Showing posts with label ps1. Show all posts
Showing posts with label ps1. Show all posts

Sunday, February 24, 2019

I'm glad Namco stopped making their cover art like this

Absolutely nobody: "..."
Mid-90's Namco:




Here's something I've never seen anybody talk about: In the young days of the North American PS1, Namco came out kicking by releasing ports of their early-90s arcade games. Can you detect the subtle pattern in the cover art*?

Yes, like Nintendo's celebrated "Black Box" launch titles and Capcoms "gridline screensaver" cover art, it seems like Namco was angling to establish a House Style for their western releases. While "Terrified Person Wearing Headgear while tiny renders of in-game vehicles float in their eyeballs" doesn't exactly explain to me what the game is about, you knew you were getting a Namco product when you saw it.

guys.....you good??

However, concurrent with these releases were other Namco games (such as Tekken and Air Combat) that did not follow this short lived trend, and after the release of Starblade Alpha in late April 1996 Namco seems to have abandoned it entirely. In fact, Ridge Racer only used this cover in the version of the game that came bundled with the Playstation console; subsequent standalone releases had the standard car cover.

Perhaps Namco quickly saw how limiting the style was and how little it did to actually market the game to potential buyers? Pehaps the plan all along was to have only these three games share a similar cover, but what would tie them together? Other games like Air Combat would have been a perfect candidate for Man In Helmet style.**


Contemporary games that used more descriptive cover art

This is just a bit of ephemera that other Namco maniacs might find interesting. Fortunately for them (and us, those covers are freaking me out), as far as I know they stopped using this style after those three games....HEY WAIT A SECOND



*actually, the helmet man on the Starblade Alpha cover art was only used on the manual, while the actual box art was a more conventional image of the GeoSword ship. I guess at that point they were phasing out the concept, but wanted to keep it there in some capacity?

**UPDATE! Remember how I said that Air Combat should have used this style of cover art? Turns out the hid it on there too; Ian on Twitter let me know that even Air Combat uses the Helmet Man...but only on the back of the manual and case.



Thanks for the tip Ian! Now I'm going to have to dig and see how many more of these they made...

Monday, October 24, 2016

A Month of Horror Games - Hellnight


"None of it seems real, like it shouldn't be happening..."

Hellnight (known as Dark Messiah in Japan) feels like a bad dream come to life. The crude, lo-fi graphics give the impression of some cursed VHS tape you found abandoned in the gutter. The soundtrack is eerie, minimal and super effective, consisting almost entirely of 2-4 second loops interspersed with foreboding stretches of silence. Despite this the music never gets annoying or repetitive in a bad way; the mood is set perfectly by it.

Great atmosphere, bad proofreading

Even though the world of the game is ostensibly populated by other characters, you never actually see them in the "flesh". Rather than depicting characters as 3D models in-game, when you run across a character they appear as a 2D graphic overlaid on screen, to off-putting effect. Though this approach was probably taken due to technical limitations on the part of the developer, it ultimately succeeds in creating the surreal feeling of a lifeless world--even with other NPCs present.



The premise of Hellnight drew me in right away: below the streets of Tokyo is another, darker world--the Tokyo Mesh. Built during World War II, this subterranean labyrinth was meant to be a base of operations for the Japanese army. Now it is home to outcasts and criminals, people who are unable or unwilling to coexist with the outside world.

The unnamed protagonist finds himself in the Mesh after being chased into a subway car by a group of cultists calling themselves the Holy Ring. A man appears in the middle of the tracks and the subway crashes--soon after, the man mutates into a monstrous humanoid creature and begins killing passengers. The player escapes with a high school student named Naomi and the pair find their way into the underworld, and then the shit really hits the fan.

What is at the bottom of the Tokyo Mesh? Where did the creature come from and what does it want? And how is Holy Ring involved in the whole mess? Having recently beaten the game I can guarantee that wherever you think the plot is going, you're wrong.

Basic gameplay involves escaping the creature's pursuit while trying to find a way back to the surface. This involves dealing with the odd and often disturbed citizens of the Mesh; generally involving a series of fetch quests or light puzzles. In classic RPG style, fulfilling an NPC's request usually results in a clue or item that brings you a step closer to finding an escape from the underground.


The monster cannot be killed. If it's close enough for you to hear it breathing, it's time to run! The Tokyo Mesh is full of dead ends, blind corners and locked doors so awareness of your surroundings (and frequent map checking) is critical.

It's also critical that you keep Naomi alive; if the monster touches you, your partner will die. If it touches you again it's game over. Other partner characters can be met throughout the game, but Naomi is the only one with extra-sensory perception! It doesn't work all the time, but if you're lucky the monster's location will be shown on the map when it draws near. Take care of Naomi, for real.


Things get very surreal as you get deeper underground.

Hellnight was released on PS1 in Summer 1998 in Japan, and hit Europe a few days before the end of 1999. And that's it--no North American release whatsoever, making the game somewhat attainable (the PAL version is in English, French and German) but off the radar of many western gamers for years.

OF COURSE IT GETS BIGGER AND MEANER THE FURTHER YOU PROGRESS

Talk about a blog long in the making! I was trying to get my hands on this game for two years before I found a copy affordable enough for me to take the plunge (still expensive). I'm fortunate enough to have a modded PS2 so playing it on real hardware is an option for me. For everyone else that isn't in Europe I STRONGLY recommend giving it a try via emulation! The atmosphere is truly one of a kind and I believe this is gonna be one of those legendary horror game gems in the future.

Tuesday, October 11, 2016

A Month of Horror Games - Clock Tower


 "Who will survive this game of murder?"

As amusingly dated as it looks now (and let's be real; the game looked like fried dog shit in 1996 too), this PS1 point-and-click horror game actually got my heart pounding back in high school!

What western gamers knew back then as Clock Tower was called Clock Tower: The Second Fear in Japan. (the original was released a little over a year before on Nintendo's Super Famicom). This somewhat explains the sequel's straight-up baffling intro cutscene, which opens with the climax of the previous game, in which the protagonist Jennifer Simpson escapes an enormous mutant baby before blowing it up.


The point-and-click interface between the two games is similar. The switch from the original's moody, thoughtfully constructed pixel art to full 3D, though...

fried dog shit

The general flow of the game is described thusly: players control one of several characters as they travel around through interminable story sequences, talking to NPCs and making seemingly innocuous decisions that determine which of five endings they will reach. Eventually we get to the main event, in which the character finds his or herself alone and pursued by the Scissorman, a mysterious and seemingly unstoppable masked killer. Players must collect items and solve puzzles to escape, all the while ensuring that they aren't cornered and perforated by our boy.

All screenshots were taken from the first stage. Sue me, I've got a lot of posts to write this month
 
The developers were obvious fans of classic horror (at this point can we call 80's slasher movies classic?), as evidenced in many of the action beats during chase sequences. Scissorman can seemingly come out of anywhere--restroom stalls, under beds, through the floorboards, and god knows where else. Each encounter is randomized to keep you on your toes.

Speaking of variety, if you have the patience for multiple playthroughs there are 10 endings to uncover depending on your actions during both the story and escape sequences. Many of these are quite cryptic, but hidden "hint files" around the game can give the player...hints. Just use GameFAQs.


Pictured: Me, Hiding Under That Couch
 
Crude as Clock Tower's presentation is, this part got me good; I was examining lockers in this hallway when I just happened to check one that Scissorman was hiding in. He leaped out with a classic horror soundtrack stinger and I hauled balls to the nearest office, where I hid under a couch like a coward until he lost my trail.


"EXPERIENCE SCISSORMAN'S DEADLY SHEARS AT THEIR RAW, UNEDITED BEST" (???")

The number one reason this game still works is its minimal but excellent soundtrack. There are only a few pieces, with only the sound of the player's footsteps comprising the bulk of the gameplay. During horror beats the silence is broken by a low, foreboding drone. And when shit gets for really real we're treated to the awesome chase theme, usually accompanied by the instantly iconic sound of Scissorman's shears opening and closing with every step. Just awesome. Here's a great scene that illustrates the flow of the escape stages:




I love Clock Tower. The characters and script are dumb. The gameplay is ponderous and the premise strains credulity to the limit. But damn it, I still get scared. Give it a try!

Monday, October 3, 2016

A Month of Horror Games - Shadow Tower


"Darkness swallowed all, and closed a gate"

Here's a game that is near and dear to my heart: Shadow Tower, released on the Playstation in summer 1998 by From Software.

If you count yourself a Dark Souls/Demon's Souls/Bloodborne fan you seriously need to get off your ass and look at the games that started it all. You'll often hear that King's Field is the grandfather of the Souls series, but I'd argue for Shadow Tower--the game's weapon degradation system, lack of music, use of "Soul Points" to level up and overall dark and more oppressive atmosphere bears an even stronger resemblance to the franchise that brought From Software to the mainstream.

Shadow Tower is dense, dark, unfriendly and scary as hell. Visibility is often limited if you don't have a torch. The claustrophobic locale and downright bizarre enemy designs lean heavily toward the horror fantasy genre, and if you're afraid of the dark, giant insects, hanging skeletons, or losing half of your HP to one mistake you should stay away. Shadow Tower doesn't care if you make it through or not.

Though there are a few NPCs scattered throughout, this is one of the loneliest games I've played

hell yea

Here's a wonderfully From Software part that I love, and it has no bearing on the gameplay; just some unobtrusive hints at story. Reaching this room will present the player with a useless, instant-death pit. Wait a bit and you'll see the occasional corpse fall through a hole in the ceiling and into the pit. Someone or something is dumping bodies down here for no explained reason. Nice.


Unlike Dark Souls, Shadow Tower doesn't sport the same responsive and intuitive controls or physics. Even back in the PS1 days playing it was a bit of a chore, so visiting it now may prove to be an absolute god damned nightmare for those unfamiliar with From Software's admittedly rough early catalogue.

This bozo nearly made me drop the controller

Though the creature designs are imaginative and often nightmarish, this game does NOT look like it came from 1998, and that's not a compliment. If you can appreciate the inherent creepiness of the low res, low draw distance graphics indicative of the early days of 3D games there's a lot to appreciate. It's very blocky, very corridor-ey, and ultimately very confusing if you aren't working with a map or paying close attention to landmarks.



I was going to compare it to King's Field until I remembered how terrible King's Field looked. The graphics are improved over its predecessor, but not as much as you would expect with three years between the games! A review of the Shadow Tower from 1998 supports my claim that this game was  rough even by the standards of the day.

If you can get over the initial difficulty curve and manage to collect a few spells and a pile of useful weapons, the game becomes somewhat more forgiving. You will definitely still get lost, and you will probably get caught with your pants down by a weapon breaking mid-fight, but if you have the patience and nerve you'll find a creepy, atmospheric history lesson for Souls fans.



In conclusion, Shadow Tower is so dense and confusing that if you're going to attempt it, the best approach would be with the aim of exploration.* The labyrinth is lousy with illusory walls, full of dead ends, double-backs and shortcuts--not to mention ambushes everywhere. It's quite the experience to go into blind. If you want to go really method, hardcore dungeon crawler with it you could even draw a map as you go! A certain type of player could get a lot out of this game.


Please give it a try if you can, or better yet get a PS2 emulator and track down the English translated copy of its sequel, Shadow Tower Abyss! Everything good about the original is preserved and everything bad is improved upon, making Abyss the most playable and fun pre-Souls dungeon crawler that From Software ever developed.

*or use a walkthrough because this game is hard as balls

Friday, September 30, 2016

A Month of Horror Games - Baroque


"This is the age of Great Heat. This is the world it destroyed."

Baroque is a supremely odd and unsettling game. Debuting on the Sega Saturn in 1998 (and receiving a PS1 port a year later), the plot involves...well, maybe you can explain it to me.

The general idea, though, is that a cataclysmic heat wave known as The Blaze has effectively ruined the world. Earth is a barren, red wasteland sparsely populated by what were once humans--over time their minds and forms have been warped by their "Baroques"; delusions and desires that they cling to in the absence of any other hope for the future. Everyone else has been completely changed into hostile creatures known as "meta-beings".

Few structures seem to remain standing in the world, but the most prominent is called the Neuro Tower. The Neuro Tower goes deep, deep underground, and somewhere within is the secret to the world's destruction. Your character has no memory of his past. It is only his unexplained sense of guilt and the guidance of a mysterious being called Archangel that compels him to enter the tower.


There isn't a pleasant bone in this game's body. Similar in style to King's Field and Shadow Tower, Baroque is actually a rogue-like; upon the player's death (it'll happen), they will revive outside of the Neuro Tower, minus any items and experience/levels. It's rough, but in some cases death is necessary to further the plot. Almost everything in the game is hostile, and to stave off death the player must regain health and stamina by eating the hearts and bones found in the Tower. Just existing is hazardous to your health as well, as your health will tick down endlessly whether you're being attacked or simply standing around.

For fans of the 32-bit aesthetic Baroque is a beautiful game!

Flying "meta-beings". These are by far the least weird ones you will encounter.

One of the warped humans. He's more or less on your side, at least.

The sound is excellent! Outside the Neuro Tower the only thing you can hear is the lonesome howling of the wind, occasionally interrupted by tortured howling of another kind. Could there be animals still alive, or is it from the meta-beings? Inside the tower the isolated, unwelcoming atmosphere is set by droning, antonal ambience reminiscent of Akira Yamaoka's Silent Hill soundtrack.

The Neuro Tower is painted in drab, dark tones; all decaying concrete and pitted metal with the occasional wash of hot red, seemingly as a reminder of the devastation above ground. The industrial setting really brings to mind images of Kowloon Walled City. And should you reach the bottom of the Neuro Tower, well

that's reassuring
 Playstation 2 Remake


If you can read Japanese I highly recommend the Saturn or PS1 versions. For everyone else, the game was remade for the PS2 and Wii. The gameplay is marginally less clunky than the lo-fi original (notably including a character who can store items for you outside of the Neuro Tower), but a lot of the unique and creepy atmosphere was lost in translation due to the more polished graphics.

The worst thing about the remake, however, is the soundtrack--the moody, industrial ambience of the original has been replaced with hella lame dark techno that doesn't fit the mood whatsoever. I turn the music off in the options, personally. For some illuminating comparisons between the original and remake versions of Baroque, check out an earlier post I made on the subject.


Friday, February 12, 2016

Baroque comparison--what was lost in the upgrade

NOTE: PS2 screenshots were captured from this video, hence the watermarks.


Baroque was released on Playstation and Saturn by Sting in 1998--you may have missed it back then since it was a Japan only release. You might also know Sting best from their series of Dreamcast/Gamecube RPGs, Evolution. Unlike the somewhat conventional JRPG style of Evolution, Baroque is an obtuse, creepy, unfriendly, depressing and profoundly atmospheric first person dungeon crawler that could be compared to a sort of roguelike Shadow Tower.

The Blaze has ruined the planet as we know it; what is left is a barren, red wasteland populated with mutated people and the once-human "Meta Beings", violent and distorted monsters that will kill anything that crosses their path. As an young man with no memory of his past, the player is confronted by Archangel, a man wearing fake wings that signify his standing in some sort of mysterious holy order. Archangel tells the player to enter the Neuro Tower, a bizarre and ever changing structure that, rather than rising upward, descends deep into the ground.

About ten years after its initial release Sting recreated Baroque from the ground up and unleashed it on PS2 and Wii. Aside from a few quality-of-life improvements to make the game more accessible (especially the very welcome English translation) I see it as an inferior remake; let's look at some comparison shots between the remake and the PS1/Saturn original.








Need I add any comment here? The original version of the "Absolute God", the entity at the bottom of the Neuro tower, was scary as shit. I've never seen anything like that in a video game. To replace it with the bound naked woman? This was...an ill advised change. Less creepy, more fanservice.


The main draw of the game to me was the dark and alien atmosphere created by the PS1's more primitive graphics--the Meta Beings, while still very weird and creepy, just don't strike the same chord as their hand-drawn sprite counterparts.


The overall design of the Neuro Tower doesn't look as decrepit and dark in the remake either, losing the sort of Kowloon Walled City feeling I got from the original. It has a more technological look that is striking in parts but overall less effective than the lo-fi creepiness of the Saturn and PS1 release.


Yikes. As you can see the overall production also has a more anime feel to it which I'm just not into here.

NPC comparisons. I don't mind some of these as much, though I don't care for Archangel's design on either version. At least they gave the Horned Girl a place to sit in the remake!





What do you think of the changes between Baroque and its remake? Do you agree that the unique atmosphere that crappy graphics bring to a game is something we've lost these days? I know that the inherent creepiness in vague and grainy visuals was more a byproduct than an intentional move by game developers back then, but I can't deny that it led to games like Baroque, Silent Hill etc. looking creepier and more atmospheric than their later-gen sequels.


There are always exceptions, though!