Archive for the ‘Playstation’ Category
Platform: PC-9821, 3DO, Playstation, Saturn (Japan Only)
Released: 1994-1996 (depending on platform, Japan Only)
Digital Release? No
Price: Unavailable, game never sold in US or UK
Building off of what Kojima had started in Snatcher, I feel that Policenauts is an attempt to revise the mistakes and setbacks of that original attempt and create a spiritual successor that flows more like a game. Technically, I guess that’s what Policenauts is, unfortunately the solution appears to be making it a point-and-click adventure and adding in more (and more frustrating) shooting sequences. While I have to commend the efforts by having a more genuine story – although the similarities to the first two Lethal Weapon films is undeniable – that flows naturally and keeps you intrigued, this game has so many walls to break through to get to that story that it’s best read in a walkthrough or watched on YouTube. For this reason, and the countless other reasons that prevent most of us outside of a Japanese speaking region, I can’t recommend Policenauts as a coveted loss treasure we never got.
This title is as 90s action as it comes with a trash-talking young detective, a near-retirement aging partner, and a whole lot of explosions and shooting. Initially you are introduced to Jonathan Ingram, a former police astronaut (policenaut) of the first space colony Beyond Coast, that was lost in space for 25 years and has now returned to Los Angeles two and a half decades younger than everyone he left behind. This includes is wife, who as the story begins has long abandoned him, remarried, and now has a daughter Ingram’s age, and his former partner Ed Brown who sits behind a desk as a forgotten head of the Beyond Coast PD vice squad. The entire game is based around finding the husband of Ingram’s ex-wife Lorraine, who works as a salesmen and scientist for the Tokugawa Pharmaceutical company. Jonathan reluctantly takes the case, heads to Beyond Coast, and attempts to solve the mystery with the help of Ed, which almost immediately transforms into Lethal Weapon. There’s a lot more to the story, but frankly story is all this game has going for it.
Unlike Snatcher the shooting sequences are free form, intended for the use of a mouse as it was originally developed for the NEC PC-9821, an early Intel 386 microcomputer in Japan. Most ports are on consoles, and although it supports mice on those consoles, mouse accessories are extremely rare and expensive these days and no light gun support except for the definitive Saturn version. As a result, the shooting portions become your biggest roadblock to seeing this game to the end. If you are playing in English, which most of us US/UK gamers need to, there is only one fan translation available and it’s for the Playstation. This means that if you play on real hardware, which I attempted to, it’s going to be near impossible to find a mouse and it’ll be riddled with bugs and glitches that will randomly freeze the game on a regular basis. Unless a Saturn translation, which does support light guns, ever sees the light of day there is no reason not play this game on an emulator with your mouse returning as the ideal input device. Even then, you will find the shooting sequences to be frustrating tests of skill that seem counter to the type of person who will play a point-and-click adventure and resulting in frustration over lost time. Please make use of save states like Jam and I did, there’s no reason to feel like less than a gamer at the expense of getting stuck 10 hours into a 12 hour game. I should also take this time to point out that Kojima still doesn’t know how to split up a game because out of 7 acts, a prologue, and an epilogue, the split is 6-7 hours for Acts 1 and 2 and about 5-6 hours for the rest of the game. These are all the obstacles you have to accept and overcome, but in doing so results in a zany tale mixed with just enough science fiction and humor to keep me hooked.
Much like Snatcher before it, your enjoyment of this game is directly related to your interest in the story. If you were a fan of 90s action films or hybrid science fiction to the likes of Terminator or even Demolition Man, it’s not hard to hold your attention with this guided buddy cop drama. While it may seem it at first, this game does not take itself seriously and thus Kojima and his team were able to have some fun with the events that unfold. Sometimes it works, like when Jonathan eats Beyond Coast food for the first time or the discovery of what’s really going on with Tokugawa Corporation, and other times it really falls flat for me like the numerous times you’ll be grabbing boob and slapping butt. Oh well, I guess I can chalk it up to the quirky perversions of a writer and developer that definitely thinks outside the box. It may not be as easy to ingest as Snatcher, but there’s value hidden under Policenauts’ initial barrier to entry.
Final Score: 3 out of 5 (review policy)
Yes, that’s right, Hideo Kojima did actually make another game that wasn’t part of the ever growing Metal Gear Solid series. I originally didn’t even know Policenauts was a game, I just thought it was some anime production Kojima had a hand in. Unlike Snatcher, this game failed to capture a cult following in the west.
In Policenauts you play as the blue haired mullet private detective known as Jonathan who is struggling to find a case to get stuck into. Fortunately for Jonathan his ex-wife comes knocking and now Jonathan is on a mission to look for her missing husband Hanzo Kojo. What follows is story full of various twists and turns along with another set of colourful characters complete with excessive back stories. Initially I had some interest in the story there appeared to be this intriguing mystery behind what was going on. To my disappointment the story (which is the biggest draw to this game) failed to maintain my interest. Some of the twists and turns in the plot were just far too predictable especially if you have played other Kojima games. I also didn’t find the character of Jonathan particularly likeable, his drive to continue his investigation seemed questionable, at times he was far more interested in ogling random womens’ boobies than actually pushing forward. I spent most of the game thinking it would’ve been a lot more interesting to following the plot from the prospective of Jonathan’s old partner Ed, who appears to have the most interesting back story of all the characters in this game. I couldn’t help but think there was a missed opportunity for Ed to make an “I’m too old for this shit,” line but I guess we can’t have everything.
At this stage of the review you may be questioning why am I critiquing this game like a film. Well friend, it’s because that’s practically what Policenauts is, a nice but long twelve hour story experience. Of course there is a little more than just sitting and watching the game. For the majority of the gameplay you will be pointing and clicking on options, look at this, investigate that, show something to a character, etc. The game is a very linear experience, you will enter one area carry out an investigation and move on. If you’ve not gained the correct information from the scene you are investigating your character will inform you. This proved quite useful as it prevents the usual travelling around clicking on everything in an attempt to advance the story only to have you give up and use a walkthrough. It still doesn’t change the fact though that you will be spending a lot of time constantly clicking on various options until the story finally advances. A lot of the time you will know the solution but because your not playing the game the way it wants you to play it, it can become a rather dull experience. The game will throw the occasional puzzle at you but they are far too easy, one of which is a simple spot the difference.
Then there are the shooting segments. Basically these are point-and-shoot sections but they are incredibly loose and frustrating (unless that was the fault of the emulator I was using). Like Snatcher these segments were few and far between. In fact, after the prologue you don’t really do any shooting until half way through the game.
If you love anime you will probably love Policenauts as the game features several fully animated cutscenes. The style reminds me of the anime series Dominion: Tank Police, which is set in the not too distant future but technology has of course advanced to the point of police flying around in space man type mechs. One thing to note on this style though is how I still can’t get over why some people in anime-inspired universes have blue hair. Do they dye it? Marge Simpson does apparently. Oh sorry, back to the game.
The game comes complete with full Japanese voice acting. No English version currently exists so you’re gonna just have to put up with a lot of subtitles. Obviously remember this is a Kojima game so you’ll be sitting watching the game more than actually playing it, so the waffly diaolgue where a character talks about their oh so tragic back story can kind of drag at times. Also if you ever wanted to now how to say some of the most offensive words in the urban dictionary this game provides that opportunity, so consider it a learning tool I guess. The music was actually surprisingly enjoyable, some more Snatcher inspired smooth jazz, but unlike Snatcher it really suited the setting of the world and made for a great addition to the movie like feel.
To conclude, Policenauts intrigued me from the start but failed to maintain my attention throughout the experience. The story felt predictable with no real surprises and the shooting segments, though very infrequent, were incredibly awkward to control. Policenauts to me is better remembered as a cameo appearance in the form of a poster on Otacon’s wall in Metal Gear Solid than a game that you need to experience. The game has its moments that will make you chuckle but I just didn’t get sucked into the story or the world. For a game where the story is the main focus that is essential in determining whether you enjoy it or not. If you like anime and like buddy cop-esque storylines, then you may enjoy this title. For some reason this game just really made me want to go back and watch Lethal Weapon instead.
Final Score: 2 out of 5
Did you know that we talked about the entire game as part of our Snatcher/Policenauts game club? Check it out here.
No one likes to release something that is half finished. It’s even more embarrassing when you know there’s no way to complete something you started. This is one of the hardest lessons I’ve had to learn with the world of hacked consoles, fan translations, and promising things before you’ve completed them here on Gaming History 101. With a perfectly working copy of Policenauts, the English fan translation that released for PS1, I set out to do a longplay for tonight’s game club just as I had with Snatcher. Unfortunately the game seems to break in several parts of disc 2’s translation despite disc 1 working perfectly (more than half the game as well) and the same disc 2 that broke on my PS1 and PS2 doesn’t have problems playing on my PC through the ePSXe emulator. While I have no idea why this is happening – I can’t seem to find anyone who played on console and the other YouTube videos are clearly from emulation – it rendered my longplay unable to be finished. Rest assured I beat Policenauts on Sunday night and am ready to discuss it in full for tonight’s game club, but I only have the first 2 acts captured on video before the game began to break in Act 3. I used various save data to load parts of Acts 4 and 5, which loaded fine and played fine until certain moments of scripted events that occur within 15-30 minutes of loading a save (same place, has nothing to do with the save point, load point, or amount of time played). Fortunately out of the 12 hours of length that is Policenauts, 7 or so of those hours is Acts 1 & 2, leaving the other 5 hours for Acts 3-7 and the epilogue, oh Kojima. With all that said, I was debating on whether or not to release the videos, but I haven’t released much video content in the last two weeks and I’ve been cranking out videos so I figured you should see where half of this hard work went. Here is the official playlist of the first six videos of my longplay in full upscaled 720p HD with commentary. You won’t get to see me complete the game, but you can get a great feel for what the game as a whole was like. Additionally this playlist is available openly on YouTube, but I’ve put it as “unlisted”, which means it will only be accessed by direct link or searches, not on the main channel page proper. Be sure to listen to our game club for complete coverage on this never released in the US title. We also will have reviews going live on Thursday. Below is the first video of the series, enjoy!
This week for Retro Game Night we go all light gun shooters (yes, they can be captured and streamed).
First up is arcade 3D shooter Crypt Killer, which was horror themed and moved from arcades to Saturn and the PS1 (Saturn version shown). Sorry about the sound on the game being much louder than my voice, it was live and no one told me.
Next up is the 1990 “classic” Mad Dog McCree, one of the first laserdisc arcade games that was almost perfectly ported to the Nintendo Wii. Here it is in all its glory (and in 720p!)
If you want to check out Retro Game Night, we do it every Friday night at 11:30 pm est on our Twitch channel (twitch.tv/gh101). You can also follow us for random live broadcasts and check that page for our ongoing replay of Resident Evil HD Remaster on the PS3, which comes to the US on January 20.
Released: 1999 (worldwide)
Publisher: 989 Studios
Digital Release? Yes, this is available as a PSOne classic on PSN for $5.99
Price: $2.89 (disc only), $4.95 (complete), and $9.99 (new/sealed) per Price Charting
In the late nineties stealth was becoming a big deal in the game industry, a lot of this was thanks to games like Metal Gear Solid on PSone and Thief on PC. Along comes 989 studios with a little game called Syphon Filter. I knew very little about this game before it was released. In the UK this game received very little coverage in the magazines even though it ended up reviewing quite well. My first experience of the game was actually playing the demo which came free with Official Playstation Magazine. The demo was just of the first level but I found it enjoyable enough to sought the game out on release and I kinda enjoyed the game. It seemed like I was the only one of my circle of friends that knew about this game but that didn’t stop the game receiving two additional sequels on the PSone as well as additional games on the PS2 and PSP. For now lets revisit the original and see how it fairs now.
In Syphon Filter You play as Americas hero Gabriel Logan who appropriately shortens his name to Gabe, I guess to sound more manly. Gabe works for “The Agency”, a company who keeps things simple when it comes to naming its organisation. When Gabe is not standing around meeting rooms he is out taking down the bad guys. In this game there is a terrorist called Rhoemer who is up to no good in his army uniform wanting to take over the world with a deadly weapon called Syphon Filter which is a bio weapon that has the ability to kill several people in a short space of time. So its up to Gabe to save the day shooting many people in the process. The plot comes across as a 90s Arnie film, just with less one liners and the game really wants you to take the plot seriously. There are twists and turns in the plot but nothing comes as a big surprise. Before you start each level you will get to watch a cutscene and while the level loads you will be given a entire page of text to read explaining the plot and your objectives. Its always nice to see games that make the loading screen something that isn’t the words ‘loading.’
Syphon filter is a third person action game. The gameplay varies throughout the levels. The majority of the game is a pretty fun shooter with objectives which you have to complete, failing any of the missions will force you back to the nearest checkpoint. Objectives are quite varied and you can complete them in any order you choose. This was quite fun especially when replaying the game, the levels still come across as quite linear but its still nice to choose how to carry out each objective. You have many weapons at your disposal to shoot terrorists in the face including the good old silenced pistol to assault rifles and sniper rifles. All serve there purpose and allow you to mix up your shooting play style.
Some of the games levels turn into massive stealth sections which are very dull and boring. The reason being is if you are spotted once you have to restart the level. Not only that you usually had to take out a couple of enemies(but shooting them in the face) without being spotted while following some bad guy. It slows everything down and doesn’t feel as exciting as the general shooting gameplay. There are levels in the game where stealth is advised but being spotted doesn’t end the game. The problem here I found was the game flat out bombarded you with constant enemy respawns practically encouraging you to manually restart the level because the level was now just too hard.
The games shooting mechanics were quite interesting for the time. In this game you could manually aim in first person, though you could not move Gabe while doing this. If you aimed your crosshair over a enemies head a subtitle would appear saying ‘head shot,’ indicating your shot would take the target out in one hit. This became the most reliant method of taking down enemies especially later in the game because it would kill all enemies including some bosses in one hit even if they wore a flak jacket. Enemies that wear these require several hits to take down. There was also a auto aim feature which had a crosshair automatically target the nearest enemy, this was useful as you could move around while targeting. The problem was the shots would only hit the enemies chest and only felt useful early on in the game.
The game has a pretty unique hud. In the top left for the screen you have a health bar and a danger bar. The health bar shows your remaining health and amour, you armour can be replenished by picking up flak jackets if you start to loose health this could not be recovered. It felt very tense if you only had a little bit of health left as you desperately searched for a flak jacket.. The danger bar is interesting, when a enemy targeted you the bar would fill up. If it reached the maximum level and started flashing it meant every shot from the enemy would hit you, though it was possible shots could occasionally hit you while the bar was increasing. Moving into cover, or rolling around, or just moving away from the enemy reduced the bar and hence the probability the enemy would hit you. This was particularly useful as if helped you decide how at risk you were from enemy fire so you could judge whether to go in all guns blazing or take a more tactical approach.
I remember playing this game back in the late nineties and thinking wow this game was pretty over the top. Originally slapped with a 18+ rating by the ELSPA (now replaced by the PEGI rating in Europe), this game had some pretty graphic content [editor’s note: this game was ironically only a “T” in the US – Fred]. For starters whenever you shot somebody it would leave a incredibly large blood patch on their character model. You would also see a nice shower of pixelated blood coming from the character. The most gruesome weapon by far and the one weapon you will remember most from this game is the taser. This is possibly the most over powered taser in video game history. Essentially you shoot a terrorist with it while holding the fire button down. After a short period the enemy will begin to scream and smoke will come out of them indicating its time to let them fall to the floor in a heap. But if your feeling evil, and you will, your most likely going to keep that fire button held. The smoke soon turns to fire and the enemy is literally being barbequed by your taser while still screaming, until you finally get bored and let go. Did I mention you start with this weapon in the game and it has unlimited shots, so yeah you’ll probably be having fun with this.
Syphon Filter will certainly keep you busy for a while. If your able to get passed the difficult stealth levels this game certainly warrants more than a single playthrough just because it’s fun to play. Even better once you have finished the game once you can select any of the previous levels you played, so you can skip the ones you hated.
Graphics are pretty blocky. The game being on PSone hasn’t aged well. Environments are pretty dull and boring, but that was the case even when this game was released. You’ll travel through city streets, city parks, army bases, caves and a cathedral and it all just looks dull. Probably the most interesting looking level is the Museum which looks pretty cool, unfortunately this is the boring stealth level which I didn’t care for. The most memorable level was later in the game where two armies are literally fighting each other and you have to somehow progress through a level while a small war is going on.
The soundtrack to this game was pretty solid with some genuinely memorable level music. The intro music when you get to the title screen is a nice warm welcome to the game. The voice acting however is quite bipolar. The bad guys sound a lot more into the game than the good characters. Gabe just sounds so bored all the time with his monotone voice. Even when dramatic scenes occur in the game where you would expect a display of human emotion Gabe stills comes out with the same dull tone voice putting very little into his performance. You really can’t help but chuckle at this.
Syphon Filter is quite a long game. The game will probably keep you busy for around twelve hours the first time through. The game does increase in difficulty quite dramatically about a third of the way through which may lead to leave this game to the side. There is not much replay value though you can input good old fashioned cheats in the menu if you want to play around or just find the game too difficult on its standard difficulty.
Overall, Syphon Filter was a brave first step into a new series. The game hasn’t aged very well in looks. The gameplay mechanics feel a little but there are more fun levels than frustrating ones. I remember when this game was released if was compared a lot to Metal Gear Solid, personally I see no resemblance here. The game looks pretty boring and the voice acting especially from Gabe is pretty terrible but the gameplay does a good job to make you forget these lingering issues and some levels will leave a lasting impression. Syphon Filter may look like a pretty standard shooter but it you will be surprised by what this little gem has to offer
Final Score: 4 out of 5 (review policy and guidelines)
This week for Retro Game Night it’s a double header from the greatest Christmas movie of all time: Die Hard. When the PS1 and Saturn launched Fox Interactive released a series of trilogy video games from its properties, one of which was Die Hard Trilogy, combining a 3rd person isometric shooter for the original film, an on-rails Virtua Cop style light gun shooter (controllers work too) for the second film, and somewhat of a Crazy Taxi clone for the third film. We play it here (in HD) to give you a taste of all three.
Then, around the same time Sega decided to release its arcade brawler Die Hard Arcade (which started life as Streets of Rage 4) exclusively on the Saturn. With no other ports (thanks to Sega’s publishing and distribution rights) and a so-so version on MAME, this is truly the only plug-and-play home port of the game. Check it out.
Released: 1998 (worldwide)
Publisher: Sony Computer Entertainment of America (SCEA)
Digital Release? Yes, this is available as a PSOne classic on PSN for $5.99
Price: $13.99 (disc only), $19.98 (complete), and $55.00 (new/sealed) per Price Charting
The Sony Playstation was well known for having a generous supply of 3D platformers. You had Crash Bandicoot, Gex (other than the first) and Croc but there was also another animal who made a name for himself on the system and later rose to greater popularity, probably even more so than Crash. I am of course referring to Spyro the Dragon. For this review we are going back to the origins of the character with the very first game on the Playstation that was developed by Insomniac games.
In the game you play as the cute little dragon Spyro. After a elder dragon insults a baddie named Nasty Gnorc on television he gets mad and turns all the dragons to stone. Spyro somehow evades this and sets out to free his buddies. The story is very humorous and cute with plenty of chuckles to have whatever age you are. It’s a very simple story but it works.
Spyro is a 3D platformer with a heavy emphasis on collecting, this is essential to progress further in the game. You begin the game in a hub world which acts as a level in itself, except it also provides gateways to other levels which you can enter in whatever order you choose. Within each level the idea is to find and rescue all the dragons tombed in crystal. When you release each dragon they thank you and either give you a gameplay tip or say something funny just don’t expect any comedy gold. As well as rescuing dragons you need to collect gems and dragon eggs if they are present in the level. A simple menu helps you keep track of your progress in each level. One of the best features is once you have collected any item or rescued a dragon you can leave the level or loose a life and it doesn’t matter you still have the item banked permanently. This may make the game easier but it allows you to return to levels later without incurring a penalty. You don’t need to collect everything to progress in the game but it’s quite addictive and you’ll find yourself generally looking in every nook and cranny. If you are hardcore and collect everything the game rewards you with a bonus area at the end of the game. There are five Hub world areas to explore each with several levels. One level in each section is a brutally hard flying segment which required you to shoot or collect several items while flying with a incredibly strict time limit. Making just a few mistakes lead to failing these segments. To the games credit the load times are short if you retry but these were the levels I usually avoided.
Spyro is walking on four legs and it certainly feels that way when controlling him. Occasionally the camera can be a pain and not work with you. Spyro has two main moves, charge and fire, and specific moves only work on certain enemies. For example, tall fat enemies are too tough to charge and you’ll just get bumped off there bear belly followed by a whack of a club, a little fire though makes short work. The game never feels too difficult and more of a casual playthrough which isn’t a bad thing. The difficulty does gradually increase as you progress especially towards the end of the game, but most people will be able to get to the end of this adventure without to much difficulty.
Spyro has lovely colourful graphics. The levels all vary in environments you would expect, there is a ice area and a grass area. Each level is fairly small in size and won’t take you too long to navigate. All the enemy models are pretty simple polygon designs, this was after all a early
3D platformer and although many of the characters look pretty simple at least they have some colour to them.
Spyro has a a impressive soundtrack. The was composed by Steward Copeland (former drummer for The Police). Apparently Copeland played through the levels in the game multiple times when coming up with the soundtrack. This attention to detail really shows in the final product as the music really suits the fantasy setting. The voice acting is also top notch. Characters regularly come out with funny one liners. If you really hate the voice acting or cutscenes which are incredibly short anyway you can skip them.
Spyro is a pretty long game most likely keeping you busy for around two weeks the first time through and longer if you want to collect absolutely everything. The good news is if you do complete the game without collecting everything you can reload the save and continue post credit scene.
Overall, Spyro the Dragon is a very enjoyable 3D platformer if you have the itch for collecting items. The game is generally not very difficult but it makes for a nice casual playthrough. The colourful graphics, humour and fun gamplay all gel together to create a fun experience that you should be happy you invest the time into. This game certainly proved the Sony Playstation had a game for practically every gamers taste and I for one am very happy I finally got a chance to appreciate the magic of this game.
Jam’s Final Score: 5 out of 5 (review policy and guidelines)
I don’t have the luxury of having played Spyro the Dragon when it came out in 1998 and from that point through the nearly 10 games that have ever released, I managed to miss out on all of them. As a result, I can’t help but make potentially unfair comparisons to Super Mario 64. Spyro (the game, not the character) walks, talks, and acts just like a Super Mario 64 clone. The hub world where you go through mirror-like portals to be taken into individual levels that are geared at one, sometimes more, goals to build up enough items to unlock the next world is a concept that I first saw two years earlier with 64. Boss characters being random and more puzzle-like encounters, finding characters you can interact with that give little tips, a movable camera in only a few short directions, the list goes on and on. Having said all that, Spyro the Dragon is truly an enchanting game that stands as one of the few to withstand the test of time on early 3D games. I had no problem appreciating all it had to offer, and eagerly moving on to each new area, in 2014; this is a massive compliment to Spyro.
It’s easy to point out some nitpicks like the fact that Spyro’s jump and glide maneuver is almost never usable and not the solution in parts you think it would be, the hit detection is pathetic, and when you’re trying to find that last handful of dragons near the end it all starts to feel like a chore. This is all countered by what Spyro gets so right in contrast to my favorite comparison of Super Mario 64. There are flying levels with multiple objectives that require near perfection to best, which to some may be the curse of the universe, but a player like me loves to repeat a hundred times over just to be enthralled when we finally get it right. If that’s not your thing, no problem, you can easily navigate this title to the end and have little to worry about, but you won’t get the “true” ending, ha ha ha! The aforementioned soundtrack by Steward Copeland was so clean and wonderful that I had to weave it into our podcast on the trilogy, something Mario 64 – and that entire console for that matter – wishes it could have. And on that note, for being a clone title I definitely didn’t find my attention wain through the game’s short but sweet campaign. Sure it may be a clone, but Super Mario 64 never came to the Playstation and Spyro was a rock solid competitor for our favorite plumber’s first 3D outing.
Final Score: 4 out of 5 (review policy and guidelines)
Primal Rage was one of the more notable Mortal Kombat clones in arcades in 1994. The popularity of this Atari Games fighter secured multiple ports to the home consoles of the time, a true cross-gen title that was on most portable, 16-bit, and 32-bit CD consoles. GH101 looks into the history, gameplay, and home console versions of this dinosaur brawler.
This week Fred and Jam are throwing around fighters of the 90s (that aren’t Street Fighter II or Tekken, we did a show for those already). In the 1990s, the fighter genre was the most popular type of game available (like First Person Shooters today), and among those that have withstood the test of time there were plenty of others that played the field. From Mortal Kombat to Soulcalibur you had plenty of arcades (and home ports) to drink your quarters in arcades.
This week Fred and Jam are joined by Andy from 42 Level One to celebrate the 20th Anniversary of the Sony Playstation. This CD based console is responsible for so much ushering into the next iteration of game development, hardware, media, and game libraries. It touched each host in his own way and deserves to be celebrated on its second decade of existence.