When it comes to the various consoles that have seen the light of day over the years, it doesn’t take my mind long to think of all the great games that came out for them. Going though the backlog of games that call my room home, I have to admit that the Super Nintendo was a pretty mean machine. Yet when I’m honest with myself there’s only one machine that tops them all: the original PlayStation. This may seem only natural when one considers how large its library is, but with that many titles their bound to be some undesirable material.
Good games, bad games - I’m sure we all could go on about which games deserve their place in gaming history and our hearts and which ones don’t. Still, this list *attempts* to look beyond games as single entities and looks at which franchises defined my time with the PlayStation. At the same time I am only human so if a game in a series deserves to be looked upon with more distain than the others I’m not going to hesitate to berate it.
Again, this list isn’t based on sales figures or general popularity although I might mention that. I don’t expect everyone to agree with the selections either - in all honesty, I expect some of the selections to cause a few sparks – so without further ado here are the ten franchises that defined the PS1 (to me).
10. Twisted Metal
Defining Game(s): Twisted Metal 2 (SingleTrac era), Twisted Metal 4 (989 Era)
First Look:
As would be expected, it only seems fitting to start off a PlayStation-based Top 10 list with a series exclusive to the console line. It’s also befitting that the wreck loose carnage of Twisted Metal fits keenly into the image and perception the PlayStation touted over one of its later competitors – a strategy that was more than effective on me. Still, the original Twisted Metal and its immediate successor are notable for another reason, one of the most important being that they were as fun as hell despite being ugly as sin. While graphics are not a primary concern of mine in an overall gaming experience, there is something to be said about a game that shows the early pains developers had when working with the third dimension. The first two games are practically a testament to this, but it’s how they overcame such problems that makes Twisted Metal’s story what it is.
Behind the Ranking:
The reason Twisted Metal ranks so low on this listing is rather obvious: Twisted Metal has a divided history. Actually, make that a VERY divided history that was widened even further by the series fans themselves. As most know, the first two games were developed by SingleTrac before Sony handed the series to 989 Studios. Between this “hand off” the code for the game’s engine was “lost” (sure, we’ll say it was “lost”) and 989 had to build the third game from the ground up. 989’s Twisted Metal III would achieve a high enough of a sales plateau to eventually acquire the “Greatest Hits” label but the damage had been done; the game was slammed in the gaming press (boring and insipid level design was a common complaint as was the loopy physics engine) and it was panned by many who enjoyed the first two entries. Despite such failings, 989 Studios was able to make some amends (in my opinion) with the arguably better Twisted Metal 4 despite its terrible cast of characters and cars.
9. Resident Evil
Defining Game(s): Resident Evil, Resident Evil 2
The original Resident Evil is often celebrated as the game that spearheaded the survival horror genre. This is true to a certain extent - it may have made people take notice of genre more than it truly invented it - but then I’m not really here to ignite such debate or split such hairs. (Too late on that one, right?) Anyway, the game is important for other reasons as well. Unlike the previously mentioned Twisted Metal, the original Resident Evil was multi-platform and also appeared on the Sega Saturn. Additionally, despite the claim I’m going to make I’ll willingly admit the first time I ever played Resident Evil was on the aforementioned Saturn. (Please note this kind of admission will be made with another game shortly.) Okay, so with that out of the way, am I the only one that saw Resident Evil as a PlayStation exclusive despite the fact it was on both consoles? Okay… that might be a weak argument considering I knew a whole two people with a Sega Saturn growing up, but someone out there has got to relate to what I’m saying, right? Regardless, such a feeling would only be reinforced when the Saturn version of the second game was eventually scraped from development.
Behind the Ranking:
Resident Evil on the PS1 is a classic case of a series taking an extremely solid foot forward with it’s first sequel only to have it’s past come back and (somewhat inadvertently) subtract the very same step. In other words, as impressive of a job as Resident Evil 2 does in streamlining the experience that was founded by the original, it makes the original seem a little stunted and archaic which hurts the games when looked upon as a group. Blunt as that may seem, this isn’t a call to abandon it from one’s collection or to discard and relegate it to a historical footnote. No. This is mainly a plea to see the game for what it is and to accept its successes and failures. Looking at it in such a manner makes it no less important in the scheme of things.
8. Breath of Fire
Defining Game: Breath of Fire III
First Look:
As cliché as it may sound, Breath of Fire is either one of two things to people: a painful, by-the-numbers role playing affair (outside Dragon Quarter) or a delightful, by-the-numbers role playing affair (also outside Dragon Quarter.) As close as those definitions are from a written standpoint, they are about as opposite as you can get from an argumentative one. Yet as a fan (outside Dragon Quarter… are you sick of this yet?) I can honestly see the other side of the argument. Take away the first rate Capcom art, the in-house Capcom soundtracks (minus Dragon Quarter… I swear, last time!) and you have nothing special. In fact, as much as I love the game and its narrative I have to admit that Breath of Fire II is in many ways a mess. But for some reason it’s a lovable mess I want smother with a great big hug.
Behind the Ranking:
The reason Breath of Fire comes in eighth has pretty much already been alluded to: none of the games (except for Dragon… no, I won’t say it!) have never really broken down any barriers or changed up the genre. Beyond that however, the two entries that appeared on the PS1 were solid pieces of software, one of which (Breath of Fire III) introduced some well thought-out mechanics like the Dragon Gene Splicing system. Generally I hate using the phrase “well crafted” because it’s usually a euphemism for something that “works” but is “extremely stale” (see Wild Arms 3) but it’s probably the best way to describe Breath of Fire titles. The only real hitch with such an explanation is that part IV comes dangerously close to being monotonous with it’s slow pace and washed-out color palette, something that gives the third installment the slight edge in the end.
7. Mega Man X
Defining Game: Mega Man X4 (seriously, it’s not even a contest)
First Look:
I know a lot of people are going to ask “really?” when it comes to this trio of games defining the PlayStation when a) nothing of real note has changed with the gameplay in years, b) the story isn’t one for the ages and c) one’s great, one’s mediocre and one’s flat out terrible, but I’ll just state the obvious and say I’m a true blue “sucker” and Capcom’s damn lucky that’s the case despite how many times they’ve dropped the ball with this one. The disastrous failings inside however, at least one of these games (X4) continues to make a name for 2D platforming on the PS1 and screams it from the rooftops. Yet the ironic part of the story is how Mega Man X4 (and by extension Mega Man 8) were originally headed towards a Saturn-only release before Sony decided “they wanted it too” and that side scrollers had a place on their precious console. X4 would go on to be on both consoles although (like this is surprising) the Saturn version (which had some minor improvements like a looping soundtrack) would more-or-less become a relic of a forgotten time while the PlayStation edition would sell well enough for the Greatest Hits designation.
Behind the Ranking:
This one needs no explanation: one great game cannot make up for the mediocre X5 or the fact that X6 was slapped together in six months behind Keiji Inafune’s back and shot out of localization process in a mere week to make it out in time for Christmas to “squeeze” the last cent out of the remaining PS1 crowd. Speaking of Keiji Inafune, he is the only member (or rather “former” member) of Capcom that has actually gone on record and apologized for that which is Mega Man X6. Unfortunately, X6 would not be the last X themed train wreck to come out of Capcom… fans would have to suffer through a highly questionable 3D excursion on the PlayStation 2 (with an insane amount of loading screens) before X8 would try and fail to deliver a worthy ending to the series – something X5 did much better. If one can take solace in anything related to this it’s that Capcom can’t do anymore damage now that Mega Man’s retried.
6. Final Fantasy
Defining Game(s): Final Fantasy VII (if we’re talking sheer importance); Final Fantasy IX (if we’re talking affection towards)
First Look:
Oh geez… I look forward to reading the hate mail on this one. Yeah, I did it. I placed the Final Fantasy sixth. And just as a bit of warning, you’re probably going to be even more peeved the further you get in this list when you see what was placed above it. Anyway, what can be said about Final Fantasy VII’s bizzare resurrection and massive following that hasn’t already been said? Okay, I get it – it was and therefore still is an important title. Sure, I wouldn’t have gotten into role-playing games without it and the buzz that surrounded it. All of that is true enough, yet when taking it in it’s still just another game I’ve spent more than enough time playing and it, and Final Fantasy in general, fails to be the reason I stuck with genre as long as I did. Personally, I’d credit other games with that honor – games that have received far less acclaim.
Behind the Ranking:
One of the reasons Final Fantasy is so far back in the list is because the “heyday” of the J-RPG is long past. It doesn’t take much of a glance at the PlayStation’s library to see what genre was popular at the time and as one can clearly see that time is no longer upon us despite the fact Square (now Square Enix, ugh) still tries to pull out the big guns. Sure, there are still role-playing games being made today but no longer in the same quantity – I mean heck, even Wild Arms is gone and it stuck around five games too long. Regardless, opinions change and the massive body of RPGs that came out during the PlayStation’s reign isn’t quite “goldmine” I once viewed it as, nor is the genre itself. Like the endless flow of first person shooters on shelves today (yeash…I get the point already! Shooting things is “fun”) there will eventually be a price to pay for such proliferation. Needless as it is to say RPGs are still paying the price for that.
5. Tomb Raider
Defining Game: Tomb Raider
First Look:
Again, I can already imagine people being upset that Tomb Raider beat out Final Fantasy, but then action games are always in style. Anyway, along with the aforementioned Final Fantasy VII (which doesn’t need any more accolades) Tomb Raider was the other game responsible for making me ditch the Nintendo 64 launch in favor of the Sony PlayStation. Yet as much as I will tout Tomb Raider’s success as the PlayStation’s success this is another game I originally played on the Saturn. However, the more you think about it, Tomb Raider did become pretty synonymous with the PlayStation brand considering it landed the mass of sequels that followed the original thanks to Sony’s massive payment to Eidos for the exclusive “console” launch of Tomb Raider II. The games that followed the original also ended up on the PC as well but then the lines between PC gamers and console gamers were pretty much drawn like they are today.
Behind the Ranking:
The reasoning behind Tomb Raider’s spot at number five is somewhat akin to Mega Man X’s spot at number seven. The initial game was amazing and still blows my mind to this day but the sequels have more than enough ammo (e.g. problems) to take the series down a few notches. Common complaints among players are the first few sequels take Lara “out of the tombs” and ignore that fact that lightning clearly struck first time out with that combination. A more comical complaint is that Tomb Raider II and III essentially turned Miss Croft into a mass murderer with their endless waves of human enemies. I’m sure a jury would buy the “I was just treasure hunting” or “it was self-defense” excuse if presented with a hill of corpses. Still, perhaps the biggest blow Tomb Raider encountered was twofold: overexposure and the oversexing of its protagonist. The oversexing may have been played to great comical effect in the second game’s ending but with a new entry coming out each year it wasn’t long before both became problems.
4. SaGa Frontier
Defining Game: SaGa Frontier
First Look:
This entry makes me very happy because I know that 99.99% of readers are just asking what the hell this series is doing here. The same readers are probably asking how I could possibly place this above Final Fantasy. Well, I did and as odd as it may sound the decision came quite naturally. See, I’m in that small niche of players that actually liked SaGa Frontier for what it was: a small little smorgasbord. I’ll concede that in following a release like Final Fantasy VII SaGa Frontier had absolutely no prayer in the marketplace (at least here in America) and that it’s gameplay was as ill-explained as you could get. Really, have you ever read the manual for this thing? They really leave it up to the player to discover how the majority of the game’s gameplay systems work. I doubt that a more concise explanation would have saved SaGa, but then fans (especially those on GameFAQs) have been more than eager to fill in the holes over the years. What’s even more astounding is that new things are still being discovered about this title – even fifteen years later.
Behind the Ranking:
Those paying especially close attention may have noticed I made no mention of SaGa Frontier II in the previous section. Rest assured that’s no mistake as I’ll freely admit I “cheated” and used its existence to shoehorn this game onto the list. So what’s wrong with SaGa Frontier II? Well, I’m not a very big fan of the “generation” system it uses (losing characters because they “grow too old” is not something I want to deal with) along with a host of other issues like weapon breakage. Anyway, no game (except for Diablo II and Final Fantasy VII) has sucked away my gaming hours quicker than SaGa Frontier and given the current level of time I spend gaming now (rather low - especially when it comes to new games) I don’t see anything challenging it’s crown in that respect anytime soon. With that said, I promise I won’t use Castlevania: Chronicles to squeeze Symphony of the Night onto this list (not really the same “kind” of Castlevania when you get down to it) or use VR Missions to justify Metal Gear Solid.
3. Mega Man Legends
Defining Game(s): Mega Man Legends (actual), Mega Man Legends 3 (because of the cancellation controversy)
First Look:
First of all, if you’re one of those people that are in the “the Mega Man Legends games aren’t true Mega Man games” crowd I recommend skipping this entry because it’s only going to be filled with love for this series. I don’t really care what your argument against them is (really, what other 3D Mega Man game can you put these up against? X7?) but I fell in love with them from the first minute I played them. Okay, I’ll admit they aren’t perfect, that there are easily exploitable ways to kill every boss (just circle strife around them) and there are hitches here and there but Legends does so many things right, things that Mega Man fans claim they want but turn a blind eye to when they get it. If you haven’t figured out what I’m talking about yet it’s narrative. People always complain Mega Man “has no real story” but this is far from the truth when it comes to Mega Man Legends.
Reason for Ranking:
Mega Man Legends scores so high (and higher than the X series) because the original game is an excellent stand alone experience. Additionally, while it not quite perfect, the sequel does a ton of things that Mega Man sequels fail to do time and time again. What does Mega Man Legends 2 do? Well, it ups the ante with its level of difficulty a fair and respectful notch and *gasp* it actually answers questions from the first game in a satisfying fashion! Seriously, I’d like to see the X or original series do that. Finally, it seems impossible to end a discussion on Mega Man Legends without tackling the controversial cancellation of Mega Man Legends 3. As a fan I wanted nothing more to see Mega Man get off the… ahem… after an entire decade, but if the whole thing (and the downward spiral of the X series) has taught me anything it just wasn’t meant to be. Furthermore, I wasn’t too interested in Mega Man sharing the spotlight with a new character and I’m sure I’m not the only one that held that opinion.
2. Wild Arms
Defining Game(s): Wild Arms, Wild Arms 2 (toss-up)
First Look:
Being the second RPG Sony green lighted for release on the PS1 (the first being somewhat bland and uninspired Beyond the Beyond), Wild Arms only had a mere three/four months to make it’s mark before Final Fantasy VII arrived on store shelves. Thankfully, that was enough time for the series (or rather the first game) to carve out a niche for itself. Still, while a lot a people saw Wild Arms as a “filler” to tide them over till the next big release, I saw something more. This is especially important because I played Wild Arms after I had completed Final Fantasy VII (my first RPG) and still thought it was the better game. I’m sure some see this kind of romance as window dressing, but Wild Arms’ place in my heart was cemented when the second game came out to little to no fanfare in an even more competitive market place. Still, even as a fan it’s not hard to see how Wild Arms 2 got buried, the game not exactly doing itself any favors with its dated battle graphics that were pretty much unchanged from the original.
Reason for Ranking:
The reason Wild Arms and Wild Arms 2 rank so high on the list is due to the fact the following games (four of which are on the PlayStation 2) are extreme disappointments. Wild Arms 3, 4 and 5 can’t even begin to match the games on the PS1 and the remake of the original adventure (Alter code:F) is one of the biggest video game busts I can recall considering how long to took for Agetech to localize it. With that laid bare perhaps the biggest failing of Wild Arms beyond it beginnings on the PS1 is the lack of memorable villains. Each subsequent game tired and failed to offer an antagonist as cool as the Metal Demons and Odessa. Unfortunately (or perhaps fortunately) role-playing fans know how this story ended, the company’s flagship series coming to a quick and uncelebrated end on the PSP which a last-ditch change in genre. After a failed Wizard of Oz based role-playing game Media Vision would pretty much bow out of genre and concentrate on licensed IP games.
1. Syphon Filter
Defining Game(s): Syphon Filter (as its point of origin), Syphon Filter 3 (for it’s method of storytelling)
First Look:
I’m sure there are those that are wondering “what the hell?” Why on earth why would I pick Syphon Filter out of all the games/series on the PS1? Well, it’s not very easy to explain, but I couldn’t even begin to imagine how this series would pull me in when I received the first game though a very haphazard trade with an old friend. Still, for better or worse, it happened and it’s usually the first thing I think of when it comes to the original PlayStation. Of course, the first thing that people are going to ask (or rather tout) in this situation is Metal Gear Solid’s “vast superiority.” I’d defuse that ticking time bomb (or rather ignite it) by saying that while Metal Gear Solid is a game that any PlayStation owner should own and play, can we be a bit more objective when it comes to that game? Despite it’s pedigree it hasn’t exactly aged as well as some people would have you believe. Okay, now that I’ve ticked off another group of people, I should probably get to why people should play the Syphon Filter trilogy. Well, prepare to be disappointed because I don’t really have a good argument! As weak-kneed that seems and unlike most of the other games on this list Syphon Filter is probably a case of “you had to be there.” Really, as bad as that sounds you just had to be there.
Reason for Ranking:
Syphon Filter gets top billing because more than any other series listed it literally screams PlayStation. The first trilogy was self contained on the PlayStation and appeared on no other console (excluding the more recent PSN releases) and represented all the advancements and limitations that come with the console and a franchise in one fell swoop. When it comes to strong and weak points, the series definitely started and ended on a better note than it continued with the overreaching and overeager efforts of Syphon Filter 2, but these faults were easily combed over by the time the third installment filled in some of the smaller plot holes with its fulfilling method of story telling. The last thing that makes Syphon Filter a true counterpart to the original PlayStation is the fact that it (much like Wild Arms) more-or-less “died” with the console (okay, that’s actually my opinion) despite the fact there would be enough demand for games to be made for the PS2 and PSP. I would try and follow Syphon Filter into the future but it just wasn’t meant to be…. it’s time was over and done but it has yet to be forgotten.Concluding Thoughts:
In the end most of the products on this list aren’t perfect, and in the case of SaGa Frontier far from it, but they were more than enough to define the PlayStation’s place at the top of the heap to this gamer. Still, as much as one can tout the success of Sony’s hardware, everyone knows a console is nothing without games, and when it comes to the PS1 this is only the tip of the iceberg. Indeed, this is especially true considering this list focused solely on franchises with multiple releases. Here’s a short list (and some notes) to combine with the above to get you started in case you missed any of them the first time out – know I did.
Brave Fencer Musashi - a solid action adventure that was never intended to be a quote unquote “Zelda Killer”
Castlevania: Symphony of the Night - I doubt this needs any introduction
Chrono Cross – would be a top tier game if it wasn’t for it’s “story” and mass of pointless characters
Doom – easily the best 90’s port of the game available, PlayStation exclusive levels are excellent
Einhander – I missed this one the first time out; amazing but I’m simply terrible at it
Final Doom – stretches the PlayStation a little thin but has a few perks over the PC version of the Master Levels
Final Fantasy Origins – faithful (perhaps too faithful) enhanced ports that pretty much replace the originals
Final Fantasy Tactics – you have to give this a nod despite the amount of time it takes to complete
Final Fantasy VIII – would have been mentioned above if not for “Squall,” “Rinoa” and “love story”
Legend of Legaia – a must for RPG lovers despite all its flaws
Mega Man 8: Anniversary Collector’s Edition – how on EARTH did this outsell Mega Man X4?
Metal Gear Solid – there are few games that can match the cinematic quality of Metal Gear Solid; everything else?
Rival Schools – a solid fighter that heaps on the extras to an absurd level
Silent Hill – missed this one the first time out as well, the game can certainly set a mood
Soul Blade – perhaps the premiere weapons-based fighter on the PlayStation; Toshinden kryptonite
Star Gladiator – off-beat three-dimensional fighter that along with Soul Blade laid Toshinden to rest
Tony Hawk’s Pro Skater 2 – Tony finest gaming moment; manuals add an insane amount to gameplay
Xenogears – far from perfect; interesting and notable for what it tries to accomplish than what it does
When it comes to video games, Xeno is a prefix that is more or less guaranteed to create sparks when uttered in conversation. Whether it’s the debate that Xenogears’ various development problems keep it from being the quote unquote “perfect” game (really, don’t even get me started on this one….) or how utterly ridiculous it was for Nintendo to forgo releasing Xenoblade abroad when the demand was obviously there, the truth is Xeno games have a history as checkered as their acceptance by gamers themselves.
Ambitious as these games truly are, the problem that some had with Xenosaga’s lengthy cutscenes is well justified. Like any given Metal Gear Solid title, it seemed the player was left watching almost as much as they where playing. That said, while there’s a bit of hyperbole in there it’s not like these scenes were boring and flaccid. In fact, there are several scenes throughout the game that make it worth replaying. Yet the concept of honesty makes it necessary to admit that Xenosaga’s gameplay undoubtedly plays second fiddle to its story.
Unfortunately, Xenosaga is a bit conflicted here as well. While its narrative is a lot easier to navigate than that of Xenogears, Xenosaga has the “unique” trait of having an NPC that’s far more interesting than many of the player’s characters. Who am I talking about? Andrew Cherenkov. When the game opens, we find come to see that Commander Cherenkov is second in command aboard the Woglinde, but what we learn about him from that point on challenges one’s perception of good and evil and quickly overshadows anything the game tries to establish about Shion, the main character.
This is the main reason I tracked down Xenosaga Limited Edition Movie DVD. When you get right down to it all of the characters are important, but Cherenkov is something else entirely. You just don’t run into an all-encompassing character like this very often and being able to relive his story with minimal fuss was of the utmost importance. Anyway, beyond a small hitch or two, Andrew’s story is faithfully preserved on this pre-order bonus, as is the remainder of the game’s narrative. Yet with so much material on hand there are obviously areas where this item falls short. What are those areas? Read on to find out!
1. Editing. There are few isolated instances where the video cuts out for fraction of a second. Nothing too grievous, but does take away from the product’s overall level of quality. There was also a small section where the audio dropped out in similar fashion. Still, considering this was initially a bonus item that didn’t cost customers anything I’m more than willing to overlook such miscues.
2. Virgil's feelings towards the Realians in the 2nd Division Wing of the Woglinde. Yes, the scenes that made the cut are enough to establish his hatred towards the Realians but the loss of this scene is a definite blow.
3. Virgil's self-destruction of battle Realians. This scene is included, but it's edited to the point that it is no where near as heart-wrenching which is rather unforgivable in the scheme of things. We see the realians twitching on the floor but they never "cling" to the Gnosis before Virgil blows them up. It's a devastating loss to a great scene.
4. No introduction of the Elsa crew. The scene where you're introduced to crew is gone. The fact is when you go from being in space inside an escape vessel to washing dishes with nothing to buffer the transition it draws you out of the experience.
5. Chaos, Cherenkov and the Gnosis. This could be combined with the above considering it occurs within the same string of scenes but I'm rather amazed that the first exhibition of Chaos' powers was cut when one considers how important that is. One can witness Cherenkov's "whitening" via flash back later on but it would have made all the later scenes with him (all of which are there) much more clear.
6. No subtitles. The subtitles from the game are now absent and the video is now completely unobscured.
Such issues aside, the further one gets in the DVD the less material they’ll ultimately find sacrificed. Personally, I don’t find the second half the game/narrative as exciting as the first (mainly due to the lack of Cherenkov) but it doesn’t but too much of a damper on the proceedings. The only other real downer is the time since episode II’s release has made the Xenosaga Limited Edition Movie DVD an uncommon item. Still, as most know it’s somewhat hard to tell when or if these pre-order bonuses will end up becoming something down the road or if they are really worth procuring. In this case I have to say I’m hook, line and sinker despite the somewhat hefty price tag. Fans of the series will probably have no problem in following suit.
Overall Score: 8/10
“A treasure nestled within a so-so spin-off?”
As strange as it may sound coming from someone who can remember the most superfluous aspect about any given video game, I can’t quite remember what my initial thoughts were when I first heard that Mega Man X and his comrades would be crossing over into the RPG world. While former series director Keiji Inafune would have little problem in saying no to the idea and having nothing to do with the game’s development, I’m willing to bet I was curious. Sure, I wasn’t exactly thrilled when they announced the team behind the game was responsible for Breath of Fire: Dragon Quarter, but given how horrendous some of the games that had “graced” the series by that point were, I figured how much more damage could they really do?
As dangerous as it is to dare developers to do their worst, for most intensive purposes the experience Capcom put forth in Mega Man X Command Mission was far from another nightmare scenario. Unfortunately, dodging the trashcan doesn’t exactly translate into a ringing endorsement either. While the game was capable of standing upright, Command Mission was a rather uninspired creation; there wasn’t really one element of the game that really stood out. As damning as such a decree may seem that didn’t stop me from picking one of these elements and exploring it on a deeper level. In the case of Mega Man X Command Mission it just so happened to be the music.
Before we get too far into what Command Mission’s audio has to offer, I have to admit I’m far from being the biggest Shinya Okada fan out there. Credited with work on the Rockman X7 and X8 Soundtracks, Okada’s taste for techno-flavored pieces hasn’t really enhanced what action-oriented Mega Man has to offer as much as it has (annoyingly) tried to declare war on musical conventions that are fine and are not in need of changing. This isn’t to say a well done techno-infused piece can’t serve a Mega Man game (it’s been done and done well) but when you try and ramrod it down amidst other hard rock/metal influenced pieces in it’s purest form it’s obviously going to stick out like the sore thumb it is.
Here in nut shell is why the musical side of Mega Man X Command Mission works. With Okada being the head composer there are no other influences to battle. In other words Okada was given a blank slate and like a kid with a freshly written check from his grandma he cashes it as hard and as quickly as he can, drenching the canvas with his sound. I can’t say I blame him, I’d love for my ideas to be heard as well if I was a composer, but this opportunity doesn’t really arise for the reason the previous explanation would imply. So how does Okada get away with such a change in style? It all goes back to the idea of crossing over. With Command Mission being a turn based RPG as opposed to an action-oriented side-scroller, did anyone know what a Mega Man RPG was supposed to sound like? The answer, as if it needs to be said, is no. No one had a clue what a Mega Man role playing game was meant to sound like unlike an early Breath of Fire title, titles that were known for their epic, regal flavor.
So given that Okada is one lucky son-of-a-gun for landing the composing role for this game, is his work notable just because it breaks away from the norm or is it notable because it actually has some merit? The stone-cold truth would have me tell you it leans more towards the former, but my experiences with music would have me tell you it’s between the two extremes. As unimpressive and short as some of these pieces really are (check out the insanely insipid “Abyssal World”) there are others that truly bring the score to life. The quick-witted “Maverick Hunt II” and brooding “The Judgment of Truth” don’t seem too special at first but eventually prove themselves as some of the album’s must-listen tunes. Other tracks like the subversive “Unknown Energy” fly under the radar for so long it’s truly something when they finally pop out the woodwork and expose themselves for the wonderful works they are.
Still, if I was going to complement anything present on the Command Mission soundtrack, I would have to pick Okada’s character themes. In the game, some of these characters are as disposable as the cliches they ultimately portray. Yet this can’t be said when “Cinnamon Worries Endlessly,” “The Cheerful Thief Marino” and “Steel Massimo” come across one speakers. It says a lot when a composer can make one reflect on otherwise forgetable characters, the last two being especially powerful and also employed as battle themes.
CONCLUSION:
As one would expect being part of a decent yet rather unimpressive product, the Rockman X Command Mission Original Soundtrack is far from being a must-have release. It’s interesting in a variety of ways but in a world where experiences are a dime a dozen and a click away it’s hard to say how many will justify even a brief excursion. Such truth laid bare, even I’m at a loss as to say how this little devil managed to worm it’s way into my heart - but then again I’m probably the exception and not the rule. Regardless, if you have the opportunity give it a chance, it just might surprise you.
Overall Score: 7/10
"A pint-sized classic based off a classic"
When it comes to retro NES titles, I find it rather odd that Mighty Final Fight is the quote unquote rarest game I was looking to add to my collection. While I'll admit the SNES port of the arcade original is where Final Fight started for most, I can't say that title is why Final Fight has remained at the forefront of my gaming memories for as long as it has. So given that, what's so special about Mighty Final Fight? How could a downscaled rendition of a SNES classic be of such note? Well, as one would expect given the formula behind it, calling Mighty Final Fight special is somewhat of a stretch, even for someone who is pretty smitten with the game. It's obvious that hundreds of games, games from the Double Dragon series, Battletoads to Sega's Streets of Rage have crossed strikingly similar terrain over the years.
As blindingly derivative as gaming can end up being, most know there are times where experiences can thrive upon their simplicity. As simple as a game like Final Fight was, there's a part of me that can't help but think that it was a bit too simplistic to really show off a (new at that time) console like the SNES. This isn't to say I was disappointed with Final Fight, but to say it was a quantum leap over the last generation of brawlers (beyond graphics) would be a lie. It's this - the lack of any real progression - that makes Mighty Final Fight so attractive in an ironic sort of way. Simply put, there is no real sacrifice made in taking the series back a console generation. While I’ll concede that’s not exactly the most positive thing one could say about a game, the game’s super-deformed presentation has its own way of charming the player and is a worthy avenue to explore in contrast to the straight-edged look of its technologically advanced brethren.
That said, Mighty Final Fight still contains many of the irritants of the time. Despite being a last generation NES title, the amount of time the sprite layer of graphics spends flickering during game play is rather obscene. Granted, it's never enough to flat-out rail-road the experience but it does slightly mar what is an otherwise spectacular looking game. Perhaps what's even more surprising (e.g. disappointing) is the audio by Setsuo Yamamoto. I absolutely love good NES music but outside the crunchy boss theme Yamamoto's themes seem a little uncomfortable with their meandering nature. The last thing that brings the final grade down a bit is the difference power and speed have in relation to game's characters. Giving each character their own individual attributes is something that any game should implement, but as far as which one is the greater (or which one is more useful in helping you beat the game) speed has the definite edge over power since there are so many instances where speed is much more beneficial and can easily make up for the lack of power.
CONCLUSION:
Despite this, Mighty Final Fight is an enjoyable romp that is reminiscent of a simpler time. Unfortunately, the real problem with Mighty Final Fight is its cost. Again, not that you'd think it by looking at it, but the game is not exactly common and with so many other quality beat-them-ups available for a fraction of the cost, it's debatable how many will justify that cost. Those looking to experience the game while avoiding the price tag may want to check out the game on GBA where it one of the three games included in the Capcom Classic Mini Mix. Regardless of which path you choose, don't pass up on what can be experienced here just because of the art style or simplicity; Mighty Final Fight can be rather engaging if given the chance.
Overall Score: 8/10
"Nice extras, but it's probably not worth the extra dough"
As most Mega Man fans know, Mega Man 8 on the Sega Saturn is somewhat of a rarity. Originally intended as Saturn exclusive along with the excellent Mega Man X4, this plan quickly changed when Sony made it known they were interested in bringing the games to the PlayStation as well. To the enlightened, such a story is riddled with irony considering it's widely believed Sony was more interested in showing off the 3D capabilities of their system than allowing 2D sidescrollers live on to the next generation. Tongue-in-cheek as it ended up being, in what was more of a tradeoff for the lost of the exclusive, Capcom gave the Saturn version the edge in bonus material. So what's so different about Mega Man 8 on the Saturn compared to the PlayStation? Not much, but enough to make the value of these releases as different as night and day.
As silly as it may seem, I remember being extremely upset that I couldn't fight Cut Man and Wood Man when I played through the PlayStation version all those years ago just because of what console I was playing on. These battles (and the remixed tunes that play during them) are nice touches, as are the sound, music and hidden animation test that appear in the additional bonus mode, but when you get down to it, these things mean ultimately mean little when the whole picture is considered. What am I talking about? Well, before one can really say how much these extras add one must ask how good the core game is. So, for a Mega Man game, how good is Mega Man 8? Does it sail towards the heavens or does it dwell in the darkest depths?
Shallow as it may seem, the deciding factor in Mega Man 8's failure and success ends up being graphics and art direction. Why? Well, when one considers that nothing of significant note has really changed in the gameplay department in eight games you can't really call that a defining element. For better or worse this is true, blue Mega Man. So, given that there is nothing truly new, it's easy to see why a rather superficial element such a graphics becomes important. However, this is where the game ends up divided upon itself. From a graphical standpoint the game is beautiful; I have no qualms about the quality of its 2D prowess. So what's the problem? The art direction. As if Mega Man 7 on the SNES wasn't bad enough, Mega Man 8 takes the characters and world we grew up with on the (blissfully limited) NES and shoves them through the cuteness grinder once again.
Now, I expect some to fire back with the argument that Mega Man has always been "cutesy," not necessarily in the games themselves (where the NES thankfully prohibited it) but in official artwork Capcom has produced throughout the years. Point taken, but that doesn't mean we have to indulge this and splash it all over the freaking screen. Okay, I'll admit if I want a dose of stone cold seriousness I could always pop in a Mega Man X game but I find it hysterical how Mega Man 8 is just the tip of the iceberg when it comes to this. Quite honestly I thought this game would go down as the cuddliest Mega Man game in existence but Capcom proved me wrong with Powered Up on the PSP. What's even more surprising (i.e. downright wrong) is how Mega Man 8 outsold Mega Man X4. Let me repeat that: Mega Man 8 sold more copies than Mega Man X4. How is that even possible? Here we have a game that literally adds nothing to its continuity while Mega Man X4 is a series highlight that gives the original Mega Man X a serious run for its money.
CONCLUSION:
As a product I have to say I somewhat loathe Mega Man 8. I know you can't teach an old dog new tricks but that doesn't stop pet owners from dressing up their dogs in ridiculous outfits. The truth is dogs aren't meant to wear clothes and there's no reason Mega Man needs to look uber cute. What's cute about robots fighting robots? Anyway, as hopelessly off track as I've become, I can't say this bone Capcom threw Saturn owners (it's more like a treat than a bone) is worth the extra green. Stick with the PlayStation version if you're a casual fan and only indulge in this version if you have the obsessive compulsive desire to own everything that is Mega Man.
Overall Score: 7/10
"Good, but not as good as I remember..."
During my later grade school years, the 16-bit machines were at the height of the industry. To most, and because of Sega's more than successful advertising, the in-thing was to own a Sega Genesis over a Super Nintendo. Seriously, anyone who grew up during this era has to remember that the "Genesis did what Nintendon't." While the Genesis would be doomed to live out its final days as the guinea pig for failed add-ons, I have to admit there were Genesis titles I was fond of despite my love for the Super Nintendo.
As if one has to guess, Sonic the Hedgehog was at the top of that list, and at the top of the Sonic the Hedgehog list was Sonic 3. While I can't remember what I had for breakfast yesterday, I can sure as hell remember playing the hell out of this game during the brief time I had access to Genesis when my friend and I temporarily traded consoles in the sixth grade. As blasphemous as some would consider it, Sonic 3 ultimately became the Sega equivalent of Donkey Kong Country to me, easily amongst the best titles the console had to offer. Yet, of course, my friend and I would eventually reacquire our respective consoles and thus I wouldn't touch Sonic 3 - let alone a Genesis - for more than a decade.
Fast forward to 2010 and I would again procure a Sega Genesis and Sonic 3. Needless to say those fond memories of playing the game remained crystal clear in the back of my mind and I was more than looking forward to reliving what I considering a gaming triumph. Unfortunately, a decade is a sizable portion of time and one can only imagine how many games I encountered and played within that frame of time - especially with the lifespan of the original PlayStation in there. So here I was, Sonic 3 in hand once again. Would it live up to the memories? Could it? I was more than curious, I was ecstatic.
So what do I think of Sonic 3 now? Well, the game is as beautiful now as it was back then (at least graphically), but time has certainly thrown it two cents into the equation. For better or worse, Sonic 3 is not the juggernaut I remember. Sure, it's enjoyable but there are several things about the Sonic formula that are way more apparent now than they were back in 1994. The first (and most surprising) is how the game's sense of speed systematically puts a limit on exploration. There are tons of hidden areas within each zone (some of which lead to the insanely awesome Chaos Emerald levels) and their respective acts but there's always an abstract force that constantly reminds you this is not your objective. The levels may be huge and ingeniously designed but with the speed fed "drive-by" approach so ingrained in the gameplay you never truly get to experience your surroundings like you would in a Mario game. I'm sure to some I'm missing the point but the game obviously wants but can't seem to juggle both.
The game also runs into a hitch with Knuckles the Echidna. As a character, I really love Knuckles despite his lack of development here. And that's the problem. I can't fathom introducing such a clever creature and only using him as a prop. This is what makes Sonic 3 feel unfinished in more ways than one, something that was more than proved when Sonic and Knuckles came out. This and the final zone somewhat unhinge all the good the game manages to do with it's new trio of elemental shields, the previously mentioned Chaos Emerald levels and the soundtrack which skillfully hides the deficiencies of the Genesis' sound processor.
CONCLUSION:
When all is said and done, if you still have access to a Sega Genesis it goes without saying that any of the cartridge based Sonic titles would make worthy additions to any growing collection. Still, as should be more than obvious to anyone that's lived a few decades, just be aware that current realities may not much up to the rosy images that have been taking up residence in your mind since your last playthrough. That said, it's somewhat revealing that I feel I have to tread with caution within the era that's billed as the "golden age of Sonic."Overall Score: 8/10
1-54) Battle Force
Due to the piss poor attempt at arranging Wild Arms 2nd Ignition's music in any kind of logical order on this soundtrack (let's see... let's start by putting them in the order they appear in the game [somewhat] and once we get past the three introductory quests we'll just start chucking them together based on their usage! Yeah, that's a killer idea to keep people on their toes) the listener won't hear a single battle theme until track fifty-four. Track fifty-four? I wish I was kidding, but no — it's a reality. If all of the deficiencies that have been outlined up to this point weren't enough, "Battle Force" is actually one of the soundtrack's best battle themes despite its repetitious nature and lack of anything resembling complexity. This doesn't speak well on what's yet to come; still, forging an ill-opinion of this track in an effort to drive it into the ground is so easy it's like creating a bad joke that revolves around a pun. Fun as that may be, those that can turn off their creative complexity detectors will have a blast with this track as they did with "Critical Hit!" from the first game. If that's not your thing, the fact it's one of the few tracks that manages to loop twice won't be much of a consolation prize. (7/10)
1-55) Battle: Knight Blazer
My speech above about the lackluster battle themes ahead was apparently a bit pre-emptive. "Battle: Knight Blazer" is a godsend in the game, able to mask particular abominations when you summon "the Blaze of Disaster" into battle. While the power of this grotesque creature teeters on the edge of absurd, there certainly isn't anything absurd about this piece. Things start out with a revenge-like call crying out into the night, the percussion and sci-fi elements sneaking in ever so slightly as the composition switches gears from the opening passage of reckless abandon to one illustrating controlled tenacity. The shifts in momentum employed by Naruke here are well executed, keeping the piece exciting though words like "epic" are far from appropriate. Perhaps what makes "Battle: Knight Blazer" stand out is how it musically defines an idea seen throughout the games in the series; that power itself is neither good nor evil. Of course, those responsible for writing the games' scenario never heard Masato Kouda's terrible remix of this track on the second volume of the Wild Arms Vth Vanguard Original Soundtrack so there are certain exceptions to this belief. (8/10)
1-56) Battle VS Mid Boss
There is a lot to be said about this track; unfortunately, none of it is good. "Battle VS Mid Boss" is a piece so musically bankrupt it makes a so-so boss theme — like that from the original game — look like a masterpiece. As expected, the feeling of doom is nigh as the blaring instruments go at it, stumbling over one another in their bid for attention. It's not even the sound programming that's at fault here. This is one of the worst — if not the worst — compositions Naruke has ever penned; the brain-dead path it follows comparable to something one would expect the inexperienced to come up with as they feel their way through a new piece of software. It's somewhat more tolerable in-game when you're forced to listen to it until you cancel it out with the much more enjoyable "Battle: Knight Blazer," but this recycle bin fodder is inexcusable otherwise. (2/10)
1-57) Battle VS Kanon
Analyzing what "Battle VS Kanon" brings to the table without reflecting on "W-W-What? (Zed's Theme)" from the first game is difficult because in essence this is what this track tries so hard to be — a variation or port of a previously successful track. As simple as it would seem to adjust the emotional frequency towards another character, the mixed result proves its not. Listening to Zed's theme it's crystal clear what you're suppose to feel: a goofy, overly dramatic adversary that isn't as important or powerful as he thinks he is confronts you and dispatching of this "comic relief" is meant to be fun. When it comes to "Battle VS Solid" the message is scrambled; the fear and threat that the ethnic instruments bring is unmistakable, but is there really a sense of sadness buried in here like I want to believe? If so, am I confusing the worry attached to the fear factor as that tragic sadness? It's terribly baffling when you know Kanon’s backstory. It's like playing connect the dots without the dots being numbered but still knowing what the object is. What compounds this even further is how the fanfare associated with this track feels like the missing piece, but is it the missing piece or an additional piece? After playing the game a million times I can't imagine anything else playing as Kanon devilishly assaults your weakest character (usually Tim) with Pike Kicks and Drive Cuts in her pursuit of her blind and obstinate goals. Still, Naruke could have come up with something more concrete (and original) for the female mercenary. (6/10)
1-58) Battle VS Cocytus
Even as a Naruke and Wild Arms fan, it's somewhat hard to discern what makes some of these battle themes good and bad. "Battle VS Cocytus" is no different, the pluses and minuses more or less equaling out to what is best described as a fair piece of music. Naruke again makes use of the thick, oppressive texture that's by now become the calling card of Odessa based themes but this time there's a bit more ruggedness to it. It's not really what you'd call a "western ruggedness," yet it adds a dash of flavor to a predictable formula. Also accounting for some of the hidden allure is the weariness of the brass section that almost sounds as if it's mired in quicksand, providing a reprieve from the sharp melodrama that desperately tries (and fails) to recapture the magic found in Wild Arms' "Power Fighter." Still, there is only so much these elements can do to support a track that is otherwise boring and leaves little to interpret. The corresponding fanfare however... (6/10)
1-59) End of Banquet
Naruke (almost) goes completely acoustic here, the cold and lonely notes giving birth to an ill omen on top of a remorseful harmony. The gothic flair does lend itself quite well to the scene in which it appears, though it's hard to give it any kind of technical nod outside the crisp clarity of the instruments. It's not a bad, great, catchy or memorable track, but it could have turned out messy or even more pompous than it already is. In the end, it's just there. (6/10)
1-60) Battle VS Vinsfield
In another instance where I can say "copy and paste what I said there here," the sharp, jagged and overly dramatic instrumentation of "Battle VS Vinsfield" walks the thin line between tastefulness and tastelessness as the theme holds nothing back and goes for broke. Unattractive as the bombastic peaks are this isn't a too bad of a track, easily surpassing the aforementioned "Battle VS Mid Boss." It cannot compete, however, with a composition that can build tension without feeling as fragmented and pointed — the previously mentioned (and far superior) "Power Fighter" coming to mind. As befitting and maddening as the percussion is in presenting one of the most dangerous and charismatic minds in Filgaia, it is regrettable that Naruke took such a one-dimensional route with this one considering how it's the concluding Odessa piece in the game. Can't win them all I suppose. (5/10)
1-61) Battle VS Liz and Ard
Highlighting the ill-fated battle exploits of the infamous, self-styled "master of disaster" Liz and his faithful assistant Ard ("lizard," get it?), "Battle VS Liz and Ard" is another battle theme that is highly dependant on that thick, ethnic flair Naruke cultivated in the original game with "W-W-What? (Zed's Theme)." The problem is as hard as this track tries, it is unable to escape the shadow of this composition much like "Battle VS Kanon." The difference between the two lies in the fact that the stigma associated with this connection is even greater this time around thanks in part to the overall tempo, theme and direction being so close to the "original." Eliminating any and all doubt about the message behind the piece is a positive step; the wacky banjo portraying the questionable combat tactics of these two creatures of unknown origin to a tee. Outside the warmth and comfort of its in-game context, the track doesn't have much to go on until you compare it to the "interesting" rocking heart rendition. (6/10)
1-62) Battle VS Root of Kuiper Belt
To those that have played a Wild Arms game, the concept of a rustic western world that is reliant on the fragments of a bygone, technologically advanced society is not unfamiliar. As rewarding as it is to reap the rewards after scoring some of the world's coolest "toys" it is perhaps what lies beyond that is the most interesting — the unworldly. While most games in the series at least relate to this concept, it is the second installment that really runs with it. This also applies to the music; Naruke doesn't go too crazy with the notion, but once again the results are mixed. The result here is pretty damn good though; the sense of worry is a lot thicker here and is followed with a side order of dread — putting somewhat of a cap on the fun and thrill of discovery heard in "Field: Distorted Sky." Light jazz elements come into play late as the horns tease the listener, offering what will initially appear to be a lengthy reprieve from the doom and gloom before the moodiness shoots it down in a rude blaze of glory. Even though it falls short of stellar, "Battle VS Root of Kuiper Belt" creates an unfamiliar aura of oppression and makes what is a brief experience anything but brisk. Unfortunately, Naruke's success here... (7/10)
1-63) Battle vs Edgeworth=Kuiper Belt
...only magnifies her failure here, proving it only takes a moment for something that worked well enough to crash and burn next time out. "Battle VS Edgeworth = Kuiper Belt" is one hell of an example of this phenomena; none of the previous praise is applicable despite the return of the sci-fi/extraterrestrial motif. Simply put, this is just a really unattractive piece. The pushy, force-fed instruments aren't pushy in a good way, the climax is incapable of sealing the deal, and the entire thing misses the bigger, more emotional picture. While the oppressive beats musically depict the awkward jerking motion of this boss enemy's wing-like appendages the entire experience feels so soulless. What's ironic (rather problematic) about this is when one considers the sins committed to bring this abomination to life there shouldn't be anything "soulless" about. The remainder of the track — like the alien-like flute — only serves to add a layer of phoniness to what is already a misfired arrow; an arrow I wish was more in line with a heart-wrenching piece like "Last Battle" from Xenosaga. It's these unexplored possibilities that hurt this piece so much. (5/10)
1-64) You're Not Alone...
"You're Not Alone..." is a peculiar track for a variety of reasons. The most confounding aspect is while it appears on the soundtrack, it is nowhere to be found in the game or in the stream/sequenced music data on either disc of the North American game. Exclusive use in the Japanese original also seems doubtful because while it contains vocals (the opening lines of "You Are Not Alone" — shocking given the title) those would have been removed during localization like the opening/ending themes. Most likely an extra thrown in for the sake of it, the explosion (?) at the end makes one reflect on the various blasts that rip though certain locals on the first disc alone. Regardless, it is a rather pointless addition to an already bloated soundtrack. Unfortunately, it won't be the last. (N/A)
1-65) Battle VS Lord Blazer
If a single track expressed what Wild Arms 2nd Ignition meant to me, this would be it. No disrespect to other great tracks like "Dungeon: Ruins Type 3" or "Live Reflector" but I can't help reflect on every superfluous NPC I've run across in the course of my adventure when I hear this all encompassing tune. That's a pretty tall order for any piece of music to fill, especially when it's a reprise of the main theme minus the full-blown production seen in the opening video. This accounts for a large portion of the charm found within "Battle VS Lord Blazer;" it's not the most complex arrangement of the theme, but is the one that is the most poignant and fun. I'll admit the previous statement is somewhat skewed having taken part in the battle itself — which rocks — but the strength of the brass section and Naruke's foresight of knowing when to charge ahead and when to scale it back should not be underestimated. Wholeheartedly recommended, though those looking for a little more variety when it comes to the instrumentation may prefer the version that appears on the rocking heart arrange. (10/10)