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#even when its super weird but that's more on kojima
exeggcute · 4 years
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it’s funny (by which I mean irritating) when people refuse to earnestly engage with a piece of art and are then surprised when they later discover that said piece of art has genuine themes and ideas to offer to anyone who hasn’t shrouded themselves in a safe cocoon of detached irony... which, okay, I know I just said “art” like some super-serious thing which means you have full liberty to point and laugh at what I’m about to say next.
but, that being said, I think one of the few relatively consistent strengths of kojima games is that they’re very earnest, even when they’re goofy as hell. and I’m definitely not of the “kojima is a prophet who does no wrong” camp, not by a long shot lol. but if you’re willing to engage with some of his themes without pretense (in the sense of “without mockery,” not “without well-founded criticism”) then there’s a lot of stuff you’re gonna take away from it that you’ll overlook or dismiss if you’re just coming in to crack jokes and nothing else. death stranding is a weird game that sometimes takes itself seriously, sometimes doesn’t, but if you buy into its conceit (i.e. give some of its more goofy shit the benefit of the doubt) then it does have some really touching moments about making connections with other people and building bridges and working together to rebuild the rubble out of catastrophe. and the game’s not even subtle about it, if anything it’s pretty hamfisted at times (in a way that, personally, seems more admirable than refusing to take itself seriously at risk of being Uncool), which is why it’s so surprising to see people who are just now going “damn guys maybe this game had something important to say after all.” like, yeah, it did!! were you not a little bit touched every time you worked together with another player to complete a structure? didn’t you feel yourself getting attached to sam’s bb just a little bit?
and stuff that’s wacky is wacky, no doubt about that, but I feel like it’s the difference between laughing with your friend when they show you a funny part of their short story versus laughing at them behind their back when you describe their short story to someone else. and it’s not a kojima-specific thing either, or even a gaming-specific thing, but it’s definitely a more extreme example of something that is mostly known for being Silly and Hilarious despite having a consistent undercurrent of serious themes about war, imperialism, community, whatever, and not even being subtle about those themes. but when we all get so caught up in making the most aloof commentary (which, to stress again, is very different than pointing out rightful flaws) or making the most clever-yet-detached jokes, you end up closing yourself off to anything meaningful. engaging with stuff this way is like picking apart the carcass til there’s nothing but bones left. 
sometimes you gotta be serious and heartfelt in a profoundly uncool way! and it’s hard, yeah, but it’s better for all of us in the long run. you’re never gonna get through to other human beings we’re all too wrapped up in our own armor of ironic defense
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let-robots-dream · 4 years
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You all tired of my BT rants yet??? yes?? Well TOO BAD cause I’m about to break done how Higgs is summoning these guys!!!!
Nothing graphic this time, just putting this below the cut cause
SPOILERS and also its probably going to be fairly long!
OK so I’m going to be pretty heavily referencing my previous BT break downs and you can find them here! [BT Break Down] [Pregnant BT]
You caught up on at least that first one? OK good!
Also last chance spoiler warning. I’m full on just talking about all the things.
AHHHHHHHHH THE DETAIL!!!!! Look at this!!! So part of the reason I’m replaying this entire dang game is neat stuff like this!!! So I was curious how Higgs is doing what he’s doing AND THEY SHOW IT AND ITS GREAT AND MAKES SENSE!!!! So Higgs’s mask is well known to be made of Chirillium right? Well the main source of the stuff are the ghostly BTs, so what Higgs does is take his mask and place it to the ground, which attracts the hunters (the black goo people.)
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Basically he's freaking tricking the big cat BT into thinking there’s a ghost BT to eat!!!!! (also hey look its Kojima there on the right!) So he's NOT really using any of his powers here!  AH SO COOL RIGHT??? Especially since we find out later his powers have been weakening and Amalie did something to juice him back up. But its actually the MASK doing the work here!!!!!!!!!!!! See see look!
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He’s feeding the BT the mask!!!!!!!! Its the equivalent of this:
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He’s basically cheating the system by giving it extra energy!!!!! Its Kind of under his control, but what he’s really doing is giving it the mask’s power. Effectively switching the BT from a neutrally evil force into one thats more directly controlled. Yes they’re evil, they're eating souls and are whats causing half the problems and Amalie probably has control of these guys? I mean theres a SLIM chance what Higgs is actually doing is giving direct control of the lion BT to the Amalie. Which is kind of loosely implied with the rainbow appearing right over the BT and the fact the only other times you see a gold mask BT is with Amalie literally attached to it....Yes a rainbow appears before time fall but never right before a BT appears.... And yes its a big stretch and has weird implications about Higgs’s free will if true, but thats a thought for another day. 
ok back on topic,
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We have Amalie’s signature upsidedown rainbow and if you look closely thats actually the same kind of stringy wisp effect you get when the ghostly BTs summon hunters!!! This implies he’s doing something similar to them. The game actually uses this effect pretty sparingly, Cliff, for example, uses it along with a more bubbly texture. (Its a different color and the only instance of that particular combo. I'm working on a break down for him cause its SUPER cool but I need more screen shots) 
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This shot is particularly interesting because you can see that the Hunters are still hunting. They can tell the Big BT is there, that or they can tell the life energy is in the mask. Which is cool. This is cool. I love this so much. It shows that it might just be taking the BTs a beat to figure out whats going on. 
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Also, LOOK AT ITS TINY FEET I CANT EVEN. Well hand feet, I’ve noticed the cat BT has weird human hand looking “paws.” I have no good shots of it but trust me once you notice its weirdly finger like toes you cannot unsee it. I figure if you actually read this far you can handle the hand foot truth lol
TL:DR Higgs probably isn’t using any powers but is using the mask Amalie gave him. He teleports but he can’t actually summon a BT like this. And I love BTs! 
Anyways, as usually feel free to add your own thoughts and theories!!!! 
I LOVE hearing people’s thoughts! 
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A Cousin’s Review - NJPW Wrestle Kingdom 15 Night One
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January 4, 2021-
Hiromu Takahashi vs El Phantasmo - Winner faces Taiji Ishimori for Junior Heavyweight Title on Night 2
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Hiromu had a spectacular Best of the Super Juniors run that ended with the arguable match of the year against El Desperado. Then he challenged the winner of the Super J Cup to a match. That winner ended up being El Phantasmi, who is basically the junior heavyweight version of Jay White. That’s even more appropriate considering Phantasmo is also in Bullet Club.
 Phantasmo starts off going for straight heat by calling out Jushin Liger so he can put his Super J Cup jacket on him, but Hiromu dropkicks him into the rail then hits him with a big ol senton. Phantasmo flips out of a sunset bomb attempt then kills Hiromu with his own sunset flip powerbomb to the floor. This is my first exposure to El Phantasmo and I gotta say that he’s really creative. He does a cool ropewalk moonsault to the outside and drapes Hiromu across the ropes and gives him a back senton. Hiromu has good comebacks, so Phantasmo plans to cut it off by breaking Hiromu’s fingers. Then he shouts out Bullet Club leadership of the past by attempting Styles Clashes and the One Winged Angel. Hiromu falters a few times, but eventually catches Phantasmo with a snap rana and gets the win.
Hiromu is ELITE right now, like arguably best wrestler in the world. Phantasmo was great and this had great psychology. Great opener.
***3/4
Dangerous Tekkers (CHAMPS) vs Guerrillas of Destiny - Tag Team Titles
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The Guerillas won World Tag League to set this up and they beat the Tekkers during the tournament. This was a good fun brawly match. The GOD controlled most of it and isolated Taichi. When Zack was in, he made it more interesting with his outrageous wrestling and counters. GOD set Zack up top for the super powerbomb, but Sabre locks in a Guillotine. Sabre screams at Taichi that this is the Tokyo Dome and instructs him to do a Tower of Doom. GOD eventually use the same iron….thing to crack Taichi with and they win the titles. Good, fun tag match, Would’ve been better with more Zack.
***1/4
Kenta (HOLDER) vs Satoshi Kojima - US Title Challenge Briefcase
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Jon Moxley being in the states has basically made the Challenge briefcase the interim US title. Kenta helped the Guerillas screw FinJuice out of the World Tag League tournament, so Juice Robinson challenged Kenta for the briefcase, but then he suffered an orbital bone injury. Instead of Juice’s partner, David Finlay, challenging Kenta, the legendary Kojima was named the replacement. Weird, but whatever. No way in hell that Kojima beats Kenta, but it wasn’t worked like that anyway. Kojima looked solid and got in some signature offense like machine gun chops. Kenta never looks like he’s gonna lose, but its a solid intense match. Kojima DDTs Kenta on the apron at one point. He goes for his lariat, but Kenta kicks his arm away and run through his normal offense. Kenta tried to hit Kojima with the briefcase, but Kojima knocked it away with a lariat. That ain’t enough though because Kenta runs through him and ends it with GTS.
**3/4
Hiroshi Tanahashi vs Great O’Khan
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I kinda dreaded this match, but it’s not bad. O’Khan doesn’t have the breakout performance that would justify him being in this spot, but he’s also not as awful and boring as he was against Okada. He has a few interesting moments like when Tana goes to skin the cat, but he just chops Tana’s hands. He also grabs a nice kneebar out of nowhere. Tana sells like only he can and makes his great comeback, but ends up in the iron claw. Khan gets frustrated and grabs a chair, but Tana ends up with the chair. He actually considers using it, but he tosses it to the side and drills Khan with a Dragon Suplex then ends it with two High Fly Flows. Tana plugged him right into the Tana formula and Khan didn’t mess it up, so this is just solid.
**3/4
Kazuchika Okada vs Will Ospreay
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I was actually anticipating this match, just because its Wrestle Kingdom and with Ospreay’s heel turn, I figure they would really let loose and go balls to the wall. Color me disappointed. Okada teases just wrestling Will, but eventually starts slugging him. Okada is on fire with a big tope, but Will dropkicks him to the floor and takes over. All through the G1, Will’s matches were hurt because he was still trying to his flippy junior stuff and it didn’t work with his new character. Here, he has basically eliminated all of his babyface offense, but he hasn’t replaced it with anything interesting. Plus this match is 30+ minutes which means we hit a big lull while Will controls.
Things kick up a notch and actually feel like the intense grudge match this should be. After a strikefest, Will gets crazy and suplexes Okada onto a table on the outside. He goes for the Oscutter on the apron, but Okada counters to a Tombstone on the apron, then Okada instantly pulls him in the ring for a rainmaker, but Will kicks out. Will escapes another rainmaker, but ends up in the money clip. He gets to the ropes and after a turnbuckle battle, Will hits a big ol Spanish Fly. Will hits the Oscutter, but it only gets two. Deep into the match, Okada is putting over the intensity of the feud by just slapping and kicking Will. Will ducks another Rainmaker and goes for a Super Oscutter, but gets dropkicked out of the sky. Will escapes the Money Clip again and steals Okada’s moves, hitting the Tombstone, the rainmaker pose, and then the Rainmaker to an astonishing reaction, but Okada kicks out. Ospreay goes to end it with Stormbreaker, but Okada spins out, hits a Michinoku Driver and then the true Rainmaker for the win.
Once they decided to kick it up a notch, this was really fun, but definitely too long and Ospreay still needs to improve as a heel. Good match, but disappointing. Their G1 29 match is still their gold star.
***1/4
Tetsuya Naito (CHAMP) vs Kota Ibushi - Heavyweight and Intercontinental Title
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New Japan has caught a lot of flack for how they’ve handled this three way situation between Naito, Ibushi, and Jay White. I haven’t really known what to think, but as soon as this match started, I realized that it worked because I didn’t know who would win and that instantly increases the drama. I also have never seen a match between these two, but I heard they have a reputation for being a little rough (LOL).
 They start with just some solid wrestling until Ibushi ranas Naito to the outside. Ibushi wants the Golden Triangle moonsault, but Naito is able to leap onto the apron, avoid Ibushi’s kicks and give him a German suplex on the floor. Let the violence commence people. Naito goes right after Ibushi’s previously injured neck with neckbreakers on the floor and all types of savagery. Ibushi ends up on the apron and catches Naito charging with an insane snap rana that sends Naito flying off the apron. Thats a suuuuuuuper early candidate for spot of the year.
 Now, the momentum has swung to Ibushi’s favor and he tries a German suplex from the apron to the inside, but Naito escapes by targeting the neck and delivers a crazy super poisonrana. Naito drills Ibushi with a hard Destino, but it only gets two. His next Destino attempt is countered to a Bastard Driver. We get an awesome strikefest and Ibushi powers up into the Golden Powerbomb. I love how furiously Naito tried to punch his way out of that, but he still got drilled. Ibushi immediately transitions from the powerbomb to Kamigoye, but Naito kicks out. Naito avoids the Phoenix splash and gets another Destino, but only for two. Ibushi flips out of a suplex lands a hard kick and another Kamigoye, but Naito kicks out AGAIN!! Naito lands Valentia, but Ibushi spins out of another Destino attempt, lands a brutal V Trigger and immediately hits one final Kamigoye to end it and KOTA IBUSHI IS YOUR MOTHAFUCKING DOUBLE CHAMPION BAYBAY!!
Match was awesomely built, brutal with a crazy hot ending. Better than both of the Wrestle Kingdom main events from last year. Awesome main event and MY BOY IBUSHI DID IT BAY BAY!!
****1/2
OVERALL: My favorite kinda show, all killer no filler. Ok I’m overstating it, because it ain’t all killer, but nothing here was bad, it starts with a banger and ends with an even bangier banger. Okada/Ospreay disappointed me, but it was still good overall. Damn good show.
OVERALL RATING: 3.5 OUTTA 5
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gdwessel · 4 years
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Road to The New Beginning Night 6 - 1/24/2021; Bullet Club Name & Insignia Becoming Part Of AEW v. Impact Feud, Hints Of What’s To Come?
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The tour continued today, as we head into the New Beginning in Nagoya event on Saturday. You can see it now on NJPWWorld.
- 1/24/2021, Tokyo Korakuen Hall (NJPWWorld)
Minoru Suzuki, El Desperado, Yoshinobu Kanemaru & DOUKI [SZKG] d. Togi Makabe, Yuji Nagata, Tiger Mask IV & Yuya Uemura (Desperado > Uemura, Pinche Loco, 10:06) 
Hiroyoshi Tenzan & Satoshi Kojima NC Will Ospreay & Great O-Khan [United Empire] (3:39)
EVIL, Yujiro Takahashi & Dick Togo [Bullet Club] d. Kazuchika Okada, Hirooki Goto & YOSHI-HASHI [CHAOS] (EVIL > YOSHI-HASHI, EVIL STO, 10:14)
Tetsuya Naito & Hiromu Takahashi [Los Ingobernables] d. Tomoaki Honma & SHO [CHAOS] (Naito > Honma, Jacknife Hold, 17:00)
Kota Ibushi, Hiroshi Tanahashi & Master Wato d. SANADA, Shingo Takagi, & BUSHI [Los Ingobernables] (Tanahashi > BUSHI, Texas Cloverleaf, 16:26)
The hontai team all air guitared post-main, even Kawato. Tanahashi naturally declared he would beat Shingo for the NEVER title on Saturday in Aichi. 
TenKoji v. United Empire went to a No Contest after it broke down into mayhem, with multiple chairs being thrown in the ring and the referee thrown into the guardrail outside. Afterwards, O-Khan was on Twitter, complaining he couldn’t even concentrate on anime and gaming he was so pissed at Tenzan. Oka can’t even ditch that part of his personality for the O-Khan character. Bless him.
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There is still no word on anything regarding Jay White’s status, within NJPW, or the Bullet Club. That said, the Bullet Club name seems to be in a lot of peoples’ mouths who aren’t in NJPW at the moment.
Last Saturday, 1/16/2021, Impact wrestling held their Hard To Kill PPV event, with a main event featuring current AEW World Champion Kenny Omega reunited with “Machine Gun” Karl Anderson & Doc Gallows for the first time in-ring since Guns & Gallows left with AJ Styles and Shinsuke Nakamura to WWE in 2016. Gallows, for his part, wore a Bullet Club logo on his ring gear, whilst pre-match, Omega wore the old Halloween variant of the Bullet Club T-Shirt during his ring entrance.
This past week on AEW Dynamite, Jon Moxley during a promo flat out named “Bullet Club,” whilst later on in the night, in a backstage segment with Omega/Anderson/Gallows all beating down Penta 0M, Anderson name dropped “Biz Cliz,” one of the old nicknames for the BC.
Mind you, Omega, Anderson and Gallows are all previous members of the Bullet Club (Anderson being one of the founders!), and on a previous edition of Dynamite, they all did a reunion Too Sweet with the Young Bucks. Moxley, for his part, still has a match coming with a current Bullet Club member in KENTA for the IWGP US Heavyweight title in the angle that never seems to end.
That being said, none of Omega, Gallows, Anderson nor the Bucks are currently on NJPW’s roster, and the Bullet Club is still very much an NJPW trademark. 
Now, nobody will blame anyone for trying to trade on the recognition with the Bullet Club in other promotions. God knows WWE has tried and tried, with the “Balor Club” gimmick with Finn Balor, aka another BC co-founder, Prince Devitt; also with the WWE unit formed by AJ Styles, Gallows and Anderson, initially just known as “The Club,” with a logo definitely trying to invoke the BC skull/cross-guns image, before renaming to “The O.C.,” the “Original Club.” Of course, this also fell completely flat in every attempt, because everyone knew what they were trying to do, and saw right through it. And let’s not forget, too, that the reason The Elite came into existence, was during that weird period in 2016, when the Bullet Club ownership seemed to be in some doubt (it never really was). Omega & The Bucks trademarked The Elite as their own brand so they could pocket some of that merch cash themselves, with or without the Bullet Club name attached, just in case. This all worked out rather well when the three of them departed NJPW in 2019 to form AEW.
The fact is, as of right now, officially, neither All Elite Wrestling nor Impact Wrestling have a talent or co-promotion deal with NJPW... that we know of. NJPW rather famously cut all ties with Impact, back when they were known as TNA, back in 2011 after the disaster of a match with Tetsuya Naito challenging a clearly incapacitated Jeff Hardy for the TNA World title at Wrestle Kingdom V. There have been constant rumors and speculation about AEW and NJPW since AEW was formed, but nothing concrete has ever come about, not even after the period in mid-October when NJPW names were being dropped, including footage from WK14 on AEW Dynamite, in addition to a celebratory message to Chris Jericho from Hiroshi Tanahashi.
There are always signs, however. AEW consistently namedrops Kazuchika Okada in relation to Omega. Tony Khan, Chris Jericho and Jon Moxley all clearly want to do business with NJPW, given prior statements, and it looked brighter once Takami Ohbari took over from Harold Meij as NJPW president. On the Impact side, Chris Bey competed in this past December’s Super J-Cup, being listed as an Impact wrestler at that. That’s more than Impact has been given in years, especially since Impact’s owners Anthem Sports & Entertainment unceremoniously took NJPW off both AXS TV and Fight Network after buying both networks in 2019. 
None of which should be, on its face, justification for either Impact or AEW to casually use the Bullet Club name or insignia. There is nothing official, at all, between NJPW and the other two. Already, denials are being issued that Omega will NOT go to NJPW to challenge Kota Ibushi for the IWGP Heavyeight & Intercontinental titles as part of Omega’s current “Belt Collector” gimmick (He also is still AAA’s Megacampeon), and that the Bullet Club shirt was just to stir things up. Which it may have done. Let’s see whether or if NJPW do anything about it.
The tour continues tomorrow, with another livestreamed Korakuen Hall card.
- 1/25/2021, Tokyo Korakuen Hall (NJPWWorld)
Togi Makabe, Yuji Nagata, Tiger Mask IV & Yota Tsuji v. Taiji Ishimori, El Phantasmo, Gedo & Jado [Bullet Club]
Hiroyoshi Tenzan & Satoshi Kojima v. Will Ospreay & Great O-Khan [United Empire]
Kazuchika Okada, Hirooki Goto & Tomohiro Ishii [CHAOS] v. EVIL, Yujiro Takahashi & Dick Togo [Bullet Club]
Tomoaki Honma & Master Wato v. Tetsuya Naito & BUSHI [Los Ingobernables]
Kota Ibushi, Hiroshi Tanahashi & SHO [CHAOS] v. SANADA, Shingo Takagi, & Hiromu Takahashi [Los Ingobernables]
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aion-rsa · 4 years
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15 Underrated Game Boy Advance Games
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When the Game Boy Advance hit shelves in Japan on March 21, 2001, Nintendo was still riding the incredible success of the original Game Boy. After more than a decade of the Game Boy’s handheld dominance, though, gamers eagerly awaited the next evolution in portable gaming. The GBA delivered that evolution.
In fact, many features we now take for granted in portables like the Switch can be traced back to the GBA. The addition of shoulder buttons, full 32-bit color graphics, and eventually even built-in backlighting with the 2003 release of the Game Boy Advance SP were all lauded as welcome innovations and improvements. Sadly, the GBA’s time in the sun was remarkably short. Pressured by the upcoming release of the Sony PSP, Nintendo released the GBA’s successor, the Nintendo DS, less than four years after the launch of the GBA.
Yet, GBA games continued to be released all the way into 2008. The GBA is still fondly remembered for its excellent ports of games like Super Mario World and The Legend of Zelda: A Link to the Past, and for helping launch new franchises like Mega Man Zero and Golden Sun, but its library was much more than just those major titles. Dig a little deeper into it and you’ll find that the GBA was also home to some truly excellent hidden gems that are still worth checking out 20 years later.
15. Urban Yeti!
2002 | Cave Barn Studios
Keep in mind that in the early 2000s, developing games for the GBA was much cheaper than making a console game. Steam wasn’t a thing yet, and cell phones could barely run Snake. So, if you were an ambitious young developer with a goofy idea and a dream, your best bet for making it happen was to put it on Nintendo’s handheld. 
Urban Yeti! is the type of weird, charming experience that typically only finds a cult audience on PCs nowadays. You play from a top-down perspective as the titular Yeti who is looking for his mate in a small city. Most of the time, the game plays like the first two Grand Theft Auto games with even more chances to punch random pedestrians. More importantly, finding a boombox starts a dancing freak out that clears the screen of enemies, and “missions” take the form of minigames inspired by titles like Toobin’ and Root Beer Tapper.
It’s weird and short, but always hilarious, and it’s unfortunately become increasingly obscure since its release.
14. Lady Sia 
2001 | RFX Interactive
Most of the platformers on the GBA were either fantastic SNES ports or dreadful licensed fare, but a few original titles do stand out. The first thing you’ll probably notice about Lady Sia is that it looks great. Its big, bright graphics were a perfect fit for the GBA’s small screen. The gameplay is also surprisingly deep and utilizes combos, magic attacks, and even the ability to shape shift into a sasquatch during boss fights. Yes, this is the second game on the list to feature a playable Bigfoot, but we promise it’s the last.
Lady Sia was fairly well received at the time of its release, and a sequel was even planned in 2003. Sadly, it was canceled due to a lack of funding. 
13. V-Rally 3
2002 | Velez & Dubail
The GBA was released at a time when the vast majority of console games were going full 3D. The GBA, however, was obviously built with 2D pixel games in mind. Those perceived limitations didn’t stop some developers from pushing the limits of what the handheld was capable of, though, as evidenced by the V-Rally 3 team managing to cram fully polygonal cars into the GBA.
Graphically, V-Rally 3 is undoubtedly the best-looking game on the system. Its surprisingly detailed outdoor tracks could easily be mistaken for an N64 game. You can even play the entire career mode in first-person. Thanks to some surprisingly smooth handling, though, V-Rally 3 proves to be much more than just great visuals. It may not look like much compared to modern racers, but it’s still the undisputed pinnacle of racing on the GBA.
12. Car Battler Joe
2002 | Ancient
Car Battler Joe is a decent RPG mixed with awesome car battling sections that elevate it above most of the GBA’s library. The story isn’t great (your father is missing and you have to find him), but the hook is that in this world, cars are a rarity. As such, you have to build your own Mad Max-style vehicle from spare parts found around the world and eventually battle other vehicles as you work to finish your quest.
That concept alone is begging for a sequel or spiritual successor. Sadly, most people have long forgotten about Joe, and even its re-release on the Wii U eShop in 2015 didn’t garner much attention.
11. Kuru Kuru Kururin
2001 | Eighting
Kuru Kuru Kururin is one of those puzzle games that sounds so simple in theory but ends up being surprisingly complex and a lot of fun. You play as a rotating stick (or “helicopter” in the North American version) that must make it to the goal at the end of a series of mazes. You control how quickly the stick rotates, and you’ll need to master that mechanic as the difficulty ramps up significantly in the later levels. This game remains a remarkably addictive experience until the end.
Though Kuru Kuru Kururin‘s core concept boasts nearly universal appeal, the game was only released on the GBA in Japan and Europe. A localized version finally made its way to North America in 2016 through the Wii U eShop, but Nintendo of America seems oddly stubborn about acknowledging the series. Neither of its two sequels ever made it out of Japan. 
10. Sabre Wulf
2004 | Rare
Most gamers say that Rare peaked during the N64 era with a string of successful platformers and shooters, but old-school Rare still managed to squeeze out a handful of classic games for the GBA after the company was sold to Microsoft in 2002. Everything gamers love about classic Rare games is on full display in Sabre Wulf: the cutting-edge graphics, tight controls, and the trademark offbeat British sense of humor.
Unfortunately, Sabre Wulf didn’t find much of an audience. Prior to the release of this title, the Sabreman character hadn’t starred in a game in almost 20 years. The updated gameplay apparently didn’t appeal to older fans, and wasn’t innovative enough to attract younger gamers. It’s aged better than many other GBA games, though, and it’s certainly well worth a playthrough now.
9. Zone of the Enders: The Fist of Mars
2002 | Konami
While it was never as successful as Hideo Kojima’s other games, the Zone of the Enders series is still fondly remembered for some of the better action games of the PS2 era. Their unique mecha combat and Kojima’s flair for cinematic storytelling helped those games stand out from a competitive pack.
Unlike its console brethren, The Fist of Mars is a turn-based strategy game. That means it’s not nearly as fast-paced as the other Zone of the Enders games, but there is an aiming reticle for targeting enemies, so this is more action-oriented than the typical strategy game.
While Kojima wasn’t directly involved in the development of The Fist of Mars, the writing is surprisingly strong, hitting all the right dramatic and philosophical notes that mecha fans have come to expect from the genre.
8. The Lord of the Rings: The Return of the King
2003 | Griptonite Games
EA released a couple of solid beat ‘em ups for consoles to coincide with the release of Peter Jackson’s Lord of the Rings trilogy, but the GBA versions are actually even better than those largely beloved adaptations. Like The Two Towers tie-in released a year prior, The Return of the King is basically Diablo in Middle Earth.
There are a whopping eight different playable characters pulled from the movie. Despite the technical constraints of the GBA, each of those characters plays completely differently. Aragorn is the classic warrior, Legolas is the able-bodied archer, and Gandalf uses magic to fell waves of orcs. They’re even all completely customizable with their own weapons and equipment.
Read more
Games
25 Best Game Boy Advance Games
By Chris Freiberg
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Castlevania: Why the Game Boy Advance Games Are Worth Revisiting
By Chris Freiberg
The GBA version of Return of the King still stands out as one of the best Lord of the Rings games ever made, and future games inspired by Tolkien’s books would do well take a few cues from it. 
7. Summon Night: Swordcraft Story
2006 | Flight-Plan
Thanks to lower development costs, the GBA featured many experiments that led to unusual combinations of genres. For instance, whereas many dungeon crawlers are typically slow, plodding affairs, Summon Night: Swordcraft Story sped things up through fast-paced, real-time battles inspired by the Tales of series. Battles in Swordcraft Story story are an absolute joy since you’re doing more than just scrolling through menus.
The sequel, released just a few months later on the GBA, is also worth checking out. Sadly, while the Summon Night main series is still chugging along, the Swordcraft Story subseries looks to be abandoned at this point. 
6. Klonoa: Empire of Dreams
2001 | Namco
For a brief period in the early 2000s, the Klonoa series felt like it was on the verge of becoming a household name. All of the games were praised for their tight, diverse platforming, and the series’ word of mouth was generally strong, but the games just never seemed to reach a large audience.
Empire of Dreams is a side-story set between the events of the two console Klonoa games. It features the same use of the “wind bullet” to capture enemies and the same creative level design as its console big brothers. While it can’t pull off the 3D effects featured in those games, impressive multiplane backgrounds and advanced rotation effects do help it stand out among the GBA’s crowded library of platformers. 
5. Rebelstar: Tactical Command
2005 | Codo Technologies
Don’t be fooled by the Rebelstar name: this is actually an X-Com game through and through. While there’s no base building or resource management in this GBA title, that classic tactical combat against an alien threat that defines the X-Com series can be found here in all its glory. Then again, what else would you expect? Rebelstar was created by the same guy behind X-Com, Julian Gollop.
Of course, this being a GBA game, Rebelstar’s visuals aren’t quite up to par with an X-Com title. In fact, some may find its more cartoony style jarring when paired with this style of gameplay, but Rebelstar certainly makes for a unique experience compared to the other tactics games out there.
4. Yggdra Union
2006 | Sting Entertainment
The final days of any gaming platform are a dark time typically defined by sporadic releases and shovelware. Yet, every now and then, a bright spot appears for those gamers who haven’t yet moved on to the next generation. As a deep mix of tactical RPG mechanics and card battles bolstered by some of the best 2D graphics on the portable, Yggdra Union is one of the better games released in the GBA’s post-DS era.
While the game’s story isn’t great, the regular banter between party members is charming, and there is a lot of content to keep you busy if the gameplay manages to hook you. A Switch port was even released in Japan last year, so keep your fingers crossed that it makes its way stateside. 
3. Drill Dozer
2006 | Game Freak
Game Freak will always be known for the massively successful Pokemon franchise, but the developer has occasionally dabbled in other genres. The best of those experiments has to be Drill Dozer: a game about drilling. Need to go forward? Try drilling. Backward? Also drilling. What about jumping? Yeah, that actually involves drilling, too. It sounds repetitive, but there are so many different ways use to Jill’s Drill Dozer that the mechanic actually never wears out its welcome.
It might be tempting to check out Drill Dozer via emulation, but it’s actually worth tracking down the original cartridge for this one since it’s one of only two GBA games to feature a rumble back in the cart. It adds quite a lot to the experience.
2. Astro Boy: Omega Factor
2004 | Treasure
A handheld game based on an anime that hasn’t been popular in the United States since the ‘60s sounds like a recipe for disaster, but legendary Japanese developer Treasure could do no wrong in the ‘90s and early 2000s. Like most of the games in the Treasure catalog, Astro Boy: Omega Factor features fast arcade gameplay, massive screen-filling special attacks, and some of the most beautiful sprites the GBA could produce.
Though Treasure was once a prolific developer, responsible for classics like Ikaruga and Sin & Punishment, the company has gone quiet in recent years. The studio hasn’t even released a game stateside in the last decade. However, a re-release of this gem could mark a great comeback for the legendary developer if the licensing could be worked out.
1. Ninja Five-O
2003 | Hudson Soft
Ninja Five-O should have been a system seller for the GBA. The game feels like a lost classic from the 16-bit era. It’s a beautiful combination of Ninja Gaiden and Bionic Commando bolstered by tight controls and an over-the-top story about a magic-wielding ninja who is also a cop. Anyone who has managed to track down a copy swears up and down that it’s one of the very best experiences on the handheld.
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Yet, Ninja Five-O was set up to fail from the start. It’s unknown how many copies were made, but it was nearly impossible to find one at the time of its release. Even though the game was developed in Japan, it was never even released there. Media outlets also barely covered it. Yet, the legend of Joe Osugi has only grown over the years, with complete copies of this game regularly selling on eBay for around $1,000. Even an authentic standalone cartridge will set you back several hundred dollars. You know what, though? It’s actually one of the few rare games that may be worth the price. It really is as good as you’ve heard.
The post 15 Underrated Game Boy Advance Games appeared first on Den of Geek.
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WRESTLE KINGDOM NIGHT 1 REVIEW
KOPW Rumble thingy 
Yeah yeah you know pre show stuff
1/5 
Hiromu Takahashi vs ELP
Hiromu looks beautiful as always. ELP is.... Like that. Hiromu starts with the sass and when ELP starts on the outside calling for Liger, Hiromu doesn’t have any of it and immediately dives after him. This is a great start. ELP reverses Hiromu’s sunset bomb with one of his own right off the bat! Great speed from these two. ELP mocks Kenny Omega and no one gives a shit lol. I don’t like ELP but not in the way I don’t like other heels, he’s not interesting to me but he is really athletic and conniving. This is hard to watch cause ELP is clearly slowing the pace of the match by targeting Hiromu’s limbs and I was expecting a much faster pace here. ELP gets Hiromu in the tree of woe and stands on him nuts.... I may be changing my mind here. Hiromu bites ELPs fingers to escape from his bullshit. Follows it up with an awesome cradle piledriver for 2. Hiromu reverses a Styles Clash for 2. ELP is trying a lot of callbacks to old Bullet club leaders and IDK how to feel about it honestly. ELP with a roll up for 2. ELP with an attempt at the one wing angel turned pile driver for 2. I might not be feeling it but the crowd is getting into it. ELP knocks down the ref and just PUNCHES Hiromu in the dick. Followed through by a hurricanrana and a frog splash for 2. ELP reverses a pin attempt into a Styles Clash for 2! Hiromu reverses a One Wing Angel into a buckle bomb followed by a time bomb but its countered for 2 by ELP! Hiromu counters CR2 for a 3 count! 
3/5??? idk obviously Hiromu can’t go at 100% and the aim of ELP was to injure the hand so that Ishimori can secure the win in their match. But this match was meh
Dangerous Tekkers (C) vs GOD IWGP Tag Team Match 
… I forgot Tama Tonga shaved..... my heart hurts. Listen.... I don’t like Taichi matches. That’s facts. This is gonna be a low effort review ok? I’m sorry. Dammit I do like ZSJ though.... We’ll see. I’m rooting for GOD obviously. Tekkers looks really aggressive here I’ll give them that, ZSJ always looks good and dirty but Taichi is really nasty in this match but GOD are consistently great. Their teamwork is second to only a few other tag teams. They are real strong here folks, lots of big combination moves from GOD. ZSJ is aggro as FUCK in this match, he really is managing GOD by himself most of the match on his own... cause Taichi SUCKS.
Favorite parts, ZSJ catches Tama Tonga by the leg mid air and rolls him up with his arm crossed head on the mat pin for 2. 
ZSJ SCREAMING “FUCK IT IT’S THE TOKYO DOME!” Before getting Taichi to Superplex him and Tonga Loa to the mat lol
GOD beats Dangerous Tekkers cause DUH 7 TIME 7 TIME 7 TIME!
3/5 It’s a good match and GOD won but like kind of a shit end no?
KENTA(US Champ Challenger) vs Satoshi Kojima
We start with Moxley giving a VERY intimidating promo threatening violence, as always. Kojima comes in, normal. Very bread dad. Very good. Kenta on the other hand... walks in with a damn Florida Bullet Club shirt.... ew. But the briefcase is still cool. Rocky says that the briefcase is essentially a championship which I agree with. He’s defended it and kept it right with him. It is VALUABLE.
Ok let’s get started. Kojima is out the gate strong but Kenta doesn’t want it, Kenta tells the ref to chill him out, Kenta is not impressed and Kojima is EAGER. They skirt each other for awhile until Kenta! leaves the ring. He goes to start shit with Tenzan but as soon as he get sin the ring Kojima immediately stomps him. Kojima locks in a headlock that Kenta struggles to get out of. 
Kojima sends Kenta to the outside and flexes those pecs for the crowd, they love him. Again Kenta picks on Tenzan but Kojima comes outside and Kenta throws Kojima into Tenzan then DDTs Kojima onto the floor! Kenta gets him in the ring and gets a 2 count. Another 2 count from Kenta. Kenta tortures Kojima on the ground with a leg scissor headlock but Kojima gets the ropes and Kenta needs tp be unfolded. Kenta kicks the head of Kojima, taunting him. Kojima gets up and they exchange big strikes until Kenta kicks him across the chest and brings him down. 
Kojima gets up and hits the big Mongolian chops to bring Kenta down! Machine gun chops in the corner followed by Kenta with the repeated elbows! Kojima however takes to the top rope and Kenta goes up with him. Kenta tries for the super plex and absolutely gets it. Kojima tolls away but Kenta charges with a big elbow then heads up to the top trope and fives to Kojima for a 2 count! Kenta tries for the suplex on the apron to Kojima who reverses it into a DDT to Kenta on the apron which absolutely ragdolls Kenta.
Kojima and Kenta struggle in the ring but Kenta nails a deep DDT on Kojima followed by a series of stalled dropkicks to Kojima in the corner FOLLOWED by a diving knee from the top rope to Kojima aaaand a 2 count! Kenta picks him up and tries for GTS but Kojima fights back, Kojima hits a big lariat to Kenta’s arm and then follows with a neck breaker and he takes off the elbow pad! Kenta reverses with a power slam before Kojima can nail him though! Kenta grabs his briefcase but Kojima punches it outta his hand, and Kenta eats a big lariat for  a 2 count! Kojima hypes up the crowd and gets Kenta up misses the lariat and Kenta hits a psycho knee to take Kojima down. What a great fucking pace here folks! Kojima fights Kenta with big elbows and strikes and Kenta goes down. Kenta gets up and hits a series of palm strikes followed by another psycho knee for a 2 count. Kenta sets up the GTS and LANDS IT! That’s all folks!
4/5 what a fucking solid match from Kojima here! Was NOT expecting that at all honestly. This was a great match and Kojima looks strong but Kenta proved even stronger as he had a lot more at stake. Great match. 
Hiroshi Tanahashi vs Great O-Khan
Not totally interested in this one but if Tana is wrestling Great O Khan at Wrestle Kingdom he must be special right? The gear with Tana’s face on the mask is neat. I just don’t know how to feel about O Khans gear man, it’s so weird. Tana comes out as always looking like a bajillion bucks. Ok so they grapple for awhile and shift momentum till Tana is on the outside. Tana is trying to look weak here but it’s hard to go with it cause O Khan just doesn’t feel that dominating to me. O Khan takes him to the ramp and scoop slams him onto the ramp then leaves him outside for the count. O Khan has a chair in the ring and he’s patiently waiting for Tana who comes in at 18. O Khan gets Tana in a kneebar that Tana gets out of by grabbing the ropes. Tana gets a dragon screw in on O Khan. 
Tana leads with big elbow strikes and gets flung into the corner but he runs out full speed taking O Kahn down with 3 diving elbows in a row but his knees can’t take it. He scoop slams O Khan down and hits a somersault senton from the top rope for 2. O Khan catches Tana mid running dive and throws him face down on the mat. They trade big blows in the center of the ring back and forth until Tana hits a combo and O Khan follows with his own combo that ends in a kick that takes Tana down. Big mongolian chops from O Khan. He pushes Tana down. It’s supposed to be a big double handed thrust but I mean... it’s a push. O Khan picks Tana up and hits a weird STO for a 2 count. O Khan follows up with a gnarly knee bar but Tana gets the ropes. Tana comes back to great applause and blocks O Khans strikes followed by a twist and shout and a SLING BLADE!
Tana tries for the pin and gets 2. Tana get to the top rope and O Khan gets Tana’s face in the claw, followed up by a cobra twist! Tana tries to get to the rope but O Khan hits a big reverse suplex and a gets a 2 count. O Khan picks Tana up and hits another reverse suplex. O Khan grabs the chair and lays it down on the mat, O Khan locks the claw but Tana twist him outta the way. Tana grabs the chair! Then gently tosses it out of the ring lol BIG DRAGON SUPLEX FOR 2 from Tana who heads to the top rope and hits a high fly flow but doesn’t cover! He goes for another one that gets him the 3 count.
2/5 I mean... what did you expect? I feel bad for O Khan. Idk why he was brought in here but if they intended to make him look like a threat I just wasn’t buying it. Kinda wish I hadn’t done this whole write up for this honestly???
Ok that’s it for these matches, I went long on the Okada v. Ospreay match so that will be a seperate post! Same for the title match!
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punkinroses · 5 years
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Yugioh Season 4 Quotes Prompt Meme
I am stressed, tired, sick of my job and needing a brain break. Yugioh Abridged is my go to for that at the moment. So. Have a sentence meme thing. Feel free to reblog, change pronouns, etc. Go have fun kids. Be wild. Be gay. Do crime. Love you
“The whole saving the world thing really eats into your study time.” “But my teacher gave me, like, a bunch of gold stars! And an A+ in trying.” “I already know everything I need to know about mathematics from playing card games.” “I was also thinking about doing some of the drugs later.” “(name)’s hand is on fire!” “That sounds like a commotion! .......Yes. Definitely a commotion.” “Well, I’m sure the city can defend itself.” “Those neutral motherfuckers. I never cared for them.” “How the hell did you people get in my house!?” “I’m not sure I like the rich douchebag channel.” “We figured you had more of an emotional connection to these.” “Damnit, (name), we agreed I would do the monologuing.” “My spirit guide has once again served its purpose.” “It’ll be called the bitch ass retirement plan. Named after you, ya bitch ass!” “That’s some OP bullshit right there.” “Broseph...Brosephine...Bro DiMaggio.” “I’ve got shoulder pads!” “Now what are you gonna do, Bromeo and Juliet?” “It’s not often I get to hear the worst insult ever coined by a human being.” “Yeah, they once sucked out Channing Tatum’s soul as a joke.” “I have nothing else in my life, please!” “So you’re someone I haven’t seen in a really, really long time? .........Are you my parents??!!” “Stop abusing the concept of friendship!!” “You must have spent YEARS researching this! Even though you can find this exact information on the back of any Yu-Gi-Oh! DVD!” “King of doors, bitch!” “That’s two points for Middle Earth, zero points for (name).” “I was not prepared to watch this today.” “Okay, so, you’re a lost cause.” “If even one of you makes a Sharknado reference, I will end you so hard.” “Try this on for size, you Sauron-looking motherfucker!” “I thought we had an agreement! You agreed to not be a little bitch, but now you’re being a little bitch!” “Maybe they’ll take someone’s soul that we don’t care about this time.” “Goddamnit, you never help me, ever!!” “Alright, douchebags! I’m sick and tired of us not being on top!” “These meetings get fucking weird.” “How much more specific can I get? SOMEWHERE in CALIFORNIA.” “I wonder if there are card games on the moon.” “I knew it. This is just some cheap trick to get me to come see you, so you can hit on me with a bunch of cheap innuendos, isn’t it?” “And, to think, people call you a diluted egomaniac.” “That’s not possible! I’M the adorable one!” “For some reason, cruising for chicks has caused me to become severely injured.” “I would be so turned on if that wasn’t such a huge waste of trading cards.” “I’d like to spread some vegemite on those things.” “You left me on a blimp with a known psychopath, while I was in a coma, so you could go off and play video games.” “So, in other words, since we’ve never seen your balls drop, we can assume it hasn’t happened?” “My douche-senses are telling me that (name) is mocking me somewhere.” “Should I remind you to tell them to go fuck themselves when we get there?” “He will eat you with his crocodile face.” “Okay, did you have to include the part of the story where they insulted me?” “Hey, a sword! I can stab people with this!” “Seriously? That was your one Koala joke?” “Try believing in the heart of the cards.” “Quiet, you sorcerer.” “If you’re seeing this, (name), it either means I’m dead, leaving behind a very fabulous looking corpse, or my soul has been captured.” “Maybe it had something very kinky on it and 4Kids had to censor it.” “I’ll leave that up to the fanfic authors.” “I’ll write a highly unfavorable research paper about you! With inconclusive findings!” “I feel like I should be concerned, but I just can’t stop thinking about how Copernicus is such a stupid name for a horse.” “You know that thing takes people’s souls and I found it on a dead guy, right?” “That was acting, children! Bravo for me!” “According to my research, I’m in a crapload of pain.” “Learned that trick from playing Super Mario World.” “I’ll just be over here wibbling to myself. Please, pay me no mind.” “Okay, everyone. I’m going to go scream into a pillow for the next five minutes.” “Are you telling me that we can't build an elevator into space?! Because that sounds like something a guy who doesn't want to keep his job would say!” “And let me tell you one last thing. All those times I got angry and declared that I would have my vengeance on you: I WAS FAKING!” “I'm glad we spent all our money on this bag of potato chips and generic brand soda.” “By the way, I memorized several dozen dinosaur puns, just so I could use them in this.” “The only reunion that’s about to happen is my size ten up your buttocks!” “Dorō! Monsutā Kādo!” “You're right, (name). I lost control. At the end of the day, this is just a game.” “We’re going to disturb the spirits of the dead! Yay!” “What the fuck even is this season!?” “Won’t somebody fetch me some ice cream!?” “I’m old and I hold a stick. That automatically makes me the wisest person in the valley.” “It’s a good thing I played all that Assassin’s Creed!” “It’s a good thing I played all that Banjo Kazooie!” “Oh, thank God, because I really wasn’t listening to any of that. Any of it.” “Now, I have to go back down there and challenge that vulture to a card game.” “Okay, (name), I’m going to level with you; I may have lied about the pizza.” “It makes me look really bonkers cool while I kick the shit out of you.” “Actually, he says his name is Cornelius Jr. and he wants to play basketball, just like how his father wanted him to.” “You can talk to snakes!?” “Hey, are you sure it’s safe for us to fly straight into that strange weather phenomenon?” “I guess we’d better confront whatever villain of the week that is.” “Well, these buttons look important.” “We mostly get by using our street smarts and ingenuity.” “No, I'm mad because I never wanted to know what one of Hideo Kojima's wet dreams looked like, and now I do, so thanks for that.” “I swear on my life we didn't keep a single flying war machine of death.” “Well, it would be way more intimidating if its face wasn't so damn adorable.” “Yeah, they’re dead. Dibs on their crappy broken stuff!” “Did you guys notice that this episode had the exact same ending as Bee Movie?” “I'm also glad we're not going to Florida as it means that we are not going to Florida.” “OK, but wait! I'm almost to the part where we met two ghosts in the California desert who just happened to be related to the guy we're fighting. Oh God, you're right; it's all just bullshit, isn't it?” “Breaking stuff will fix it!” “I'm bi a lot of things, but lingual is not one of them.” “Welcome back, asshole.” “Hey (name), wanna reenact a scene from Back to the Future Part II?” “I'd rather throw myself off the roof.” “Damn you, Microsoft Flight Simulator!” “Yes, but you had to steal my catchphrase to do it! Is nothing sacred to you?” “That is the single most offensive thing anyone has ever said to me.” “OK, children, from now on, everybody uses the Buddy System. When I say "Go," I want you all to choose a buddy and form an everlasting and inseparable bond between them 'till death do you part. OK, go!” “(Name), remember, whatever happens, you mustn't become an evil little sh*thead.” “Suckers! Consider yourselves ditched.“ “Well if any other anime in existence has taught me anything, most of the drama tends to happen on...the roof.“ “Just my luck. Dork Fest continues.“ “No! It's got a scythe. The deadliest farming implement known to man.“ “This heavy-hearted metaphor was brought to you by Da, a subsidiary of Doy, Inc.” “OK, this is also total BS. When I came back from the dead, I didn't get a chorus of heavenly music and a light show.“ “It's a good thing I'm so buff or that fall would've killed me.“ “(Name), promise me you're not going to embarrass me in front of the U.S. Military.” “ Guys, I think we took a wrong turn, because I'm pretty sure this is the Chamber of Secrets.” “Those aren't Funko Pops! They're much more disturbing!” “Yeah, makes your measly five thousand years look like a five thousand years of being a bitch, bitch.“ “Okay, but why are we in space?” “I have no idea who that is. You are talkin' fucking crazy right now, man. Are you okay? Do you need water? How long were you in the desert for?“ “For the record, I was dressing up in suits of armor before it was cool.“ “(Name), this is like, the third time you've tried to murder one of my friends, stop it!” “Nah. As a teenager with unlimited access to the Internet, I get to do that every day.” “As I was saying, (name) is a damn handsome and valuable person. Thank goodness for them.” “They died as they lived... pissing me off.” “Okay, who let the posh shithead in here?” “I'm so happy you escaped the cold embrace of death so that I could experience your deathly cold embrace again!“ “Wow. My eBay sensors are tingling.“ “You know, we really have no idea where this portal will take us, but I have total confidence in this decision.“ “None of this matters to you! You're already dead! Blah, blah, blah, omae wa mou shindeiru.” “Glad we came all the way up here so that we could not know what was going on.“ “Does this mean I can take back all the nice things I said?“ “I'm not doing any of those things. I'm just enjoying being with you.”
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gamex2020 · 4 years
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Saturn Games
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12 Sega Saturn Games All Gamers Should Play
After the 16-bit console war between Sega and Nintendo, Sega started to noticeably lag behind. However, just because consoles like the Saturn and the Dreamcast weren’t extremely successful in sales doesn’t mean their library was lacking in awesome and weird genre-bending titles.
Not every franchise got to “graduate” from the fifth-generation of consoles, but that doesn’t mean they aren’t fantastic. Modern gamers might not know much about these, but these are truly memorable Games From Sega’s console-exclusive heyday. Get your hands on these games however you can; they’re really unique experiences on a very distinctive console.
Guardian Heroes
Before Castle Crashers showed off how fun a beat-em-up can be with RPG mechanics and simple combos, there was Guardian Heroes. This game was well-received when it originally came out on the Saturn, but now, it’s largely forgotten. The series has a spinoff on the GBA and a port to Xbox 360/Xbox One, but other than that, there’s been no word of a sequel or revival–not even a rumor.
The game controls like a fighting game with juggle combos, aerials, special moves, and a mana bar. There are only six characters playable in the story mode (two unlockable), but there are fun multiplayer versus modes to mess around with. After defeating a character in the story mode, they’re unlocked for use in multiplayer, and the combos can get pretty crazy with six concurrent players.
Dragon Force
Dragon Force is from an era where “RTS/Tactics RPG” wasn’t that unique of a genre. Nowadays, we have Fire Emblem, but Dragon Force was smack-dab in the middle of a golden age of Langrisser, Fire Emblem, Final Fantasy Tactics, and many other SRPG hits.
Something that sets Dragon Force apart from its peers is that it focuses on large-scale battles instead of small-scale ones. The fights aren’t duels like in Fire Emblem; generals can collide with 100 troops on each side, duking it out in skirmishes. Time passes in “weeks,” which lets the plot advance while you make out-of-battle decisions.
The game sold well at the time, but its sequel (also on the Saturn) never left Japan. No one spoke much about this game after the Sega Saturn kicked the bucket, which is a real shame; Dragon Force is a true diamond in the rough.
Astal
Action platformers were falling out of vogue by the time the Sega Saturn hit the stores. Astal, however, came out early in the system’s lifespan, and was still able to capitalize on the craze. The titular character Astal can grab and throw objects or enemies. He can also slam the ground and blow big gusts of air. On top of that, he has a super meter that commands his bird companion to bounce around, knocking out all enemies on screen.
This is a fun asymmetric co-op game, too. The second player plays as Astal’s bird companion, instead of just a palette-swapped version of Astal. The bird has his own unique set of attacks, making this game worth checking out with a friend.
Astal is short, but has challenging gameplay backed up by a unique hand-drawn aesthetic. Many indie games nowadays use hand-drawn graphics as a selling point, but it was really rare during the fifth console generation. The main character has had cameos in other Sega games since, but there’s no word of a sequel, revival, or crossover with another franchise.
Mr. Bones
At its core, Mr. Bones is an action platformer about a reanimated skeleton that can lose and regain limbs instead of using health or lives. That’s not totally accurate, though; certain levels were based on non-platforming genres, with rhythm game elements, Breakout-style gameplay, or perspective changes. It’s more like Lawnmower Man on the SNES rather than Castlevania.
The first run-through of the game is extremely silly and fun, especially going in blind. Getting used to the “skeletism” meter to replace the traditional health meter takes some getting used to, but it creates a fun sub-game of trying to hang onto all your bones. It really sucks not having your legs and being unable to jump in a platformer. Mega Man wouldn’t be as fun if he had to climb on the ground with his arms–but that’s part of what makes Mr. Bones so hilarious.
Mr. Bones had a very polarized reception, with some critics praising how much variety there was in gameplay while some others would have just preferred a normal platformer. This isn’t the greatest platformer of all time, but sometimes it’s just worth playing a game where the developers threw caution to the wind and put in every single gameplay function they felt like.
Policenauts
Before Hideo Kojima made Metal Gear Solid, he was making story-focused adventure games for a variety of platforms. After finishing the cult cyberpunk game Snatcher, he set to work on Policenauts, a sci-fi story about astronauts that are also law enforcement officials. It came to the PlayStation, the PC-9821, the 3DO, and of course, the Saturn.
Policenauts is like a cross between a point-and-click adventure game and a visual novel. It’s interactive, and requires the player to be a good detective and figure out the right dialog options to select and the right items to interact with. The Saturn version is also considered superior to other ports because it has first-person light gun segments not seen elsewhere.
There is an unofficial translation patch available for the Saturn, which uses dialog from an earlier fan translation for the PlayStation. If you want to see where Kojima honed his writing chops, play Policenauts. You’ll be the cool person that’s already played it once it gets an HD remaster.
Note that this came was never released in the U.S. and can only be played on Japanese Sega Saturn Consoles!
Princess Crown
Do you like classic beat-em-ups? How about collectible armor and items? Do you like a cutesy anime style backed up by serious gameplay? What about classic RPG enemies and locations with high-quality pixel art? If you answered yes to any of these, pick up Princess Crown.
Princess Crown is the brainchild of Capcom veteran George Kamitani. Because it was released near the end of the Saturn’s lifespan, it was a commercial failure, which led to Kamitani getting blacklisted in the games industry. He later went on to found Vanillaware, which re-established him as a developer.
Princess Crown’s core gameplay went on to spawn many spiritual successors, such as Odin Sphere, Muramasa: The Demon Blade, and Dragon’s Crown, all made by Kamitani. It’s great for the industry to have specialists like him.
Note that this came was never released in the U.S. and can only be played on Japanese Sega Saturn Consoles!
Mystaria: The Realms of Lore/Blazing Heroes
If you’re a fan of classic grid-based tactics RPGs, give Mystaria a try. The graphical limitations of the Saturn give it a unique, blocky, and vibrant aesthetic. There’s twelve special characters for you to get, and the story changes depending on who you want to recruit first. The story is not that complex, but being non-linear is a huge plus for keeping gamers engaged.
The menu system for navigating combat is cumbersome at first, but once you get the hang of it, it’s fluid and fast. Plus, there’s a first-person camera mode, which is novel and weird. Try to play it in that mode, because you can’t get that in many other tactics RPGs.
Take a look at Mystaria if you feel like seeing what was once considered “next generation.” The game might seem archaic or underdeveloped now, but when it was released, Mystaria heralded what RPGs were going to look like, with 3D spells and effects backed up by camera changes to create cinematic fights.
Mystaria was released in North America as Blaze Heroes; they are the same game!
Crusader: No Remorse
There aren’t many games by Western developers on this list, but Crusader: No Remorse has definitely earned its entry. It uses pre-rendered graphics with an isometric perspective, much like the original Fallout or Diablo games. The gameplay, however, focuses on shooting, action, and interactable environments rather than RPG mechanics.
The environment destruction and playability is really where this game shines. There are alarm switches, non-combatants, puzzles, and a perspective that supports tactical gameplay rather than run-and-gun shooting. Most of the objects you see can either be destroyed or turned on your enemies in creative ways. If there’s a trap set for you, you can set it for somebody else.
There’s a sequel titled Crusader: No Regret, but it is only on MS-DOS. The first Crusader is actually recognized as an inspiration to the Fallout team. If you’re a fan of post-apocalyptic Western games, No Remorse is worth playing alone just for its contribution to the genre.
Die Hard Arcade/Dynamite Deka
Die Hard Arcade isn’t extremely faithful to the movie it’s based on, but the liberties it takes are genius. To start with, it’s a beat ‘em up that focuses on fighting game-style combos and improvised weapons. It also uses texture mapping that gives it a realistic feel, not unlike the sports games of the era.
Beat ‘em ups were falling out of favor at the time (much like tournament fighters and 2D platformers), but Die Hard Arcade kept things fresh. It’s got classic mainstays of the genre, like end-level bosses and two-player co-op, and the game brings with it a simple 3D setting and a boatload of attack options.
It’s short, but you’ll be happy to play it again and again, using new weapons and trying new combos. It’s really hard to beat crime bosses on the head with a broomstick. (Plus, Dynamite Cop on the Dreamcast is a great sequel, even though the setting is obviously different.)
Last Bronx
Last Bronx is, in many ways, a distinctly Japanese game. The setting is an alternate-future Tokyo where gangs and criminals rule. It’s a 3D fighting game that plays a lot like Virtua Fighter, but without ringouts. All of the characters and locations are unmistakably Japanese, with little room for the “worldwide fighting” variety the genre usually features.
Even though gamers in North America didn’t give the game too much attention, it was an instant classic in Japan. Casual gamers loved the variety of modes, the weapon-based gameplay, and the fluid animation. The graphics are better on the arcade, but the Saturn version is no slouch.
If you end up liking the game, there’s comics, a novel, radio dramas, and even movies to go along with it. Don’t bother watching the movie if you’re not a fan of the game, though…it’s pretty rough.
Magic Carpet
Peter Molyneux is popular these days for two things: over-promising on series like Fable, and getting mistaken for Stefan Molyneux. In his heyday, he was the king of making solid games with innovative aspects, like Black and White. Even before that, though, he worked on Bullfrog’s Magic Carpet.
The title describes it pretty perfectly. It’s a 3D flying game where you control–you guessed it–a magic carpet. The goal is to destroy monsters, collect their magic mana, and use it to build up a castle in each level.
The game is subtle, smooth, and some pretty simple fun. It’s great for zoning out with the lights off, flying around in the early-polygonal 3D environments and enjoying the sprites and spells. It probably won’t end up being your new favorite game of all time, but it’s a unique experience for the Saturn.
Theme Park
No one needs to be told that Roller Coaster Tycoon is a great series, and they’re undoubtedly some of the greatest games of all time. Before there was RCT, there was a game simply titled Theme Park, developed by Peter Molyneux and his crew at Bullfrog Productions.
The gameplay is self-explanatory for anyone familiar with the sim genre. Set up your rides and manage the logistics of the park. Try your best to keep it clean, keep it profitable, and most importantly, keep yourself from getting addicted. There are some elements in this game that aren’t seen often in other sim games, like managing the park’s financial stocks and negotiating business deals. Once you’ve made enough money on one park, you can auction it off and make another on a new plot of land.
Theme Park saw high critical acclaim upon release. Even though there were plenty of sim games sprouting during the fifth generation, Theme Park had a playful aesthetic and wasn’t as serious as Sim City or other competitors. Like many other sim games, it was developed with PC gaming in mind, but the console ports (including the Saturn) are just as smooth.
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morkhan · 5 years
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Playing Jedi: Fallen Order. Thoughts so far:
For a game that is overall pretty gorgeous, those sure are some weirdly janky looking character models! Why are Cere's eyes so big? Why did they give Cameron Monaghan a severe underbite? These are mysteries only the Force can tell us.
The janky models are especially weird when contrasted with the gorgeous environments. I can definitely see that this game had BUDGET, but I think their priorities were skewed. You have permission to use Cameron Monaghan's face; anything less than a digital sculpting worthy of Death Stranding is a disservice to that face. I'm just saying: Kojima knows that when you get a beautiful celebrity in your game, you render the fuck out of them, with as many pixels as your budget will allow.
I'm just past the opening and I can already tell that poor Cal has Generic Protagonist Syndrome. All his dialogue is super basic and purely functional, and I have yet to see any signs of an Actual Human Personality, which is disappointing, but not surprising; Video Game Writing, and such. Only time will tell if his case is terminal.
Maybe Uncharted has spoiled me, but the incidental gameplay dialogue is just so... flat. EXAMPLE: Cal is climbing around a train car moving at high speed. "Gotta go down." "The only way is down!" A Tie Fighter shoots the car, partially destroying it and drastically changing the way forward. What does Cal say? Does he comment on his sudden change in predicament? Does he briefly panic at his incredibly perilous circumstance before rallying his courage and pressing forward? Nope! "I should go up!" "Up is the only way!" This is what I mean by "purely functional." It tells the player where to go, and that's all it does. Come on, writers! Dialogue can do more than one thing at a time!
Cameron's performance is a little flat so far, but I honestly think that might be partially because of the aforementioned Generic Protagonist Syndrome. Some of the stuff they ask him to say is just dumb.
EXAMPLE: Cal has the power to sense Force Echoes, which tells him about the history of a location or object. Cal walks into an abandoned kitchen. Uses the Force to sense its history. What does he find? "Whoever lived here used this place to store food." No shit, Cal! You don't need the Force to figure that out!
Actually, maybe Cal's personality is that he's really dumb. I mean, he did apparently carry a Lightsaber on his person for years despite knowing the Jedi were marked for death on a galactic level. You go for years without using the Force at all, even in subtle ways that might help you out with your job and be completely unnoticed by your coworkers, but you come to work every day with a fucking Lightsaber in your back pocket? Come on, Cal.
All that said, I am enjoying it as a videogame thus far. What can I say? It's fun to be a Jedi. Even a really dumb one! Hee hee, lightsaber go fwoosh! Bzzzz! FWOOOM!
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legionofpotatoes · 5 years
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Okay then, since both of y’all are just delving in I’ll try to keep things (relatively) spoiler-free and stick to story sense and semiotics! Few caveats:
Have not had prior experience with Kojima’s body of work and if that’s a prerequisite in how I “should feel” about it then yike on a bike (just getting this out of the way based on what I’ve had talked at me)
My read excludes the entire context of moment-to-moment gameplay; I basically watched chronological story cutscenes stitched together with NPC interaction vignettes sprinkled in-between. 9 or so hours in total. 
I did this because the gameplay does not interest me at all - and not in protest of chill social games (I adore both No Man’s Sky and thatgamecompany stuff, for example, and try to champion anything without Gun in it), but because the setting and length did not align with my expectations for something to invest so much time into. Still, I was super intrigued by the story, and, to a lesser extent, the plot.
also I have a hard time writing in condensed English, so this may run quite long. I’ll put the rest under a break. Second language, sorry!
I’m trying to think of a good way to start this. Like I said, the story, or what the thing was ABOUT, was infinitely more interesting to me than whatever wacko packaging Kojima thought up for the narrative. Which was a complicated, thought-out piece of fiction shattered into many disparate pieces and fed to us in a mystery-box-filmmaker kind of way, making us reverse-engineer what essentially was a rather simple interpersonal uhh. family tragedy, I guess. 
But to its credit the lore is visibly built solely to support whatever thematic messaging Kojima would want to weave in there - something I can respect. Meaning it gets as wacky and as nonsensical as it needs to be in order to reflect the high-concept allegories at play, aaand then it does so to a fault. I adore works of fiction that don’t give a shit about “tone” - I hate that word more than anything in modern media - but effective symbolism in storytelling, IN MY OPINION, requires a deft hand, nuance, strong authorial position, and a good grasp of social context. 
I want to like, go through these four points individually and nitpick my problems with the game in their lens, because I think they cover pretty much everything I feel like saying:
1. A deft hand - to me means to selectively dramatize correct themes and plot points as you go so that shit makes sense in the end. I felt this was incredibly lacking here. It was like a symphony going for hours without a crescendo. The absolute wrong bits of soulless exposition would be reiterated THRICE within a single cutscene while necessary context of, hell, character motives or even plot geography would be left vague. Intentionally vague, some would argue, but their later function would never arrive. Other times, what would visibly be conceived as wink-and-you’ll-miss-it foreshadowing could overstay its welcome to the point of inadvertently spoiling a later plot point. My girlfriend sniped the (arguably) most important reveal of the game, which is left for the tail end of the final epilogue (!), in the first hours of watching. The symbolics and allusions were just too plentiful where they should have been more subdued. I am DYING to provide examples here but I’m keeping it spoiler-free. Again, if this is a Kojima-ism, too bad; but it’s not a catastrophic failure of storytelling by any means. There are very few masters of this thing working today. But what can be easier to navigate, I think, is...
2. Nuance - this kinda goes hand-in-hand with the upper point but is a bit more important to me and applies to what SPECIFICALLY you decide to heighten in order to slap us across the face with your deeper meanings. Certain characters - not all of them - feel like caricatures. The silly names and overt metaphors (wearing a mask means hiding something! connected cities all have ‘knot’ in their name!) are honestly, genuinely FINE as long as their function isn’t betrayed, but the lean into metaphor worship can sometimes wade into SERIOUSLY shitty territory as contemporary implications are ignored altogether, and that ties into my fourth point, which I’ll address before looping back to the third; needless to say, approaching sensitive subjects with broad strokes is not exactly the way to go. But broad strokes is almost exclusively what this game does, forgetting to incorporate...
3. Social context - and I feel like avoiding examples here will be difficult lest I end up sounding like a dogmatic asshole; but there is a right thing and a wrong thing to do when co-opting IRL concepts to fit fictional messaging/storytelling. I feel that a character “curing” themselves of a phobia by experiencing emotional growth that vaguely corresponds to what the disorder could have symbolized is a wrong thing. And I don’t even want to get into all the wacky revisionism the lore ended up twisting into, which was mostly honestly entertaining (the ammonite will be a good hint to those who’ve played it), until it decided to, again, lean a bit too hard into painting today’s reality as a crisis of human connection and imply some questionable things about why, uh, asexual people exist, for example. Yes it makes some sense within the context of the lore and what’s happening in the plot, but it’s completely lacking in social know-how of the here and now. In other words: a Bad Look. To me, this type of wayward ignorance is a much more serious issue that can historically snowball any piece of writing into a witless disaster. I don’t know if it quite does it here, but it’s not really my place to say. Still, you can have wacky worldbuilding that has no sense of dramatic tension, nuance, or awareness towards the audience, and yet containing one last vital glue holding it all together, and that would be...
4. Strong authorial position - or intent I guess, to speak in literary terms - and I still have trouble pinpointing how and where this exists in this game. A bullshit stance you say, and I hear ya; cause this here is a video game very pronounced in its pro-human-connection messaging, painting the opposite outcome as an apocalyptic end to our species. And as I understand the gameplay is all about connections too - leaning into that theme so hard it even renders itself unapproachable to most capital-g Gamers. I honestly respect the balls of that. But really, as an author who headlined the creation of this thing, what was it really about? What were you trying to say?
And beyond “human connection is real important to beat apathy” I got nothing, and I think that’s because of points 1 and 2 failing in succession, and then point 3 souring the taste. It just had to be apparent the moment the curtain fell, is what I find. You just have to “get” it immediately, get what it was trying to say, but that will happen only if it’s been articulated incredibly well up to that point. Maybe the entire punch of that message REALLY depends on you spending dozens of hours ruminating on the crushing cost of loneliness as you haul cargo across countries on foot and connect people to your weird not-internet? If so, I’ve missed a vital piece of context, and with this being a videogame and all, it’s honestly a fair assumption. But otherwise.. it felt like a hell of a lot of twisting and turning and plot affectations that only led to more plot affectations and sometimes character growth (which had its own bag of issues from point 3) and not a hell of a lot to say about human connection beyond the fact that it is. good and useful. It felt like a repeated statement instead of being an argument. Does that make sense? I understand the story optics here are zoomed waay out and set on targeting the human condition as a whole, but like.. if you’re committing to a message, you have to stand by it.
Why is connection good? it’s a dumb question without a DOUBT but since the game has set out to answer it then it.. should? Did I miss the answer? I may have, I honestly can’t exclude the possibility. My lens was warped and my framework of consuming storytelling is a bit rigid in its requirements (the four points I mentioned), so maybe I’m just too grouchy and old to understand. 
I just think Pacific Rim did it better and took about 7 hours less to do it! And yet, it, too, involved Guillermo Del Toro. Curious.
If you made it this far and are interested in my thoughts on the technical execution of it all as well, uhm, it’s pretty much spotless? Decima is utilized beautifully, the Hideo vanity squad of celebrities all do their very best with the often clunky dialogue, the music is great, the aesthetic and visual design is immediately arresting, and it certainly does an all-around great job at standing out from the rest of the flock. I fell in love with the BB a little bit. It is also a game that is incredibly horny for Mads Mikkelsen, which almost fully supplants the expected real estate for run-of-the-mill male gaze bullshit. It is. A change.
That’s all I got folks
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guerilla935 · 5 years
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The Advantage Of A New IP
In the fashion of it being a brand new year we get asked a pretty general and not at all specific question. What game do you want to see this year? In every new years edition podcast and youtube channel this is hot debate. Of course in your mind you have limited options. You say to yourself, do I want a sequel of something we already have? Has a production company that I’ve heard of before not made anything in a while? You can only answer in what you know. And in the most recent years, the devs have been listening. Do you want The Last of Us Part 2? Naughty Dog will deliver. Expecting a new Legend of Zelda game? Nintendo will probably keep making them until the sun super novas so you are good there. But you would never answer that question with: “I want a (insert adjective here) game.” I mean you might, in which case you must have a very specific itch to scratch good on you for knowing what you like. In any case I will valiantly fight for every game that is still on the drawing board that is not a number 2, 3, or 4. Not a sequel or a prequel. Not an HD remix 2.5 remake. This is why we need to be excited for original games that still have yet to be conceived in a game engine or drawing board.
CD PROJEKT RED
To prove my point I am going to break down what makes CD PROJEKT RED’s The Witcher series so indigestible and why it is so popular now. This company makes a very good video game, but if you jumped into The Witcher 3 you would have been pelted with so much lost exposition that you have already lost interest by the time you have killed the Griffin which is where every person I have talked to (including myself) has stopped playing that game the first time they had picked it up. The game plays very non traditionally, the combat is scarce, each battle takes crafting and social preparation that is tiresome if you were not expecting to work so hard to get to the action, and the travel time is tolerable but not the greatest thing. But the story is amazing and you are waiting on that to pull you through. However we are looking for Yenefer, who is that? Why is this old guy following me around? Why does everybody hate me? Kaer Mohren is uh, a place? Not anymore? The story comes in at a weird place. So you say okay lets go play the first two games, wrong, the first game is unplayable if you have updated windows since windows 10 came out. You could have an awesome time playing just The Witcher 2 and then 3 but lets assume that you just gave up. Fast forward to 2019 and Netflix releases the first season of The Witcher series based on some fantasy novels written by a Russian dude in 1993. Whether you liked the show or not you and 100,000 people actually start playing through The Witcher 3 because you know who Yenefer is, you kind of know who Vesemir is, you know why everybody hates you and how to deal with it, and you have that catchy song stuck in your head. My point in all this is that until a Netflix series taught you how interesting this story and this world is you and most people had every intention of not touching the game at all. CD PROJEKT RED has now announced a cyber punk crime drama starring Keanu Reaves, it is also based on a lot of prior source material but the average player like me would have no idea about that kind of stuff. It sounds awesome and it probably will be, but it is gaining a lot of steam because it’s new and exciting and we can dive in blind which is an awesome feeling.
The Remake
Three of 2020′s most anticipated games are full remakes. Final Fantasy VII, Doom Eternal, and Resident Evil 3. Before we have this argument I’m not going to admit that Doom Eternal is not a remake because it really is, it is awesome plot-less demon shooting and as long as they keep using the Doom name it is all just a remake of Doom. The problem with the hype for these games is that it is hinged on if the fans consider Final Fantasy VII (2020) to be as good as their memory of Final Fantasy VII (1997) and people have pretty exaggerated memories. Doom Eternal also has to upstage Doom (2016) and Resident Evil 3 (2020) has to be better than Resident Evil 3 (1999) and make more improvements than Resident Evil 2 (2019) which will still disappoint fans because Capcom wants to make it more action based which is what killed the franchise back in 2009. But what is really sad is talented writers are adapting content for a modern generation when they could be writing new content for a new era. Video games age worst out of any type of media and I am glad that these are getting restored but we are seeing so much effort put into showing our kids why we were crying when we changed from disc 1 to disc 2 in Final Fantasy VII that we may not get to see Final Fantasy XVI until the far future.
Hideo Kojima
Before I start this section I want to say that Hideo Kojima is one of my personal favorite people. As soon as Mads Mikkelsen and Norman Reedus got hypnotized by Hideo Kojima to work on Death Stranding the games development cycle that involved nobody, not even Hideo Kojima, knowing what in the heck what was being put together in his offices made so much noise in gaming that it could not fail. There are a few games that need only a few seconds to prove that they are worth playing and having Norman Reedus incubate a baby on screen and nothing else is probably the most surreal experience anyone has ever had seeing a game trailer. This original IP whether you loved it or hated it was really exciting to live through the launch of, and when we see game trailers in the future I can only hope that they are as exciting as this one.
The Difference
So what is the difference between seeing a trailer for Final Fantasy VII (2020) and seeing a trailer for Ghost of Tsushima? For me the difference is that when I see Cloud appear with the buster sword I am excited to know what they kept, to see how they improved it. When I see a samurai on screen do crazy ninja moves and disappear I want to see more, a lot more. I know what to expect from the next Legend of Zelda, I know what to expect from Call of Duty, for Assassin’s Creed, and I love when they do blow those expectations away. But when Naughty Dog sends me a YouTube video of the Planet Earth clip where the ant goes psycho and grows a mushroom out of its face then the game comes out and I never knew it would be so sad and intense and rewarding it is unlike anything else. We spend most of our time as gamers anticipating the next rush and I can tell you exactly what it’ll feel like to play the next Doom or Metroid Prime but I will never be able to put into words the next time I will get to play a new game for the first time will be like.
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trashpits · 5 years
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A lot of games do this without you really knowing. For example the L4D2 character faces are based on their voice actors. A huge amount of games use models for their faces (Lara Croft in the newer ones, Quiet in MGSV, any game that uses face tech really) Until dawn had Peter Stormere, and Ellen and Dafoe were in B2S. But even if they didn't have their face, they would have their voice. They're playing a character, not being themselves, i guess?
TLDR, i get what you mean, but i also think that original characters will always exist anyway. Kojima cast his best friends to be in his movie-game, is all.
i guess like… i don’t like when its motion captured to just BE them. like i’m not trying to call out death stranding, just watching the trailer made me think of it. i think it is cool tbh!!! i think it’s fun to be like “OMG THATS THEM!!!” but also i wouldn’t want all characters to turn into that.
which others brought up the fact that it probably wouldn’t turn into it, but in like the horror genre where its super hyper realistic, it does make sense. 
but like that whole thing about playing a character. i get where you are coming from, but like when they have their face its harder to separate. like i LOVE the labyrinth but bowie is not great so seeing that movie is not as happy to me anymore and it makes me like :///
idk maybe i’m weird. i just like completely made up new characters i guess. i liked that videogames were never that close to realism but im just afraid that since the technology is there that most games would wanna go for that more. iDK just seeing how the animation industry has changed a lot makes me nervous. 
BUT also the world doesn’t revolve around me and if it makes the creators happy, end game is that i will be too.
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hebblog · 2 years
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Xbox | 2022 Showcase: My Thoughts
It feels weird to open with a bunch've trailers for games that...I mean...these are pretty "meh" right??
This has me missing E3 a LOT right now. Sure the expo had its flaws, but it brought everything together under one jam packed roof. This past week has felt so disjointed. I'm playing catch up on stuff rather than experiencing it in real time.
HALO IN FLIGHT SIMULATOR?? That's cool.
Seeing Blizzard pop up doesn't tingle the same as it used to...
Can anyone gimme a solid reason why I should get GamePass? I don't like the idea of "the Netflix of games". I want to own a game and play it whenever.
God trailer music is so emotional now. Or maybe It's just been a traumatizing couple of years haha...ha...heh...ugh
ESO is the game I own, love and wish I could put more time into.
Dude! FUUUUCK! SCORN....HOLY WHATblgubeegegchg...geez. I am so hyped for that game. I want to be so disgusted and feel so uneasy the whole time I play. I want to feel like booting up is something I have to hide, like "I hope no one walks in and wonders what the heck I'm doing" kinda vibe.
Flintlock looks so generically boring.
I love that Mojang created this amazing gaming universe, and are only making side games/stories within it. Like, it's their own metaverse.
Lightyear Frontier looks like Starfield looks like No Man's Sky.
It's so funny when completely new/unknown games do their trailer thing, it ends with like the title or something...then *DUNNN* INTRODUCING THIS THING NO ONE KNOWS...as if we're supposed to be blown away by it hahaha.
Grounded is also such a rad idea! They should make something like that easily accessible to kids. Imagine it - when I got home from school I'd watching cartoons/power rangers and spend the evening talking about it with friends. Kids could jump into a virtual world and go on massive adventures!
So strange to just jump right into such a big title like D4. Something that would've been so big on-stage.
Yo wait WHAT!...open world Diablo?? I mean, it was but like bases to take over? Towns to build? Love this update, so needed! I love the franchise but it always had a moment of "this again" about 75% of the way through.
You couldn't save shit to your ship in Sea of Thieves until now?? I thought that was the whole point of the game??
I will ALWAYS hate JRPG trailers. The timing for everything is always so off!
Yaaaa I heard Kojima was joining up for an exclusive! That's so rad! About time!
Starfield is what I'm here for. I'm sure everyone was/is.
...kay this DOES look SO MUCH like No Man's Sky. But c'mon, that game introduced an entirely new way to game, and then dropped the ball HARD. Of course some studio was going to jump at the opportunity to pickup the ball and run with it.
Yooo Starfield is MS products only? Why did I think it'd be on Playstation as well. Damn...sorry dudes. That game looks like my next "big one" (but Cyberpunk was my LAST "big one"...and No Man's Sky was before that...uh oh).
That was super fun, some great shit to see. But overall it was liiiiiike 4/10 to experience. Cool, shiny, but nothing that I wasn't expecting.
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gay-saltasaurus · 3 years
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Ok, here's my review/analysis of Death Stranding. Full thoughts in the read more, but tldr:
Death Stranding is an amazing game. There is nothing else like it. It's complex, and the story will probably make your brain hurt a little, but its fascinating. This game is SUPER not for everyone. Some people hate it, and I understand why. How you play the game is entirely up to you, and what you get out of it depends on what you put into it. Its incredibly well made, and I highly recommend it.
That was probably a bit long for a tldr, but if you opened the read more you brought this on yourself.
Context
First, a bit of context. Death Stranding was my first Kojima game. I knew of his reputation and admired his values as a game designer, but Metal Gear just didn't seem like my thing. I just saw the promotional images and stuff for DS (particularly that one of the five black figures in the sky) and was just overwhelmed with curiosity and WTF IS THIS GAME. I forgot about it for a while, then it came out, I watched maybe an hour of a let's play and read a few spoiler free customer reviews. I don't think I've ever seen reviews so divided. I saw maybe one review that gave a middle score. But the let's play showed some interesting concepts and a really strong atmosphere, so I was on board. I haven't looked at any reviews since finishing the game, so I might add to this post later to address those points. (Nevermind that will need to be separate because I am a long winded bitch)
Gameplay
Death Stranding's gameplay probably isn't for everyone. If you're looking for something fast paced or something you don't have to think that hard about, or if menu screens really bother you, this might not be for you. That being said, there is something here for everyone. There's strategy, stealth, action, exploration, ect. Like any good open world game, you create your own experience. You can go take on MULES, make deliveries to side characters to learn more about them and the world, or just go straight to your destination as fast as possible. Do you want to deal with MULEs with stealth, violence, or avoiding them altogether? Do you want to make deliveries by foot and deal with balance, or use a vehicle and deal with rough terrain and cliffs? The game allows pretty much any play style, all of them carefully balanced so that none are inherently better than the others.
One part of the gameplay that might set a few people off is the amount of menus. There are a lot of them, and navigating them is not always the most intuitive. However, they are important to the gameplay, and they are pretty useful once you get used to them. Since my brain is more of a pinball machine than a coherent train of thought, automatically going through multiple menus when taking on a delivery saved me having to go back to the terminal 8 times because I forgot something. I also love the map and being able to see the route I plotted so I don't have to constantly check the map because my pinball brain can't remember where tf I'm going. It also leaves me free to process the story and enjoy the atmosphere.
The balance mechanic might also seem tedious at first, but it seems like it's partially an alternative to the weight/speed system most games use. Excessive cargo slows you down, but balance becomes an issue long before speed does. Personally I really prefer this to the agonizing slow motion crawl that most games use, since in theory you can still carry an excessive amount of cargo, you just have to be good at balancing it. It adds to the realism and challenge to parts of the game that might otherwise feel like a walking sim. It can also look really fucking silly and I love that.
Story
Sweet baby Jesus, this story is a lot. Its complicated af, with a lot of big ideas that can make it difficult to understand. The long quiet traveling segments come in handy here, as they give the player time to process the latest chunk of exposition. This is a story that requires a lot of exposition and long cutscenes, but if you really aren't into that they're all skippable, and you can still see where to go next, but obviously this game isn't really for anyone who's that impatient.
Personally, I'd say the story is pretty good. It's not perfect, but I feel like it's not quite the focus of the game (more on that later), so it doesn't really need to be. The performances are fantastic, and Reedus adds a lot of personality and depth to Sam that would otherwise need to be shown through even more dialog. As someone who's spent years studying storytelling, I'm always relieved to find a story where I have no idea where it's going because the narrative structure is so weird. There are plenty of major twists, but they're set up ahead of time. Everytime I thought "Wait that doesn't add up" Death Stranding would later say "You're right! It doesnt!" And that's wonderful.
Worldbuilding
The worldbuilding here is some of the best I've seen in a game. There is SO. MUCH. DETAIL. Everything feels well thought out, you can tell that the developers spent a lot of time just working out how society would function in this situation. And a lot of it is based on actual science to the extent that you can tell that some of the people involved here had hyperfixation level interest in some pretty advanced topics. The science here is used in a way that shows a level of actual understanding, instead of the usual "I saw an article once that said we don't use 100% of our brains. I didn't read past the headline, but here have some fancy science words." As someone who frequently hyperfixates on random science enough to see through shitty/nonexistent research, I can't possibly express how exiting this is. I'm by no means an expert on quantum mechanics or whatever, but I can tell that someone here did at least some actual research. And of course, as other people have pointed out, the discussion of the effects of isolation in this world have been shown to be pretty damn accurate in light of recent events.
Themes
OK HERE WE GO HERES THE BIG ONE. Like I said, I feel like the focus of Death Stranding isn't on its story, but on its theme of connection. Every other element of the game comes together to support that central experience. You are reconnecting a world that is overwhelmingly isolated. You are traveling through a vast, empty landscape, completely alone (except for BB). As you reconnect each region, the landscape becomes less empty as you're connected to other players. You are aware that you're working together with other people, even if you never see them, just like the preppers and other people you're connecting. Characters continue to send you emails, reminding you of the connections you've made and showing how your actions are slowly making the world a little less apocalyptic. Shoutout to the guy at the 1st waystation, who slowly got better at going outside. I don't remember his name, but I'm proud of him.
Death Stranding is a prime example of a hopepunk game. Despite its somewhat melancholy atmosphere, ongoing apocalypse, occasionally harrowing gameplay (that fucking mountain), moments of horror, and the constant presence of death, it is aggressively optimistic. All the Bridges characters are so positive, and the way they talk about the chiral network makes it sound almost too good to be true. And even when the dark secrets of Bridges and the network are revealed, it doesn't take away the positive impact. It's not one of those twists where everything was a lie and fuck you for trusting it, because you've seen the network save lives. The world in DS is FUCKED. It has been for years, and probably will be for the foreseeable future. But that doesn't mean you should stop trying.
If you actually made it this far, congratulations and thank you.
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thebonezone66 · 7 years
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So I had a nightmare last night.
And it wasn’t one of those “Oh, super zombie vampires with lasers are going to get me” kind of dreams where you’re being stalked by some kind of fantastic threat or anything. It was a really mundane, surreal kind of dream that could have just happened in real life if the right cards were stacked. That kinda nightmare. The Adult Fear™ kind. Now normally I wouldn’t be sharing this with Tumblr or anyone short of my girlfriend right now because of how deep seated that ADULT. FEAR.™ actually is but I will be making an exception because of the details around it. Because they were fucking weird.
To give this context I have to explain my Adult Fear.™ I am pretty sure that I have a deep seated, psychological rage centered on my mother and the possibility of having to interact with her in any way feels like, on the surface, BARE MINIMUM more trouble than the headache is worth. The minute details of this are pretty much irrelevant to the story though. So I am currently estranged from my biological family and have not spoken to almost any of them for what will be eight years here soon. (Nearly half my life now. I am gonna be 25 in February.) Barring my youngest sibling Danny(Important) who I chat with online anywhere from daily to sporadically, I have pretty much no idea what is going on in their lives and do not care to know because of me basically equating them all to acquaintances rather than family. 
The first part of my dream opens up with the double whammy that I’m in Florida(I live in Oregon right now) visiting my younger siblings for some reason and that I cannot afford a plane ticket back home. FOR WHATEVER OTHER REASON, I GUESS. Normal enough as far as uncomfortable nightmares go right? Well, it gets better. And I mean that legitimately. Cue first weird part of the dream. The house that I am visiting is my father’s old Kirkwood, MISSOURI home he had for a while before he ended up getting sick(Cancer, he died. Also important.) and having to sell it. I heard the psychology of dreams makes it so you tend to cherry pick details you’ve seen in life to populate a dream space and you don’t really dream of what you haven’t seen. So it didn’t feel too off. But then I get inside the front door, and Arin fucking Hansen and Danny goddamn Sexbang are sitting on my dad’s old stretch couch watching TV with my youngest sibling, Danny sitting between them. They hail me with this loud “EYYY!” that sounds like I just got hit with a surprise party and I Bless my idiot fucking dream self, just finger gun at both of them like this is the most normal shit I have ever experienced in my life and yell it right back. Like we all knew each other for some reason and it was just a thing I guess?? We interact briefly, fulfilling my apparent self insert fantasies because after I was done saying hello to Brett, the middle child and meeting his daughter, we’d all be taking off to go play PT which was secretly getting finished behind everyone’s backs and the Grumps got first dibs on playing it.
I get into the kitchen, and two things happen: 1. I finally accept that I am an Uncle and meet my baby niece for the first time.
2. My mom is there. And we get into a really heated argument because I had not spoken to hear in years. The details of this argument are again largely irrelevant to the plot of this story and dream me was legitimately bitter enough that I don’t want to recount it. (Least of all because Danny likely watches my Tumblr and I don’t want this somehow circulating back to her.) I got issues, is the takeaway from that. It ended with me telling her that she had pretty much learned NOTHING from our previous interactions, I fully disown her, my girlfriend’s mother has more or less adopted me and has done even in that brief amount of time a MUCH better job of being a mother than she ever had, and that I guess we could try this again during her Golden Years/on her death bed. (To give you even a SMALL idea of how bad it was.)
I storm out of the kitchen back into the living room and the GG are just staring at me grimly, and I realized that they heard pretty much every fucking bit of that ugly affair. Arin gets up first, thumbs outside. Both Danny get up and we all troup out and, I am fairly certain, steal my dad’s Dodge Durango.(IE what was mom’s CURRENT car when I moved out. They even had the keys!)
Before we even got in we were having problems because Arin is driving and he didn’t unlock the passenger side door. I decide this is fine however, because there’s a step up bar running the undercarriage and one of those fancy mounting bars on top of the vehicle. I hook my left arm up top and plant my left foot and wing it like Jack Sparrow. Eventually he lets me in when he realizes that I wasn’t doing it intentionally and none of us really mentioned it again. We drove for a while through what felt and looked like Southern California, which is interesting because I had only been there once. We all talked about videogames, the GG asked me about the argument I had with my mom and I had to explain what I told you guys more or less TO them. They were oddly sympathetic. To quote a brief part of that: Arin: “Fuck dude, that’s not cool. I’m glad you’re in a better place though.” Dan: “You were a lot less angry about that than I would’ve probably been.”
Which is again, weird because it feels like those blurbs should be flipped for one thing but it was more the awkward candid nature of the entire exchange that got me. So Arin pipes up eventually that he has a vague idea of where he is going and that we were “Maybe KINDA almost there?” Danny looks at brother!Danny and just. Pats my grown ass brother on the head. Dan: “We’re kidnapping you by the way. Which would have been better timed if I said that almost an hour ago.”
We pull into this Fallout 4 looking little gas station and convenience store that, I shit you not, feels like it should have walked out of the game set rust and all into the middle of an open desert. And there’s an old timey movie theater ticket stand in one of the buildings with a combination glass menu with neon bulb arrangement to its left. They were selling. ALL the beer and booze. Some chicken wings, other food stuffs and a ‘guest pass’ for the bathroom if you weren’t going in.
We all share this incredulous look because the doors on the right of the stand were giant saloon style swing ins. My dead dad walked out, honest to god dressed like a cowboy and tips his ten gallon hat at us before moving on to.. I don’t even freaking know. Dream me didn’t seem particularly fascinated by the implications of dream dad I guess. Then Arin turns to all of us and just says flatly, “Kojima is fuckin’ weird. This is where we’re supposed to be. WELL LET’S GO IN I GUESS.” So we go in. That’s when I woke up though because my body was getting cold enough that it got uncomfortable. Turns out my girlfriend stole all the blankets off my body. So I got new ones and marched over here to deliver this dream to you while it was still fresh. Enjoy I guess.
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mindthump · 5 years
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The best PS1 games of all time: From Symphony of the Night to Final Fantasy 7 http://bit.ly/2WiC9N8
Sony tentatively entered the video game market by partnering with Nintendo to develop a new, disc-based console in the mid-90s. After that partnership fell apart, Sony went on to release a console of its own.
The first PlayStation launched in Japan in late 1994, and in the following year, to the rest of the world. Although the PS1 wasn’t the first console to use CD-ROMs or provide true 3D graphics, it created the breakout moment for both of those technologies in gaming.
Ranging from novel-length, narrative-driven RPGs to fast and furious races to mind-bending puzzles, games for the original PlayStation offered a wildly diverse lineup over its 11-year production run.
Take a stroll down memory lane with us as we count down the 50 best PlayStation 1 games ever made. Do they hold a candle to the best PS4 games? You decide.
Action
Castlevania: Symphony of the Night
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The Castlevania series was over a decade old by the time Symphony of the Night arrived, but it was absolutely the franchise’s defining moment. It radically expanded the series’ platforming with RPG loot and progression and non-linear exploration, lending its suffix to the subsequent “Metroidvania” genre as a result.
Unlike previous Castlevanias, where you controlled members of the vampire-hunting Belmont family, SotN revolves around Alucard, the lazily-named son of Dracula, who fights the horrible monsters of the castle to protect humanity from his father. Symphony of the Night stood out immediately for bold choices like hiding more than half of the game behind a false ending, or using the CD format to make a massive game filled with rich, 2D sprites instead of the crude, early 3D the rest of the industry was pursuing at the time.
One of the most influential action-RPGs of all time, Castlevania: Symphony of the Night is still just as satisfying to play now as it was 20 years ago.
Metal Gear Solid
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Between Thief: The Dark Project on PC and Metal Gear Solid on PlayStation, 1998 was the year that modern stealth video games were born. A sequel to two lesser-known games from creator Hideo Kojima, you play as special ops soldier Solid Snake, infiltrating the hideout of a rogue unit threatening the United States with a nuclear strike.
Snake has a variety of tools for evading and taking out guards, making it one of the most taut and tactical gaming experiences available at the time. The series has since spawned four more critically-acclaimed main entries and various spinoffs, radically expanding upon both its deep gameplay and Kojima’s baroque, nuclear mythology. But the first Metal Gear Solid remains an unassailable classic.
Twisted Metal 2
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Prior to leading the team behind God of War, designer David Jaffe rose to prominence for his work on the PS1 vehicular combat series, Twisted Metal. In the demolition derby taken to a post-apocalyptic extreme, players take the wheel of various over-the-top armed and armored vehicles. Projectile weapons and power-ups are scattered throughout the arenas, set in the ruins of major cities around the world. The cars and drivers — like the series’ iconic ice cream truck, Sweet Tooth, and Axel, a muscle-bound man straddling two truck tires — ooze personality even in the early polygonal days of 3D.
The first game included only a single-player campaign and co-op mode, but the sequel expanded everything about it, including more vehicles, more arenas, and more custom and multiplayer modes for just dropping in and enjoying the mayhem à la carte. A contractual dispute between Sony and developer SingleTrac led to subsequent sequels being developed by other, less capable studios, making TM2 the peak of Twisted Metal for most fans.
Legacy of Kain: Soul Reaver
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An action-focused spinoff of the top-down RPG series Legacy of Kain, Soul Reaver was a third-person action game from Crystal Dynamics, which would go on to earn acclaim with its reboot of Tomb Raider. You play as the ghostly vampire Raziel in the grimdark fantasy world of Nosgoth.
Players loved its dark, compelling narrative, voice acting, and varied mechanics. One of its main conceits was the ability to swap between the physical and spectral realm at any time. Crystal Dynamics was unable to simply layer two different versions of the world on top of one another because of the console’s limitations; achieving the effect was no small technical feat.
Legacy of Kain: Soul Reaver is also notable as one of the first major games written by Uncharted series scribe Amy Hennig, now considered among the best game narrative creators in the business.
Tenchu: The Stealth Assassins
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With their long-held mystique both within and beyond Japan, ninjas have featured prominently in video games since very early on. In franchises like Ninja Gaiden, however, they had largely been translated into nimble, hack-and-slash fighters. Tenchu: The Stealth Assassins is one of the first games to truly embrace the ninja as a stealthy infiltrator who must rely on his tools and wits to survive, rather than just weapons and reflexes. Developed by Japanese studio Acquire, Tenchu was the feudal Japanese parallel to Metal Gear Solid’s nuclear melodrama. Failing a mission would cause you to lose whatever tools they were carrying at the time, forcing you to be careful and deliberate when planning your approach to each mission. Fantastical elements from Japanese mythology provided fun flavor, but Tenchu was most fun because of how human and vulnerable you felt, making success all the sweeter.
Syphon Filter
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Although somewhat overshadowed by Metal Gear Solid, Syphon Filter was another exceptional 3D, third-person action-stealth game for the platform that was praised at the time even if its legacy has not endured as strongly. Newbie developer Eidetic took equal inspiration from Goldeneye 007 on the Nintendo 64, hoping to create a “super-spy” hybrid genre with stealth, action, and puzzles.
It tells a gritty, contemporary story about special operatives facing off against biological terrorists in a world-spanning story that encompasses governments, multinational pharmaceutical companies, and conspiracies that run all the way up to the top. It was a pulpy and immersive plot, enhanced greatly by gameplay that was a compelling balance of stealth and straight-up action. Critics cued into its stellar AI, a key requirement for good stealth games, which was among the most impressive in any game to date.
Einhänder
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Although best known at the time for its roleplaying games, Japanese developer Square was no one-trick pony. Case in point: It also gave us Einhänder, an absolutely fantastic side-scrolling shoot-’em-up in the tradition of Gradius (though not quite as extreme as the “bullet hell” subgenre that came after it).
Set in the future during a war between Earth and the Moon, you pilot a spacecraft through horizontal, 2.5D levels, destroying enemies and collecting power-ups. The name, a German word for a one-handed sword, alludes to the core mechanic of your ship’s sole grappling arm, used to pick up weapons scavenged from destroyed enemies. Weapons mostly have finite ammo, forcing the player to keep finding new ones and adapting their play style to what’s available.
Apart from the generally slick presentation, players loved the tactical variety enabled by the system of picking up new weapons, as well as the way that bosses had discrete parts that could be targeted and disabled. Although well outside of Square’s wheelhouse, many consider Einhänder to be one of the genre’s best, and Square’s finest non-RPG work to date.
Ace Combat 2
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The original Ace Combat (released as Air Combat) was one of the first games released on the original PlayStation, and it showed. This sequel was an improvement by developer Namco in basically every way. Gameplay is divided into relatively linear, objective-based missions, with resources becoming available to upgrade your jets depending on how successful you were at destroying all targets.
It’s an arcade-style combat flight simulator, “arcade style” here referring to its gameplay-over-simulation design, with only semi-realistic physics and the ability to carry far more missiles than an actual jet could — though difficulty settings allowed more hardcore players to fly with greater realism if they so desired.
Mega Man Legends 2
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Although the PlayStation hosted some of the best conventional 2D Mega Man games as well, it was also the exclusive home to some weird entries like Mega Man Legends, as well. With only the main character in common (and a cheeky reference to how he’s named after a character’s favorite video game), Legends is set in an archipelago where he travels around with the Caskett family of treasure hunters, scouring ruins for ancient machinery in search of the legendary Mother Lode.
In addition to refining the run and gun mechanics (replete with a fairly deep crafting and customization system), the second game also presented a much richer and more character-driven narrative than the structure typical to the core series of “hunt the bosses to get their powers.” The voice-acted cutscenes were particularly entertaining, feeling very much like watching an anime. It featured memorable characters like your nemesis, the pirate Tron Bonne, who had her own spin-off game between two Legends entries. A third game was canceled in development.
Tomb Raider 2
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The original Tomb Raider essentially founded the genre of the 3D action/adventure game, but it’s the sequel that really made it sing. A radical departure from the cutesey, cartoon mascots of the previous console generation, international treasure hunter Lara Croft was immediately embraced as one of gaming’s most iconic characters, heralding the medium’s maturation.
The first game’s mix of exploration, platforming, combat, and puzzle-solving was expanded substantially for the sequel, with refined controls, bigger environments, and more exciting set-pieces. The third game felt a bit more like a rushed cash-in, leaving Tomb Raider 2 as the series’ peak for a lot of players until the universally-praised 2013 reboot.
Fighting
Bushido Blade
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Feudal Japanese weapon-focused 3D fighting game Bushido Blade is the most well-known game from Japanese studio Light Weight, and it’s still somewhat anomalous within the genre. Eschewing the convention of health bars entirely, blows would either cripple particular body parts or kill you outright. This gave the game a rare degree of realism, and a much more tactical and punctuated tempo.
There were eight realistically simulated weapons and six characters with different stats, abilities, and proficiencies with each weapon, and a stance-based fighting system, giving players a lot of options. Also unlike the discrete levels of conventional fighters, its arenas were all inter-connected, and players could run and climb between them, using the environment to their advantage.
Bushido Blade had one direct sequel and another similar title on PS2, but those smoothed out some of its quirks too much for our taste. Other fighting games like the Soulcalibur series and more recently For Honor have explored weapons-focused “dueling,” but nothing has quite replicated what made the original Bushido Blade special.
Tekken 3
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Street Fighter set the bar for 2D fighting games in the early 90s, but brawling in the third dimension was all about Tekken. This arcade-native franchise set the high bar for 3D fighters, perfecting the formula with the third entry. Where previous entries made relatively little use of the third dimension, depending on the character, Tekken 3 toned down the hyperbolic jumping and made it so every character could easily sidestep into the third dimension, opening up one of the most tactically complex and polished fighting systems in video games to date. A large and diverse roster of characters and truly impressive graphics for a home console port of an arcade game made Tekken 3 an instant classic, and it still holds the honor of being the second-best selling fighting game on any platform of all time, after only Super Smash Brothers Brawl.
Street Fighter Alpha 3
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While Tekken and Bushido Blade blazed new paths for fighting games in the third dimension, Capcom stuck to its roots with Street Fighter, the fighting franchise that started it all. It featured a massive roster of 34 combatants drawn from the series’ whole history. It also introduced three different “isms” playstyles, changing the mechanics of how combos work and special moves charged up. While some felt that the 2D, sprite-based graphics dated the game, in retrospect it looks great, and holds up magnificently well as one of the most comprehensive and refined entries in the Street Fighter franchise.
Darkstalkers 3
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Capcom was on such a roll producing top-notch fighting games during the ’90s that it sometimes overshadowed its own excellent titles. The Darkstalkers series of 2D fighters was always a cult and critical darling but had middling commercial success. Relatively standard (but solid) mechanically, it was mostly recognized for its anime-meets-gothic-horror aesthetic, with characters like vampires, mummies, demons, and a yeti. The look was magnificently refined by the time it hit the third game, with detailed and fluidly animated sprites that are among the best of the decade. First released in arcades, the game had undergone several character additions and balance changes by the time it was ported to PlayStation — all of which made it one of the fastest, fun, and charming fighters to play at home.
Platformers
Crash Bandicoot
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Recently remastered in full, Naughty Dog’s original Crash Bandicoot trilogy (recently remade for PS4) endures as one of the most iconic 3D platforming series from the genre’s heyday. As the eponymous Crash, you are a mutant bandicoot (an Australian marsupial) on a quest to stop Dr. Neo Cortex from taking over the world with an army of other mutant animals.
The gameplay is standard for the genre — patrolling enemies, jumping challenges, power-ups, and collectibles, though levels were generally linear: It’s more Mario than Banjo-Kazooie. It was most highly praised at the time for its visuals, which felt more like a playable cartoon than any game to date. The vibrant character in Crash’s various death animations were particularly memorable in that regard.
Oddworld: Abe’s Exoddus
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The original PlayStation was a fascinating, transitional period in game design, with a big uptick in processing power and storage opening up a whole new field of possible aesthetics to explore. Oddworld: Abe’s Oddysee was a cinematic platformer in the tradition of Prince of Persia or Another World. You play as Abe, an enslaved member of the Mudokon race, leading a rebellion against their corporate overlords before they are turned into a cheap food source.
It’s grim satire for sure, but full of warmth, humor, and loving attention to detail. As Abe explores, solves puzzles, and avoids enemies, he has to rely on his wits more than anything else, because he’s liable to die without much effort. The sequel, Abe’s Exoddus, picked up right after the first game and enhanced it with both quality of life improvements such as quick saving, and more elaborate puzzles based around communicating with NPCs. A recent, well-received remake of the original shows that there’s still a lot to be enjoyed in this classic series.
Rayman
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Before designer Michel Ancel gave us Beyond Good & Evil (will the sequel ever appear?), he created one of the most enduring characters in platforming, Rayman. Released early in the PlayStation’s life cycle, Rayman was a stunningly colorful and charming 2D platformer, using the console’s 32-bit processor to present one of the most vibrant and detailed games to date. The story was light, fantastical nonsense, as the eponymous Rayman fought and jumped his way through various themed worlds to defeat bosses and save the day.
Rayman subsequently took a detour into 3D platforming as well, but his real legacy was secured in 2011’s Rayman Origins, which returned to the bright, animated aesthetic of the original. It didn’t rock any boats in terms of gameplay, but Rayman is still beloved as one of its generation’s most solid iterations on the platforming genre, which is still alive and well today.
Spyro 2: Ripto’s Rage
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In the immediate wake of the Sonic vs. Mario console wars of the early-to-mid 90s, marketers still held onto the idea that a console needed a family-friendly platforming mascot to succeed. Next to Crash Bandicoot, the cutely-proportioned Spyro the Dragon competed for that spot on the original PlayStation.
En route to vacation, Spyro is pulled through a magical portal into a fantastical world under assault by a warlock who gleefully discovered there were no dragons to bother him. Spyro collects a series of MacGuffins to progress through nonlinear levels and unlock new traversal and combat abilities.
The whole first trilogy, developed by Insomniac Games, is well remembered for its colorful characters and solid platforming, but for our money, the second one hits the sweet spot of refined mechanics and freshness.
Klonoa: Door to Phantomile
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The transition from 2D to 3D gaming produced a lot of interesting artifacts, but oddly enough, most developers didn’t think to try the intermediary style that’s grown more popular in recent years: so-called “2.5D” (action rendered in 3D but largely constrained to a 2D plane). This Namco-developed platformer is set in Phantomile, a fantastical realm manifested from the dreams that people forget soon upon waking.
You play as Klonoa, an anthropomorphic resident of Phantomile with a power-granting wind spirit that inhabits a ring. Gameplay is standard for the genre, with enemies, puzzles, and bosses spread out across themed levels. Praised by critics at its release, Klonoa can be hard to find now, particularly outside of Japan, but is fondly remembered as a solid and enjoyable platformer.
Jumping Flash!
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Released in 1995, one year before Super Mario 64, Jumping Flash! holds the honor (according to Guinness) of being the first truly 3D platforming video game. Presented in first-person, you play Robbit, a robotic rabbit, exploring open levels to collect four MacGuffins (“jump packs,” in this case) to progress through its six themed worlds, each with a culminating boss battle after three levels.
Robbit’s ability to triple-jump mid-air is the game’s mechanical focus, supplemented by various power-ups with classic effects like temporary invincibility, extending the level time limit, or increasing Robbit’s health. Although it was soon overshadowed by the flourishing of 3D platforming’s imminent golden age, Jumping Flash! is still an innovative and under-appreciated trailblazer.
Ape Escape
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In this third-person platformer you play a boy, Spike, tasked with travelling through time and using a variety of gadgets to capture hyper-intelligent apes that are meddling with history. It was the first game to require the PlayStation’s DualShock controller before the now-standard vibrating two-stick model came stock with the console. Rather than using the right stick to control the camera, it was used to manipulate the gadgets. Acclaimed at the time and fondly remembered since, it’s a seminal moment in platforming video games for both its cutting edge presentation and mechanics.
Puzzle
I.Q.: Intelligent Qube
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The PlayStation’s most memorable games tended to be immersive fantasies, yet there were a few exceptions more purely focused on gameplay. I.Q.: Intelligent Qube was a 3D puzzle game in which a player ran around on a gridded platform, clearing cubes before they push him off into the void. It was a challenging brain-tickler, given more replayability with the ability to create new levels, a feature that unlocks after completing the game once. Although released in the West, it was most successful in its native Japan, garnering several sequels.
Super Puzzle Fighter II Turbo
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This port of a hit Japanese arcade puzzle game for one or two players isn’t actually a sequel to anything, but is cheekily named after Super Street Fighter II Turbo because it bolts the aesthetic and interface elements of Capcom 2D fighters onto a falling block puzzle. In it, Chibi versions of Street Fighter and Darksiders characters performed a silly battle that reflected what was happening in the puzzles.
Capcom developed the game for Japanese arcades in response to the popularity of Sega’s Puyo Puyo 2. It employed similar competitive mechanics to Puyo of successful chains dumping garbage blocks onto the opponent’s field, which could be countered with a quick combo in response. The charming 2D graphics and solid competitive puzzling mechanics have aged beautifully, maintaining this game’s reputation as a delightful cross-genre curio.
Racing
Gran Turismo 2
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Hyper-realistic driving sims are flourishing, but Gran Turismo was the cream of the crop for virtual gearheads in the PS1 era. The smooth forms and inorganic materials of cars have always been an excellent test case for the cutting edge of realistic graphics, and as such Gran Turismo 2 was one of the first games where you might glance at the screen and think you’re watching live television.
The gameplay, graphics, and physics were largely unchanged from the first game, with the most notable expansion being in Gran Turismo 2’s enormous roster of real-world cars (over 600, the largest in any game to date), a robust customization system, and more flexibility to take part in races à la carte, rather than necessarily structured as tournaments. It was a bestseller among both car fans and regular gamers, establishing Gran Turismo as a key racing franchise that has endured through the present.
Wipeout XL
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Like F-Zero on the SNES, the Wipeout series let players experience fantastical levels of speed in futuristic racing. Players piloted extremely fast, anti-gravity ships through dramatic, high-tech courses. Gameplay revolved around extremely high speeds, power-ups, and utilizing air brakes for drifting turns around tight corners.
Expanding and improving upon the first game in nearly every way, Wipeout XL was praised for its intense gameplay and slick presentation, including a techno music soundtrack and detailed background worldbuilding that made it feel like the immersive, futuristic entertainment video games had promised to become since the 80s.
Crash Team Racing
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Mario Kart clones flourished on all consoles in the years following the success of Mario Kart 64, and Crash Team Racing was handily the best available on the PlayStation. Developed by Naughty Dog, it featured characters from the Crash Bandicoot trilogy kart racing for up to four players. Like its obvious inspiration, it featured aggressive and speed-boosting power-ups, drift turning, and whimsical, elaborate courses.
Unlike Mario Kart games, in addition to standard, time trial, and battle modes, it also included a story that progressively unlocked additional characters and modes as players completed it. For the most part, it didn’t shake up the formula in any substantial ways, but it was a solidly designed, good looking, and fun game that filled a definite niche for PlayStation owners. Not every great game needs to reinvent the wheel, after all.
R4: Ridge Racer Type 4
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Between the simulation-focused realism of Gran Turismo and the wacky hijinks of Kart racers, you have Ridge Racer. R4, the Namco-developed series’ final entry on PlayStation, looks like the former, but plays closer to the latter. That made it perfect for racing fans who wanted the fantasy of realistic-looking cars but were turned off by realistic handling. 321 vehicles to unlock and a variety of tracks and modes make this a great package for anyone who wanted a rich, arcade-style racing experience. Many still consider it the peak of the Ridge Racer series.
Driver: You are the Wheelman
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While most driving games framed the action around races, Driver instead sought to recreate the feeling of 60s and 70s car chase movies like Bullitt or 1978’s Driver. Set in open-world urban environments inspired by real cities, Driver looked forward to the sort of hijinks that would come to define Grand Theft Auto games, like escaping from cops or smashing up other cars. It also included an interesting Film Director mode that allowed players to capture replays with particular camera angles.
Rhythm
PaRappa the Rapper
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Before Harmonix made the genre blow up with Guitar Hero on the PlayStation 2, PaRappa the Rapper was the name in rhythm games. Sidestepping the crude stabs at realism that contemporary developers were making with the console’s nascent 3D tech, PaRappa features colorful, 2D characters in 3D environments. This highlighted design over horsepower, decades ahead of current trends to integrate 2D and 3D artwork into more visually interesting aesthetics than the brown-grey realism that dominated the early part of the millennium.
PaRappa’s bright and cheery look was a 90s hip-hop Day-Glo fantasia, and the music, while lyrically inane, holds up shockingly well over 20 years later. PaRappa the Rapper has been technically surpassed by subsequent rhythm games in nearly every regard, but it’s still rightly beloved as a groundbreaking curio from a time in gaming before genres became quite so crystallized and anything felt possible.
Vib-Ribbon
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Although Vib-Ribbon is one of the most visually primitive games ever released for the original PlayStation, ironically it could now most easily be mistaken for a contemporary indie title. In this minimalist rhythm platformer, you play Vibri, a rabbit who must traverse courses generated procedurally from the music, all rendered in simple, white, line vector graphics on a black background.
The game’s lightweight visuals meant that it could be loaded entirely into the console’s RAM, and thus players could generate levels based on any music CDs they put in. Using CDs to generate material for games had been explored on PlayStation already in Monster Rancher, but Vib-Ribbon was the first to integrate the content itself into the game. Well ahead of the curve for both rhythm games and minimalist, procedural platformers, Vib-Ribbon feels nearly timeless now.
Role-playing
Final Fantasy IX
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Breaking off from the trajectory of Final Fantasy VII and VIII toward gritty sci-fi, FF9’s return to the stylized, chibi aesthetic and light-hearted fantasy of the series’ original entries left many fans turned off. In retrospect, it stands out as a fantastic synthesis of the franchise’s recent ideas with its classic mechanical and worldbuilding tropes. It follows the rogueish Zidane, the rebellious princess Garnett, and their assembled friends taking on the sinister Queen Brahne and her world domination plans. It’s classic Final Fantasy through and through, and is easily the most charming and fun entry from the era.
Final Fantasy VII
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Perhaps the most famous entry of the premier Japanese RPG franchise, FF7 was a massive, breakout event for the series, breaking into the third dimension and reaching far wider audiences than ever before. It tells the tale of mercenary Cloud Strife and his ragtag friends taking on the sinister Shinra Corporation, which is literally draining the planet’s life force. The chunky, polygonal visuals haven’t aged well, but characters like Sephiroth and moments like the death of Aeris loom large for gamers (as evidenced by the hugely hyped remake in the works), making this still one of the most influential and well regarded RPGs of all time.
Chrono Cross
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Squaresoft RPG Chrono Trigger is still widely considered one of the greatest video games of all time. Its PlayStation sequel never achieved the same reputation, but it’s nevertheless a fun and interesting game that holds up quite well. Like the first game’s different time periods, Chrono Cross’ primary narrative conceit was jumping back and forth between two parallel timelines, in one of which the protagonist had died as a child.
The game features over 50 recruitable characters, each with their own personal quest to follow, making it literally impossible to see everything in a single playthrough. The connections to the first game are non-obvious at first, but ultimately it ties them all together in an interesting and resonant tale that frequently meditates on loss and regret. It’s also colorful, fun, and features unique approaches to both combat and progression.
Xenogears
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Another fiercely loved Squaresoft RPG, Xenogears started as a pitch for Final Fantasy VII, but eventually spun off to start its own science fiction franchise. Long and ambitious, it amazed some and perplexed others with the plot’s complicated political and religious themes, along with a healthy dollop of Jungian psychoanalysis.
You play as the amnesiac young man Fei Fong Wong in a quest to save the world from Deus, an ancient, planet-killing weapon that has gained sentience. Gameplay featured both conventional, Final Fantasy style active time battles, as well as fights in the eponymous Gears (giant mecha suits) that involved managing action points and developing combos. The first Squaresoft RPG to feature voice acting and anime cutscenes, Xenogears was a leap forward in the medium’s potential for mature and cinematic storytelling.
Vagrant Story
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Yasumi Matsuno’s action RPG stood out from its peers at Square because of its razor focus. Rather than assembling a ragtag crew of wacky misfits to save the world, you play a single character, Ashley Riot, a knight sent after a cult leader who kidnapped a noble family and absconded to a ruined medieval city, Leá Monde.
Like Parasite Eve, it featured pausable, real-time combat and the ability to target and be targeted on particular body parts, crippling particular capabilities. Combined with an elaborate weapon crafting and armor system, it provided a rich and focused tactical playground that players enjoyed experimenting with for years. It was essentially retconned into Ivalice, the world of Final Fantasy Tactics and XII, but even without that it would stand alone as a beloved classic for its mature story and mechanical depth.
Final Fantasy VIII
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Following the explosive, global success of FFVII was a tall order, but Square managed to keep aggressively evolving the series for its immediate sequel. Final Fantasy VIII was the first in the series to feature realistically proportioned characters and continued the move from 7 towards the fantasy-infused sci-fi aesthetics that defined later entries.
The story revolved around Squall Leonhart and a party of other freshly-trained SeeD mercenaries in a quest that quickly turns from political to world-ending stakes. Fans also latched onto the romance between Squall and fellow party member Rinoa, which featured an original vocal track (a series first), “Eyes on Me” by Chinese singer Faye Wong.
The game was a radical departure mechanically, getting rid of magic points in favor of the elaborate “Junction” system of drawing finite quantities of spells from enemies that you could either cast or hold onto in order to buff up particular stats. It was an odd system that didn’t make it into subsequent entries, but demonstrated the franchise’s ongoing willingness to reinvent itself in core ways.
Suidoken II
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While widely beloved by fans and critics, Suidoken II’s limited print run and distribution prevented it from reaching the universal acclaim that Final Fantasy games found on the PlayStation, at least in the West. Loosely based on the plot of a classical Chinese novel, it was most praised for its story: a complex and mature political saga of warring nations and city-states struggling for independence.
The scope of that narrative was reflected in the scope of the party you could recruit, with over 100 characters able to join you through personal side quests (though not all in combat roles). It featured both standard turn-based party battles in the vein of Final Fantasy as well as large-scale, strategic engagements on a grid more reminiscent of Fire Emblem. Suidoken II was about as epic as you could get on the PlayStation.
Legend of Mana
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The Secret of Mana series grew up alongside Final Fantasy in the 8- and 16-bit eras (the first game was actually sold in the United States as Final Fantasy Adventure), generally taking a slightly lighter tone and substituting the turn-based battles with more open, action RPG gameplay. Legend of Mana is the fourth entry (following the fantastic Seiken Densestsu 3 for SNES, which has still not been officially localized in the west).
A recurring theme on this list, the storage and processing power of the PlayStation was leveraged not to make crude stabs at 3D graphics but to fill it to the brim with lush, beautiful 2D graphics, universally praised at the time as looking like an animated film, and aging exceptionally well.
Set after a cataclysmic war, the player is tasked with restoring the land of Fa’Diel (and eventually the Tree of Mana itself) by literally placing parts of the land on the map that have been sealed in artifacts, with their relative placement affecting things like the strength of elemental magic types in each region. It was criticized at the time for making the story feel too diffuse, but in retrospect, its nonlinear, system-rich approach feels ahead of its time.
Wild Arms
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One of the first RPGs released for the PlayStation, Wild Arms stands apart also for its highly-unconventional setting that blends traditional JRPG fantasy tropes with visual elements from the American old west. Set in the world of Filgaia, you play a scrappy band of wandering adventurers called Dream Chasers, including a boy, Rudy, who can excavate and use ARMS (Ancient Relic Machines — basically guns from a lost era of greater technology).
Using both 2D sprites for exploration, and 3D rendered battle sequences, Wild Arms was an interesting transitional game between the 16- and 32-bit eras. Mostly it stands out for its compelling setting, however, fusing science and magic in a way reminiscent of — but also completely distinct from — Final Fantasy VI.
The Legend of Dragoon
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Sony may have set unreasonable expectations for The Legend of Dragoon by marketing it initially as a “Final Fantasy Killer,” but this SCE-developed RPG has endured as a cult classic of the era. You play as Dart, an orphaned survivor of a destroyed city rescuing his childhood friend, kidnapped by a rebel army.
In typical genre fashion, he assembles a motley crew for a quest that spirals up to defeating a world-ending god of destruction. It fleshed out the typical turn-based combat with a system of combos and counter-attacks that added an interesting dimension of timing and risk/reward. While it never panned out into a franchise, it’s just as well-written and designed as many of its more widely beloved peers.
Legend of Legaia
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While much of the flourishing RPG genre was simply following in Final Fantasy’s footsteps, Legend of Legaia had the hipster appeal of trying to do something different. The story was standard genre fare: A martial artist from a village at the edge of the world, you set out on a quest to beat back the Mist that has consumed the surface and spawned countless monsters, pushing humanity to the brink.
Legaia stood out for its combat system, which was turn-based but also heavily derived from fighting games. Rather than having a generic “fight” option in battles, players targeted different strikes as left, right, high, or low, chaining them together into increasingly elaborate combos as the game proceeded. It added a tactical richness to combat that few of its peers could match, and is a franchise worth re-examining.
Parasite Eve
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Adapted from a popular, contemporary Japanese novel of the same name, Parasite Eve was a bit of a genre hybrid from developer Square. Equal parts action RPG and survival horror, it follows a New York City cop trying to stop an entity named Eve from destroying humanity through spontaneous combustion.
Like Square’s Vandal Hearts, it featured pausable real-time battles and the ability to target particular body parts, with abilities tied to the “Active Time Bar” (ATB) system pioneered in the studio’s Final Fantasy games. Critics praised its interesting and immersive design at the time, although its legacy was somewhat overshadowed by the more “pure” RPGs and survival horror games of the time, respectively. In retrospect, however, its infusion of RPG progression systems into a survival horror framework can be seen reflected in more modern games such as The Evil Within, although its pausable real-time combat has been less explored subsequently.
Shooters
Medal of Honor
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Several years before the original Call of Duty kicked off the oversaturation of WW2 first-person shooters in earnest, Medal of Honor set the bar. Steven Spielberg developed the story, working with the same historical military consultants he collaborated with on Saving Private Ryan.
Where previous shooters had been relatively light-hearted affairs about blasting hordes of demons, Medal of Honor was one of the first serious, cinematic shooters that presaged future classics like Spec Ops: The Line by exploring the medium’s serious narrative potential. Critics and fans also praised its gameplay, however, as one of the most generally refined shooters released to date.
Sports
Tony Hawk Pro Skater 2
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The original Tony Hawk Pro Skater was an enormous success when it launched in 1999, but it was the follow-up from the next year that truly cemented it as one of the most beloved sports franchises of all time. The action centered around arcade-style gameplay, with the player flipping and grinding over open levels to rack up as many points as possible from tricks and combos within two minutes.
Collectibles and level-specific objectives keep it spicy, and the addition of level- and skater-creation tools gave it a ton of replayability. The series continued through the ill-received Tony Hawk Pro Skater 5 in 2015, but for many, the second remains the definitive entry and still one of the most highly rated sports games of all time.
Madden NFL 98
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1997 saw the Madden football franchise’s first stab at 3D with Madden Football 64, but for our money, the best sports game of the year was the less ambitious and far more refined Madden NFL 98. While other franchises made the leap to polygons, development efforts at Madden instead were focused between 97 and 98 on punching up the game’s artificial intelligence, which made this the most strategically sophisticated football game ever released at the time. As is often the case from this era of consoles, Madden NFL 98’s late 2D sprite graphics hold up better than the early efforts at 3D that followed it.
Strategy
Final Fantasy Tactics
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FFT wasn’t the first tactical RPG to come out of Japan — the Shining Force and Ogre Battle series already broke that ground for western console audiences. It’s far and away the most beloved and influential one, however.
The series’ traditional linear battles of three to four party members lined up facing a few enemies. In turn, Final Fantasy Tactics opened up into a much richer, isometric, grid-based combat reminiscent of X-COM, with an elaborate job system allowing for deep, strategic party customization.
Set in the world of Ivalice (which was featured in later entries like FF12), it tells a mature tale of competing noble families, warring nations, and the intersection of church and state. Spin-off sequels for the Game Boy Advance were solid, but none ever quite captured the magic of the original.
Survival horror
Resident Evil 2
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While the first Resident Evil is beloved for creating “Survival Horror,” Resident Evil 2 perfected the formula. It picks up two months after the events of the original, as the Umbrella Corporation’s zombie plague spreads from the company’s labs to nearby Raccoon City. Like the first game, it features two protagonists, puzzles, exploration, and limited resources for ammo and saving the game, forcing careful and strategic play.
It added the “Zapping System,” in which players could revisit scenarios multiple times as different characters, with unique challenges designed for each of them. Its presentation was also praised as improving upon the first game in virtually every way. Though the series has continued for decades — we’re up to Resident Evil 7 as of 2017 — many still consider the second the high watermark. Resident Evil 2 also received a stellar remake in 2019.
Silent Hill
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The PlayStation’s 3D capabilities opened up a whole field of possibility for cinematic horror, which is why the survival horror genre was born on it. Where the early Resident Evil games relied more on jump scares and zombie movie tropes, Silent Hill took a decidedly more psychological and surreal approach.
You play as Harry Mason, searching for his daughter who goes missing in the creepy town of Silent Hill while passing through on vacation. The whole town was blanketed in a thick fog, cleverly utilized to cover for the system’s draw distance limitations, which gave the game a memorably menacing atmosphere, particularly when played alone and late at night.
Drawing from an interesting range of influences like Lewis Carroll and David Lynch, Silent Hill is seminal in establishing the subtler and more artistically interesting strain of psychological horror in video games.
Resident Evil
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Released first in Japan as Biohazard, Resident Evil is Shinji Mikami’s genre-defining survival horror opus. Although not the first horror game, it exerted such a gravitational pull that, like shooters in the wake of Doom, any other entries in the genre were called an imitation for a while — and it’s still basically impossible to talk about survival horror without Resident Evil featuring prominently in the discussion.
You play as Chris Redfield and Jill Valentine, special forces units sent to investigate their missing teammates in a zombie-infested mansion on the outskirts of Raccoon City. It established the now-standard genre gameplay of careful exploration, puzzle solving, and resource management. Players remember it most fondly for its creepy atmosphere and unsettling presentation, however, making clever and efficient use of the hardware with 3D characters on pre-rendered backgrounds to achieve unprecedented immersion.
Dino Crisis
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If you liked the survival horror stylings of Resident Evil auteur Shinji Mikami, but weren’t into zombies, Capcom still had you covered. Much of the same team including Mikami himself also developed Dino Crisis, a survival horror game set on a secret island research facility wherein genetically-revived dinosaurs run rampant, Jurassic Park-style. Capcom contrasted it with Resident Evil by marketing it as “Panic Horror” rather than survival, because of the emphasis on dinosaurs as a quicker and more aggressive/intelligent threat than zombies.
Unlike the pre-rendered backgrounds of its predecessors, Dino Crisis featured real-time 3D environments, adding to the sense of immersion. Although not quite as viscerally scary or enduring a franchise as Resident Evil, many felt that it improved upon those games in nearly every way, offering a tense, fun, and more consistently paced experience.
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