Interestingly, many years later the game did actually collaborate with this franchise and another interpretation of the hair was modeled. The model and texture were present in the first alpha version of the game and so suggest less of a failed collab and more of a purposeful, legally distinct usage. Rei's hair color has varied but is sometimes depicted exactly as in the pso2 version. While it's not 1:1, almost every major hair strand in Rei's hair is matched by the PSO2 hair and the texture's true coloring, which gets overwritten ingame, all but confirms it. While this may not be apparent with its default coloration ingame, with the diffuse texture alone it becomes a lot more obvious. While not strictly unused, the default hair of 'Short Bob', or 'Base Hair 23' as PSO2 Global calls it, is clearly based on Rei Ayanami's hair. While the models are likely nearly the same as the originals, it's worth noting that the textures were updated to match the look of the Ultimate variant as well and appear to even be functional if used to replace the original files in the normal version of Tunnels. Models and textures for conveyor belts in the Ultimate variant of the Tunnels area exist in e5a880512be057ea57235c0e537f0677 and f3aa34e2800a20ea523be10d941edecc ICE archives. Dark Ragne's arena texture names make it the only area in the final game to follow that convention, and so likely one of the earliest areas finished in the game. However, the naming conventions of these textures are a little different then those of final area textures. Unfortunately, while there are textures that correlate to other parts of that video, the actual terrain models don't seem to exist in any known public build of the game. Perhaps the most interesting thing is that the grassy area is taken directly from the original city area in the earliest known video of the game, shown to the right of the test area video. The door in the building area is part of the terrain geometry and doesn't seem to open, but using a model viewer reveals nothing behind it besides a continuation of the inside of the building. There's also the usual test room measurements spread along the room. There's a generic blue sky texture that goes with it, but unfortunately it has no model to go over. As one can see, there's a number of spheres with different shaders which interestingly have their own animations. While there's no way to access this area normally, this is a rough approximation of how it should be, minus the objects from the original room it was force-loaded over. Sega infamously advertised a Western release which was not heard from for 7 years until a North American release was announced again at E3 2019 along with an Xbox One port. While English versions of the game were available to play in the Southeast Asia region, these servers were behind in updates and region-locked, and ultimately closed in 2017. Phantasy Star Online 2 (not to be confused with Phantasy Star Online Episode II) is the much-anticipated sequel to the original Phantasy Star Online and a pseudo-sequel to Phantasy Star Universe, sharing numerous core mechanics with the latter and its derivatives. This game has hidden development-related text.
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