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  1. One thing that always comes up when looking at upcoming systems is whether or not they will be able to play the previous console's games. For the most part, they do offer such compatibility, but not always. At times it has been due to changing media formats, and other times due to expense. The PS4 was revealed to be able to play PS1 to PS3 games, but not in the way you may be expecting. You see, the PlayStation Cloud streaming service will be what brings these aging games to you. With this service you will be able to play "everything everywhere". CEO of Gaika, David Perry, helped clarify this by saying that PS3 games are not "natively supported". It looks that Sony is banking very strongly on their cloud-based initiative. Thankfully everyone with a back catalog of PlayStation games still has their PS3, or maybe even other systems, and Sony is not going to come and steal them. Still, it's always a shame to realize that your media will not be supported on a new device. Would you buy games again to stream them on a PS4? Should Sony make a back catalog of PS and PS2 games freely streamable to Plus subscribers?
  2. Marcus Estrada

    Devil May Cry 2 Box Art

    From the album: Marcus's Album

  3. Marcus Estrada

    Rez Special Package Box

    From the album: Marcus's Album

  4. Marcus Estrada

    Killer 7 Moon

    From the album: Marcus's Album

  5. Marcus Estrada

    Killer 7 Emir

    From the album: Marcus's Album

  6. Marcus Estrada

    Flower, Sun, and Rain

    From the album: Marcus's Album

  7. This upcoming Tuesday for the PlayStation Store is getting scarier and scarier! Siren, a horror title that was originally on the PS2, will be put on the PSN as a PS2 Classic. It will be available for download on January 15th (though no price has been stated yet). Siren takes place in the mountain village of Hanuda, where a "Siren" calls and transforms residents into undead shells of their former selves. As one of ten playable characters, you'll "Sightjack" (see through the eyes of accomplices and enemies) to stay alive and learn how your paths are connected. Former executive producer and vice president of Sony's Japan Studio, Takafumi Fujisama, reminisces about Siren: "We were on a mission to formulate a form of fear or horror that would resonate with an audience regardless of their cultural background, and to deliver that from a very intentionally Japanese perspective. ... The feeling of hopelessness caused by close ones, who, one by one are transformed into your enemy, the dreadful or creepy feeling of seeing yourself through the eyes of others, and an environment unique to SIREN that pulled you right in all led to the bloodcurdling experience that only a game could take you through." Will you be purchasing Siren when it hits the PS Store next Tuesday?
  8. It wasn't that long ago that the word came out about PlayStation 2 system production ending in Japan. Now we are hearing that Sony has let it be known that this is continuing to all markets. Production of PS2s is now ceased wherever you live. It has certainly been a long run. Why now? It's easy to see why, just look at all Snoy has had available at the same time. PSPs, Vitas, and PS3s are all still rolling off production lines. As many suspect that Sony will soon announce a PS4, they will definitely need the funds to start producing those too. Of all their products, PS2 was the oldest and had mostly reached the end of its long lifespan. The PS2 leaves behind a great legacy. It was the highest-selling console of all time until very recently (falling to the similarly popular DS). Over the years, the system had more than 10,000 games for each main region (North America, Europe, Japan). Many games were released between each, but there were also a great deal of exclusives per region. Overall, the PS2 had a great run and surpassed its 10 year lifespan.
  9. Marcus Estrada

    PS2 No Longer Being Produced in Japan

    We all knew this day would have to come. The PlayStation 2 launched in March for Japan and October for U.S. in 2000. From there, it went on to be an incredibly popular system. It seemed like most of the big games were coming to the system and popular franchises such as Jak and Daxter, Sly Cooper, and Ratchet and Clank were created. Over that time, 150 million systems were sold worldwide. With such an impressive run, it couldn't go on forever. We are years into the current console generation and Microsoft and Sony are poised to announce their plans soon while the Wii U is already out. At some point, Sony would have to stop producing the aging system, and it has come to pass in Japan. While Slims are still available in select locations here, it is only a matter of time before they are unavailable new too. Games have continued to be produced for the system over the years, even when focus shifted to newer machines. In Japan, one final high profile expansion will be released next year: Final Fantasy XI: Seekers of Adoulin. As for recent American releases, they are mostly restricted to an anemic selection of sports titles. Either way, if you want a new PS2, then it would probably be best to buy one before production eventually ends here.
  10. The PlayStation 2 has been king of the console market for quite some time. But as the numbers roll in, it appears that the throne has finally been seized by none other than the Nintendo DS, which now holds the title of the best-selling console of all time. The DS has sold an incredible 153.69 million units as of December 8th, barely passing the PS2's 153.68 million. The Nintendo DS and PlayStation 2 are currently the only two consoles so far to sell more than 150 million units. That's no small feat for a console, but for a handheld console, that's even more impressive. Comparatively, Nintendo's Game Boy holds the #3 spot with 118 million units sold. Not even the Nintendo Wii - a console supposedly everyone and their grandma has in their house - has surpassed the 100 million mark yet (2 million more to go!). In other sales news, the king's successor - the Nintendo 3DS - has recently overshadowed the former king's successor - the PlayStation 3 - in lifetime sales over in Japan after only two years on the market. You'd better hold on tightly to your seat, DS, because your brother is coming for that throne!
  11. Like most, I play games to have fun, at least for the most part. At the same time, I also don't really care about achievements and trophies. Of course, I know they're a good thing to have simply because they do add more replay value to a game, but that doesn't mean I'm going to actively go out and try to get them. But when it comes to special in-game challenges... I have to beat them. I have to get as close to perfect as I possibly can. I HAVE TO FINISH THEM! It's just that sometimes these challenges are so time consuming and difficult that the reward never really seems worth it. Here are just five of those challenges. One Noble Is Getting Their Teeth Kicked In When you play a Final Fantasy game that isn't Theatrhythm, there's probably a single thought running through your head at any given time. That thought is probably "Man, this game could really use some Dance Dance Revolution type gameplay." Well, your thoughts were somehow heard and implemented into Final Fantasy IX. Prepare to regret everything. The gameplay is really just a Simon Says sword fight. Blank yells out what button you press and you press it. Doesn't sound hard at all, right? Well it isn't. It's the judging that happens at the end of your fight. If you missed a single button press or even pressed the right button (just a little slower than you should have) then you could end up impressing 99 of the 100 nobles watching you. What kind of play has the actors yelling out every scene before it happens? You could have a perfect show and still manage to only impress 99 nobles. And this is the kicker, if you fail to impress all 100 nobles, then you don't get a Moonstone after your performance. This means you won't be able to learn Shell in the early levels of the game and it makes a future boss fight a hundred times more difficult than it should be. So your only choice is to go back and try again. Over and over again until you finally impress every single person in the audience. This could take one try or a thousand. You just don't know. But you have to get that Moonstone if you want to avoid a headache in the very near future. The Zelda Race That You Can't Win First, lets talk about rubber band AI. It's essentially a tool that lazy developers use to make people like me angry for no reason. For those of you unaware, here's what rubber band AI is. When you get too far ahead in a racing game, your computer opponents will shoot forward at hyper speed and ignore all obstacles. This is effectively known as cheating. But at least with this form of cheating you can still win whatever game you're currently screaming at. This same thing cannot be said for a race in The Legend of Zelda: The Ocarina of Time. A race against the running man that you can literally never win. I wonder how many hours were wasted by people trying to beat him. I'm okay with impossible challenges. That isn't the problem I have with this race. The problem arises from the fact that the running man will always beat you by exactly one second. Close enough to a draw that you might make the mistake of thinking you can actually win. And it certainly doesn't help that he tells you to try again. No matter how fast you are, you will never ever win. Even if you use a Gameshark or other such cheating device to stop the clock at one second he will still beat you by one second less. You get no reward and there is no point to race him. Electro Shock Therapy In Final Fantasy X We're back to Final Fantasy with yet another "minigame" of sorts. And boy is this one as fun as it is time consuming! *Note: Sarcasm doesn't translate well through the written word* This sidequest requires you to dodge 200 randomly occurring lightning bolts. In a row. Without saving. It's almost like you're really watching paint dry! You're probably already reeling back in terror at the thought of doing something so mind numbingly boring. Why even do this sidequest, you ask? Because it is the only way to acquire Lulu's Venus Sigil. Now, dodging the lightning bolts isn't exactly difficult and can be done in only half an hour if you use a glitch. But if you mess up even once or take a break or accidentally stroke out and forget you can't save, then its over. And also if you count the strikes wrong. Say you dodged 199 in a row and went to claim your prize. Instead you would get the reward below the top prize and have to do it all over again. Some Things Just Aren't Worth It Dead or Alive 5 has quite a number of challenges that just are absolutely not worth it in any way shape or form. No matter what unlockables you might get, you just can't make me even begin to want to try to get them when you consider the requirements involved. Oh, you don't know? Well you're about to. First of all, there are the game's many different titles. You unlock them from beating the game, losing too many times, unlocking a certain number of costumes, yadda yadda so on and so forth. There are also titles gained from using a character online 1,000 times. Every character in the game has one of those as well. I stopped having fun thirteen thousand fights ago. So to get the achievement of all titles unlocked, you must play online in 25,000 different matches. I don't really care about titles however, so let's move on to the rare costumes. There are three in total, and each one is more crazy than the last. But nothing beats out Lisa's rare costume. To unlock it you must beat survival mode about four or five times in a row to unlock the hardest difficulty. You must then beat 100 opponents in a row on said difficulty without being knocked out even a single time. Using the dumbest tactics possible I managed about 20. I'm never unlocking that costume and I hate anyone who even dares to try it. Actually Using the Wii Fit Have you ever gotten a piece of exercise equipment that you swore you would use only to stuff it in the closet and hope you don't make eye contact with it while you down that second case of ice cream dibs? That's what the Wii Fit is kind of like, only it isn't real exercise equipment and I didn't actually want it. But I have family members that did want it. And no amount of reasoning could get them to see reason. They wanted that hundred dollar chunk of plastic and I was going to have to get it for them. To be fair, the thing is kind of fun. Every gimmick is kind of fun though. Try it out? Quit being so obtuse. Despite whatever fun you might gain from a gimmick, it will always become boring at some point. Usually right after you realize that jumping on a piece of plastic for an hour just to have it say you're fat isn't exactly all that great. So now I have that really weird doormat sitting in a closet, mocking me about that time I wasted all that money on it. I can't trade it in because then it wins, but I can't be bothered to actually use it. And have you ever tried to get another person to enjoy something after it has called them fat? It doesn't work. What are some gaming challenges that exist just to enrage you personally? I know everyone has at least one thing that puts them over the edge and makes them want to figure out a way to kill their TV, so why not talk about it in the comments below? As always, thank you for reading.
  12. Are you in the mood for a good fighting game? If nothing out right now suits your tastes, then take a look at the upcoming release of Guilty Gear XX Accent Core Plus for PS3 via PSN. Yes, the name is a bit of a mouthful, but that is because it's the last console revision of the original Guilty Gear XX. Instead of giving the game entirely new names, Arc System Works just added and changed the subtitles. Guilty Gear XX Accent Core Plus initially came out in 2009 for Americans and has since seen various ports to other systems. It has come to PSP, XBLA, and even Wii since then. A later, more upgraded version, even hit Japanese arcades a few months ago. Guilty Gear may never have become as popular in America as some other fighting games, but it certainly has a strong following. Takeshi Yamanaka of Arc System Works was the one who made the announcement of a PSN release via Twitter. Guilty Gear XX Accent Core Plus will reach PSN for the U.S. on December 4th, whereas it has already been available in Japan. The game will be priced at $15 and include online play.
  13. Chances are, you haven't heard of this niche PlayStation 2 title. Chulip is the quirky little game about a boy who's turned down by the girl of his dreams. To capture her heart, the boy must raise his reputation by impressing and then kissing the residents of Long Life Town. Yeah, that seems pretty weird. In any case, if you're intrigued by this adventure/simulation game now, then you're in luck. The ESRB has just rated Chulip with Sony Computer Entertainment America as the publisher, which means a PSN release as a PS2 Classic sometime soon. Hopefully that now means more attention for the originally GameStop-exclusive game. What are your thoughts on Chulip? Will you purchase it when it is available on the PlayStation Store?
  14. Marcus Estrada

    La Pucelle: Tactics Screenshot 3

    From the album: Review Images

  15. Marcus Estrada

    La Pucelle: Tactics Screenshot 2

    From the album: Review Images

  16. Marcus Estrada

    La Pucelle: Tactics Screenshot

    From the album: Review Images

  17. Marcus Estrada

    Review: La Pucelle: Tactics

    Developer: Nippon Ichi Software Publisher: Mastiff Platform: PSN, PS2 Release Date: September 11, 2012 (Original: 5/4/04 ) ESRB: T for Teen If you were the owner of a PS2 back in its heyday and were a fan of Japanese games then Disgaea was probably big on your radar. When Disgaea: Hour of Darkness launched on the system it was met with loads of praise. Gamers quickly snapped it up and waited for Atlus to publish more. Because of the unexpected success, publisher Mastiff decided to bring Nippon Ichi“s previous game stateside. La Pucelle: Tactics had actually come out a year before Disgaea in Japan, but would not be arriving a year later in North America. The question was (and still remains): Just how good is this game and was it worth the translation? Despite similar gameplay mechanics, La Pucelle certainly had a different backstory going for it. In the Kingdom of Paprica, there is a church which works toward fulfilling an ancient prophecy. Said church has a little gang called La Pucelle which work on destroying evil in the land. Although the game has a very “I“ve heard this before” start the story at least grows out of the simplistic start it establishes. Characters, too, aren“t a revelation and align with many that we“ve seen before. The lead character, Prier, is a cocky tomboy but at least it“s fun to see her interact with others. Although there is a fair bit of time devoted to the story the main thing worth focusing on is gameplay. Many conventions of a typical strategy RPG are involved although La Pucelle also brings out a lot of creative twists. First, let“s talk about the more average elements. As you jump into a match the game allows you to place up to eight characters onto the battlefield. From there, characters move about the isometric field, carry out their orders, then wait for the enemy to make their turn. Taking higher ground over an enemy yields stronger attacks, characters can execute group attacks, and all the other stuff you expect. Group attacks in particular are fun because of how easy they are to make work. Unlike games which might require a specific alignment, La Pucelle just asks that two characters are in adjacent squares or next to the same enemy. This means that four of the team can group up around a particularly tough enemy and smack at it all from all angles. Actually, it“s possible to even offer up more damage if four more characters group up behind the main ones. Although this arrangement isn“t likely to happen often, it“s nice to see that the whole gang can be used in one go. Having one character be called in for a group attack also doesn“t use up their turn, if they weren“t initiating the attack to begin with. Predictably, enemies can also make use of groups so try not to lots of them on at once. Then there“s the other features that make this game a bit more exciting or cumbersome, depending on your viewpoint. First there are the Dark Portals which exude different-colored paths of energy. Colors are pertinent because they each denote what specific effect the energy has. Some will heal while others are damaging so it“s best to keep track of what each color means. While your team can stand on the energy, and even change the direction of the path, it only effects enemies. Monsters who sit on the path while you “purify” the Portal will be zapped, burned, or whatever else. By directing the paths so they form a large completed square you can even execute a highly powerful attack on everything within it. With that said, it“s important to talk about the whole purification concept. As La Pucelle is a religious organization they are of course focused on ridding the land of impure things. The Dark Portals are one such object as they are able to spawn new enemies. After a certain amount of turns they will pop out a new creature which easily prolongs battles. In order to stop this process you must purify them beforehand. Although this seems simple, it“s a bit tough considering there are always other enemies to contend with too. This isn“t the only way to use purification skills though. Enemies are also able to be hit with purify although it functions differently than the Portals. Monsters don“t just switch sides because you want them to; they require convincing. Giving it a go for a few turns typically sways them over, but not always. Either way, once you think an enemy is ready to convert then you have to defeat them. Sure, it would have been nicer to have them automatically switch sides after enough coaxing, but the mechanic isn“t broken. It is however tiresome to have enemies attacking you in between attempts to convert. Once an enemy is under your wing you can summon it into battle and have it fight for you. With one creature of that type on your side now though it makes it more difficult to capture others of the same variety. It“s a bit of an odd caveat but still not an issue. Boss enemies also are not able to be purified but this is to be expected. Outside of battle monsters can be trained. It“s possible to work them harder to become stronger, but then they become less happy with you. The way monsters are trained is also strange as it focuses around giving the right responses to them, but you won“t know outright what the right ones are. It“s certainly useful to have monsters on your team but as long as you grind it won“t be mandatory. Speaking of leveling up, let“s discuss how it is implemented. In this game there is no point where you select what stats to upgrade and assign points to. Instead, the items each character poses are what attain higher levels. It“s unusual at first, but easy to get into the mindset of. Depending on how you want the character to progress you just need to select the types of items that would work best for that goal. Stick on loads of defensive objects for a character with higher defensive abilities, or give them specific weapons for the fight style you want. As the game progresses it doesn“t seem entirely difficult. With only one difficulty setting you are quickly able to get into the strategy of the game after the tutorials. Unfortunately, it doesn“t feel like there is that much offered by La Pucelle to urge players forward. At times it feels too simple, and at other times it seems like it“s more important to grind then have a winning strategy. Certain bosses definitely emphasize this point which is a real shame. Strategizing in the game is actually pretty open-ended so when you are able to wrap your mind around the intricacies it feels rewarding. If you can“t though the game definitely drags on. Both types of players will probably find it a bit dull though. This is not due to any gameplay elements in particular but the way battles play out. When attacking or being attacked, the game switches into a 2D battle view. Then it plays out the hits and misses in simple little animations. Practically at the start of the game you realize this isn“t going to be an asset. It only really accomplishes making battles last longer than they need to. Sure, it“s rewarding to see your teammates gang up on an enemy at first but eventually it wears out its welcome. It would have been smart to add an option to turn them off. How does the game stand up today? The visuals were never mind-blowing then and look a bit cheap now. Sure, Nippon Ichi still retains the same general style to this day with Disgaea but it has gotten upgraded over time to be less sprite-y. In regards to the voice acting, it seems better than some of the other early Japanese PS2 games, which is a blessing. Although some games always had bad voice acting, reflecting on them now becomes an even more ear-grating endeavor. If you still don“t like it, the game at least retained the original Japanese voices which can be switched on at any time. When La Pucelle: Tactics originally launched it had to contend with the raised expectations of gamers thanks to Disgaea. It certainly offers a great deal of strategy and isn“t a bad game, but it isn“t quite as good as it could be. Playing it versus Disgaea 3 or 4 reveals that a lot of subtle tweaks have come to the genre after years to make them better. La Pucelle will still be fun for hardcore fans but others would probably do better by simply picking up a newer game. Still, if you want to experience everything the world of strategy RPGs has to offer then this is a good choice. Pros: + You won't be lacking for strategic options when playing + Dark Portals and purifying enemies are neat features + Game offers a lot of content for the price Cons: - Battle animations are unnecessary and increase game length - Often strategy is unnecessary if you use brute strength - Game isn't as polished which modern strategy fans will notice Overall Score: 6.5 (Out of 10) Decent Better games have come since, and were even available at the time, but there's still worth in giving La Pucelle: Tactics a shot.
  18. From the beginning of development all the way to the day the game is ready to print, things are being changed around. Whether it is something small like the position of a plant, or something large like a complete character redesign. Things are just always being replaced for better and for worse. Usually you'll never get to see or hear about these changes since they never make it into the finished product, but some changes are just so huge they deserve to be front and center every once in a while. These are some of the biggest changes in recent history regarding some of the most popular games on the market, and you just won't believe some of the things going on behind closed doors. The Original Gordon Freeman Looked Like A Dwarf When anyone so much as mentions the Half-Life series, the first thing that pops into a person's head is the iconic look of Gordon Freeman. People have become so used to seeing Gordon Freeman's face that any other face sporting a goatee and glasses is automatically considered a Gordon Freeman lookalike, as evidenced by every single Breaking Bad ad ever released. Things would have been a lot different if all of Black Mesa's scientists looked like him. But back when the original Half-Life was still being sorted out, Gordon Freeman looked much much different. So much so that if Valve had decided to go with their original design for our scientist-turned-hero, I doubt we'd have ever gotten Half-Life 2 or any other expansions, let alone a potential Half-Life 3. And the reason is simple. Gordon Freeman was a freaking dwarf. I don't mean "dwarf" as in a little person either; I mean "dwarf" as in he looked more likely to storm an orc fort before ever being put in front of some serious science experiment. In fact, he looked so wildly different from the Gordon Freeman we know and love that his original nickname was "Ivan the space biker." Team Fortress 2 Was Once A Real War Game Continuing the trend of Valve's tendency to just change everything is the wildly popular title, Team Fortress 2. As I'm sure you're all aware, Team Fortress 2 makes use of an extremely cartoony game world reminiscent of any number of Pixar films that have been released in the last decade. While the game itself was extremely fun on its own, there's no denying it would be a totally different experience if the game had a more realistic appearance. So wait, are these engineers? ONE TO A TEAM, PEOPLE! And that image above ladies and gentlemen, is what Team Fortress 2 first looked like when it was in development a hundred years ago. You would be hard pressed to tell the differences between the original Team Fortress 2 and a game like Counter-Strike based off of that image above. Sure, it probably would have been just as great as the Team Fortress 2 we have now, but think about all of the things we would have missed out on. For one, the "Meet The..." videos would have never taken off. A blank soldier has no real personality to work with. You would have been left identifying characters based off of what weapon they carried instead of how they acted and what they looked like. It would have been kind of boring. And don't even get me started on how awful things would have been without Saxton Hale. Halo: The Ever Changing Game Remember Halo Wars? No? Well that's alright, because nobody remembers Halo Wars. But there was a point in time when the game was actually just known as Halo, and the fate of the entire franchise and even the Xbox itself rested on a few key design choices going on behind the scenes at Bungie. At one time, Halo was a real-time strategy game. And it was pretty basic. To be fair, this was back in 1996-1997 when they really started to put things together, so of course things aren't going to look great by today's standards. But even compared to the finished product, the RTS version of Halo just looked horrible. The developers must have realized this as well because, of course, it was changed. Pictured: Not the savior of the Xbox Changed into a third person game, that is. You now controlled a single spartan on his or her journey through what was essentially an empty map with a few buildings here and there to show off how far they had come with applying textures to things and making their models look a bit nicer. But there was still a problem with the camera. The camera really had no boundaries. In the demo footage shown you could just move the camera right through the walls and stare off into infinity. That was less than great, obviously, so they started working on a first person shooter. Shortly after, they began work on the Xbox version and the rest is history. Until of course, an ancient evil awakens. The Shadow Of The Colossus Multiplayer Mode Do you know what would have made Shadow of the Colossus an even better game? Two things. First of all, more colossi. As many as you could possibly fit on the disc. Secondly, some form of multiplayer mode to take down the really big colossi as a team. Sadly, both of these things were originally going to be included in the game, but ended up being cut. We'll start with the multiplayer concept first. A while before Shadow of the Colossus came to be, Team Ico was passing around a disc titled Nico ("Ni" being "two," and "Ico" being the first game; how adorable, its a play on words!) The gameplay shown in the video looked very similar to the finished product we have today, with the key difference being there were a whole bunch of people climbing the colossus all at once. My heart screams out for this. It is a call that will never be answered. Admit it. Despite the desolate landscape and the overwhelming feeling of loneliness present in Shadow of the Colossus, you would have loved some crazy form of multiplayer. I have no idea how it would have worked, but the Nico disk is proof enough that they were working on it. If you would like to get your hands on a Nico disk then I say good luck to you, sir. They're stupid expensive and there's no actual gameplay to be found. Just videos. Now on to the extra colossi. I'll keep this real short since there isn't much to explain. Another piece of Shadow of the Colossus memorabilia floating around is the game's coveted artbook. Just like the Nico disk before it, this thing can get extremely expensive. But within its pages you'll find image after image of scrapped colossi that just didn't work out. The reason these dozen or so colossi were cut is simple. They were either too difficult or they already had enough with sixteen. Still, just looking at them makes you wish for more. I Hate You, Spore Spore was everything I wanted in a game, only corrupt and wrong. The creature creator was good, sure. But past that there was nothing. There was no God game where you watch the planet evolve to see which race comes out on top; you simply stood around and waited until your creature decided to build a house. And after that, you just stood around and waited for your creature to destroy every one else's house. Then you got your spaceship and had to deal with things like random attacks all the time. It was the opposite of what I wanted, and it hurt. Not just because I hated the game, but because I knew there was a better version sitting on a computer somewhere. You could have been something special, Spore. But you just had to betray me. Back roughly one hundred years ago, Will Wright was showing off the creature creator for the first time. While it wasn't the most realistic looking monster creator ever, it looked even better than the finished product. The creatures had a more natural look to them compared to the final build of the game, and it was revealed you could edit whole planets down to the plants that you saw. Not only this, but you could cross breed animals and plants to see what new creations formed and just sit back and watch how the planet dealt with them. Of course, barely any of this made it to the final game for multiple reasons, none of them being good. It had to do with making the game more accessible to younger folk and making things easier. And that is why I hate Spore. ------------------------------ Before we end this whole shindig, yes I know "alphas" isn't the right word to put into the title. It should be more along the lines of "Five Video Games And What They Looked Like In Their Earliest Stages". But that title isn't nearly as clean and to the point. And the word alpha is pretty close to the same meaning either way so just deal with it. Other than that, thanks for reading!
  19. Marcus Estrada

    PlayStation 2 Opened

    From the album: Classic Gaming Expo 2012 (CGX 2K12) Photo Album

    "A Sega PDA? Sort of. This pocket organizer/planner does the basics such as storing phone numbers and addresses. It also allows you to send messages to another IR 7000 via infrared transmission. The unit also has a built-in warrior game similar in some ways to Barcode Battleror Pokemon games."
  20. Marcus Estrada

    Light Yellow PS2 and Mountain Dew Green Xbox

    From the album: Classic Gaming Expo 2012 (CGX 2K12) Photo Album

    "To celebrate the sale of 20 million PlayStation 2 consoles, Sony unveiled limited edition color (alleged to be 666 of each) systems at the 2000 Tokyo Game Show. Labeled "The 2001 European Automobile Collection", these systems can be found in "super red", "metallic silver", "astral blue", "snow white", and "light yellow". The case, controller, and system stand are the only unique items in this otherwise stock PS2."