Devs release new Jet Set Radio proof of concept that Sega rejected!

Brer Dog

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Thatrogueassdiaz

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Center self, inner self

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more or less this, SEGA might have a development roadmap they are trying to stick with. its not like they dont have Hideki Naganuma (now credited as Skankfunk) on speed dial :yeshrug: plus there might be internal plans for JSRF that are still going through planning. SEGA made an announcement to shareholders that they wanted to focus on their older, stagnant IPs


They been Playstation Exclusive since the mid-late 2000s. :francis: Cant say I have any problem with that. though one of these days they need to come back to the console business

anyway, here. Have some Hideki Naganuma JP exclusive shyt for Yakuza


Most of the development team jumped to the Yakuza series and right now they are working on the Fist of the North Star game. So maybe something when they are done with that :yeshrug:
 

the_FUTURE

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Rice N Beans

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Yet we get these yearly shytty ass sonic games?

They had a handful of real shytty iterations too until recently. Don't understand them drowning Sonic but not capitalizing on a cult classic is out of this realm. :snoop:



This is why. Sega should've made all their games multiplat

Sounds like Nokia with Stephen Elop. :beli:

We need a Sega return. :jbhmm:
 

iceberg_is_on_fire

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Y'all forget the Dreamcast was built on a widows platform, which made it easier for Sega to develop on the Xbox. The PS2 was notoriously harder to program for which is why multi platform games looked better on the Xbox. Sega was going through bankruptcy so there is no way they could have afforded the cost to develop on other consoles.

The Emotion Engine was harder to code for for but the Xbox was a more powerful system as well. That's not a debatable point. Sega should have been smart to put things like this and others on the PS2 for the much larger userbase, here in the States and especially abroad in Japan because they've never fukked with the Xbox brand like that.

Back to this topic, this legit makes me mad. I still listen to both soundtracks fairly regularly.
 

Jonah

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The Emotion Engine was harder to code for for but the Xbox was a more powerful system as well. That's not a debatable point. Sega should have been smart to put things like this and others on the PS2 for the much larger userbase, here in the States and especially abroad in Japan because they've never fukked with the Xbox brand like that.

Back to this topic, this legit makes me mad. I still listen to both soundtracks fairly regularly.
SEGA did put quite a few games out for the PS2 & Gamecube too. they werent just only doing xbox exclusives. Billy hatcher being one of the Gamecube exclusives by SEGA

PlayStation 2

Though Sega were keen to back the Xbox and GameCube upon release, the company's plans for the PlayStation 2 were subdued during the early years, receiving only a handful of Dreamcast conversions (including F355 Challenge, Rez, Ecco the Dolphin: Defender of the Future and Space Channel 5). Starting with the likes of Gungrave in late 2002, PlayStation 2 exclusives from Sega began to pick up, but never to the same level as the console's rivals. By the middle of the decade Sega prioritised multi-platform releases, the PlayStation 2 receiving its fair share of titles, and the longer lifespan of the console led to the PlayStation 2 receiving the most Sega-published games overall.

Games like Virtua Fighter 4 and reboots such as the 2005 release of Altered Beast and the 2002 release of Shinobi were made exclusive to the platform, and Sega found itself producing several "budget" releases for the console, such as the 33-volume Sega Ages 2500 series. It also partnered with western publishers to release the likes of Destroy All Humans! and Killzone in Japan. The popular Yakuza series began its life on the PlayStation 2 before continuing on the PlayStation 3, though much of Sega's top PS2 output came after the demise of the Xbox and GameCube.

In Europe, early Sega games were published by Sony Computer Entertainment, possibly due to Sega's difficult financial situation. This was ammended by the latter half of 2002.

In Japan it was almost mandatory to support the PlayStation 2 as a third-party publisher, and particularly after the merger with Sammy, Sega found itself supporting the PlayStation 2 well into the next generation. Sega's relationship with the PlayStation 2 could be considered a marriage of convenience - more "cutting edge" games from the company were given to the Xbox, while family-orientated games were brought to the GameCube. Nevertheless, Sega supported the console until 2008, with over 150 games published for the platform over a seven year period.

One of Sega's most important contributions to the PlayStation 2 library was the Sega Ages 2500 series of remakes of classic Sega games. Originally created as a partnership with D3Publisher, the series featured remakes and emulations of a wide variety of Sega games as early as Head On and as recent as Dynamite Deka, making it one of the most comprehensive compilation series produced by any company to date. Though the series would only be released in Japan, Sega brought a handful of the early volumes overseas in one package, Sega Classics Collection.

Sega's WOW Entertainment also produced Vampire Night, a game for Namco that runs both on PlayStation 2-based arcade hadware and on the PlayStation 2 itself.


Nintendo GameCube

Following the demise of the Sega Dreamcast, Sega spread its wings across all three of its console rivals throughout the remainder of the sixth generation. The Nintendo GameCube became the console of choice for Sega's family friendly games, the Sonic the Hedgehog series being more prominent on the GameCube than on other platforms. The retooled release of Monkey Ball, Super Monkey Ball took up residence on the GameCube before branching out to other platforms in 2005, as did successors to Phantasy Star Online - Phantasy Star Online Episode I & II (which saw a port to the Xbox in the following year) and Phantasy Star Online Episode III.

The Sonic Team original, Billy Hatcher and the Giant Egg was released exclusively for the GameCube (and later PC), as was the only home port of Beach Spikers: Virtua Beach Volleyball and new ventures such as Amazing Island. Sega also joined with Nintendo (and Namco) at this time to create the Triforce arcade hardware, and its Amusement Vision division created F-Zero GX, a GameCube exclusive which became one of the most popular racing games on the platform.

Like many publishers, Sega began to withdraw support by 2003, starting with its line of sports games, although it did not abandon the platform until the latter half of 2006. Sega are thought to have benefited from the GameCube in its early years of service, although by the middle of the decade, found itself supporting all three consoles in relatively equal measure (save for the PlayStation 2, which saw much greater support from the company in Japan, and the aforementioned sports titles).


And just because I dont want to leave this out :yeshrug:


Xbox

Sega was one of the first major third-party publishers to back the Xbox, announcing an eleven game deal for the system during the 2001 Tokyo Game Show and becoming one of the biggest Japanese publishers to support the system. Many former Dreamcast games or sequels to popular franchises, including Jet Set Radio Future, Panzer Dragoon Orta, Sega GT 2002 (and Sega GT Online), Gunvalkyrie, Crazy Taxi 3: High Roller, The House of the Dead III and ToeJam & Earl III: Mission to Earth were made exclusive to the Xbox console (although some have been re-released on other platforms since).

Many factors suggest the Xbox was Sega's preferred console during the first two or three years of the system's lifecycle. Sega Chihiro arcade hardware is derived from the Xbox, and much of Sega's early Xbox games are arguably more demanding in nature than their PlayStation 2 output (with a closer resemblence to that of the Sega Dreamcast's western library than the family-friendly selection of games given to the GameCube and the Japanese-centric games given to the PlayStation 2). By the middle of the decade, however, the playing field was leveled, with a stronger focus on multi-platform games over giving each system its own set of exclusive titles.

Much of the Xbox's design is influenced from the Sega Dreamcast, not just from a controller design perspective, but from the lessons Microsoft learned from the Windows CE operating system included in the Dreamcast's specifications. At one point the Xbox was even planned to be able to run Dreamcast games, with Isao Okawa, then-president of Sega, having several meetings with Microsoft founder Bill Gates over the subject. The deal inevitably fell through due to online issues - Dreamcast online support conflicting with Microsoft's plans for the Xbox Live service. The relationship between Sega and Microsoft remained very close at the time, with Sega of America's Peter Moore migrating to Microsoft in the years that followed.
 

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Sega is getting better now tho, correct? They've released some good games this year: persona 5 and yakuza 0
Atlus been putting out heat before they got bought by Sega and I don't even think Sega is even on the box art. I think they only use Sega for distribution

Yazuka is their only consistently good game series
 
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