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	<title>Games - PS3 - XBOX - Wii &#187; sony</title>
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		<title>[Live Blog] 2011 Video Game Awards &#124; Dec. 10, 2011</title>
		<link>http://accessallgames.com/live-blog-2011-video-game-awards-dec-10-2011</link>
		<comments>http://accessallgames.com/live-blog-2011-video-game-awards-dec-10-2011#comments</comments>
		<pubDate>Fri, 09 Dec 2011 20:13:14 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[digital-arts]]></category>
		<category><![CDATA[fighting]]></category>
		<category><![CDATA[firetop-mountain]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[protagonist]]></category>
		<category><![CDATA[rice]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[time-]]></category>
		<category><![CDATA[video-games]]></category>

		<guid isPermaLink="false">http://accessallgames.com/live-blog-2011-video-game-awards-dec-10-2011</guid>
		<description><![CDATA[ SPIKE TV’s “VIDEO GAME AWARDS 2011” will be coming to you live from Paul and myself (Oly), right here on PS3blog.net. Watch it live, and blog along side us right here!! We will be starting the live blog about 9am, as we head from San Diego to the show in L.A. It will be the slow occasional tweet up until 2:30 PM, when the Red Carpet will begin to get busy. You can also tweet questions to @ps3blogdotnet and it will show up in the live blog automatically. Paul and I will be interviewing celebrities from both the entertainment and gaming fields, so we are sure to be very busy, but will live blog here as much as possible. Make sure to join in on all the fun!! Also, don&#8217;t forget to bet your points here , on what will win game of the year!! Hosted by Zachery Levi, Spike TV’s 9th Annual “Video Game Awards 2011 will feature some of the most notable names in video games, Hollywood, music, sports and more to pay tribute to the outstanding achievements within the video game industry during the past year. The show will feature 13 world premieres of the most anticipated games of 2012 and beyond. Broadcasting in over 100 countries, the VGAs will be a global celebration of all things gaming as it premieres LIVE on Spike TV, MTV 2 and on SpikeTV.com Saturday, December 10 at 8:00pm, ET / 5:00 p.m. PT from the Sony Studios. Hit the jump to see who all is scheduled to attend as well as the live blog! Host: ZACHARY LEVI Live Musical Performers: THE BLACK KEYS DEADMAU5 Presenters/Attendees: JASON BIGGS FELICIA DAY BROOKLYN DECKER SETH GREEN TONY HAWK HULK HOGAN LL COOL J KEVIN JONAS STACY KEIBLER JERRY RICE SEANN WILLIAM SCOTT CHARLIE SHEEN WILL.I.AM “WORKAHOLICS” cast BLAKE ANDERSON ADAM DEVINE ANDERS HOLM “BELLATOR” fighters EDDIE ALVAREZ MICHAEL CHANDLER “Gamer God” Recipients – BLIZZARD ENTERTAINMENT ALLEN ADHAM MICHAEL MORHAIME FRANK PEARCE Gaming Designers CLIFF BLESZINSKI – EPIC GAMES HIDEO KOJIMA – KONAMI -More names to come/Names subject to change- 2011 Video Game Awards ]]></description>
			<content:encoded><![CDATA[<p> SPIKE TV’s “VIDEO GAME AWARDS 2011” will be coming to you live from Paul and myself (Oly), right here on PS3blog.net. Watch it live, and blog along side us right here!! We will be starting the live blog about 9am, as we head from San Diego to the show in L.A. It will be the slow occasional tweet up until 2:30 PM, when the Red Carpet will begin to get busy. You can also tweet questions to @ps3blogdotnet and it will show up in the live blog automatically. Paul and I will be interviewing celebrities from both the entertainment and gaming fields, so we are sure to be very busy, but will live blog here as much as possible. Make sure to join in on all the fun!! Also, don&#8217;t forget to bet your points here , on what will win game of the year!! Hosted by Zachery Levi, Spike TV’s 9th Annual “Video Game Awards 2011 will feature some of the most notable names in video games, Hollywood, music, sports and more to pay tribute to the outstanding achievements within the video game industry during the past year. The show will feature 13 world premieres of the most anticipated games of 2012 and beyond. Broadcasting in over 100 countries, the VGAs will be a global celebration of all things gaming as it premieres LIVE on Spike TV, MTV 2 and on SpikeTV.com Saturday, December 10 at 8:00pm, ET / 5:00 p.m. PT from the Sony Studios. Hit the jump to see who all is scheduled to attend as well as the live blog! Host: ZACHARY LEVI Live Musical Performers: THE BLACK KEYS DEADMAU5 Presenters/Attendees: JASON BIGGS FELICIA DAY BROOKLYN DECKER SETH GREEN TONY HAWK HULK HOGAN LL COOL J KEVIN JONAS STACY KEIBLER JERRY RICE SEANN WILLIAM SCOTT CHARLIE SHEEN WILL.I.AM “WORKAHOLICS” cast BLAKE ANDERSON ADAM DEVINE ANDERS HOLM “BELLATOR” fighters EDDIE ALVAREZ MICHAEL CHANDLER “Gamer God” Recipients – BLIZZARD ENTERTAINMENT ALLEN ADHAM MICHAEL MORHAIME FRANK PEARCE Gaming Designers CLIFF BLESZINSKI – EPIC GAMES HIDEO KOJIMA – KONAMI -More names to come/Names subject to change- 2011 Video Game Awards </p>
<p><img src="http://accessallgames.com/wp-content/uploads/2011/12/785728131evga2011_spike-500x289.jpg" /></p>
<p>See the original post: <br />
<a target="_blank" href="http://www.ps3blog.net/2011/12/09/live-blog-2011-video-game-awards-dec-10-2011/" title="[Live Blog] 2011 Video Game Awards | Dec. 10, 2011">[Live Blog] 2011 Video Game Awards | Dec. 10, 2011</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Lifetime PS3 Sales Only 1.3 Million Away From Catching Xbox 360</title>
		<link>http://accessallgames.com/lifetime-ps3-sales-only-1-3-million-away-from-catching-xbox-360</link>
		<comments>http://accessallgames.com/lifetime-ps3-sales-only-1-3-million-away-from-catching-xbox-360#comments</comments>
		<pubDate>Wed, 02 Nov 2011 11:18:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[PS3]]></category>
		<category><![CDATA[57-3-million]]></category>
		<category><![CDATA[a-350-million]]></category>
		<category><![CDATA[brings]]></category>
		<category><![CDATA[dollar-loss]]></category>
		<category><![CDATA[entire]]></category>
		<category><![CDATA[million-units-]]></category>
		<category><![CDATA[news]]></category>
		<category><![CDATA[news-the-ps2]]></category>
		<category><![CDATA[sales data]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[system]]></category>

		<guid isPermaLink="false">http://accessallgames.com/lifetime-ps3-sales-only-1-3-million-away-from-catching-xbox-360</guid>
		<description><![CDATA[ Sony has recently announced that it has shipped 3.7 million PS3&#8242;s in Q2 of this fiscal year which is a full 1.4 million more than the Xbox 360. This brings the total PS3&#8242;s to 56 million where as the Xbox 360 is 57.3 million units shipped. The bad news is Sony listed a 350 million dollar loss for the entire company while MS posted a profit in its game division. In other news the PS2 sold a surprising 4.3 million units so far this year. This system will not die. ]]></description>
			<content:encoded><![CDATA[<p> Sony has recently announced that it has shipped 3.7 million PS3&#8242;s in Q2 of this fiscal year which is a full 1.4 million more than the Xbox 360. This brings the total PS3&#8242;s to 56 million where as the Xbox 360 is 57.3 million units shipped. The bad news is Sony listed a 350 million dollar loss for the entire company while MS posted a profit in its game division. In other news the PS2 sold a surprising 4.3 million units so far this year. This system will not die. </p>
<p>Go here to read the rest: <br />
<a target="_blank" href="http://www.ps3blog.net/2011/11/02/lifetime-ps3-sales-only-1-3-million-away-from-catching-xbox-360/" title="Lifetime PS3 Sales Only 1.3 Million Away From Catching Xbox 360">Lifetime PS3 Sales Only 1.3 Million Away From Catching Xbox 360</a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Product Review: Remotext Remote Control/Keyboard</title>
		<link>http://accessallgames.com/product-review-remotext-remote-controlkeyboard</link>
		<comments>http://accessallgames.com/product-review-remotext-remote-controlkeyboard#comments</comments>
		<pubDate>Mon, 24 Oct 2011 04:01:04 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[a-good-option]]></category>
		<category><![CDATA[a-media-remote]]></category>
		<category><![CDATA[accessories]]></category>
		<category><![CDATA[expectations]]></category>
		<category><![CDATA[hold-the-remote]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[system]]></category>

		<guid isPermaLink="false">http://accessallgames.com/product-review-remotext-remote-controlkeyboard</guid>
		<description><![CDATA[ Hyperkin’s Remotext is designed to be everything to everyone: gaming controller, media remote, and full QWERTY keyboard. Unfortunately, certain design flaws hinder Remotext’s performance in the first two areas. And as the controller is really only successful as a keyboard, it’s difficult to recommend this product to anyone who wants more than a mini keyboard. Remotext is light – perhaps lighter than Sony’s media remote – and I appreciate the rubberized texture of the remote. Oriented vertically, Remotext looks like a typical media remote with readily accessible buttons for play, pause, fast-forward, and so on. Oriented horizontally, Remotext could be used as a gaming controller. It sports the typical face buttons, d-pad, and two analog nubs. Your DualShock controllers needn’t fear for their place in your household, though, as it’s exceptionally difficult to play games with Remotext for a number of reasons: It’s awkward to hold Remotext for any length of time (it’s shaped like an NES controller with four times as many buttons). The analog nubs are stiff, unresponsive, and lack the L3/R3 click functionality. The only shoulder buttons present are L2/R2. L1/R1 are mapped to “previous/next chapter” on the vertically-oriented media remote portion of the layout, so these buttons that should be shoulder buttons are very difficult to reach. When used as a media remote, Remotext is perfectly serviceable. All of the most useful buttons are immediately accessible, and the remote isn’t cluttered with hoards of useless buttons, like Sony’s PS3-branded media remote. Still, I sometimes have to press a button twice before it registers, and some of the hard plastic pieces (most notably the analog nubs) have a tacky bevel of sharpish plastic that one would probably do well to sand down before use. Such design touches lower my expectations of the product. Also, whether I hold the remote in my left hand or right hand, I invariably accidentally depress the R2 shoulder button, which hasn’t done anything undesirable so far (like exit Netflix, or cause a blu-ray disc to self-destruct), but it’s annoying to click frequently an undesired button. The best feature of Remotext is its face’s ability to slide upward to reveal a hidden QWERTY keyboard. It’s nice to have a keyboard: I use it for searching for movies via the PS3’s Netflix interface and occasionally for messaging friends. If I still hung out in my Fat Princess clan’s private text chat room, well, the Remotext would be invaluable there as well. (Yes, I used to be in a Fat Princess clan – just one of my many, manly qualities that have all the girls in a tizzy.) So I appreciate the keyboard, but again, I have some complaints about it: The keys are tiny, tiny, tiny, and rather stiff. Now, I’m no ballerina, but I would hazard that even those who have digits that are more slender and elegant than mine might occasionally punch an unintended key on this pad. A few final gripes: First, this controller does not support Bluetooth. It requires a USB dongle to function. This could well be a deal-breaker for many, especially those with the PS3 Slims, which sport only two USB ports natively. Second, the Remotext registers with the system as a game controller rather than as a media controller. I have my system set up to automatically turn off gaming controllers after ten minutes of inactivity, so Remotext is likewise turned off. I was annoyed a number of times as I watched a movie and tried to pause with my Remotext, only to recall that, of course, the system had turned off the controller, so I’d have to spend a few seconds resyncing the controller before I could pause. Sure, I could change my system settings, but all things considered, I’d just as soon stick to my Sony PS3 media remote, which doesn’t have a similar issue. Third, the Remotext charges via mini-USB just like a typical gaming controller. But the system doesn’t register Remotext’s battery life, and the controller itself has no indication of its charge, either, so Remotext might well run out of juice unexpectedly. In sum, if you are on the market for a small (well, tiny) wireless keyboard for your PS3, and you don’t mind devoting a USB port to the device, then Remotext may well be a good option for you. If you principally want a media remote (or a gaming controller!), then I’d advise you to keep shopping around. With an MSRP of 30 USD, Remotext’s price isn’t unreasonable, but it’s value would have been much higher if it did certain things better. In fact, I’d suggest to the manufacturers that they drop the gaming controller stuff entirely and devote whatever resources are thus freed up to increasing the quality of the product. Remotext would be great if it were just a well-designed and well-produced media remote / keyboard hybrid. ]]></description>
			<content:encoded><![CDATA[<p> Hyperkin’s Remotext is designed to be everything to everyone: gaming controller, media remote, and full QWERTY keyboard. Unfortunately, certain design flaws hinder Remotext’s performance in the first two areas. And as the controller is really only successful as a keyboard, it’s difficult to recommend this product to anyone who wants more than a mini keyboard. Remotext is light – perhaps lighter than Sony’s media remote – and I appreciate the rubberized texture of the remote. Oriented vertically, Remotext looks like a typical media remote with readily accessible buttons for play, pause, fast-forward, and so on. Oriented horizontally, Remotext could be used as a gaming controller. It sports the typical face buttons, d-pad, and two analog nubs. Your DualShock controllers needn’t fear for their place in your household, though, as it’s exceptionally difficult to play games with Remotext for a number of reasons: It’s awkward to hold Remotext for any length of time (it’s shaped like an NES controller with four times as many buttons). The analog nubs are stiff, unresponsive, and lack the L3/R3 click functionality. The only shoulder buttons present are L2/R2. L1/R1 are mapped to “previous/next chapter” on the vertically-oriented media remote portion of the layout, so these buttons that should be shoulder buttons are very difficult to reach. When used as a media remote, Remotext is perfectly serviceable. All of the most useful buttons are immediately accessible, and the remote isn’t cluttered with hoards of useless buttons, like Sony’s PS3-branded media remote. Still, I sometimes have to press a button twice before it registers, and some of the hard plastic pieces (most notably the analog nubs) have a tacky bevel of sharpish plastic that one would probably do well to sand down before use. Such design touches lower my expectations of the product. Also, whether I hold the remote in my left hand or right hand, I invariably accidentally depress the R2 shoulder button, which hasn’t done anything undesirable so far (like exit Netflix, or cause a blu-ray disc to self-destruct), but it’s annoying to click frequently an undesired button. The best feature of Remotext is its face’s ability to slide upward to reveal a hidden QWERTY keyboard. It’s nice to have a keyboard: I use it for searching for movies via the PS3’s Netflix interface and occasionally for messaging friends. If I still hung out in my Fat Princess clan’s private text chat room, well, the Remotext would be invaluable there as well. (Yes, I used to be in a Fat Princess clan – just one of my many, manly qualities that have all the girls in a tizzy.) So I appreciate the keyboard, but again, I have some complaints about it: The keys are tiny, tiny, tiny, and rather stiff. Now, I’m no ballerina, but I would hazard that even those who have digits that are more slender and elegant than mine might occasionally punch an unintended key on this pad. A few final gripes: First, this controller does not support Bluetooth. It requires a USB dongle to function. This could well be a deal-breaker for many, especially those with the PS3 Slims, which sport only two USB ports natively. Second, the Remotext registers with the system as a game controller rather than as a media controller. I have my system set up to automatically turn off gaming controllers after ten minutes of inactivity, so Remotext is likewise turned off. I was annoyed a number of times as I watched a movie and tried to pause with my Remotext, only to recall that, of course, the system had turned off the controller, so I’d have to spend a few seconds resyncing the controller before I could pause. Sure, I could change my system settings, but all things considered, I’d just as soon stick to my Sony PS3 media remote, which doesn’t have a similar issue. Third, the Remotext charges via mini-USB just like a typical gaming controller. But the system doesn’t register Remotext’s battery life, and the controller itself has no indication of its charge, either, so Remotext might well run out of juice unexpectedly. In sum, if you are on the market for a small (well, tiny) wireless keyboard for your PS3, and you don’t mind devoting a USB port to the device, then Remotext may well be a good option for you. If you principally want a media remote (or a gaming controller!), then I’d advise you to keep shopping around. With an MSRP of 30 USD, Remotext’s price isn’t unreasonable, but it’s value would have been much higher if it did certain things better. In fact, I’d suggest to the manufacturers that they drop the gaming controller stuff entirely and devote whatever resources are thus freed up to increasing the quality of the product. Remotext would be great if it were just a well-designed and well-produced media remote / keyboard hybrid. </p>
<p><img src="http://accessallgames.com/wp-content/uploads/2011/10/e44ff3df74rt_banner-499x161.png" /></p>
<p>Read the original post:<br />
<a target="_blank" href="http://www.ps3blog.net/2011/10/23/product-review-remotext-remote-controlkeyboard/" title="Product Review: Remotext Remote Control/Keyboard">Product Review: Remotext Remote Control/Keyboard</a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>PixelJunk Sidescroller: Retro Heaven</title>
		<link>http://accessallgames.com/pixeljunk-sidescroller-retro-heaven</link>
		<comments>http://accessallgames.com/pixeljunk-sidescroller-retro-heaven#comments</comments>
		<pubDate>Mon, 24 Oct 2011 03:55:17 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[a-good-option]]></category>
		<category><![CDATA[a-media-remote]]></category>
		<category><![CDATA[accessories]]></category>
		<category><![CDATA[expectations]]></category>
		<category><![CDATA[into-the-local]]></category>
		<category><![CDATA[pixeljunk sidescroller]]></category>
		<category><![CDATA[relaxing-retro]]></category>
		<category><![CDATA[search]]></category>
		<category><![CDATA[sidescroller-]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[the-unlockable]]></category>
		<category><![CDATA[unlockable]]></category>

		<guid isPermaLink="false">http://accessallgames.com/pixeljunk-sidescroller-retro-heaven</guid>
		<description><![CDATA[ Q-Games has released a promising launch trailer for their PSN exclusive , old school shooter PixelJunk Sidescroller. The developer confirmed via Twitter , Wednesday October 25th , as the release date for the EU PS store. Based on the unlockable stage from PixelJunk Shooter 2, PixelJunk Sidescroller is an arcade masterpiece with Brand new levels, local Co-op mode, hordes of enemies, and epic boss fights to represent the retro gaming golden era. - Explore a thoroughly re-invented genre as you battle your way through unique, retro stages. - Search for hidden Power Up items and upgrade your arsenal of weapons to retrofit your ship. - Hop into the local co-op mode to unleash massive mayhem on hordes of unsuspecting enemies. A relaxing retro time with a cold one. This is not to be missed folks! ]]></description>
			<content:encoded><![CDATA[<p> Q-Games has released a promising launch trailer for their PSN exclusive , old school shooter PixelJunk Sidescroller. The developer confirmed via Twitter , Wednesday October 25th , as the release date for the EU PS store. Based on the unlockable stage from PixelJunk Shooter 2, PixelJunk Sidescroller is an arcade masterpiece with Brand new levels, local Co-op mode, hordes of enemies, and epic boss fights to represent the retro gaming golden era. &#8211; Explore a thoroughly re-invented genre as you battle your way through unique, retro stages. &#8211; Search for hidden Power Up items and upgrade your arsenal of weapons to retrofit your ship. &#8211; Hop into the local co-op mode to unleash massive mayhem on hordes of unsuspecting enemies. A relaxing retro time with a cold one. This is not to be missed folks! </p>
<p>See the original post here: <br />
<a target="_blank" href="http://www.ps3blog.net/2011/10/23/pixeljunk-sidescroller-retro-heaven/" title="PixelJunk Sidescroller: Retro Heaven">PixelJunk Sidescroller: Retro Heaven</a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>PSN Terms of Service Sept. 15, 2011 &#124; Waiver of Right to Class Action Lawsuit</title>
		<link>http://accessallgames.com/psn-terms-of-service-sept-15-2011-waiver-of-right-to-class-action-lawsuit</link>
		<comments>http://accessallgames.com/psn-terms-of-service-sept-15-2011-waiver-of-right-to-class-action-lawsuit#comments</comments>
		<pubDate>Thu, 22 Sep 2011 18:40:13 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[a-class-action]]></category>
		<category><![CDATA[editorial]]></category>
		<category><![CDATA[following]]></category>
		<category><![CDATA[legal]]></category>
		<category><![CDATA[memory]]></category>
		<category><![CDATA[patrick-klepek]]></category>
		<category><![CDATA[section]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[television]]></category>
		<category><![CDATA[waiver]]></category>

		<guid isPermaLink="false">http://accessallgames.com/psn-terms-of-service-sept-15-2011-waiver-of-right-to-class-action-lawsuit</guid>
		<description><![CDATA[ So be honest: Did you actually read the new Terms of Service agreement that was posted in advance of Firmware update 3.72 several days ago? I&#8217;ll admit it—I didn&#8217;t! I scroll right through those things like a chump. The faster I can get to the &#8220;Accept&#8221; button, the faster I can reconnect to PSN and regain access to online gaming, the PSN store, Netflix streaming, etc. Perhaps I was overhasty on this occasion, as Sony included a rather surprising clause in the latest TOS, acceptance of which waives my right ever to join a class action lawsuit against the corporation. More details—and information about how to reclaim the aforementioned right, should you wish to do so—after the jump. Note that the story that follows below is applicable to U.S. subscribers to PSN services. I have no knowledge of the TOS agreements in other countries or regions. It&#8217;s not hard to guess why Sony is feeling embattled by class action lawsuits: It was hit by the first of these within days of the commencement of the April 2011 PSN multiple security breach fiasco (which we covered exhaustively ). According to an article by CNN&#8217;s Mark Milian, Sony took heart that the U.S. Supreme Court recently ruled that class action lawsuit-limiting language developed by American telephony company AT&#38;T is legal. The new TOS creates similar strictures for PSN consumers. After all, as Milian&#8217;s article states, it is often prohibitively expensive for the average consumer to individually sue a corporation, so the new language should dramatically reduce Sony&#8217;s exposure to consumer lawsuits. So what, exactly, is the new language? To &#8220;refresh your memory&#8221; of the TOS document that you doubtless poured over for hours on your television screen, you might pull up the full document online (Adobe PDF file), which handily flags revisions when compared to the previous TOS agreement. The relevant changes for our purposes appear in Section 15 (pp. 17-19). I quote a portion of this section below: Any dispute resolution proceedings, whether in arbitration or court, will be conducted only on an individual basis and not in a class or representative action or as a named or unnamed member in a class, consolidated, representative or private attorney general legal action, unless both you and the Sony entity with which you have a dispute specifically agree to do so in writing following initiation of the arbitration. This provision does not preclude your participation as a member in a class action filed on or before August 20, 2011. Perhaps in an effort to make this change or palatable or to shore up its chances of withstanding a legal challenge, Sony has provided an opt-out clause (TOS, p. 17). You have thirty days from the time that you accept(ed) the agreement to opt out by sending a letter to Sony with the following information: 1. Your name 2. Your address 3. Your PSN account 4. &#8220;A clear statement that you do not wish to resolve disputes with any Sony entity through arbitration.&#8221; This letter should be sent to the following address: 6080 Center Drive 10th Floor Los Angeles, CA 90045 Attn: Legal Department/Arbitration Attn: Sony Legal Department: Dispute Resolution A template letter in the form of a Google document has been created for your convenience by Patrick Klepek of GiantBomb . I am happy that Sony has permitted us to refuse the waiver, but this still feels like a disingenuous move: Sony is extended us the the option to work for a right that we inherently possessed until a few days ago. What percentage of PSN subscribers will opt out? How many people even know about the change such that they understand that they have the option to opt out? Does anyone read the TOS? So let&#8217;s hear from you, intrepid PS3 dévotés: How do you all feel about the TOS change? Will you mail an opt out letter to Sony? ]]></description>
			<content:encoded><![CDATA[<p> So be honest: Did you actually read the new Terms of Service agreement that was posted in advance of Firmware update 3.72 several days ago? I&#8217;ll admit it—I didn&#8217;t! I scroll right through those things like a chump. The faster I can get to the &#8220;Accept&#8221; button, the faster I can reconnect to PSN and regain access to online gaming, the PSN store, Netflix streaming, etc. Perhaps I was overhasty on this occasion, as Sony included a rather surprising clause in the latest TOS, acceptance of which waives my right ever to join a class action lawsuit against the corporation. More details—and information about how to reclaim the aforementioned right, should you wish to do so—after the jump. Note that the story that follows below is applicable to U.S. subscribers to PSN services. I have no knowledge of the TOS agreements in other countries or regions. It&#8217;s not hard to guess why Sony is feeling embattled by class action lawsuits: It was hit by the first of these within days of the commencement of the April 2011 PSN multiple security breach fiasco (which we covered exhaustively ). According to an article by CNN&#8217;s Mark Milian, Sony took heart that the U.S. Supreme Court recently ruled that class action lawsuit-limiting language developed by American telephony company AT&#38;T is legal. The new TOS creates similar strictures for PSN consumers. After all, as Milian&#8217;s article states, it is often prohibitively expensive for the average consumer to individually sue a corporation, so the new language should dramatically reduce Sony&#8217;s exposure to consumer lawsuits. So what, exactly, is the new language? To &#8220;refresh your memory&#8221; of the TOS document that you doubtless poured over for hours on your television screen, you might pull up the full document online (Adobe PDF file), which handily flags revisions when compared to the previous TOS agreement. The relevant changes for our purposes appear in Section 15 (pp. 17-19). I quote a portion of this section below: Any dispute resolution proceedings, whether in arbitration or court, will be conducted only on an individual basis and not in a class or representative action or as a named or unnamed member in a class, consolidated, representative or private attorney general legal action, unless both you and the Sony entity with which you have a dispute specifically agree to do so in writing following initiation of the arbitration. This provision does not preclude your participation as a member in a class action filed on or before August 20, 2011. Perhaps in an effort to make this change or palatable or to shore up its chances of withstanding a legal challenge, Sony has provided an opt-out clause (TOS, p. 17). You have thirty days from the time that you accept(ed) the agreement to opt out by sending a letter to Sony with the following information: 1. Your name 2. Your address 3. Your PSN account 4. &#8220;A clear statement that you do not wish to resolve disputes with any Sony entity through arbitration.&#8221; This letter should be sent to the following address: 6080 Center Drive 10th Floor Los Angeles, CA 90045 Attn: Legal Department/Arbitration Attn: Sony Legal Department: Dispute Resolution A template letter in the form of a Google document has been created for your convenience by Patrick Klepek of GiantBomb . I am happy that Sony has permitted us to refuse the waiver, but this still feels like a disingenuous move: Sony is extended us the the option to work for a right that we inherently possessed until a few days ago. What percentage of PSN subscribers will opt out? How many people even know about the change such that they understand that they have the option to opt out? Does anyone read the TOS? So let&#8217;s hear from you, intrepid PS3 dévotés: How do you all feel about the TOS change? Will you mail an opt out letter to Sony? </p>
<p><img src="http://accessallgames.com/wp-content/uploads/2011/09/6c81bb6989tos_logo2-499x161.png" /></p>
<p>Go here to read the rest:<br />
<a target="_blank" href="http://www.ps3blog.net/2011/09/22/psn-terms-of-service-sept-15-2011-waiver-of-right-to-class-action-lawsuit/" title="PSN Terms of Service Sept. 15, 2011 | Waiver of Right to Class Action Lawsuit">PSN Terms of Service Sept. 15, 2011 | Waiver of Right to Class Action Lawsuit</a></p>
]]></content:encoded>
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		<title>Post TGS Playstation Vita News Round Up</title>
		<link>http://accessallgames.com/post-tgs-playstation-vita-news-round-up</link>
		<comments>http://accessallgames.com/post-tgs-playstation-vita-news-round-up#comments</comments>
		<pubDate>Sun, 18 Sep 2011 13:57:41 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[PS3]]></category>
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		<guid isPermaLink="false">http://accessallgames.com/post-tgs-playstation-vita-news-round-up</guid>
		<description><![CDATA[ If you watched the Sony press conference at TGS, you would have gotten some small tidbits of information about this new beastly handheld, however before and after Sony&#8217;s conference we got a landslide of news. As you can see in the picture posted above, new colors have been announced but that&#8217;s just the tip of the ice burg. There were a grand total of 74 games announced for the Vita at TGS bringing the grand total of known games in develop to about 150 games. Many of these games will never see the light of day in the west, but worry not as the Playstation Vita has been confirmed as region free and ALL games will be downloadable. Not just that, but a Sony rep also confirmed that you can have multiple accounts as well. Below are some of the new features mentioned. Features: -Cross Game Voice Chat -Region Free -Multiple Accounts -Custom Soundtracks -Multitasking -Friends Network (Sort of like Home) -Non-Gaming Apps like Calendar and a Clock -Message and Invite notification pop-up plus LED blinks blue -Some Games will share DLC (i.e. Street Fighter X Tekken) Now I won&#8217;t spend a lot of time naming off the 74 new games that have been announced, but here are a couple of the bigger titles. Tales of Innocence R Ragnarok Odyssey Final Fantasy X HD Y&#8217;s – Celceta, Sea of Trees Click here for the full list of Vita titles ]]></description>
			<content:encoded><![CDATA[<p> If you watched the Sony press conference at TGS, you would have gotten some small tidbits of information about this new beastly handheld, however before and after Sony&#8217;s conference we got a landslide of news. As you can see in the picture posted above, new colors have been announced but that&#8217;s just the tip of the ice burg. There were a grand total of 74 games announced for the Vita at TGS bringing the grand total of known games in develop to about 150 games. Many of these games will never see the light of day in the west, but worry not as the Playstation Vita has been confirmed as region free and ALL games will be downloadable. Not just that, but a Sony rep also confirmed that you can have multiple accounts as well. Below are some of the new features mentioned. Features: -Cross Game Voice Chat -Region Free -Multiple Accounts -Custom Soundtracks -Multitasking -Friends Network (Sort of like Home) -Non-Gaming Apps like Calendar and a Clock -Message and Invite notification pop-up plus LED blinks blue -Some Games will share DLC (i.e. Street Fighter X Tekken) Now I won&#8217;t spend a lot of time naming off the 74 new games that have been announced, but here are a couple of the bigger titles. Tales of Innocence R Ragnarok Odyssey Final Fantasy X HD Y&#8217;s – Celceta, Sea of Trees Click here for the full list of Vita titles </p>
<p><img src="http://accessallgames.com/wp-content/uploads/2011/09/bff4dc6114Orange-Vita-500x375.jpg" /></p>
<p>Read more from the original source:<br />
<a target="_blank" href="http://www.ps3blog.net/2011/09/18/post-tgs-playstation-vita-news-round-up/" title="Post TGS Playstation Vita News Round Up">Post TGS Playstation Vita News Round Up</a></p>
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		<title>The First Uncharted 3 TV Spot Airs Tonight</title>
		<link>http://accessallgames.com/the-first-uncharted-3-tv-spot-airs-tonight</link>
		<comments>http://accessallgames.com/the-first-uncharted-3-tv-spot-airs-tonight#comments</comments>
		<pubDate>Thu, 08 Sep 2011 22:57:40 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[PS3]]></category>
		<category><![CDATA[commercials]]></category>
		<category><![CDATA[first]]></category>
		<category><![CDATA[has-the]]></category>
		<category><![CDATA[nfl]]></category>
		<category><![CDATA[packers]]></category>
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		<guid isPermaLink="false">http://accessallgames.com/the-first-uncharted-3-tv-spot-airs-tonight</guid>
		<description><![CDATA[ During tonight&#8217;s NFL Season kickoff, Sony has the first TV spot for the title planned to play during the Packers/Saints game. And yes, it is all in-game. You can watch it above! ]]></description>
			<content:encoded><![CDATA[<p> During tonight&#8217;s NFL Season kickoff, Sony has the first TV spot for the title planned to play during the Packers/Saints game. And yes, it is all in-game. You can watch it above! </p>
<p>See original here: <br />
<a target="_blank" href="http://www.ps3blog.net/2011/09/08/the-first-uncharted-3-tv-spot-airs-tonight/" title="The First Uncharted 3 TV Spot Airs Tonight">The First Uncharted 3 TV Spot Airs Tonight</a></p>
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		<title>Review: Deathspank: The Baconing</title>
		<link>http://accessallgames.com/review-deathspank-the-baconing</link>
		<comments>http://accessallgames.com/review-deathspank-the-baconing#comments</comments>
		<pubDate>Thu, 08 Sep 2011 22:46:59 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[PS3]]></category>
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		<guid isPermaLink="false">http://accessallgames.com/review-deathspank-the-baconing</guid>
		<description><![CDATA[ Deathspank: The Baconing isn&#8217;t your average PSN Title. Its graphics far exceeded my expectations, and some of the features are far from the standard on titles like this. The game is first and foremost a hack and slash, but the most interesting aspect of the game is the over-the-top humor. With that said, my experience with the game had mixed results. Even though it certainly offered me good entertainment, a game breaking glitch (that happened on the 4th &#8220;chapter&#8221;) prevented me from finishing it, so I took it to heart and gathered enough information to finish writing this. The story revolves around the appearance of AntiSpank, the total opposite of our hero, created by the inadequate use of the Thongs of Virtue. The clumsy, and questionably heroic, Deathspank has to destroy all the five thongs in order to face this evil foe and save the world from destruction ( again ). You start out at your own castle at the city of Spanktopia and are instantly launched into battle against your old time enemies: the orcs. Combat is something you&#8217;ll have to get used to as it does seem to be very difficult at first. However, as you get the hang of it, everything will make more sense and you&#8217;ll stop dying as often. Just be sure to remember that using your shield is almost as important as using your weapons, considering that blocking is a big part of the game (and the feature I most enjoyed about combat). By the look of it, you&#8217;d think the game isn&#8217;t really hard, but even at easier difficulties, it&#8217;ll prove to be a big challenge if you don&#8217;t use all the resources available, of which there are many. At the start of the game, you&#8217;ll have eight slots available (by using the D-Pad and the face buttons), and you can equip whatever items you feel like on whichever slot you want, so it&#8217;s really adaptable to your play style. At your disposal, you have a variety of potions, grenades, and other powerful items which you should take advantage of, because they&#8217;re all abundant and effective (just make sure you&#8217;ll destroy all barrels). Your arsenal is very vast and you&#8217;ll get to acquire a LOT of melee weapons, your trusty ranged weapon (with a slightly smaller variety) ,and a more powerful attack (based on the type weapon you&#8217;re using) that you can use every time your Justice Gauge is fully charged. Fully exploring the maps will reward you with about two weapons and a special set of armor for every level (the final level cap is set at 20, as has been the case with the other two Deathspank games) and many other treasures that will bring joy into your every day life. Be sure to keep your gear on par with your level, or else you risk having the enemies play a little round of &#8220;kick around the &#8216;hero&#8217; just because&#8221; for a while. For each Thong you&#8217;re tasked with destroying, you&#8217;ll travel to a different part of the world. Each one will have a small variety of environments, all of which are presented as two dimensional entities, but all looking really good and you&#8217;ll notice that even on close ups, there&#8217;s no pixelation at all. The game is very colorful and the style is certainly interesting; there IS a little recycling of several enemies and textures here and there, but in the end, it&#8217;s all kept very interesting. The sound effects aren&#8217;t impressive, but they do their required work. The soundtrack is irrelevant and overly repetitive, which, for me, wasn&#8217;t a big deal, but some might see it as problem (though hopefully not as a deal breaker). Where the game really shines is when the protagonist speaks. One great thing about the game is that every line of dialogue is voiced over, and while Deathspank is especially great, most NPCs aren&#8217;t as good, and sometimes their voices don&#8217;t really match their look. You can easily see that comedy was a top priority when the game was made, and nearly everything in the game is made with that in mind. This might sound boring, but it really isn&#8217;t&#8230; and it certainly was one of the features I most appreciated. It felt natural and didn&#8217;t get old at all. You&#8217;ll see a bit of everything here, from the most idiotic jokes to a lot of clever references and a bit of racial humor as well. Playing the whole game from start to finish will take you about 10 hours (based on what I could play), and there are few side quests to take care of here and there, which certainly makes this a nice length for a PSN title. Most quests are varied and interesting, and some puzzles will surely make your brain work. In case you don&#8217;t feel like it and want to make ends meet ASAP, you can use fortune cookies that help out by giving you hints on the current objectives set forth by your quests. The story is enough to keep you interested, but certainly meeting new characters is the thing that will keep you going, as their stories are usually absurd and are sure to make you constantly laugh. Menus are pretty straight forward and do their work well, but I feel like they should be a little more developed given the amount of time you&#8217;ll be spending going trough your constantly updated inventory. I realize there is a co-op feature in this game (apparently local only) but I couldn&#8217;t figure it out (nor would I be able to try it). For those who feel a bit competitive, the game offers online leader boards which track the number of enemies you&#8217;ve killed, stunned, and some other things. I don&#8217;t think there are many people playing it right now, since it wasn&#8217;t particularly difficult to climb up the ladder (though I didn&#8217;t get to the top). The game is certainly not bad, but it disappointed me on some features since leveling does little to customize your character, and sometimes it feels the game scales faster than it should making it feel a little unbalanced in some points. For example, in a minute, enemies will go from level 10 to 12 (and it makes a big difference) and if you&#8217;re not careful, that could be very dangerous, which more casual players could find this a little annoying as grinding for experience isn&#8217;t fun. Late in the game you&#8217;ll feel the opposite as you&#8217;ll become waaaaaaaay too powerful with all the money you&#8217;ll have to stock up on various buffs and items. Obviously the biggest problem I had with it was a game breaking glitch that prevented me from carrying on with the main quest. At a certain part later in the game you&#8217;ll have to find some golf clubs and one of them does not want to be picked up. Basically, I can&#8217;t go forward. I looked around the forums and found little information about the game, nobody seems to have experienced this particular problem, but I&#8217;ve read about at least two other glitches that were just as frustrating, so I don&#8217;t think this is very alarming, but it certainly impaired my experience. If you&#8217;re looking for an interesting and very funny game, you shouldn&#8217;t look further. Deathspank: The Baconing is an extraordinary PSN title and one of the best downloadable titles I&#8217;ve played. It certainly feels like the game could offer a lot more for all the obvious work put into it, but maybe that&#8217;s just me because of my unfortunate experience. The greatest merit of the game is being a downloadable title with retail aspirations. While those may not be as good as they could, they&#8217;ve certainly made the game what it is: one of the most humorous and well made games available on the PSN. Review Pros Cons Over-the-top humor Lots of different weapons and armors Good looking environments Interesting combat mechanics Fully voiced protagonist with many things to say Game breaking glitch Too much inventory management Sound effects can feel repetitive Rating 80% Keep an eye out for a giveaway! We&#8217;ll be starting that tomorrow (09/09)! Published by HotHeadGames Developed by HotHeadGames Cost – $14.99 Available on PSN Want to get this game? Then you can: Buy The Baconing Itself! Buy a $20 PSN Card! Buy a $50 PSN Card! Other Information Disclaimer - A copy of the game was supplied by the publisher for this review. ]]></description>
			<content:encoded><![CDATA[<p> Deathspank: The Baconing isn&#8217;t your average PSN Title. Its graphics far exceeded my expectations, and some of the features are far from the standard on titles like this. The game is first and foremost a hack and slash, but the most interesting aspect of the game is the over-the-top humor. With that said, my experience with the game had mixed results. Even though it certainly offered me good entertainment, a game breaking glitch (that happened on the 4th &#8220;chapter&#8221;) prevented me from finishing it, so I took it to heart and gathered enough information to finish writing this. The story revolves around the appearance of AntiSpank, the total opposite of our hero, created by the inadequate use of the Thongs of Virtue. The clumsy, and questionably heroic, Deathspank has to destroy all the five thongs in order to face this evil foe and save the world from destruction ( again ). You start out at your own castle at the city of Spanktopia and are instantly launched into battle against your old time enemies: the orcs. Combat is something you&#8217;ll have to get used to as it does seem to be very difficult at first. However, as you get the hang of it, everything will make more sense and you&#8217;ll stop dying as often. Just be sure to remember that using your shield is almost as important as using your weapons, considering that blocking is a big part of the game (and the feature I most enjoyed about combat). By the look of it, you&#8217;d think the game isn&#8217;t really hard, but even at easier difficulties, it&#8217;ll prove to be a big challenge if you don&#8217;t use all the resources available, of which there are many. At the start of the game, you&#8217;ll have eight slots available (by using the D-Pad and the face buttons), and you can equip whatever items you feel like on whichever slot you want, so it&#8217;s really adaptable to your play style. At your disposal, you have a variety of potions, grenades, and other powerful items which you should take advantage of, because they&#8217;re all abundant and effective (just make sure you&#8217;ll destroy all barrels). Your arsenal is very vast and you&#8217;ll get to acquire a LOT of melee weapons, your trusty ranged weapon (with a slightly smaller variety) ,and a more powerful attack (based on the type weapon you&#8217;re using) that you can use every time your Justice Gauge is fully charged. Fully exploring the maps will reward you with about two weapons and a special set of armor for every level (the final level cap is set at 20, as has been the case with the other two Deathspank games) and many other treasures that will bring joy into your every day life. Be sure to keep your gear on par with your level, or else you risk having the enemies play a little round of &#8220;kick around the &#8216;hero&#8217; just because&#8221; for a while. For each Thong you&#8217;re tasked with destroying, you&#8217;ll travel to a different part of the world. Each one will have a small variety of environments, all of which are presented as two dimensional entities, but all looking really good and you&#8217;ll notice that even on close ups, there&#8217;s no pixelation at all. The game is very colorful and the style is certainly interesting; there IS a little recycling of several enemies and textures here and there, but in the end, it&#8217;s all kept very interesting. The sound effects aren&#8217;t impressive, but they do their required work. The soundtrack is irrelevant and overly repetitive, which, for me, wasn&#8217;t a big deal, but some might see it as problem (though hopefully not as a deal breaker). Where the game really shines is when the protagonist speaks. One great thing about the game is that every line of dialogue is voiced over, and while Deathspank is especially great, most NPCs aren&#8217;t as good, and sometimes their voices don&#8217;t really match their look. You can easily see that comedy was a top priority when the game was made, and nearly everything in the game is made with that in mind. This might sound boring, but it really isn&#8217;t&#8230; and it certainly was one of the features I most appreciated. It felt natural and didn&#8217;t get old at all. You&#8217;ll see a bit of everything here, from the most idiotic jokes to a lot of clever references and a bit of racial humor as well. Playing the whole game from start to finish will take you about 10 hours (based on what I could play), and there are few side quests to take care of here and there, which certainly makes this a nice length for a PSN title. Most quests are varied and interesting, and some puzzles will surely make your brain work. In case you don&#8217;t feel like it and want to make ends meet ASAP, you can use fortune cookies that help out by giving you hints on the current objectives set forth by your quests. The story is enough to keep you interested, but certainly meeting new characters is the thing that will keep you going, as their stories are usually absurd and are sure to make you constantly laugh. Menus are pretty straight forward and do their work well, but I feel like they should be a little more developed given the amount of time you&#8217;ll be spending going trough your constantly updated inventory. I realize there is a co-op feature in this game (apparently local only) but I couldn&#8217;t figure it out (nor would I be able to try it). For those who feel a bit competitive, the game offers online leader boards which track the number of enemies you&#8217;ve killed, stunned, and some other things. I don&#8217;t think there are many people playing it right now, since it wasn&#8217;t particularly difficult to climb up the ladder (though I didn&#8217;t get to the top). The game is certainly not bad, but it disappointed me on some features since leveling does little to customize your character, and sometimes it feels the game scales faster than it should making it feel a little unbalanced in some points. For example, in a minute, enemies will go from level 10 to 12 (and it makes a big difference) and if you&#8217;re not careful, that could be very dangerous, which more casual players could find this a little annoying as grinding for experience isn&#8217;t fun. Late in the game you&#8217;ll feel the opposite as you&#8217;ll become waaaaaaaay too powerful with all the money you&#8217;ll have to stock up on various buffs and items. Obviously the biggest problem I had with it was a game breaking glitch that prevented me from carrying on with the main quest. At a certain part later in the game you&#8217;ll have to find some golf clubs and one of them does not want to be picked up. Basically, I can&#8217;t go forward. I looked around the forums and found little information about the game, nobody seems to have experienced this particular problem, but I&#8217;ve read about at least two other glitches that were just as frustrating, so I don&#8217;t think this is very alarming, but it certainly impaired my experience. If you&#8217;re looking for an interesting and very funny game, you shouldn&#8217;t look further. Deathspank: The Baconing is an extraordinary PSN title and one of the best downloadable titles I&#8217;ve played. It certainly feels like the game could offer a lot more for all the obvious work put into it, but maybe that&#8217;s just me because of my unfortunate experience. The greatest merit of the game is being a downloadable title with retail aspirations. While those may not be as good as they could, they&#8217;ve certainly made the game what it is: one of the most humorous and well made games available on the PSN. Review Pros Cons Over-the-top humor Lots of different weapons and armors Good looking environments Interesting combat mechanics Fully voiced protagonist with many things to say Game breaking glitch Too much inventory management Sound effects can feel repetitive Rating 80% Keep an eye out for a giveaway! We&#8217;ll be starting that tomorrow (09/09)! Published by HotHeadGames Developed by HotHeadGames Cost – $14.99 Available on PSN Want to get this game? Then you can: Buy The Baconing Itself! Buy a $20 PSN Card! Buy a $50 PSN Card! Other Information Disclaimer &#8211; A copy of the game was supplied by the publisher for this review. </p>
<p><img src="http://accessallgames.com/wp-content/uploads/2011/09/9b1a6155f5dstbrev01-499x161.jpg" /></p>
<p>See the original post here: <br />
<a target="_blank" href="http://www.ps3blog.net/2011/09/08/review-deathspank-the-baconing/" title="Review: Deathspank: The Baconing">Review: Deathspank: The Baconing</a></p>
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		<title>LittleBigPlanet 2 Price Drop; Move Support Enabled!</title>
		<link>http://accessallgames.com/littlebigplanet-2-price-drop-move-support-enabled</link>
		<comments>http://accessallgames.com/littlebigplanet-2-price-drop-move-support-enabled#comments</comments>
		<pubDate>Thu, 08 Sep 2011 22:15:37 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[PS3]]></category>
		<category><![CDATA[a-bit-more]]></category>
		<category><![CDATA[a-new-update]]></category>
		<category><![CDATA[brain-crane]]></category>
		<category><![CDATA[cakeling]]></category>
		<category><![CDATA[dlc]]></category>
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		<category><![CDATA[play-during]]></category>
		<category><![CDATA[playstation motion games]]></category>
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		<category><![CDATA[title]]></category>
		<category><![CDATA[using-the-move]]></category>

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		<description><![CDATA[ I am a LittleBitLate with this news, but LittleBigPlanet 2 is now $39.99 &#8220;at participating retailers&#8221;, so if you haven&#8217;t picked it up because of the price, now might be a good time to do so. Also, earlier in the week, there was a new update available for LBP2. One that allows you to play the game using the Move controller. To go along with that, Media Molecule will also have the Move Pack DLC available next week, a video showcasing that can be viewed up top. From the looks of things, it adds quite a bit more to the already great gameplay the game provides! Here&#8217;s some information about the Move Pack (from littlebigplanet.com ): Featuring a brand new story mode; Rise of the Cakeling, a new power-up for Sackboy called the Brain Crane, and a suite of creative tools to help you build your own Move games, paint your own stickers and record movements, the Move Pack is our biggest DLC add-on pack to date! No pricing details available just yet, though. Source ]]></description>
			<content:encoded><![CDATA[<p> I am a LittleBitLate with this news, but LittleBigPlanet 2 is now $39.99 &#8220;at participating retailers&#8221;, so if you haven&#8217;t picked it up because of the price, now might be a good time to do so. Also, earlier in the week, there was a new update available for LBP2. One that allows you to play the game using the Move controller. To go along with that, Media Molecule will also have the Move Pack DLC available next week, a video showcasing that can be viewed up top. From the looks of things, it adds quite a bit more to the already great gameplay the game provides! Here&#8217;s some information about the Move Pack (from littlebigplanet.com ): Featuring a brand new story mode; Rise of the Cakeling, a new power-up for Sackboy called the Brain Crane, and a suite of creative tools to help you build your own Move games, paint your own stickers and record movements, the Move Pack is our biggest DLC add-on pack to date! No pricing details available just yet, though. Source </p>
<p>See original here: <br />
<a target="_blank" href="http://www.ps3blog.net/2011/09/08/littlebigplanet-2-price-drop-move-support-enabled/" title="LittleBigPlanet 2 Price Drop; Move Support Enabled!">LittleBigPlanet 2 Price Drop; Move Support Enabled!</a></p>
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		<title>Accessory Review: Flex-Fire Battle Rifle for the PlayStation Move &#124; Prodagen</title>
		<link>http://accessallgames.com/accessory-review-flex-fire-battle-rifle-for-the-playstation-move-prodagen</link>
		<comments>http://accessallgames.com/accessory-review-flex-fire-battle-rifle-for-the-playstation-move-prodagen#comments</comments>
		<pubDate>Sun, 21 Aug 2011 15:02:01 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Featured Articles]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[article]]></category>
		<category><![CDATA[controller]]></category>
		<category><![CDATA[flex]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[sharp shooter]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[stock]]></category>

		<guid isPermaLink="false">http://accessallgames.com/accessory-review-flex-fire-battle-rifle-for-the-playstation-move-prodagen</guid>
		<description><![CDATA[ Prodagen’s Flex-Fire system for the Playstation Move provides a gun-shaped bracket in which to mount the Move and Navigation controllers. Thus, the Flex-Fire is similar to Sony’s own Sharp Shooter battle rifle system, but Prodagen aims to ameliorate the Sony design in a number of ways. The most obvious difference is its aesthetics: The Flex-Fire is black and vicious, whereas the Sharp Shooter resembles yet another Nintendo Wii add-on, but one that is making a half-hearted effort to imitate a phaser rifle from Star Trek: The Next Generation (yes, from 1987). But the more important innovation of the Flex-Fire is its articulated barrel, which allows one to hold the rifle steady with one hand while turning its muzzle with another, increasing the speed with which one can adjust one’s aim. Read on to see what this means for your game. The idea is that when one is using a typical rifle mount for the Move (such as the Sharp Shooter) in a first-person shooter, in order to aim or to turn one’s character, one must shift the entire gun assembly. The Flex-Fire makes this process more speedy by allowing one to turn just the front of the barrel, which requires the motion of one hand instead of two, and which relies on less rotational movement to achieve the same motion in game. Also, one may certainly shift the entire gun as one would naturally do with the Sharp Shooter while simultaneously shifting the articulated barrel, which speeds up the process of moving or aiming still more. I also discovered another nice advantage to this system: If one points the gun at the center of the screen and then does much of one’s aiming and turning via that one-handed barrel-flexing as described above, then one can quickly snap the cursor back “home” in the center of the screen practically instantaneously (and without risking over-correction) by simply releasing pressure on the flexible barrel, so the cursor jumps back to alignment with the gun’s orientation. In short, the device’s signature flexible barrel makes for a canny system that works quite well. This accessory can be adjusted in a few ways as well. If you prefer to do without the barrel’s articulation, you may slide a bar from behind the muzzle up into the front of the gun, where it locks in place. This functions like a deadbolt, preventing the muzzle from “flexing.” Also, the gun features an adjustable stock. At its shortest, the Flex-Fire is about 19½” long, and with the stock extended to its furthest reach, the gun’s length increases to about 23½”. I, for one, would have appreciated a few more inches in the stock, as even when full expanded, I am unable to position the stock’s butt against my shoulder. Granted, my arms may be longer than average, but even my wife (whose arms are shorter than mine) finds it uncomfortably constricting to position the stock in the traditional manner. This may not be a huge drawback, though, as I know that many people complain that long stocks on gun accessories can sometimes impede one’s mobility or one’s ability to turn in game. (Although this is precisely the sort of problem that the flexible barrel is itself designed to address.) Both the Move and Navigation controllers fit easily and snugly in their mounting brackets, and they are also easy to release from these housings. In fact, the Move’s fit is so secure that I could only insert the controller once I’d removed the controller’s wrist strap. Happily, it is not difficult to remove or to reattach the strap, so it does not feel too onerous to do this when readying the Flex-Fire. The Move’s glowing ball hangs out of the muzzle of the gun, while the Navigation controller is housed in the grip, near one might expect to find a trigger. The grip’s angle may be altered slightly as well. The main drawback to the Flex-Fire, as I see it, is that it does not include a trigger, which operates the Move controller’s Move button (the typical “fire” button). Thus, in order to shoot, one depresses the Move button with the thumb of the hand that is holding the front of the barrel. This seems like an awkward way to shoot when one has gone to the trouble of buying and preparing a device that is shaped like rifle. To confuse matters further, the L2 button on the back of the Navigation controller, which is housed in the grip, “feels” exactly like a trigger in this configuration, for it rests just under your index finger. But unless your game allows you to remap your controls, inadvertently pulling this button is probably going to have some undesirable effect, and it is certainly not going to fire your gun. (When testing the device while playing Zipper’s MAG, I kept making the above mistake, which would switch my weapon to my med kit. I must have looked like a total moron desperately trying to heal myself in the midst of a firefight!) Of course, one will with time become acclimated to the control scheme, but it is worth knowing that in purchasing the Flex-Fire, you are acquiring a gun that does not have a trigger and that instead preserves the somewhat unintuitive firing schema inherent to the Move itself. One final thing to bear in mind is that while that Flex-Fire works quite well in my testing with light gun-style shooters such as The Shoot, which does not require a Navigation controller, I would recommend that you nevertheless keep the Navigation controller mounted in the Flex-Fire whenever you use the system. The gun feels off-balanced (front-heavy) without the Navigation controller in the back, and moreover, the Navigation controller rounds out the grip, making it a better fit in the hand. The Flex-Fire is a fine system that addresses a major concern in the usefulness of rifle accessories for motion control when one is competing at the highest levels. And indeed, I can tell you with certainty that in the world of MAG , at least, most of the top-tier players have moved to the Move, forsaking the dead zones and lackluster response of twin analog sticks for the twitchy responsiveness that motion control allows (and which PC users have enjoyed thanks to the mouse for the past fifteen years or so of FPS&#8217;s). My only caveat is that the Flex-Fire is a gun system that does not entirely provide the gun experience. But Prodagen is more interested in responsiveness than verisimilitude. The sublime art of the American infomercial. Editorial notes: The Flex-Fire is available for pre-order at flex-fire.com . A release date has not been announced as of this article’s time of publication. The item may be purchased for 39.95 USD with free shipping in the continental US. An example of the Flex-Fire was provided to me for review purposes. Thank you, Prodagen! ]]></description>
			<content:encoded><![CDATA[<p> Prodagen’s Flex-Fire system for the Playstation Move provides a gun-shaped bracket in which to mount the Move and Navigation controllers. Thus, the Flex-Fire is similar to Sony’s own Sharp Shooter battle rifle system, but Prodagen aims to ameliorate the Sony design in a number of ways. The most obvious difference is its aesthetics: The Flex-Fire is black and vicious, whereas the Sharp Shooter resembles yet another Nintendo Wii add-on, but one that is making a half-hearted effort to imitate a phaser rifle from Star Trek: The Next Generation (yes, from 1987). But the more important innovation of the Flex-Fire is its articulated barrel, which allows one to hold the rifle steady with one hand while turning its muzzle with another, increasing the speed with which one can adjust one’s aim. Read on to see what this means for your game. The idea is that when one is using a typical rifle mount for the Move (such as the Sharp Shooter) in a first-person shooter, in order to aim or to turn one’s character, one must shift the entire gun assembly. The Flex-Fire makes this process more speedy by allowing one to turn just the front of the barrel, which requires the motion of one hand instead of two, and which relies on less rotational movement to achieve the same motion in game. Also, one may certainly shift the entire gun as one would naturally do with the Sharp Shooter while simultaneously shifting the articulated barrel, which speeds up the process of moving or aiming still more. I also discovered another nice advantage to this system: If one points the gun at the center of the screen and then does much of one’s aiming and turning via that one-handed barrel-flexing as described above, then one can quickly snap the cursor back “home” in the center of the screen practically instantaneously (and without risking over-correction) by simply releasing pressure on the flexible barrel, so the cursor jumps back to alignment with the gun’s orientation. In short, the device’s signature flexible barrel makes for a canny system that works quite well. This accessory can be adjusted in a few ways as well. If you prefer to do without the barrel’s articulation, you may slide a bar from behind the muzzle up into the front of the gun, where it locks in place. This functions like a deadbolt, preventing the muzzle from “flexing.” Also, the gun features an adjustable stock. At its shortest, the Flex-Fire is about 19½” long, and with the stock extended to its furthest reach, the gun’s length increases to about 23½”. I, for one, would have appreciated a few more inches in the stock, as even when full expanded, I am unable to position the stock’s butt against my shoulder. Granted, my arms may be longer than average, but even my wife (whose arms are shorter than mine) finds it uncomfortably constricting to position the stock in the traditional manner. This may not be a huge drawback, though, as I know that many people complain that long stocks on gun accessories can sometimes impede one’s mobility or one’s ability to turn in game. (Although this is precisely the sort of problem that the flexible barrel is itself designed to address.) Both the Move and Navigation controllers fit easily and snugly in their mounting brackets, and they are also easy to release from these housings. In fact, the Move’s fit is so secure that I could only insert the controller once I’d removed the controller’s wrist strap. Happily, it is not difficult to remove or to reattach the strap, so it does not feel too onerous to do this when readying the Flex-Fire. The Move’s glowing ball hangs out of the muzzle of the gun, while the Navigation controller is housed in the grip, near one might expect to find a trigger. The grip’s angle may be altered slightly as well. The main drawback to the Flex-Fire, as I see it, is that it does not include a trigger, which operates the Move controller’s Move button (the typical “fire” button). Thus, in order to shoot, one depresses the Move button with the thumb of the hand that is holding the front of the barrel. This seems like an awkward way to shoot when one has gone to the trouble of buying and preparing a device that is shaped like rifle. To confuse matters further, the L2 button on the back of the Navigation controller, which is housed in the grip, “feels” exactly like a trigger in this configuration, for it rests just under your index finger. But unless your game allows you to remap your controls, inadvertently pulling this button is probably going to have some undesirable effect, and it is certainly not going to fire your gun. (When testing the device while playing Zipper’s MAG, I kept making the above mistake, which would switch my weapon to my med kit. I must have looked like a total moron desperately trying to heal myself in the midst of a firefight!) Of course, one will with time become acclimated to the control scheme, but it is worth knowing that in purchasing the Flex-Fire, you are acquiring a gun that does not have a trigger and that instead preserves the somewhat unintuitive firing schema inherent to the Move itself. One final thing to bear in mind is that while that Flex-Fire works quite well in my testing with light gun-style shooters such as The Shoot, which does not require a Navigation controller, I would recommend that you nevertheless keep the Navigation controller mounted in the Flex-Fire whenever you use the system. The gun feels off-balanced (front-heavy) without the Navigation controller in the back, and moreover, the Navigation controller rounds out the grip, making it a better fit in the hand. The Flex-Fire is a fine system that addresses a major concern in the usefulness of rifle accessories for motion control when one is competing at the highest levels. And indeed, I can tell you with certainty that in the world of MAG , at least, most of the top-tier players have moved to the Move, forsaking the dead zones and lackluster response of twin analog sticks for the twitchy responsiveness that motion control allows (and which PC users have enjoyed thanks to the mouse for the past fifteen years or so of FPS&#8217;s). My only caveat is that the Flex-Fire is a gun system that does not entirely provide the gun experience. But Prodagen is more interested in responsiveness than verisimilitude. The sublime art of the American infomercial. Editorial notes: The Flex-Fire is available for pre-order at flex-fire.com . A release date has not been announced as of this article’s time of publication. The item may be purchased for 39.95 USD with free shipping in the continental US. An example of the Flex-Fire was provided to me for review purposes. Thank you, Prodagen! </p>
<p><img src="http://accessallgames.com/wp-content/uploads/2011/08/1417b8f999flex-fire-499x161.jpg" /></p>
<p>Here is the original: <br />
<a target="_blank" href="http://www.ps3blog.net/2011/08/21/accessory-review-flex-fire-battle-rifle-for-the-playstation-move-prodagen/" title="Accessory Review: Flex-Fire Battle Rifle for the PlayStation Move | Prodagen">Accessory Review: Flex-Fire Battle Rifle for the PlayStation Move | Prodagen</a></p>
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