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  1. #61
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    Quote Originally Posted by Xavier
    How many of those games will ACTUALLY be good?

    Devil May Cry 4
    Virtua Fighter 5

    I don't see anything else on the list I'd buy. Some of the new original games I'll have to wait and see, but the rest are just sequels of crappy games.
    Quote Originally Posted by GRT
    Spoiler Alert: Xbox didn't come out until PS2 had already dominated the last generation for two years because it played DVDs.
    Spoiler Alert: DVD already dominated the market before the PS2 came out. Which is why the PS2 was so attractive, a cheap DVD player for the new winning format.
    Ill put Armored Core 4 on there anything after that will be a crappy sequel. Lair, Heavenly Sword, Genji, Sonic, Elder scroll IV, Need for speed, and maybe genji. All will be good games. But look at Wii launch the only reason people getting it is for Zelda and Wii sports. So you got 9 good games to 1 legendary game. The reason i'm calling Zelda legendary is because the Wind Waker should looked liked Twilight Princess but nintendo fucked everyone :D.


    PS2 wasn't that attractive as a DVD because the first 3 batchs of PS2 where faulty and couldn't play DVD for long without killing one of the lasers. The PS2 beat the Xbox because it had a better selection of games and nothing else. Hell no one was buying a PS2 to get a DVD after they found out how they fucked up there systems.

  2. #62
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    Nobody knew the DVD capabilities blew when the system came out. I wanted it to have a DVD player in my room that didn't cost $400. The launch games for the PS2 sucked. I ended up playing SSX for 3 months because nothing else was on the system.

    Quote Originally Posted by Nightstriker
    Lair, Heavenly Sword, Genji, Sonic, Elder scroll IV, Need for speed, and maybe genji. All will be good games.
    Need for Speed will be good, yeah.

    But you're assuming the others will be good w/o really knowing. Elder Scroll IV? Played it on 360. Lair, Heavenly Sword, Genji? 3 new games right? I'd never call a completely new game good until I've tried it. Plenty of developers can make SS of a game look attractive but the actual gameplay can end up blowing.

    The reason people are so excited for Zelda is the graphics look amazing, and I've never played a Zelda with bad gameplay. Its an established series verse new ones. And its been in development for so damn long that it has to be one of the most polished games ever.

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    Your correct good sir, thats why I wanna play Zelda, and why its legendary :D Thats the reason I put Armored Core 4 on the list cause of the graphical upgrade and the controls have never sucked. Anything after that will be the same old gameplay unless they come up without something new. Elder scroll is on there because not all people have PC to run it and xbox360 version had bad framerate issues so. i'm assuming they will fix that issue now that its on a more powerful system.

  4. #64
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    I don't think more power automatically means improvements. It'll be a while before developers actually get anywhere close to doing what the PS3 is capable of. 360 version didn't really have horrible FPS or anything, but it did drop when you were in a huge open area with a lot of things happening.

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    Perhaps the PS3's "power" will eliminate the "PS2 limitations" that prevent some features from being added/implemented to this game.

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    Quote Originally Posted by Charitwo
    Perhaps the PS3's "power" will eliminate the "PS2 limitations" that prevent some features from being added/implemented to this game.
    Sadly they will never drop the PS2 users. However we probably will see the next MMO on PS3 and well.. if they keep things like FFXI in terms of gameplay and fix all the other issues it could be huge.

    I really hope it's PS3/PC exclusive so we don't have "Xbox360 limitations" down the road.

  7. #67
    Xavier
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    Quote Originally Posted by Enkidu
    Quote Originally Posted by Charitwo
    Perhaps the PS3's "power" will eliminate the "PS2 limitations" that prevent some features from being added/implemented to this game.
    Sadly they will never drop the PS2 users. However we probably will see the next MMO on PS3 and well.. if they keep things like FFXI in terms of gameplay and fix all the other issues it could be huge.

    I really hope it's PS3/PC exclusive so we don't have "Xbox360 limitations" down the road.
    Theres some kind of myth that the PS3 is a billion times more powerful than the 360. Its not. And the 360 is a hell of a lot easier to develop for.

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    Quote Originally Posted by Xavier
    Quote Originally Posted by Enkidu
    Quote Originally Posted by Charitwo
    Perhaps the PS3's "power" will eliminate the "PS2 limitations" that prevent some features from being added/implemented to this game.
    Sadly they will never drop the PS2 users. However we probably will see the next MMO on PS3 and well.. if they keep things like FFXI in terms of gameplay and fix all the other issues it could be huge.

    I really hope it's PS3/PC exclusive so we don't have "Xbox360 limitations" down the road.
    Theres some kind of myth that the PS3 is a billion times more powerful than the 360. Its not. And the 360 is a hell of a lot easier to develop for.
    PS3 been rated to be twice as powerful as Xbox360, no were near a billion times and of course its hard to develop for its NEW and not even out. Xbox360 was hard to develop for when it first came out as well.

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    Quote Originally Posted by Nightstriker
    PS3 been rated to be twice as powerful as Xbox360, no were near a billion times and of course its hard to develop for its NEW and not even out. Xbox360 was hard to develop for when it first came out as well.
    umm, no.

    Xbox 360 is pretty damn easy to develop and always has been. The Wii will be even easier to develop for, and the PS3, just like the PS2, will be hellaish to develop for. In actuall power terms, the PS2 was as capable as the Xbox, and more powerful than the gamecube, but was so fucking hard to develop for that xbox and GC games were always better looking. In a time that game budgets are sky rocketing, you'll see more and more developers decide it's not worth the time, effort and money to develop games for the PS3 if Sony doesn't dominate like they did last round.

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    Quote Originally Posted by edgarfigaro
    Quote Originally Posted by Nightstriker
    PS3 been rated to be twice as powerful as Xbox360, no were near a billion times and of course its hard to develop for its NEW and not even out. Xbox360 was hard to develop for when it first came out as well.
    umm, no.

    Xbox 360 is pretty damn easy to develop and always has been. The Wii will be even easier to develop for, and the PS3, just like the PS2, will be hellaish to develop for. In actuall power terms, the PS2 was as capable as the Xbox, and more powerful than the gamecube, but was so fucking hard to develop for that xbox and GC games were always better looking. In a time that game budgets are sky rocketing, you'll see more and more developers decide it's not worth the time, effort and money to develop games for the PS3 if Sony doesn't dominate like they did last round.
    Your kidding right? PS2 more powerful then gamecube and on par with xbox LOL , thats a funny one.

    Xbox Specs

    Detailed specifications
    CPU: 733 MHz Intel Mobile Celeron (Micro PGA2). The part number, cache size, FSB, and even 8-way associative L2 cache all match up to a Mobile Celeron 733. The only real difference is that the actual Mobile Celeron 733 was only made in a Micro FCBGA package and not the Micro BGA2 seen on the Xbox. Intel was just rolling out the Micro FCBGA package around the time of the Xbox's introduction so it's understandable that the system was designed with the Micro BGA2 interface in mind. So for the Xbox, Microsoft had Intel put a Mobile Celeron 733 onto the older Micro BGA2 package and called it a Pentium III. For all intents and purposes a Mobile Celeron 733 is a Pentium III but the correct distinction still needs to be made here.
    Intel IA-32 instruction set
    SIMD: SSE. Four single-precision floating-point numbers in one instruction.
    Theoretical maximum 4 FLOPS/cycle (2.9 gigaFLOPS for Xbox)
    Pentium III had architectural drawbacks that lessened real-world SSE throughput.
    SIMD: MMX. Integer functions. Switching between FPU and MMX is slow, so not of great use for 3D rendering tasks. Often used for audio and video.
    133 MHz FSB.
    32 kB L1 cache. 128 kB L2 Advanced Transfer Cache (256-bit).
    Unified Memory Subsystem: Total (shared) Memory: 64 MB DDR SDRAM running at 200 MHz, supplied by Hynix or Samsung depending on manufacture date and location
    6.4 GB/s Theoretical Memory Bandwidth
    Graphics Processor: 233 MHz custom chip developed by Microsoft and NVIDIA code named NV2A, the A setting it apart from the PC based NV20 and NV25 (A Geforcev3.5 of sorts, nVidia used a substantial amount of the Geforce 3 design, but added many of the new features to be found in its quick successor the Geforce 4). It gained enhanced vertex processing with 2 vertex shaders, and more flexible pixel shading than DirectX 8.
    Theoretical Geometry Rate: 115+ million vertices/second
    Theoretical Particle Performance: 125 M/s
    Pipeline Configuration: 4 pixel pipelines with 2 texture units each
    Theoretical Pixel Fill Rate: 932 Megapixels/second (233 MHz x 4 pipelines)
    Theoretical Texture Fill Rate: 1,864 Megatexels/second (932 MP x 2 texture units)
    4 Simultaneous Textures
    6:1 Compressed Textures through DDS
    Full Scene Anti-Aliasing
    Storage Medium: 2-5x DVD (XFAT), 8 gigabyte hard disk (new consoles contain a 10GB physical hard drive, though it is formatted to only use 8GB, uses XFAT), optional 8MB memory card for savegame transfer
    Audio Processor : NVIDIA MCPX (a.k.a. Soundstorm NVAPU)
    Audio Channels: 64 3D channels (up to 256 stereo voices)
    3D Audio Support: HRTF Sensaura 3D enhancement.
    MIDI DLS2 Support
    AC3 (Dolby Digital) Encoded Game Audio via TOSLINK
    10/100base-T ethernet
    DVD Movie Playback with a separate DVD Playback Kit/Remote required or by modding the Xbox and running DVD-playing homebrew software)
    Maximum Resolution (2x32bpp frame buffers Z): 640(vert.)480(horiz)
    Note: NTSC (Non-HD) TV's have fewer than 500 horizontal lines. PAL TV's have fewer than 600 horizontal lines.
    EDTV Support: 480p(see game boxes for supported resolutions).
    4 proprietary USB controller ports
    Weight: 3.86 kilograms (8.5 lb).
    Dimensions: 320 × 100 × 260 milimeters (12.5 × 4 × 10.5 in)
    [edit]
    Xbox and DirectX

    PS2 Spec's
    The specifications of the PlayStation 2 console are as follows, with hardware revisions:


    Emotion Engine CPU
    Graphics Synthesizer GPU
    I/O Processor (PlayStation 1 CPU) I/O BusCPU: 128 bit "Emotion Engine" clocked at 294 MHz, 10.5 million transistors
    System Memory: 32 MB Direct Rambus or RDRAM (note that some computers use this type of RAM)
    Memory bus Bandwidth: 3.2 GB per second
    Main processor: MIPS R5900 CPU core, 64 bit
    Coprocessor: FPU (Floating Point Multiply Accumulator × 1, Floating Point Divider × 1)
    Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator × 9, Floating Point Divider × 1), 128 bit
    Floating Point Performance: 6.2 GFLOPS (single precision 32-bit floating point)
    3D CG Geometric Transformation: 66 million polygons per second[12]
    Compressed Image Decoder: MPEG-2
    I/O Processor interconnection: Remote Procedure Call over a serial link, DMA controller for bulk transfer
    Cache memory: Instruction: 16KB, Data: 8KB + 16 KB (ScrP)
    Graphics: "Graphics Synthesizer" clocked at 147 MHz
    Variable from 256x224 to 1280x1024 pixels
    4 MB Embedded DRAM video memory
    DRAM Bus bandwidth: 47.0GB per second
    DRAM Bus width: 2560-bit (composed of three independendent buses: 1024-bit write, 1024-bit read, 512-bit read/write)
    Pixel Configuration: RGB:Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer)
    Dedicated connection to: Main CPU and VU1
    Sound: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz)
    Number of voices: 48 hardware channels of ADPCM on SPU2 plus software-mixed channels
    Sampling Frequency: 44.1 kHz or 48 kHz (selectable)
    Output: Dolby Digital 5.1 Surround sound, DTS, later games achieved analog 5.1 Surround sound through Dolby Pro Logic II
    I/O Processor
    CPU Core: Original PlayStation CPU (MIPS R3000A clocked at 33.8688 MHz or 37.5 MHz)
    Sub Bus: 32 Bit
    Connection to: SPU and CD/DVD controller.
    Interface Types: 2 proprietary PlayStation controller ports (250KHz clock for PS1 and 500KHz for PS2 controllers), 2 proprietary Memory Card slots using MagicGate encryption (250KHz for PS1 cards, up to 2MHz for PS2 cards), Expansion Bay (PCMCIA on early models for PCMCIA Network Adaptor and External Hard Disk Drive) DEV9 port for Network Adaptor, Modem and Internal Hard Disk Drive, IEEE 1394 (only in SCPH 10xxx - 3xxxx), Infrared remote control port (SCPH 5000x and newer),[13] and 2 USB 1.1 ports with an OHCI-compatible controller.
    Disc Drive type: 24x (PlayStation 2 format CD-ROM, PlayStation format CD-ROM) 4x (Supported DVD formats) Region-locked with anti-copy protection (Can't read "Gold Discs" aka normal CD-ROMs)
    Supported Disc Media: PlayStation 2 format CD-ROM, PlayStation format CD-ROM, Compact Disc Audio, PlayStation 2 format DVD-ROM (4.7 GB), DVD Video (4.7 GB). Later models are DVD-9 (8.5 GB Dual-Layer), DVD+RW, and DVD-RW compatible.

    Lastly Gamecube specs

    Name: "Gekko"
    Producer: IBM
    Core Base: PowerPC 750CXe, 43-mm² die (modified PowerPC G3 750 RISC with about 50 new instructions)
    Manufacturing Process: 0.18 micrometre IBM copper-wire technology
    Clock Frequency: 485 MHz
    CPU Capacity: 1125 Dmips (Dhrystone 2.1)
    Internal Data Precision:
    32-bit Integer
    64-bit Floating-point, usable as 2x32-bit SIMD
    External Bus:
    1.3 gigabyte/second peak bandwidth
    32-bit address space
    64-bit data bus; 162 MHz clock
    Internal Cache:
    L1: instruction 64KB, data 32KB (8 way)
    L2: 256KB (2 way)
    [edit]
    Graphics processing unit
    Name: "Flipper"
    Producer: ArtX/Nintendo (ArtX was acquired by ATI Technologies in 2000 and is now a part of ATI.)
    Manufacturing Process: 0.18 micrometre NEC embedded DRAM-compatible process
    Clock Frequency: 162 MHz
    Embedded Frame Buffer:
    Approximately 2 megabytes in capacity
    Sustainable latency of 6.2 nanoseconds
    RAM type is 1T-SRAM
    Embedded Texture Cache:
    Approximately 1 megabyte in capacity, allowing 6 megabytes worth of uncompressed textures to be stored using S3TC.
    Sustainable latency of 6.2 nanoseconds
    RAM type is 1T-SRAM
    Texture Read Bandwidth: 10.4 gigabytes/second (at peak)
    Main Memory Bandwidth: 2.6 gigabytes/second (at peak)
    Fill Rate: 648 megapixels/second
    Pixel Depth:
    24-bit RGB / RGBA
    24-bit Z-buffer
    Image Processing Functions:
    Fog
    Subpixel anti-aliasing
    8 hardware lights
    4 pixel pipelines (4 x 162 MHz = 648 MPixels)
    hardware nurbs
    Alpha blending
    Virtual texture design
    Multi-texturing, bump mapping
    Environment mapping
    MIP mapping
    Bilinear filtering
    Trilinear filtering
    Anisotropic filtering
    Real-time hardware texture decompression (S3TC)
    Real-time decompression of display list
    Hardware 3-line flicker filter
    [edit]
    Audio specifications
    Processor: Custom Macronix DSP
    DSP Clock Frequency: 81 MHz
    Instruction Memory:
    8 kilobytes of RAM
    8 kilobytes of ROM
    Data Memory:
    8 kilobytes of RAM
    4 kilobytes of ROM
    Simultaneous Channels: 64 channels
    Encoding: ADPCM
    Digital Signal : 16 Bit
    Sampling Frequency: 48 kHz
    "Dolby Pro Logic II" in analog audio out
    AC3 signal through "digital out" with D-Terminal cable
    [edit]
    Other system specifications
    System Floating-point Arithmetic Capability: 10.5 GFLOPS (at peak) (MPU, Geometry Engine, HW Lighting Total)
    Real-world Polygon Performance: 6 million to 12 million polygons/second (at peak) (assuming actual game conditions with complex models, fully textured, fully lit, etc.)*, although it is known that some games have pushed well beyond 12 million polygons such as Rogue Squadron II and Resident Evil 4
    Main RAM:
    Approximately 24 megabytes in capacity
    Sustainable latency of 10 nanoseconds
    RAM type is 1T-SRAM
    (The GameCube's 324 mHz main 1T-SRAM, at 2.6 GB/sec, has lower peak bandwidth than Xbox's 200 mHz DDR-SDRAM, with 6.4 GB/sec, however it does have greater bandwidth efficiency, up to 90% versus about 75% for Xbox, and the lower access latency helps compensate for the lower bandwidth since it increases effective bandwidth achieved. The high bandwidth on the Flipper chip's 3 MB of embedded memory further reduces the bandwidth strain on main system memory.) [4]
    Auxiliary RAM:
    Approximately 16 megabytes in capacity
    81 MHz in speed, 8-bit bus width
    RAM type is DRAM
    Disc Drive:
    Drive type is Constant Angular Velocity (CAV)
    Average access time is 128 milliseconds
    Data transfer speed is between 2 megabytes per second and 3.125 megabytes per second
    Disc Media:
    Based on DVD technology
    Diameter is 3 inches in length
    Producer is Matsushita (also known as Panasonic)
    Approximately 1.5 gigabytes in capacity
    Controller Ports: 4
    Memory Card Slots: 2
    Analog Audio/Video Outputs: 1
    "Digital" Video Outputs: 1 *
    High-speed Serial Ports: 2
    High-speed Parallel Ports: 1
    Power Supply: AC Adapter DC12 volts x 3.25 amperes
    Physical Measurements of Entire System: 110 mm (H) x 150 mm (W) x 161 mm (D). [4.3"(H) x 5.9"(W) x 6.3"(D)]
    * Unusually, the Digital output can be used to output analog component video using Nintendo's component cable, which contains a custom DAC to perform this conversion. The port was removed in a hardware revision in May 2004. Models without the port are DOL-101.[5] The original system with the port is model DOL-001.

    PS2 was the weakest console in terms of power. Now that I have proved my point, what makes everyone think that PS2 or PS3 was so hard to program for? Is it hard to program for cause you say so? Where's the proof?

  11. #71
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    Quote Originally Posted by Xavier
    Theres some kind of myth that the PS3 is a billion times more powerful than the 360. Its not. And the 360 is a hell of a lot easier to develop for.
    360 is easier to develop for now.. Only because devs have had more time to work with 360 and it's the same old system design as past systems. That doesn't mean PS3 is hard to develop for, and it doesn't mean 360 will always be easier to develop for. In fact everything I hear from actual game developers is that PS3 is very easy to develop for, just as easy as PC games.

  12. #72
    Xavier
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    Quote Originally Posted by Nightstriker
    PS3 been rated to be twice as powerful as Xbox360, no were near a billion times and of course its hard to develop for its NEW and not even out. Xbox360 was hard to develop for when it first came out as well.
    Xbox360 was -not- hard to develop for when it came out. Do you know why? Its a PC in a small box that only plays games and movies.

    The PS3 is hard to develop for because of the cell-engine. Its something like 6-8 different processors, and to utilize all of them at once is a difficult thing to do. If you don't utilize them all, then the systems power drops down. If you want proof, just go find developers comments on the system, I've been them on gamespot before. The PS3 is costly to develop for, time consuming, and difficult.

    The only way developers will continue to spend millions on making games for the system is if it sells a ton. Xbox 360 games can be developed for the PC and shifted over. The Wii is a more powerful Gamecube, meaning developers already know how to basically develop for it.

    Quote Originally Posted by Enkidu
    In fact everything I hear from actual game developers is that PS3 is very easy to develop for, just as easy as PC games.
    Cite your source because thats utter bullshit lol.

  13. #73
    Xavier
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    http://www.gamespot.com/news/6131844.html
    When asked about developing for the PlayStation 3, Nakamura commented that the console feels different to gamer creators than the Xbox 360 and current consoles. He believes the developers will need to change their ways of thinking to adapt to the PS3's architecture.
    Got that off a quick search of Gamespot. Its the President of Tecmo responding.

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    Xbox360 also uses the same technology as PS3 its a cell processor and its 2.2 gig if I remember correctly so shouldn't your agruement go both ways for xbox360 and PS3.

    Edit: Your article doesn't say its godly hard to develop more just that they need to change they way of thinking to adapt to PS3 architecture.

  15. #75
    Xavier
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    Quote Originally Posted by Nightstriker
    Xbox360 also uses the same technology as PS3 its a cell processor and its 2.2 gig if I remember correctly so shouldn't your agruement go both ways for xbox360 and PS3.
    Sony developed the cell-processor for the PS3. Unless Microsoft and Sony work together then no?

    The Xbox360 is more of a PC than console. I think it might be running a dual-processor, but its not the same thing Sony has. If I remember correctly it even runs directly off Direct X.

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    Cell processor was created by 3 companies. Sony, IBM, and Toshiba. Xbox 360 uses a 3.2 gig cell processor called Xenon. Developed by IBM.

    All this information can be found on wikipedia^^.

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    Didn't IBM and Toshiba work together on the Cell? I remember reading that like 5 years ago somewhere lol.

    Its a bunch of posts late, but X named 2 games he thought he would like out of the list of ps3 games, DMC4 and VF5. Those games look great and of the titles listed those are #1 and #2 for me. But also of the Wii so far i only see 2 titles i'm interested in, of course Zelda being #1. I've never been a huge fan of launch titles anyway, they may make or break sales, but around the 6 month mark fo both systems we should see some really nice stuff.

    edit: beaten to it.

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    One source: http://blogs.guardian.co.uk/games/archi ... mming.html

    Of course the 7 cells aren't going to be like working with a PC, but at least this guy didn't seem to have problems working with it.

    Also there was some quote I read from a guy at Ninja Theory who said he really enjoyed working on PS3 development, find it yourself .

  19. #79
    GRT
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    Quote Originally Posted by Xavier
    Quote Originally Posted by GRT
    Spoiler Alert: Xbox didn't come out until PS2 had already dominated the last generation for two years because it played DVDs.
    Spoiler Alert: DVD already dominated the market before the PS2 came out. Which is why the PS2 was so attractive, a cheap DVD player for the new winning format.
    lol, are you trying to argue with me or confirm with me? read it again, i said PS2 won because it could play DVDs, not because of DVDs

    and i also said that the fact the real opponent to blue-ray is not hd-DVDs but DVDs makes the risk SONY has taken this time around must higher than last

  20. #80
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    lol @ ps2 being hard to develop for

    most multi platform games are first made for the ps2 then tweeked to fit other consoles (hardest to develop for currently is the PSP, which is why it hardly has any good games)

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