Gematsu: The first new PS2 game coming to the PlayStation Plus Classics Catalog seems to be Star Wars: The Clone Wars

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GTA has trophies.
Metal Slug has trophies.
RE: Code Veronica has trophies.
Star Ocean has trophies.
Max Payne bad trophies.
Red Dead Revolver has trophies.
Samurai Shadows has trophies.
Star Wars has trophies.

Dude those are from the ps2 to ps4 initiative which is different from the current psone and psp classics on premium
 
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Yurinka

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The story behind Implicit Conversions, the team who made these PS1, PSP, PS2 emulators for PS4 and PS5 (which includes one of the main PCSX2 programmers):

Although Jake was already an accomplished self-taught developer, he hadn’t much experience with emulation. He joined the emulation scene after attempting to fix bugs he encountered on an unstable and not particularly user-friendly PS2 emulator called PCXS2.

He started to implement upgrades, such as the option to resize the window, and when he encountered bugs in the audio, he started to tackle them, emboldened by his earlier successes with these issues when he had worked on small video games projects.

He soon discovered that audio in emulation is an integral part of the emulator system unlike in modern game development where it’s separate. “Back in the day, the entire game was set on the audio, like a clock,” he explains.

He learned how to fix that first audio issue which led him to branch out and work on other bugs and implement stable changes to the emulator.

The original developers noticed and contacted him to work on improving their program. Jake joined the team because he enjoyed this type of work and the new skills he was developing. He didn’t expect to make any money out of it, but by 2007 PCSX2 had been downloaded a few million times and was bringing a small revenue through the sale of ad space.

The team decided to invest into upgrading their hardware. Jake’s situation was improving as he finally had managed to monetize the skills he had worked so hard to teach himself.

Just as he wondered how to reconcile the concern of intellectual property with the work he was doing, Sony contacted him.

They couldn’t tell him what he would be working on, but they wanted him to work for them. Jake was reluctant at first: he had no formal qualifications and had never worked in a corporate setting. “I bluntly asked them why they would want to work with someone who couldn’t give them any proof that he’d do a good job. And they told me that it wasn’t my concern but theirs.

So I went along with the recruitment process and was hired as an engineer to participate in developing their PS2 emulator on PS4, first with the R&D team and later in Production.” Jake soon realized that, despite his lack of experience in corporate positions, his self-taught knowledge and the way he handled problems were a great asset for the project as well as the people he worked with.
Then in the article mention the career or other team member who worked on AAA games like Ubisoft ones and continue...
The six years Jake spent working full-time at Sony starting in 2011 were incredibly instructive but he says the most important lesson he learned there was about brand alignment. “Sony is focused on the brand value of their products, and rightly so.

But that leaves out a lot of third-party games that don’t necessarily align with Sony's objectives. My hope is to make emulators that are available to everyone. There is a lot of value to be found in many awesome classic games such as Legacy of Kain: Soulreaver, for instance.”

Meanwhile, as Sony restructured their emulation project, Jake went from employee to contractor.

Jake created his own company, Implicit Conversions, in January of 2019. He didn’t want to carry out this enterprise alone, so he offered Robin, with whom he had recently reconnected, to join in. Unfortunately, for various reasons, the project didn’t gain much traction then.

A couple of years later, Sony decided to once again turn to Jake to help them manage their “old” games. That’s when he asked Robin to join him full-time in developing Implicit Conversions' activities.

Together, they worked out if the project could be viable and how to make it worth it. Robin’s experience in business and budgeting came in handy and Jake’s connection to Sony helped them identify the needs and necessary workforce to answer the giant’s demands. “This company almost happened by accident,” Robin reveals. “We weren’t 100% sure of where we were going, but we were going there together.”

Although they work closely with Sony, which covers its target market very well, there is still a sizable piece of the market where Sony isn’t necessarily interested. Whereas the video game publishers see Implicit Conversions' work as a series of games to be added to their stores, Jake and Robin have a bigger vision for their company.

Their plan is to work around console makers’ intellectual property on a technology long-established corporations view as outdated, in order to propagate the software they are developing. “I’d love to be able to play games such as Cybernator, Ninja Warriors Again, Peacekeepers, or Guardian Heroes on my modern console!” Jake points out.

With their own company, independent from console makers, the two developers have enough freedom to share the technology to a greater number of people and are now happy to see their prospects and team grow to new heights
https://www.linkedin.com/pulse/implicit-conversions-origin-story-implicit-conversions/
 
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Box

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6 Apr 2023
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I'll just stick to PCSX2 instead of waiting for Sony to slowly drip feed us ps2 games (90% of it will be star wars slop anyways).