PlayStation 2 at 25: Changing Gaming Forever
Twenty-five years ago, the PlayStation 2 launched in Europe, embarking on a meteoric ascent that would cement its place as the best-selling console in history and fundamentally reshape global culture. This landmark anniversary prompts a reflection on how the PS2 pioneered an era of narrative-driven gaming, pushing interactive entertainment into the mainstream spotlight and compelling it to compete with cinematic masterpieces for attention. We delve into exclusive recollections from key figures who witnessed its transformative impact firsthand: Shawn Layden, former PlayStation boss and a vice president at Sony Computer Entertainment Europe during the console's launch, and Daniel Griffiths, who served as deputy editor for Official PlayStation Magazine UK.
A Quantum Leap for Interactive Entertainment
The transition from PlayStation 1 to PS2 represented an unprecedented technological leap, according to Layden. He vividly recalls seeing an early demo of Gran Turismo for the PS2, describing it as an experience that "knocked us off our chairs." This visual fidelity, including the promise of 60 frames per second gameplay, felt like "a different f*cking planet" compared to its predecessor. Development of the PS2 was shrouded in intense secrecy; elite engineering and design teams worked in "double-secure locked rooms" with strict security clearance, fostering an atmosphere of "awe and wonder" among those not yet privy to the alien technology within.
Pioneering Cinematic Storytelling
The PS2 era marked the true "beginning of narrative-driven gaming." Layden highlights London Studio's The Getaway as a prime example—a title that aimed for a "cinematic gaming experience," akin to a Guy Ritchie film where the player was immersed in the action. Achieving this ambition required hiring professionals from the film industry: real story writers, movie score composers, and London-based actors for motion capture and voice work. This shift from simple "shoot-'em-up" mechanics to compelling, realistic narratives defined a new artistic direction for games, moving beyond the "dad's game console" perception of the PS1 era.
The DVD Revolution and Early Success
A significant, almost serendipitous, factor in the PS2's monumental success was its integrated DVD player. While initially chosen for increased memory and "real estate" for game development, the console's launch coincided with the public's transition away from VHS. This made the PS2 an incredibly attractive "accelerator" for sales, allowing consumers to justify the purchase as both a gaming machine and a home entertainment hub, often bundled with movies like The Matrix. Despite its eventual dominance, Layden admits the console's early years were "fear-driven" and "white-knuckled," relying on a sparse launch lineup that included titles like Ridge Racer, Tekken, and Fantavision. The console's success was far from "preordained."
Gaming Enters "Polite Company"
The PS2 transformed gaming into a mainstream cultural phenomenon. No longer confined to the basements of "spotty-faced teenagers," gaming became a hobby one could discuss "in polite company" without embarrassment. Layden recalls seeing people wearing gaming logos on t-shirts and engaging in conversations about new titles in bars and pubs. The console's elevated status was epitomized by a premiere for The Getaway in Leicester Square, complete with a red carpet, searchlights, and coverage by The Times of London—an event that solidified the perception of games reaching "the next level."
From an Outsider's View: Witnessing the Hype
Daniel Griffiths recounts the frenzied atmosphere surrounding the PS2's initial reveal. His editor, Mike Goldsmith, had to fax hand-written notes from Japan after the surprise announcement, leading Griffiths to write the magazine's feature purely from a phone description. When the first console arrived in the UK, it drew crowds from across Future Publishing's diverse magazine portfolio, from football to needlecraft. Griffiths was "absolutely knocked out" by early demos like The Bouncer and Fantavision, describing the graphics as "photoreal" and the sound, enhanced by the DVD format, as "next level"—particularly praising Metal Gear Solid 2: Sons of Liberty's orchestral score. He likens the generational leap to going "from a brick phone to an iPhone."
Extravagant Marketing and Challenging Microsoft
The PS2 era was marked by unprecedented marketing extravagance. Griffiths remembers lavish parties featuring full gigs by bands like Pulp, hosted in unusual venues like derelict car parks, complete with art displays and endless free drinks. This level of opulence, exemplified by a twelve-foot pyramid of melting chocolate coins, solidified Sony's "bomb" status. When Microsoft entered the scene with the Xbox, Griffiths recalls them being "in awe" of the established games magazines, actively seeking their approval and partnership. Microsoft's team was "running scared," recognizing the uphill battle against PlayStation's already pervasive marketing across TV, trendy magazines, and even celebrity endorsements by footballers.
An Enduring Legacy
The PlayStation 2's reputation as an all-time classic is not merely due to its inherent strengths but also, according to Griffiths, by comparison to its successor. While the PS1 was a dedicated games machine and the PS2 evolved into a comprehensive home entertainment system with its DVD player, the PlayStation 3's attempt to be "your computer, your television, your everything" was seen by some as a misstep. This contrast, Griffiths suggests, further cemented the PS2's revered status, highlighting its clear identity and groundbreaking achievements.