Pretty cool, just came across this elsewhere, and had to see if they exist. They do, so i shamelessly ripped these images from Amazon.com
Here’s the Amazon links (no I don’t get anything for posting them!)
Pretty cool, just came across this elsewhere, and had to see if they exist. They do, so i shamelessly ripped these images from Amazon.com
Here’s the Amazon links (no I don’t get anything for posting them!)
• Dual Wii Remote Charge Station
• (2) High Capacity 900 mA-h NiMH Rechargeable battery packs for 20+ hours of playing experience.
• USB Connection Cable.
• Blue LED Charge Indicators.
• (2) Recharge enabled battery cover.
I have been looking for a way to keep my wiimotes charged with my family of Wii enthusiasts constantly playing and chewing up my batteries. We go through them way too fast for my taste. They get pretty expensive, so there’s got to be alternatives right? I had started looking for chargers when the opportunity to get the Penguin United Remote Dual Charger came.
It comes in a simple plastic packaging, which would definately fit right on those peg shelves in the stores, and is easy enough to spot.
After opening, I immediately took off the backs of my Wiimotes and put in the batteries. Now, you need to look at the batteries. They only fit one way. There is an arrow on the pack itself , and that needs to point at the RF part of the Wiimote.
After installing the batteries, I put on the new battery covers on, which have the contacts for the charging system. The system itself plugs into the USB ports on the back of the Wii.
The instructions say that the Wii needs to be on to charge, but If you have it in sleep mode (yellow indicator light), the USB connection is still live, and the charger works just fine.
The instructions that come with the package do not indicate the first charge time (it took about 6 hours), but say that recharge time is 4-6 hours. So far i’ve worn the batteries down all the way twice, and it takes more on the 6 hour time. This may be from the fact i put the Wii in sleep mode, but most likely it’s just the actual charge time.
One thing I have noticed, is even though the lights on the charger are blinking, the Wiimotes only report 3 bars. It’s odd, but they still last longer than 2 AA batteries. With AA batteries, I seem to get 20 hours or so, while with the rechargables from Penguin have so far netted close to 30 hours. I’m sure they would go further, but even though I try to tell the kids not to charge them at night until they die completely, they sneak them into the charger when they get into the red zone, so as to not have to wait for them to charge when they do die.
Two things do bother me about the design, one is the backs of the Wiimotes have the charging plates, instead of the bottoms. This could cause issues as stick hands might gum them up, and I wonder how long they will hold up under the sweatiest of Mario Party 8 tournaments. So far, they have not had any issues, and I usually make the kids clean their hands before game time.
The other issue that I have is also nothing major, but should be noted: They charge vertically. This means you either have no strap attached at charge time, or you have to let the straps hang out of the front of the charger. You cannot put the straps up the backs for asthetics, as the contacts are on the back of the Wiimote to charge with. Many other chargers I have looked at charge vertically, and there seems to be no mention of a channel for the straps either, so maybe i’m just being picky.
The blue lights on the front, and blue plastic trim go nicely with the Wii, especially if you have the blue light on around the disc slot. They are a slightly different hue, but it still looks nice. The lights, 2 under each slot for a total of 4, indicate power and charge. When the Wii is on or in sleep mode, the left light stays solid. When the Wii is turned all the way off, they go out. The right light on each slot is the charging indicator, solid when charging and blinking when finished. I would have liked to see blinking to charge, but that’s just a preference thing.
The fact that it’s a USB charger opens up another charging possibility, if you can’t keep it near the Wii, you can use the USB on your PC to charge the Wiimotes (I tried it once). It works just as quickly on a PC.
The Penguin United Wii Remote Dual Charger is a recommended item. With kids, or just serious gamers in the house, rechargables are the way to go, and the convience of in-Wiimote charging is just an added bonus. I like that I don’t have to remove the batteries to charge, and that also saves wear on the contacts inside the Wiimotes. The batteries are 2.4volt vs. the 3v of 2 AA batteries, but I didn’t notice any performance difference with the Wiimote, and they still last longer. They last longer than the stated 20+ hours of gameplay listed in the bulletpoints from the site, but they may be estimating a lifetime recharge capacity. If you have a need (and who doesn’t?), this unit should be on the top of the list for you to consider.
PROS: 25-30 hours on a charge
Save money on batteries
Fits into Wii “look”
CONS: No place for strap while charging
Contacts on back of Wiimote may get gummed up
Rating: 4 1/2 Stars (of 5)
New York, NY – July 3, 2008 – 2K Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), announced today that it has signed an agreement with Digital Extremes to assist in the development of BioShock® for the PLAYSTATION®3 computer entertainment system. Shipping to retailers in October 2008 with new features and content, the PLAYSTATION 3 system version of BioShock is being developed by 2K Marin, 2K Boston, 2K Australia and Digital Extremes.
“By partnering with Digital Extremes, 2K Games is delivering a fully optimized experience that takes advantage of the PLAYSTATION 3 system hardware,” said Christoph Hartmann, president of 2K. “Bringing Digital Extremes on board allows us to continue to deliver the best experience possible to our fans.”
Headquartered in London, Ontario, Digital Extremes brings more than 15 years of experience as one of the gaming industry’s premier developers. Digital Extremes pioneered technological and graphical design within the video gaming industry as the co-creators of Epic Games’ Unreal® franchise. Using the experience it gained from working on the recently released Dark Sector®, Digital Extremes is partnering with the 2K studios to help optimize BioShock’s performance on the PLAYSTATION 3 system.
“When 2K approached us to assist with development on BioShock for the PLAYSTATION 3 system, it was a no-brainer,” said James Schmalz, CEO and founder of Digital Extremes. “You really can’t ask for a more exciting, technically impressive world to work in than Rapture, and the incredible knowledge and talent between the 2K studios and our team at Digital Extremes is unprecedented. The collaboration on this project will make the PLAYSTATION 3 system sing with Big Daddy goodness and Little Sister ‘thank you’s’.”
BioShock is a narrative-driven action experience that allows players to do the impossible as they journey through an amazing, immersive and terrifying world. Caught between powerful forces and hunted down by genetically mutated citizens, the player will come to grips with the mysterious and fascinating world of Rapture, a distinct Art Deco underwater utopia gone mad. BioShock not only challenges players’ capacity to adapt and survive, but brings to question their values and commitment to the inhabitants of Rapture. With smart and adaptive AI, no encounter ever plays out the same, while numerous customization options provide gamers with an experience that adapts to their playing style.
BioShock for the PLAYSTATION 3 system will be available in October 2008 and is not yet rated by the ESRB. For additional details, visit www.bioshockgame.com.
As you know there has been quite some confusion about premium accounts and unavailable trait points. The confusion has to a large extent been due to vague communication on our part and therefore we will compensate you in the following way:
Anyone who is a Premium member at 2PM (Swedish time) on Monday July 7th 2008 will receive all their unavailable points to their available balance at that time. People going premium between this point and then will get half the points now (as it is currently implemented)
After this, the bonus we had of retroactively receiving half the trait points will be removed. Unavailable points will not even be visible to the player until we have added the feature of paying tribute for unavailable traitpoints.
As this might seem unfair to players who paid for premium earlier (even if they now too get all unavailable points) we will add a number of free days to their account equal to how many days ago (from July 3rd) they went premium.
We also got Click and Buy to make a few changes for us in their automatic fraud detection system which should decrease the verification needs, at least for some people and hopefully enable them to make their purchase. We will continue to work on adding more options as well
I want to thank all of you that has taken time to discuss this in the forums. Your involvement and opinions are important to us.
Bungie celebrates fans and rewards players with a new free multiplayer map, gamer pics, dashboard theme, and Legendary Map Pack price drop
July 7, or 7/7, has long been heralded as “Bungie Day” among “Halo” players and fans of the renowned developer. This year, Bungie is celebrating this day with the release of new multiplayer map Cold Storage, as well as new gamer pics and a Bungie Day Xbox 360 dashboard theme, all for free on Xbox LIVE Marketplace. The “Halo 3” Legendary Map Pack will also drop in price to 600 Microsoft points in honor of the occasion.
The tradition of Bungie Day was born in part due to the significance the number 7 has played in all of Bungie’s games over the years, including the “Halo” series (7 Halo rings, Master Chief is Spartan 117, etc.), and each year the developer makes a point to use this date to treat fans to something special – usually new content, a free download or other surprise.
This year marks the best “Bungie Day” yet, as eight million plus “Halo 3” players can now download Cold Storage, a free new multiplayer map inspired by the original map Chill Out found in “Halo: Combat Evolved.” The Cold Storage facility was once a vibrant, active research center on Installation 05. An accidental contamination resulted in an unforeseen outbreak, which compromised the Forerunner center. Now, emptied and silent, watched only by a local caretaker, the abandoned structure serves as a reminder of how something as powerful as science is ultimately beholden to nature.
In addition to the new map, players will be able to download 7 exclusive new gamerpics and a Bungie Day dashboard theme for free on Xbox LIVE Marketplace. Fans will need to be sure they download these on 7/7, because they will be available for one day only.
All screens from PC version
Cary, NC, July 3, 2008 — The first installment of an exciting new Combat Arts video series showcasing the special abilities of the six playable characters in Sacred 2: Fallen Angel has been released today for download. Two new videos, available at the links below, feature the High Elf character and a small sampling of her Combat Arts in action. Grab the new videos to watch the High Elf as she blasts her foes with amazing powers like Incendiary Shower, Ancestral Fireball and Blazing Tempest.
Each of the six playable characters in Sacred 2: Fallen Angel has access to 15 unique Combat Arts – spells, special attacks, ability enhancing buffs, or familiars that can be summoned for aid. These are grouped into three Aspects, with each Aspect having a particular theme of power. Further, each Combat Art can be modified by the player through the allocation of skill points gained with game play experience to truly customize each character to fit diverse styles of play.
Set for a November release on consoles, and a September release on PC, Sacred 2: Fallen Angel is an Action RPG featuring a huge, seamless and living world spanning over 22 square miles of hand-crafted terrain, top-notch 3D graphics and online “drop-in” cooperative play with monsters that dynamically adjust to party strength for a consistent challenge. For more information about Sacred 2, please visit http://www.sacred2.com.
Shot Online, a 3-D golf game, developed and served by OnNet (CEO: Seongju HONG, www.onnet.co.kr), has been chosen as an official game of GNGWC 2008 (Game and Game World Championship 2008) which will be hosted by KIPA and sponsored by KT Corporation.
This year will mark the 3rd GNGWC. A total of 6 countries, including Brazil and Singapore newly added this year, will be holding local contests with the final match being held in Korea in November. ‘Shot Online’, an official game of the first year GNGWC 2006, has been very attractive to world wide gamers. Now for the 3rd year of GNGWC, ‘Shot Online’ is expecting more gamers to enjoy it.
Gamers will feel like they are playing a real golf game on the field with Shot Online, as it has been developed as a full 3D game. Jaesun KIM, a director of OnNet said “our goal when developing the Shot Online was keeping the game within the basic rules of golf, and we are still working to achieve this goal”, showing the intention for Shot Online as a realistic golf game.
Shot Online is being served on the global market through a U.S. branch, while also being served in Japan, Germany, Hong Kong and Taiwan through various partners. Shot Online is planned to be served in 8 different languages within this year.
We visited OnNet and talked to Jaesun KIM, a director of the company, about Shot Online which was chosen as an official game of GNGWC 2008.
▲ Briefly what is Shot Online?
The difference of Shot Online from other existing golf games is that its background is like the most realistic golf field. The basic engine was built by a developer whose major at university was physics, so that the game environment is more realistic and effective. Furthermore, the game is based on Turn method which reflects various communities, such as communication between users or activities using the plaza, etc. In fact, users of Shot Online have built and operated communities for a long time.
▲ It is said that ‘difficulty’ was applied to the Shot Online to give more interests to the users. Can you explain it more?
Yes. The first users of Shot Online often feel that the game is tough. In particular, compared to other golf games, the difficulty of putts at Shot Online is very high. We initially thought that the game should be easy and finished quickly in the beginning stages of developing the game. However, we focused on our goal that we would make the most realistic golf game. As a result, we were able to bring more satisfaction and excitement to the gamers who have been enjoying the game longer. We are putting our efforts into describing even the condition change or feelings of a character, rather than to simply build just a game.
▲ Why do you think world wide gamers are interested in Shot Online?
Shot Online is currently being served in Korean, Japanese, English, German, Cantonese, and Taiwanese, and planned for expansion into Chinese, Spanish and French. Thus, we can check the user’s tendency in each country, and realized that users in different countries tend to have certain similarities. Most users of Shot Online are older and they enjoy the game while chatting at the same time. We believe that golf is not limited to a certain culture, but appeals with interest and familiarity in any country.
▲ What has been the benefit by being chosen as an official game of GNGWC for 3 consecutive years?
In fact, Shot Online has extended its business to other countries through overseas marketing sponsored by KIPA. Shot Online has been commercialized through that and users formed communities through that gradually. In the meantime, it was chosen as an official game of GNGWC, and as such, the new users and the access have more than doubled. Specifically, we opened its service in Germany last year around the period of GNGWC, which made it a bigger success. To open branches in other countries became easier too. Many users of Shot Online believe that it’s the game which world wide users enjoy together. GNGWC, which makes opportunities to meet other people from other countries, is very helpful for overseas marketing.
▲ Have there been any special users of Shot Online in your memory?
First of all, the first and second winners of the local contest in Germany last year became a couple through the Shot Online. In addition, a real professional golfer participated in the local contests. There was the Japanese winner of the first year, who visited Korea to see the final match in the following year with his own money. Furthermore, some guilds printed their characters in specific outfits/clothes which made the contests more interesting to see.
▲ How are you preparing for GNGWC this year?
The European local preliminary contests will start on August 1st, and the local final contests will be held in sequence, starting from Germany on August 22nd, upon the KIPA schedule. This year there are a total of 6 countries who will run the local contests including Brazil and Singapore, which are new additions this year. Sometimes, it happens that winners of online preliminary contests are not able to join the offline contests due to the local circumstances. We will fully support them to ensure that they are able to participate in the local contests as well as the final match in Korea. Also, we are planning for various events through the GNGWC website this year. We will also keep world wide users posted as to the contest status live, so as to ensure them enjoy GNGWC together.
▲ Any final comments for world wide users who are preparing for GNGWC 2008?
We are happy for Shot Online users to gather and play it at GNGWC again this year. We put our full efforts into the preparations of such. We hope the gamers will enjoy their play fully, in hopes of them becoming the best player of Shot Online at GNGWC 2008. We will see you in Korea soon. Thank you!
…. Shot Online has a realistic description and it’s relaxing to play while enjoying communication. but you never can lose your tension at Shot Online…. We hope that it will be updated continuously to keep it’s original basics…
Frankfurt am Main, Germany 03, July 2008 – Leading video game developer and publisher, Fireglow Games™, announce addon release the Free Addon to Sudden Strike 3:Arms for Victory. Free addon available on English, German, French, Italian, American, Japanese and Polish languages.
Download English version (345,4 Mb) here.
Download German version (345,5 Mb) here.
Download French version (345,5 Mb) here.
Download Italian version (345,5 Mb) here.
Download American version (338,3 Mb) here.
Download Japanese version (345,7 Mb) here.
Download Polish version (345,4 Mb) here.
Please note that you need the original DVD of same language to play the addon missions.
• The map editor is available. (News and video about the editor)
• Added 2 new multiplayer missions: “The Island of abandoned tanks”, “Two Junctions”.
• Added 3 new single player missions: “Krasnograd”, “Barvenkovo”, “Winter Strike”.
• Allied campaign. Europe, 1944.
• USSR campaign. Crimean Peninsula, 1943.
• German campaign. France, 1944.
• Battle of Iwo Jima. Pacific Ocean, Iwo Jima, 1945.
• Defense of Iwo Jima. Pacific Ocean, Iwo Jima, 1945.
• Paratroopers. (News and screenshots)
• Ambushes in houses. When AI firing is OFF for soldiers in a house, it will be shown as neutral for enemies until an enemy will try to occupied the building.
• Some tanks can carry up to 6 soldiers on them. (News and screenshots)
• Tank commanders can prop their heads out of the hatch to increase the range of sight. Though it makes them more vulnerable.
• Machineguns and mortars can be loaded in trucks.
• New damage system. (News and video about new damage model)
• Original missions are reworked to bring replayability.
• Checked and corrected units’ stats, such as tower rotation speed, rate of fire, number of crew and ammunition to make them proper from the historical point of view.
• Our own matchmaking service SuddenStrikeNet. Finding network games is way easier now!
• Added new options for multiplayer games:
“Random color” – setting this option “ON” prevents all players from changing their color. The colors will be assigned automatically, with red, yellow, brown and orange colors go to the red team while all others – to the blue one.
“Capture time” – flags capture time
“Capture period” – periodical reinforcements’ interval.
“Disable howitzers” – disables howitzers in reinforcements.
• Improved Follow and Board commands.
• Visualization for harrisons and passengers.
• Winter landscapes have been added. (News and screenshots)
• New cursors mode and other minor improvements in GUI.
• Score calculation has been improved.
Char B I Bis
Renault AMC 35
FCM 2C Bis
Laffly W15 TCC
105mm Canon L13S
75mm Canon Puteaux
25mm M.CA Hotchkiss
75mm Schneider CCA
25mm C.AC Puteaux SA-L37
155mm Grande Puisance Fillioux
Mortier de 81 mm
Panhard Et Levassor P 178
Renault UE Chenillette
Fuel tanker, Laffly W15
Mobile hospital, Laffly W15
Supply ATV, Laffly W15
Laffly W15, tent
PzKpfw B-2 (f) Flamm
PzKpfw III Ausf. J
PzKpfw IV Ausf. F1
PzKpfw VIII Maus
Jagdpanther Sd. Kfz. 173
SdKfz 138/1 ausf.H Bison
Sturmgeschutz III ausf. B
Sturmgeschutz III ausf. G
M3 Lee, Lend-Lease
Matilda III, Lend-Lease
M5A1 Stuart, Lend-Lease
M12 King Kong
Cruiser, A34, Comet I
M10 Achilles IIC
Deacon AEC Mk I Gun Carrier
Mk I Archer
Type 97 Chi Ha Flame
Tank Hunter Ka-To
Type 1 Ho-Ni II
Open-world street racing series debuts on October 7th and 10th in North America and Europe, respectively
New York, NY – July 3, 2008 – Rockstar Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO) today announced a new release date for the fourth installment of its critically-acclaimed and genre-defining Midnight Club franchise, Midnight Club: Los Angeles. Set for release on October 7th in North America and October 10th in Europe and developed by series creator Rockstar San Diego, Midnight Club: Los Angeles will give gamers the unprecedented freedom to race through a hyper-realistic LA.
Rockstar San Diego has created a beautiful rendition of Los Angeles to race through at break neck speeds and explore at your own pace. With no tracks and no load times, Midnight Club: Los Angeles offers the ultimate freedom to play however you choose.
Also scheduled for release simultaneously, Midnight Club: LA Remix for the PSP® system will provide another incredible portable racing experience. Developed by Rockstar London, the game will take full advantage of the hardware to deliver the unrivaled sense of speed and style that the best-selling Midnight Club series is known for.