Posts Tagged ‘ps1’
Podcast: Game Club – Crash Bandicoot
Fred Rojas and Rob “Trees” discuss the 3rd party Playstation 1 title that basically became the mascot for Sony throughout the generation. The sordid past and creation of the eventual bandicoot is discussed as well as the full campaign and relevance. We also announce this month’s game club title: Ico.
Perspective: Shin Megami Tensei: Persona 1 & 2 (PS1)
I’ve only just begun Persona 3 with about five hours under my belt, but already I can tell I’m going to like this game. It’s a massive hybrid of so many genres woven together in a nice JRPG shell that sucks you in and gets you hooked, fast – just one more day, am I right? I’m glad to see that, too, because having just completed both Shin Megami Tensei Persona and Persona 2 (both Innocent Sin and Eternal Punishment) I was beginning to fear I was missing something. That’s because by all accounts the first two installments in the Persona series (Persona 2 was split into two games and up until recently Innocent Sin was never technically available in the US) are a dated, rough ride through all of the confines and setbacks of traditional JRPGs along with a steep difficulty and very complex battle system to boot. From the start, both games are a daunting task and none of the remakes update the gameplay at all. In the end I only made it through with step-by-step instructions in a strategy guide, lots of patience, and a little luck. This is not what I signed on for and given the current landscape of this genre it appears that for most gamers the PS1 outings of Persona are caught between two amorphous worlds (much like the characters themselves) when the genre was drastically changing. After somewhere between 150-250 total hours to complete (there is no game clock, I’m completely guessing), a total of five different games, and an incredible hunger to extract the draw of the early iterations of the series I must issue a strong suggestion to bypass Persona’s roots and start with the third title, you’ll be thankful you did.
Podcast: Birth of the Playstation
This week Fred goes solo and discusses the new format for the podcast, promises more media content on the site, and then tells the history of Sony’s famous powerhouse the Playstation, which premiered this week 17 years ago.
Download this episode (right click and save)
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Review: Castlevania: Symphony of the Night (PS1)
Console: Sony Playstation (also released on Sega Saturn in Japan only)
Released: 1997
Developer: Konami
Publisher: Konami
Japan? Yes (as Akumajo Dracula X: Gekka no Yasokyoku Translation: Devil’s Castle Dracula X: Nocturne in the Moonlight)
Instruction Manual: Not necessary – Link
Difficulty: Moderate
Played it as a child? No
Value: $22.87 (used) $64.45 (new) (pricecharting.com) – NOTE: There are two versions: original and greatest hits. Original is much more rare and expensive, so adjust your buying habits appropriately.
Price: $15-25 (used GH) $35-$60 (used original) $90-$130 (new GH) $400 (new original) on eBay
Digital Release? Yes – released as PSOne title on PS3/PSP and on XBLA – $10.00 for all versions. Also available with Rondo of Blood in the Dracula X Collection for PSP – $15 digital, varies on UMD.
***We also did a podcast on this and other Castlevania titles like it here.***
While Rondo of Blood may be the hidden gem of the Castlevania series, Symphony of the Night is anything but. There wasn’t a Playstation gamer around that didn’t see this release back in 1997, bringing a much-needed change to the traditional formula. Every Castlevania game that released on consoles seemed to push the hardware to do things it was never intended to do and usually had amazing results, so it was interesting that in a world consumed by 3D polygonal graphics Symphony of the Night was a 2D side scroller. In Japan, the series has a much easier way to identify the games that go together – main campaign titles often wore Akumajo in the title and in this case Dracula X – but in America we had not received (and most of us had not played) Rondo of Blood. The game starts out with you climbing the stairs to Dracula’s chamber at the end of Rondo and you re-create the final fight with Dracula (of which you cannot die). Then a long bit of lore scrolls the screen and next thing you know you’re playing as Alucard, Dracula’s son, and you’re rushing to Castlevania to rescue Richter from its curse. It was like being dropped into the middle of an epic you had not previously learned the story of. Frankly, it didn’t matter, and even today playing Rondo of Blood only assists in giving you background detail because like all other Castlevania games it’s the gameplay and level design that keeps you hooked.
Feature: Castlevania Retrospective
Few titles that started life on the NES still exist today. Of those titles there are even fewer that weren’t developed by Nintendo. Konami is one of the few companies that has a list of titles like this, although many of them suffer from very few updates and recent iterations such as the Metal Gear (Solid) series and Gradius. Castlevania does not have this problem. In fact, it still seems to withstand the test of time and despite trying to reinvent itself so many times, celebrates at least mild success with each new iteration. As a gamer who got his first console, an NES, in 1988, I have literally grown up alongside the series and played most titles it has to offer. If you don’t know Castlevania or have never played a single game, this will hopefully explain why you need to.
Rayman (Ubisoft)
Rayman wants to be a strong classic platformer, and it’s really a shame that the steep difficulty curve will turn off even the most determined of contemporary gamers, because from an aesthetic and game design perspective this game should be appreciated. Alas Rayman has been ported to console after console and seen commercial success, but I wonder how many people have actually experienced most of what this title has to offer.
During the mid 90s there was no shortage of consoles – both the 16-bit generation and 32-bit generation were coming to be, not to mention CD consoles – and Rayman was caught right in the thick of it. Not only that, but thanks to Mario and Sonic, platformers were among the highest in popularity behind fighting games. The title began life as a brainchild of Ubisoft creative director Michel Ancel (who is also responsible for cult favorite Beyond Good & Evil) and the then struggling developer/publisher bet the house on his creation and won. Rayman started life on the Super NES as a two-player title based on various cultural fairy tales and eventually it was decided that the game would receive a cartoon makeover with better animation and subsequent move to the Playstation CD add-on for the SNES (read that story here). When Nintendo announced the cancellation of both the Playstation and Phillips CD projects Ubisoft wanted to move to the Jaguar thanks to its specs and eventually chose the Sony Playstation as the lead console. As you can see, the game was already bouncing from console to console.
Shmups on a Budget
It’s the end of Shmuppreciation 2012 and after the article that goes live at noon it will be time to stop reading about shmups and start playing them. Unfortunately, as I’ve mentioned before, shmups aren’t cheap…or are they? In these articles I have covered many shmups that have extremely high price tags depending on what console you want it on. I stress the fact that most shmups are arcade ports and thus all versions you can find on home consoles revolve completely around making as perfect a port as the developers can. For this reason, it doesn’t really matter what console you get your shmups from, just knowing which ones you can get them at inexpensive prices. The following article discusses the buyer who doesn’t want to drop a hefty chunk of change and some of the amazing deals I have found this month.
Note: Many links in this article will redirect you to retail sites like GameStop.com or auction sites like eBay to demonstrate the highs and lows of purchasing games of this type. I did this to make it easy for you to find them, especially because some deals require an inventory search in your area.
Generation Gap Pt. 4: 32-bit (with a dash of 64)
By the time the SNES was dominating and the Sega Genesis was locked in an endless sea of add-ons to save the dying console, electronics manufacturers began to step up and create many of their own consoles. As a result, the market was flooded with overpriced horrendous hardware. They seemed to have everything a gamer wanted: new media format (the cheaply priced cd was preferred by developers to reduce production cost and retail price), impressive graphics and processors, and lets not forget the large numbers like “32” and “64” prominantly displayed on the startup screens. Unfortunately they lacked one important thing: good games. Still, that didn’t prevent many manufacturers from creating a loose version of the video game crash of 1983. Thankfully one lone electronics company entered the foray with the next step in gaming – that company was Sony.
Electronics Companies Go Bananas (or Pre 32-bit Gaming)

JVC’s Xeye
I’m guessing somewhere around the Sega CD, boasting the ability to play your new audio CDs through your television as an added feature, electronic companies started to take notice of gaming systems. As you guide through the progression of consoles the consumer electronics market grows stronger with gamers – let’s face it, they’re the perfect early adoptors. Quickly companies scrambled to enter the gaming market including JVC, Phillips, Panasonic, Pioneer, Sony and even more. Some of these companies licensed existing hardware, like JVC did with the X’Eye, a Sega Genesis/Sega CD hybrid that was re-branded with JVC’s logo. On the other hand, Phillips, Panasonic and Pioneer – imagine keeping these companies straight as a consumer – released their own hardware with a (arguably) library of games. In the end, they all sucked and had ridiculous price tags pushing back the concept of consumer electronics meeting gaming for at least another six years. Below are the early disc-based consoles that failed so horribly.