^^ Nebula ^^
Your also listing features that where just a few done by Xbox system in many games and aswell PC games back then. I suggest widening your scope outside of PS 'landscape', there is quite a lot outside of it (no pun).
You are right in a lot of contexts, but my obsession with the PS2 is purely from a technicality point of view. I do love PS3, and it has defined some amazing technical benchmarks recently, still it has a big journey ahead of it to do more.
So, with PS2, we see lots of stuff that is done within its resources,
"screen-resolutions" for me... are basically nothing more than extra memory for video.
e.g. Devil May Cry 3 in 2005, ran amazingly on PS2, but demanded a
2 GHz Pentium 4 with 512mb Video Memory on PC... same game, 2 systems, 1 built in 1999(rel. in 2000), other built in 2004...
and the only difference is... Resolution! thats it! I used to think back then that they really give PCs too much credit... maybe to hype it up so that PC gaming may not die? whatever.
But really, I have yet to see a PC game that runs with "Dynamic Loading"(don't confuse it with streaming), that keeps the texture quality of an action/adventure but seamlessness of a sandbox(god of war, Jak, colossus, primal, ghosthunter etc.) This is something missing from a totally streaming games like GTA... and is also never been seen on xbox or PCs. I mean you have these simulations, gameplays, NPCs and physics running but also have a non-loading world!!!, never saw that on any other system during PS2's better years, you know, the talk of all that power, gpus and RAMs heh etc.
So, praising the design structures of PS2 and I have come to know... of PS3, I recently found out that what AGEIA was planning to build up in 2004, was already integrated in PS2's hardware... a
"Physics Processing Unit"
This article discusses PPUs on wikipedia, and amazingly includes PS2's VU0 and the PS3's CELL as proper optimized for physics, way ahead of GPUs:
Here is the PS2 section:
http://en.wikipedia.org/wiki/Physics_processing_unit#PS2_-_VU0
and here is CELL vs. the PC PPUs:
http://en.wikipedia.org/wiki/Physics_processing_unit#Cell_Processor_vs_PPUs
Also that both these systems inherit the extra "vertex processing" capabilities of the PPUs, which help them
assist the CPU, and achieve above-normal results considering their assets/resources at hand.
So, maybe a little fanboyistic to sound, but I see the 10 years of PS2 as the most taxingly amazing for any hardware, I mean didn't we all thought since 2003, that this is the last year of this system, and then the next year of genre-defining iteration and then the next, and we had god of war 2 right in the middle of 2007, and has not the 'organic collision deformation' tech of Ueda's colossus game never attempted on any other system(yeah god of war 3 has soft-body collision for their huge titans but its just not as flexible as sotc). Thus, instead of one feat per game, a compactness of feats in a single game is something I haven't seen on other systems, and Vecter Unit 0 and CELL speak volumes about this.
Well in the demo at the lake next to village you get to see the 'v' type ripples that push other ripples away and fairly well interact. You'll have to search Youtube videos, there should be some.
EDIT: Moved it.. or so I think!
Yeah I found it, thanks for directing, its the river video, and as simple as it looks the water I know would have been amazing back then, just that I wasn't so curious, did love it, but heart of darkness always won. Both circular and V waves are pretty simple, and bayou like areas in some videos give little to no interactions, maybe low setting for it? Anayways, amazing title of its time.
Water comes at 02:15 ...
http://www.youtube.com/watch?v=R0qn8VBsrng&feature=related