September 2010

This month marks the 15 year anniversary of the US release of the PlayStation. Since its release, it has gone on to become the top selling video game system ever. To celebrate the occasion, our staff shares their favorite memories of gaming on the PlayStation and what it meant to them.


Justin Last: I did not get a PlayStation until well after the PS2 was released. When I picked up my PS2 I came home with Red Faction and two PSX games: Final Fantasy Tactics and Front Mission 3. Red Faction sat unplayed for about six months because I was too wrapped up in these old SRPGs. My eyes were opened to whole new genres. After the SRPG I picked up Final Fantasy VIII and fell in love with the JRPG. And then the 3D platformer with Spyro. And then the Metroidvania with Symphony of the Night. By the time I owned my PS2 for a year I easily had five times as many PSX games as PS2 games. I may not have played them brand new, but Sony and the PSX are largely responsible for my eclectic taste, and I thank them for that. Now, if you’ll excuse me I have Valkyria Chronicles, Burnout Paradise, and Uncharted 2 waiting to be played in the other room.

Andrew Passafiume: The original PlayStation was the system that got me back into console gaming after my parents had sold a lot of my older games. It was definitely not the worst system choice to go with, especially with the first game I played being Final Fantasy VII. Despite how poorly it has aged, FFVII was a landmark achievement in cinematic presentation and RPG game design. This was only the first of many games that we would see on Sony’s first console.

The second big one, for me at least, was Metal Gear Solid. It brought video game cinematics to a whole new level and presented the player with a very well written and compelling storyline, something I had not seen too often in games before it. For me, the PS1 was an RPG goldmine, with many classic titles and buried treasures to explore. It was also the king of third party support and exclusives, with many games that just were not available anywhere else. I can say, without a doubt, that I would not be nearly as invested in video games, their development and the culture surrounding them without the PlayStation.

Chris Rasco: The PS1 was a great console because it marked the beginning of the console wars between Sony and Nintendo that has really drove the industry forward. Unfortunately, the PS1 was never my primary gaming system. In fact, I hardly had any games at all for it. The 2 most notable titles I had were Tenchu and Street Sk8er. The only reason I picked up Street Sk8er was because I was obsessed with the Top Skater arcade game. Browsing the list of 2000+ titles available for the PS1, it’s almost mind blowing to see all the great franchises that got their start there and all the amazing games that I flat out missed out on.

Looking back, the most amazing thing to me about the PS1 really was the chain of events that led to its creation and to see what Sony has been able to do with that foundation and how they’ve built on that technology.

Graham Russell: When I was a kid, my friends and I could really afford just one system, but we wanted to play everything, so we worked it out to get different ones. (The guy that bought the Saturn is still pretty mad at the rest of us.) Anyway, my memories of the original PlayStation are rather warm ones, and they’re almost completely about multiplayer. There was a lot of Twisted Metal, a lot of Tony Hawk and the occasional random rental we found.

Now, though, the ones I look back on most fondly are the single-player experiences, and it’s funny, because those carry no nostalgia with me. I’m talking Final Fantasy Tactics, Suikoden and Rayman. On the other hand, the games I play now are influenced heavily by those multiplayer sessions in the late ’90s.

Shawn Vermette: I’ve been into games, at least a little bit, ever since my parents brought home Super Mario Brothers and Duck Hunt. However, the PlayStation is the console that turned me into a full-fledged gamer and greatly broadened my gaming horizons. Before the PlayStation, all I played were Mario games and arcadey sports games. After the PlayStation came out, though, I was into RPGs, strategy games, realistic sports games, and racing games. The first game that really opened my eyes was, like Andrew, Final Fantasy VII. I discovered this game when my neighbors were playing an imported Japanese version of the game. I couldn’t understand a thing that was happening, but the cutscenes blew me away. When the US version arrived, I was once again, spending every day after school hanging out with my neighbors, playing through it with them. I was swept away with the story and the graphics and the cutscenes. I’d never seen such a thing from a video game before and I was hooked.

Later on, I managed to get a PlayStation of my own, and once again was enraptured by a Squaresoft RPG- Chrono Cross. It did once again for me, and this time for my brothers, what Final Fantasy VII had done for me years earlier. I had ‘fallen’ off the gaming path, and Chrono Cross brought it all back for me. The amazingly convoluted, yet so addictive, story, the cinematics, the graphics, everything brought back to me why I had loved games. Since then, I’ve never stopped gaming, and because of that, I’ll always fondly remember Final Fantasy VII and Chrono Cross, and the system that made them possible- the PlayStation. 

This month marks the fifteenth anniversary of the U.S. release of the Sony PlayStation. But what would it be like if it never existed? Graham Russell imagines how one bad mood could have changed the industry.


1990

Hiroshi Yamauchi winced. The Nintendo president had woken up that morning with a pain in his neck, and it was making him frustrated, tired and just plain irritable. He looked anxiously at the clock on his desk, hoping for the day to be over.  4:15. 4:26. 4:33.

Then the phone rang. It was Takehiro Izushi.

Izushi and Shigeru Miyamoto were meeting with Argonaut Games head Jez San. San and his team were working on a project that would push the limits of the upcoming SNES hardware. Izushi explained the situation.

“He wants to develop a chip. He says the system’s not powerful enough.”

Normally he would have said yes. But this was the wrong day to ask Yamauchi for anything.

“If he wants more power, he can make something for that CD-ROM project we’re working on.”

He angrily slammed the phone down, then looked back over at the clock. It was 4:47.

“Close enough,” he said. He grabbed his coat and headed out the door and down the hallway.

 

1994

It had been a long road for Ken Kutaragi. Years had passed since he began working on Sony’s joint CD add-on project with Nintendo. There had been lawsuits, broken promises and outright insults, as Nintendo had partnered with Philips on a new add-on and Sony had started releasing Sega CD games. 

That was all over now.

There was a lot of pressure on both sides, but ultimately a deal was made for Sony to work with Nintendo and Philips on a unified format for the device. Nintendo, reluctant to release the system and share profits, couldn’t hold off any longer. The competition was catching up, and the company had nothing else up its sleeve to one-up Sega.

And now Kutaragi was standing on the show floor of the Summer CES in Chicago, watching as the crowds gathered around the Nintendo booth. The SNES-CD, released in time for 1993’s holiday season, was a moderate success. With launch titles like StarFox and Super Street Fighter II, it was faring better than Sega and NEC’s attempts, and the future looked bright.

He watched as the screens around him showed teasers of upcoming titles: Killer Instinct, Doom, NBA Jam, and the big one: Donkey Kong Country. All on a disc that was making his company millions.

 

1998

9/9/99.

That should be easy to remember, thought Sega VP Peter Moore as he looked through a folder of marketing ideas in a starkly-lit conference room. The third round of the console wars between Nintendo and Sega had gone about the same the as the second, so the company was still struggling to keep up. And Moore’s company was throwing down the gauntlet, launching a new system just two years after the rival Nintendo 64 was released. 

But it wasn’t like they had a choice. Nintendo had trounced Sega with the release of Super Mario 64 and Final Fantasy VII at launch. The system’s higher graphical capabilities, combined with the spacious disc format, gave it an advantage. All Sega had in its pocket was a partnership with Electronic Arts, and to get their support for the Dreamcast, they had to pay a large price: exclusive rights to develop sports games for the system. To make matters worse, the arcade audience that comprised Sega’s core was shrinking. But Sega had a plan.

He pulled out a sheet of paper from another folder marked “SegaNet.”

SegaNet was an attempt to lure back some of the consumers that left for the PC, by offering online play in a simple, easy-to-understand format. At this point, it was a real issue. Both the Saturn and the N64 were convoluted systems to develop for, and many Western developers were shifting to the friendly confines of the computer. In his last meetings with EA, the company seemed eager to return to the system they started on. 

His thoughts were interrupted by the sound of shoes and a squeaky door. The staff was filing in, and it was time to start moving.

 

2002

The room was silent. Silent and dark. But it soon wouldn’t be. The line outside was getting longer every minute, and people were increasingly restless.

The manager of the game store pulled into the shopping center on the warm August night, parked his car and pulled out his keys.

“Everyone excited for Madden?,” he said.

He was met with a few yells and a smattering of applause. This was a big release, after all: the Madden series hadn’t appeared on Nintendo’s new DVD-enabled GameCube console, and it wasn’t in the launch lineup for Microsoft’s Xbox. (What was, though, was exciting: Grand Theft Auto III, Halo: Combat Evolved and Metal Gear Solid 2: Sons of Liberty.) Microsoft knew just how to lure EA away, though, and the Dreamcast was really getting left behind technologically. (There were rumors Sega would unveil a new system soon.) At midnight, Madden 2003 would release for all three systems.

The first person in line came out of his tent when he heard the manager. He dusted off the front of his Marshall Faulk jersey and approached the door. When he left, he was clutching a green case. So was everyone else. 

 

2010

One morning in September, a particularly groggy games writer stumbled out of bed and sat down at his computer. He looked through the messages in his inbox: 

  • “Dreamcast is back on XBLA!”
  • “EA Sports’ Peter Moore talks NBA Jam”
  • “Ninja Theory announces new game at TGS”

He tried to focus, but his mind drifted elsewhere. He kept thinking about how just one little change in the industry could have made everything different.

“Maybe later,” he thought. “For now, let’s play some games.” 

The writer threw a Blu-Ray disc into one of his consoles, sat down on the sofa, and pulled out two little controllers for a few rounds of table tennis and archery.

Activision finally revealed the entire on-disc tracklist for DJ Hero 2, and it provides quite an eclectic mixture of songs and mixes. For those fans of the original game, DJ Hero 2 looks to provide even more great music than before. A full listing of the songs is detailed after the break. READ MORE

Cladun: This Is An RPG

September 20, 2010

Cladun‘s name is something of a misnomer. Cladun is a dungeon crawler that happens to have loosely related story bits between dungeons. Imagine Final Fantasy and Nethack got together and had a kid. Cladun is the newest in a series of new old games. The style is very similar to Half-Minute Hero and 3D Dot Game Heroes. There is a story, but the story is in no way, shape, or form the main draw of Cladun. I am thoroughly convinced that it only even exists because nobody would publish the game without a main story.

Mechanically, Cladun is pretty straightforward. You can walk, run, attack, and slide. Everything takes place in real time, and each dungeon is won by finding the exit. Take out the monsters or avoid them if that is more to your liking. Either is a valid way to complete a dungeon. As you play through the campaign many characters will become available to you. Any one of these characters can be used as the main character. All of the other characters are still useful (more useful than the main in some cases) as support characters. Each support character acts as a shield for your main character and some imbue special abilities that the main character can use. The system Cladun uses to manage the main character, his support characters, and all the bonuses and extra shield HP that they represent is called the Magic Circle. You will be changing mains quite a bit if you are interested in being as efficient as possible in combat because some dungeons are full of enemies that are resistant to all but one type of attack and only one of your characters has access to that type of attack. And that is okay – it serves to make combat more interesting, and it adds a layer of planning and strategy over what could have been a very shallow crawl through a purposefully antiquated-looking dungeon.

The Magic Circle with its slots that imbue different bonuses on different support characters works symbiotically with the random dungeon (Rangeon to use the in-game parlance) system. Each random dungeon has 100 floors, and you have input into the randomness. There are four exits from each floor in a Rangeon, and selecting each door affects things like monster difficulty, item drop rate, rare item drop rate, and so on. Choose an easy gate and the next floor could contain no monsters (or very easy monsters). Choose the wrong gate, however, and every monster is level 999. And when you are ready to call it a day and take your spoils back to camp a normal exit gate is never too far away (unless you went into a hell gate in which case you are dead).

If you grew up playing Rogue, Nethack and NES/SNES-era JRPGs, then Cladun will be a great addition to your PSP library. Just be prepared to neglect everything else you own because much like the Item World in Disgaea, Cladun‘s Rangeon has the perfect balance of risk and reward to grab you and not let go. 

Pros: Deep and rewarding party customization, random dungeon makes for great replay value

Cons: Magic Circle can take a while to learn, the story is presented as the main mode when it is clear that more development was spent on the Rangeon system

Recettear: An Item Shop’s Tale reminds me of the Rune Factory series. It takes two completely disparate genres of games, an item shop sim and a dungeon crawler, and blends them together in a way that not only makes sense, but is also fun and enjoyable to play.

As you might expect, being an indie title localized from Japan, the story is delightfully quirky and unusual. You will play as Recette, a young girl who is forced into running an item shop when your father takes out a loan from a fairy finance company then skips town to become an adventurer. As you are the sole inheritor of your father, the finance company has come to you, requiring you to work to pay off his debts.

The tycoon aspects of the game are very thorough. You must manually purchase, make, or find everything you sell in your shop; you get to haggle over the prices you buy and sell items for; you can take advance orders for items; even customize the look of your shop. There are even economic fluctuations where items change in value, scarcity, and want. This adds more strategy to the game as well, as you’ll want to stockpile when things are cheap, and sell when they are expensive. Everything in the game can be bought or sold, just not immediately. Did I forget to mention that this is an RPG as well? Like all RPG’s, you must level up your merchant level, through successful bargaining and haggling, in order to gain access to everything there is to do in Recettear. Want to buy items from customers? You have to be level 2, tired of that drab wallpaper? Reach level 3 and you can change it. Advance orders? Level 8 will allow you to accept those.

The dungeon crawling is simpler than the item shop management, and for good reason- it isn’t the focus of the game. Dungeon crawling is simply a means to an end, finding new items that you can sell for 100% profit. It also features a leveling system where the adventurers you hire level up as they fight and kill more enemies. As they level up, they can fight longer and harder and make it deeper into the various dungeons, allowing you access to more and better loot.

Technically, the game looks solid. The graphics won’t blow you away, but they aren’t meant to. Everything is bright, cheery, and charming, and the music supports this feeling. The music reminded me of the Harvest Moon music as well. It is bright and cheery, but after awhile it gets very repetitive. 

Recettear is a very hard game as well. The loan payments you must make come weekly, and the amount increases staggeringly. Knowing this, however, the developers made it so that you don’t have to start over from the beginning if you fail to make a payment. You can keep all the items you’ve got in inventory, 1,000 pix (the game’s currency), and start over from Day 2. The game will keep track of how many times you have to restart though. This provides plenty of incentive to try to reach those loan payments without fail, but you’ll also never feel that it is impossible, just very difficult. Once you beat the game, you’ll also gain access to more game modes, giving you a number of ways to continue playing the game even after you’ve beaten it.

I’m usually not a fan of indie games, but Recettear has won me over. The quirky story, the mild RPG elements, and the deep and enjoyable item shop management make this a worthwhile game. And for just $20, it is a great value for PC gamers as well.

Pros: Item shop management is engaging; Difficulty keeps you engaged; Dungeon crawling gives a nice change of pace; Multiple game modes extend the replayability

Cons: Music can get repetitive