“Live In Your World. Play In Ours.” That was the slogan for much of the PS2’s lifecycle. While the PS2’s time was long over, that thought was only subjective as games were still being made for it well after its time supposedly passed. Games like Persona 4 and Jak and Daxter: The Lost Frontier were showed that the PS2 still had a beating heart, but it was obvious that it’s days were numbers (or were in fact up). Finally, Sony stepped in to confirm that manufacturing of all PS2 systems had ceased in all territories earlier this year, marking an end to an era. Not since the Japanese Famicom have we seen a console stay in production this long, even after support for the game dropped to near zero. And thus we look back on the era that kicked off the new millennium, the Playstation 2.
System: Ps2,PS3/Publisher: Sony Computer Entertainment/Developer: Team ICO/Players: 1/Initial Release Date: 10-18-05
Over time, you see something in videogame development that turns the tide. Suddenly everyone wants to ride that wave. Then we get used to it, almost to the point of conditioning. Everyone expects a game to have a feature. Think two genres, the Hack n Slash, and the Platformer. In the hack n slash, you expect huge waves of enemies, crazy combos, and some riddles you might solve. Now think about platformers. You expect crazy level design, tricky jumps, and a spin attack. These have become essentials to their respective genres. And then Shadow of the Colossus comes in and dares us to change our perception of these genres. Defying the usual conventions of game design, it dared to do away with a few essentials to drive forth its minimalist approach and to engage the player in a way that hasn’t been since in a long time. How did it work out?