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View Full Version : PSO GC Trail stuff..i copied and pasted but so what :P



Yosho
Jun 5, 2002, 10:07 AM
I just got off IGN Insider and i copied and pasted this....

EQUIPMENT
As with the beta test for the Dreamcast version of Phantasy Star Online, Sonic Team has actually managed to make people pay to help them test the all new GCN version. Those rabid gamers who wanted to be a part of the beta test and try the game out in advance simply had to pre-order the game about a month ago from Sega's Dreamcast Dir0ect Online sales service. If you were fast enough, payment in full meant that you'd get the Beta test version on May 31st followed by the final version on the launch day of August 8th.

We received our beta kits on May 31st. Included in the box were a copy of the trial version of the game (in a clear case that, alas, lacks a cover-slip), a GameCube modem, an instruction manual for the game (but without a cover for the case, what's the point!?) and, of course, that ridiculous-looking ASCII GameCube/keyboard hybrid controller. The entire cost to us was around 17,408 yen, although the keyboard was an optional addition which not everyone needs to buy (but then how will you chat?).



First up, the modem. The device fits on the bottom of your GameCube system in the expansion slot labeled "Serial 1". Unlike the GameCube hardware (we have the purple system), the modem is deep gray in color; the only area where you can actually see the unit upon connection is through a little phone-line port on the side, though, so the color difference is no big deal (different colors make the system look even cuter than it already is!)..



Upon use, the modem revealed itself to be completely silent. The sucker doesn't make a single sound as it dials out and makes a connection. More on dialing out through PSO on the next page.



Nintendo will also be releasing a broadband adapter for the GameCube some time in the Fall (a wise decision considering how much broadbrand seems to be spreading of late here in Japan). Early looks at the adapter reveal a device of the same shape as the modem that attaches to the same spot. For now, though, we're stuck with... the dreaded dial-out.



The keyboard shocked us in that it doesn't suck as much as we initially thought it would. When I first saw the ASCII keyboard/controller hybrid back at the Fall Tokyo Game Show, I, along with IGN Xbox's Vincent Lopez laughed. It was purple, afterall, and it just looked stupid. When I first tried the unit out at Sega's GameJam II event, I couldn't stand the thing. The keys were too small for my hands; and, in fact, they looked too small for anyone other than a kid.



Now, after extensive use, the device has grown on me. It feels nice in your hand and, given that the non-keyboard half of the controller is a perfect implementation of a GameCube controller, right down to the look and feel of the buttons, you could, in theory, play any other game just fine (although your hands may get tired). Aesthetically, the controller fits the boxy GameCube hardware nicely, and the new off-white face color coupled with the purple base make one thing very clear -- this is the cutest peripheral ever!

The keys on the keyboard, while easy to push and quiet, are still too small, making typing difficult without looking down at the keyboard. Basically, the keyboard compresses an entire Japanese-style keyboard into a miniature space. The keyboard isn't that much smaller than the keyboard on a VAIO super slim laptop, but the laptop keyboard feels much better.



You attach the keyboard to your system using two controller ports. Of course, this means no four player chatting games, but it's not that big a deal. The only reason you'd need four controllers in PSO is if you were playing the split screen multiplayer mode, in which case you wouldn't need a keyboard anyhow.

Today's stupid video features our typing stuff with the new keyboard as the Korean World Cup team shows its skill to Poland
GOING ONLINE
We didn't have much difficulty getting Online for the first time with our GameCube. While Sega's Dreamcast system required some sort of strange registration with the company's network service, there's no such problem here, although the means of setting your network up is clearly unfinished in the Beta. We trust Sonic Team will make the networking interface a bit prettier than the current set-up in time for the game's final release (and that means we're not going to show you any screen shots, so niyah!!!).

As with the Dreamcast editions of PSO, each copy of PSO Episode 1 & 2 comes with its own set of multi-digit numbers that, for authorization purposes, must be input when first trying to connect to the server. Written on the back of the manual is a serial number and an access key. In addition to these two, you must provide the server with a password of your choosing which will be with you... for the rest of your life (bwa-ha-ha!!!). All of this is stored in memory so you won't have to input it every time.



Once you've input all that stuff, connecting to the game is just like the Dreamcast version. As you dial-out, a light pattern sweeps the screen as if to suggest that you're being transported to another world. Once connected to the server, you're first given any updates on upcoming maintenance, and must then chose a ship (the Beta version allows for four such ships -- Mercury, Venus, Earth and Mars) and a block within the ship. You're then taken to the game's lobby area where you can begin gameplay. See the next page for more on that.



The following video shows our entry into the lobby for the first time and our greeting an actual green-blooded Japanese person!

Entering the game and chatting with people (QT, 6960KB)
You can also access the game web-page for updates, a message board (still referred to as a BBS) and future downloads, whatever those may be. The interface for this pseudo web-browser is reminiscent of the browser Sega used in all its DC games, right down to the same sound effects.


If you're still worried about Online gaming through the phone line (despite the fact that Sega's been doing it for years now with little trouble), let's assure you once again: Online gaming works just fine in the narrowband world. We got severed from the servers against our will only a couple of times, and lag time didn't seem to be a problem at all (although it's a bit hard to tell in a slow paced game such as this). The same rules apply once you do get disconnected, though; you get thrown back to the game's title screen and must start all over again. Thankfully, the game makes it easy for you to get back to your previous location so you can continue adventuring with your friends (or enemies).

Given the ease of connection and the relatively infrequent disconnection issues, we're still a bit weary of playing the game too much. The problem has to do with Japanese phone connection fees which, for local calls, amount to about 10 yen (7 cents) per minute. After a few hours of play, which is nothing when it comes to leveling up a character, we've already amounted a 10 dollar phone bill. Imagine putting in dozens of hours; you'd better check with ma and pa first.

There are actually a few ways around the connection fee issues. A few Internet Service Providers in Japan have connection plans which cover the phone line fees by having you dial into a free-dial number (sorta like a 1-800 number). The problems with these services is that you're severely limited in your hours of use. A 20 hour monthly plan costs a bit over 40 dollars. It took us four hours to get our characters up to level 4, and that was after convincing some level 20 players to let us tag along for items, gold and experience. Imagine trying to get up into the hundreds! When's that broadband adapter coming out again?

This problem, of course, only applies to Japan. In America, playing the game through infinite-use dial-up connections shouldn't be a hurdle at all, meaning you won't have any excuse for not building your character to extreme levels that clearly show your obsession and lack of knowledge of the outside world.

CHARACTER CREATION
Remember how basic the character creation was in the original Phantasy Star Online? Not so here! Sonic Team has equipped Episode 1 & 2 with a seemingly infinite number of character creation possibilities that eclipse even Square's massively multiplayer Final Fantasy XI.

In the Beta, you have available to you the three main character classes of old in four different forms apiece (the two new character classes promised for the GCN version of the game aren't in at this point). You can modify the default characters with different hair styles, skin colors, clothing styles and face styles, and can even change height and width proportions to your liking (or disliking).

Modifying a character to your liking (QT, 8761KB)

If you can't decide on a suitable character set-up, you can have the system do it for you, The only problem is you usually get some strange results:

Random - Hunter (QT, 1973KB)
Random - Ranger (QT, 2162KB)
Random - Force (QT, 2353KB)
Characters are stored on the horribly undersized GameCube memory cards, with what seems to be a total of four characters per card. In all, the game requires a total of 25 blocks of memory from your card (yes, that's nearly half!): 3 for the game's system file, 11 for the character file, 7 for your Guild card (a sort of virtual ID card which is used by other players to identify you Online) and 4 for the network settings.

PLAYING PSO
It feels like ages since I last logged on to Phantasy Star Online (or was it Version 2?) with my Dreamcast, and in that time I've forgotten how addictive the game is. It took just a few plays of the GameCube beta edition for me to be fully reminded (that inspiring intro music didn't hurt either).

The full intro. (QT, 13,139KB)
The beta version of Phantasy Star Online: Episode 1&2, which is making its way into the hands of gameplayers a little more than two months ahead of the game's final version, contains only a portion of what will be in the final, and in an obviously incomplete state, no less. Still, beta testers can play the game in either Offline or Online mode, with the latter option seeming to offer up more than enough gameplay to keep things exciting for the next couple of months.
The offline mode is actually the least interesting part of the Beta (figure that, eh?). In the final version of the game, those who chose to play Offline will be able to select between single player and the all-new GameCube only split-screen multi-player modes of play. The single player mode is inaccessible in the beta, so we're left to assume that it will offer something similar to its Dreamcast counterpart (that is to say, it will be very uninteresting given that the game was designed around multiplayer play).

Even the split screen mode is somewhat limited in the beta. Judging by the options present, but inaccessible, in the options menu, you will be able to play the split screen mode in a variety of different forms (presumably as a death match game and as a cooperative effort) and will be able to select from both Episode 1 and Epsode stages. The Beta only allows cooperative efforts with up to four players imultaneously in all three of the Episode 1 stages.



The game's split screen mode.
The split screen mode works like the game's Online mode, only minus the lobby area. You start off in the medical station just as you would if you'd departed the lobby area for a game. You and your team mates can purchase items, store items away, and when you're ready, you head out to the level of your choice and do battle with enemies.

As you've probably heard by now, the framerate remains consistent throughout this mode, even with the four way split screen. Given the four controller ports on the NGC and the Nintendo crowds' general acceptance of party gaming, the spit screen multiplayer mode could rival the Online mode in terms of use.

PLAYING PSO: PART 2
Forget the Offline mode for now. Sonic Team clearly wants players to put the game's Online side through rigid testing over the next few months, and who are we to argue (especially with Yuji Naka)? Although the game now features a whole lot more in the way of options and modes compared to its predecessors, the basic means of teaming up with other players for an Online adventure remains similar.

Once you've entered the server and room of your choice (as mentioned on previous pages, the beta allows for four servers with upwards of twenty rooms each), you can see all the live players in your area in real-time. You can chat with players using what seems to be an early version of the final chatting interface (things are somewhat confusing right now, but we trust everything will be cleaned up for the final).

In order to actually get into a game, you need to form a so-called team by speaking to a computer-controlled receptionist in the lobby. A team can consists of slots for up to three members in addition to you. Once you've created a team, you can go into the game's neon city area which acts as your portal into the various fields of play and allows you to purchase items and equipment, take up quests, and so-forth. You're free to go down to the city by yourself once you've created the team, even if there's no one in the team but you. If your team is open to more than just one player, other players looking to join in a game will be able to join your team and enter your game to fight along side you. Of course, if you don't want other players to join in your game, or if you want only certain players to join in, you can set a password.

The options you chose when setting up your team determine what you do while in the city. You can set your team up as either an Episode 1 or an Episode 2 team. The former gives you access to levels that were found in the DC version of the game while the latter gives you access to the new GameCube levels such as the gorgeous beach and mountain stages. We're not sure why this distinction has been made, as from what we know you won't be able to compete with Dreamcast owners through the GameCube game.



The battle mode
By selecting a team of the Episode 1 variety you gain access, in addition to the DC levels, all the modes that were made available in the DC Version 2, including the battle and challenge modes. In case you're not up to date on the DC game, the battle mode takes you to special stages where you fight against beasts but can also hurt your comrades. This mode is tremendous fun when Online, especially since it allows weaker players to catch up on the action through quick level-ups. Meanwhile, the challenge mode offers up various challenges that you must complete, such as making it through a level without a single ally losing life. We couldn't find the soccer mode yet; perhaps it hasn't been implemented yet (come on, guys, where's your World Cup fever!?).

Starting up a battle (QT, 9013KB)
Finishing a battle (QT, 8327KB)
The Episode 2 levels are a bit strange at this point in that they aren't immediately accessible from the Pioneer 2 city area. Instead, you must warp yourself to what seems to be a hub of some form, and can then transport to one of three levels, including the mountain and seaside levels. What's the point of this middle-man area? We haven't a clue at this point, but trust things will be clearer with the final.
Whatever the case, the Episode 2 stages are classic Phantasy Star Online stuff, although with seemingly more emphasis on wider areas of play. The stages also look better than the Episode 1 stages, giving the game a somewhat unbalanced look depending on what stages you play. You will be impressed, visually, with the new stages, particularly the seaside area.

Insane super power duper call spell thingy (QT, 4505KB)
Fighting in the mountain stage (QT, 7326KB)
Entering the beach stage (QT, 11482KB)
The amazing half-invisible enemy (QT, 5517KB)

The new Episode 2 stages are gorgeous.
Lag time, network disconnections and various other connectivity issues didn't feature all that much, if at all, in our play sessions with PSO, which spells good news for GameCube fans. And, of course, we're also happy to report that the game hasn't lost one bit of its appeal in the move to the GameCube. With Sonic Team having worked on the game forever now, we can't wait to see what the very final version holds. We'll see you Online on August 8th.

The Episode 1 super awesomey dragon dude! (QT, 9570KB)
Fighting creatures in Episode 1 (QT, 6882KB)
Episode 1's forest sequence (QT, 5515KB)
Click here to head back to the opening page.


Remember... NOT DONE YET!!!
(we fear the wrath of Naka-sama!!!)

faceless
Jun 5, 2002, 12:30 PM
too bad you didn't include the movie url's

DarthWufei
Jun 5, 2002, 12:32 PM
Heh.. I would have pasted it if I knew it wouldn't have gotten me banned or anything like GameFAQs.

Yosho
Jun 5, 2002, 12:40 PM
I could try to post the movie ULR's but I doubt they actaully work cause you gotta be a in insider member to veiw em O_o

Last_Saiyan
Jun 5, 2002, 12:40 PM
CHARACTER CREATION
Remember how basic the character creation was in the original Phantasy Star Online? Not so here! Sonic Team has equipped Episode 1 & 2 with a seemingly infinite number of character creation possibilities that eclipse even Square's massively multiplayer Final Fantasy XI.

In the Beta, you have available to you the three main character classes of old in four different forms apiece (the two new character classes promised for the GCN version of the game aren't in at this point). You can modify the default characters with different hair styles, skin colors, clothing styles and face styles, and can even change height and width proportions to your liking (or disliking).

So my Gary Coleman will look more like him?!! Sweet!!!!

Yosho
Jun 5, 2002, 12:42 PM
here is a movie http://insider.ign.com/download/movies/japanese/psobeta/psoep3.mov hope it works.....

faceless
Jun 5, 2002, 12:54 PM
actually, they do work, for some reason or the other direct links to the movies work for outsiders...

Nendaiki
Jun 5, 2002, 01:00 PM
Yeah, if you have a direct link to the actual file all you'd have to do is save as anyway. IGN isn't that good.

Yosho
Jun 5, 2002, 01:05 PM
I'll post all the other clips then http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_smile.gif
gimme a sec to get to em all

BioFan
Jun 5, 2002, 01:07 PM
can you post the character creation video please???thanks.......http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_smile.gif

DarthWufei
Jun 5, 2002, 01:07 PM
They're all listed in my post "OMG!" So just go there.

Yosho
Jun 5, 2002, 01:17 PM
1). Stupid typing video. What were they thinking. (QT, 2586KB)
http://insider.ign.com/download/movies/japanese/psobeta/keyboardtype.mov

2). Entering the game and chatting with people (QT, 6960KB)
http://insider.ign.com/download/movies/japanese/psobeta/pso2.mov

3). Modifying a character to your liking (QT, 8761KB)
http://insider.ign.com/download/movies/japanese/psobeta/psochara4.mov

4). Random - Hunter (QT, 1973KB)
http://insider.ign.com/download/movies/japanese/psobeta/psochara1.mov

5). Random - Ranger (QT, 2162KB)
http://insider.ign.com/download/movies/japanese/psobeta/psochara2.mov

6). Random - Force (QT, 2353KB)
http://insider.ign.com/download/movies/japanese/psobeta/psochara3.mov

7). The full intro. (QT, 13,139KB)
http://insider.ign.com/download/movies/japanese/psobeta/pso1.mov

http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_cool.gif. Starting up a battle (QT, 9013KB)
http://insider.ign.com/download/movies/japanese/psobeta/psoep5.mov

9). Finishing a battle (QT, 8327KB)
http://insider.ign.com/download/movies/japanese/psobeta/psoep6.mov

10). Insane super power duper call spell thingy (QT, 4505KB)
http://insider.ign.com/download/movies/japanese/psobeta/psoep1.mov

11). Fighting in the mountain stage (QT, 7326KB)
http://insider.ign.com/download/movies/japanese/psobeta/psoep2.mov

12). Entering the beach stage (QT, 11482KB)
http://insider.ign.com/download/movies/japanese/psobeta/psoep3.mov

13). The amazing half-invisible enemy (QT, 5517KB)
http://insider.ign.com/download/movies/japanese/psobeta/psoep4.mov

gamefreak__
Jun 5, 2002, 06:52 PM
you are the man yosho

Rhein917
Jun 5, 2002, 08:49 PM
it says i have to be a member of ign insider

Yosho
Jun 5, 2002, 09:24 PM
On 2002-06-05 16:52, gamefreak__ wrote:
you are the man yosho



Thanks for the compliment http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_razz.gif

Nendaiki
Jun 5, 2002, 09:36 PM
Try not being logged in...It stopped working for me too, but earlier I wasn't logged in. Hmmmmm...

Rhein917
Jun 5, 2002, 11:40 PM
Still says it, oh well. I guess I'll just have to wait to see them if they ever become hosted somewhere else.

Russ2576
Jun 6, 2002, 05:46 AM
You know the PSOW Mods really shouldn't allow this. Technically you're stealing from IGN.

gamefreak__
Jun 6, 2002, 09:48 AM
well if nobody says anything we all get some good info............ and i just thought your right you shot my idea with the stealing thing.


but i just thought its not anyone fault that IGN decided to go "pay to use"


<font size=-1>[ This Message was edited by: gamefreak__ on 2002-06-06 07:50 ]</font>