately 3 to 5 hours for playing back videos.&#8221; Confirmation, for those of you wondering, that you can&#8217;t remove the PSPgo&#8217;s battery.</p>
<p>While you might expect PSP battery life to improve with each new model, Sony argues that retaining an equivalent battery life is a step in the right direction given that the battery itself is smaller. As someone who caries a spare PSP battery for long trips, that irks me a bit, but it&#8217;s a compromise I&#8217;m probably willing to make.</p>
<p>In other PSPgo news, SCE&#8217;s John Koller said in a recent interview with <a href="http://gizmodo.com/5278909/sony-to-offer-new-digital-copies-of-your-old-umd-games" target="_blank">Gizmodo</a> that Sony was &#8220;in the midst of putting together a goodwill program&#8221; for consumers wishing to purchase the PSPgo with existing PSP UMD libraries. &#8220;We&#8217;ll be unveiling that soon [because] we actually think there&#8217;s a significant group that will be upgrading from the [PSP] 1000&#8230; In the past we&#8217;ve seen a 20-25 per cent trade-up factor, and I assume that&#8217;s going to be the case here.&#8221; As the PSPgo doesn&#8217;t feature a UMD disc drive and only allows for gameplay via downloaded content, you can imagine a few nasty e-mails might make their way to SCE HQ if such a program wasn&#8217;t launched. Hopefully &#8220;goodwill&#8221; means free free &#8211; having to pay to play games you already own on the PSPgo would be fairly ordinary. We&#8217;ll have to wait and see.</p>
<p>It&#8217;s seems <a href="http://kotaku.com/5279557/sony-is-working-on-a-umd-solution-for-psp-go" target="_blank">unlikely</a> that a UMD-to-digital program will be rolled out before the portable&#8217;s October 1st European and North American launch.</p>
<p>This news comes as rumours circulate on Joystiq and Destructoid that Sony is preparing to launch a section of the PlayStation Store (available for all PSP models) specifically for third party PSP applications. Similar to Apple&#8217;s App Store for iPhone and iPod touch, rumours say applications could cost between USD$2 and USD$6 with a maximum file size of 100MB.</p>
<p>For more on the PSPgo, including a run down of the system&#8217;s features, specifications and my personal impressions, see the recent article <a href="http://www.dextress.com/2009/06/pspgo-the-good-the-bad-and-the-ordinary/" target="_self">PSPgo &#8211; the good, the bad and the ordinary</a>.</p>
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		<title>Now Playing: MotorStorm: Pacific Rift</title>
		<link>http://www.dextress.com/2009/06/now-playing-motorstorm-pacific-rift/</link>
		<comments>http://www.dextress.com/2009/06/now-playing-motorstorm-pacific-rift/#comments</comments>
		<pubDate>Thu, 18 Jun 2009 05:11:54 +0000</pubDate>
		<dc:creator>dextress</dc:creator>
				<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[PlayStation Network]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Evolution Studios]]></category>
		<category><![CDATA[Motorstorm]]></category>
		<category><![CDATA[Pacific Rift]]></category>
		<category><![CDATA[Racing]]></category>
		<category><![CDATA[Sony Computer Entertainment]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.dextress.com/?p=441</guid>
		<description><![CDATA[I'm arriving pretty late to the MotorStorm: Pacific Rift festival. As much as I was looking forward to the high profile sequel, I never got around to picking it up. Half price during EB Games' half yearly sale was too hard to resist, so last night I tore the plastic off and tucked in.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m arriving pretty late to the MotorStorm: Pacific Rift festival. As much as I was looking forward to the high profile sequel, I never got around to picking it up. Half price during EB Games&#8217; half yearly sale was too hard to resist, so last night I tore the plastic off and tucked in.</p>
<p>I was a big fan of 2007&#8217;s MotorStorm. Launching alongside the PlayStation 3 (nearly $1,000 at the time), the game was a technical showpiece. Developed by British Evolution Studios (of PlayStation-exclusive WRC fame), the first game had some very obvious failings, but there was something about that floaty, easy to pick up-difficult to master physics system that kept me glued for hours. MotorStorm: Pacific Rift isn&#8217;t a huge departure from the first game, but there are some immediate, high-impact improvements. Set on a series of pacific islands, the game&#8217;s colour pallet is refreshing. Gone are the muddy browns of the canyon from the first MotorStorm, replaced with rich jungle greens and deep blues soaked in a generous helping of high dynamic range lighting.</p>
<div>
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<dt><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/27f_xSPZTTA&amp;hl=en&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/27f_xSPZTTA&amp;hl=en&amp;fs=1&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></dt>
<dd style="font-size: 11px; line-height: 17px; padding-top: 0px; padding-right: 4px; padding-bottom: 5px; padding-left: 4px; margin: 0px;">The game&#8217;s first trailer (click for HD).</dd>
</dl>
</div>
<p>There was a time not so long ago when simulation racing was ruling the roost &#8211; happily it seems like, even though Forza 3 and Gran Turismo 5 (the real one&#8230;) are on the horizon, racers designed to thrill are enjoying a renaissance. I&#8217;ve earned my fair share of Gran Turismo licenses over the years, but I&#8217;m a bigger fan of the extreme racing genre. That&#8217;s why I&#8217;m enjoying Pacific Rift so much &#8211; it&#8217;s the same kind of reckless thrill-seeking buzz I first got from Burnout 3: Takedown, the SSX series and, more recently, Blackrock Studios&#8217; excellent Pure.</p>
<p>Pacific Rift is structured pretty similarly to the first game (sans the horrible loading times between tracks and vehicle selection). The MotorStorm festival is back with rev-heads from around the world setting up camp to watch filthy off-road racing where tankers, ATVs, dirt bikes and monster trucks lock wheels. As with the first game, the kind of vehicle you select dramatically changes the kind of race you&#8217;ll run, even though all vehicles compete on the same track. Multiple paths are always present and interestingly, a path that&#8217;s a shortcut driving an ATV can end up wasting you precious seconds if you try and take it with a heavy vehicle (the same is true in the reverse), so you need to always pay attention. Pacific Rift seems to strike a much better balance between its vehicle classes than the first game, but you can still play to the strengths you know (big rigs may be slow but dirt bike and ATV riders don&#8217;t stand a chance in their path).</p>
<div id="attachment_442" class="wp-caption alignnone" style="width: 610px"><img class="size-full wp-image-442" title="MotorStorm: Pacific Rift" src="http://www.dextress.com/wp-content/uploads/2009/06/motorstormpacificrift2.jpg" alt="Motion blur fans unite." width="600" height="337" /><p class="wp-caption-text">Motion blur fans unite.</p></div>
<p>
<p>The boost system, which I always thought worked well in the first game, has been tweaked slightly. As before, all vehicles have unlimited boost, but boosting too much can cause your engine to overheat and explode. The twist this time around are the elements on the tracks &#8211; driving through or underneath water will cool your engine, allowing you to boost without waiting so long for things to cool off. Depending on your vehicle, driving through water can really slow you down though, so it&#8217;s an interesting compromise. Conversely, driving over lava in the hotter stages causes your engine to overheat more quickly, reducing the amount of boost you can use.</p>
<p>The game&#8217;s sixteen tracks are divided up between earth, wind fire and water categories. Earth tracks take you through dense, tropical forest floor (generally tighter, more technical races) while wind tracks are set at the peaks of the game&#8217;s mountains, encouraging you to boost off enormous ramps (oftentimes without knowing where you&#8217;ll land) and hurtle down sheer cliff faces. Fire tracks are probably my least favourite, forcing you to battle with lava and rocky terrain. Water tracks are similar to earth routes but they&#8217;re more spacious and (surprisingly enough) feature more water.</p>
<div id="attachment_443" class="wp-caption alignnone" style="width: 610px"><img class="size-full wp-image-443" title="MotorStorm: Pacific Rift" src="http://www.dextress.com/wp-content/uploads/2009/06/motorstormpacificrift3.jpg" alt="Spectacular views." width="600" height="337" /><p class="wp-caption-text">You can actually race on this terrain.</p></div>
<p>
<p>Evolution has obviously gone to the trouble of addressing underlying concerns from the first game &#8211; all the great stuff like real time terrain deformation, gorgeous visuals and a pretty amusing implementation of Havok&#8217;s rag doll physics engine returns, but the real focus is on balance, improving a sense of progression in the game and &#8211; wait for it &#8211; the return of local split screen multiplayer! Note to all racing game developers: the internet is great, but so is my couch. Never omit split screen multiplayer. The game also features Trophies (I&#8217;ll admit, I&#8217;m a Trophy and Achievement addict) and PSN online races seem to hold up well.</p>
<p>Chances are, if you&#8217;re a PlayStation 3 owner, you&#8217;ve already picked up MotorStorm: Pacific Rift. If you haven&#8217;t, it comes highly recommended. If I put my reviewer&#8217;s hat on I could call out an inconsistent difficulty arc (you&#8217;ll need to be content with a silver medal from time to time or you&#8217;ll go insane) and the odd piece of track design that doesn&#8217;t take the best advantage of the physics engine, but on the whole, Pacific Rift is one of the most compelling reasons to own a PlayStation 3 this side of God of War 3.  Now, where&#8217;s that copy of inFamous&#8230;</p>
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		<title>Kojima sees Metal Gear Solid: Peace Walker as MGS5</title>
		<link>http://www.dextress.com/2009/06/kojima-sees-metal-gear-solid-peace-walker-as-mgs/</link>
		<comments>http://www.dextress.com/2009/06/kojima-sees-metal-gear-solid-peace-walker-as-mgs/#comments</comments>
		<pubDate>Fri, 12 Jun 2009 20:53:47 +0000</pubDate>
		<dc:creator>dextress</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[PlayStation 2]]></category>
		<category><![CDATA[PlayStation 3]]></category>
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		<category><![CDATA[Console]]></category>
		<category><![CDATA[Hideo Kojima]]></category>
		<category><![CDATA[Kojima Productions]]></category>
		<category><![CDATA[Konami]]></category>
		<category><![CDATA[Metal Gear Solid]]></category>
		<category><![CDATA[Metal Gear Solid: Rising]]></category>
		<category><![CDATA[Peace Walker]]></category>
		<category><![CDATA[PlayStation Store]]></category>
		<category><![CDATA[PSPgo]]></category>
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		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.dextress.com/?p=61</guid>
		<description><![CDATA[Peace Walker will fill in significant blanks in the series' cannon. Set in the 1970s, Kojima promises to reveal more about the origins of Outer Heaven.]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;re as much of a Metal Gear Solid fan as I am, you probably enjoyed this year&#8217;s E3 quite a bit. Along with the surprising announcement that <a href="http://au.gamespot.com/xbox360/action/metalgearsolidrising/index.html" target="_blank">Metal Gear Solid: Rising</a> is in development for both Xbox 360 and PlayStation 3, Kojima Productions confirmed that an all-new Metal Gear Solid named Peace Walker is coming to PSP. As a slight aside, there was even exciting news that Kojima Productions will have a hand in the new <a href="http://www.konami.jp/kojima_pro/e3_2009/castlevania/" target="_blank">Castlevania: Lords of Shadow</a> &#8211; plenty to look forward to.</p>
<div id="attachment_397" class="wp-caption alignnone" style="width: 610px"><img class="size-full wp-image-397" title="Metal Gear Solid: Peace Walker" src="http://www.dextress.com/wp-content/uploads/2009/06/screen2.jpg" alt="How much Snake can you fit in 16GB?" width="600" height="340" /><p class="wp-caption-text">How much Snake can you fit in 16GB?</p></div>
<p>
<p>As it turns out, Metal Gear Solid: Peace Walker, the fourth Metal Gear game for Sony&#8217;s portable, will play a significant role in the series&#8217; cannon. Speaking in a recent interview with Famitsu (via the black magic of <a href="http://translate.google.com/#" target="_blank">Google Translate</a>), Kojima has implied that Metal Gear Solid: Peace Walker is his Metal Gear Solid 5. That&#8217;s a fairly big boon for Sony&#8217;s portable platform &#8211; no doubt Peace walker will help shift PSPgo units when it hits the PlayStation Store (and possibly retail shelves) in 2010.</p>
<p>From what we know so far, Peace Walker will be set in 1970s Costa Rica and will uncover the unexplained period in the series&#8217; history that saw the rise of secret organisation Outer Heaven. It should be a real treat, and it&#8217;s great to know Koima and the Metal Gear Solid 4 team will be intimatley involved in the production.</p>
<div id="attachment_398" class="wp-caption alignnone" style="width: 610px"><img class="size-full wp-image-398" title="Metal Gear Solid: Peace Walker" src="http://www.dextress.com/wp-content/uploads/2009/06/screen1.jpg" alt="Peace Walker will be set in 1970s and fill in a few blanks." width="600" height="340" /><p class="wp-caption-text">Peace Walker will be set in 1970s - it should fill in a few blanks.</p></div>
<p>
<p>Kojima also spoke briefly about Rising in the Famitsu interview, saying that the big budget title will be &#8220;a completely different kind of action than what has appeared in the series so far&#8221;. A gameplay reboot with a redeveloped graphics engine staring Raiden is fine by me, so long as MGS4 cyborg Raiden doesn&#8217;t revrt to Mr. MGS2 whingypants.</p>
<p>So much for no more involvement in Metal Gear, &#8216;eh Kojima san?</p>
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		<title>Real life Street Fighter II bonus stage is a must-see</title>
		<link>http://www.dextress.com/2009/06/real-life-street-fighter-ii-bonus-stage-is-a-must-see/</link>
		<comments>http://www.dextress.com/2009/06/real-life-street-fighter-ii-bonus-stage-is-a-must-see/#comments</comments>
		<pubDate>Fri, 12 Jun 2009 08:04:44 +0000</pubDate>
		<dc:creator>dextress</dc:creator>
				<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://www.dextress.com/?p=427</guid>
		<description><![CDATA[I&#8217;ve recently invested months in Street Fighter IV, but I spent years playing one itteration or another of Street Fighter II. A friend @benjaxTwits recently stumbled on this awesome real-life recreation of the famous car bonus stage. Kudos to this real life Ryu, he&#8217;s made a generation&#8217;s day!

For old time&#8217;s sake, here&#8217;s the original bonus [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve recently invested months in Street Fighter IV, but I spent years playing one itteration or another of Street Fighter II. A friend <a href="http://twitter.com/benjaxtwits" target="_blank">@benjaxTwits</a> recently stumbled on this awesome real-life recreation of the famous car bonus stage. Kudos to this real life Ryu, he&#8217;s made a generation&#8217;s day!</p>
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<p>For old time&#8217;s sake, here&#8217;s the original bonus round.</p>
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