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PlayStation 2
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PlayStation 2
Left: Original PlayStation 2 with vertical stand
Right: Slim PlayStation 2 with DualShock 2 controller
Also known asPS2
DeveloperSony Computer Entertainment
ManufacturerSony Electronics, Foxconn
Product familyPlayStation
TypeHome video game console
GenerationSixth
Release date
4 March 2000
  • PlayStation 2
    PlayStation 2 Slimline
    • EU: 29 October 2004
    • JP: 3 November 2004
    • NA: 25 November 2004
    • AU: 2 December 2004
    • CHN: 20 December 2004[9]
    • IND: 10 September 2008[10]
    • BRA: 15 October 2009[11]
    [a]
Introductory price
  • ¥39,800 (equivalent to ¥40,730 in 2019)
  • US$299 (equivalent to $550 in 2024)[12][13]
  • £299 (equivalent to £640 in 2023)[14]
Discontinued
  • WW: 4 January 2013[16]
Units sold160.63 million[17][18]
MediaDVD, CD
CPUEmotion Engine @ ~294.912 MHz
Memory32 MB RAM, 4 MB Video RAM
Storage40 GB hard drive (optional)
Removable storage
Display240p, 480i, 480p, 1080i
GraphicsGraphics Synthesizer @ 150 MHz
Sound
Audio output formats
Controller input
Connectivity
List
Online servicesDeveloper-run servers
DimensionsOriginal: 3.1 × 11.9 × 7.2 in (78.7 × 302.3 × 182.9 mm)
Weight
  • Original: 4.85 lb (2.2 kg)
  • Slim: 1.98 lb (0.9 kg)
Best-selling gameGrand Theft Auto: San Andreas (17.33 million)[19]
Backward
compatibility
PlayStation
PredecessorPlayStation
SuccessorPlayStation 3
RelatedPSX

The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on October 26, in Europe on November 24, in Australia on November 30, and other regions thereafter. It is the successor to the original PlayStation as well as the second installment in the PlayStation brand of consoles. As a sixth-generation console, it competed with Nintendo's GameCube, Sega's Dreamcast, and Microsoft's Xbox.

Announced in 1999, Sony began developing the console after the immense success of its predecessor. In addition to serving as a game console, it features a built-in DVD drive and was priced lower than standalone DVD players of the time, enhancing its value. Full backward compatibility with original PlayStation games and accessories gave it access to a vast launch library, far surpassing those of its competitors. The console's hardware was also notable for its custom-built Emotion Engine processor, co-developed with Toshiba, which was promoted as being more powerful than most personal computers of the era.

The PlayStation 2 remains the best-selling video game console of all time, having sold 160.63 million units worldwide, nearly triple the combined sales of competing sixth-generation consoles. It received widespread critical acclaim and amassed a global library of 10,987 game titles, with 1.54 billion copies sold. In 2004, Sony revised the console with a smaller, lighter body officially known as the "Slimline". Even after the release of its successor, the PlayStation 3, in 2006, it remained in production and continued to receive new game releases for several years with the last game for the system Pro Evolution Soccer 2014 being released in Europe in November 2013. Manufacturing officially ended in early 2013, giving the console one of the longest lifespans in video game history.

History

[edit]

Background

[edit]

Released in 1994, the original PlayStation proved to be a phenomenal worldwide success and signalled Sony's rise to power in the video game industry.[20][21] Its launch elicited critical acclaim and strong sales; it eventually became the first computer entertainment platform to ship over 100 million units.[22] The PlayStation enjoyed particular success outside Japan in part due to Sony's refined development kits, large-scale advertising campaigns, and strong third-party developer support.[23] By the late 1990s Sony had dethroned established rivals Sega and Nintendo in the global video game market.[24][25] Sega, spurred on by their declining market share and significant financial losses,[26] launched the Dreamcast in 1998 as a last-ditch attempt to stay in the industry.[27] Fuelled by a large marketing campaign, it sold over 500,000 units within two weeks.[28][29]

Development

[edit]

Though Sony has kept details of the PlayStation 2's development secret, Ken Kutaragi, "the Father of the PlayStation",[30][31] reportedly began working on a second console around the time of the original PlayStation's launch in late 1994.[32][33] At some point during development, employees from Argonaut Games, under contract for semiconductor manufacturer LSI Logic Corporation, were instructed to design a rendering chip for Sony's upcoming console.[34] Jez San, founder of Argonaut, recalled that his team had no direct contact with Sony during the development process. Unbeknownst to him, Sony was designing their own chip in-house and had instructed other companies to design rendering chips merely to diversify their options.[34]

By early 1997, the press was reporting that a new PlayStation was being developed and would have backward-compatibility with the original PlayStation, a built-in DVD player, and Internet connectivity.[35][36] However, Sony continued to officially deny that a successor was being developed.[37] Chris Deering, then-president of Sony Computer Entertainment Europe (SCEE) recalled that there was a degree of trepidation among Sony leaders to produce a console which would recapture or exceed the success of its predecessor.[38] As such, Sony aimed for a consecutive market success, noting that neither Nintendo nor Sega had achieved back-to-back console victories. Deering compared the goal to winning "two gold medals in two back-to-back Olympics".[38]

Sony officially revealed the first details of the PlayStation 2 on 2 March 1999,[39] confirming in a press release that its processor would ensure full backwards compatibility with original PlayStation software,[40] significantly boosted performance, four-fold increase in data transfer rates, and a 20-times faster serial interface.[41] Kutaragi affirmed that the new console would allow video games to convey "unprecedented emotions".[42][43] Indeed, Sony estimated the PlayStation 2 could render 7.5 million[44] to 16 million polygons per second, whereas contemporary independent estimates ranged from 3 million to 20 million,[45][46] compared to Sega's estimates of more than 3 million to 6 million for the rival Dreamcast.[47] Later in the year, Nintendo announced their next console, the GameCube, and Microsoft began development of their own console, the Xbox.[48][49][50]

Rumours soon emerged suggesting that, despite its technical capabilities, the PlayStation 2 was notably difficult to develop for. Capcom designer Shinji Mikami, known for creating the Resident Evil and Dino Crisis franchises, criticised the lack of adequate development tools provided by Sony.[51] Having worked on titles for multiple fifth-generation platforms, Mikami described the PlayStation 2 as the most challenging system he had encountered. Likewise, Konami's Hideo Kojima expressed disappointment with the console's power, feeling it had not met his expectations.[52]

"PlayStation 2's real-time graphics have no limitations. That's why I chose the colour black as it represents the infinity of the universe. The blue represents the intelligence and life spouting up."

—Teiyu Goto reflecting on the PlayStation 2's aesthetics[53]

The PlayStation 2 was officially unveiled at the Tokyo Game Show on 20 September 1999,[54] in the presence of around 1,500 journalists. Although no physical console was shown and the name had yet to be finalised, Sony presented a series of visually striking—if somewhat overstated—technical demonstrations that generated considerable media attention.[38] A press release issued the same day described the hardware as featuring "the world’s fastest graphics rendering processor", capable of producing "movie-quality 3D graphics in real time".[46] One of the event's most symbolic moments came when Sony president Norio Ohga expressed pride in formally associating the Sony name with the PlayStation brand—a notable reversal from the company's cautious stance during the development of the original console, when concerns about entering the video game industry had led executives to distance the corporate brand from the project.[55][56] By this point, the PlayStation had sold over 50 million units worldwide and become one of Sony's most profitable divisions, accounting for roughly a quarter of their operating income. Shortly after its unveiling, Sony announced a major restructuring that included workforce reductions and a shift in focus towards PlayStation as a core part of the company's future. Kutaragi, once considered a maverick for championing the original PlayStation, remarked: "We’re just going to be forced to educate the Sony Corporation a bit".[57]

On 1 April 1999, Sony and Toshiba established a joint venture in Nagasaki Prefecture to manufacture the PlayStation 2's central processor, known as the Emotion Engine.[57][55] Sony Computer Entertainment (SCE) held a 49 per cent stake in the new company, which was formed to ensure a steady supply of the chip and avoid production issues similar to those faced by rivals such as Sega and NEC. The Emotion Engine was central to Kutaragi's vision for the console. Designed specifically for gaming, it featured strong floating-point performance and could deliver 6.2 gigaflops at 300 MHz—twice the speed of the leading PC processors at the time. Kutaragi envisioned the chip as enabling more lifelike and emotionally resonant gameplay. According to then-Worldwide Studios head Phil Harrison, the processor's architecture was initially met with scepticism when presented at a chip design conference, with some experts doubting it could be manufactured at scale. Sony ultimately invested over $1 billion in production during the console's first two years. The ultimate success of the Emotion Engine helped elevate SCE's profile from a game developer to a serious player in semiconductor design.[57][58]

Incorporating a DVD player in the console proved to be a pivotal decision. While Sony presented it primarily as a gaming device, the DVD functionality would prove influential in expanding its appeal.[59] Ray Maguire, then-managing director of SCE UK, later said that although the DVD feature was acknowledged in marketing, the focus remained on games. In contrast, Deering noted that in regions such as Southern Europe, where gaming was less prevalent, the DVD capability was to be promoted more heavily. This strategy proved successful in increasing console penetration in markets like Spain, where the PS2 significantly expanded the installed base of video game hardware.[57][60] The decision to include DVD-Video support was the result of Kutaragi witnessing a demonstration for the Nuon, an enhancement chip developed by VM Labs that added video game support to commercial DVD players. The original PlayStation's success had elevated Kutaragi's stature within Sony to the extent that he could overrule the company's concerns over cannibalizing sales of their standalone DVD players.[61]

Launch

[edit]

Japan

[edit]

Sony launched the PlayStation 2 in Japan on 4 March 2000, at a price of ¥39,800. Reported scenes of "hysteria" contrasted with the relatively subdued launch of the original PlayStation in 1994.[55] More than 10,000 people queued across Tokyo on its launch day, some of whom had started waiting four days earlier. Demand was exceptionally high, with all one million launch units selling out over the course of the first weekend.[57] A black market had quickly opened up in Akihabara, with most consoles on eBay selling in excess of $2000 each.[57][39] One Japanese man committed suicide after failing to purchase one.[55] Despite very strong hardware sales, the Japanese launch was not without issues. Software sales were initially low, with reports suggesting that many consumers purchased the console primarily for its DVD playback capabilities. Additionally, early complaints about faulty memory cards contributed to a dip in Sony's stock price on the Tokyo Stock Exchange in the days following the release.[55]

We were awfully unprepared [...] because of the fast transition between PS1 and PS2, we had no idea how the industry manages these things.

Shuhei Yoshida, speaking at a conference in 2018.[62]

Former Worldwide Studios president Shuhei Yoshida acknowledged that Sony had been "awfully unprepared" for the transition from the original PlayStation, noting the company's limited experience in managing generational console launches. Due to a lack of launch software, much of the early consumer interest centred on the console's ability to play DVDs. According to Yoshida, in Japan, the best-selling title during the launch period was not a game, but a DVD of The Matrix (1999).[63] He remarked that while standalone DVD players were still expensive at the time, the PlayStation 2 offered comparable functionality at a significantly lower price point, contributing to its immediate commercial success.[57] The PlayStation 2 launched with eleven "underwhelming" titles, including Ridge Racer V, Tekken Tag Tournament, and Street Fighter EX3.[55][57][64] By 31 March 2000, the PlayStation 2 had sold its entire inventory of 1.4 million units in Japan.[39]

North America

[edit]

The United States launch on 26 October 2000 received a mixed reception. Sony reduced their initial shipment from one million units to approximately 500,000 due to supply constraints and manufacturing issues with a new, smaller version of the Graphics Synthesizer chip,[65] leading to widespread shortages. This sparked rumours of intentional stock manipulation to drive hype, especially as small supplies remained available in Japan. Retailers, who had taken pre-orders based on the higher estimates, were forced to cancel many reservations. Despite the frustration, the scarcity created a media frenzy, with widespread coverage of long queues and eager buyers camping outside stores.[66] Technology journalist, analyst and blogger Michael Gartenberg remarked that "you could not get a PlayStation 2 in the US in that first holiday season", and felt that its demand could have harmed Sony's image when consumers were looking to purchase, but ultimately could not.[39]

However, the launch was supported by a broader selection of games compared to Japan. Electronic Arts (EA) sold 40,000 copies of Madden NFL 2001 prior to the console's release, and Rockstar Games saw early success with Midnight Club: Street Racing (2000) and Smuggler's Run (2000). Despite some criticism of the launch itself, Rockstar's Sam Houser remarked that it marked the "beginning of a new era" for the video game industry.[55] American sales of the console generated $250 million on the first day, beating the $97 million made on the first day of the Dreamcast.[67] Sony's strategy of shipping approximately 100,000 PlayStation 2 units per week to the American market did little to ease consumer frustration. While the console was readily available in Japan, it remained largely sold out in the United States until March 2001 due to manufacturing delays.[39][68]

Europe

[edit]

The PlayStation 2 had a yet more troubled launch in the United Kingdom and rest of Europe on 24 November 2000. The BBC's consumer investigative journalism programme Watchdog criticised the console's £299 price as part of a "Rip-off Britain" segment. Additionally, some media outlets speculated that Sony had deliberately limited supply to create artificial demand. This perception was intensified by the decision to allocate only 80,000 preorders to the European market, despite Sony having previously identified Europe as its largest PlayStation territory, with 28 million original PlayStation units sold—compared to 27 million in North America and 17 million in Japan.[55] Particularly serious were complaints about faults with the new consoles, many of which purportedly failed to work on Christmas Day.[69]

The European launch of the PlayStation 2 was marked by stock shortages, which led to an unusual scene on release night as journalists searched unsuccessfully for the kind of large-scale consumer queues seen in Japan and the United States. Early resale attempts online saw ambitious asking prices of up to £1,500, though most units ultimately sold for closer to £500. Post-launch criticism emerged online, with some gaming outlets focusing on the console's lack of anti-aliasing and developers voicing frustration over the system's programming complexity. At the time, Phil Harrison dismissed the backlash as indicative of the "worldwide cultural significance" of the console's arrival.[55]

Market domination

[edit]

Despite its problematic launch, the PlayStation 2 was an immediate financial and competitive triumph. Its success at the end of 2000 compounded Sega's serious financial issues; having sold 6.5 million Dreamcast consoles over a period of 22 months, Sony managed to ship 10 million PlayStation 2 units in under 15 months, with sales continuing to accelerate. As the PlayStation 2 increasingly dominated the market, and with Nintendo and Microsoft preparing to enter with new consoles, Sega chairman Isao Okawa made the decision to exit the hardware business.[70] The Dreamcast was discontinued on 31 March 2001.[71] On the same day, Sony announced that over 10.6 million units had been sold worldwide.[72]

A PlayStation 2 display in Taipei, Republic of China (Taiwan)

Sony soon faced a new challenge from Microsoft's entry into the gaming sector with their release of the Xbox in November 2001. Internally, Sony executives recognised the scale of the threat, aware that Microsoft held significantly greater financial resources.[51] Whilst the Japanese team were less alarmed, SCEE's Chris Deering anticipated intense competition and took a cautious approach. However, Microsoft's US-centric strategy resulted in the Xbox struggling to gain traction outside North America, despite hiring talented staff. Sony's emphasis on building strong relationships with third-party publishers, and attractive incentives such as reduced platform fees, marketing support, and access to advanced development kits, secured key exclusives that helped maintain their market lead. This initiative was heavily emphasised by Ken Kutaragi, who advocated for a diverse ecosystem of software support. He advised that Sony should not dominate more than a third of its own software market to avoid alienating third-party developers.[38]

By 2001, Sony had established a commanding lead in the gaming market, bolstered by the break-out success of Rockstar's Grand Theft Auto III and Konami's Metal Gear Solid 2: Sons of Liberty.[73][74][75] The game's open world design captured the attention of a broad audience and marked a turning point in the PlayStation 2's momentum.[55] The console's growing library reflected the same wide-ranging appeal that had defined the original PlayStation, offering something for "every type" of consumer. Sony also positioned itself at the forefront of innovation. Early trade show demonstrations showcased the PlayStation 2's USB capabilities, with developers experimenting with motion controls long before they became industry standard. This experimentation would eventually lead to the release of the EyeToy, a camera-based peripheral that introduced a new form of interactive play and inspired a wave of titles aimed at broader, non-traditional audience.[55]

Many analysts initially predicted a close three-way matchup among the PlayStation 2, Xbox and GameCube. While the Xbox boasted the most powerful hardware, and the GameCube least expensive of the three, the PlayStation 2 continued to rapidly outsell both platforms. By October 2002, it had sold 40 million units worldwide.[76] Market research firm In-Stat projected that Sony would sell 120 million consoles by 2006, reaffirming the platform's commercial dominance. The report highlighted the expanding scale of the video game industry, characterising it as an increasingly significant segment of the consumer electronics market.[76][77] Sony cut the price of the console in 2002 from $299 to $199 in North America, undercutting both the Xbox and GameCube.[78] Further price drops in Japan followed in the following year.[79]

In early 2004, Sony Computer Entertainment America (SCEA) reported over 25 million PlayStation 2 units had sold in North America. Of these, approximately 2.6 million were equipped for online play, with one million users actively engaging in online gaming services. While hardware sales were expected to decline as the PlayStation 2 entered its post-peak sales period, software sales remained strong. Analysts projected continued growth in the platform's game library and online engagement, particularly as new online-compatible titles were released and existing users looked to extend the utility of their consoles.[80]

In September 2004, Sony revealed a newer, slimmer model of the PlayStation 2 dubbed the "Slimline".[81] An apparent manufacturing issue and underestimated demand caused initial slowdown in producing the new unit caused in part by shortages between the time Sony cleared out the old units and the new units were ready. The issue was compounded in the United Kingdom when a Russian oil tanker became stuck in the Suez Canal, blocking a ship from China carrying PlayStation 2s bound for the Port of Felixstowe. During one week in November 2004, British sales totalled 6,000 units—compared to 70,000 units a few weeks prior. Sony remedied the issue by hiring Russian Antonov An-24 cargo planes to airlift units twice a week.[82] There were shortages in more than 1,700 shops in North America on the day before Christmas.[83]

It became the fastest game console to sell 100 million units by 2008, accomplishing the feat within 5 years and 9 months from its launch; though this was surpassed 4 years later when the Nintendo DS reached 100 million shipments in 4 years and 5 months from its launch.[84]

Later years and discontinuation

[edit]

The PlayStation 2 remained the best-selling and most played console by 2008, even surpassing the PlayStation 3.[85] By July 2009, the system had sold 138.8 million units worldwide, with 51 million of those units sold in PAL regions.[86] Later that year, Sony announced that it had discontinued all console colours, however sales remained consistently strong.[87] In 2010, Sony introduced a Bravia television with a built-in PlayStation 2.[88][89]

Sales dropped significantly to 600,000 units by the beginning of 2012, partly due to the global launch of the PlayStation Vita a few months prior.[90] By 31 March 2012, twelve years after its launch, over 155 million units were sold worldwide.[91] Sony officially stopped supplying updated sales numbers of the system in the same year.[92] Production was officially discontinued on 4 January 2013 after almost thirteen years of production—one of the longest lifespans of any video game console. Sales in the fourth quarter of 2012 reached an "astonishing" 1.6 million units, totalling to 5 million units sold that year, surpassing the previous year's sales of 4.1 million units.[16] New games continued to be made until the end of 2013, including Final Fantasy XI for Japan, and FIFA 14: Legacy Edition for North America and South America.[93] The last game ever released for the system was Pro Evolution Soccer 2014 for the United Kingdom on 8 November 2013.[94] Repair services for the system in Japan ended on 7 September 2018 due to a shortage of parts.[95]

In February 2024, Jim Ryan (CEO of Sony Interactive Entertainment) confirmed on the Official PlayStation Podcast that the PlayStation 2 had sold 160.63 million units worldwide.[96] This statement was not directly corroborated by Sony themselves until eight months later, when this figure officially appeared on the PlayStation 30th Anniversary website in November that year.[97]

Hardware

[edit]

Technical specifications

[edit]
Emotion Engine CPU
Emotion Engine CPU
PlayStation 2 graphics synthesiser
PlayStation 2 graphics synthesiser
I/O processor
I/O processor
I/O processor
memory controller
memory controller
SCPH-10000 motherboard
SCPH-10000 motherboard
SCPH-70001 motherboard
SCPH-70001 motherboard
An early SCPH-10000 motherboard
A late SCPH-70001 motherboard

The main central processing unit (CPU) is the 64-bit R5900-based "Emotion Engine", custom-designed by Sony and Toshiba.[98][d] The Emotion Engine consists of eight separate "units", each performing a specific task, integrated onto the same die. These units include a central CPU core, two Vector Processing Units (VPU), a 10-channel DMA unit, a memory controller, and an Image Processing Unit (IPU). There are three interfaces: an input output interface to the I/O processor running at a clock speed of 36.864 MHz, a graphics interface to the graphics synthesiser, and a memory interface to the system memory.[99] The Emotion Engine CPU has a clock rate of 294.912 MHz (299 MHz on newer versions) and 6,000 MIPS, with a floating point performance of 6.2 GFLOPS.[100][101][102][103] The system's I/O processor was based on the PlayStation's CPU and was designed to provide full backward compatibility with the PlayStation.[41] The system has 32 MB of RDRAM.[100]

The GPU is likewise custom-designed for the console, named the "Graphics Synthesizer". It has a fillrate of 2.4 gigapixels per second, capable of rendering up to 75 million polygons per second.[104] The GPU also runs with a clock frequency of 147.456 MHz (which is half the clock speed of the Emotion Engine), 4 MB of DRAM is capable of transmitting a display output of 1280 x 1024 pixels on both PAL and NTSC televisions.[105] The PlayStation 2 has a maximum colour depth of 16.7 million true colours.[106] When accounting for features such as lighting, texture mapping, artificial intelligence, and game physics, the console has a real-world performance of 25 million polygons per second.[105] The PlayStation 2 also features two USB ports, and one IEEE 1394 (Firewire) port for SCPH-10000 to 3900x models only. A hard disk drive can be installed in an expansion bay on the back of the console, and is required to play certain games, notably the popular Final Fantasy XI.[107] The system has 4 MB of Video RAM in the form of eDRAM.[108][109]

Software was distributed primarily on DVD-ROMs,[110] with some titles being published on blue-tinted CD-ROM format. In addition, the console can play audio CDs and DVD films and is backward-compatible with almost all original PlayStation games.[105] The PlayStation 2 also supports PlayStation memory cards and controllers, although original PlayStation memory cards will only work with original PlayStation games[111] and the controllers may not support all functions (such as analogue buttons) for PlayStation 2 games. The standard PlayStation 2 memory card has an 8 megabyte (MB) capacity[112] and features MagicGate encryption.[113]

The PlayStation 2 can natively output video resolutions on SDTV and HDTV from 480i to 480p, and some games, such as Gran Turismo 4 (2004) and Tourist Trophy (2006), are known to support up-scaled 1080i resolution.[114] The PlayStation 2 supports the following standards: composite video[115](480i), S-Video[116] (480i), RGB[117] (480i/p), VGA[118] (for progressive scan games and PS2 Linux only), YPBPR component video[119] (240p, 480i/p, 1080i)[120], and D-Terminal.[121] Cables are available for all of these signal types; these cables also output analogue stereo audio. Additionally, an RF modulator is available for the system to connect to older TVs.[122]

Models

[edit]
Rear of the "slimline" model, showing its built-in networking

The PlayStation 2 underwent many revisions during its lifespan.[123] It is primarily differentiated between models featuring the original "fat" case design and "slimline" models, which were introduced at the end of 2004. In 2010, the Sony Bravia KDL-22PX300 was made available to consumers. It was a 22" HD-Ready television which incorporated a built-in PlayStation 2.[124][125]

The standard colour of the PS2 is matte black. Several variations in colour were produced in different quantities and regions, including ceramic white, light yellow, aqua, metallic silver, navy blue, opaque blue, midnight black, pearl white, sakura purple, satin gold, satin silver, snow white, super red, ocean blue, and pink, which was distributed in some regions such as Oceania, and parts of Asia.[126][127]

In October 2004, Sony released the "Slimline", a smaller, redesigned version of the original PlayStation 2. It includes a built-in Ethernet port and an external power supply. Due to its thinner profile, it does not contain the 3.5" expansion bay and therefore does not support the internal hard disk drive. The removal of the expansion bay was criticised as a limitation to software, due to the existence of titles such as Final Fantasy XI, which required the HDD use.[128] The slimline model features a top-loading disc mechanism, replacing the motorised tray-loading system of the original version. Like its predecessor, the slimline console is designed to operate in both horizontal and vertical orientations; however, vertical placement requires a dedicated stand for stability.[129][130]

Sony also manufactured a consumer electronic device, the PSX, which was marketed as an all-in-one home media centre. Integrating nanotechnology, the system combines the PlayStation 2's Graphics Synthesizer and Emotion Engine processors into a single chipset, known as the 90 nm EE+GS.[131] In addition to its gaming capabilities, the PSX features an integrated analogue television tuner, as well as the ability to record both television programmes and DVDs.[132] The device also supports broadband internet connectivity and features a memory card slot, enabling users to view digital photographs and play MP3 audio files directly on a connected television. It was released exclusively in Japan on 13 December 2003 in two models: the DESR-5000, featuring a 160 GB hard drive, priced at ¥79,800, and the DESR-7000, with a 250 GB hard drive, priced at ¥99,800.[131]

Online support

[edit]
A PS2 Network Adaptor shown by itself (top) and inserted to a console (North American Dial-up/LAN/broadband version; bottom)

The PlayStation 2 introduced optional online functionality via a dedicated network adaptor, which enabled both Ethernet and dial-up Internet connections. The hardware component of the adaptor was compact—smaller than a standard paperback book—and installed easily into the expansion bay at the rear of the console. Once secured with two screws and connected to a telephone line or Ethernet cable, the adaptor was ready for use.[133] Sony did not operate their own subscription-based online service for the PlayStation 2, instead allowing users to connect through existing Internet service providers. However, some providers, such as AOL, imposed additional charges for console connectivity—typically around $4.95 per month.[133]

A key distinction in Sony's approach was their support for both broadband and dial-up connections, in contrast to Microsoft's broadband-only requirement for the Xbox. While broadband provided a significantly smoother experience, Sony's decision ensured greater accessibility for users with limited internet infrastructure. For households with established home networks, connecting the PlayStation 2 via Ethernet to a router was straightforward and efficient.[134] Sony also delegated the responsibility for online functionality to individual game developers and publishers. Each third-party developer was required to manage their own servers and infrastructure for their respective titles. This decentralised model meant that users often needed to create separate login credentials for each game, and the quality of online services varied depending on the developer's expertise and resources.[133]

Controllers

[edit]

The PlayStation 2's DualShock 2 controller retains most of the same functionality as its predecessor, with several key enhancements. The most significant functional upgrade is the inclusion of pressure-sensitive inputs across all primary controls.[100] Unlike the original DualShock controller, which featured only digital input for the directional pad and face buttons, the DualShock 2 allowed for 255 levels of pressure sensitivity on the directional pad; four face buttons, and four shoulder buttons. Aesthetically, the DualShock 2 is distinguished by its black colour scheme and minor adjustments in weight and internal components. It is marginally lighter than the original, due in part to a reduction in the mechanical complexity of the vibration motors. The DualShock 2 maintained the overall layout and ergonomics of the original controller.[135] Like its predecessor, the DualShock 2 controller has force feedback, or "vibration" functionality.[136]

Specialised controllers include light guns (GunCon), fishing rod and reel controllers, a Dragon Quest VIII "slime" controller,[137] a Final Fantasy X-2 "Tiny Bee" dual pistol controller,[138] an Onimusha 3 katana controller,[139] and a Resident Evil 4 chainsaw controller.[140]

Peripherals

[edit]
EyeToy
EyeToy
DVD remote
DVD remote
8MB memory card
8MB memory card
EyeToy camera
DVD remote
8MB memory card
PlayStation Multitap
PlayStation Multitap
40GB hard drive
40GB hard drive
Network adaptor
Network adaptor
Multitap
40GB hard drive
Network adaptor

Much like the original PlayStation, Sony released a series of peripherals to add extra layers of functionality. Such peripherals include memory cards,[141] a DVD remote control,[142] an internal or external hard disk drive (HDD),[143] network adapter,[144] horizontal and vertical stands,[145] the Multiplayer Adapter (a four-player multitap),[146] a USB motion camera (EyeToy),[147] keyboard and mouse,[148] and a headset.[149] Unlike the original PlayStation, which requires the use of an official PlayStation Mouse to play mouse-compatible games, the few PlayStation 2 games with mouse support also work with a standard USB mouse as well as a USB trackball.[150]

Early versions of the console could be networked via an i.LINK port, though this had little game support and was ultimately removed in the "Slimline" model.[151][152] Some third-party companies, such as Joytech, produced LCD monitor and speaker attachments for the PlayStation 2, which attach to the rear of the console.[153] These allow users to play games without access to a television as long as there is access to mains electricity or a similar power source.[154]

There are many accessories for music games, such as dance pads for Dance Dance Revolution titles,[155] Konami microphones for use with the Karaoke Revolution games,[156] wireless microphones (sold with and used exclusively for SingStar games),[157] various "guitar" controllers (for the GuitarFreaks series and Guitar Hero series),[158][159] the drum set controller (sold in a box set (or by itself) with a "guitar" controller and a USB microphone (for use with Rock Band and Guitar Hero series),[158][160] and a taiko drum controller for Taiko: Drum Master (2004).[161]

Sony released a Linux-based operating system kit, Linux for PlayStation 2, which included a keyboard, mouse, Ethernet adapter and HDD.[162] In Europe and Australia, the consoles comes with a free Yabasic interpreter on the bundled demo disc. This allows users to create simple programs for the PlayStation 2. A port of the NetBSD project and BlackRhino GNU/Linux, an alternative Debian-based distribution, are also available.[163]

Game library

[edit]

The PlayStation 2 features a diverse global library.[164] Premier franchises include the Grand Theft Auto, Final Fantasy, Gran Turismo, and Metal Gear series, most games of which were released exclusively for the console. Several prolific series first arrived on the console, including God of War (2005), Ratchet & Clank (2002), Jak and Daxter: The Precursor Legacy (2001), Devil May Cry (2001), and Kingdom Hearts (2002). The best-selling PlayStation 2 game is Grand Theft Auto: San Andreas (2004), which sold 17.33 million units.[165] After the PlayStation 2's discontinuation in 2013, the cumulative software shipment was 1.54 billion units.[164]

Following its 2000 launch in Japan, the PlayStation 2 was released with eleven launch titles; early notable games included Ridge Racer V (2000) and Tekken Tag Tournament (2000).[2] This was increased to 29 titles for its North American launch,[166] and 30 in Europe.[167] The last games released for the console were Final Fantasy XI: Seekers of Adoulin (2013) in Japan,[168] FIFA 14 (2013) in North America,[93] and Pro Evolution Soccer 2014 (2013) in the United Kingdom.[94]

Reception

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The PlayStation 2 received critical acclaim upon release. Initial reviews commended its hardware and graphics capabilities, ability to play DVDs, and backward compatibility with games and hardware for the original PlayStation. Early points of criticism included the lack of online support at the time, its inclusion of only two controller ports, and the system's price at launch compared to the Dreamcast in 2000.[169][170] PC Magazine in 2001 called the console "outstanding", praising its "noteworthy components" such as the Emotion Engine CPU, 32 MB of RAM, support for IEEE 1394 (branded as "i.LINK" by Sony and "FireWire" by Apple), and the console's two USB ports while criticising its "expensive" games and its support for only two controllers without the multitap accessory.[171]

The inclusion of DVD playback was a major factor in the commercial success of the PlayStation 2. At launch, the PS2 was priced comparably to standalone DVD players, making it an attractive option for consumers. This multifunctionality also increased the console's appeal beyond traditional gamers and accelerated DVD adoption in households.[172][173]

There was, however, some concern about the system's abilities following the lack of anti-aliasing in the two most popular early titles, Ridge Racer V (2000) and Tekken Tag Tournament (2000).[174] It was exacerbated for a period of time post-launch amid concerns about the relative lack of new quality software.[175] This situation was eventually turned around following a spate of highly acclaimed games in the final quarter of 2001.[74] Later reviews, especially after the launch of the competing GameCube and Xbox systems, continued to praise the PlayStation 2's large game library and DVD playback, while routinely criticising the PlayStation 2's lesser graphics performance compared to the newer systems and its rudimentary online service compared to Xbox Live. In 2002, CNET rated the console 7.3 out of 10, calling it a "safe bet" despite not being the "newest or most powerful", noting that the console "yields in-game graphics with more jagged edges". CNET also criticised the DVD playback functionality, claiming that the console's video quality was "passable" and that the playback controls were "rudimentary", recommending users to purchase a remote control. The console's two controller ports and the high cost of its memory cards were also a point of criticism.[176]

The slim model of the PlayStation 2 received positive reviews for its small size and built-in networking, but received criticism for easily overheating due to the exclusion of the original model's built-in fan. The requirement for a separate power adapter was criticised while the top-loading disc drive was noted as being less likely to break compared to the tray-loading drive of the original model.[177][178]

Legacy

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The PlayStation 2 overcame the earlier launch of the Sega's Dreamcast and then fended off competition from Microsoft's newcomer Xbox and Nintendo's GameCube.[179][180][181] Its immense success and failure of the Dreamcast were among the main factors which led to Sega abandoning the console market entirely.[182][183] Sony's integration of a DVD player into the console not only positioned it as a cost-effective home entertainment device, but also helped broaden its reach beyond traditional gaming audiences. This feature contributed to the PlayStation 2's widespread adoption, particularly as DVD technology was gaining popularity.[16]

Additionally, the console served as the exclusive platform for several early landmark titles such as Grand Theft Auto III (2001), Final Fantasy X (2001), and Metal Gear Solid 2: Sons of Liberty (2001), during a period marked by significant innovation in game design. This era saw the emergence of cinematic storytelling and expansive open-world gameplay, which further solidified the system's appeal. According to Piers Harding-Rolls, a senior analyst at IHS Screen Digest, Sony's marketing strategy—particularly its alignment with association football—was instrumental in securing strong market penetration in regions where console gaming had previously been underdeveloped. In its later years, the PlayStation 2 expanded its demographic by incorporating lifestyle and social games, further enhancing its longevity and appeal during the mid-2000s.[16]

The PlayStation 2 has often ranked among the best video game consoles. In 2020, Keith Stuart from The Guardian named it as the second best console, declaring that its "utter dominance" and technical prowess heralded a golden era in video gaming.[184] IGN ranked the PlayStation 2 in 2009 as the third best console, noting its diverse game library and appeal towards all audiences to be a strong testament to its "staying power".[185] In 2018, Retro Gamer named it the fifth best console, similarly crediting its large library and appeal to developers as key factors in gaining mass success, lauding it as a machine with "mad architecture".[186]

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The PlayStation 2 (PS2) is a developed and marketed by Sony Computer Entertainment as the successor to the original PlayStation. Released on March 4, 2000, in , followed by on October 26, 2000, and on November 24, 2000, it represented the sixth generation of consoles and introduced significant advancements in multimedia entertainment. The PS2 achieved unprecedented commercial success, selling over 160 million units worldwide and making it the best-selling of all time. Its hardware included the proprietary , a 32 MB main memory, and a Graphics Synthesizer for rendering up to 75 million polygons per second, enabling more complex 3D graphics and environments compared to its predecessor. The console used DVD-ROM media for games, which also allowed it to function as a standalone —a key selling point that broadened its appeal beyond gaming. A defining feature of the PS2 was its backward compatibility with original PlayStation software, permitting users to play the vast library of over 7,900 PS1 titles on the new hardware without modification. In 2001, Sony introduced the Network Adaptor accessory, enabling online multiplayer gaming for select titles and marking an early push toward connected console experiences. The console's extensive game library exceeded 4,000 titles, including critically acclaimed exclusives such as God of War, , , and Final Fantasy X, which showcased innovative storytelling, physics, and open-world design. Production of the PS2 continued until January 2013, with various models released over its lifespan, including the slimmer SCPH-70000 series in that integrated an Ethernet port for easier online access. The console's dominance in the market helped solidify its position in the gaming industry, influencing subsequent hardware generations and leaving a lasting legacy through its cultural impact and enduring popularity among retro gaming enthusiasts.

Development and launch

Background and development

Sony's successful launch of the original PlayStation in 1994 marked its entry into the , prompting the company to pursue a successor that expanded beyond gaming into multimedia entertainment. The was conceived as a versatile device capable of DVD playback, aiming to integrate home entertainment functions and compete directly with emerging standalone DVD players in the late 1990s. , often called the "Father of the PlayStation" for his pivotal role in the original console, led the PS2's development at Computer Entertainment, emphasizing a design that blended advanced gaming with consumer electronics. Development of the PlayStation 2 began in 1997, with an initial focus on creating a custom known as the , co-developed by Computer Entertainment Inc. (SCEI) and . The architecture featured the , a 300 MHz R5900 CPU, paired with a 147 MHz Graphics Synthesizer GPU and two Vector Units for parallel processing of 3D graphics and physics simulations. This custom design shifted from the original PlayStation's media to DVD for greater storage capacity, enabling more complex games and multimedia features, though it introduced significant engineering hurdles. The project faced substantial challenges, including development costs exceeding $1.2 billion for the chip alone and stemming from the complexity of integrating the Emotion Engine's components. Prototyping efforts culminated in early 1999 demonstrations that showcased enhanced 3D graphics capabilities over the original PlayStation, with Sony promoting the system as a 128-bit to highlight its advanced processing power. These demos, produced by developers like Square and , illustrated real-time rendering of detailed environments and character animations, validating the technical vision despite ongoing refinements.

Launch and regional rollout

The PlayStation 2 was publicly unveiled by Sony in Tokyo in 1999, with a major presentation at the Electronic Entertainment Expo (E3) that year featuring a teaser trailer that prominently emphasized its built-in DVD playback as a multifunctional entertainment device beyond gaming. Sony launched the PlayStation 2 in Japan on March 4, 2000, pricing it at ¥39,800 (approximately $350 USD at the time) with Ridge Racer V serving as a key launch title to drive initial sales. The console sold 980,000 units during its first weekend, falling just short of Sony's 1 million-unit goal amid massive crowds and pre-order demand that led to long lines outside retailers. In , the PlayStation 2 debuted on October 26, 2000, at a retail price of $299 USD, accompanied by approximately 27 launch titles including , which showcased the system's enhanced graphics and controller features. Supply constraints, stemming from manufacturing bottlenecks at Sony's facilities, resulted in widespread shortages that fueled on secondary markets, with units reselling for double or more the list price in some areas. The European rollout followed on November 24, 2000, at €299 (or equivalent £299 in the UK), with initial stock of about 500,000 units largely pre-sold, leading to similar scarcity and disappointed crowds at stores across the region. The PAL version included optimizations for 50Hz displays common in European TVs, ensuring compatibility with local broadcast standards without the speed or resolution issues seen in prior console conversions. Sony's marketing campaigns positioned the PlayStation 2 as a versatile "" for entertainment, blending gaming, DVD movie playback, and future connectivity in ads that highlighted its role in everyday life. endorsements, including testimonials from actors and musicians praising its appeal, were featured in promotional materials to broaden its reach beyond core gamers. Early consumer reception was mixed due to the variable quality of launch titles, which included strong performers like Ridge Racer V alongside more niche or iterative offerings such as simulations and fishing games that failed to fully demonstrate the hardware's potential. Additionally, some initial units suffered from disc read errors, a hardware issue attributed to alignment problems that prompted widespread repairs and became a notorious flaw in the original models.

Production and market performance

Manufacturing models and revisions

The PlayStation 2 was initially released in the SCPH-30000 series in , featuring a horizontal with an optional vertical stand for upright placement. This original model included an Expansion Bay for optional hard drive integration and an i.LINK () port for limited multiplayer networking capabilities. In late , introduced the first Slimline model under the SCPH-70000 series, which reduced the console's footprint and power consumption while integrating an Ethernet port for online connectivity. Subsequent revisions followed, including further refinements within the SCPH-70000 series in late with size reductions and a built-in IR receiver for DVD compatibility, and the SCPH-90000 series in 2007, the most compact variant weighing approximately 0.72 kg (720 g). These Slimline models eliminated the Expansion Bay and i.LINK port as cost-cutting measures, alongside the adoption of a PowerPC-based I/O processor to maintain while lowering manufacturing expenses. Improved cooling designs in later revisions also helped mitigate common disc read errors reported in earlier units. Regional variants adapted the hardware to local standards, such as incorporating SCART-compatible AV outputs in European models for RGB video support, while n versions prioritized composite and component outputs. Power supplies varied by region to accommodate voltage differences, with 100-120V units for and , and 220-240V for and other areas; some bundles included region-specific DVD playback features. Sony manufactured over 160 million PlayStation 2 units worldwide from 2000 to 2013, with production initially centered in before shifting primarily to facilities in by 2004 to reduce costs.

Sales dominance and competition

The PlayStation 2 achieved unprecedented commercial success, with confirming lifetime shipments exceeding 160 million units worldwide as of March 31, 2012, establishing it as the best-selling in history at the time. officially confirmed this total of over 160 million units in November 2024. This figure surpassed all previous records and was not officially updated until recent confirmations in 2024, solidifying its dominance. The console's appeal extended beyond gamers, as its built-in DVD playback functionality positioned it as an affordable multimedia device, particularly in households lacking personal computers or standalone DVD players. Sales peaked during the 2002–2004 period, with annual shipments exceeding 20 million units each year, fueled by blockbuster titles like and the growing adoption of DVD technology amid rising movie consumption. In fiscal year 2003 alone (ending March 2003), shipments reached 22.52 million units, contributing to a cumulative total of approximately 48.5 million by late 2002. These peaks were amplified by strategic price reductions, such as the drop to $199 in 2002, which broadened accessibility during economic challenges like the 2001 recession, making the PS2 a value-driven choice for budget-conscious consumers. The PS2 captured approximately 74% of the sixth-generation console market, outpacing competitors through its lower price point, expansive game library, and dual-purpose design that attracted non-traditional buyers. It outsold Microsoft's , which achieved 24.65 million units lifetime, and Nintendo's , with 21.74 million units, by leveraging with PlayStation 1 titles and a broader that encouraged third-party developers to prioritize it. Sega's exit from the hardware market in January 2001 further consolidated Sony's position, eliminating a key rival and redirecting developer resources toward the PS2. Regionally, the PS2 performed strongest in with approximately 46.6 million units sold (as of 2024) and with 28 million units, reflecting robust demand in mature gaming markets where economic factors like the post-2001 slowdown favored its affordable pricing and multimedia features. Publishers such as reinforced this dominance by designating the PS2 as their lead development platform, ensuring high-quality ports and exclusive content that created a self-reinforcing cycle of market leadership and software investment.

Discontinuation and end of support

Sony ceased production of the PlayStation 2 in on December 28, 2012, marking the end of manufacturing for its after shipping the final units to retailers. Global production followed shortly thereafter, concluding on January 4, 2013, after a 13-year run that saw over 160 million units sold worldwide. This extended lifespan was influenced by the console's record-breaking sales, which continued to generate demand even as newer systems emerged. The final official game release for the platform was on November 8, 2013, developed and published by , which also served as one of the last titles for the in Europe. Official network services for the PlayStation 2, including the Broadband Navigator in , were discontinued on March 31, 2016, effectively ending online functionality for remaining supported titles. Several factors contributed to the discontinuation, including the launch of the in 2006, which initially offered partial but saw this feature removed in later models due to cost and technical challenges in emulating the PS2's and Graphics Synthesizer hardware. The industry shift toward high-definition gaming and further diminished the PS2's relevance, as its standard-definition capabilities and reliance on became outdated. Sony ended official repair support for the PlayStation 2 in on September 7, 2018, after customers had until August 31 to register for service; this closure applied to the PlayStation Clinic in , which handled repairs for the console. Similar support termination occurred across other regions around this time, as Sony phased out after-sales services for the aging hardware. Digital sales of PS2 Classics, emulated versions available on and Vita, persisted longer but faced potential shutdown in 2021 before Sony reversed the decision to keep the stores operational. Despite official endings, third-party repairs and refurbished units remain widely available through aftermarket channels, with listings for functional PS2 consoles surging in the amid a wave of retro gaming nostalgia. Sony's Take Back Program facilitates e-waste disposal for the console, allowing free recycling of unwanted units at certified partners like Electronic Recyclers International to address environmental concerns from the over 160 million produced.

Hardware and technical features

Core specifications

The PlayStation 2 features the as its , a custom 128-bit R5900-based MIPS processor developed by and , operating at a clock speed of 294.912 MHz and providing a theoretical peak performance of 6.2 GFLOPS. This CPU incorporates vector units for parallel processing, including two Vector Processing Units (VPU0 and VPU1), enabling advanced 3D calculations and tasks. The graphics processing is handled by the dedicated Graphics Synthesizer GPU, clocked at 147.456 MHz, which supports rendering up to 75 million raw polygons per second and features four texture mapping units for enhanced visual effects. The GPU integrates 4 MB of embedded DRAM (eDRAM) for frame buffering and z-buffering, optimizing bandwidth for high-resolution textures and anti-aliasing. System memory comprises 32 MB of Rambus RDRAM (running in dual-channel mode at 400 MHz effective, with 3.2 GB/s peak bandwidth) serving as main RAM shared between CPU and GPU operations, supplemented by 4 MB in the GPU and 2 MB dedicated VRAM for the sound processor. The console's media drive is a DVD-ROM unit capable of reading 4.7 GB single-layer DVDs at 4x speed (approximately 5.28 MB/s) and CDs at 24x speed, while also supporting playback in (NTSC) or (PAL) resolutions with options in compatible titles. Input/output capabilities include two proprietary controller ports, two USB 1.1 ports for peripherals, an i.LINK (/FireWire) port for external storage and video capture, and built-in Ethernet (10/100 Mbps) in models released after 2004. Audio processing is managed by the SPU2 chip, which supports 48 hardware channels ( or surround) at 24-bit resolution and 48 kHz sampling rate, including effects processing and compatibility with II decoding. The original model variants consume between 47 W and 79 W depending on region and configuration (e.g., 120 V AC models at 79 W, 220-240 V AC at 50 W), with dimensions measuring approximately 301 mm (width) × 78 mm (height) × 182 mm (depth) in horizontal orientation and a mass of 2.4 kg.

The PlayStation 2 was designed with built-in for the original PlayStation library, enabling it to run the vast majority of PS1 games natively through integrated hardware components. This feature was a key selling point at launch, providing immediate access to an established without requiring additional adapters or purchases. Early "fat" models of the PS2 incorporate an I/O Processor (IOP), a customized MIPS R3000A-based chip running at 37.5 MHz with 2 MB of RAM, which replicates the original PS1's CPU, Transformation Engine, and other core elements to execute PS1 software directly. Subsequent slim models, starting around , replaced the physical IOP with a PowerPC-based variant and rely on software emulation via the PS1DRV embedded in the system , which under-clocks the processor and remaps audio and graphics functions to mimic PS1 behavior. This approach achieves near-perfect compatibility for approximately 98% of the PS1 library, as confirmed by Sony's official lists of exceptions, though a small number of titles exhibit minor issues such as audio glitches, save data incompatibilities, or the need for original PS1 controllers and memory cards. Firmware updates, beginning with version 1.10 and continuing through later revisions, addressed early compatibility problems in initial models like the SCPH-30000 series, improving stability for affected games without additional hardware. Regional differences pose another limitation, as NTSC PS1 discs played on PAL PS2 units (or vice versa) often result in incorrect playback speeds, color palettes, or synchronization errors due to differing video standards, typically requiring region-matched media or modifications for optimal performance. In 2001, Sony released the official 40 GB Hard Disk Drive alongside the Network Adaptor, primarily for installing PS2 titles to reduce loading times, but PS1 games remained disc-based with no official installation support; however, the setup enhanced overall system utility for legacy users by facilitating faster access to compatible content. This backward compatibility played a pivotal role in the PS2's market success, leveraging the original PlayStation's over 102 million units sold to encourage upgrades among existing owners and contributing to the PS2's unprecedented sales dominance.

Online connectivity and services

The PlayStation 2 lacked built-in networking hardware, necessitating the purchase of an optional Network Adaptor released in late 2001 for approximately $40, which provided 10/100 Mbps Ethernet connectivity for broadband internet access. A dial-up modem adapter was also offered as an alternative for users without broadband. These add-ons connected via the console's expansion bay on early models or USB ports on later slimline versions, enabling online functionality that was absent from the base hardware. Sony initiated online services for the PlayStation 2 with the launch of the PlayStation BB platform in Japan in April 2002, serving as a precursor to the modern PlayStation Network by providing broadband access for gaming and other features. This was followed by rollout in North America in August 2002 and Europe in spring 2003, with basic online access provided free of subscription fees throughout its lifespan, though individual games may have required separate payments. Online multiplayer became available for over 100 titles, including tactical shooters like SOCOM U.S. Navy SEALs and MMORPGs such as Final Fantasy XI, allowing players to compete or cooperate via peer-to-peer connections predominantly, though select games used dedicated servers. A rudimentary web browser, included on the Network Start-up Disc, supported basic internet browsing, email, and simple web applications. The online ecosystem faced limitations, including no native Wi-Fi support—requiring wired Ethernet or third-party adapters—and voice chat functionality that depended on a separate USB headset add-on retailing for about $30. Third-party titles like integrated with 's backend infrastructure for features such as global leaderboards, car downloads, and online lobbies, enhancing competitive play without dedicated multiplayer races. Service longevity varied by region due to server maintenance costs and user attrition; online services for the majority of titles were discontinued between 2010 and 2014 across regions, with the final official server () shutting down globally on March 31, 2016. ended all , including repairs, for the PS2 in 2018.

Accessories and input methods

Controllers

The primary controller for the PlayStation 2 is the DualShock 2, released alongside the console on March 4, 2000, in . It features dual analog sticks for precise movement control, along with built-in vibration feedback powered by two motors to enhance immersion during gameplay. The controller's face buttons and shoulder triggers are pressure-sensitive, offering 255 levels of input sensitivity to allow for nuanced actions such as varying attack strengths in supported games. Weighing approximately 210 grams, the DualShock 2 provides a balanced feel for extended play sessions. The represents a subtle in design from the original PlayStation's controller, with refinements in for better grip and comfort during prolonged use. These improvements include smoother tension and a slightly more contoured shape, while maintaining the core layout of four directional buttons, four face buttons, and two sets of shoulder buttons. Later variants of the controller incorporated compatibility with USB adapters for charging in select third-party models, though official wired versions use the console's proprietary ports. Third-party licensed wireless controllers, such as the Cordless Action Controller released in 2002, offered cable-free play using 2.4 GHz RF technology and were available in regions including and . Third-party wireless controllers were also common, offering similar features but varying in reliability and battery life. Specialized controllers expanded input options for specific genres. The controller, introduced in 2005 with the launch of for PS2, features a guitar-shaped body with a strum bar and five buttons for rhythm-based gameplay. dance pads, released starting in 2003 with Extreme, use pressure-sensitive arrow panels to detect foot movements for dance simulation games. The PS2 console includes two controller ports as standard, enabling simultaneous multiplayer for up to two players, with allowing original PlayStation 1 controllers to function fully for . The official Multitap adapter expands this to four ports, supporting up to eight players when two units are daisy-chained for compatible titles like . Associated accessories include memory cards for saving game progress, with the official 8 MB model released in 2000 to store multiple save files, high scores, and custom settings across titles.

Peripherals and add-ons

The PlayStation 2 featured a range of official peripherals and add-ons that expanded its capabilities beyond core gaming, including storage solutions, multimedia controls, and interactive accessories. The 40 GB (HDD), released in on July 19, 2001, and in on March 23, 2004, for approximately $99, allowed users to install games for faster loading times and store when paired with the required Network Adaptor. This add-on was essential for certain titles like and formed the basis for advanced features such as Linux booting. The PS2 Linux kit, launched worldwide in Release 1.0 on May 22, 2002, for $199, included the HDD, a USB keyboard, , VGA , and Ethernet adaptor, enabling the console to run a bootable GNU/ operating system for homebrew applications, emulation, and educational uses; a Release 2.0 version followed in 2003, supporting later hardware models such as the SCPH-30000 series. discontinued official sales of the Linux kit in by 2003 amid concerns over piracy and unauthorized modifications. Multimedia enhancements included the DVD Remote Control, an infrared-based device released in Japan on December 22, 2000, and shortly thereafter in other regions, which simplified navigation for the console's built-in without needing a full controller. The Multitap adapter, launched in late 2000 in and early 2001 elsewhere, connected up to four controllers (or eight with two units) to support expanded multiplayer in compatible games like . For audio-visual improvements, offered specialized AV cables from launch, including composite, , and component options that enabled progressive scan output at for sharper video quality on compatible TVs. The official USB Headset, introduced in 2001 alongside the Network Adaptor launch, facilitated voice chat in online games such as , enhancing social interaction over Ethernet connections. Additional peripherals focused on innovative gameplay. The EyeToy USB camera, released in 2003, used computer vision technology for motion-based games like EyeToy: Play, turning player gestures into interactive inputs without physical controllers. In Europe, the Buzz! series introduced quiz buzzers in 2005, a set of four wireless controllers with buttons for rapid responses in party quiz titles, promoting group play. Overall, Sony produced around 20 types of official peripherals for the PS2, with most storage and online-related add-ons requiring the Network Adaptor for optimal performance and Ethernet networking capabilities. These expansions highlighted the console's versatility as a multimedia device while prioritizing compatibility with its core hardware revisions.

Software ecosystem

Game library composition

The PlayStation 2's game library encompasses over 4,000 titles released worldwide from 2000 to 2013, establishing it as one of the most extensive catalogs in video game history. In alone, approximately 1,850 unique games were published, excluding variants and re-releases, reflecting the console's broad appeal across developers and publishers. This vast selection was distributed exclusively on , primarily single-layer DVD-ROM discs capable of holding up to 4.7 GB of data, though later titles like God of War utilized dual-layer DVD-9 formats to accommodate expansive worlds and higher-fidelity assets reaching 8.5 GB. Digital distribution for PS2 games did not emerge until the PlayStation Network's integration on later hardware, such as the PS3's PS2 Classics service in 2009. The library's composition spanned a diverse array of genres, with action-adventure titles forming a cornerstone of its popularity. The Grand Theft Auto series, including , Vice City, and San Andreas, exemplified this category, collectively selling over 43 million units on the PS2 and emphasizing open-world exploration, narrative depth, and player agency. Role-playing games also thrived, particularly in Japan, where titles like Final Fantasy X (2001) and (2006) delivered intricate storytelling, tactical combat, and expansive worlds that resonated with global audiences upon localization. Sports simulations rounded out major genres, with annual franchises such as and providing realistic athletics and multiplayer engagement, often updated yearly to maintain relevance through licensed rosters and refined mechanics. Multiplatform titles dominated the PS2's ecosystem, with the console capturing the majority—estimated at around 70%—of the sixth-generation's top-selling games due to its market-leading install base. Ports from competitors like the and , such as enhanced versions of and , frequently benefited from the PS2's DVD capacity for additional content, including exclusive modes or bonus features tailored to its audience. The launch lineup further underscored this breadth, featuring over 30 titles across regions at debut, including racing sim Gran Turismo 3: A-Spec (14.89 million units sold) and fighting game , which set early benchmarks for graphical fidelity and gameplay innovation. Milestone best-sellers like (17.33 million units) later amplified the library's impact, blending genres with satirical storytelling and vast urban environments. Regional variations added further depth, with hosting a disproportionate share of exclusives focused on niche genres like JRPGs and visual novels. For instance, (2006) debuted as a Japan-centric title emphasizing psychological themes and before wider release, contributing to the PS2's reputation for deep, character-driven narratives in . In PAL territories (, , and others), the series emerged as a regional staple, offering experiences with localized song libraries that fostered social gameplay and sold over 12 million units across PAL markets. These exclusives, alongside multiplatform hits, ensured the PS2's library catered to diverse cultural preferences while maintaining a cohesive global ecosystem.

Software development and exclusives

Software development for the PlayStation 2 began with early development kits released in 1999, known as the "Tool," which focused on optimizing the processor through low-level assembly programming and hardware prototyping on bare circuit boards. These initial kits were rudimentary, often consisting of stacked components to mimic the unreleased console hardware, requiring developers to navigate undocumented features and manual configurations for tasks like vector unit integration. By 2000, more refined kits emerged, including the SN Systems Network Development Kit (NDK), which introduced Ethernet connectivity for debugging and file transfers, easing collaboration. Later in the console's lifecycle, Sony provided Linux-based integrated development environments (IDEs), such as those bundled with the official kit, which allowed for easier porting from PC tools and reduced reliance on proprietary assembly code. These evolutions helped mitigate the platform's initial steep learning curve, enabling broader third-party involvement. The PS2's studio ecosystem featured a mix of internal Sony Computer Entertainment (SCE) studios and prominent third-party developers, fostering a rich array of exclusive content. SCE's first-party teams, including Naughty Dog, produced landmark titles like Jak and Daxter: The Precursor Legacy (2001), a platformer that showcased seamless open-world traversal and cel-shaded visuals tailored to the PS2's capabilities. Third-party support was robust, with Rockstar Games securing timed exclusives for the Grand Theft Auto series—such as Grand Theft Auto III (2001) and Vice City (2002)—through close collaboration with Sony, including access to specialized testing facilities that optimized open-world rendering on the Emotion Engine. Similarly, Square Enix partnered with Disney for the Kingdom Hearts series, debuting with Kingdom Hearts (2002), which blended RPG elements with cinematic storytelling and became a console-defining crossover exclusive. Standout PS2 exclusives highlighted innovative gameplay and artistic achievements, solidifying the platform's software legacy. God of War (2005), developed by SCE Studios Santa Monica, sold over 4.6 million units worldwide, introducing combo-based combat and mythological narratives that influenced action-adventure design. The Metal Gear Solid series advanced the stealth genre with Metal Gear Solid 2: Sons of Liberty (2001) and Metal Gear Solid 3: Snake Eater (2004), both from , incorporating advanced AI detection, environmental , and first-person aiming mechanics that emphasized tactical patience over direct confrontation. Okami (2006), from and published by , pioneered artistic innovation through its sumi-e ink-wash painting style and Celestial Brush mechanics, allowing players to draw solutions to puzzles in a reimagined world, earning acclaim for pushing graphical and interactive boundaries. Development for the PS2 presented significant challenges due to its intricate , which combined a custom MIPS-based CPU, vector units, and geometry transformation engine in ways that demanded specialized optimization. This complexity often extended development cycles to 2-3 years per title, as teams grappled with limitations and the need for hand-tuned assembly to achieve fluid performance, contrasting with more straightforward PC or rival console workflows. implemented anti-piracy measures, including disc via media flags and wobble groove checks, where the console verified DVD-ROM properties before ; failures triggered errors or altered to deter unauthorized copies. Post-2005, an unofficial homebrew scene flourished, driven by exploits like Free McBoot, a memory card-based loader that bypassed the console's security to run custom code without hardware modifications. This enabled mods, emulators, and applications, while Sony's official kit—released in 2002 with a pre-installed kernel, keyboard, and VGA output—further supported custom software development, allowing users to boot a Debian-based OS for productivity tasks or experimental programming. Support for independent developers remained limited on the PS2, as the disc-based format and absence of a dedicated digital storefront favored established publishers; indies were rare, though some experimented with browser-based content via the console's built-in web functionality for simple demos or utilities. In total, approximately 520 titles were exclusive to the platform worldwide, underscoring its role in cultivating a diverse, high-impact software library.

Reception and cultural impact

Critical reviews

The PlayStation 2 hardware garnered positive critical reception for its impressive graphics processing and integrated DVD playback, which allowed it to function as both a gaming console and home entertainment device, though reviewers frequently criticized its lengthy load times and audible operational noise from the disc drive. Aggregated scores from contemporaneous outlets placed the console in the 8/10 range on average, reflecting its technical achievements amid some hardware limitations. At launch in 2000, reviews were mixed, typically scoring 7-8 out of 10, with praise centered on standout titles like for its fluid combat and visual fidelity, but tempered by the sparse initial game library that limited immediate appeal. As the software ecosystem expanded, opinions evolved positively; by 2004-2006, critics deemed the PS2 essential hardware, crediting exclusives such as God of War for elevating its status through innovative action gameplay and cinematic . The DualShock 2 controller earned widespread acclaim for its analog stick precision, pressure-sensitive buttons, and ergonomic fit, which enhanced control in genres like first-person shooters and racing simulations. In contrast, the console's online connectivity was often critiqued as underdeveloped relative to Xbox Live, lacking robust and voice chat integration that hindered multiplayer experiences. Peripheral add-ons like the camera received around 8/10 scores for their novel motion-based gameplay and party-friendly mini-games, though some noted calibration issues in varied lighting conditions. Retrospectives from and in the mid-2000s averaged 8.5/10, emphasizing the console's enduring value through its vast library despite hardware quirks. Common user complaints included disc scratches from the top-loading mechanism, which could damage media during extended play sessions. User reviews on platforms like reflected high satisfaction, averaging 4.5 out of 5 stars, driven by the system's affordability, , and long-term reliability for family entertainment.

Commercial achievements

The PlayStation 2 achieved unprecedented commercial success, becoming the best-selling in history with over 160 million units sold worldwide since its launch. This figure, confirmed by in November 2024, surpasses the (154 million units) and (approximately 151 million units shipped as of December 2024), solidifying its record despite competition from later systems like the , which peaked at 101 million units by 2012. The console's longevity contributed significantly, with production continuing until 2013 and an additional 5 million units sold after Sony's last official report in 2012. Sony's November 2024 confirmation of the lifetime total at over 160 million units further cements its position amid ongoing comparisons with contemporary hardware. Complementing its hardware dominance, the PS2's software ecosystem generated over 1.5 billion units sold across over 4,000 titles, yielding an average attach rate of about 10 games per console—an industry benchmark for platform engagement. This robust software performance, driven by hits like and Final Fantasy X, amplified the console's profitability and extended its market relevance well into the 2010s. Sony's strategic pricing played a pivotal role in sustaining momentum; in May 2002, the price dropped from $299 to $199 in , undercutting rivals like the and while broadening accessibility. Subsequent reductions, such as to $149 in 2004, doubled U.S. sales year-over-year and reversed declining trends, with holiday bundles including popular games further accelerating adoption. The PS2's global reach extended its economic influence, particularly in emerging markets. In Brazil, official distribution began in November 2009 amid high import taxes, yet the console rapidly gained traction as a cost-effective and gaming device, with local assembly starting around that time to mitigate costs—though production was limited compared to earlier regions. Overall, the platform's success propelled Sony's to a peak of approximately ¥13 trillion (about $123 billion) by March 2000, underscoring its role in elevating the company's status in and entertainment. The integrated DVD playback capability, which positioned the PS2 as the most affordable standalone at $299 upon launch, further diversified streams beyond gaming.

Legacy and enduring popularity

The PlayStation 2 significantly influenced the by standardizing the integration of DVD playback into consoles, as its affordable built-in DVD drive accelerated the global shift from to DVD formats and undercut standalone players in the early . This multimedia capability not only expanded the console's appeal beyond gaming but also set a precedent for Sony's subsequent systems, such as the , which adopted Blu-ray disc technology to similarly blend high-definition media playback with interactive entertainment. The PS2's cultural footprint is evident in how titles like and its sequels popularized open-world gameplay on the platform, shaping 2000s pop culture through satirical narratives that permeated music, television, and film. The series' open-world formula inspired parodies in media, including films that mimicked its chaotic urban antics and radio-style commentary, reinforcing video games' role in broader entertainment discourse. In the 2020s, the PS2 experienced a retro revival driven by emulators like , which achieved over 99% compatibility with the console's library and surpassed 100 million downloads by 2024, enabling modern PC players to experience classic titles with enhancements like upscaling. Resale values for slim PS2 models on platforms like often exceed $100, reflecting sustained collector demand amid trends. Fan discussions for an official PS2 mini-console persisted into the mid-2020s without realization. Preservation efforts have bolstered the PS2's longevity, with the hosting comprehensive collections such as scanned U.S. game manuals—over 1,900 items digitized in by a single archivist at a cost of $40,000—and redump sets of game data for emulation. Fan-driven modifications, including HD texture packs and upscaling tools available on archival sites, allow enthusiasts to adapt PS2 games for contemporary displays without altering original hardware. The PS2's legacy includes formal recognition as the best-selling , with over 160 million units sold—a record held since its dominance in the mid-2000s and reaffirmed by in 2024. Its hybrid multimedia approach parallels modern designs like the , which combines portability and home use, while select PS2 classics continue to be available via PlayStation Plus Premium's ongoing catalog in 2025.

References

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