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Phantasy Star Online | |
---|---|
Developer(s) | Sonic Team |
Publisher(s) | Sega |
Director(due south) | Takao Miyoshi |
Producer(due south) | Yuji Naka |
Developer(southward) | Akio Setsumasa |
Artist(s) | Satoshi Sakai |
Writer(southward) | Akinori Nishiyama |
Composer(south) | Hideaki Kobayashi Fumie Kumatani |
Series | Phantasy Star |
Platform(s) | Dreamcast Microsoft Windows GameCube Xbox |
Release | Dec 21, 2000
|
Genre(southward) | Activity role-playing |
Way(south) | Single-player, multiplayer |
Phantasy Star Online is an online part-playing game (RPG) developed by Sonic Team and published past Sega in 2000 for the Dreamcast. It was the offset online RPG for game consoles; players chance with up to 3 others over the internet to complete quests, collect items, and fight enemies in existent-time action RPG combat. The story is unrelated to previous games in the Phantasy Star serial.
Before Phantasy Star Online, online gaming was limited to western PC games, particularly RPGs such as Diablo, Ultima Online, and EverQuest. Believing online play was the future, Sega chairman Isao Okawa instructed Sonic Team to develop an online game for the Dreamcast, produced past Yuji Naka. Sonic Squad's experiments led to the development of ChuChu Rocket!, the first online Dreamcast game. Using what they learned from the project, and taking significant inspiration from Diablo, Sonic Team congenital Phantasy Star Online. As Japanese internet service providers charged for dial-up access per minute, and high-speed connections were not yet widely available, Okawa personally paid for free internet access bundled with Japanese Dreamcasts.
Phantasy Star Online was highly predictable and launched to positive reviews and commercial success; critics praised the online gameplay as addictive but criticized the single-histrion style. It received the Nihon Game Award for "Game of the Year" and is recognized as a landmark console game, influencing multiplayer dungeon crawlers such every bit the Monster Hunter series.
Phantasy Star Online was ported to Microsoft Windows and rereleased on Dreamcast every bit Ver. 2 with expanded content. Following Sega's exit from the console concern in 2001, the game was ported to GameCube and Xbox as Episode I & II, featuring new characters, environments and other features. Episode Three: C.A.R.D. Revolution, released for GameCube in 2003, was a turn-based card game. The online series continued with Phantasy Star Universe (2006) and Phantasy Star Online 2 (2012). Sega decommissioned the concluding official servers in 2010; Phantasy Star Online is still played on private servers.
Gameplay [edit]
Phantasy Star Online is an activeness role-playing game primarily played with other players cooperatively over the internet. Players take on the function of adventurers sent to explore Ragol, an uncharted planet.[9] To create their graphic symbol, they choose between a handful of races and classes, which define their abilities and statistics; for example, some types are better with "techniques" (magic spells) while others are more skilled with ranged or melee weapons.[10]
Players can play either online or offline. Online, players are brought to a entrance hall where they can chat and organize teams of up to four.[11] [a] Squad members tin communicate by typing using a physical or onscreen keyboard,[10] fifty-fifty when in different environments.[eleven] Preset phrases are automatically translated between languages, and custom emoticons are likewise supported.[10] Players can also exchange "social club cards" to exchange individual letters and see when the other is online.[10]
Afterward organizing a squad, players are transported to their own case of the hub spaceship Pioneer two, where they can buy and sell items, store money and items, heal, and scan quests.[11] At whatever fourth dimension, they can transport to Ragol, where gainsay and exploration take place.[11] The 4 environments – forests, caves, mines, or ruins[xi] – contain winding passages and big areas where enemies spawn.[xi] Players fight enemies in real time, using weapons and techniques and collecting items.[fourteen] Attacks tin be chained for more accuracy and speed.[15] [16] Typically, all the monsters in a room must be defeated to advance.[10] Each surroundings ends in a boss battle, which rewards the team with a large sum of experience points.[11] Quests, taken on Pioneer two, task players with specific challenges; one time completed, the team returns to Pioneer 2 to collect their reward.[11] Higher difficulties reward players with more experience points and better items. Some items can exist used to feed the player's mag, a pocket-size fauna that follows the histrion graphic symbol and aids them in boxing.[11]
Plot [edit]
The story of Phantasy Star Online is unrelated to the original Phantasy Star series,[11] and is less substantial.[9] Threatened by the imminent destruction of their dwelling planet, thousands of refugees get in at planet Ragol aboard the spaceship Pioneer two. As they institute contact with colonists sent ahead on Pioneer 1, an enormous explosion shakes the planet. Adventurers from Pioneer 2 country to investigate the explosion and search for Rico Tyrell, daughter of the caput of Pioneer 2. They discover the planet overrun by monsters, and follow letters left by Rico leading to an ancient evil, Dark Falz.
Development [edit]
By the late 1990s, the popularity of online gaming on personal computers had grown substantially in the w, but was nigh nonexistent in Japan, where consoles were more than popular. Sega chairman Isao Okawa believed the internet was the future of gaming and wanted a flagship online game for Sega's Dreamcast console. None of Sega's development studios wanted the project, as they were occupied with their own ventures, such every bit Jet Gear up Radio (2000) and the Sakura Wars series.[17] Okawa gave the responsibility to Sonic Team, led by Yuji Naka.[17] [18] Sonic Team was not particularly receptive to the decision, but continued with development.[17] Afterward Okawa became ill, Naka sent reports to the infirmary to update him on progress.[17]
Concept [edit]
Sonic Team began experimenting with the Dreamcast'south network capabilities after completing Sonic Chance in 1998.[19] They saw the cosmos of an online game for Nihon, a nation of panel gamers, as a serious challenge, alike to creating a new genre.[17] Much of their time was spent learning the basic elements of online gaming; they wanted to make certain the network functionality worked earlier developing the gameplay, setting, and story.[17] [20] Their network experiments became ChuChu Rocket!, released in 1999 as the first online game for the Dreamcast.[xx] [21] [22] [23] Sonic Squad used the lessons learned from ChuChu Rocket! to implement network technology in the larger projection.[xx] [22] [23]
Because of the lack of Japanese online games, and the developers' experience with the genre, Naka looked to western games for inspiration,[17] and studied three online RPGs popular at the time: Diablo (1996), Ultima Online (1997), and EverQuest (1999).[17] Diablo in particular impressed him on a gameplay and technical level; he enjoyed how smooth the graphics and action were despite requiring meaning system memory.[20] Diablo was a 2nd game, even so, and Sonic Team wanted to develop a 3D game with the same degree of smoothness and gameplay. This concerned Naka, as he did non want his game to apply the cheap and banal graphics associated with online games.[17]
Naka decided against creating a massively multiplayer game similar to Ultima Online and EverQuest, which would handle many players simultaneously in a persistent earth; the necessary servers would have required two years of programming, and the Dreamcast did non have a hard disk to back up continuous online patches. Naka was too more interested in working on new projects instead of continuously updating the same game for years, and doubted Sonic Squad would be able to keep the game interesting.[12] The squad therefore adopted Diablo as their main inspiration, adamant to outclass it.[17]
Fine art and setting [edit]
Sonic Team congenital a scientific discipline fiction-fantasy game nether the working title Third World.[17] [20] The art style was "comic-like" at first, but became more realistic. One of artist Satoshi Sakai's early concept drawings of a dragon reminded Naka of Sega'southward Phantasy Star series; which had been dormant since Phantasy Star Four (1993) for the Genesis.[17] Naka had served as main programmer on Phantasy Star (1987) and Phantasy Star II (1989).[24] He had always wanted to develop a multiplayer Phantasy Star game, only previous hardware did non allow for information technology.[25]
With the Phantasy Star series called equally the setting, Sonic Team continued developing the gameplay and story. The team was given freedom not to attach strictly to elements from earlier Phantasy Star games.[17] [twenty] The game would not continue the story from the previous Phantasy Star games, something that made Naka feel liberated.[19] [25] Since few of the Phantasy Star IV staff still worked at Sega, the fine art team felt picayune obligation to attach to the previous games' manner, retaining only the science fiction await and some enemy and item names. Naka and Sakai believed factors such as the change in graphical fidelity and genre were plenty to differentiate it from previous Phantasy Star games.[17]
Music [edit]
The soundtrack was composed past Hideaki Kobayashi using a Roland JV-2080 synthesizer, with alive orchestration on some tracks, including the theme song. Kobayashi equanimous ambience music for at-home scenes, and incorporated more rhythm and tune for battles. He composed short four-bar melodies that are sequenced depending on gameplay; for case, when an enemy appears, the system plays music associated with that enemy. The procedure was a drain on the Dreamcast hardware, and gained the nickname "the crasher" among staff for how frequently it would crash the game during development.[26]
Online functionality [edit]
Sonic Team had conceived their 1998 Saturn game Burning Rangers equally an online game for iv players, but abandoned the idea due to insurmountable network problems.[27] They used the ChuChu Rocket! networking system as a template for the online functions for Phantasy Star Online.[20] [22] [23] This presented new challenges, as the new network would connect players between unlike countries.[xx] Sonic Team ran experiments with different net service providers, dial-up modems, cable modems, and other networking configurations to ensure the game would work for all players.[24] In Japan, Sonic Team gave beta versions to x,000 users who pre-ordered the game, then they could work with a variety of equipment and net services to eliminate problems.[24] They wanted to run a worldwide test only did not have time.[24] xc% of the testers were able to play online.[28] Despite technical success, Sega was concerned that the high price of internet admission in Japan would be prohibitive for gamers and reduce sales.[25] Japanese internet service providers charged per-minute fees for dial-up access, and high-speed options such as broadband were not withal widely available. To combat this, chairman Okawa personally paid for free internet access for 1 yr to exist bundled with each Dreamcast.[17]
One of the biggest challenges was bridging the language barrier betwixt global players.[19] Sonic Team felt that developing a universal language system would exist the largest barrier to a global gaming network.[20] The squad started by developing the word select organisation, which allows players to select predefined expressions to exist translated to other players.[18] The system had most 2000 words near the end of evolution, and Naka plant information technology hard to add more words to satisfy all thespian needs.[12] Sonic Team built support for v languages: Japanese, English language, Spanish, German language, and French.[29] They omitted Italian and Portuguese due to time constraints. Korean was likewise considered considering of the internet boom in Korea at the fourth dimension.[12] Japanese and English were easier to implement considering the simply concern is the word location in the sentence, whereas Castilian and French take grammatical gender. The language system had to be fully redesigned at least once.[12]
Each server could accommodate one thousand players.[30] Sega initially prepared 20 network servers to accommodate 20,000 online users for game's launch, with room to add more servers as necessary.[31] This was increased to support up to 36,000 players right before launch.[28] Sonic Squad partnered with Swatch to use Swatch Internet time (or "trounce time") as a universal clock for the game.[xx] The clock was implemented so players could coordinate with those in other countries on when to play online.[32] The clock system divides each 24 hours into g beats, with 1 beat out equaling ane minute and 26.4 seconds.[32] [33] The time was maintained directly on the server and not based on the user's clock on their organization.[xx] Sonic Squad decided not to add together jumping to keep the levels elementary and simplify the network lawmaking.[27]
Naka joked that time to come gamers would laugh at the word "Online" in the title, as he believed that online gaming would get standard; information technology was included as the concept was new and so important to communicate.[xx]
End of production [edit]
Phantasy Star Online was planned for release in March 2000, only was delayed and then more features could be added.[12] [24] The team planned eighteen character types, and had male and female sketches for each, but settled on 9.[24] A actor-versus-player way was included in beta versions given to journalists, but this was omitted in the final version because information technology distracted players from the cooperative focus and introduced game balance issues;[24] additionally, as the console-playing audition was younger than the PC audience, Naka did not desire to evoke competitive behavior.[20] The development squad had more ideas for features to implement as development came to a close, with Naka wishing he had half dozen additional months to add more than features.[12] Phantasy Star Online took two years to develop.[19] Naka constitute it difficult to make a networked game for consoles, and developed an appreciation for Microsoft for supporting online games so well.[20]
Promotion [edit]
"As one of the most anticipated games for RPG fans and Dreamcast owners akin, Sonic Team's Phantasy Star Online represents what could exist the peak of current adjacent-generation gaming, roleplaying or otherwise."
— Official Dreamcast Mag (US), Dec 2000[34]
Sega unveiled Phantasy Star Online at the 1999 Tokyo Game Show with a gameplay sit-in.[25] [35] Naka called information technology the "killer app" for the Dreamcast equally it used all aspects of the system, most chiefly the modem.[12]
As the showtime online RPG for consoles, Phantasy Star Online was highly anticipated.[12] [29] [34] [36] Journalists saw it every bit the next evolutionary step in console-based role-playing games.[12] [14] Francesca Reyes of Official Dreamcast Magazine proposed that it would be an "industry-changing title", a landmark in the history of console gaming.[12] Computer and Video Games wrote that the Dreamcast was speedily becoming the platform for innovative games, and wrote that Phantasy Star Online was "arguably the most revolutionary - not the mention most ambitious - console game ever".[37] GameSpot believed it would "change the way we think of RPGs" and could possibly be "the most exciting console RPG ever created".[xiv] [38] Edge wrote that the multiplayer mechanics "would lay the foundations for a new era of console gaming".[18] Video Gamer called information technology the "Dreamcast's most ambitious project yet".[36] Some journalists had concerns about the viability of the online modes, and saw the single-thespian pick as a neglect-safe should it not function correctly.[33] [36]
To promote the game, Sega bought a star on the International Star Registry and named information technology "Ragol".[39] The kickoff 100,000 people to pre-gild the game in Japan received Phantasy Star Online branded domestic dog tags.[twoscore] A limited edition in Japan including a branded retentivity menu was canceled and the retention carte du jour sold separately on Sega's website.[41] [42] Early copies of the game included a demo for Sonic Risk 2.[43]
Launch [edit]
Phantasy Star Online was released in Japan on December 21, 2000.[41] The language could be inverse to English or any of the other supported chat languages, making it "import-friendly".[44] Naka had hoped for a simultaneous global release, simply the western release was delayed for beta testing and marketing reasons.[18] [41] While subscriptions would exist complimentary in N America,[45] in Nihon the game included a 30-day free trial, after which Japanese players were required to purchase 30-day or 90-twenty-four hours subscriptions.[46] Immediately after the Japanese release, Sonic Team began maintaining the overworked servers and investigated network problems in Hiroshima and Okayama.[17]
Sonic Team hoped that Phantasy Star Online would be successful in Japan; international sales were seen every bit a bonus.[17] In North America, which Naka believed would exist the biggest market, Phantasy Star Online was released on Jan 23, 2001.[12] [47] [1] It sold 75,000 copies there on the get-go day and was the bestselling game that week.[48] [49] Sega'southward North American online gaming service SegaNet was not required for online play.[32] While the Japanese version supported the modem and broadband adapters,[28] the North American release did not support the broadband adapter, merely IGN explained how to use it by swapping discs with an import copy.[50]
Phantasy Star Online sold 500,000 copies in Japan and 1 million worldwide, coming together Sega's expectations about exactly.[31] Naka had hoped to sell more, but believed the servers may not take carried the load.[17] Earlier its western launch, most 100,000 players had registered.[19] By April 2001, over 235,000 players had registered worldwide: 130,000 in Nippon, 70,000 in Northward America, and 35,000 in Europe.[51] [52] Past May, over 270,000 had registered.[53] The superlative number of users continued simultaneously was 26,000.[52]
Phantasy Star Online suffered problems common with other online games, with players cheating and selling rare items online.[54] Several weeks later on launch, Japanese players began exploiting bugs to indistinguishable items, enhance their stats, and impale other players.[55] [56] Sonic Team announced they would ban players found cheating or disrupting other players, starting in May 2001.[56] [57] According to IGN, cheating was prevalent considering Phantasy Star Online used a peer-to-peer communication system; Blizzard Entertainment had had similar problems with Diablo, but after moving to a client-server arrangement for Diablo II, cheating became more hard.[55]
Sonic Team added more quests for players to download, translated into the 5 languages used in the game.[24] In Japan, a special "Fan Cup" quest was held from March 23 to April 6, developed with the game magazine Famitsu. In the consequence, over 70,000 players[52] competed for the fastest fourth dimension; the winner received a cash prize and a rare game detail.[51] As he had with ChuChu Rocket!, Naka played online[12] and was happy to see American and Japanese players playing together using the advice system.[24]
Later releases [edit]
Ver. 2 [edit]
In Apr 2001 Sega announced Phantasy Star Online Ver. 2, an updated version of the original game with new content and improved features,[58] [59] [60] including an increased level cap (to 200),[61] a new difficulty mode for players over level fourscore,[58] a boxing fashion that pits players in one-on-i or squad battles, a soccer minigame with assurance shaped similar characters from ChuChu Rocket!, [58] new weapons and monsters, gameplay balance alterations, day and night effects, an improved user interface, and two new areas exclusive to online quests. Ver. 2 also adds a claiming style, which places teams in a stage with starting equipment and stats; if a teammate dies, the mission ends.[58] [59] [sixty] [61] [62] Players could import their character from the original game or create a new one;[61] characters registered for Ver. two could non be used in the original game. Whatever illegal items were likewise deleted during the upgrade.[62]
Sonic Team worked a tough schedule to develop Ver. 2 in under six months,[17] releasing it on June vii, 2001 in Japan and September 25, 2001 in North America.[61] [63] Unlike the original North American release, Ver. 2 required subscription fees to play.[32] Three months of unlimited gameplay could be purchased at a fourth dimension.[64] The game still had no dependencies on SegaNet, still.[65] In Europe, DreamKey 3.0 was required.[58] Ver. 2 was ported to Windows in Japan and released on Dec 20, 2001.[66] [67]
Episode I & Two [edit]
On Jan 31, 2001, post-obit years of losses, Sega announced it would discontinue the Dreamcast and restructure as a third-party developer.[68] [69] In May, Sega appear an expanded GameCube port of Phantasy Star Online, which became Phantasy Star Online: Episode I & Ii. [70] Sega chose the GameCube because it had similar architecture to the Dreamcast[71] and supported dial-upwardly, which Sega believed was important despite the arroyo of broadband internet.[53] Sonic Team created a GameCube demo of Phantasy Star Online within a month.[72]
To make the game more feasible for Nintendo'southward family-oriented consumers, Sonic Squad added a dissever-screen multiplayer mode.[73] Since the GameCube had no out-of-the-box network capabilities, Nintendo adult a modem and broadband adapter, likely primarily for Phantasy Star Online support, and sold them separately.[74] The servers were maintained past Sega.[75] GameCube players could not play with Dreamcast players.[75]
Phantasy Star Online: Episode I & II comprises two "episodes": Episode I is a port of Ver two with improved graphics, whereas Episode Two comprises entirely new content, which Naka described equally a true sequel.[76] [77] The game adds characters, environments, quests, a dissever-screen mode, and updated graphics and interfaces.[78] Some quests reward players with minigames based on Sonic Team games Puyo Pop and Nights into Dreams, which tin be played on a Game Male child Advance connected to the GameCube.[79] [80] A Chao resembling Tails, a character from the Sonic games, tin be imported into Sonic Advance and Sonic Adventure 2 Boxing.[76]
Sonic Team ran a beta trial for some players who had pre-ordered Episode I & Ii, starting on May 31, 2002.[81] [82] The game sold 70,000 copies within the first calendar month in Japan, and by Oct had sold over 100,000.[83] [84] Information technology was released in North America in October, and in Europe on March 7, 2003.[85] [86] Like Ver. two, Episode I & II required a paid monthly subscription.[78] [85] [87] ASCII Corporation adult a keyboard controller for the game,[88] released only in Japan, though plans were appear for a keyboard controller to be released in America. Some players resorted to importing the controller from Japan.[89] [90] [91] An enhanced version of the game, Episode I & Ii Plus, was released for the GameCube subsequently. This version included many quests originally distributed exclusively online, a new challenge mode, and new items.[92]
Episode I & II was ported to Xbox on April xv, 2003.[93] Servers were hosted through Xbox Alive and did not interface with the GameCube or Dreamcast servers.[76] Because of its Xbox Live foundation, the Xbox version supports voice chat just did non connect players across regions.[77] [94] The game required an Xbox Live account to play online or offline; equally the game was packaged with Xbox Live in Nippon, to localize the game rapidly, Microsoft did not remove the limitation. In add-on to Xbox Live fees, Sega charged players an extra subscription fee to play online.[94]
Episode III: C.A.R.D. Revolution [edit]
In 2003, Sega announced Episode III: C.A.R.D. Revolution. The game is a sequel to the story presented in Episode I & II, but replaces the action RPG gameplay with a plough-based strategy card game;[95] afterward developing Episode I & 2, Sonic Team idea that players may desire a new experience. Players of Episode I & Two and Episode Three can conversation and interact in common lobbies, but cannot enter game instances together.[96] The online servers for the game shut down at the aforementioned time as the GameCube Servers for Episode I & 2.[97]
Blueish Burst [edit]
A new version for Windows, Phantasy Star Online: Blue Outburst, was released in Japan on July 15, 2004 post-obit an open beta that began on May 22.[98] [99] Information technology is a port of Episode I & Two with another episode of new content.[100] [101] It features enhancements including a arrangement allowing players to communicate across different servers;[101] the most significant change is that the game is online-only, with user data stored on the servers, reducing cheating.[98] [102] In Jan 2005, Blueish Flare-up was released in Mainland china, Sega's first online game there.[103] Information technology was released in beta in North America in May 2005, and fully in June.[100]
Server closure [edit]
The North American Dreamcast servers operated until September xxx, 2003.[104] The Due north American and Japanese GameCube servers as well as the Japanese Dreamcast servers were shut downwardly on March 30, 2007, post-obit a month of gratis service.[97] [105] The Japanese Xbox servers were shut down on January 31, 2007,[106] and the North American servers followed on Apr 22, a week before than the announced date of April 30.[107] [108] The North American and European Blueish Burst servers were shut downwards following a gratis period lasting from Jan 12, 2008 until the server'southward closing on March 31, 2008.[109] [110] This was followed by the shutdown of the Japanese Blueish Burst servers on Dec 27, 2010, the terminal official Sega servers.[17] [111] Hobbyists have adult private servers, and so the game retains a cult following and can still be played online.[15] [112] [113] [114]
Reception [edit]
Phantasy Star Online received "generally favorable" reviews per ratings aggregator Metacritic.[115] Dreamcast Magazine (Japan) wrote that the cooperative play was an interesting shift from a tendency in multiplayer games being generally competitive.[118] Border agreed, writing that the variety of gameplay experiences shared with other players kept the game fresh.[119] Spanish mag Dream Planet and GameSpot praised how the players can have on unlike roles in the teams, such equally a supporting healer or ranged assaulter.[120] [121] IGN commended the extensive amount of equipment and items for eliciting friendly competition to collect them.[9] The chat arrangement was as well praised for making advice like shooting fish in a barrel, specially between players speaking different languages.[117] [121] [123]
Critics agreed that the unmarried-player mode was wearisome compared to the addictive online multiplayer.[nine] [116] [117] [119] GameSpot and GameSpy wrote that it lacked life and became tedious and repetitive when played lonely,[121] [122] and GameSpot advised players not to attempt the game unless they were planning to play online.[121] Other common complaints included poor photographic camera control,[9] [121] [122] the lack of map and quest diverseness,[118] [119] [121] and poor storyline.[9] [116] [123] Despite the concerns, critics agreed that the fun had in online multiplayer overshadowed these problems.[118] [119] [121] [122] Edge wrote that the changes in gameplay experiences with different players replaced the multifariousness that normally be expected in the quest design.[119] Critics likewise praised the freedom for players to design and equip characters and develop their own playing fashion.[nine] [116] [122] Figurer and Video Games wrote that "PSO marks a step in a new direction for console adventures and at that place's so much correct with the game that to even mention these faults doesn't quite experience in the spirit of what PSO represents".[116]
Reviewing Ver. ii, Dreamcast Mag (UK) felt that information technology would renew interest in the game for those that enjoyed it, simply would not convert new players.[125] GameSpot and IGN agreed, proverb that the core gameplay remained the same, but the new features may be worthwhile for dedicated players, even with the new subscription costs.[126] [127] Reviewing Episode I & Ii, critics praised the split-screen manner, Game Male child Advance downloads, graphics improvements, and gameplay tweaks.[128] [129] [130] GameSpot wrote that the new fabric in Episode Two was not significant enough for veteran players to render, and criticized some practical issues with how split-screen multiplayer was handled.[131] Eurogamer criticized the cost for a network adapter, subscription fees, and the "most obligatory" keyboard.[132] Several critics complained virtually the lack of a keyboard available in the Americas.[129] [130] [131]
GameSpot named Phantasy Star Online the best Dreamcast game and 8th-best console game of 2001. It was a nominee for the publication's "Best Role-Playing Game" prize among panel games, but lost to Final Fantasy Ten.[133] Episode I & II was a runner-up for GameSpot 's 2002 "Best Role-Playing Game Game on GameCube" honour, which went to Beast Crossing.[134]
Legacy [edit]
As the first online role-playing game for home consoles,[19] Phantasy Star Online is considered a landmark game.[24] [135] [136] It won several awards, including Nippon Game Award for "Game of the Year", awarded three days after the death of Sega chairman Okawa, over the likes of The Legend of Zelda: Majora's Mask, Dragon Quest VII, and Kōkidō Gensō Gunparade March.[137] [17] VentureBeat dubbed it "one of the most important games in console gaming evolution".[112] IGN named it ane of the best RPGs of all fourth dimension for existence the first online experience for many gamers.[138]
1UP.com chosen Phantasy Star Online i of the most revolutionary games of the 2000s, crediting information technology for creating "an unabridged pantheon of multiplayer dungeon crawlers that go on to boss the Japanese sales charts" and making "both online gaming and the concept of fee-based services a reality for consoles".[135] Hiroshi Matsuyama, president of CyberConnect2 and developer of the .hack series, cited the game as an influence.[139] It is also believed to be a major influence on Capcom's Monster Hunter series.[17]
According to GamesTM, the Phantasy Star series has struggled to live up to the legacy of Phantasy Star Online. Sega has been deadening to localize Phantasy Star games, and the PSP entries in the series did non capture the attention of the west. Concurrently, Monster Hunter had a like formula to Phantasy Star Online and became successful.[17] Later Phantasy Star games, such as Phantasy Star Universe (2006), share similar gameplay with Phantasy Star Online merely failed to reach the same disquisitional and commercial success. Phantasy Star Online 2 was released in Japan in 2012,[140] and localized for the west in 2020.[141]
Notes [edit]
- ^ The high player population in this function of the game has led some sources to label the game equally a massively multiplayer online role-playing game (MMORPG). However, other sources have explained that the primary portions of the game are non massively multiplayer, only the lobbies.[12] [xiii]
- ^ 3 individual reviewers gave a perfect x score
References [edit]
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External links [edit]
- Official website (in Japanese)
- Official website
- Dreamcast Phantasy Star Online homepage (in Japanese)
Source: https://en.wikipedia.org/wiki/Phantasy_Star_Online
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