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Continuing our exclusive series of diaries written by developers Warthog throughout the making of Richard Burns Rally, here's part three from creative director, Dennis Gustafsson, who brings us up to speed with the AI drivers and Pace Notes... This month I'd like to talk about the season and the AI drivers. As this is what I am currently fine-tuning. The AI drivers are the computer-controlled competitors that the player is pitted against in the rally season. On our travels across the globe

By GamesRadar US posted 7 years, 9 months ago
It's been years in the making, it's been overseen by two different publishers but, in just over a month, Rockstar's third-person western shooter is finally due to hit PS2 and Xbox. To find out just why the game will be worth the wait, we caught up with the game's producer, Rockstar San Diego's Stewart Spilkin...When did development start on the original Capcom version of the game? Around the turn of the century! No, seriously, it's hard to pin down because we made several prototypes for Capcom

By GamesRadar US posted 7 years, 10 months ago
Red Dead Revolver has been a long time in the making. Originally conceived by Angel Studios, and due to be released by Capcom last year, development came to a standstill when developer and publisher couldn't agree on the direction the game should take. With the game having made a positive first impression way back at May 2002's E3 event, it was pleasing to see development of the dormant title revived when Rockstar snapped up Angel Studios (and subsequently renamed them Rockstar San Diego) 18


LucasArts have just unveiled the first details of combat-action outing Mercenaries - and below you'll find our first impressions and an interview with the game's producer Peter Hirschman. We also have the first shots of both the PS2 and Xbox versions. Mercenaries is a third-person combat-action title in the open-ended mould of Grand Theft Auto. LucasArts are conscious of the genre-defining achievement of the GTA series and see Mercenaries as the first game to apply the go-everywhere and

By GamesRadar US posted 7 years, 11 months ago
With Final Fantasy X-2, the first ever true sequel in the seminal RPG series, still jostling for position near the top of the charts, we decided to have a natter with its director, Motomu Toriyama, to find out everything you wanted to know about the game - but were afraid to ask... As summoning fantastical beasts has been an integral part of the Final Fantasy experience, do you think fans will be happy about the lack of Aeons in FFX-2? In the world of FFX-2, the power of the Aeons has been

By GamesRadar US posted 7 years, 12 months ago
Earplugs at the ready: this summer will see full-on karaoke wars, with both Sony and Konami releasing sing-along games for PS2.SingStar, which was , is being developed by Sony London - the people behind the EyeToy. As you sing into the USB microphone (two of which come packaged with the game), it will evaluate your vocal skills (or lack thereof) based on pitch, tone and timing. SingStar is also EyeToy compatible, allowing players to see themselves on screen as they warble their hearts out.Vocal

By GamesRadar US posted 8 years ago
Above all else at the .Hack presentation by Atari and Bandai, it was clear that the latter are very proud of their RPG series with a difference. And from what we saw, they have good reason to be..Hack (that's dot Hack, in case you were wondering) will be released in four instalments, the first being .Hack//Infection, which will be available for PS2 in March. While .Hack is, in many ways, a traditional Japanese turn-based RPG, the game structure promises something that hasn't been done quite

Continuing our exclusive series of diaries written by developers Warthog throughout the making of Richard Burns Rally, here's part two from creative director, Dennis Gustafsson, who brings us the full low-down on the 'camber slingshot effect'... Graphical realism As with the driving experience and the rally season, we conducted extensive on-stage searching for the right look for our game, rather than trying to copy the techniques of our competitors. It instantly became apparent that, compared

By Edge posted 8 years, 1 month ago
"It's the Half-Life 2 of racing games." Okay, stop right there. Edge can see a press-baiting headline a country mile away. But Aki Jarvilehto, director of business development at Bugbear, has a point. He doesn't mean it in the sense that his game could be qualitively as good as Half-Life 2, but more that it shares many of that game's design principles."Gamers should be playing on the edge," continues Jarvilehto. "They need to be on the limit and feeling each impact. Our environments are
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