<![CDATA[Kotaku: gd06]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: gd06]]> http://kotaku.com/tag/gd06 http://kotaku.com/tag/gd06 <![CDATA[Clips: Phil Harrison Demos PS3 Store]]>

Want to see what 400,000 of you will be doing on November 17th? No, I don't mean bidding frantically on your scalper-priced PlayStation 3, I'm obviously talking about cruising 'round the PlayStation Store. It may be a bit blurry, and partially obscured by journalist noggins, but you'll get the gist of it. Cool stuff, from downloads, to payment, to interface show off Sony's serious about online.

One more video after the jump.

This one's focused more on the PS3 interface, featuring photo functions, movie trailers, friends list, web browser, and more. While not necessarily new, it may be NEW to YOU. It's even got a YouTube clip embedded in a YouTube clip. Heavy.

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<![CDATA[Gamers' Day Round-Up]]>

Sorry this took me so long to get around to, I've been fighting off a nasty cold. But better late than never. Here's our full list of Gamer's Day coverage for your quick viewing pleasure (crap, no wonder I got sick, 25 posts):

Sony's Black Book of Game Journalists
PSP to PS3 Abilities Explained
Kotakustalku: Jaffe You're Not Pretentious
Resistance Hands-On
Clips: Resistance Fall of Man
Formula One PS3 Hands-On
Untold Legends PS3 Hands-On
Virtua Fighter 5 Hands-On
Clips: Lair Ground Attacks
Genji Hands-On
Lair Hands-On
SIXAXIS Hands-On
Clips: Ludacris Hits It at Gamers' Day
Sony to Replace PS3 Controllers That Die
Inside the PS3 Kiosk
PS3 Porn: Tons O Consoles
Ludacris Invades Gamers' Day
Sony: Playstation Network Free Confirms Details
PS3 Peripheral Prices Announced
Buy a PS3 Get a Talladega Nights Free
PS3 Launch Line-Up
Liveblogging the Gamers' Day 06 Presentation
Gamers' Day 06 Swag
PS3 Event Getting Under Way
Gamers' Day 06: Here I Come

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<![CDATA[Sony's Black Book Of Game Journalists (Is Painfully Boring)]]>

During the two days or so in San Francisco I happened to get a chance to check out Sony's Gamers' Day playbook. The thick notebook was filled with all of the news set to be broken at the event, the pre-written answers to questions frequently asked by reporters, itineraries, maps to the different locations of the event and spec sheets.

It also happened to have a section filled with reporter dossiers and a source let me look at them. Well really it was a glance, but still kinda intriguing.

Before you start freaking, you should probably know that all of the big companies, and many large companies in other high-end industries, typically create similar reporter dossiers.

The dossiers typically give execs and PR people a run down of who the person is, how important they are and what some of their interests are. Most often, the reporter has no knowledge of what is written about them.

In this case, most of the listings in the dossier section were pretty dry. I didn't get close to seeing all of them, but what I saw showed typically one to two longish paragraphs that described a person's background and beliefs.

While I wasn't listed (What? I'm not important enough Sony?) I saw listings for CNN Money's Chris Morris, MTV's Stephen Totillo and Newsweek's N'Gai Croal. I also managed to read one of the listings up close and personal. It said the reporter in question had shown a "lot of interest" in the Playstation 3 and was working on a big news story about it.

Hello? Isn't that true of everyone a month before launch. Sheesh, if you're gonna have a black book on people the least you can do is fill it with smut like: The reporter broke his hand working on a computer. I'm sure we can win him over by threating to expose his nasty temper.

For the record, none of these particular dossiers seemed to contain the least bit of dirt.

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<![CDATA[PSP To PS3 Abilities Explained]]>

I may have been the only person at Gamers' Day sitting on the edge of his seat waiting to hear all about the lovely connectivity between the Playstation 3 and the Playstation Portable. Judging by the few minutes Sony devoted to explaining it, that's what they thought at least.

All they really did was show the PSP playing a Casino Royale trailer off of the Playstation 3. They also said that at launch you'll be able to access the multimedia content of your PS3 via your PSP via WiFi only in your home, but down the line the plan is to allow you to access that content from anywhere in the world.

Then onto the next thing.

But what about LocationFree TV, playing games stored on the PS3, that cool function where the PSP is the wing mirror for the F1? It was driving me nuts. So I started asking people at the show, then I started making calls and then finally I got a Sony rep to walk me through it on the phone.

So here's the deal:


On launch you will be able to play or view any of the media stored on your Playstation 3 via an ad-hoc WiFi connection. At some other time, not yet determined, Sony plans to extend that to allow you to view and play media from anywhere in the world where there is a WiFi connection.

LocationFree TV is not supported and there are no plans right now to ever support it. (Boooo, Hissss).

PS3 gameplay through your PSP will not be supported at launch, but in the near future you will be able to play the PSOne games you download to your PS3 on your PSP.

Alternative uses for the PSP in Playstation 3 games are not yet supported (Like using the PSP as a wing mirror in Formula 1), but they will be down the line.

While it's nice to see that Sony is planning on some neat stuff for the PSP and PS3 I'd be lying if I didn't say I was disappointed that LocationFree TV didn't come with the console at launch. It seems like an easy thing to build in and, while it's very techie, it's a pretty cool little bonus.

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<![CDATA[KotakuStalku: Jaffe You're Not Pretentious]]>

The front row is still empty.

It wasn't a few minutes ago, I was sitting right in the middle of it: Front row seats to Gamers' Day.

But then came the tap on the shoulder and a polite "You can't sit here."

So now I'm about five rows back and pushed to the side. I'm pulling out my tiny laptop, settling in when Stephen Totillo, MTV's ace gaming writer, leans across the aisle and politely introduces me to the guy I'm sitting next to.

"David do you know Brian from Kotaku? Brian this is David Jaffe."

Jaffe... Jaffe... Jaffe? Oh, that's the guy I've been cyber-stalking for more than a year.

I smile, say hi. He goes to shake my right, broken paw, but I slip him my left.

"Sorry, right's broken."

I can't tell you how many people I've slipped that girly half handshake to today.

He says he knows Kotaku, reads it.

I let a few seconds pass before deftly sticking my foot in my mouth and freaking him out with equal alarcity.

"You know, you're really not that pretentious."

I notice the look on his face and quickly follow up.

"Do you know about Google News searches?"

Now he also looks confused. I have that effect on people.

"Well, more than a year ago I created a search for your name and I've been tracking you... I figured that you and CliffyB were sorta... out there. Not that there's anything wrong with that. I like CliffyB, he's a nice guy."

Someone from behind us temporarily rescues Jaffe from my ravings. He looks relieved until a sheet of paper is thrust into his hands. There's a stick figure drawing on it. Underneath is scrawled the name Kratos.

Jaffe smiles, politely. The voice behind me says "You can throw that away."

"No, now I have to keep it." I think he means it. Jaffe, I'm starting to realize, is painfully polite.

He folds the sheet up and tucks it away and then turns back to me, looking, I kid you not, as if he actually wants to carry on the conversation and not run screaming from the room.

"So," I continue, blithely, "I figured that maybe I could sorta cyber stalk you and use what you say to other people as part of our Kotaku Stalku stuff."

He's still smiling.

"But what I realized is that you really aren't that bad. You're really not pompous....I just say that because I know you've worried about it before. About how you come across on your blog. Don't. I've been watching for more than a year and you're really not that out there."

Jaffe, still smiling, says he's gotten over that.

"I just needed to develop a thicker skin."

I ask what he's up to now. "Are you speaking here?"

"Yeah, about my game. Criminal Crackdown."

"I'm going to have to blog that you know," I say as I pop open the laptop.

"Now? Are you writing right now?"

"Yeah, do you want to say something?" I thrust the laptop into his hands. He types up a short message and then the presentation starts and he hands me back the computer.

"Can I cuss on your site?"

I smile.

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<![CDATA[Resistance: Hands-On]]>

By far, the game I spent the most time with was Insomniac's Resistance: Fall of Man. They recognized me from Kotaku and wanted to make sure I had some time to really dig into the game, especially after Jean Snow and others sorta went off on the game at the Tokyo Game Show.

While Jean said he had problems aiming, that wasn't something I ran into at all and my guide through the game pointed out that the game's controls are very adjustable.

The Sixaxis' triggers control firing and alt firing, while other buttons let you zoom in, change weapons, lob grenades and duck and such.

As I mentioned earlier, the controller's total lack of force feedback was a bit jarring at first but I adjusted. That doesn't mean I prefer it that way, just that I got used to it. While rumble isn't a make-it or break-it feature in a shooter for me, it certainly adds to the experience.

But the lack of rumble wasn't the first thing I noticed about the game. The first thing I noticed was how damn hard it is. I don't mean hard as in, hard to control or hard to figure out, I just mean get shot in the head or torn to pieces in the first few seconds hard.

This is not a game that you can just run through. It also isn't, by any means, a stop-and-pop shooter either. Instead it's just a challenging game that requires you to think about your moves and weapon selection ahead of time and not just go barreling through a swarm of enemies.

And there are a lot of swarms. The game is just crawling with bad guys and with ambient animation. Startled doves fly from railings and rooftops (Insomniac joke that they have some of the best dove animation around. I'd have to agree.) swarms of troops fight it out nearby and in the distance and nasty looking creatures float through the sky, their tentacles dangling down in search of corpses to reap.

Speaking of corpses, the game is filled with them, literally. Unlike with most games, the corpses don't disappear; they just pile up where ever they fall. I'm told those floating creatures actually come down and grab up the bodies, though I'm not sure if this is something you ever see or if it's simply part of the game's mythos.

Another cool little graphic detail is that you can actually shoot the little hoses sprouting from the back of the enemies' heads. When you shoot them, the hoses snake about for a few second before falling limply to the side of the critters body. This doesn't do any sort of damage to the creature, in fact, besides the cool visual effect, it does absolutely nothing. But it really adds to the overall experience, especially when you're in a gun fight and you accidentally nick one.

There's plenty of other cool little detail graphics as well, like the tracers from gun shots, the splashes of muck onto the screen, and the nearly constant battling that is going on all around you.

One of the neat things about this constant ebb and flow of battles that occur in the game is that none of it is pre-scripted. Instead it's just enemy and friendly AI trying to win the war, with or without you. If you feel like it you can get involved, or you can just ignore what's going on and concentrate on your particular objective.

The developers even built in these "heroic moments" moments in time where your intervention can save the life of a comrade. What I really loved about these is that they aren't really highlighted in any way. The first one happened in my game without me even seeing it, because I was ducking for cover. Apparently some big ass creature came out and grabbed up a comrade and just squeezed the juice out of him. Had I been standing and seen the grab, I could have gunned down the hulking beast and saved a life. But it didn't happen and the only reason I knew I even missed it was because my Insomniac guide told me about it.

I played through chunks of two of, I believe three levels, in the demo. This bit of gameplay, I was told, represented the free demo that will be available to PS3 owners the day the system launches. You'll just have to download it from their online network.

The first level snippet, part of which is seen in the video I posted on Friday, plops you down in the middle of a raging battle and gives you a number of cool weapons to use.

One of the weapons lets you fire through objects and can produce a shield, which you can sit behind and fire through.

Another weapon lets you tag an enemy and then fire and forget bullets that will seek the enemy out. Another cool way to use this is to tag the air and the fire a swarm of swirling weapons into the tag and then direct the tag into an enemy. It's a very cool visual effect.

There are plenty of other interesting weapons in the game, as well as a collection of more normal weapons, like a shotgun and sniper rifle.

Weapon selection in the game seems to be much more important than in other shooters I've played. While there are plenty of areas where you can use anything, there are places where you simply need to have one particular weapon, and if you've wasted your ammo needlessly, you're sorta screwed.

After making it through the first demo level, I moved onto the second, which was a much more elaborate level that had me climbing up an alien structure and taking out machinegun nests and battling much larger creatures. What I found most interesting in this level was the amount of action taking place far below me while I worked my way up the structure. At one point I just sat on a catwalk and sniped enemies engaged in a raging battle far below me, and it made a difference to the outcome down there. Pretty neat.

On its surface Resistance may seem like just another shooter, a Call of Duty with aliens, but I think it's the game's attention to detail and required strategic weapon use that will set it apart.

We plan to spend a lot more time with the game in the near future, but from what I've seen of it, it appears to be surprisingly deep and, I believe, worth picking up at launch.

Clips: Resistance: Fall of Man

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<![CDATA[Clips: Resistance Fall of Man]]>

Before you get your panties in a wad, this was taken with my crappy digital cam, so the resolution doesn't really show up in this video. It does, however, give you a good sense of just how overwhelming this area is.

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<![CDATA[Formula One PS3 Hands-On and Vid]]>

I'm not a huge fan of highly technical racing games. Much like highly technical flight sims, they simple leave me in the dust. I have no desire to learn the intricacies of really driving a car around a track or really flying. I just want to have fun when I game.

So Formula One wasn't really my cup of tea. But for those who are into highly realistic racers, the game looks amazing.

From the rain effect on the windshield (the water actually beads and gets pushed to the sides of the windshield as you speed up) to the realistic tires (sand starts to coat your tires if you spin out in a sand area) this game screams realism.

Unfortunately, it required far too much subtlety and patience for my breed of gaming. I couldn't manage to make it past a single curve in the road without pin-balling through a mess of cars of completely spinning out.

But I suspect there are a lot of people out there who are going to love this game.

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<![CDATA[Untold Legends PS3 Hands-On]]>

Wow, if nothing else Untold Legends Dark Kingdom shows the chasm that can form between titles for this next-gen system.

The graphics weren't just not next-gen, they almost looked sub Playstation 2, and the gameplay was simply mindless button mashing.

Sword slashes looked like they were animated with pencil swipes and everything from the map layout to the sudden appearance and disappearance of enemies screamed previous gen.

If what I heard at the show was true, that the game is in fact 100 percent complete, this is a title you are really going to want to avoid.


One funny oddity that another gamer pointed out to me about that game is that the female protagonist in the game undergoes a significant change in gait when she picks up something and starts to walk with it.

When she's unladen, the female lead walks around, sword in hand, like she's about to cut someone open, groin to chin, but give her barrel to carry and suddenly she's throwing her hips to the side so much you expect to hear a little bass drum and snare soundtrack to kick in.

Way to animate fellas. At least it gave us something to talk about.

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<![CDATA[Virtua Fighter 5 Hands On]]>

The very first game I picked up and played at Gamers' Day was Sega's Virtua Fighter 5. This was mostly because it was the only game that didn't have a line forming to play it.

While the graphics are mediocre at best, they still serve up enough eye-candy to make this latest iteration interesting and the characters moves were lighting fast and silky smooth.

It's unfortunate that fighting games, in general, haven't really kept up with the graphics of other games. Sure Dead or Alive 4 looks fairly nice, but it's nothing compared to some of the next-gen sports games out there.

This particular fighter seemed to be using big swathes of realistic skin wrapped around far too easy to see seams.

The game was fun to play, and I suppose that's what really matters. But more and more I expect sexy graphics with my sexy gaming.

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<![CDATA[Clips: Lair Ground Attacks]]>

Here's some shaky cam footage I took of Lair's ground combat, so you can see what I was talking about when it comes to the "excuse me, excuse me, pardon me" style of ground attacks. I'm sure it will be beefed up.

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<![CDATA[Genji Hands On]]>

Genji: Days of the Blade was the last game I had a chance to get my hands on, thanks to the aborted evening of gaming. I was literally in the middle of an attack when a Sony PR guy came up, turned off the console and told me I HAD to go downstairs to eat and see the "surprise."

I, and just about everyone else, had already figured out that the surprise was Ludacris, so I was a bit grumbly as I made my way away from the game, despite their false promises that we could all return later on to play more.

I did get enough time with the game to get at least a decent sense of what it was all about. The graphics, while quite nice, weren't as stylistic as I had hoped and the same could be said for the special move animations, but the game is still quite pretty.

Fighting is accomplished through a series of button pushes and your character can swap weapons on the fly. Build up enough power and you can go into a special mode that lets you dish out a series of punishing special attacks to however many unsuspecting enemies happen to be standing around at the time.

In this mode, your character dances through a near void of falling flower petals and strange symbols, while you have to match button pushes that flash on the screen. The more you match the more enemies you get to cut down in a series of slightly interesting special attacks.

While I found the game intriguing, I really didn't get to spend enough time with it to tell if it's something that is truly going to captivate my interest.

As with Lair, I felt that the developers really didn't put in enough over the top, highly-stylized attacks. Maybe I've just come to expect that, but it really helps add sizzle to a perhaps otherwise mundane title.

I was also a little disappointed that Genji features so much magic. It would have been nice to see the developers take a more realistic, less magical approach to the game. But perhaps that title is coming another day.

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<![CDATA[GD06: Lair Hands On]]>

I had a chance to speak with producer Sarah Stocker while Tommy Tallarico was hogging up Lair.

We started talking about the gritty, realistic look of the game and she told me that the developers tried to deliberately steer away from the bright, unrealistic colors of most fantasy fare and instead aimed for a more somber, subdued look.

To help achieve that goal, the game's graphics feature high polygon counts. The dragon and its rider alone have 150,000 polygons, while a single 16 by 16 kilometer scene is packed with 134 million polygons.

The graphics for the game were some of the most interesting I've seen for the PS3.

When I finally got my hands on the game I was impressed with how deftly the dragon winged and glided through the air.

While Stocker told me the team tried to adapt a control system that would make gamers feel like their holding a set of reins, jerking them around to move the flying beast, it still felt an awful lot like Warhawk.

That's not a bad thing, though I do hope they make the controls a little less sensitive by the time the game ships.

I played through the training level and a chunk of a level that had me supporting a mass of troops involved in a siege on a giant wall or bridge.

The training level had me flying through hoops, and taking out relatively easy to fight dragons.

Next it was on to a playable chunk of a level. In the level I was soaring over a giant bridge of some sort filled with two warring armies, mine and another, and the air was thick with dragons of different types.

I spent a bit of time locking onto to the other dragons and pelting them with fireballs and then went in for some close combat.

For close combat you need to lock-on and then get up close and personal and push another button. Once you're flying side by side you can shake the controller to body slam the other dragon or push buttons to have your dragon claw and bite it.

After a few minutes of that, my rider jumped on board the other dragon and I was able to pluck the other rider from the dragon with the help of my mount.

The combat was meant to be done along the lines of God of War where I had to match up directional shakes or button pushes with what flashed on the screen, but that wasn't developed yet, so any button push worked fine.

While the soaring combat was relatively fun, the incomplete melee combat felt a little too random and button-mashy for my tastes. I also felt a little let down by the cinematic graphics that showed the kill. If you're going to borrow from God of War for a combat style, and by all means that is absolutely fine, you really need to amp up those kill moves to deliver a big payout.

Fortunately, the game has another six months or so of development, so I'm sure a lot of that will be added as the game gets closer to gold.

After taking out some of the dragons and their riders I soared down to the bridge and flew through the openings and near the water, temporarily freaking out my real world handler who, I suspect, was worried I was going to glitch the game out. I didn't though and he was suitable impressed with some of the tight squeezes I managed to fly through.

Next I plopped onto the mammoth bridge and started tearing through the troops... until the demo guy pointed out they were my troops. Oops.

A short flight later and I was tearing into the bad guys. Again the game felt like it really wasn't delivering the visceral, bloody combat I was hoping to see. I mean, I'm on a dragon. I want to see it gobbling up terror stricken soldiers, melting armor, tail-smacking dozens of people screaming off the bridge. Instead I got a brutish dragon that sort of just muscled its way through the throngs of armor-plated baddies and attracted an awful lot of arrows.

The ability to go from sky to land with a simple button push and no sort of load screen is quite amazing. I would waddle my dragon through the crowds of men, scorching them with fire and then leap into the air and do a couple of strafing runs.

Another cool little feature is the ability to hover, an absolute must for dealing with those pesky catapults and other siege weapons.

While I sense I may very well love the finished product, right now Lair is simply the possibility of a great game. The developers are going to have to put in lots of work to polish the game up and add the sorts of moves and animations that well help avoid dreary repetition and lackluster play, but I suspect they have it in them.

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<![CDATA[Sixaxis Hands-On]]>

I spent several hours playing a half-dozen Playstation 3 games yesterday always, of course, using the Sixaxis controller.

While the controller does feel lighter than I'm used to, I didn't notice any significant issues with it at all in playing the games.

The only weird moment came when I was playing through a chunk of Resistance: Fall of Man. It's strange, after feeling the rumble and shake of gunfire for so long, to suddenly play a shooter that doesn't include it. It almost felt like playing without sound. While it was unnerving for a few seconds, I quickly got used to it and then promptly forgot about the lack of rumble all together.

While the controller is as light as a feather, it still feels pretty solid in your hands and the thumbsticks were absolutely fine. The R2 and L2 triggers jut out a bit more than with the PS2 controller and the trigger pull on them is much more significant. All of the games I played didn't seem to make use of that in anyway.

I wouldn't be surprised if down the line games starting make the R2 and L2 buttons the default triggers for shooting, simply because they feel a bit more like a trigger.

The motion sensing for games remains tight and surprisingly intuitive. I played through the demo of Lair and was happy to see that the motions were very natural and mostly easy to perform (even with a broken hand).

While gamers are likely going to be initially taken aback at the light weight of the controller and the lack of rumble, I suspect it's really not going to become an issue. Your hand gets used to it so quickly that it doesn't seem that problematic.

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<![CDATA[Clips: Ludacris Hits it at Gamers' Day]]>

Jack Trenton took to the stage last night to introduce Ludacris. The hip hop star hung around long enough to do a handful of songs and then run upstairs and play some PS3 games. After his set, I saw his co-rapper grabbing some sushi at the bar. I guess he wasn't invited to get his game on.

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<![CDATA[Sony To Replace PS3 Controllers That Die]]>

A Sony spokesman told GamesIndustry.biz that Sony plans to replace Playstation 3 Sixaxis controllers when and if they die.

The controllers use USB to recharge and do not have replaceable battaries.

"This is a purely speculative story and is largely untrue. The latest generation of Lithium Polymer batteries hardly suffer any memory effect at all, so it'll be many years before there's any degradation in terms of battery performance."

The spokesperson went on to confirm, "When and if this happens, then of course we will be providing a service to exchange these items."

A Sony developer guessed last night that a controller would last one to two years, when I was talking to him at the Gamers' Day event.

Sony to replace PS3 controllers
[GamesIndustry.Biz]

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<![CDATA[Inside the PS3 Kiosk]]>

Some of the Playstation 3s we played on at Gamers' Day were just sitting around on tables, like they would be at your house, but others were strapped inside the fancy PS3 kiosks that will be hitting stores in the near future.

At various points throughout the night they needed to revive hot and sweaty consoles. But I only saw them pop one of the kiosks open once. Inside? Another PS3. What the hell? So I'm guessing the one on display is just there for eye candy and to distract wouldbe thieves while the gooey insides of the kiosks actually houses the strapped console. Weirdness.

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<![CDATA[PS3 Porn: Tons o Consoles]]>

The Gamers' Day event was simply lousy with Playstation 3s, they were everywhere. There were at least six up on the stage during the presentation and oodles of them packing the two floors of hands on space set up for journalists.

There were so many that I asked one of the PR peeps if I could just take one home with me. She laughed.

I was able to heft a couple in my hands, they're chunky beasts and feel all of their 11 pounds or so. They also get really hot, but not as hot, I believe, as the 360 gets during a few hours of gaming.

One of the things I really love about their design, and this is so silly, is that they have this cool touch sensative panel thingie that you use to turn the thing on and off and to eject the disc tray. You just lightly touch it and the system powers on or off. And to eject you sort of slide your finger across the eject symbol. Very cool.

Hit the jump for more shots, including one of Kaz holding up the official, but empty, PS3 box.

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<![CDATA[Ludacris Invades Gamers' Day]]>

Ludacris snuck into Sony's Gamers' Day tonight, dropping some music to a packed and over-heated crowd before retiring to the stacks of Playstation 3 games upstairs to get his game on.

Funny thing, the Sony folks actually had to physically turn of the machines to get the reporters to stop playing and get downstairs to eat and listen to Ludacris. We were all told we'd be able to come back later on to play, but after the show they wouldn't let anyone back upstairs.

I sure hope it wasn't because Ludacris was getting his game on. His music is OK but he better not be standing between me and my Lair and Genji.

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<![CDATA[Sony: Playstation Network Free, Confirms Details]]>

Sony today confirmed that their Playstation Network for the Playstation 3 would be free. I double checked with a spokeswoman to confirm that this means chatting, friends lists and online gaming were all free and she said they were.

The free online service will also support web browsing using a USB keyboard. The console will let users bring up multiple windows at the same time. Finally, the online access will allow gamers to log into the Playstation Store where they can use their electronic wallet to purchase games, download new content, demos and trailers.

Downloadable first party games will all cost less than $15 at launch. Sony also confirmed that the electornic wallet will use straight cash instead of a point system. Both Microsoft and Nintendo's download systems use points.

PLAYSTATION(R) Network Offers Unrestrained Community and Creativity
In addition to a wide array of software titles, SCEA today also unveiled
the online and network services provided through PS3, which will offer
distinctive benefits to consumers and developers alike. Consumers will be
able to enjoy a wide array of PS3 network capabilities, with basic features
offered absolutely free from day one. Developers will benefit from the open
platform policy of SCEA, which will allow them more freedom and creativity in
the development of their games and online/network services. The end result
will be more than just a place to play games, but a rich online environment
with strong community aspects as distinctive as the titles themselves.
The entry way into PLAYSTATION Network is XMB(TM) (Xross Media Bar), which
is the navigation system that enables a complete suite of entertainment
experiences in three key areas: gaming; network and web connectivity; and
other entertainment contents such as movies and music. The intuitive XMB
interface, which is already featured on more than 20 million PSP(R)
(PlayStation(R) Portable) shipped worldwide, allows PS3 users to experience
multiplayer games across the network; communicate with other players via chat,
voice or video; browse the web; download gaming content; store/view pictures
and video; download and listen to music; and shop online.
Through the online PLAYSTATION(R) Store, consumers can find such items as
game demos, game-related content and downloadable casual games, including
titles developed by Sony Computer Entertainment World Wide Studios exclusively
for download and play only on PS3, such as Blast Factor. Once users create a
unique, secure PlayStation profile, they cannot only communicate with other
PS3 users, they can also utilize an electronic wallet to purchase content in
the PLAYSTATION Store. Downloadable first party games will cost less than $15
at launch. More content will be added on a regular basis.

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