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11/26/09
Good times.
11/25/09
And yes, these lighters are worth $115 each.
11/30/09
11/25/09
11/25/09
11/25/09
11/25/09
11/26/09
11/13/09
11/13/09
To me the biggest difference is that the PSPgo is pocketable. With ALL your games (not your old games, yes yes, that issue is beaten to death). I can toss my pspgo in my pocket and not feel like a retard. It's barely bigger than the iphone. No other handheld is truly pocketable like the pspgo. The form factor is what makes the pspgo worthwhile. If the size doesn't matter to you, then yeah, there is no point to get the PSPgo. Alright! Desktop computers have an advantage over laptops too, but we still like laptops (highly exaggerated example, i know!)
CFW is just going to make the pspgo amazing when the scene gets it going, although I'm hesitant about how well it will work with your legitimately downloaded games, as they will likely require the latest firmware to be installed. We'll see. CFW could make the PSPgo a nerd's dream machine. #pspgo
11/13/09
11/13/09
Buying a pspgo straight up is a little intimidating.
I had a psp-1000 and a psp-3000, so i sold the psp-3000 (with some accessories) for $170. So to me the PSPgo was an upgrade cost of $90. Which for a gadget nerd with a job, isn't too too bad.
I think $199 would have been the appropriate price, and imagine it will be there before too long. #pspgo
11/13/09
11/13/09
11/13/09
This is awesome news. I've ripped all my current games, so if my original PSP ever breaks I can move to the Go without any unnecessary hassle.
Hell most of the original launch games are less than 300MB, uncompressed, so I'd easily fit all my games on the PSP Go with room to spare. #pspgo
11/16/09
Even better.
At any rate who needs Sony to make sure you can play the games you've already bought when you can do it yourself. #pspgo
11/09/09
11/08/09
10/26/09
10/26/09
10/26/09
08/15/09
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08/14/09
08/14/09
When I joined, 400 hours of testing was about all a game could expect. By the end, the test process had ballooned to include pause testing, reset button testing, and myriad other random tests that resulted from obscure and unique bugs in single titles. A given build could get upwards of 120 test hours. Most titles had ten to fifty builds, putting total test time into the 2,000 to 6,000 hour range.
Testers were paid $10-15 per hour (I was on the low end of that range, because I was and remain a piss-poor negotiator), and worked 60-90 hours per week during crunch times. In 1993, a one megabyte title's testing cost was estimated near $75,000.