You boot up your game, and see “Oh, I just need to play a few more matches” for one reason or another. You start playing, and you see that some of your teammates are not doing well (but it’s ok). Then the end of the game comes and you get called out; called one thing or another, or your game statistics aren’t nice enough to look at.

I was surprised that this behavior has been around in Heroes of the Storm ever since K/D/A was introduced, but it dawned on me that I rarely get hassled for my kill numbers, but actually for the “Hero Damage” statistics that have always existed in the game. Those who play other games will recognize most of their community behaves this way, and always has. I quickly stopped playing League of Legends and its re-skins for the same reason. Where the Kills/Deaths/Assists hurts is when you factor in characters like Lt. Morales that is supposed to be healing and not focusing on kills. Kills in general are not worth focusing on in a game with a clear objective like a MOBA.

Gamers very rarely see themselves as the problem, which is obvious in the way they word their insults. Terms like “Toxic” and “Troll” imply that the person using the name is some kind of gamer elite capable of passing damning judgement on others. For instance say your team decides to just leave you alone and ignore you the whole game; suddenly you are a noob/troll/whatever for going around alone when it’s their fault for not supporting you. I personally blame the double football-field sized arena that these games occur in with only a part of the team size such a sport typically has. There is always some strange claim that “it just enables mobbing” when that’s the basic strategy to win in MOBAs; just gather in a big wave and strike them down. 

The thought occurs to simply remove all statistics one could use to statshame people, but the underlying assholiness (it’s a word) will still be there. Seeking help on the forums just leaves you prey to the forumites that will swear up and down you are wrong, black is white, and water is grey just to get some personal gratification. In my experience suggesting anything on the forum just leads to somebody telling you in longhand that trying to make changes is wrong, and if you do things a specific way you can do it “right”. I wholeheartedly disagree with that premise.

When I am given a choice in the game, each choice should be worth looking at. Sadly there tends to be an obvious choice when in comes to many of the special abilities I find in recent multiplayer games. Plus the tendency for them to get copied over from other games makes it increasingly difficult to figure out what everybody telepathically demands you choose.

Would cranking up the amount of team-mates help? By itself no, because then the tendency is to crank up the map size to the extent where players are still prone to isolating themselves now with the added problems of players that do understand teamwork. There needs to be a dedicated effort to rewarding team play behavior, or there is simply no reason if solo hunting works so well. I have been doing testing work for some mysterious beta games, and have noticed that even 10v10 leads to rampant lone wolfing. There is simply no mechanical benefit besides winning fights to teamwork; in fact there is potential to lose points with team killing.

I honestly think the main issue is the long list of unwritten rules every forumite will cram down your throat of traits games that they like must have or they are not hardcore enough. I frequently bring up that new multiplayer games are trying their best to only have player characters in play, with no AI present at all. Not only is this easier to code, but the devs save thousands of hours of coding and balancing by only building “half a game”, that is to say only using player input and minimal environmental effects such as instant death pits. The common rebuttal is that killing AI is no fun. (Let’s put it this way, if you derive any fun whatsoever from playing any single player game, you know that’s BS) Blindly turning away the tactical and strategic possibilities.

Planetside 2 is “half a game” in that it only utilizes player soldiers and player operated vehicles with almost no automated systems. There are no legions of AI infantry running from base to base. Since ALL soldiers are players, the standard player methods are used to organize them: Clans and Squads. It should come to no surprise then that the forumites will tell you the only way to play with teamwork all the time is to join a clan and offer no alternative for those that want a real war experience. Never-mind that any “real” intergalactic army would likely have better ways to organize their troops, or care at all about spreading their armies logically.

Playing Planetside 2 usually results in the same process of leaving a base, getting sniped, leaving base, getting strafed, leaving base, getting shot because our 2 inch thick armor is made out of goddamn paper, logging off. The instant action button just puts you in a place that is being contended. Snipers are most viable when there are few important targets, which is what happens when there are only 10-20 enemies to kill. If there are a hundred soldiers swarming the base, the sniper may have a lot of targets but he can’t kill them all. This issue is going to sound familiar if you play a lot of shooters, since the new trend is for a small 5 versus 5 team size on maps as big as an air carrier.

There is a slight reason to this. The more players you have involved makes the server demand greater and the lag harder to deal with. What players unfortunately don’t understand is that AI don’t have this problem because the information that drives them is client based. Everybody’s game plays them out, and then all ask the server if this is correct changing accordingly; where if the games and server don’t agree then severe lag can occur such as “rubber banding”. It’s only when we have to track thousands of separate open AI questions does this start to tax players. This is why many shooter guns “hitscan” rather than act as a fully scripted bullet with speed and trajectory; It’s easier for the server to just be asked “Do I hit?” than track hundreds of bullets flying around.

There was one MOBA I tested that started out initially as Victory Command, then shifted names a few hundred times until it re-re-re-re-released on Steam as Battle Battalions while changing NOTHING. It’s a 5v5 elimination match where each player has a squad of units that do not respawn. Because the game size is so small most of the game is spent just going from point to point avoiding conflict unless you have allies nearby to fight with you. Such is the fate of essentially every MOBA strategy game I have come across. The designers are so focused on making everything die so easily that having a lot of something makes no real difference if everything has splash damage.

My overall point is that the time of small “competitive” multiplayer games is going to fall out of style sooner rather than later if there is no innovation within it. Heroes of the Storm is fantastic in that there are unique and interesting characters; but failed in balancing these characters to be worth using over the traditional, boring heavy hitter splash damage characters. I remember in All Points Bulletin the AK47 weapon used to be very good, until of course it was nerfed beyond belief so that sniper rifles were better on average. There is a clear design bias against novel, interesting methods that instead favors the same four or five combat roles Gygax invented in the 70’s.

We’re going to see a new wave of larger and more team friendly games with a bigger emphasis on team functionality than kill boards. As fun as it is to eliminate enemies there needs to be a little more to the game than that.

We knew that PS2 emulation was headed to PS4 in one form or another, but we certainly didn’t expect something so soon!

Are you as huge a fan of PS2 classics like as Grand Theft Auto III, Twisted Metal: Black, and Dark Cloud as we are… AND happen to own a PS4?

In a tremendous announcement made by Sony, starting tomorrow, PS2 Classics are headed to the PlayStation Store!  This isn’t like their traditional emulation tactics in the past, either, as they will be adding trophy support, the games will be up-rendered to 1080p, they’ll offer Remote Play, Live Broadcast, Share Play, Activity Feeds, and Second Screen support as well!  In other words, all of the games will be taking FULL advantage of the many benefits the PS4 has to offer (aside from much of that extra power, of course).

For those unfamiliar with these benefits, Remote Play allows you to continue your PS4 gameplay on specific devices, such as the PlayStation Vita, as long as it’s connected to your home Wi-Fi network, Live Broadcast allows you to use a streaming service, such as Twitch, to share your gameplay with others over the internet, Share Play allows you to share your screen with one of your PSN friends so they may help you throughout the game, Activity Feeds are a social media-like tool that shows what games your friends have been playing, and Second Screen allows for other functions, such as a game manual, to appear on the PlayStation Vita or PlayStation app.

The full list of games available, starting tomorrow, are:

-Dark Cloud — $14.99
-Grand Theft Auto III — $14.99
-Grand Theft Auto: Vice City — $14.99
-Grand Theft Auto: San Andreas — $14.99
-Rogue Galaxy — $14.99
-The Mark of Kri — $14.99
-Twisted Metal: Black — $9.99
-War of the Monsters — $9.99

The following are all the games that will be available to play at the PlayStation Experience at San Francisco this weekend.  Notice there are others on this list?  This means there are more on the horizon!

-Dark Cloud
-Grand Theft Auto: Vice City
-Grand Theft Auto: San Andreas
-PaRappa the Rapper 2 (coming soon)
-Rogue Galaxy
-The King of Fighters 2000 (coming soon)
-The Mark of Kri
-War of the Monsters

What a wonderful year the PlayStation 20th anniversary is turning out to be!  Which PS2 titles would you like to see on the PS4?  I, for one, can name a few, such as X-Men Legends, Musashi Samurai Legend, and Culdcept!

Source: Playstation Blog

Join Derek, Josh and Shane as they discuss the last week in video games!

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This Week:

Heavy Rain & Beyond Two Souls coming to the PS4.

Sony developing PS2 backwards compatability for PS4.

Kotaku whines like little babys about being blacklisted by Bethesda and Ubisoft.

The Game Awards nominees announced & our predictions.

PS4 & Xbox One $299 Black Friday specials.

Fallout 4.

Animal Crossing Happy Home Designer.

Animal Crossing Amiibo Festival.

Yo-Kai Watch.

Xenoblade: Chronicles

Call of Duty: Black Ops III

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Tweet @geekscapegames that you want Tales From The Borderlands, and you’ll be entered to win a copy of the game on Steam!

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Briefly: Back in January, celebrated developer Harmonix revealed that it would have to push its Kickstarter-funded reboot of popular rhythm game Amplitude to this Summer.

Unfortunately, it looks as though the game is taking the route of every Kickstarter project that I’ve ever backed and has been delayed once more.

Now, this isn’t just a case of shipping estimates being impossibly ambitious in order to procure more backers, but instead Harmonix has decided to vastly expand the title, and just can’t possibly finish the new content in time.

In an update to the project’s Kickstarter page, Harmonix’ Alex and Ryan detail just what’s going on:

Greetings, beloved backers!

 

This is Alex Rigopulos, writing to you through a cartoon speech bubble. Ryan and I are eager to fill you all in on a number big developments in Amplitude Land.

 

As the game came together this year, it became apparent to all of us that it was shaping up to be something really special. The gameplay is as fun and addictive as ever, the HD visuals are gorgeous and hypnotic, and the soundtrack is killer.

 
The game is fulfilling all of our hopes and ambitions for it, and at a certain point, we made a major call: We’ve decided to double down, increase the project budget, and make the new Amplitude bigger and better than the scope of game we originally pitched to you all last year.

 

I will now hand the mic over to Cartoon Ryan, who will tell you some more details.

 

Hey there…

 

Although we had originally promised about 16 songs total, we have decided to cram as much awesome music into Amplitude as possible. We now upped the total count to 30 songs! If you are a backer at the appropriate tiers, you will also get a 31st song too, voted on by the Song Senate—our group of backers that chipped in at the Song Senate tier. (Side note: In a display of true Amplitude community good will, the Song Senate decided to keep the “most wanted” song in the main game soundtrack, instead of keeping it all to themselves. THANKS, SONG SENATE!)

 

You guys may also recall that early in the dev cycle, we decided to add a concept album wrapper to the otherwise vanilla solo mode. This is all new for Amplitude and we think it adds a bit more depth and interest to the game and the songs themselves. The core campaign now includes 16 all-original songs, written in-house by our amazing musicians. You have heard some of these tracks in past posts and at the conventions… songs like “Decode Me” and “Wetware”.

 

In addition to the basic play modes that were promised originally, and the single path/single environment in which they would be presented, we decided to expand both of those dimensions by adding 2 more playable environments, unique path topology per song, and more play modes. We are now shipping a solo campaign, solo free play, 2-4 player “free-for-all”, and an all-new team play mode (1v3, 2v2).

 

Over the course of the project, we created the original nanoblaster and the backerblaster, and also made 3 additional nanoblasters for players to choose from in solo and multi play. (v0.9 Chubs is my personal fave, displacing v1.1 Raven)

 

We have added leaderboards, allowing players to compete asynchronously against each other online for score, both per-song and across the whole game.

 

Oh! One last thing: There is a new, still-to-be-announced way to play the game that will change the way you think about Amplitude’s 6-lane track. More on that at a later date! Now back to Alex.

 

Thanks, Cartoon Ryan. So that’s all of the good news. Now for the bad news that comes along with it: It’s impossible for us to finish all of these extra songs, environments, features and modes on the same schedule. Our previous target for shipping the game was this summer. Now that we’ve committed to this expanded scope, though, we won’t be able to complete and ship the game until the end of this year on PS4 (with the PS3 version coming shortly thereafter).

 

Kickstarter backers who paid for the “early access” reward will be able to play the PS4 version in December, prior to the holiday break. For everyone else, the PS4 version will become available in January. (We’ll follow up with the exact dates in December and January for PS4 as soon as we have them. PS3 will follow shortly behind.)

 

We know that this schedule slip will be a disappointment to many of you. (Frankly, it’s disappointing to us as well, as we’re all dying to play the finished game…) However, our judgment was that our highest priority is to deliver the best game we possibly can to our fans—the definitive version of Amplitude. We want to over-deliver for our biggest supporters, and that’s simply going to require some extra time.

 

Some of you might wonder—will this delay mean that synchronous online multiplayer will be added? I’m sorry to say, it will not, as that is impossible within our budget means for this game, even with the expanded budget. However, our hope is that this release of Amplitude will be successful enough to justify a sequel or feature expansion pack that could include this. In the meantime, the newly added leaderboard system will enable plenty of heated asynchronous online competition!

 

Finally, I should add that the physical rewards are beginning production, and we’ll have more news on those in the coming weeks.

 

From the whole Amplitude team, thank you for your continued support and patience. We think that when you see the finished product at the end of this year, you’ll agree that the wait as been worth it!

TL;DR? Basically, it’s coming in December for early access members, and January for everyone else. Game modes have been expanded, and the track list has increased from a decent 16 to a whopping 30 tracks.

Sound like a good reason for a delay? Yeah, I thought so.

Are you looking forward to playing the Amplitude reboot? Sound out below!

Briefly: Is it sad that Harmonix’s Amplitude reboot is one of my most anticipated releases of the year?

Nope. It’s not. Because Amplitude freaking ROCKS (no pun intended).

The game was recently pushed back to Summer, but that’s totally okay, because the fact that it exists at all is amazing.

Harmonix has just released the first gameplay trailer for the game, and it’s so damned smooth. I can’t wait to disappear for a week when this one drops and do nothing but play (not even sleep)

Take a look at the trailer below, and head to the official Playstation blog for info on the newly-announced Team Multiplayer mode.

Excited?

Briefly: All the way back in May of 2014, Guitar Hero creator Harmonix took to Kickstarter in an attempt to reboot their classic, critically acclaimed, and beloved rhythm game Amplitude. The campaign was a huge success (because the game is freaking awesome), raising over $840,000 of its $775,000 goal.

So the game is coming, and is well on its way through development. It just won’t be coming out as soon as we’d hoped. Here’s what Harmonix had to say:

As you all know, 2015 is the year we bring Amplitude back to Sony consoles. While our expected delivery date according to our Kickstarter page is “March,” our release plans have changed. We’re currently targeting a summer release.

 

WAIT, WHAT? WHY?

 

This is our first time working on PlayStation 4, and it’s been a big learning experience for the team. We’ve put a lot of work into our proprietary engine to support some of the new, awesome content we’re bringing to the reboot. These factors combined have bumped production out a few additional months.

 

In a traditional scenario, we’re sometimes tasked with shipping a game to meet publisher demands or in some cases, meet a deadline to make sure the game is available to be purchased during the busy holiday season. In these cases, developers have to re-evalute production needs and make difficult calls to meet deadlines, including removing or shrinking features and – in the worst cases – sacrificing quality in other areas.

 

With Amplitude and our promise of open development, you’ve given us the opportunity to create the game we want to make and, more importantly, make the game that you want. In order to meet that goal, we don’t want to cut any corners, and we want to stay true to our vision and deliver the best Amplitude experience possible.

 

We had an amazing showing at PlayStation Experience in December, letting fans play the game for the first time, and we got amazing feedback. We know we have a ways to go, and we’re committed to getting there and making this truly feel like a worthy successor to the game you remember from 2003.

 

SO WHAT’S NEXT?

 

We’re still making solid progress and look forward to sharing what we’re working on during production, as promised over the coming months. We also have some exciting plans for PAX East in March; backers who backed at the VIP party level – that is totally still on so please check your inboxes.

 

You can also expect a far more polished multiplayer mode that will be available for hands-on at PAX (those of you who joined us at PlayStation Experience know that even though multiplayer was playable, it needed some serious work). We hope you can join us in March and challenge us to a multiplayer match!

 

Thanks so much for your continued love and support. We’ve hit the ground running upon returning to the studio after the holiday and look forward to getting Amplitude in your hands as soon as we can.

 

-Team Amplitude

So, not a huge delay seeing as the game was originally slated for March, but in any case we’ll be waiting a few more months to play the reboot of what’s possibly the most fun music game, ever.

Are you looking forward to Amplitude? Sound out below!

In unexpected and exciting news, Harmonix has announced a new Kickstarter campaign to revive one of their classic titles from the PS2 era, Amplitude.

For those unfamiliar with this gem, Frequency and Amplitude were the baby steps that would eventually grow into the gaming juggernauts known as Guitar Hero and Rock Band, (or at least they were, until over saturation sent the music genre back to niche status as quickly as it rose to prominence). Anyway, rather than playing a single instrument, players would have to switch between different tracks mid song to get a whole song to play. For example, getting a sixteen beat combo on the guitar track would trigger it to play on its own for a set time. The idea was to move to the next instrument and keep the combo going. It was an innovative, rewarding system that proved to be ahead of its time.

Since Amplitude‘s release, we haven’t seen the slightest hint of its return since the PSP release of Rock Band Unplugged, (which eventually got ported to Xbox Live Arcade and PSN). With this announcement, it looks like Harmonix is heading back to basics before it resumes work on Rock Band and Dance Central, and I couldn’t be happier.

It seems like Atlus is making these Persona teases a regular thing, although every announcement can’t be as awesome as a Persona 5 announcement.

The publisher has announced an anime version of its hit Vita game, Persona 4 Golden, the enhanced port of the PS2 classic. Retelling the story of a high schooler who arrives in a small town, only to be caught up in a supernatural murder mystery, the anime will include the additional scenes featuring Marie, a new character who was added specifically for the Vita version.

The confusing part in all of this though, is that there’s already a Persona 4 anime. Golden‘s story is exactly the same aside from Marie and a few other minor scenes, (many of which are optional), so I wonder how this is supposed to play out. Is this an anime of an anime? Will it run redone episodes, or will they just blend the new content into the old episodes? Or maybe this won’t be a series at all, and will only be a movie or OVA.

Either way, as much of a fan as I am, I see this as completely unnecessary. With that said, we shouldn’t be surprised. With another fighting game, a dance game and a chibi-fied spinoff, the fourth game is everywhere these days.

Check out the trailer and tell me how wrong I am. Persona 4 The Golden Animation will release in Japan in July with a Western release yet to be announced.

Briefly: Following the impressive “Perfect Day” commercial that Sony released last week, the company has debuted another ad, this time promoting the legendary Playstation brand as “for the players since 1995”.

The video takes us through the history of Playstation and the ever-changing world around it. It certainly makes you feel nostalgic for the good ol’ days of split screen gaming, but also makes me really, really long for the release of the PS4 (whether or not I’ll be getting one on launch day is still up in the air).

The ad has been produced with fantastic attention to detail – note that the aspect ratios and quality of video changes as time progresses, among other things. Take a look at the video below, and let us know if you’ll be picking up Sony’s new console!

Just watching this trailer gave me all kinds of goosebumps and took me back to the ripe age of 11, when Final Fantasy X first released, and when I explored the world of Spira for the first time.

As promised, Square-Enix today released the first trailer for their upcoming HD rereleases of Final Fantasy X and Final Fantasy X2. As we noted last week, the games will be releasing in North America later this year; PS3 players will get both titles on a single disc, while Vita owners will buy each game separately. We’ll give you more info as soon as we have it, as I’m excited as hell for this one.

Watch the announcement trailer below, and let us know what you think!

The official trailer won’t be released until Monday, but at least we know it’s coming.

Square-Enix today revealed that the anticipated HD rereleases of Final Fantasy X and Final Fantasy X-2 will be releasing in territories outside Japan. No release dates have been set, but the games will release in Japan, Europe, and North America, later this year.

PS3 players will get both games on one disc, while Vita owners (all four of you) will have to purchase each chapter separately.

I’m looking forward to this one. Final Fantasy X originally released when I was just 11 years old, and while I played it back then, my experience with the game is nothing but a distant memory. I do remember loving every minute of it however, so I’d jump at the opportunity to return to Spira.

Read the press release below, and let us know if you’re excited! Look for the trailer on March 25th!

20100721021039!Ff10_logo

LONDON (22nd March, 2013) – Square Enix Ltd., the publisher of SQUARE ENIX® interactive entertainment products in Europe and other PAL territories, today announced that it will be releasing HD remastered editions of FINAL FANTASY® X and FINAL FANTASY X-2 in 2013 for the PlayStation®3 computer entertainment and PlayStation®Vita handheld entertainment

 

“These games are classic fan-favorites, and we hope that new and old FINAL FANTASY fans can experience the world of Spira and the story of Tidus and Yuna in a brand-new light with these remastered editions,” said Yoshinori Kitase, producer of FINAL FANTASY X and FINAL FANTASY X-2.

 

FINAL FANTASY X/X-2 HD Remaster is a single disc bundle that will be available on the PlayStation®3 system. FINAL FANTASY X HD Remaster and FINAL FANTASY X-2 HD Remaster.

 

The new FINAL FANTASY X/X-2 HD Remaster announcement trailer will be available on Monday 25th March.

 

Further details will be available at a later date.

You know the drill by now. Following Sony’s PS1 and PS2 videos from earlier in the week, a Playstation 3 follow-up was released late last night. As expected, the video takes us from the PS3’s announcement at E3 2005, right to today, in which you’re hopefully playing Ni No Kuni.

 

Take a trip down memory lane with the video below, and let us know what you think!

 

 

All of these videos are ramping up to the ‘Future of Playstation’ presentation on Wednesday night. Sony is widely expected to unveil a PS3 successor during the keynote. Everyone’s expecting it, but only time will tell! What do you think will be announced?

So… Planning on picking up a PS4?

 

On Friday, Sony Computer Entertainment revealed a neat teaser for their upcoming keynote presentation (this Wednesday at 6PM ET). The video was a How It’s Made style look at the beginning of the Playstation brand, through to the end of the first Playstation’s lifecycle. The teaser sealed the deal for me, and I now firmly believe that Wednesday’s announcement will include new Playstation hardware. I also guessed that we’d be seeing Playstation 2 and Playstation 3 videos before Wednesday arrived.

 

The PS2 video has been released; titled Evolution of Playstation: Playstation 2. The content is very similar to that of the first video, but of course chronicling the life of the second generation console. Check it out below, and let us know what you think!

 

 

Are you looking forward to Wednesday’s announcement? When do you think the PS3 video will drop? Is that leaked controller the real thing?

In early February, Sony invited all of us to a special presentation about the future of Playstation. The internet immediately went wild with speculation that the announcement of a fourth Playstation console was imminent; the Wall Street Journal also confirmed the speculation with a reliable source.

 

I didn’t believe it at first, but after seeing today’s follow-up teaser, I’m not sure what else it could be; watch the video below and you’ll see what I mean!

 

Images of an apparently legitimate prototype controller have also made their way online. It looks similar to the DualShock we know and love, but with an intriguing touch panel in the centre. You’ll have to decide for yourself whether or not you believe this one, but multiple sources have confirmed that it’s a real (though early) prototype.

 

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Sony’s presentation will stream live this Wednesday, February 20th at 6PM Eastern. Will you be watching? Will you be disappointed if we don’t see a new console? Sound out below!

After 12 beautiful years, it seems as though death has come for Sony’s Playstation 2. The console reigned king (or queen!) for the better part of a decade and touched the virtual lives of millions all over the world.

 

I (Derek) was barely 10 years old on the day the Playstation 2 launched. Today, just days after Sony announced that all production had been halted on the once-powerful titan, I’m just weeks away from turning 23.

 

The system may be dead, but after over a decade of games and sequels, you better believe there are some memories. We sent the word out to the Geekscape staff of the console’s termination, and these are some of the favourite moments and games that were sent back. Enjoy, and please (please!) share your own below!

 

PS2, we all thank you for your years of service. Rest now, you’ve earned it.

 

 

Molly Mahan

 

I’ve never considered myself much of a gamer. After my much beloved, ahead-of-its-time Dreamcast turned out to be a failed investment (Editor’s Note: What ‘chu talking about failed investment, I play my Dreamcast all the time! -DK), I more or less turned my back on the whole shebang. However, that doesn’t mean I don’t have a few fond memories of the Playstation 2’s glory days.

 

TGS trailer for 2004’s Metal Gear Solid 3

 

Unlike many talking about it now, they were more often than not enjoyed with me as a viewer and not an active participant. I would often sit around and watch my brother or other friends play through the latest installment of the Metal Gear Solid or Final Fantasy franchises and relish in the cut scenes, if not the gameplay itself. While you may scoff at that (call me a “fake nerd girl” or some other tripe), I do believe that this will be a great part of the PS2’s legacy. It helped pave the way to make video games watchable to the non-gamer. Opening up typically one or two player worlds to the voyeur by bringing a level of cinema to the gaming world that may have been attempted in previous consoles, but was not yet up to snuff.

 

The fact that it plays DVDs and CDs gave it an additional utility to those like me, since I only played non-fighting games about two times a year.
 
 
Jonathan London

 

Like many, I bought the PS2 for one game and one game only: Grand Theft Auto 3. In grad school, I was too broke to own a PS2 during GTA 3’s release, but my neighbor owned it and I would constantly make excuses to go play.Was this really the new version of the overhead GTA I used to love playing on the PC? Yes. It was. And it was so much better.

 

Trailer for 2001’s Grand Theft Auto III

 

Not only did the 3/4 view and open world map make Liberty City and every GTA locale after it come to life but it also put you in the action in a way I’d never experienced before. The streets teamed with possibilities, you could spend hours off mission just trying things out or pushing your Wanted Meter and the 80s Scarface inspired soundtrack gave the game an attitude and a pulse that the previous GTA games had been missing. And of course, the game map was massive for its time. It was very easy to get lost in it. While Vice City added a slick style to the franchise and San Andreas blew the doors off of the entire map and made nearly anything possible, I still have a soft place in my cold, crime ridden heart for the original PS2 release.

 

The PS2 gave me so many fond memories of hunting in Shadow of the Colossus and bouncing around with my friends Ratchet and Clank, but nothing comes close to hitting the hard streets of Liberty City.

 

Goodbye, old friend.
 
 

Shawn Madden

 

Suikoden III: I really don’t know how many times I’ve played this game in all honesty. I’ve had to replay what is hands down one of the greatest RPG’s of all time numerous times. The game’s complex plot is both heartwarming and heartbreaking at the same time, with a plot twist that no one could ever expect. Yes, a PS2 game with an unpredictable plot and beautiful visuals mixed with a superb soundtrack.

Intro video for 2002’s Suikoden III

 

You thought some other game was the best PS2 RPG? Yeah, you thought wrong. The game won both GameSpot and IGN’s RPG of the Year for 2002. No, but seriously. If you haven’t played this one you should. It rules. The end. This is where I throw down the mic and walk away.
 
 

Shane O’Hare

 

I was never huge Playstation or Playstation 2 fan. I’ve never owned a Sony console other than the PSP. I’ve always been a Nintendo and PC gamer, so when I was asked the question for what my favorite Playstation 2 moment was, I reply with my normal snark. I soon realized I have one vivid and specific moment with the device that I will always remember.

 

Trailer for 2002’s Final Fantasy X

 

It was 2002 and I was invited to a friends house for debauchery and games. I had seen a PS2 before but never really gave them a chance. As the night grew on my buddy sat me down with a copy of Final Fantasy 10 and said “HAVE AT IT!”. I was hooked. The graphics, the gameplay, the world, the narrative and the characters were all amazing. I was experiencing a game that was unlike any I’ve really played before at that time. As the night went on my host soon fell asleep and I continued to play long into the night. When he woke me up the next morning, he had a shocked look on his face and said “How late did you stay up? You made it all the way to the airship!”. Turns out I am some sort of FFX savant. I will always remember that night playing my first PS2 game, and ultimately my favorite Final Fantasy game.

 

Never forget the PS2!
 
 

Derek Kraneveldt

 

As I mentioned above, I was just 10 years old when the Playstation 2 was launched. The system’s introduction and evolution means a lot to me, as this was the first console I ever purchased with my own money, and it was the Playstation 2 that grew me into the gamer that I am today.

 

That being said, I had too many favourite games for the console to narrow it down to just one. From Okami to every Final Fantasy (well, except XI), every Metal Gear and Silent Hill, everything from Team Ico and more, there are just too many now-classic titles to even list.

Intro video from 2002’s Rygar: The Legendary Adventure

 

My most memorable moments with my PS2 were also some of my first. It had taken me nearly a year to save up for my own PS2, and after purchasing the costly console, I had little money left for any actual software. I took to the bargain bin, and came across a title that was sent there far too soon: Rygar: The Legendary Adventure. Rygar was a character that was older than I was, and I’d never heard of him.

 

The game was brilliant, and as it would be some time before I had the funds to buy another game, I play Rygar over and over and over again. Rygar: The Legendary Adventure was far ahead of its time, with gorgeous graphics (especially for a 2002 title), amazing gameplay mechanics (the game felt like a slightly less violent God of War, just three years before that title would see the light of day), and a story deep rooted in Greek and Roman mythology. Maybe it’s drilled into my brain from my dozens of playthroughs, but Rygar: The Legendary Adventure was one of the most memorable titles for me in the PS2’s lifecycle. Apparently a few other people liked it too, as the game later got a Wii rerelease, and is now available on
PSN!
 
Thanks for the memories, and thanks for never breaking down on me!
 
ps2-rip

This week the Geekscapists are the stars of the show as I take on an avalanche of nonstop phone calls from the audience! I also respond to last week’s feedback on the brand new format! Who got snubbed in today’s Oscar nominations? Who should have been? Superior Spider-Man swings onto shelves and already seems like he doesn’t want to stick around! Gunman Clive is the coolest, and cheapest, videogame around! Goodbye to the PS2! The changing trends and news from CES! PLUS! TV’s Chris Gore calls in to talk Star Wars!

Okami is absolutely phenomenal. Sadly, even six years after release, almost nobody has played it. I sincerely hope that things are different this time around, now that word of mouth has hopefully spread. I’ve never heard of anyone picking the title up and not instantly falling in love with it.

In Okami, you control Amaterasu, goddess of the sun on her quest to restore colour to the land. The game plays similar to a Zelda style adventure, with plenty of action and exploring in a beautiful world. As you can see from the screenshots, the art style is simply amazing, and this is something further enhanced by this new release.

You’ll play as Amaterasu, goddess of the sun throughout the game.

The game first released for the Playstation 2 in 2006: I still remember asking everyone that I knew if they had played it, and only getting back confused looks as it was a title few people had even heard of. Developer Clover Studio (who also created Viewtiful Joe) was shut down a few months after the initial release, probably due to Okami’s poor sales.

‘Okami HD’ is freaking gorgeous.

The game would later get a well envisioned rereleased on Nintendo’s Wii, which took the very original combat of the game and paired it perfectly with the Wii Remote. In June Capcom announced another rerelease of Okami, this time in full 1080P and supporting the Playstation Move. I can’t tell you how excited I was at this announcement. I’ve played through the Wii version plenty of times, but Okami always deserved the HD treatment.

The HD edition nets you the entire game in full HD. It features Trophy support for those that care to gather them, and also has full Playstation Move support to help you guide the Celestial Brush. I can’t reiterate enough: I absolutely love this game. Okami HD will cost you $20, but it’s well worth every penny! Grab it on PSN right NOW!

No date has been announced yet for the magical 1.8 firmware that will finally let PS Vita owners play PS One games on the go sometime this Summer. As shown at Sony’s E3 2012 event, not all of the PS One games will be available upon the 1.8 release and with little info to go on right now, we have no idea just what games will actually work, except the ones shown at the E3 2012 event, when the 1.8 firmware is released.

Now if we can only get Sony to work on having PS2 game support on the PS Vita, I can give up holding on to my backwards compatible PS3.

 

Source: Andriasang.com