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IGN: PSP Anniversary interview - The system's past, present and future

Launched on March 24th, 2005, this week marks the third anniversary of the release of the PSP in North America. The system has gone through a ton of changes since its inception, both in terms of numerous firmware updates that have added a plethora of new features, as well as the lighter and slimmer redesign.

To celebrate its anniversary, IGN had a chat with John Koller, senior marketing manager for the PSP, to talk about the system's past, present and future. IGN hit on things like upcoming peripherals, UMD support, system packages and more, so PSP fans will find plenty of interesting tidbits inside.

EZCheez6635d ago

But I still think it's missing that one thing that would have made it outstanding, and it's actually pretty insignificant.

One more analog stick. Other than that, I think it's great.

Danja6635d ago

I agree....but where would the second analog stick go...

either way im sure Sony will implement the latter in the PSP2...

shelbygt336635d ago

And with the cross functionality of the PS3, it's great!

whoelse6634d ago

Remote Play is great, but its far from perfect. The response time and video quality is poor, even if you're only using wifi directly between the PSP and PS3 with 100% wireless strength.

If they fixed this, then i would use it all the time.

50°

44% of games industry professionals have considered leaving the industry as a result of redundancies

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

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gamesindustry.biz
Cockney38d ago

Well if that 44% left im sure there would be a lot less redundancies

40°

Stop Killing Games on the latest European Commission public hearing

It's a step forward for Stop Killing Games.

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rockpapershotgun.com
50°

"Be creative 99% of the time" – Glen Schofield on how creativity can help fix AAA industry woes

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI

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gamesindustry.biz
lodossrage39d ago

I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise

We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.

Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.

Scissorman38d ago

it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.

__y2jb38d ago

This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.