PlayStation: The Official Magazine
PlayStation: The Official Magazine was a magazine known as PlayStation Magazine, becoming PlayStation: The Official Magazine in late 2007. PlayStation: The Official Magazine was published 13 times a year by Future plc until its cancellation in late 2012. PSM's UK-based sister magazine, PSM3, was another Future publication. Prior to becoming the official magazine, PSM was an independently published video game magazine specializing in all Sony PlayStation-brand video game consoles and handheld gaming platforms. PSM was published by Future, who publishes PlayStation Official Magazine; the magazine launched with the September 1997 issue. During its publication, it outsold every other PlayStation-dedicated magazine both in the United States and abroad. PSM celebrated ten years of publication with its 2007 issue. By this time, the magazine had been through several redesigns, most with its June 2006 issue. Over its history, the magazine had sponsored side content such as cover-mounted DVDs, online forums, near the end, a PSM podcast.
After Official U. S. PlayStation Magazine was canceled, Sony Computer Entertainment announced on October 1, 2007 that PSM would become PlayStation: The Official Magazine; the last issue published under the PSM title was that of December 2007, becoming PlayStation: The Official Magazine with the following Christmas 2007 issue. While it did retain the same staff for a period of time lasting from December 2007 until January 2008, it lost its remaining core editors, making PTOM a different magazine from the former PSM. Due to the same setbacks that caused the cancelations of other video game magazines published by Future, the magazine ceased publication after 15 years with its Christmas 2012 issue. In the beginning, PSM had an anime-style mascot named "Banzai Chibi-Chan", created and illustrated by Robert DeJesus, he was featured prominently in early issues and inspired apparel and other accessories. He was dropped, with the supposed reason being that the character was too childish and gave some the wrong impression about the magazine's intended audience.
A smiley face featuring an eye patch with a star on it was used, but it too was dropped after the magazine went through redesign in years. The PSM Smiley Face was notable for its appearance throughout the magazine, as well as on "lid-sticker" inserts, including one found in the first issue; some lid-stickers promotionally featured characters from PlayStation games being covered in the magazine. Other inserts included PlayStation memory card label stickers featuring visual themes similar to the lid-stickers, as well as video game tip sheets, instead of the demo discs that then-competitor Official U. S. PlayStation Magazine was known for; as PTOM, from the July 2008 issue to the June 2009 issue, the magazine included promotional codes for free downloads of Qore, a subscription-based interactive online magazine for the PlayStation 3, available through the PlayStation Store. These free, promotional editions of Qore did not include some of the features available in the paid-for edition, such as playable demos.
PTOM had promotional pullout-style posters from time to time, to help advertise upcoming video game releases. PlayStation: The Official Magazine at the Wayback Machine Publisher's product description page for PTOM at the Wayback Machine
EyeToy: Kinetic is an exercise program, or exergaming title developed in collaboration with Nike Motionworks. It has been designed to help the player improve their fitness and health using a variety of exercise games; the game includes a wide angle "Full Vision Lens" attachment. Without it, the player's image on the screen is too large to play this game properly, it is held in a foam insert in the standard memory card holder in the disc case. The lens attachment is not sold separately, so if it is broken or lost the only recourse is to repurchase the entire game; the game's sequel is titled EyeToy: Kinetic Combat. EyeToy: Kinetic is separated into four different sections, containing exercise games under the certain groups: The'Cardio Zone' contains games designed to improve your cardiovascular fitness; these are: Cascade: Touch the blue avoid the red ones. Pulsate: Touch the blue discs before they change position. Ricochet: Touch the blue targets while avoiding the orbs bouncing around the screen.
Arcburst: Move your hands over the blue trails before they change. The'Combat Zone' is designed to improve physical strength and flexibility; these are: Wildfire: Destroy the orbs. Backlash: Destroy the incoming pads before they touch the circle in the centre of the screen. Trespass: Destroy the yellow orbs before they reach the vent and go off screen. Breakspeed: Destroy the walls on either side of you. Reflex: Destroy the walls by hitting the yellow orbs into them. Protector: Destroy the incoming projectiles to protect the orb. Sidewinder: Protect the target from orbs and projectiles. The'Toning Zone' contains games designed for body conditioning and exercise; these are: Abdominal Exercises: Increase strength and toning of abdominal muscles and the lower back. Upper Body Exercises: Increase strength of the upper body muscles. Lower Body Exercises: Increase strength of the lower body muscles. The'Mind and Body Zone' is designed to improve breathing and relaxation; these are: Equilibrium: Break the beams of light to increase your score.
Reactivate: Copy the sequence. Energyflow: Move the disc over the target as moves along the trail. Outbreak: Capture the green orbs in a net before it vanishes; the zone contains three sequences besides the games above: Yoga Tai Chi Meditation Musics The game offers a personal trainer mode: a 12-week programme of various games from the four zones. Before you begin, you will be able to choose a trainer, Matt or Anna, who will guide you through the twelve-week workout, they will choose certain games from the four zones. You will have the option to perform a warm up and stretching sequence along with the routine. At the end of every routine and every week, you will be graded depending on your performance; these grades go from A+ to E. If you miss five days of the workout, you will be asked if you wish to do the entire twelve-week workout from the beginning; the game received "generally favorable reviews" according to the review aggregation website Metacritic. The Times gave it a score of all five stars, stating: "Each activity comes with a tutorial from a virtual instructor, as you kick out at the falling balloons on the TV screen it's impossible not to smile.
And how do you see that down the gym?" CiN Weekly gave it a score of 85 out of 100 and called it "a decent workout routine generator with fun games that will keep you interested and sweaty." However, Detroit Free Press gave it a score of three stars out of four, saying, "Unlike other fitness games, EyeToy: Kinetic sucks you in because you get immediate personal feedback. That's a real technological advancement -- something that might make you want to jump up off that couch." Official site EyeToy: Kinetic at MobyGames
The PlayStation 2 is a home video game console, developed by Sony Computer Entertainment. It is the successor to the original PlayStation console and is the second iteration in the PlayStation lineup of consoles, it was released in 2000 and competed with Sega's Dreamcast, Nintendo's GameCube and Microsoft's Xbox in the sixth generation of video game consoles. Announced in 1999, the PlayStation 2 offered backwards compatibility for its predecessor's DualShock controller, as well as for its games; the PlayStation 2 is the best-selling video game console of all time, selling over 155 million units, with 150 million confirmed by Sony in 2011. More than 3,874 game titles have been released for the PS2 since launch, more than 1.5 billion copies have been sold. Sony manufactured several smaller, lighter revisions of the console known as Slimline models in 2004. In 2006, Sony announced and launched its successor, the PlayStation 3. With the release of its successor, the PlayStation 2 remained popular well into the seventh generation and continued to be produced until January 4, 2013, when Sony announced that the PlayStation 2 had been discontinued after 12 years of production – one of the longest runs for a video game console.
Despite the announcement, new games for the console continued to be produced until the end of 2013, including Final Fantasy XI: Seekers of Adoulin for Japan, FIFA 13 for North America, Pro Evolution Soccer 2014 for Europe. Repair services for the system in Japan ended on September 7, 2018. Though Sony has kept details of the PlayStation 2's development secret, work on the console began around the time that the original PlayStation was released. Insiders stated that it was developed in the U. S. West Coast by former members of Argonaut Software. By 1997 word had leaked to the press that the console would have backwards compatibility with the original PlayStation, a built-in DVD player, Internet connectivity. Sony announced the PlayStation 2 on March 1, 1999; the video game console was positioned as a competitor to Sega's Dreamcast, the first sixth-generation console to be released, although the main rivals of the PS2 were Nintendo's GameCube and Microsoft's Xbox. The Dreamcast itself launched successfully in North America that year, selling over 500,000 units within two weeks.
Soon after the Dreamcast's North American launch, Sony unveiled the PlayStation 2 at the Tokyo Game Show on September 20, 1999. Sony showed playable demos of upcoming PlayStation 2 games including Gran Turismo 2000 and Tekken Tag Tournament – which showed the console's graphic abilities and power; the PS2 was launched in March 2000 in Japan, October in North America, November in Europe. Sales of the console and accessories pulled in $250 million on the first day, beating the $97 million made on the first day of the Dreamcast. Directly after its release, it was difficult to find PS2 units on retailer shelves due to manufacturing delays. Another option was purchasing the console online through auction websites such as eBay, where people paid over a thousand dollars for the console; the PS2 sold well on the basis of the strength of the PlayStation brand and the console's backward compatibility, selling over 980,000 units in Japan by March 5, 2000, one day after launch. This allowed the PS2 to tap the large install base established by the PlayStation – another major selling point over the competition.
Sony added new development kits for game developers and more PS2 units for consumers. The PS2's built-in functionality expanded its audience beyond the gamer, as its debut pricing was the same or less than a standalone DVD player; this made the console a low cost entry into the home theater market. The success of the PS2 at the end of 2000 caused Sega problems both financially and competitively, Sega announced the discontinuation of the Dreamcast in March 2001, just 18 months after its successful launch; the PS2 remained as the only active sixth generation console for over 6 months, before it would face competition from newer rivals. Many analysts predicted a close three-way matchup among the three consoles. While the PlayStation 2 theoretically had the weakest specification of the three, it had a head start due to its installed base plus strong developer commitment, as well as a built-in DVD player. While the PlayStation 2's initial games lineup was considered mediocre, this changed during the 2001 holiday season with the release of several blockbuster games that maintained the PS2's sales momentum and held off its newer rivals.
Sony countered the Xbox by temporarily securing PlayStation 2 exclusives for anticipated games such as the Grand Theft Auto series and Metal Gear Solid 2: Sons of Liberty. Sony cut the price of the console in May 2002 from US$299 to $199 in North America, making it the same price as the GameCube and $100 less than the Xbox, it planned to cut the price in Japan around that time. It cut the price twice in Japan in 2003. In 2006, Sony cut the cost of the console in anticipation of the release of the PlayStation 3. Sony, unlike Sega with its Dreamcast placed little emphasis on online gaming during its first few years, although that changed upon the launch of the online-capable Xbox. Coinciding with the release of Xbox Live, Sony released the PlayStation Network Adapter in late 2002, with several online first–party titles released alongside it, such as SOCOM: U. S. Navy SEALs to demon
EyeToy: Groove is a dancing game developed by SCE London Studio and published by Sony Computer Entertainment. It was released on November 14, 2003 in Europe, on April 20, 2004 in North America, on June 24, 2004 in Japan as EyeToy: FuriFuri Dance Tengoku. In EyeToy: Groove the player must hit targets with their arms on the edges of the screen to the beat of the music; the game includes a built-in calorie counter which estimates calories burned based on the player's weight. Players can burn around 5-20 calories per song. There are rewards available for high amounts of calories burned. There is a mode that allows players to design their own moves for the songs. Building on from the'Beat Freak' mode from EyeToy: Play, players must hit targets on the edges of the screen with their arms in time to the music. There will sometimes be stars. There are freestyle segments in which players earn points by moving about on screen. There are 28 songs from several different artists including The Cheeky Girls, Daniel Bedingfield, Mis-Teeq, Wind & Fire, 5ive, Elvis Presley, Fatboy Slim, Groove Armada, Good Charlotte, Jessica Simpson, Las Ketchup and Village People.
The game received "average" reviews according to the review aggregation website Metacritic. In Japan, Famitsu gave it a score of one seven, one five, two sixes for a total of 24 out of 40. Dance pad EyeToy: Groove at MobyGames
PlayStation Official Magazine – UK
PlayStation Official Magazine – UK abbreviated as OPM, is a magazine based in the United Kingdom that covers PlayStation news created in Winter 2006. Although the first issue was distributed in three-month intervals, from Issue 2 onward, it became a monthly segment. From Issue 7 to Issue 84, the magazine came with a playable Blu-ray Disc. However, it additionally covers PlayStation Vita material; the magazine covers PlayStation lifestyle, as well all aspects of High Definition media in lesser detail. The Official UK PlayStation Magazine is a now-defunct magazine, launched in November 1995 to coincide with the launch of the PlayStation console, it ran for 108 issues, with the last hitting news stands in March 2004. The first issue sold 37,000 copies. Midway through its run the abbreviations in the magazine changed from PSM to OPM, it had 3 design changes in its lifetime: 1 to 51, 52 to 72, 73 to 108. The first game to be reviewed was Wipeout, which received 8/10; the last game to be reviewed was Ford Truck Mania, which garnered 7/10.
The magazine would go on to become not only the best selling PlayStation magazine in the United Kingdom, but the best selling videogames magazine in the world. By mid-1997, PSM was selling over 150,000 issues a month. In the month of February 1999, issue 42, according to ABC the magazine managed a record 453,571, beating the UK's biggest lads magazines FHM, Maxim and Loaded. Essential PlayStation was a spin-off magazine to the Official UK PlayStation Magazine, running for twelve issues from late-1996 to mid-1999. Official UK PlayStation 2 Magazine was launched in December 2000 as the sequel publication to the Official UK PlayStation Magazine priced £4.99, to coincide with the launch of the PlayStation 2 console. Each month the magazine came with a cover-mounted playable demo DVD, it ran for 100 issues, with the last going on sale in the month of July 2008. The magazine was abbreviated OPS2, it had four design changes in its lifetime: 1 to 25, 26 to 41, 42 to 89, 90 to 100. The first game to be reviewed was Tekken Tag Tournament, which received 8/10.
The last game to be reviewed was SBK-08: Superbike World Championship, which earned 7/10. The magazine would go on to become the UK's best selling PlayStation 2 magazine, peaking with 197,348 readers in 2002. In the beginning OPS2 was designed for the early adopter – encompassing hardcore gamers and previous readers crossing over from the original Official UK PlayStation Magazine; this ran from issue 1 to 25. Starting from issue 26, the magazine was set the task of attracting a more mass market, mainstream audience; this included a full redesign. From issue 34, OPS2 changed again – however this time retaining its recent redesign. In a drastic attempt to attract a more young male demographic – similar to that of the independent PlayStation magazines of the'90s – the publication decided to review readers girlfriends and their mothers, it received a mixed response from readers, failed to increase the readership. In turn, the magazine featured another redesign from issue 42. OPS2 would retain this middle ground for the next three years, neither employing an overly male nor hardcore adult gamer stance.
In the final year, as the PlayStation 2 entered a more family-friendly stage, OPS2 changed once more. Starting from issue 90 the magazine would focus on the younger gamer. In 2004, OPSM2 won the prestigious Industry Dinner Magazine of the Year Award. In 2004, OPSM2 publication won MCV's Magazine Team of the Year Award. In 1998 and 1999, OPSM won the prestigious Industry Dinner Magazine of the Year Award; the magazine's design follows the same approximate structure each issue. Recurring segments include: The Big 10, in which the ten most momentous PlayStation-related pieces of news are discussed. Agenda, which contains the game sales charts for all three major PlayStation platforms as well as a Personal column and regulars like Culture, where PlayStation super fans show off their art and tributes, it shows off the latest Sony gadgets as well as "Lust have kit". Previews and reviews sections. Blu-ray movies section in which the latest Blu-ray releases are reviewed. Contact, in which letters and emails from readers are shown and replied to, this section includes a corner dedicated to "what's on my hard drive" where people talk about what games, music and friends are on their PS3 and several wall posts from the Official PlayStation Magazine US Facebook page.
Directory, which houses a "Buyer's Guide" for games for the main platforms as well as for HDTVs. From issues #1 to #51, the magazine followed a set format every month: StartUp Update PrePlay Letters Features PlayTest Cheats Down Loading On the CD Next Month Spy Monitor Features Next Month Letters Replay (looking at reviewed titles, review A to Z, chea
Video game genre
A video game genre is a classification assigned to a video game based on its gameplay interaction rather than visual or narrative differences. A video game genre is defined by a set of gameplay challenges and are classified independently of their setting or game-world content, unlike other works of fiction such as films or books. For example, a shooter game is still a shooter game, regardless of when it takes place; as with nearly all varieties of genre classification, the matter of any individual video game's specific genre is open to personal interpretation. Moreover, each individual game may belong to several genres at once; the first attempt to classify different genres of video games was made by Chris Crawford in his book The Art of Computer Game Design in 1984. In this book, Crawford focused on the player's experience and activities required for gameplay. Here, he stated that "the state of computer game design is changing quickly. We would therefore expect the taxonomy presented to become obsolete or inadequate in a short time."
Since among other genres, the platformer and 3D shooter genres, which hardly existed at the time, have gained a lot of popularity. As hardware capabilities have increased, new genres have become possible, with examples being increased memory, the move from 2D to 3D, new peripherals and location. Though genres were just interesting for game studies in the 1980s, the business of video games expanded in the 1990s and both smaller and independent publishers had little chance of surviving; because of this, games settled more into set genres that larger publishers and retailers could use for marketing. Due to "direct and active participation" of the player, video game genres differ from literary and film genres. Though one could state that Space Invaders is a science-fiction video game, such a classification "ignores the differences and similarities which are to be found in the player's experience of the game." In contrast to the visual aesthetics of games, which can vary it is argued that it is interactivity characteristics that are common to all games.
Descriptive names of genres take into account the goals of the game, the protagonist and the perspective offered to the player. For example, a first-person shooter is a game, played from a first-person perspective and involves the practice of shooting; the term "subgenre" may be used to refer to a category within a genre to further specify the genre of the game under discussion. Whereas "shooter game" is a genre name, "first-person shooter" and "third-person shooter" are common subgenres of the shooter genre. Other examples of such prefixes are real-time, turn based, side-scrolling; the target audience, underlying theme or purpose of a game are sometimes used as a genre identifier, such as with "games for girls," games for cats,"Christian game" and "Serious game" respectively. However, because these terms do not indicate anything about the gameplay of a video game, these are not considered genres. Video game genres vary in specificity, with popular video game reviews using genre names varying from "action" to "baseball."
In this practice, basic themes and more fundamental characteristics are used alongside each other. A game may combine aspects of multiple genres in such a way that it becomes hard to classify under existing genres. For example, because Grand Theft Auto III combined shooting and roleplaying in an unusual way, it was hard to classify using existing terms. Since the term Grand Theft Auto clone has been used to describe games mechanically similar to Grand Theft Auto III; the term roguelike has been developed for games that share similarities with Rogue. Elements of the role-playing genre, which focuses on storytelling and character growth, have been implemented in many different genres of video games; this is because the addition of a story and character enhancement to an action, strategy or puzzle video game does not take away from its core gameplay, but adds an incentive other than survival to the experience. According to some analysts, the count of each broad genre in the best selling physical games worldwide is broken down as follows.
The most popular genres are Shooter, Role-playing and Sports, with Platformer and Racing having both declined in the last decade. Puzzle games have declined when measured by sales, however, on mobile, where the majority of games are free-to-play, this genre remains the most popular worldwide. List of video game genres
Official U.S. PlayStation Magazine
Official U. S. PlayStation Magazine is a now-defunct monthly video game magazine, published by Ziff Davis Media, it was a sister publication of Electronic Gaming Monthly. The magazine focused on PlayStation hardware and culture, covering the original PlayStation, PlayStation 2, PlayStation 3 and PlayStation Portable; the most famous aspect of the magazine was the inclusion each month of a disc that contained playable demos and videos of PlayStation games. The magazine was produced for nearly ten years, from October 1997 to the final issue in January 2007. One month after OPM was discontinued in January 2007, the independent PlayStation magazine PSM became PlayStation: The Official Magazine, replacing OPM as the official magazine focusing on Sony game consoles; the final incarnation of the OPM staff included: Editor-in-chief – Tom Byron Managing editor – Dana Jongewaard Senior editor – Joe Rybicki Previews editor – Thierry "Scooter" Nguyen News editor – Giancarlo Varanini Art director – Ryan Vulk Associate art director – Alejandro Chavetta Disc editor – Logan Parr Editorial director – John DavisonPast members included: Senior Art Director - Bob Conlon Managing editor – Gary Steinman Managing editor – Din Perez Managing editor – Dan Peluso Reviews editor – Chris Baker Associate editor – Mark MacDonald Editor-in-chief – Wataru Maruyama Editor-in-chief – Kraig Kujawa Editor-in-chief – John Davison OPM was the first gaming magazine to include a disc that featured playable demos of PlayStation games.
Beginning with issue one, each magazine came with a disc containing playable PlayStation game demos and non-playable video footage. Interviews, industry event coverage, video walkthroughs of games would be included on the discs. Beginning with issue 49, the magazine came with a PlayStation 2 demo disc, though for a time it would still be alternated with original PlayStation demo discs. Issues 50, 52, 54 were the last issues to include demo discs for the original PlayStation. All of the demo discs were developed by Inc.. OPM had released Killzone Liberation, it was available only with the purchase of retail copies rather than subscription issues. The magazine was discontinued before making the assumed transition to PlayStation 3 demo discs. OPM demo discs for PS1 and PS2 were listed in order: Official U. S. PlayStation Magazine Issue #1 First PS1 OPM Official U. S. PlayStation Magazine Issue #2 Official U. S. PlayStation Magazine Issue #3 Official U. S. PlayStation Magazine Issue #4 Official U. S. PlayStation Magazine Issue #5 Official U.
S. PlayStation Magazine Issue #6 Official U. S. PlayStation Magazine Issue #7 Official U. S. PlayStation Magazine Issue #8 Official U. S. PlayStation Magazine Issue #9 Official U. S. PlayStation Magazine Issue #10 Official U. S. PlayStation Magazine Issue #11 Official U. S. PlayStation Magazine Issue #12 Official U. S. PlayStation Magazine Issue #13 Official U. S. PlayStation Magazine Issue #14 Official U. S. PlayStation Magazine Issue #15 Official U. S. PlayStation Magazine Issue #16 Official U. S. PlayStation Magazine Issue #17 Official U. S. PlayStation Magazine Issue #18 Official U. S. PlayStation Magazine Issue #19 Official U. S. PlayStation Magazine Issue #20 Official U. S. PlayStation Magazine Issue #21 Official U. S. PlayStation Magazine Issue #22 Official U. S. PlayStation Magazine Issue #23 Official U. S. PlayStation Magazine Issue #24 Official U. S. PlayStation Magazine Issue #25 Official U. S. PlayStation Magazine Issue #26 Official U. S. PlayStation Magazine Issue #27 Official U. S. PlayStation Magazine Issue #28 - Robot in the City Section Official U.
S. PlayStation Magazine Issue #29 Official U. S. PlayStation Magazine Issue #30 Official U. S. PlayStation Magazine Issue #31 Official U. S. PlayStation Magazine Issue #32 - Atlantis Section Official U. S. PlayStation Magazine Issue #33 Official U. S. PlayStation Magazine Issue #34 Official U. S. PlayStation Magazine Issue #35 Official U. S. PlayStation Magazine Issue #36 - Future City Section Official U. S. PlayStation Magazine Issue #37 Official U. S. PlayStation Magazine Issue #38 Official U. S. PlayStation Magazine Issue #39 Official U. S. PlayStation Magazine Issue #40 - Dr. Evil Fish Section Official U. S. PlayStation Magazine Issue #41 Official U. S. PlayStation Magazine Issue #42 Official U. S. PlayStation Magazine Issue #43 Official U. S. PlayStation Magazine Issue #44 Official U. S. PlayStation Magazine Issue #45 Official U. S. PlayStation Magazine Issue #46 - Orb Crystal Section Official U. S. PlayStation Magazine Issue #47 Official U. S. PlayStation Magazine Issue #48 Official U. S. PlayStation Magazine Issue #49 First PS2 OPM Official U.
S. PlayStation Magazine Issue #50 PS1 OPM- Square lines Section /Galaxy Map Section Official U. S. PlayStation Magazine Issue #51 Official U. S. PlayStation Magazine Issue #52 PS1 OPM Official U. S. PlayStation Magazine Issue #53 (Februar