Shadow of the colossus ps2 disk6/27/2023 Hoping to hook PS3 players on the series and build anticipation for God of War III, Sony was planning to port the first two God of War games to its new console before the third installment arrived. In 2009, Sony Santa Monica, the studio that developed the God of War franchise-whose first two installments had both been among the best-selling titles for the PlayStation 2-was working on the last entry in the action trilogy about Spartan soldier Kratos and his quest to kill the gods. “We wanted to go down our own path and do our own thing,” Thrush says by phone. The two had grown tired of working on other people’s projects, so they’d founded their own independent developer, Bluepoint Games, in Austin earlier that year. The game was the work of the two-person team of Marco Thrush and Andy O’Neil, who had spent the previous several years as developers at Austin-based Retro Studios, a division of Nintendo known for making the Metroid Prime trilogy, which had revitalized Nintendo’s dormant Metroid franchise by adding a third dimension to its traditional 2-D look. The remarkable thing about Blast Factor was that it was finished at all. Gamespot declared Blast Factor “generic and forgettable,” adding that the title “leaves no lasting impression.” The game didn’t make much money, and reviewers largely shrugged, noting its similarity to sensation Geometry Wars: Retro Evolved, which one year earlier had become the most downloaded title on the Xbox 360’s online arcade. The somewhat-simplistic title, which was designed to be beaten in a single sitting, tasked players with piloting a microscopic craft through a series of besieged living cells, excising the infection by blasting it away. A twin-joystick shooter played from a top-down perspective, Blast Factor appeared in the PlayStation Network Store on November 17, 2006, the same day the PlayStation 3 debuted in North America. ![]() In the beginning, there was Blast Factor.
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