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	<title>PlayStation.Blog &#187; psone classic</title>
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	<link>http://blog.us.playstation.com</link>
	<description>The official PlayStation Blog for news and video updates on PS3, PS4, PSN, PS Vita, PSP</description>
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		<title>PS Vita System Software Update (v1.80) – Take The Tour</title>
		<link>http://blog.us.playstation.com/2012/08/27/ps-vita-system-software-update-v1-80-take-the-tour-2/</link>
		<comments>http://blog.us.playstation.com/2012/08/27/ps-vita-system-software-update-v1-80-take-the-tour-2/#comments</comments>
		<pubDate>Tue, 28 Aug 2012 01:19:58 +0000</pubDate>
		<dc:creator>Don Mesa</dc:creator>
				<category><![CDATA[PS Vita]]></category>
		<category><![CDATA[PSN]]></category>
		<post_tag><![CDATA[firmware]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[psone classic]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=83445</guid>
		<description><![CDATA[As most of you know we are releasing a pretty hefty System Software Update (v1.80) for <a href="http://blog.us.playstation.com/category/ps-vita/">PlayStation Vita</a> (PS Vita), which will enhance your experience and also allow you to play PSone Classics on your device.

Before the update becomes available, I wanted to take the opportunity to walk you through some of the highlighted changes and give you a sneak preview of what you can expect.

We are working hard to ensure that all of your favorite PSone Classics titles will be available for download directly on your PS Vita via PlayStation Store (PS Store) as soon as possible. There will be 16 titles available on day one, with new PSone Classics titles hitting PS Store every week thereafter.

Here is a list of PSone Classics titles that will be available for download on 8/28:]]></description>
				<content:encoded><![CDATA[<p>As most of you know we are releasing a pretty hefty System Software Update (v1.80) for <a href="http://blog.us.playstation.com/category/ps-vita/">PlayStation Vita</a> (PS Vita), which will enhance your experience and also allow you to play PSone Classics on your device.</p>
<p>Before the update becomes available, I wanted to take the opportunity to walk you through some of the highlighted changes and give you a sneak preview of what you can expect.</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/tPJyUta3RRA" frameborder="0" allowfullscreen></iframe></p>
<h4>PSone Classics</h4>
<p>We are working hard to ensure that all of your favorite PS one Classics titles will be available for download directly on your PS Vita via PlayStation Store (PS Store) as soon as possible.</p>
<p>Here is a list of PSone Classics titles that will be available for download on 8/28:</p>
<ul>
<li>Arc the Lad</li>
<li>Cool Boarders 2</li>
<li>FINAL FANTASY VII</li>
<li>Hot Shots Golf 2</li>
<li>Jet Moto</li>
<li>Syphon Filter</li>
<li>Tomb Raider</li>
<li>Twisted Metal 2</li>
<li>Wild Arms</li>
</ul>
<p>For those of you who have already purchased these titles, you will be able to re-download those games directly from your PS Store account or transfer them to your PS Vita directly from your PS3 at no extra charge.</p>
<p>I hope you enjoyed the video; for any additional information on PS Vita System Software Update v1.80, please visit <a href="http://us.playstation.com/support/systemupdates/psvita/index.htm">this page</a> when the update goes live.</p>
<p>As always, we appreciate and look forward to your feedback and questions below.</p>
]]></content:encoded>
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		<slash:comments>709</slash:comments>
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<rating>3.57</rating><author_title>Director, Product Planning &amp; Platform Software Innovation, SCEA</author_title>
<comment_count>709</comment_count>
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		<title>Behind the Classics: Jak &amp; Daxter</title>
		<link>http://blog.us.playstation.com/2012/08/24/behind-the-classics-jak-daxter/</link>
		<comments>http://blog.us.playstation.com/2012/08/24/behind-the-classics-jak-daxter/#comments</comments>
		<pubDate>Fri, 24 Aug 2012 15:08:57 +0000</pubDate>
		<dc:creator>Fred Dutton</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<post_tag><![CDATA[behind the classics]]></post_tag>
		<post_tag><![CDATA[jak & daxter]]></post_tag>
		<post_tag><![CDATA[naughty dog]]></post_tag>
		<post_tag><![CDATA[playstation games]]></post_tag>
		<post_tag><![CDATA[ps2 classics]]></post_tag>
		<post_tag><![CDATA[psone classic]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=83285</guid>
		<description><![CDATA[When I took over the SCEE PlayStation Blog a month or two back, I promised you a few new regular features. Today, I’m happy to unveil the first of them: <a href="http://blog.us.playstation.com/tag/behind-the-classics/">Behind The Classics</a>. Every fortnight (well, that’s the plan at least), we’ll be talking to the creative force behind a vintage <a href="http://blog.us.playstation.com/tag/psone-classic/">PS One</a> or <a href="http://blog.us.playstation.com/tag/ps2-classics/">PlayStation 2</a> title. To kick things off, <a href="http://blog.us.playstation.com/tag/naughty-dog/">Naughty Dog</a> co-founder Andy Gavin was kind enough to lend us his time to discuss the making of seminal 2001 PS2 platformer <a href="http://blog.us.playstation.com/tag/jak-daxter/">Jak &#038; Daxter.</a>

We’ve got the next few entries in the series lined up, but please feel free to leave your suggestions for future interview subjects below. Manage your expectations – these people aren’t always easy to track down – but we’ll do our best.]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/playstationblog/7851184310/" title="Behind the Classics: Jak &amp; Daxter by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8431/7851184310_9cdcd1d142_z.jpg" width="640" height="399" alt="Behind the Classics: Jak &amp; Daxter"></a></p>
<p>When I took over the SCEE PlayStation Blog a month or two back, I promised you a few new regular features. Today, I’m happy to unveil the first of them: <a href="http://blog.us.playstation.com/tag/behind-the-classics/">Behind The Classics</a>. Every fortnight (well, that’s the plan at least), we’ll be talking to the creative force behind a vintage <a href="http://blog.us.playstation.com/tag/psone-classic/">PS One</a> or <a href="http://blog.us.playstation.com/tag/ps2-classics/">PlayStation 2</a> title. To kick things off, <a href="http://blog.us.playstation.com/tag/naughty-dog/">Naughty Dog</a> co-founder Andy Gavin was kind enough to lend us his time to discuss the making of seminal 2001 PS2 platformer <a href="http://blog.us.playstation.com/tag/jak-daxter/">Jak &#038; Daxter.</a></p>
<p>We’ve got the next few entries in the series lined up, but please feel free to leave your suggestions for future interview subjects below. Manage your expectations – these people aren’t always easy to track down – but we’ll do our best.</p>
<p>Anyway, without further ado, over to Andy…</p>
<blockquote><p><strong>What was the original concept for the game? Was it a deliberate attempt to create a PlayStation 2 mascot to rival Crash Bandicoot?</strong><br />
Andy Gavin: Of course we wanted the franchise to be as big &#8211; or bigger &#8211; than Crash. And while this didn&#8217;t quite come to be, it was certainly our goal.</p>
<p>The formulation of new game ideas involves two aspects: genre and style. As to gameplay genre: on the PS One, good-looking, free roaming 3D seemed impossible. The machine lacked any hardware sorting or clipping, and had a relatively low polygon count. Plus, the AI challenge of creating a camera that didn&#8217;t leave players feeling queasy was extremely daunting. So we locked down the viewpoint to improve graphics and focus on traditional Donkey Kong Country-style gameplay.</p>
<p>But with Mario 64, Miyamoto showed that free roaming was possible, albeit on the N64 and with no small dose of camera frustration. By the time we began Jak &#038; Daxter in January 1999 newer games like Banjo-Kajooie vastly improved the playability. Clearly, on the PS2, full 3D could be great.</p>
<p><strong>Did you draw inspiration from anywhere in particular for the game&#8217;s look and feel?</strong><br />
Andy Gavin: With Crash we enjoyed enormous worldwide success in no small part due to our collaboration with Sony&#8217;s worldwide producers. So for Jak &#038; Daxter we set out to create a character and environment that merged elements from worldwide cultures. You can see the result in Jak, who is a hybrid of Western cartoons and Eastern manga. We asked every Naughty Dog artist to spend a couple of days sketching concepts for the look of the game. We threw these on a giant table and picked elements we liked as a group.</p>
<p><strong>It was an ambitious title for its time. What were the biggest challenges in realising your original vision?</strong><br />
Andy Gavin: Like every first-on-a-system Naughty Dog game, Jak had a rocky development. First of all, the PS2 was difficult to program, particularly in those early days when no workable examples or libraries existed. On top of that, I made the audacious choice to write the entire game in a programming language of my own design called GOAL, creating a brand new compiler and debugger from scratch. In addition, to realise the ambitious graphical goals, we invented a roster of brand new technologies: several different level of detail systems, perhaps 10 rendering engines, seamless loading from DVD, advanced runtime physics and joint animation systems to rival the offline tools. It was really, really crazy and basically took us about 20 months just on the engineering side before the engine was able to produce the kind of levels we wanted.
</p></blockquote>
<p class="aligncenter"><a href="http://www.flickr.com/photos/playstationblog/7851184214/" title="Behind the Classics: Jak &amp; Daxter by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8448/7851184214_05fc85b299_z.jpg" width="310" height="217" alt="Behind the Classics: Jak &amp; Daxter"></a><a href="http://www.flickr.com/photos/playstationblog/7851184406/" title="Behind the Classics: Jak &amp; Daxter by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8436/7851184406_91a9892503_z.jpg" width="310" height="217" alt="Behind the Classics: Jak &amp; Daxter"></a></p>
<blockquote><p><strong>Can you tell me more about the mooted third character and why it was axed?</strong><br />
Andy Gavin: There never were any serious plans for a third character. But we had more ambitious plans for Daxter in the beginning. He was supposed to be able to hop off your shoulder and run around and do stuff. That didn&#8217;t happen until the second game. Same with the vehicle stuff. We squeezed the racer in, but barely, and we had much more aggressive plans for it.</p>
<p><strong>How close to your original concept was the finished game?</strong><br />
Andy Gavin: Very close. We wanted to put you into this beautiful, fully-rendered fantasy world and yet allow full interactive exploration. We wanted no loading, elaborate storytelling, a camera you didn&#8217;t need to manually control, and both classic platform and vehicle gameplay.</p>
<p><strong>Which element of the game are you most proud of?</strong><br />
Andy Gavin: I&#8217;m both most proud and most torn over GOAL, my custom language and development environment. This ended up being so much harder than I thought, and is certainly the most sophisticated programming I&#8217;ve done in my career. In the end it was pretty awesome, although not without its quirks. I&#8217;m also supremely proud of our completely load-free seamless-world. We were the first to do this &#8211; I even have a patent on it &#8211; and few have attempted it since. It was a lot of work!</p>
<p>And let&#8217;s not forget Jak&#8217;s control, which I personally programed. Jak has really good control, as good as any game ever. His animation is incredibly fluid, yet he is supremely responsive to both the player and the environment. Even basic elements of his control system were written and re-written a dozen times.
</p></blockquote>
<p class="aligncenter"><a href="http://www.flickr.com/photos/playstationblog/7851184492/" title="Behind the Classics: Jak &amp; Daxter by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8437/7851184492_01de44aaa8_z.jpg" width="310" height="217" alt="Behind the Classics: Jak &amp; Daxter"></a><a href="http://www.flickr.com/photos/playstationblog/7851184572/" title="Behind the Classics: Jak &amp; Daxter by PlayStation.Blog, on Flickr"><img src="http://farm9.staticflickr.com/8303/7851184572_22ddaa4b62_z.jpg" width="310" height="217" alt="Behind the Classics: Jak &amp; Daxter"></a></p>
<blockquote><p><strong>How would you like the first Jak &#038; Daxter to be remembered? What did it bring to the video game medium?</strong><br />
Andy Gavin: The single most important thing that it brought to the medium &#8211; and there are countless smaller things &#8211; is its consistent and complete integration of the game and story elements. This comes to full fruition in Jak 2, and continues peerlessly today in newer Naughty Dog games like Uncharted. Jak has a detailed and involved story, but it&#8217;s never a semi-interactive movie, it&#8217;s a video game! The storytelling does not come at the expense of the gameplay.</p>
<p><strong>Which of Naughty Dog&#8217;s PlayStation characters &#8211; Crash, Jak &#038; Daxter, or Nathan Drake &#8211; is closest to your heart?</strong><br />
Andy Gavin: Crash and Neo Cortex are my favorites, and I also have a really big sweet spot for Daxter, who is such a hoot. The Uncharted characters are awesome too, but I can&#8217;t take any responsibility for them, so the connection isn&#8217;t as personal. And don&#8217;t get me wrong, I love all of my babies, even back to the forgotten ones like Keef the Thief, but really Crash&#8217;s wicked orange grin melts my heart, and Cortex is who I secretly wanted to be&#8230; If I were a cartoon :-)</p></blockquote>
<h4>More Behind the Classics</h4>
<p></p>
<li><a href="http://blog.us.playstation.com/2012/09/28/behind-the-classics-oddworld-abes-oddysee/">Behind The Classics – Oddworld: Abe’s Oddysee</a></li>
<li><a href="http://blog.us.playstation.com/2012/09/07/behind-the-classics-medievil/">Behind the Classics &#8211; MediEvil</a></li>
<li><a href="http://blog.us.playstation.com/2012/10/12/behind-the-classics-amy-hennig-talks-soul-reaver-secrets/">Behind the Classics &#8211; Soul Reaver</a></li>
<li><a href="http://blog.us.playstation.com/2012/10/25/behind-the-classics-syphon-filter/">Behind the Classics &#8211; Syphon Filter</a></li>
]]></content:encoded>
			<wfw:commentRss>http://blog.us.playstation.com/2012/08/24/behind-the-classics-jak-daxter/feed/</wfw:commentRss>
		<slash:comments>56</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2012/08/7844697934_e89ebac6f5_b.jpg</thumbnail_url>
<rating>4.41</rating><author_title>SCEE Blog Manager</author_title>
<comment_count>56</comment_count>
<comment_replies_count>0</comment_replies_count>	</item>
		<item>
		<title>The Legend of Dragoon Coming to PSN: RPG Classic Reborn May 1st</title>
		<link>http://blog.us.playstation.com/2012/04/11/the-legend-of-dragoon-coming-to-psn-rpg-classic-reborn-may-1st/</link>
		<comments>http://blog.us.playstation.com/2012/04/11/the-legend-of-dragoon-coming-to-psn-rpg-classic-reborn-may-1st/#comments</comments>
		<pubDate>Wed, 11 Apr 2012 15:59:25 +0000</pubDate>
		<dc:creator>Shu Yoshida</dc:creator>
				<category><![CDATA[PSN]]></category>
		<post_tag><![CDATA[ape escape]]></post_tag>
		<post_tag><![CDATA[ico]]></post_tag>
		<post_tag><![CDATA[legend of dragoon]]></post_tag>
		<post_tag><![CDATA[psone classic]]></post_tag>

		<guid isPermaLink="false">http://blog.us.playstation.com/?p=73651</guid>
		<description><![CDATA[<a href="http://us.playstation.com/games-and-media/games/legend-of-dragoon-ps.html">The Legend of Dragoon</a> was one of the last projects I worked on as a producer in Japan Studio and by far the biggest team I managed hands-on. We started the project in 1996 with only a handful of people, hired one by one as we were building up teams for <a href="http://blog.us.playstation.com/tag/ape-escape/">Ape Escape</a>, The Legend of Dragoon, and <a href="http://blog.us.playstation.com/tag/ico/">Ico</a> simultaneously. During the peak of the game’s development, we had well over 100 people working internally in the studio on The Legend of Dragoon -- for a PSone game! We had roughly 10 artists dedicated just to drawing concept art for this gigantic RPG. As the game contained lots of pre-rendered maps and full-motion videos, we were forced to spread the content over four CDs, which was the maximum number of discs that the fattest PSone game case could hold. 


]]></description>
				<content:encoded><![CDATA[<p class="center"><a href="http://www.flickr.com/photos/playstationblog/6916495290/" title="The Legend of Dragoon for PS3 and PSP by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7276/6916495290_6c29ac86d0_n.jpg" width="320" height="320" alt="The Legend of Dragoon for PS3 and PSP"></a><a href="http://www.flickr.com/photos/playstationblog/6916849156/" title="ps3_xmb by PlayStation.Blog, on Flickr"><img src="http://farm8.staticflickr.com/7201/6916849156_200503bf1a_o.jpg" width="225" height="176" alt="ps3_xmb"></a></p>
<p><a href="http://us.playstation.com/games-and-media/games/legend-of-dragoon-ps.html">The Legend of Dragoon</a> was one of the last projects I worked on as a producer in Japan Studio and by far the biggest team I managed hands-on. We started the project in 1996 with only a handful of people, hired one by one as we were building up teams for <a href="http://blog.us.playstation.com/tag/ape-escape/">Ape Escape</a>, The Legend of Dragoon, and <a href="http://blog.us.playstation.com/tag/ico/">Ico</a> simultaneously. During the peak of the game’s development, we had well over 100 people working internally in the studio on The Legend of Dragoon &#8212; for a PSone game! We had roughly 10 artists dedicated just to drawing concept art for this gigantic RPG. As the game contained lots of pre-rendered maps and full-motion videos, we were forced to spread the content over four CDs, which was the maximum number of discs that the fattest PSone game case could hold. </p>
<p>It took nearly three years to build the team and develop the game, which was released in December 1999 in Japan and June 2000 in the US. As I moved from Japan to the US in March 2000, I was able to personally handle the game’s release in both Japan and the US. Following the game’s launch in Japan, we learned from players that certain parts of the game were too difficult. The team re-balanced the gameplay for the release outside of Japan, so the US version was the complete version of the game that we were all proud of.</p>
<p>I still occasionally hear from fans of The Legend of Dragoon, and many want to know if there is a sequel. LOD2 was put into preproduction after I left the Japan Studio, but was eventually cancelled for some unknown reason, and the team members moved on to different projects. Some people still work in the Japan Studio, so we talk about the memories of developing LOD when we see each other at company functions.</p>
<p>It&#8217;s great to see the game being prepared for release as a PSone Classic on <a href="http://blog.us.playstation.com/category/psn/">PSN</a>, which means that fans can revisit the world whenever they want. Maybe it’ll make a new fans, too. Long live LOD!</p>
]]></content:encoded>
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		<slash:comments>253</slash:comments>
	<thumbnail_url>http://blog.us.playstation.com/wp-content/blogs.dir/1/files/2012/04/7063033781_8a8b01fe8a_o.jpg</thumbnail_url>
<rating>4.71</rating><author_title>President, SCE Worldwide Studios</author_title>
<comment_count>253</comment_count>
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