1781: My Top Three* PSone Games

Well, if it’s good enough for Sony — they are celebrating the 20th anniversary of their console, after all — it’s good enough for me.

Here are my top three original PlayStation games.

…Shit.

There are too many. There are way too many to choose from that I’ve played over the years. Some of them are incredibly obvious choices. Others are games that I have but a dim memory of playing, but which have stuck in my brain ever since. I can’t choose three. I can’t.

So I won’t. Instead, I’m going to present some fake awards for the games that have stuck in my mind ever since I first played them. In some cases, it may have been 15-20 years since I played them, but they still carry significant meaning to me for one reason or another. In many cases, they may not even be among the best games on the platform, but for whatever reason I have remembered them fondly ever since.

Here we go then. The first one is an obvious one, but I don’t think many people will argue against it.

The “wow, this is better than anything I’ve ever seen before” award

What other game could this go to than the original Ridge Racer?

The word “revolutionary” is thrown around far too much with regard to games these days, but Ridge Racer was genuinely revolutionary. It clearly demonstrated the vast difference in power between the 32-bit PlayStation and the 16-bit Super NES and Mega Drive that had come before.

Its slick 3D graphics and unapologetically arcadey handling — remember this was in the days when we were still using digital control pads rather than analogue sticks — made it an absolute joy to play. And despite a relative lack of content compared to modern games — there really weren’t very many tracks at all, and all of them were based in the exact same environment — it was a game that could keep you occupied for hours as you tried to beat the irritating yellow car and its even more irritating later counterpart, the black car: an adversary so cocky that it often parked on the side of the road in order to allow you to catch up a bit.

A not-particularly-interesting anecdote about Ridge Racer is that it also kind of introduced me to electronic music. Prior to that game, I’d dismissed a lot of electronic music as being just noise — at least partly due to my parents regarding it as such — but over time I came to appreciate the weird and wonderful accompaniments to the racing on the soundtrack, and was much more open to the idea of listening to electronic music outside of games as a result.

The “holy crap, this is on the same system?” award

It would be remiss of me to talk about Ridge Racer and not mention the much later Ridge Racer Type-4, a game which came out much later in the PlayStation’s lifespan but which still plays like a dream today.

Ridge Racer Type-4 was noteworthy not just for being a great game — and a great-looking game with what passed for “photo-realistic” visuals at the time of its release — but also for being beatifully designed, too. Take a look at the video above and tell me that those bright yellow animated menus aren’t immediately distinctive and memorable — and instantly recognisable as being from Ridge Racer Type-4.

Everything about Ridge Racer Type-4 fitted together perfectly. The hour-long Grand Prix campaign gave you several mini-stories to follow through as you challenged various races in various vehicles. The vehicles you unlocked ran the gamut from the relatively sensible to the ridiculous, such as the jet-propelled monstrosity you unlocked later that really, really didn’t like going around corners.

And the music. Oh, the music. At the time Ridge Racer Type-4 came out, my friends and I had discovered a genre of music known as acid jazz — a blend of jazz, funk and hip-hop typified by artists such as the Brand New Heavies and Jamiroquai. We would listen to pretty much nothing other than this type of music, and so we were delighted to discover that Ridge Racer Type-4’s soundtrack consisted almost exclusively of music of this ilk — certainly a far cry from the early-’90s electronica of the first game — and even more delighted when we found that Namco had very much made this distinctive sound part of their in-house “style” for a while, as other games such as Anna Kournikova’s Smash Court Tennis (an honourable mention in this list) also had a rather jazz-funk flavour about them.

Racing games have come a long way, but few modern titles provide the same degree of satisfying arcade fun that Ridge Racer Type-4 still does. And now you can download and play it on PSP and Vita. And typing this, I’m very tempted to go and do that after I’m done here.

The “so I like RPGs now” award

Final Fantasy VII. I don’t think I really need to say anything else about this, so here’s the intro — still one of my favourite game openings of all time.

The “inexplicably burned into my memory” award

I played a lot of role-playing games on PlayStation — at least, after I discovered Final Fantasy VII and the genre as a whole — but I actually have a pretty good memory of most of them, and indeed enjoyed most of them, too, even those that were objectively lower-quality and lower-budget than other games available at the time.

One such game that has stuck in my mind for a long time is The Granstream Saga.

I remember only a few very specific details about The Granstream Saga: it had some lovely anime cutscenes; it had a great battle system that was somewhere between a traditional RPG and the real-time combat of games like Zelda; it featured two heroines called Arcia and Laramee (the latter of whom donates her name to my custom characters in games any time “Amarysse” is not available); and that none of the polygonal models had any faces.

I’m not sure why The Granstream Saga has burned itself into my memory quite as much as it has, but of all the RPGs I played on PlayStation, it’s one of the ones I remember most fondly. I’d be interested to replay it sometime and see how it holds up, graphics aside.

The “I like this more than Zelda” award

Yes, I like The Adventures of Alundra more than pretty much any Legend of Zelda game I’ve played to date. (Disclosure: I only played a couple of hours of Wind Waker and Twilight Princess, and haven’t played Skyward Sword at all.)

Alundra surprised me, because it came along at a time where, so far as many teenage gamers were concerned — teenage gamers like my school friends and I, for example — it was 3D or nothing. 2D games were things of the past; it was all about the 3D now, and preferably games that came on more than one disc. (My friend Woody believed for many years that it was physically impossible for a game to be as good as FInal Fantasy VII, which came on three discs, if it only came on a single disc. This was despite me pointing out that the three discs of FInal Fantasy VII all included the exact same game data, and the only thing different between them was the prerendered cutscenes. I could never convince him.)

Alundra was staunchly 2D, though. It wasn’t even a little bit 3D — games like Castlevania: Symphony of the Night (which we’ll get onto in a moment) supplemented their beautiful 2D art with 3D backdrops and other scenery elements, whereas Alundra was a pixel-art labour of love, with hand-animated characters, a distinctive and consistent aesthetic and the feel that, aside from the screen resolution, it may well have been possible to recreate on the Super NES.

After I got over my initial culture shock at playing a 2D game, though, I discovered something wonderful: a beautifully designed Zelda-style action RPG with, to date, some of the best-designed puzzles I’ve ever solved without the aid of GameFAQs. Alundra’s puzzles were difficult — more difficult than that which Zelda typically offered — but never insurmountable, and consequently they gave a wonderful feeling of achievement when you successfully solved them.

The plot was pretty cool, too. In fact, it went on to inspire a story that I’ve had half-finished in my head and various word-processing documents ever since. One day I should probably finish that.

The “Hmm, 2D platform games are still relevant” award

2D platformers have had something of a resurgence in recent years thanks to the indie scene, but in the early years of the 32-bit era, developers and players alike were thoroughly enamoured with 3D, with everyone trying to recapture the magic of Super Mario 64.

Castlevania: Symphony of the Night proved that 2D still had a place, however. And what a game it was.

The game was immediately striking thanks to its intro, seen in the video above. The beautiful pixel art, the incredible soundtrack — by gosh, I miss old-school Castlevania music — the cringeworthy but memorable voice acting and script… all of it combined to make the second-most badass intro sequence after Final Fantasy VII in my book.

What was perhaps most interesting about the Symphony of the Night intro, however, was the fact that it was actually the last level of the previous game. Only after you beat Dracula — in a fight that you couldn’t lose this time around — did the game proper begin, and then you were in to one of the earliest examples of the “Metroidvania” genre: a type of 2D platformer where you could freely explore a single, huge world split into distinct areas, some of which were blocked off by the requirement for you to unlock specific abilities first.

Symphony of the Night as a whole was so great because it was designed well, played well, treated the player fairly and didn’t outstay its welcome. It was over and done with in about 10 hours — including the “secret” second castle — and by that point you’d had an eminently satisfying experience filled with thrilling boss fights, challenging platforming and, of course, amazing music. It’s no surprise that this Castlevania above all others is the one that keeps getting re-released.

The “this game is broken as hell, but I still love it to pieces” award

Bust-a-Groove took up a considerable proportion of one of our summers. Why? Because it was brilliant.

Bust-a-Groove was one of the earliest examples of “rhythm action” games that I remember playing, and took the unusual approach of being somewhat like a fighting game — it had different characters, each of whom had their own iconic stage, and you worked your way through them to a non-playable final boss. The whole thing was over in the space of about 20 minutes or so — a single playthrough was, anyway — but it was the kind of thing we all enjoyed playing over and over again with different characters.

Why was it broken as hell? Because of its multiplayer mode, and because of the nature of its gameplay. By requiring the player to input specific button sequences in time with the music, it was possible to get a “perfect” score on a level, and if two evenly matched players squared off against one another, it almost always ended in a stalemate. The game’s answer to this was to provide a couple of special attacks that could be triggered in time with the music, but there was also a dodge button and a very obvious cue that these attacks were coming so, again, two evenly matched players would more than likely end in a draw, while two players of different skill levels would be a foregone conclusion.

As dumb as it was, the personality-packed characters, the detailed stages and the incredibly memorable soundtrack made this one of my favourite games of the PlayStation era.

The “I like this more than Zelda, too” award

Here in Europe, we got screwed over on the RPG front for a good few years, with many localised titles not making the hop across the pond from America. Fortunately, I had a modified PlayStation capable of playing imported games, so when I visited my brother in the States on one occasion, I took the opportunity to pick up a selection of games I couldn’t get back home, one of which was Squaresoft’s Brave Fencer Musashi.

Brave Fencer Musashi was a funny game. And I mean that in several senses. It was clearly Japanese through and through, but an excellent job on the localisation filled it with exaggerated Western stereotypes such as the valley girl princess (who calls the protagonist a “little turd” within two minutes of them meeting), the mystic who overdid it on the archaic English and the distinctly camp scribe named Shanky.

Structurally, it was peculiar, too. It had many of the trappings of an RPG — levelling up, HP, MP and the like — but the feel of a 3D platformer, with you exploring a world of gradually increasing size and getting into various setpiece scrapes against bosses and special events. I never got around to beating it, but it was a lot of fun, and I still have a copy on my shelf, so… hmm.

The… hmm.

I’ve gone on for over 2,000 words and I think I could probably continue if I tried. But I’m going to hold it there for now and perhaps revisit some more PS1 classics tomorrow.

* I lied. But you already knew that, huh.

#oneaday Day 84: The Crossovers That Will Never Be

There’s a ton of untapped potential in the world of the crossover. Comics have been wise to this for a long time, with DC and Marvel in particular being highly aware of the fact that all their superheroes are running around disparate parts of the same world and might just bump into each other on occasion.

But what would happen if some of the more bizarre crossovers came to fruition? Well, let’s explore that, shall we?

Castlevania: Deep Space Nine

The most modern the series has got was with Soma Cruz, and even then it was still all bats and caves and swords and whatnot. Castlevania should go to space, and specifically to Deep Space Nine. Why? Because I had a dream about it so therefore it must be a good idea.

Benjamin Sisko discovers that as well as being the Emissary he is also a descendent of the Belmont clan and—horrors!—Dracula has found a way to harness the power of the Bajoran wormhole to summon forth the forces of Darkness into our reality. Fortunately, power of said wormhole also manages to summon Alucard, with little to no explanation as to why (this is Castlevania, you don’t ask silly questions like “why?”) who very carefully passes Sisko the Vampire Killer whip. Thus begins an exciting and thrilling co-operative adventure throughout the many decks of Deep Space Nine, culminating in a thrilling showdown with Dracula, who reprises his famous “What Is A Man?” speech in zero gravity.

Features narration by Patrick Stewart, as is the law for all new Castlevania games.

Dragon’s Den: Origins

The Archdemon is rising, and the world needs a hero. But heroes don’t just come out of nowhere. They need to be found.

Enter The Dragons: Peter Jones, Deborah Meaden, Theo Paphitis, Duncan Bannatyne and James Caan. A series of aspiring Heroes of Ferelden climb the stairs of destiny and pitch their ideas with which they believe they’ll be able to take down the Archdemon. Only by securing a Dragon’s investment in their expedition will they have a chance of success, otherwise they’ll be doomed to wandering the land in rusty chainmail using swords that fall apart as soon as you hit a log with them.

Superman: The Krypton Factor

A brand new gameshow featuring Superman attempting to overcome a variety of physical and mental challenges, all of which are laced with kryptonite. Will Superman survive this episode? Will he finally succumb to kryptonite’s influence? As the series finale, Superman has to defeat Gordon Burns in single combat, as it turns out that Burns, too, is also a superhero, but one who draws power from kryptonite instead of being weakened by it. WHO WILL PREVAIL?

Total WipeOut HD Fury

A combination of futuristic racing and people falling in the water repeatedly, the twist is that the courses which the high-speed anti-grav racers and the people running around have to follow are the same, causing significant risk to life and limb for anyone hopping over those giant Super Mario mushrooms whilst the pack bears down on them at approximately 700mph. The winner is the team whose antigrav racer and panicking human both survive.

The Hairy Bikers in: Road Rash

The Hairy Bikers have had enough, and have decided to take on a gruesome, brutal world tour atop their throbbing motorbikes. Along the way, they smack the shit out of anyone unfortunate enough to cross their path, collect the meat from the smouldering corpses and cook it into a delicious recipe between each stage of their journey.

#oneaday Day 76: The Alternative Video Game BAFTAs

So the BAFTA Video Games Awards happened. Last night, in fact. And while the nominations were fairly predictable, there was a relatively pleasing spread of different titles that actually won. In fact, I did a lovely writeup over at GamePro that you should probably go read.

But enough of that. Those awards are all very conventional. So I thought I’d come up with some of my own. Without further ado, I present the Alternative Video Game BAFTAs.

Most Opportunities To Go To The Toilet In A Video Game

Winner: Heavy Rain, where despite the fact there is no logical reason for you to make your characters go to the toilet, you find yourself doing so anyway.

Honourable mention: The Sims 3, which only didn’t win because it didn’t come out in 2010, unless you count the console version, which I don’t, except when putting it in as an Honourable Mention.

Game No-One Had Heard Of When I Played But Now Most People Have Heard Of

Winner: Recettear: An Item Shop’s Tale, one of the most charming games I played last year, promptly got very excited about and some months later everyone else seemed to discover.

Game That Has Been On My Shelf The Longest, Unopened

Winner: Resident Evil 4 on PlayStation 2, which I’m not sure counts any more because I started playing it last night.

Former Winner: Final Fantasy XII.

The “MMO That Isn’t Boring” Award

Winner: DC Universe Online, which I am aware came out in January of this year, not last year, but these are my awards, so my rules.

Game Most Likely To Make You Feel Uncomfortable If Someone Walks In On You Playing It

Winner: Deathsmiles, for reasons that are well-documented.

Runner-Up: Recettear: An Item Shop’s Tale. “That looks shit and cheesy and their voices are really annoying and my God that music!” “No, but it’s really funny! Seriously!” “Shut up. I’m going to go and play Starcraft.”

Honourable Mention: Dead or Alive Xtreme 2, the most summery game in the Universe. I know it didn’t come out last year, but I still play it in the summertime because it’s like being on holiday with improbably-proportioned women who like jetskiing. I have an Achievement and everything.

Sadomasochism Award

Winner: Castlevania: Harmony of Dissonance, a game which enjoys kicking you in the balls so much that it’s enough to put most people off within a matter of minutes. I, on the other hand, have sunk over 20 hours into it and have just started playing it again.

The “I Love You But You Make Me Angry” Award

Winner: Mass Effect 2, for being a magnificent game that I finished before all the DLC came out and considered going back to just to play the extra stuff but then decided to wait for the “definitive” PS3 version, which then has some extra DLC announced for it, too. STOP IT. STOP MAKING THAT GAME. YOU FINISHED IT. MAKE THE SEQUEL. AND DON’T FUCK IT UP OR RUSH IT OR POST REVIEWS FOR IT ON METACRITIC.

The Game I Keep Forgetting Exists But Is Actually Really Good

Winner: Frozen Synapse, a wonderfully inventive take on the competitive shooter that is turn-based and play-by-email. And awesome.

The Game I Got Best At While I Was Really Totally Off My Face On Expensive Cider

Winner: Joe Danger, a game which my friend Sam and I started playing early in the evening, got drunk and accidentally played for over 3 hours. Highlight of the night was when I discovered how to get massive scores while Sam was in the toilet, meaning that when he came back my average score was roughly 1,000 times more than when he left.

Best Game

Winner: Deadly Premonition. No further explanation required.

Best Video Game Podcast

Winner: The Squadron of Shame SquadCast. Of course.

The Alternative BAFTA Fellowship

Winner: @SpaceDrakeCF from Carpe Fulgur for the magnificent localisation job on Recettear. We’re talking a translation of Phoenix Wright quality here. Not only that, but he was consistently entertaining to follow during GDC and provided some excellent “liveblogs” of the sessions he attended.

#oneaday, Day 330: On Death And Videogames

Kids today, huh? Don’t know they’re born. Want everything on a plate. In my day, we died by touching a piece of wall that was the wrong colour. And then we had to start all over again!

I am, of course, referring to the changing face of failure in video games. Failure happens these days, particularly in shooters, but nowhere near as much as it used to. And certainly the penalties are far less harsh than they used to be. In days of yore, you ran out of lives, that was it. A few years later, we started to see the arcade-style “credits” system in our home games. Later still, we had games in which you could continue indefinitely. And today, we have games in which it is almost impossible to fail because of the abundance of checkpoints, regenerating health and the like.

I picked up the Sly Cooper Collection for PS3 this week, and I’ve been playing through Sly Cooper 1. I was a little surprised to discover that it is a pretty punishing game. Our hero doesn’t have a health bar and dies at the faintest hint of water, spiky things, fire or dogs with giant hammers. This was initially frustrating, but it was a simple matter to readjust to the way we did things in 2002. It was also marginally less frustrating in the fact that this was the era of unlimited continues, making the use of “lives” almost irrelevant.

I say “almost”, because running out of lives does send you back to the start of the level instead of your last checkpoint, so there is incentive to take a bit more care. But it’s not frustrating, particularly as the game is designed so well that any screw-ups are usually the player’s fault, not the game’s.

It got me thinking, though. The Sly Cooper Collection is bringing this style of gameplay to a whole generation reared on regenerating health—heroes who can simply hide behind a pillar until they wipe all the jam off their eyeballs—and is a very different approach to what people might be used to. While many modern games encourage experimentation and exploration, Sly Cooper punishes stupid moves by killing you immediately. This has the side-effect of keeping the player on track and discouraging them from going too off-piste or attempting to “break” the game (or, heaven forbid, encouraging those assholes who use the word “glitch” as a verb) but I can imagine it would be frustrating to “modern” gamers.

I understand the later Sly Cooper games do have a health bar, suggesting that the latter years of the PS2 may have started gamers’ shifting towards being the pussies they are today.

Yeah, you heard me. Pussies. You don’t know pain until you’ve got to the last level of Castlevania only to lose all your lives and have to start all over a-fucking-gain.

The nearest to this experience we have these days is in the humble roguelike, which has the decency to delete your save game once you die. Better not get too attached to that awesome set of armour you found, because this might happen:

And no-one likes to die by stumbling drunkenly into a wall, having had a blubbering icky thing crawling on them and brown mold spores spurting up their nose.

#oneaday, Day 201: Have At You!

Microsoft’s Summer of Arcade is a time for great games to appear on Xbox LIVE Arcade. Last year we had some real gems including Splosion Man and Shadow Complex. This year so far, we’ve had the opinion-dividing Limbo, Hydro Thunder Hurricane and this week, Castlevania: Harmony of Despair.

Critical response to Castlevania appears to have been almost universally negative. Yet having spent some time with it, I’m struggling to see what the problem is. It’s a solid old-school platform game that I imagine will be an enormous amount of fun in co-op. I’m hoping to test that theory this very weekend—so if you want to play, do get in touch. I’m “sonicfunkstars” on LIVE.

Sure, there are one or two stupid decisions. Offer six player co-op and only five different characters to choose from? Silly Konami. Still, it’s highly probable that most people will want to play as Alucard anyway, so the fact that multiple players can choose the same character is possibly a sensible decision.

The game itself, if you haven’t checked it out, is a curious twist on the usual Castlevania formula. It’s split into six “chapters”, each of which features a version of Dracula’s castle based loosely on one of the past games. They’re not as big as the entire games they’re based on, though the different areas of each castle are clearly recognisable to those who’ve played the games.

The objectives for each chapter are twofold. First of all, the players must work out how to get to the boss. And then they have to beat the boss. Both of these things must be achieved against a strict thirty-minute time limit. This is more than enough time if you know what you’re doing. But, this being Castlevania, there’s one or two confusing “So… where now?” moments to contend with. And there’s no hand-holding whatsoever. If you weren’t aware that characters can double-jump off the surface of water, for example, there’s no way you’re ever going to finish the first level. You can have that tip for free.

Character progression isn’t handled the same way as the RPG-style levelling of the Metroidvania games. There’s no experience points, but characters do have equipment. The different playable characters each have their own quirks. Jonathan Morris, for example, can only wield the Vampire Killer whip as his weapon, but is able to equip up to four subweapons to throw at enemies. Alucard gets suitably dhampiric skills to hurl at enemies while yelling things. (“DARK METAMORPHOSIS!”) And the others have skills appropriate to how they played in their respective games.

Characters can level up individual stats by picking up various food items from around the levels. These don’t appear to bear any particular relation to the stat they increase—donuts increase intelligence, apparently—but I guess you can learn what they do. And if you’re learning the layout of a level, you’ll quickly learn where you can go to increase various stats, because they’re in the same place each time.

Where I see Castlevania being interesting is in challenging yourself to beat each level faster and better. The top few gamers to beat a level have a replay saved online for all to witness. And there’s some impressive playing on display already.

I also predict that online co-op will prove to be thoroughly entertaining, but as I say, I’m yet to try it.

It’s not for everyone. If you don’t like platform games, Castlevania in general, pixel art or prog rock backing music you’ll probably hate it. But for those of us who can recite Dracula’s full speech from the beginning of Symphony of the Night? Enough talk! Have at you!