EXP boost for low level characters up to the level cap - 15 levels, to make it easier to get up to level cap or level alt characters. Potentially a good time to check it out with the new features and stuff. Might try to download the client again.
Could not download when I tried last year, well the download started but at a speed that would have taken several weeks to get it done. BeI said:. Tailzo Member. I remember buying 2x xbox s, 2x the gane and 2x xbl gold to play with my now ex since she loved PSO. At this point how much of it is playable? Cause I would be very interested in trying it out again. KayonXaikyre Member. Oct 27, 1, Lork Member. Oct 25, How much content is exclusive to PSU?
Or in other words, what does it have that's missing from PSP2i other than the offline story? Lork said:. Oct 25, 18, The Digital World. You know what? Sure, I'll see if I'm able to give this a shot tomorrow afternoon or today since it's after midnight.
Oct 31, 14, Professor Beef said:. Yes, it'd require recoding, but your fanbase would look much higher upon you if you didn't treat one of the last Genesis series still recieving entries like dirt in the west. We can only dream Zuletzt bearbeitet von Bach ; Steam would've probably saved psu. Unfortunately, sega gave up a couple months too early and just decided to go for pso2.
Maybe there's still hope. If this thread gets enough relevance it the developers could take it into consideration. Is it legal to play Phantasy Star Universe offline? When did Phantasy Star Universe come out for Windows? Is there a private server for Phantasy Star Universe?
How to create your own Phantasy Star Universe character? How do I create a virtual drive for Phantasy Star Online? Will there ever be another Phantasy Star Game? Is PSO2 coming to America? Will the new Genesis replace PSO2? Users questions. Can you play Phantasy Star Universe offline? Is Phantasy Star Universe coming back? If we go back to the very beginning of it all, it goes back to the Sega Saturn.
We were trying to make an online game on the Saturn for a long time. At the time, I was working on a game called Burning Rangers. It was initially created as a network-compatible game with four players who go on a rescue mission. Wow, Burning Rangers was originally planned as a four-player online game? This changed for PSO2 , obviously. Yeah, you can jump and fly in PSO2. Yes, [program director Akio] Setsumasa handled all the server-related programming. We had to decide what kind of navigation would be network-friendly.
Looking back, what is your impression of PSO now? So PSO was my life for about a decade. The thing that stands out is that I was so young. If I had known the complexities of creating and running an online game such as PSO , I probably would never have made it the way it turned out. I would have made prudent decisions and figured out how to simplify it. Consequently, that was probably the right move.
I know that if I do this then that will happen. I think that leads to making familiar games where the path is clear and the return can be maximized. I think there was an element of youthful enthusiasm that pushed the game through. So here was an older executive at the top of the company taking risks, too.
At the time, the No. That was probably the biggest factor. Yeah, it was a great period. PSO was a pioneering game and this was your first game as a director. How did you navigate through that pressure? The pressure was intense. I remember thinking that if the missile had landed in Tokyo, it would delay the launch. It would cause such a commotion that we would have to delay the launch, and we would have more time to work on the game. Did PSO launch pretty much on time or did it suffer a lot of setbacks?
We wanted to release it before the 21st century, so , and I think it came out at the very end of So, we just made the drop-dead deadline. But it was a forced release. There were still quite a few bugs left in the game. Obviously, you had gained the confidence of Naka by that time. Why do you think he entrusted you to be the director of PSO?
Naka was the producer, and basically came up with the overall vision of creating a global sci-fi RPG and handled the business-to-business situations, while I was the one who did all the promotional outreach and behind-the-scenes directorial types of things.
What sort of guidance and input did Naka provide during the development of the game? Naka was very involved and provided a lot of ideas that were challenging to implement. His concern was that the ideas were awesome and had to be included in the game so that the game would be great. He would never bend on his ideas. Once he had an idea, it was impossible to steer him away.
Some people would say that. He was very strict. I think PSO benefited from his prior experience, just like with all of us. My prior experience on Burning Rangers and Sonic games, Panzer Dragoon for him, and Setsumasa brought his knowledge of network gaming.
His specialty is designing monsters and dragons. The dragon in the first big battle of PSO is quite symbolic. He is an animator and a modeler who could do many things.
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