“Yeah, it’s good… but can we please keep things in perspective?”
When it comes to me and music, things have been in a major state of upheaval the last few years. Gone are the days where I could pick up the latest release from a given band and enjoy it without reservation. Yet it’s uncanny how many of these bands – most of them hailing from the European school of heavy metal – have fallen by the wayside; how many of them can be summed up with a small handful of selections from some very large catalogs. I’ll admit that cutting through the musical clutter accumulated over the last decade has been kind of nice, but a part of me misses the days when a lot more of this stuff was still viable.
Be that as it may, regret is only natural when one is parting ways with something that was a large part of who you were. Moving on is never easy, even when you don’t know you are, but then the situation is hardly one-dimensional. As much as I pine for the days when this stuff suited me more, I also miss the days when I could listen to a new album and not have it come off as an aimless mass of instrumentation. Yet if every album since Sonata Arctica’s Unia has taught me anything it’s that the likelihood of this not happening is next to nil. It’s only after a dozen or so listens that the proceeding finally comes together.
So what does all of this have to do with Imaginaerum? Well, pretty much everything because despite how much clout the Nightwish name brings with it Imaginaerum – and Nightwish’s material – isn’t immune to such decay. Okay, I’ll admit I’m always in the mood for a “Deep Silent Complete” or a rousing “Ghost Love Score” but the simple truth is I can leave ninety-nine percent of the band’s Turunen era material to the ages at this point. Additionally, the second part of the conundrum explained above proved true as well: Imaginaerum initially coming off as a potluck of ideas and ambitions that initially seemed displeasing.
Anyways, with first impressions pretty much shot to hell, the first thing that really stuck me about Imaginaerum was how the ethnic flair heard in tracks like “I Want My Tears Back” was more or less “borrowed” from the concluding tracks of Dark Passion Play. Actually, saying it was borrowed is putting how I viewed it nicely – it really felt like it was ripped-off. I know that sounds silly, not allowing a band to emulate something it quote unquote cultivated, but given the sense of pride Nightwish puts into each album and making each one a unique entity this hardly seemed like something one would have to deal with given the four year period between releases.
The backwards step that was aside, Imaginaerum battled back ever so slowly. The first single (“Storytime”) was pretty much a no-brainer of a creation, a solid tune that holds no real surprises and doesn’t ask too much of the listener. As for the remainder of the album its acceptance teetered on whether or not I could get past not having any context to chew on given the increase of film score influences. Given that there’s a story going on with these tracks it’s kind of hard to see this release as an “album” (in the traditional sense) and not a soundtrack – at least at first. With such an obstacle in the way, it really falls on tracks like “Arabesque” and the instrumental parts of other tracks to break down the wall and forge a connection with the listener as items like the blues influenced “Love, Slow, Love” and seemingly congested “Ghost River” can’t really change perceptions on a dime.
Still, as for when the album turned the corner between chaotic mess and melodic marvel I am still unsure. All I know is that the tracks that seemed to get lampooned for their brief moments of lyrical “oddballness” turned out to be the best tracks. I love when Anette says “the bride will love you, cook you, eat you!” in “Scaretale” and as silly as it sounds out of context saying “an old man gets naked and dances with a model doll in his attic” it actually makes sense within the second half of “Song of Myself.” These tracks are ironically targeted for criticism by listeners for other reasons as well but those are the things that make them stand out. Yes, one can say Anette’s voice is stretched thin by the vocal approach used in “Scaretale;” yes, about half of “Song of Myself” is more of a monologue than an actual song but then I wouldn’t change these tracks for anything.
After discovering that the album’s highest highs where what some considered its lowest lows everything else started to fall into place. I neither craved that context I was looking for earlier nor did I mind the elements I perceived to be “stolen” from Dark Passion Play. The delectable burn of a track like “Slow, Love, Slow” became more than apparent and finally the last domino to fall was the stubborn “Ghost River,” sounding nowhere near as awkward as it initially did.
So, in the end, the story ends with sunshine and rainbows despite its glum beginnings. At the outset of this review I broke down the trouble I had with this album and genre in general, but there’s another problem that it and Nightwish face that’s all about perception and specifically deals with the fans. What’s the problem? That when a new Nightwish album comes out a large portion of the people reviewing it act like the previous albums mean squat. I get it, you’re excited - especially given the long wait for this one but (and this is going to sound hypocritical coming from someone’s that’s become disinterested in the band’s older material) this isn’t the musical equivalent of the Madden video game. The latest “version” (or in this case “album”) doesn’t make the last one completely obsolete. In other words, as good as Imaginaerum is, it doesn’t make Dark Passion Play any less important and I shouldn’t have to explain why that is so. So for the sake of everything that is good and holy, do not call Dark Passion Play Imaginaerum’s “practice run.” That’s complete and utter garbage and it doesn’t give a great album – and what it represents – it’s due.
Conclusion:
My ill feelings for some of the dribble “fans” write aside, Imaginaerum proves I’m not willing to give up on the genre – or Nightwish - just yet. As annoying as it’s become to have and “dig” for the enjoyment a given album can bring, I can safely say the end result is more satisfying because of it. Additionally, like the slight change in style Sonata Arctica debuted on Unia, the switch from Tarja to Anette was a change I didn’t know I wanted until I was presented with it and “got it.” Thankfully, for all intensive purposes, I still “get it.”
Overall Score: 8/10
As odd as it may seem to some considering how many video games I have squirreled away in my closet, I want to take some time and talk about a downtrodden title that is of little consequence to most: SaGa Frontier.
Why take the time to talk about SaGa Frontier, a game that was – quite literally – left in the dust despite the massive upheaval and embrace Final Fantasy VII managed to create for the genre outside its port of origin? Well it’s simple: I’m a fan. Outside the aforementioned Final Fantasy VII (maxing materia for the various master materia) and Blizzard’s Diablo II (moo!) I don’t think there’s a game that’s consumed my gaming hours like SaGa Frontier did. Okay, that “140 hours of gameplay” they boast about on the back is a bit bogus (it takes what, about eight to ten hours to clear any given scenario with a group of adequately powered characters; times that by seven and it takes roughly half the touted time) but like most I wasn’t typically happy with just beating a scenario. No. I always wanted to see how powerful I could make my team. Hit the hit-point cap of nine hundred ninety-nine? Can’t resist. Try and get every sword/fighting/gun technique outside Dragon Turn (oh don’t even get me started on Dragon Turn!) on my human characters? Definitely, expect nothing less from one of my files thirty to sixty hours later.
Still, this piece isn’t about how buff one can make their characters (which is pretty fun) but about an aspect of SaGa Frontier that was left out to dry. While some are obviously screaming “the whole game was” right now I’m a little more focused in my pursuits. What am I talking about? It’s not really one particular element per say but rather how the elements in the game are explained – or rather how they were left unexplained. Looking at the manual for the game and comparing it to those from other role-playing games like Legend of Legaia or anything else on the market at the time does anyone see this as the giant FU that it is? Sure, we get some “bare bones” idea of what some of the game’s systems do but beyond that SaGa pretty much leaves the player to their own devices. It’s a lot like an inept father giving a child a bike and saying “ah, screw it, you’ll figure it out.” This pretty much sums up SaGa Frontier to a lot of Western gamers: fiddle around, “feel out” the situation, get murdered and form the hypothesis that you’re not meant to do “this particular” thing yet. So you’ll come back later. Also popular is the whole “don’t save here! Point of no return! Quicksave only!”
Now, I don't point this out to paint SaGa in a bad light. Hell, part of what I like about the game is the sheer lack of direction even though there is a finite list of things to do. The real reason I point this out is because where the manual dropped the ball on really explaining the mechanics of the game’s world Brady’s official guide could have picked up the slack. That would have been the smart thing to do and would have made Brady’s guide a little more than the semi-memorable footnote in the minds of SaGa Frontier fans. Nice as that would be, we all know how this story ends, the player being thrown into the pages covering Riki’s scenario as fast as it takes to turn past the acknowledgements page.
So what does this lack of explanation (which fans have been more than willing to make up for on sites like GameFAQ with their own text-based guides and through reverse engineering) have to do with modern reality? Not much, in fact the idea that SaGa might have caught on with a wider audience with a more concise explanation of it’s in and outs is pretty much moot, but it calls to attention this really isn’t the case in Japan where the game has some stellar media documenting how complex of a game it really is.
Enter “The Essence of SaGa Frontier” and “The Complete of SaGa Frontier” by Studio Bent Stuff. While “The Complete of SaGa Frontier” takes on the role of Brady’s strategy guide to a much greater extent (which is hardly a surprise given the quality of Japanese goods) “The Essence of SaGa Frontier” is something else entirely. Everything a SaGa Frontier fan could want is in this book; from a scenario recap that explains how all the quest eventually tie together (hey, Slime IS important!) to the real ending to Blue/Rouge’s game (and who acquired which magic and won the one-on-one duel) and much, much more. Working with the limited knowledge I had of the book before purchasing it, I thought it be an artbook first and everything else second. Boy was I wrong. Despite the fact I can’t read even an inch of it’s text to save my life (if there was ever a moment outside video game music soundtrack tracklistings that made me want to know Japanese this is it!) it’s easy to tell even beyond the illustrations that The Essence does the game justice – even the parts that didn’t make it into the final product!
Regardless, a truly comprehensive of this book a still a long ways off even fourteen years after the fact. Granted I can’t see someone translating all 336 pages of this thing (that’s excluding the illustration section) but the tidbits of this book that have made their way onto the internet in English – interesting as they may be – are hardly enough. Let’s hope someone out there corrects that some day….
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