Silent Hill Downpour – Gameplay Walkthrough – Part 1 – Intro (Xbox 360/PS3) [HD]

Silent Hill Downpour Walkthrough Part 1 with HD Xbox 360 and PS3 Gameplay by theRadBrad.

Part 1 of this Silent Hill Downpour Gameplay Walkthrough includes the Intro. This Silent Hill Downpour Gameplay Walkthrough will include a Review, Gameplay and the Ending / Endings.

Silent Hill Downpour Playlist:

Silent Hill: Downpour is a new Silent Hill video game for the Xbox 360 and PlayStation 3, developed by Vatra Games and published by Konami. Downpour marks the eighth installment (Silent Hill 8) in the series, and is the third seventh generation Silent Hill game.

The protagonist of the game is a convict, Murphy Pendleton. Downpour begins with Murphy sitting inside a prisoner transport bus that is traveling along Interstate 95 on a rainy night. However, things go awry as the bus steers out of control and sails off the side of the road, entering the nearby woods. Murphy, after looking at the remains of the bus, enters the forest as an attempt to escape. Along the way, he encounters Anne Cunningham, a corrections officer attempting to track the remaining prisoners down.

Sony (Playstation Remix)

This is a track i made using various sounds from bootup screens for Sony Playstation 1,2,3 and PSP – this should hopefully bring up some nostalgia hearing the old bootup screens from the PS1 and PS2 again – i also used some drums from some music to a ps1 demo disk

I Am Alive – Gameplay Walkthrough – Part 3 – Dust Bowl Dance (Xbox 360/PS3) [HD]

I Am Alive Walkthrough Part 3 with HD Xbox 360 and PS3 Gameplay by theRadBrad.

Part 3 of this I Am Alive Gameplay Walkthrough includes Episode 2. This I Am Alive Gameplay Walkthrough will include a Review, Gameplay of all Episodes and the Ending.

I Am Alive Playlist:

I Am Alive is an upcoming action video game developed by Ubisoft Shanghai and published by Ubisoft. It will be released on the PlayStation Network and Xbox Live Arcade. One year after the Event, a worldwide cataclysmic event that wiped most of the human civilization, a man struggles for survival in a desolated city as he tries to reunite with his long lost wife and daughter.

SSX Let’s Play Part 1 – Xbox 360 Gameplay With Live Commentary

SSX Let’s Play Part 1 – Xbox 360 Gameplay
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Gameplay & Live Commentary by IFreeMz

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Flashback: PlayStation

The PlayStation was Sony’s introduction to the game industry. While at the time the company’s success at making games was not guaranteed, its foray into the video game world has proven in the years since the PlayStation’s launch to be, at the very least, financially lucrative. Rivalries between Sega, Nintendo, and Microsoft have been both notorious and competitive, and even now the big three continue to duke it out as we head into the next generation of systems.

The PlayStation, which celebrates its 10th anniversary on September 9, 2005, launched in Japan on December 3, 1994, and in the US nearly a year later. Sony was (in)famous for edgy marketing campaigns and (over)saturating the market with a ton of third-party games. Criticism of Sony revealed problems with the PlayStation’s hardware and the mediocrity of many of the system’s games. However, the PlayStation was competitive and innovative, and it dominated game sales. The second iteration of the PlayStation was called the PSOne, a sleeker but otherwise identical system that was released in 2000.

Competition with the PlayStation came in two forms, the Sega Saturn and the Nintendo 64. Although both systems were competitive in some respects, the Saturn suffered at the hands of an early launch. Released early to vie for a larger chunk of the gaming market, the Saturn didn’t have enough games to keep gamer interest. Nintendo, in a sad, ironic twist, had support problems because it stuck with the cartridge format for games. Had Nintendo and Sony maintained their early collaboration on the CD-ROM based add-on to the SNES, things might have turned out a lot differently for the game industry.

Through ups and downs, the PlayStation’s theme was games, games, and games. The system is responsible for a lot of franchises that have made their way over to the PS2 (and soon to the PS3). It’s also responsible for a lot of games that should never have been made in the first place. Such is the price you pay for having so many games to your name.

One of the PlayStation’s other claims to fame was popularizing importing and modding, for better or for worse. The PlayStation support in Japan was arguably better than that in the US, and gamers learned quickly that with many types of games, getting the Japanese version meant getting the exact same gameplay much earlier. Although CD-based games worked for Sony in the long run, they were also easier to copy, and modding ran rampant, especially later in the system’s life span.

Nobody could have guessed that Sony would be as successful at video games as it was. But it’s clear that Sony would not be working on its third console generation if it hadn’t been for the PlayStation.

Most Insane Immersive Movie Experience EVER, Part 1

Check out this guy’s room totally change into the movie he is watching! No SFX, no post production, no cuts, everything you see here is 100% for real.

We were funded by the Video Store of PlayStation® Store ( to make a series of movie related videos using ‘Immersive Imaging’ which takes 3D projection mapping as its starting point, but gives the viewer a supercharged experience with the help of the PlayStation Move controller.

In the past, projection mapping worked only from a single, static view point, and thus was very limited. By attaching the PlayStation Move to the camera, we can track projections to screens in real time, enhancing the effect of spatial deformation and false perspective on the projections and allowing viewers to look round (virtual) corners, bend walls, create a hole in the wall, or remove the walls altogether to reveal vast expanses of virtual worlds.

Xbox 360 Chatpad vs. PS3 Wireless Keypad

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This is a comparison of the Xbox 360 Chatpad and the Playstation 3 Keypad. While this is an unusual comparison (considering the devices are for different platforms) it is interesting to see each manufacturer’s approach to text input.

Here are some more details on each device –

Xbox 360 Chatpad
– Powered by controller
– Larger, heavier
– Easier to type on
– Fewer functions

PS3 Wireless Keypad
– Has it’s own rechargeable battery
– Can function without controller
– Lightweight, small
– Smaller keys
– Can act as mousing device (trackpad)

Samurai Shodown Sen Game Sample – Xbox 360

What’s this!? 3D Samurai Shodown… FOR 360!?? OMGEEEEEE!

Seriously though, this is a 3D SamSho game developed by SNK Playmore and K2, originally released in Arcades in 2008 under its Japanese name, Samurai Spirits Sen (also known as Samurai Shodown: Edge of Destiny). This is not the first time the series tried to enter the third dimension either. SNK first tried back in late 97, when they developed “Samurai Spirits” for the Hyper Neo-Geo 64 Arcade system (which was known outside Japan as “Samurai Shodown 64”). Shortly afterwards in 1998, they took a second stab at it with Samurai Spirits 2: Tale of the Murderous Demon Asura (also known as Samurai Shodown 64: Warrior’s Rage). Then in 1999, they released “Samurai Shodown: Warriors Rage” for Playstation. After these three efforts bombed (and the old SNK folded soon after making PSX Warriors Rage), the series quietly retired until Playmore came and has tried to revive old SNK IPs. While Samurai Shodown will always be at its best in 2D IMO, Playmore apparently thought it would be wise to try the whole 3D SamSho thing at least one more time… but not just throw some polygonal characters into simple arenas; they wanted to “reinvent” Samurai Shodown in its latest entry to 3D and create a game almost completely from the ground up.

With this, Sen was born. The game now features fully 3D combat much like SoulCalibur, a heavily modified fighting system where most old character’s movesets have been simplified and almost all projectile attacks removed, where fighting has become slightly more technical and almost all true combos have been removed (even speed characters have many slow launchers or ground combos that don’t really connect and can be blocked midway unless the character is airborne), gameplay is based around poking and well-timed simple combinations, a new plot, and the game is now “more violent” and opts for “more realism”. Oh yeah, and the game features disembodiment… yes, you read right. You can cut off limbs as a sort of fancy fatality-esque finisher in this game… like, you can cut off someone’s arm (where it sometimes shows it fly in front of the camera, still grasping the warrior’s weapon) or slice them down the middle or decapitate a character or split them in half… yeah. When the game was released in Arcades, reception towards the game was almost overwhelmingly negative; even huge fans thought the game looked incredibly dull and bland, the soundtrack was nothing to brag about, the game lacked the artistic direction and gore of the 2D renditions, and the gameplay failed to impress. When it was ported to consoles, they wanted to enhance the audio/video and ease some of the concerns around the overall aesthetic of the game.

But… when it was later released, not much was done to the game. The game basically looks like the Arcade game with the option to play it in 1080p. This is nice of course, but if the game wasn’t very good looking to begin with, watching it in HD isn’t going to make it any better; it’s just going to make its flaws more apparent. The soundtrack is a little better quality-wise, but the gameplay is basically the same. There’s nothing wrong with the game aiming to be like SoulCalibur, but it lacks most of its fine-tuning. Executing even simple commands can prove difficult (and I found it suspicious that the game doesn’t have the option to show the keys you input like most 3D fighters) and parries and deflecting don’t work as they should. All the characters also feel too similar regardless of their type, many sharing the same basic throw and many core animations. Speaking of the animation, it’s fairly poor and actually ties into the gameplay; whereas SoulCalibur had more fluid animations (for instance, if a character wields a large weapon like Nightmare, he’s going to swing it slower) and characters were more balanced, character traits in this game are almost random and characters plod about, like big characters who do shoryukens and attack really fast while other characters have only moderately fast attacks and almost no range… it’s like the traits and movesets are out of whack for almost all the characters. This is to be expected somewhat as the game is a huge leap technology-wise from its predecessors and the full inclusion of that extra dimension can’t just be pegged overnight, but geez. SamSho is legendary and deserved a little better than this.

You know, I always thought Samurai Shodown could work out pretty well if it was like Bushido Blade or a third-person action game, but this game just missed the mark. The game isn’t as bad as it’s made out to be, but with the fatalities and generally unappealing design and iffy gameplay mechanics, this just doesn’t feel enough like the SamSho most have come to know and love. The main story is also pretty crappy, with text screen intros and endings and with only two unlockable characters and little extra content, there’s not much to look forward to.