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Games PS2 Syphon Filter - The Omega StrainSyphon Filter: The Omega Strain [PlayStation 2 Game]

Developed by Sony Bend - Sony Computer Entertainment America (2004) - Third-Person 3D Shooter - Rated Mature

Sony's Syphon Filter series of counter-terrorist action games continues on PlayStation 2 with an outbreak of the Omega Strain. Instead of guiding Gabe Logan, the star of the previous two titles, players create their own agent from scratch in order to stop a new strain of the original's deadly virus from seeping its way across the globe. Nearly every facet of characters can be customized, from their physical appearance to the uniform and equipment used to carry out the various objectives ... Read more

Details
Platform: PlayStation 2
Developer: Sony Bend
Publisher: Sony Computer Entertainment America
Release Date: May 4, 2004
Controls: Joystick/Gamepad
UPC: 711719726425
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Manual

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Games PS2 Syphon Filter - The Omega Strain

 

 

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Syphon Filter: The Omega Strain Trailer

 

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Comments to date: 7. Page 1 of 1. Average Rating:
meeka 5:47pm on Friday, September 3rd, 2010 
When a bounty hunter wakes up on a hospital bed with no memories of his life past or present he is f ... Controls, cameras, weapons. well lemme think
GIL_JR 3:21pm on Wednesday, August 4th, 2010 
A very challenging game that took me 5 years just to get to C2 rank! Good graphics for its time and great AI of enemies. Syphon Filter: The Omega Strain was a top draw game for the PS1 and the PS2 version has gone a step better.
Jonas Smithson 4:03am on Tuesday, July 27th, 2010 
If you are a fan on the PS1 Syphon Filter Series you will be blown away by this game.
wohler 7:08am on Sunday, July 18th, 2010 
it is a good game if you like shoot them all with a bit of adventure. try it but buying it is a big question for me.
CharoitOnline 4:16pm on Friday, May 28th, 2010 
syphon filter doubts just about filtered out. This game was a blast on the psx for gameplay and structure as everyone knows. Leaving,in my opinion. syphon filter doubts just about filtered out. This game was a blast on the psx for gameplay and structure as everyone knows. Leaving,in my opinion.
beach-realtor 5:23am on Saturday, May 1st, 2010 
Been a great fan of Syphon filter and still believe that it is better than metal gear solid (controversial I know). Games 1, 2 and 3 on the PlayStation 1, led the world in shoot-em-up action, even though the games were not major successes. I have been playing the syphon filter game series since they first appeared many years ago, and i was eagerly awaiting this first release on the PS2.
Flutschkal 12:48am on Wednesday, March 17th, 2010 
I love this game and I know you will to it is a heartpounding game not knowing what lurks around the corner!!!

Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.

 

Documents

doc0

David Bronleewe

703 Pumpkin Drive Temple, TX 76502 (254) 307-0314 http://david.bronleewe.net/ david@bronleewe.net EDUCATION University of Texas, Austin, TX Working towards Masters in Software Engineering Graduate in Summer 2011 Corban University, Salem, OR BS in both Computer Science and Mathematics 3.7 GPA WORK EXPERIENCE McLane Advanced Technologies, Temple, TX Software Engineer (8/2008 Present) Development and maintenance of military software in C#/.NET Unit testing using NUnit Wrote build system using NAnt, InstallShield and CruiseControl Sony Computer Entertainment America, Bend, OR Game Programmer (2/2003 8/2008) Titles include: Syphon Filter: The Omega Strain (PS2) Syphon Filter: Dark Mirror (PSP & PS2) Syphon Filter: Logans Shadow (PSP) Syphon Filter: Combat Ops (PSN) Resistance: Retribution (PSP) Supported the design team by documenting and debugging AI Wrote several new AI states Wrote several game mechanics such as regenerative health and interactive button sequences Created Memory Stick system for the PSP games Used debugger extensively Fixed bugs throughout most systems of the game Ported our PS2 engine to the PSP Programmed in C++ for our game engine Also used Python, batch scripting, C#, Perl, 3dsmax, and Excel for various tools Intel Corporation, Hillsboro, OR Technical Intern (5/2000 8/2000 & 5/2001 8/2001) Developed an Action Required tracking system, using VBA for Microsoft Outlook 2000 Designed internal website for the Fab 20 Infrastructure Systems group Created a system to show who was on call for the group, using an ASP front-end that connected to an Informix back-end through ODBC LANGUAGES ASP Batch Scripting C / C++ C# CSS HTML Java JavaScript Perl PHP Python SQL Visual Basic XHT

doc1

Data Massage Therapy:

Pipelines, SCons and 'SOCOM: Confrontation November 18th 2008

Introduction

Who Are We? Who are you?
Who Are We? Dean Giberson: Started out in 1999 as tool developer for 4 years working on several StarWars titles Currently Sr. Tools & Pipeline Engineer at Slant Six Games Specialist areas; data build management and pipelines, After a short period teaching and contracting he returned to professional game development working on Sports titles for 3 years Credits:
NBA Live 08 (2007) Xbox 360/PS3 NBA Live 07 (2006) Xbox 360/PS22/XBox/PC NBA Live 06 (2005) PS2/XBox/Gamecube/PC Midway Arcade Treasures 2 (2004) Gamecube Rogue Squadron 3: Rebel Strike (2003) Gamecube Rogue Squadron 2: Rogue Leader (2001) Gamecube Battle for Naboo (2000) N64
Paul Martin: Started out in the industry 1996 graphics programmer for PlayStation Currently a Technical Director and one of the principals of Slant Six games Specialist areas are in graphics rendering, special effects and data build pipelines. Credits:
SOCOM: Tactical Strike (2007) PSP, Slant Six Games Syphon Filter: Dark Mirror (2006) PSP, Sony Computer Entertainment America, Inc. Syphon Filter: The Omega Strain (2004) PS2, SCEA Sled Storm (2002) PS2, Electronic Arts, Inc. SSX (2000) PS2, Electronic Arts, Inc. Need for Speed III: Hot Pursuit (1998) PS1, Electronic Arts, Inc. [bunch of unreleased stuff prior to this]

Who Are We?

Slant Six Games Intro:
Slant Six Games is one of the largest video game development studios within the Vancouver game development hub. We were established in February 2005 and specialize in developing games for the PlayStation 3 and PlayStation Portable. We currently have 110 full time staff and occupy 20,000 square feet in our studio located at the mouth of Granville Island in Vancouver, British Columbia.
Who Are We? Slant Six Games Our Games: First project was the creation of the graphics rendering engine for Sony Computer Entertainment Americas (SCEA) Syphon Filter: Dark Mirror (developed by Sony Bend, Oregon).
Inaugural title, SOCOM: Tactical Strike, published by SCEA, in October 2007. Was subsequently named the Best PSP Multiplayer Experience at Eand in February 2008 it was awarded the Elan Award for the Best Handheld Game of the Year. To date it has sold over 400,000 copies worldwide. Also in February 2008 we were awarded the prestigious Elan Award for Best New Video Game Company.
Just completed development of our largest and most significant project to date, SOCOM: Confrontation, for the PS3, in late summer of 2008. SOCOM: Confrontation has been in production for just under two years and was one of the more highly anticipated titles of this fall. Currently working on
Shipping SOCOM: Confrontation in other worldwide regions Unannounced PSP title for SCEA which is scheduled for completion in June of 2009 Expansion packs and other new downloadable content for SOCOM: Confrontation on PS3 Another unannounced new concept game for PS3

Who Are You?

Programmers/Technical Artists/Bunch of other people, hopefully interested in how to build an efficient data build pipeline for current/next generation game content In the wrong room?
Data Build System Requirements
Fast! Correct Extensible Debuggable Asset management integration

Our Data Builder System

Features:
Dependency Tracking Shared Build Cache Tight integration with Perforce Partial Builds (build only: Textures, Collision, World Descriptors, etc)

Built on top of Scons

What is it?

From SCons.org:

SCons is an Open Source software construction toolthat is, a next-generation build tool. Think of SCons as an improved, cross-platform substitute for the classic Make utility with integrated functionality similar to autoconf/automake and compiler caches such as ccache. In short, SCons is an easier, more reliable and faster way to build software.

Where did it come from?

Also from SCons.org:
SCons began life as the ScCons build tool design which won the Software Carpentry SC Build competition in August 2000. That design was in turn based on the Cons software construction utility. This project has been renamed SCons to reflect that it is no longer directly connected with Software Carpentry (well, that, and to make it slightly easier to type.).

Why are we using it?

back to Data Build System Requirements Fast! Correct Extensible Debuggable Asset management integration
Pros: Robust Reliable Rich Scripting Interface (Python!) Shared Data Caching Multi-processor support
Cons: Phase 1 dependency & job building can be slow Core built on non-trivial Python code
Can make non-standard extensions to the system tricky to implement (e.g. dependency insertion, dependency pruning)

SConstruct

What is it? Equivalent of a Makefile The input file that SCons uses to control the build A Python script. With a one main difference
Definition order of SCons builder functions, does not dictate execution order Execution order of non-builder functions is as expected

Two-step processing

Regular Python (non-SCons Builder) functions first Then SCons builders invoked as deemed necessary by the dependency engine
Some usage examples: Texture processing SSG (wad/pak/zip/rx2/etc) processing Tool Target Scanner (examples)

Pretty It Up Use a GUI!

Nature abhors a vacuum
Artists and Designers abhor a command-line interface

Undesirable Desirable

Not all roses!
Staged building (the graph problem) Maya Large trees have large dependency graphs
Not all roses! Staged building
You cant know what Maya files to build until you have scanned your level files. You cant know what textures to process until you have scanned your Maya files. You dont know what assets to place into you ZIP until you have everything else first.
Solution. Staged building
We manually scanned the level files using Python XML Texture build can still be a problem ZIPs get rebuilt if there is any change We have alpha level code for staged building for automatic LOD generation, but it was not exercised enough before we changed LOD methods

Not all roses! Maya

We use MBs as our source file format for 3D art. You can only have one instance of Maya running (and keep it reliable). Maya can take 30 seconds to launch. Bottleneck!

Solution. Maya

Going to use gzip MAs, and write a text scanner for texture links, or write a simple MB scanner for textures SN-DBS MayaBatch Stripping Mayas default launch scripts can get ~3 second launches Still bottleneck!

Not all roses! Big tree

Building the dependency tree for the whole game could take 1.5 minutes for all assets MD5 sum of many files can be slow Artists that only want to change one texture (a 2 second problem) should not have to wait on this But it works great for build servers Balance?

Solution. Big tree

Internally trim the tree for some assets based on type ResourceBuilder tells SCons the sub portion of the tree the artist is interested in and we only build that graph New versions of SCons have the `-interactive flags to scan the tree once and let you run multiple commands on it Balance
Not all roses! Other platforms

Make \ XNA \ Ant \ Cmake \ YABS All have similar problems SCons MD5 checking gives best results so far and Python script, not <gripe> XML </gripe>

The rebuild story

SOCOM: Confrontation
Some Stats: Source data total size: 200 Gb Target (PS3) data total size: 3 Gb World models for 1 world:49 Unique prop models for 1 world: 167 Prop instances for 1 world: 1901 Unique textures for 1 world: 1209 Lightmaps for 1 world: 1581 (x2 day+night)

What Next?

Debugger Staged building Link to SN-DBS Code?

References

SCons: http://www.scons.org/ Slant Six Games: http://slantsixgames.com SOCOM: Confrontation:
http://www.us.playstation.com/PS3/Games/SOCOM_U_S_Navy_SEALs_Confrontation

Talk to Us!

Paul Martin: paul@slantsixgames.com Dean Giberson: dgiberson@slantsixgames.com
Slant Six Games 3rd Floor, 1523 West 3rd Avenue, Vancouver, BC V6J 1J8
http://www.slantsixgames.com

Bye For Now!

 

Technical specifications

Full description

Sony's Syphon Filter series of counter-terrorist action games continues on PlayStation 2 with an outbreak of the Omega Strain. Instead of guiding Gabe Logan, the star of the previous two titles, players create their own agent from scratch in order to stop a new strain of the original's deadly virus from seeping its way across the globe. Nearly every facet of characters can be customized, from their physical appearance to the uniform and equipment used to carry out the various objectives required of them. A total of 17 free-roaming levels are set in locales ranging from Toronto and Belarus to Brazil and Uganda, each offering multiple ways to complete missions and spanning more than three times the size of previous levels in the Syphon Filter universe.

 

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