A bit belated, but not missed, the PlayStation Store Update has arrived. Well, it actually went live late Thursday night, I’ve only just got around to writing a post about it though! So call me lazy.
I can confirm that the eagerly awaited Killzone 2 demo is now downloadable, as is the Resident Evil 5 one. I tried the Killzone 2 one last night and can honestly say if the taster (roughly 10-15 minutes of gameplay) is anythign to go by, the full game is going to be amazing. I’ll write a full follow-up on Sunday or Monday so check that out if you can’t be bothered seeing for yourself.
That’s it for the decent free stuff. A Valentines day, LittleBigPlanet level pack makes an appearance, with it’s very own ” Mclovin’ ” costume, the price is £2.39 for that despite rumours it was going to be free (it might be for those in the US though).
PSP port and remake, Lumines Supernova, debuts with a price tag of £8.99. That comes alongside Cuboid (£7.99) and Magic Ball (£7.99).
A bunch of wallpapers, music game tracks and videos are there, as well as more add-ons I didn’t personally deem worthy of my time.
Related Products and Services:we offer great Storage Wirral
Drimaster
Jampackedboxes Website
[...] The North American PlayStation Store update has come and gone. There is no killzone 2 demo and no Resident Evil 5 demo. But look on the bright side, there’s always the European PSN Store. [...]
Mark, what’s your take on the KZ2 demo?
I’m going to have to get used to the controls since it differs from COD 4 and 5. The cover system is a great addition to FPS. Seems like aiming with the sight will be relegated to careful sniping and perhaps shooting from the hip with bursts will be better when enemies start to take up flank positions. I didn’t notice a compass which I think would help to locate objectives. The limitations of the 2D FPS requires compasses when the game play is linear but the map isn’t.
Can’t wait to play more.
Ooops sorry. I selected the wrong author. Mark sometimes does write posts, but I actually wrote this one.
In regards to the demo I thought it was brilliant. Still not perfect, but it definitely comes close. As you mentioned the cover system works really well, I was really dubious as to how they would implement it into a FPS. Its not completely stick-to-the-walls like most common cover systems, instead a more subtle feeling of actually just being close to the wall.
I need to replay the demo as now you mention it I can’t remember whether there was a compass or objective pointer.
[...] Read More… [...]
Great post buddy. Can I book mark your page into Spurl? I couldnt find it added there.