Category Archives: Playstation

#50: Colony Wars

Format: Playstation Genre: Space Combat Simulator Released: 1997 Developer: Psygnosis

Plot or story seems to be seen by many developers as the most unimportant aspect of a video game. How many games can you think of with a well thought out, interesting and gripping plot? Cut scenes that you don’t skip but actually enjoy watching? Characters that act in a believable and convincing way considering the environment they are in? Not many is it? Even games which I love like, well, the C&C series or the Resident Evil games… You may enjoy them but the stories don’t really make sense.

Colony Wars Box Art

I’m sure there are others but right now the only game plots I can remember actually enjoying are the first Spider-Man game on the Playstation (a story which could have come straight out of the comics) and the game I’m here to talk about today – Colony Wars.

Now I’m not suggesting Colony Wars had the most original of plots. Indeed the ‘Colonies breaking away from the despotic Earth Empire – it’s like the American War of Independence, but in space’ thing has been done a thousand times. But what Colony Wars did do was invest time in building it’s universe.

The developers had obviously sat down and carefully thought about the look, feel and history of the universe they had created. There was an in game database which went into detail about the Earth Empire, the League of Free Worlds, the spacecraft in the game and the various star systems and worlds that you come across while playing. In fact there were even histories of worlds you didn’t come into contact with. You didn’t need to know any of this information to play, but just having it there helped sell the story. References to the ‘Battle of Bennay’, the colonisation of Alpha Centauri and so on really enriched the playing experience.

She cannae take much more o' this cap'n!

The story also changed depending on how well you did in the game. There wasn’t one path to victory and there were multiple endings, everything from the League being totally crushed by the Earth Empire, to an uneasy truce, to the League conquering Earth. Not only did this offer lots of opportunity for replay, but you felt that your actions were having a tangible impact on this universe.

In terms of game play it was good fun, though could get a bit samey. This is why a good plot helped so much. I was willing to plow through the occasional dull level as I was eager to see the next cut scene! Imagine that.

While playing you would receive various radio transmissions and updates which made you feel part of a larger force.

Colony Wars had two sequels, the first being Colony Wars Vengeance, with player as a pilot for the defeated Earth Empire. Again, a great, a very dark plot with a similar ‘multiple paths/endings’ structure. The last game, Colony Wars Red Sun, was ok. It had some good ideas but it illustrated how important the stories were to the previous games, as Red Sun’s story didn’t work as well (I certainly can’t remember it now).

So yes, an underrated classic in my opinion. And the Emperor of Earth called himself the Tsar. How cool is that?

Ian

P.S. Apologies for the German video below, it’s the only one I could find of in game footage.

3 Comments

Filed under 1997, Playstation, Psygnosis, Space Combat Simulator

#33: Doom

Format: Playstation Genre: First Person Shooter Released: 1995 Developer: id

Ah, good old Doom. I remember when it originally came out in 1993 – suddenly it became cool to own a PC, which up until that point had been the sole preserve of flight sim enthusiasts and Civilisation fans. As an Amiga owner I could only seethe in jealousy as my PC-owning mates regaled me with tales of besting Cyberdemons, while I made do with Alien Breed 3D and Gloom. After a long wait, I finally got my chance to engage the hordes of hell in 1995, with the release of Doom on Playstation.

Doom playstation box

Looking back at this game, it’s just amazing how simple it is – things that we take for granted in modern FPSs (like the ability to look up and down) just didn’t exist in 1995. Then again, if the protagonist of Doom managed to defeat the army of Hades without looking up once, perhaps the ability to swivel your viewpoint vertically is overrated. Yes, looking up is definitely for wimps.

Doom playstation screenshot 1

Of course, the best bit about Doom was the multiplayer. I clubbed together with my mate round the corner to buy a link cable, and seemingly every day in the holidays he would schlep round to mine with his Playstation for a bit of a Doom sesh. In the current climate of massively multiplayer FPSs, two player link-up Doom seems almost quaint, but for most of 1995 it sucked up my spare time like a supermassive black hole.

The single-player mode was pretty addictive too. The need to find all of the hidden rooms in the game held an extremely seductive allure, and I remember spending most of the game rubbing up against walls while fumbling with the ‘open’ button. I seem to recall there was a hidden disco room, but I can’t find any screenshots of it – can anyone help?

Doom playstation screenshot 2

Then there were the enemies – considering they were just pixellated 2D sprites pasted onto a pseudo-3D background, they did a pretty damn good job of being scrotum-tighteningly scary – there’s nothing more likely to give you a coronary than rounding a corner and running slap bang into a Cyberdemon.

However, my favourite baddies were the fantastically named Cacodemons – which were sort of like massive red floating Madballs that spat fire instead of water. Fun and scary.

Doom playstation cyperdemon

I’ve just had a thought – were there any other Playstation games that used the link cable? The only one I can think of is Command & Conquer: Red Alert, but there must be others… It’s funny, that link cable cost us twenty quid, and the only game we ever used it for was Doom.

Still, it was worth every penny.

Lewis

3 Comments

Filed under 1995, First Person Shooter, id, Playstation

#27: Silent Hill

Format: Playstation Genre: Survival Horror Released: 1999 Developer: Konami

This game deserves an honourable mention simply for scaring the bejesus out of me. Looking back at it now, you’d find it hard to believe that the slightly shonky graphics and shambling animation would be enough to scare anyone, but somehow the game succeeds in creating a very creepy atmosphere indeed.

Silent_Hill_PAL_box

The key to this creepiness is the sound. Early in the game the hero, Harry Mason, finds a radio that seems to be broken. However, after being attached by some sort of naked mutant pterodactyl, he quickly realises that the radio emits static whenever a monster is nearby.

The radio is a stroke of genius. It means that you know a monster is coming long before you actually see it, allowing the anticipation to build and build and causing you to imagine things that are probably a lot worse than what’s actually around the corner. Couple this with your relative helplessness (unlike Resident Evil, you spend most of the game with nothing more lethal than a crowbar as your weapon), and you’ve got the makings of a real nerve-jangler.

A naked mutant pterodactyl, yesterday.

A naked mutant pterodactyl, yesterday.

The stand out moment for me occurred right near the beginning. I was taking it in turns to play the game with my university housemate Chris. Chris was in control, and we were exploring the elementary school. The school seemed deserted, but after we passed by one particular door, the radio started going crazy. Chris looked at me.

“Shall I go in?”

I gave the nod to open the door.

The room seemed empty as Harry swept his flashlight around, until something moved in the corner…

“WHAT THE HELL IS IT????” Chris shouted.

It was a baby.

A ghost baby.

And it scared the hell out of us.

silent hill larval stalker

The Larval Stalker (just about visible as the black shape). Brrrr.

We fled the school room in terror, only to gingerly step back in, crowbar at the ready, to ascertain the nature of this malevolent beast. As it turned out, it was completely harmless (I later found out that these creatures are called Larval Stalkers – stupid name if you ask me), but the game designers did a fantastic job of scaring the willies out of the both of us.

It seems utterly ridiculous now that we were both terrified of something so trivial, but it just goes to show that the scariest stuff is what actually comes out of your own head – the imagined terror will always be worse than the reality.

Lewis

1 Comment

Filed under 1999, Konami, Playstation, Survival Horror

#15: Time Crisis

Format: Coin-Op/Playstation Genre: Light Gun Game Released: 1995/1997 Developer: Namco

There’s a simple reason that Time Crisis made my life slightly better – if, in the event of some sort of apocalypse, I was forced into the position where I would need to defend my homestead against invasion, the lightning-quick sharp-shooting skills I learned from this game will surely be more than enough to repel any maruading zombies/aliens/angry Belgians. My acquired ability to pick off multiple foes in quick succession, punctuated by brief dives for cover, will undoubtedly serve me well in any situation where I am required to return small arms fire whilst conserving ammunition – basically, if there’s only one gun in the bunker and the men in blue suits are hammering down the door, just leave it to me. Job done.

time_crisis_cover1

There really is nothing quite like gunning down a small army of colour-coded international terrorists to brighten up your day. Despite the constant repetition, I never seem to tire of this game; in fact, knowing exactly where and when every single little hapless blue guy will pop out is almost comforting. It’s a warm familarity, like a dog-eared, stain-covered, favourite jacket for which each stain has its own personal story.

time-crisis-screenshot-1

I’m going to stick my geek hat on here (it’s the one with the flappy ear muffs) and tell you the extent of the misplaced devotion I have given to this game. Several years ago now – back in the days when I thought mobile phones were gimmicky and unnecessary – I spent around six months studying at Barcelona University. Otherwise starved of my computer game fix, I used to pop into the local arcade on the way to uni, although being a skint student, I limited myself to one credit – which always went into the Time Crisis coin-op. After several months of toil, sweat and frustration (well, mainly frustration), I finally managed to beat the game on one credit – the only time I’ve ever managed to finish an arcade game in one go. Beaming from ear to ear, I wallowed luxuriously in my enormous sense of achievement, then turned away from the machine with a cocksure smirk to drink in the awed looks and rapturous applause from my admiring audience – which consisted solely of the fat, moustachioed arcade owner, who was sat reading a porn magazine in the corner and who didn’t take a blind bit of notice of me.

Such is the life of the arcade gamer [sigh].

time-crisis-screenshot-2

I suppose that’s one of the most melancholy aspects of playing video games – you put hours and hours of tireless devotion into honing your skills and learning every nuance and technique the game has to offer, but in the end the only people you’re going to impress are other, equally devoted (obsessed?) gamers. It kind of adds a trickle of ennui to the whole proceedings – which turns into a flood once you realise that the arcade owner is more interested in tits than your gaming prowess.

Which is fair enough I suppose.

time-crisis-screenshot-3

Nevertheless, I continued to devote hours of practice to the home version of Time Crisis after I returned from Spain, despite the knowledge that, like all video games, all this tireless devotion would ultimately be for nought.

Unless, that is, the Belgians invade. In which case I would be able to proudly hold my head up high and say that this game, this single, mighty game, was my inspiration for taking on the entire Belgian Empire single-handedly with nothing but an automatic pistol. Perhaps, when it’s all over and I’m being triumphantly carried through the jubilant streets of a liberated London, I’ll look up and notice that Spanish arcade owner in the crowd;  lip quivering, he’ll slowly raise a salute in my honour as ‘Red Hot Senoritas’ slips from his grubby fingers, only to be trampled by the exaltant crowd.

At last, justification for my video game obses… erm, devotion.

Lewis

(Note: The screenshots in this post are taken from the arcade version of Time Crisis. All screenshots are from the excellent Arcade History website: http://www.arcade-history.com/.)

1 Comment

Filed under 1995, 1997, Coin-Op, Light Gun Game, Namco, Playstation

#7: Tekken 2

Format: Playstation Genre: Fighting Released: 1996 Developer: Namco
  
It’s 2000. Late May. Can’t be sure but I kind of remember it being a Tuesday. It’s lunch time. I’m in the second year of university, in the middle of my summer exams. I have an exam in an hour, I’m not doing last minute revision, not going through my notes, not preparing myself for the exam in any way. Instead I’m sitting on the floor playing Tekken 2 with my house mates. Why? Good question.
Tekken 2. Takes you back doesn't it?

Tekken 2. Takes you back doesn't it?

I’m not even that big a fan of beat ’em ups. I’m just not very good. I try my best but… Everyone else seems to fall into two camps – they either know all the moves and pull them off with supernatural ease, invaribly smacking me silly with 76 hit combos, or they have no idea what they are doing and cheerfully mash the buttons (known in gaming circles as the ‘Girl Method’), again smacking me silly through sheer enthusiasm.

Unfortunately I’m always stuck in the middle. I simply don’t have the patience to learn the moves yet I feel it would some how be cheating to just mash away. I straddle these two methods and sadly fall in the chasm between. In other words I lose. A lot.

Tekken 2 was one of the few beat ’em ups that I really tried to get to grips with (the other being Marvel Vs Capcom, sure either myself or Lew will blog about that another time). I decided to spend a lot of time learning the moves of Marshall Law, who seemed to me the sort of character a serious player would choose, like Ryu in Street Fighter II. I always picked Dhalsim or Blanka with SFII – the easy ones. Anyway, I spent a lot of time trying to master Marshall. I really tired to learn the moves and remember combos, as dull as that was.

Law mid fight. You can tell this isn't me playing as he's winning here.

Law mid fight. You can tell this isn't me playing as he's winning here.

It was a complete waste of time. I still lost. That Tuesday all those years ago I distinctly remember being roundly beaten by my friend Amy a button masher of the old school. She didn’t try to be good, she just tried to have fun. Amy too had an exam in an hour. Difference is she revised rather spend her time attempting to master a game she was never going to be good at. As I walked to the exam I realised what a stupid amount of time I had wasted. I could of been revising or at least playing. Properly playing, not turning a game into a chore.

So yeah, after Tekken 2 I never really bothered to play a beat ’em up in a ‘serious’ way again. I accepted that I would never be particularly good, and to just enjoy them for what they were. I gave up on Marshall. From then on I just picked Yoshimitsu. He had a big sword. He looked like fun.

And in the interest of fun let me finish with the supposed plot of Tekken 2. Yep, there was one. This is taken from wikipedia so it could be a fantastic practical joke. Who knew it was all about smuggled endangered species?

‘Two years have passed since the King of the Iron Fist Tournament. On a stormy night, a lone figure fights his way up a rocky cliff until he reaches the top.

The Mishima Zaibatsu, under the leadership of Kazuya Mishima, has become even more corrupt and powerful than ever before, as well as becoming involved in many illegal operations. These include kidnapping, extortion, smuggling of endangered species for illegal experiments, and blackmail. Unknown to everyone, Kazuya is being backed up by a mysterious force known as Devil, who inhabits Kazuya’s body and serves as his only counsel.

Kazuya’s activities have made enemies for him from all corners of the world, one of which is Jun Kazama, an animal rights fundamentalist. Kazuya’s biggest problem, however, is when news reaches his ears that his father, Heihachi Mishima (whom he defeated two years ago in the first King of the Iron Fist Tournament) is alive and plotting revenge against him. In an attempt to rid himself of Heihachi and his enemies once and for all, Kazuya announces the King of the Iron Fist Tournament 2, with a cash prize one thousand times the first (one trillion dollars).

Jun Kazama eventually comes face to face with Kazuya, but rather than arresting him, she finds herself drawn to him (due to Devil’s powers). She later ends up pregnant, with Kazuya being the father. In the confusion, she departs from the tournament.

In the final round, Heihachi confronts Kazuya, and they battle once again. Heihachi wins the first round, prompting Devil to take over Kazuya’s body and unleash his full power. This results with Kazuya becoming a Devil-like creature. Despite his advantages, Devil is still defeated by Heihachi, and flees the unconscious body of Kazuya.

After the tournament, Devil attempts to inhabit the body of Jun’s unborn son, but Jun manages to fight him off. Heihachi, meanwhile, takes Kazuya’s body to a volcano, and drops him in. Heihachi then escapes on a helicopter as the volcano erupts behind him, having finally taken his revenge and regained his company’.

4 Comments

Filed under 1996, Fighting, Multiplayer, Namco, Playstation

#6: Ridge Racer

Format: Playstation Genre: Racing Released: 1995 Developer: Namco

There was a time back in the late 80s and early 90s when you just couldn’t escape the phrase ‘arcade perfect’ in computer game magazines. Or rather, endless moaning about how ‘arcade imperfect’ most console games actually were. Basically, there was a substantial gulf between the version of, for example, Street Fighter II you played in the arcade and the slightly-tatty-round-the-edges version you bought for your Sega Megadrive, and the release of any arcade conversion would always be greeted with frenzied playground speculation as to whether it was ‘arcade perfect’ or not. The arcade version of a game was the zenith of graphic perfection that all home versions aspired to reach, yet always fell short.

However, all that was to change with the release of the Sony Playstation and one of the first examples of a ‘pixel-perfect’ arcade conversion: Ridge Racer.

ridge-racer-box1

It wasn’t actually ‘arcade perfect’ of course – the frame rate was a little slower and, most notably of all, you didn’t get a full size Euros Roadster to sit in (a la the ‘Full Scale’ arcade version, which could be found in the London Trocadero once upon a time) – but it was hugely impressive nonetheless.

ridge-racer-full-scale

I remember setting up my brand new Playstation on the big TV in the living room and being utterly blown away by how good this game looked. It’s no exaggeration to say that this game, along with the Sony Playstation, was at the  forefront of a total revolution in gaming. One minute we were all happily playing our 2D platform games, and the next minute we were in the midst of a new 3D age. I doubt we’ll see another such big jump in terms of graphical power for many years to come – until they get around to making truly 3D games anyway.

ridge-racer-screenshot1

The game wasn’t without its flaws: cars often clipped through each other, and there was some truly horrendous pop-up. Most heinous of all, there was a paltry one track on offer – admittedly, it could be played in various configurations, but still, one track is a slim offering by any standards. Having said that, I was happily enthralled in that one track for months on end, and I can’t think of many games that have as compelling a ‘just one more go’ factor as this one.

A large part of what made this game so compelling was the soundtrack – the music was excellent, and the game-show-host-style commentator was not to be missed (bear in mind that actually having speech in a game was almost unheard of before the rise of CD-based consoles).

“Alright everyone, one minute to go, are you ready? The engine’s now locked and ready to go, are you all set?”

Indeed sir I am.

Lewis

4 Comments

Filed under 1995, Namco, Playstation, Racing