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#ps2

3 posts3 participants1 post today

Oh, this sounds fascinating.

en.wikipedia.org/wiki/Lifeline

A PS2 game that uses voice recognition? Released in 2003?
I am surprised I have never seen anything on this, which means it is not hot garbage, not weird and not ground breaking, it must be so incredibly middle of the road!

Years ago, I had an idea for a game that did a similar thing, except you would use voice commands for spells. I think I scrapped the concept because it would be an annoying experience for players, direct viewers, and unintended viewers.

en.wikipedia.orgLifeline (video game) - Wikipedia

So, last night, I was quite giddy with excitement for today's #VGMWednesday

I've been meaning to share this one for a while, and I engineered an excuse. You could say I didn't need to, but I am the one who decided on an annual theme of things I have played recently.

So recently, I replayed and recorded a Let's Play of Extermination for #PS2 , which is an early 6th generation survival horror.
For a game of its genre, on new hardware, released in 2000, it's not bad, in my opinion. It has some jank, and the voice acting is pretty choice.

But I am here to drop the biggest twist this game has to offer. This is the ending track that plays during the final cutscene as it fades to credits. [Candy Girl]

youtu.be/YlNIU2WSeU8?si=GJYFwF

It feels like some kind of prank or shitpost, though during the credits you get about a minute of this before it fades to generic actiony ending music, you'll know what I mean when you hear.
That's cowardice in my book. They should have done the full song.

youtu.be- YouTubeEnjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

I have whipped up a quick and dirty PlayStation 2 ghosting/motion blur/frame blending effect!

## Creates a PlayStation 2-like frame blending effect.
##
## Add to _process(). The frame blending effect is applied to the area 
## within the boundaries of the texture_rect node.
## It is recommended to only set the alpha to less than 1.
func frame_blend(texture_rect: TextureRect, alpha: float = 0.5, use_frame_post_draw: bool = true, viewport: Viewport = get_viewport()) -> void:
	alpha = clamp(alpha, 0.0, 1.0) # Alpha values are 0 through 1

	var image: Image = Image.new()
	var texture: ImageTexture = ImageTexture.new()

	image = viewport.get_texture().get_data() # FORMAT_RGBAH
	image.flip_y() # Images start out upside-down. This turns it rightside-up.
	if use_frame_post_draw:
		yield(VisualServer, "frame_post_draw") # Changes the vibe.
	texture.create_from_image(image) # Turn Image to ImageTexture
	texture_rect.modulate.a = alpha # Changes the opacity of the frame blending
	texture_rect.texture = texture # Applies the image of the last frame to the texture_rect

I've been very preoccupied lately. I apologize about the lack of game dev updates, but I've got a lot on my plate right now and those important things takes priority.

#gamedev #godot #lambgamedev #playstation2 #playstation1 #ps2 #ps1 #psx #indiedev

This will be a thread about the #GTA Trilogy consisting of GTA III (2001), Vice City (2002) and San Andreas (2004). 🏙️

They introduced 3D to the series and were published for #PS2, PC and #Xbox during their original release.

The team always wanted the series to move to 3D and had experimented with 3D worlds in games like Body Harvest and Space Station Silicon Valley. With the release of the PS2 they felt a large 3D world was possible.

🧵 1/x

Continued thread

Granted #Sony still won with the #PS3 compared to the #Xbox360 because at launch it was the cheapest #bluray player (just like the #PS2 was at launch one of the cheapest #DVD players).

Hidden Gem-From the Deepest End of the PS2

I hope everyone is doing well. It has been a while since I shared hidden gems I have discovered. Sorry about that; life has been intense for me. Dealing with IRL stuff while trying to discover some hidden gems from the libraries of consoles is not easy after all.

However, talking and sharing about the "hidden gems" I discover is one of the few things that truly bring joy to me.

Rygar The Legendary Adventure can seem unassuming, from its Jake the Generic cover art to its referentiality to some obscure arcade game. Most of the people skipped this action game released for PS2. It has been developed and published by Tecmo.

It embraces the fixed camera angle, similar to Devil May Cry and RE. Yet what makes those fixed camera angles impressive is that the camera angles don't interrupt the action, unlike that PS1 Vampire Hunter game. Action flows in tandem to the camera, and this offers some solid progression, from A to B.

Combat is well constructed; our chained shield moves rather gracefully. The enemy variety, I think, is decent, and the combat makes moving down all those enemies even more enjoyable.

When it comes to graphics, I can say this: they look quite good. Details of the biomes are well recognized.

Why you should give this game a chance. I think one reason is that, as I have mentioned, it is quite an enjoyable experience. The other one is that it makes you appreciate how vast the library of PS2 is. I have always appreciated when a game makes me react with this: "Wow, why have I missed this title?"

"Should look for more."

I hope you give this hidden gem a chance.

#gaming #videogames #hiddengems #PS2 #playstation #playstation2 #hiddengem #actiongame #rygar #koei #games