It's your first day on the job. You walk into a huge room in the upscale W Hotel in San Francisco and see dozens
of TVs surrounding a projection screen the size of your car. You sit down at a table a mere five feet away from
the now legendary
SCEA president Kaz Hirai. After a few minutes,
the lights dim and you are treated to some serious eye candy in the form of a video montage containing clips of
the best of the best that the
PS2 has to offer over the next
six months.
Welcome to every gamer's dream... welcome to
Sony’s Gamers Day 2003... and it’s only just begun!
The day kicked off with every PS2 fanboy’s dream - the incredible sales numbers. It will be hard for Sony
stalwarts to pick a single number to crow about. Should they talk about the fact that worldwide shipments for
PS2 have surpassed 60 million units, or that it’s father, the PlayStation, is nearing the almost unbelievable number
of (puts pinky to his lip a la Dr. Evil) 100 million units! Or how about the available 1850 games between the
two systems that would have had them all hot and bothered? Or maybe the 880,000 network adapters they’ve sold so
far? Whatever it is, it’s a somewhat boring but necessary part of the day. Sony is number one... and by earning
that lofty position, they have earned the right to remind us of that as much as they want to.
Once the chest thumping was over, we moved on to Yerba Buena Gardens in San Francisco. At this point there are
journalists from just about every major gaming mag, site and TV show walking around, and a few from media points
that I didn’t expect to see, such as one gentleman from Forbes. As a gamer, you tend to forget that there is a
business side to all of this and you suddenly realize why all those stats they presented earlier are so
important.
After walking around during our break I realized that just about everyone here knew, at the very least, several
other people. So, it was a little strange being the new guy and getting a couple of those "who the heck are you?"
stares. Luckily for me, my name tag gave them the answer, but seeing as this was my first ever media event, I am
pretty sure they still walked away saying, "Who the heck are you?"
Once we were done trying to figure out who the heck I was, we were able to move on to the good stuff - my whole
reason for being here - the games! First up on the menu: presentations from the producers of
SOCOM II,
Syphon Filter: Omega Strain, and
Jak II! What a way to start the day!
SOCOM II
Once I sat down, I could immediately see that
SOCOM II was nothing less than the glorious sequel I hoped
it would be. We watched the producers run through a level much larger and much more graphically impressive than
those found in the first game. My first thought was that the game looked very polished considering it wouldn’t
be released for another month and a half. After watching a couple of gunfights, I could feel my jaw slacken when
the first tank rolled across the screen and I watched the player equip his rocket launcher to take it out of
commission. I actually said to myself, "Gee... I might actually play the offline portion this time!"

As usual, though, online play is where this game really shines. The first thing you’ll notice about the online
portion is the lobby interface. No longer a bland screen with text, it has been beefed up to make it more pleasing
to the eye. They’ve also added in-lobby voice chat for all the smack-talkers out there.

Online play, for the most part, has kept everything that you loved about the old game and addressed or corrected
just about everything you hated. For instance, you now have to double click the L3 button in order to change
the rate of fire, eliminating 99% of the accidental changes found in the first game. These improvements are a
real credit to the producers who spent tons of man-hours scouring message boards and reviews for criticisms on
the game and actually listening to what people had to say.

The biggest change lies in the sheer number of maps found in the game (12 new and eight from the first game).
The developers also created new game types such as the escort mission, which was the cherry on top of this
sundae. In all my time playing the first
SOCOM, I never got the intense feeling I got while playing
this map. When playing as the terrorists, and you hear "A VIP has been killed" and realize that it’s not a
bad thing like it was in the first game, you understand how much things have changed and how much more
difficult they have become. For instance, terrorist teams, if they are smart, can position a couple of snipers
in key spots just to pick off the VIPs from afar, making it much more necessary to scout out areas and routes
and not just run for the extraction point. Fun and gun players beware!
Syphon Filter: Omega Strain
From there, we moved on to
Syphon Filter: Omega Strain, an ambitious game that is looking to
change the way we view the series. No longer will you play as Gabe Logan, hero extraordinaire. Instead, you
are given a robust create-a-character menu to create the spy of your choice.

You are then thrust into the role of an agent recruited by Gabe Logan himself as you try to, once and for all,
uncover the mysteries behind the Syphon Filter virus. To help you out in your mission Sony has given you an
arsenal of over 100 unlockable weapons that you can earn by reaching certain goals. You are also able to train
your character in certain specialties, such as hand-to-hand combat, in order to help you progress through
the game.

You can play offline and solo through 17 missions, or hop online and run through it again in a 4-player
cooperative game. Once in an online game, you will find a whole new gaming experience despite the fact that you
are technically still playing through the same 17 missions found offline. The producers have built maps with
several methods of completion: one for a single player, and others that can only be reached through the
cooperation of multiple players. For instance, a ledge above you may lead to an alternate route to completing
your mission. Hop on one knee and give your partner a boost, then stand up and have them pull you up.

In the end, this probably isn’t the 16 player deathmatch some people were hoping for, and I’ve heard more than
a few grumbles about having to face AI online, but with
SOCOM II on the horizon I think they made the right
choice by taking
Omega Strain down a distinctly different path.
Jak II
Once we were done with all the "tactical" talk, it was on to
Jak II, a game so very different from the
two games we had just seen, yet deserving of just as much attention. Presented by Jason Rubin himself, we were
able to see the evolution of the story and characters from Jak & Daxter, and get a glimpse of a game that has
seemingly surpassed its predecessor in every way.

As you’ve probably heard before, the second installment in the series has gone through major changes. After
stepping through a portal at the end of the first game, our heroes are transported centuries into the future,
and Jak is captured, tortured and experimented on until Daxter comes along to spring him. This lends itself to
a darker, more adult theme that partially revolves around Jak getting revenge against those that imprisoned him
and deviates from the happy-go-lucky stories you usually come across in this genre.

Aside from hoverboards, huge levels, and a much deeper story, gameplay is enhanced with the addition of guns and
the coolest new feature: Dark Eco Power. Turns out all the experimenting on Jak gave him the ability to use Dark
Eco to "Hulk out" and unleash some hidden powers. His eyes turn black, he grows claws, and he has the ability to
use some kind of lightning attack against his enemies. That will definitely come in handy when it comes time to
take out all the enemies this game seems to throw at you.

Overall,
Jak II is a very impressive looking game that I think has successfully raised the bar for the
genre; other developers should take notice.
Gran Turismo 4
Once we were done with the first batch of games it was on to
Gran Turismo 4. A game so good it had a full one-hour session
devoted to it while most other games had to share their spotlight with others.

Immediately we were told that
Gran Turismo 4 was not just a sequel but also "a whole new experience."
My first thought was, how could they improve on a series that already leads the pack? By adding 500+ cars
including historically significant models, creating an all new physics engine (the first since 1997), beefing
up the AI, showing drivers in convertible cars, and adding an actual pit crew! No longer will your car simply
stop at a line and magically have it’s tires changed! A small thing sure, but you won’t believe how much it adds
to the realism of the game.

Visually the producers somehow found a way to improve upon the last game. Tracks look amazing with areas off in
the distance looking just as good as those up close. Another major difference is that fans are now animated.
The first time you play a rally track and see the fans standing mere feet away from your car, you will become
a believer.

The most significant upgrade though was the online portion of the game. Sony has confirmed that up to 6 people
will be able to connect online and race their little hearts out. One can imagine the possibilities when a game
that has sold 30 million copies worldwide goes online. Sony just might have another killer online app waiting
in the wings.
End of Part 1.