Archive for the ‘PS1’ Category
Welcome to Memory Lane. Watch your step: Squirmy guerrilas underfoot
When I was studying (or, as was the case in third year, not) at my first post-secondary institution, I was in only the second cycle of the ‘laptop programs’. It was the early 2000’s, you see, and no one had yet discovered the potential for utter distraction posed by personal computers (and non-academic software) in the classroom. Granted, it WAS a computer programming course, but much of what resulted was students throwing one-hundred-eighty-player Counterstrike LAN parties right in the middle of Professional Management.
…didn’t they realize that if they were going to host a game, it should be Worms World Party? The tactical war-fighter starring the cutest lil’ invertebrates ever to blow each other up, Worms has been mortars o’ fun since 1995. Since my first contact with this still-fantastic oldie in school, it’s been the repeat subject of LAN parties in my own home. The 2001 PC CD-ROM, also available for PS1, Dreamcast, and GBA offers single-player campaigns and a map editor, as well. Whatever the mode of play, WWP exhibits fluid animation, a lovably goofy art style, and humorous dialogue in languages from around the world. It also features a buttload of map-making assets and map-destroying artillery–that’s sure to please.
Posted on Friday, September 5th, 2008 Welcome to Memory Lane. Watch your step: Squirmy guerrilas underfoot by katie
Collectors should be happy about this one.
There’s no box shot to accompany this post, but if there were, the mouse-over caption might read, “Game of rarity and greatness, maligned by cover art”. Anyone who has seen Suikoden knows the truth when I say that a textual testimony really is for the best: then was still the age of the He-Man-inspired, Americanized cover art, and I don’t want you to get such a grossly inaccurate impression of today’s subject. It was one of the last Playstation RPGs I would discover, albeit one of the first to be produced–and yet, all those years after its 1996 release, several aspects of Konami’s strat-slash-traditional RPG timelessly endured. To this day, I challenge you to find a game that can match the extent of its character development, the charms of its mystical-but-politically-torn world, and the depth of its two battle systems, 108-character recruitment system, and the branching paths by which the player ultimately decides life or death for many of them.
By not prematurely funneling the bulk of their resources into CG graphics on a 3D-unready platform (as was the case of many early PS1 RPGs, I feel), Konami may not have produced the most elaborate 32-bit visuals (think slightly above SNES level), but an expansive and cohesive game instead. The ever-intriguing Suikoden–which spawned several sequels, these continuing to attract much attention on every release–also boasts some of my favourite music of all time.
Posted on Saturday, June 21st, 2008 Collectors should be happy about this one. by katie
Commemorative ”No More Jabs at Final Fantasy for a while" Post
To show that I don’t have some problem with all things mainstream, and because, despite all contrary appearances, I really don’t want to alienate everybody, here’s an already rabidly-popular game that I can get behind. Actually… in trying to vindicate this blog, I still manage to pick one of (if not the least) rabid-making Final Fantasy of them all: IX.
At the close of the PS1’s life, it rewound the clock on the over-sexed, under-cerebral prior two instalments to the glory days of big-eyed, small-mouthed FANTASY worlds and characters. That divided opinion and displeased some fans–but not all of them. FFIX fans, you ARE somebody!
Something a spiritual sequel to the NES forefather of them all, FFIX took the best of the old and the new and made one of the biggest, happening-est and most technical-merit-filled games on the system. It’s a real joy to attend this throwback school of lovable characters, magical imagination and upbeat storytelling. It’s Final Fantasy the way it used to–and but for popular opinion, should still–be, but don’t just take my word for it, or use it against trying it. FFIX should be the counterweight in your own gauge of all the offerings that have come since.
Posted on Monday, May 19th, 2008 Commemorative ”No More Jabs at Final Fantasy for a while" Post by katie
There are many Legends like this one, but… well, it’s still a good game.
Talking about Panzer Dragoon two posts back brought to mind a game that bears it little-to-no resemblance, but whose similar title drew me to it. Every so often here on the site there surfaces a copy of this, one of the last, and arguably one of the most enjoyable, PS1 RPGs, at a startingly low price.
Yes, I DO mean the Legend of Dragoon. I know there is a contingent of sympathizers out there that appreciates LoD’s diamond-in-the-rough qualities, but (deep breath) I’m already bracing for the flack that will be duly bestowed me for making such a statement of a game on a system where the well-established progeny of Final Fantasy reigned supreme.
Okay, that takes care of the acknowledgments, now on to why this is being featured: Legend of Dragoon has a keen gimmick that was largely responsible for affecting the sweeping changes to the turn-based battling mechanic as seen on PS2–timed attacks. RPGs had done this as early as the SNES days, but LoD differs in that every physical attack, from the most basic two-hit combo to upwards of an 8-hit barrage, requires flawless rhythmic accuracy to land successfully, and hence too every battle to win. Nothing keeps you better pumped for the duration of the requisite two-hour boss fights that plague this genre than LoD’s timed attacks, and possibly the oddly shredding soundtrack. Just look at the Shadow Hearts series for an indication that LoD turned some heads (hmm… make next post on that).
Also notable for some of the best prerendered backgrounds on the system and very pretty battle effects, LoD still looks decent today, even if the engine often shows its seams. Story-wise, even if the translation hurts at first, there’s a lot of good plot development in this and a surprising maturation of dialogue and purpose (just get past disc 1). Random fact: My favourite character is King Albert, the Fighting King. I almost never have favourites anymore.
Posted on Sunday, May 18th, 2008 There are many Legends like this one, but… well, it’s still a good game. by katie
Balancing things out with another M-rated game…
… and another blast from the past. The progenitor of what would go on to become, arguably, the best vampire-themed games ever - the Soul Reaver line.
Well, to be honest, I can only speak for the first game, it having satisfied any impulses I could muster towards insurrection, impalation, and immolation. Back then, Raziel, the reformed-vampire-cum-anti-hero-protagonist, knew how to keep it real: none of that limb-hackery and elemental weirdness that would follow, just wholesome, straight-up slaying methodology. All with a story I could still follow, before its dive into temporal globe-trotting.

Soul Reaver also posed a challenge I didn’t soon care to repeat. Released in 1999, it’s a bit short and functionally limited by today’s standards, but the enemies are tenacious, the environments dizzying, and the bosses, in more recent terms, reminiscent of Shadow of the Colossus (geez, there’s another post in there somewhere). I did dabble in the subsequent undead dalliances, but I guess I was just too blown away by the professional voice-cast for the acid-burned vampire and the giant, octopodal cyclops the first time.
For fans of Tomb Raider and action/adventure alike, think of giving a chance to Eidos’ less-than-sexy but just as substantial hero.
Posted on Wednesday, March 5th, 2008 Balancing things out with another M-rated game… by katie
Outrageously Incompatible Couple Outrageously Happy in Marriage
I could say the tabloids have gotten to me and that headline, but no one ever heard of a happy marriage in a tabloid… misdirected-anger-fueled ZING! No I did not just have a break-up that stuff went on the lawn by itself.
… oh games, you make everything possible! Even two genres bent to such a magnitude that one little disc could nary contain them both, you have made possible! Case in point: Super Puzzle Fighter II Turbo, evincing great marketing strategy for an actual worthwhile product. This excerpt from a conversation that may or may not have happened proves everything:
Visionary Designer: “We want to make this great puzzle game with these gems that can grow to exceedingly valuable proportions and then go BOOM, and time-triggered chain reactions, and TIMEBOMBS! …but everyone is too busy playing Street Fighter to care.
“What should we do?”
History-making Exec: “Take the fanbase of Street Fighter in with a great marketing strategy for an actual worthwhile product. That means you’ll have to make the name obscenely long - those suckers always fall for that. The characters can be chibi!”
I think I was enamored of this game on Xbox Live precisely because it was such an outlandish proposition - the puzzle game with the fighting game paint job, it actually profits by the wildly-gesturing, maniacally-taunting characters. Like so many kart racers, one can feel as though having played Tetris means having played just about every other puzzle game out there, but not so with Super Puzzle Fighter II Turbo (henceforth to be known as SPFIIT: because I’m just too tired). The most generic-sounding thing is instead a thing of sublime gaming beauty. Not restricted to the Xbox360 Live Arcade, SPFIIT is available on PSX/1 as seen here, as well as Dreamcast, and Game Boy Advance, making one of the finest puzzle games of all time available to virtually everyone on the planet.
You’re officially out of excuses not to do what the crazy girl tells you.
Posted on Monday, February 4th, 2008 Outrageously Incompatible Couple Outrageously Happy in Marriage by katie



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