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PlayStation
20
YEARS 100% UNOFFICIAL
INCLUDES THE
FOLLOWING GAMES
q GRAN TURISMO
q FINAL FANTASY VII
q METAL GEAR SOLID
q TOMB RAIDER
q CRASH BANDICOOT
PlayStation
TM
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PlayStationBoo
20
Contents YEARS
48
98
50 64 102 148
106
58 124 96
8 | PLAYSTATION
RETROINSPECTION: PLAYSTATION
PlayStation
THE NAME PLAYSTATION HAS BECOME SYNONYMOUS
WITH VIDEOGAMING, BUT SONY’S ROUTE INTO THE
INDUSTRY WAS ANYTHING BUT STRAIGHTFORWARD.
JOIN DAMIEN MCFERRAN AS HE CHARTS THE
HISTORY OF WHAT IS ARGUABLY ONE OF THE MOST
IMPORTANT CONSOLES OF ALL TIME
t’s almost impossible to conceive to good use and produce its own videogame hardware. The
access to audio, visual and computer data, Nineties was in dire need of a the way of profits and become a key player QEach Sony Memory Card came
with 128KB of storage for save
making it thoroughly compatible with the boot up the backside, and the in the videogame industry. The man behind game data. Higher capacity third-
medium of interactive entertainment. PlayStation delivered this kick. this audacious scheme was Ken Kutaragi, party cards were also available
Because Sony was already being contracted Technologically groundbreaking the engineer also responsible for producing QThe console’s impressive sound
and supported by a wide range processor can handle 24 channels
to produce the SPC-700 sound processor the aforementioned SNES sound chip. of audio
for the SNES, Nintendo decided to enlist of third-party developers, the However, behind the scenes Nintendo QEarly versions of the machine
the electronics manufacturer’s assistance in machine is home to countless was predictably far from happy with were afflicted with skipping FMV
producing a CD-ROM add-on for its 16-bit classic titles. While some of these the proposed arrangement. It was very and sound, thanks to the poorly
games have aged badly, most designed nature of the CD drive.
console. protective of its licensing structure, which Later models rectified this issue,
For Sony, it was a dream come true. remain just as essential today as allowed it to extract massive royalties but early adopters still shudder
they were over a decade ago. at the memory of having to place
Having been instrumental in the production from third-party publishers. Allowing their beloved consoles upside
of the ill-fated MSX computer format, Sony leverage in this sector would only down in order to get them to
damage Nintendo’s profitability; the Kyoto-based veteran work properly
the firm never hid its desire to become a key player in the
burgeoning videogame business. Therefore, an alliance with reasoned that it should be making the majority of the profit QEarly UK adverts for the
machine featured SAPS – the
what was unquestionably the biggest and most famous name on SNES CD sales, not Sony. The plan – if it came to fruition Society Against PlayStation
in the industry would not only help elevate Sony’s standing; it – would ultimately benefit Sony far more than Nintendo: the – a fictional organisation that
was committed to preventing
would also enable the company to set the wheels in motion former would merely be using the latter as a way of getting the console from ensnaring the
for its ultimate plan: to put its consumer electronics experience a ready-made market share and would eventually become country’s youngsters
PLAYSTATION | 9
RETROINSPECTION
10 | PLAYSTATION
RETROINSPECTION: PLAYSTATION
the PlayStation project a success, gaming machine, with SCE’s director When you take into account Sony’s the videogames market very seriously
the company would experience the Akira Sato confidently stating that: “If position as one of the world’s foremost indeed. Kutaragi – and the entire project
sweet taste of revenge at the expense it’s not real-time, it’s not a game” – a electronics manufacturers, it’s hardly in general – had come under fire from
of its one-time ally. thinly veiled criticism of other CD-based surprisingly that the original PlayStation high-level Sony executives who argued
Kutaragi’s speech hit a nerve, and consoles and their reliance on FMV was a highly desirable piece of kit. that videogames were toys for children,
early in 1994 Sony confirmed that it titles that featured live actors but little Unmistakably a games console but and therefore, one of the PlayStation’s
was entering the videogame arena interaction. The sheer power of the showcasing a hint of mature design, key aims was to challenge that view. As
with its own console, and even formed new system shocked other players in the machine seemed to speak to those a result, the final design for the machine
subsidiary Sony Computer Entertainment the industry; Sega of Japan president gamers who had cut their teeth on the was sleek and serious, mimicking the
in order to oversee the new venture. Hayao Nakayama was reportedly so likes of the NES, Mega Drive and SNES appearance of a top-end piece of audio-
Keen to differentiate this new project furious when he read the specs for the and were now ready to progress to visual equipment rather than a games-
from its previous namesake, Sony playing device.
branded it the ‘PlayStation-X’ – this gave However, while this posturing caught
rise to the abbreviation ‘PSX’, which
is still used even today, even though
By making it a success, Sony the attention of gamers, some industry
experts were less enthused, citing
the ‘X’ was later dropped when the
console was officially launched. Early
would experience revenge at the Sony’s poor track record in the industry
up to that point. The company’s software
reports were impressive, with some
developers confidently proclaiming that
expense of its one-time ally publishing arm – Sony Imagesoft – had
so far failed to generate any titles of
Sony’s console would blow away the note, pushing half-baked movie licences
competition. Despite the company’s PlayStation that he personally visited an entirely different level of challenge. such as Cliffhanger and Last Action Hero
wide entertainment portfolio – which Sega’s hardware division and gave them Everything from the two-pronged onto store shelves to the complete
included music label CBS Records and a stern talking to. His tirade would result joypads to the removable Memory indifference of the games-buying public.
Hollywood studio Columbia Tri-Star in the Saturn, Sega’s entrant in the 32-bit Card storage system seemed to drip Indeed, software was one area in which
– Sony boldly decided not to focus on console war, getting an additional video sophistication. Sony later revealed the Sony was at a distinct disadvantage, as
the multimedia market, as its rival Philips, processor to boost its graphical muscle, numerous hardware designs that had Sega and Nintendo had highly talented
with its CD-i and 3DO, had done, to its but this would make the system harder been considered before the final version internal development teams that
great cost. Instead, the PlayStation was to program for – an issue that had severe was decided upon; this was the work of traditionally produced the best software
unashamedly proclaimed as a dedicated ramifications in the future. a company that was taking its entry into for their respective consoles. Sony
PLAYSTATION | 11
RETROINSPECTION
12 | PLAYSTATION
RETROINSPECTION: PLAYSTATION
» Norio Ohga was Sony president during the genesis of the » Sony Europe’s Phil Harrison was instrumental in attracting
PlayStation project. He saw off apathy within the company quality developers to the machine and would eventually
The Western launches were console for some time, and although
equally successful, with Sony it wouldn’t be ready until 1996,
managing to undercut the retail price of Nintendo went to great lengths to
Sega’s Saturn in both North America encourage gamers to hold off on
and Europe. In Europe, especially, buying a 32-bit machine. Sadly, the
Sony displayed a masterly grasp of decision to stick with the expensive units sold and a more
how to market a games machine to a cartridge format would cost the firm powerful successor
more mature audience. The company the support of one of its most prized – the PlayStation 2
» Fraternising with the enemy: Nintendo’s Shigeru Miyamoto
samples Crash Bandicoot during the 1996 E3 show.
knew that those gamers who had third-party publishers: Squaresoft. – waiting in the wings, 2000
grown up with the 8-bit and 16-bit Although the highly anticipated Final saw Sony release a new
consoles were gradually reaching Fantasy VII had been confirmed as an iteration of its 32-bit console
adulthood and would therefore require N64 release, Square eventually switched in the form of the PSone.
more ‘grown-up’ gaming experiences. development over to Sony’s machine, Smaller, sleeker and sexier, it
While Sega and Nintendo focused citing the limited storage and high unit boasted enhanced functionally that
on building recognisable mascots to cost of cartridges. Final Fantasy VII allowed it to link to mobile phones and
appeal to youngsters, Sony released the was going to be the most epic game even supported a fold-down LCD display,
PlayStation with a range of software yet conceived, and it needed as much giving it a small degree of portability. The
that was unashamedly adult in tone: storage space as possible. Only CD- revision was a triumph and enabled the
the aforementioned WipEout featured a ROM could offer this, Square argued. ageing machine to remain relevant in a
soundtrack that showcased the talents Nintendo’s loss was, of course, Sony’s marketplace that was gradually leaving it
of real recording artists, such as The massive gain; published in 1997, Final behind in technological terms.
Chemical Brothers and Leftfield, while Fantasy VII was a worldwide smash, Sony ceased manufacturing the
visceral top-down shooter Loaded selling 10 million copies in the process. PlayStation in 2006, giving the console
not only featured excessive gore and This success established the console an impressive production lifespan of 11
allusions to transvestism but also as the leading platform of its generation years. During that time it redefined the
enrolled the assistance of grebo-rock and subsequent system exclusives world of videogames, granting gamers
outfit Pop Will Eat Itself. One thing was such as Konami’s Metal Gear Solid and a taste of 3D visuals and making the
clear: Sony wasn’t aiming for the Mario Polyphony Digital’s seminal Gran Turismo oft-derided hobby a cool and relevant
and Sonic audience with the PlayStation. cemented this lofty status even further. pastime. Of course, such activity earned
Sega’s challenge soon began to With both Sega and Nintendo Sony – and, by association, its console
falter, and so Nintendo became Sony’s subdued, Sony’s dominance was – a fair degree of scorn also, but few
next opponent. The firm responsible for assured. So tight was the company’s would have the temerity to debate
such classics as Super Mario Bros and grip on the marketplace that even the the PlayStation’s incredible influence
The Legend Of Zelda had been making launch of Sega’s technically superior on modern interactive entertainment.
confident noises about its cartridge- 128-bit Dreamcast in 1999 was unable Without it, the gaming landscape today
based Ultra 64 (later Nintendo 64) to upset the status quo. With millions of would be near-unrecognisable.
PLAYSTATION | 13
PlayStation
PERFECT TEN
TOMB RAIDER GRAN TURISMO 2
» RELEASE: 1996 » RELEASE: 1999
» PUBLISHER: EIDOS INTERACTIVE » PUBLISHER: SONY COMPUTER ENTERTAINMENT
» CREATOR: CORE DESIGN » CREATOR: POLYPHONY DIGITAL
» BY THE SAME DEVELOPER: FIGHTING FORCE » BY THE SAME DEVELOPER: OMEGA BOOST
01
retains a near-legendary status. plays great today.
03 04 05
14 | PLAYSTATION
PERFECT TEN: PLAYSTATION
GAMES
The original PlayStation brought us a massive number of
franchises that have become part of the gaming landscape
today. Just take a look at the following classics…
06 07 08
TEKKEN 3 EINHÄNDER FINAL FANTASY VII
» RELEASE: 1998 » RELEASE: 1997 » RELEASE: 1997
» PUBLISHER: NAMCO » PUBLISHER: SQUARE » PUBLISHER: SCE
» CREATOR: IN-HOUSE » CREATOR: IN-HOUSE » CREATOR: SQUARE
» BY THE SAME DEVELOPER: SOUL BLADE » BY THE SAME DEVELOPER: » BY THE SAME DEVELOPER:
PlayStation
catalogues of games around. How many of the following have 08 09 10
The PlayStation has one of the most interesting and diverse
and the rest…
15 16 17
you experienced?
22 23 24
01 HOGS OF WAR
02 NO ONE CAN STOP MR DOMINO
03 BUBBLE BOBBLE FEATURING
RAINBOW ISLANDS
04 FINAL FANTASY TACTICS
05 JUMPING FLASH
06 CRASH BANDICOOT
07 TOMB RAIDER
08 RESIDENT EVIL
09 METAL GEAR SOLID
10 ALUNDRA
11 GRAND THEFT AUTO
12 DOOM 29 30 31
13 ODDWORLD: ABE’S ODDYSEE
14 HARMFUL PARK
15 AQUANAUT’S HOLIDAY
16 KULA WORLD
17 RIDGE RACER REVOLUTION
18 TIME CRISIS
19 RESIDENT EVIL 2
20 FINAL FANTASY VIII
21 PARAPPA THE RAPPER
22 BATTLE ARENA TOSHINDEN
23 DIE HARD TRILOGY
24 EINHANDER
25 RAYMAN
26 NBA JAM TOURNAMENT EDITION
36 37 38
27 TOMB RAIDER 2
28 PEPSI MAN
29 BOMBERMAN FANTASY RACE
30 DIABLO
31 THE DIVIDE: ENEMIES WITHIN
32 PORSCHE CHALLENGE
33 RAPID RELOAD
34 DESTRUCTION DERBY
35 CASTLEVANIA: SYMPHONY OF THE NIGHT
36 STREET FIGHTER THE MOVIE
37 MEDAL OF HONOR
38 FINAL FANTASY VII
39 DEVIL DICE 43 44 45
40 TOMBI!
41 RESIDENT EVIL 3: NEMESIS
42 CONTRA: LEGACY OF WAR
43 RIDGE RACER
44 LSD: DREAM EMULATOR
45 DINO CRISIS
46 TENCHU: STEALTH ASSASSINS
47 VIB RIBBON
48 TONY HAWK’S PRO SKATER
49 KILEAK THE BLOOD
50 TEKKEN 2
51 NIGHTMARE CREATURES
52 TOMB RAIDER 3
53 WIPEOUT
50 51 52
54 LEMMINGS
55 POWER DIGGERZ
56 TWISTED METAL
16 | PLAYSTATION
04 05 06 07
11 12 13 14
18 19 20 21
25 26 27 28
32 33 34 35
39 40 41 42
46 47 48 49
53 54 55 56
0
s
r
2
a
e
Y
18 | PLAYSTATION
HOW THE PLAYSTATION CHANGED GAMING
tation
CHANGED GAMING
It was the console that n 2000, some six years after the of its Sony rival. The Nintendo 64
PLAYSTATION | 19
0
s
r
2
a
e
Y
MARTYN
BROWN
T did a fantastic job in presenting PlayStation
as a brand new way of playing and making
games,” explains Nick Burcombe, the lead
designer of seminal title WipEout. “Sony’s message
about how powerful the PlayStation would be prior to
it cancelled the deal, announcing the day after that it
was instead bringing rival Philips on board. Eager not to
waste the huge amount of time invested in the project,
Sony’s president Norio Ohga ordered that development
would continue without the experience of Nintendo.
VIDEOGAME launch did enough to get gamers looking at them, even Ken Kutaragi who had begun his career in Sony’s » Cliff Bleszinski’s favourite ever
DEVELOPER AND though Sega’s Dreamcast also had 3D capabilities and digital research labs was given the task of designing PlayStation game is Jumping Flash.
CONSULTANT used discs too. Dreamcast was a good console but the machine, which Sony codenamed PSX.
“Back then it was all about the message was loud and clear: PlayStation was even Kutaragi pooled the resources of engineers who
3D and especially the T-Rex better. The message worked well.” had been working on a geometric computer graphics
demo that was doing the The story of the PlayStation’s origin has been well engine called System-G that was capable of real time
rounds – but we had our told. It’s an intriguing tale of two companies; Sony and 3D texture mapping for broadcasting networks. By
greatest PlayStation hit Nintendo striking a deal in 1988 to create a CD-ROM 1992 he had a prototype ready to show his bosses, but
with a 2D game: Worms.” add-on to the SNES that would use Nintendo “Super it wasn’t an easy ride for Kutaragi and his team. There » Pandemonium was an early
Discs”. Sony went further and added support for Video was much internal resistance to the idea, with platformer that used 2.5D.
24
PLAYSTATION BABIES The classic gaming franchises
that were born on PlayStation
NUMBER OF GAMES
UNITS SOLD
22
20
19
18
TONY HAWK’S PRO SKATER
18
17
17
16
16
14
SPYRO THE DRAGON
14
CRASH BANDICOOT
12
12
11
10
29,000,000
42,000,000
50,000,000
39,000,000
30,000,000
19,000,000
TOMB RAIDER
4,800,000
8,500,000
8,000,000
3,900,000
8
ODDWORLD
SILENT HILL
SUIKODEN
6
TENCHU
DRIVER
4
4
2
0
20 | PLAYSTATION
HOW THE PLAYSTATION CHANGED GAMING
DARREN FALCUS
MANAGING DIRECTOR OF
HIPPO ENTERTAINMENT
“The 3D technology and internal
structure meant that it was a much
easier technology to develop for.”
» That’s right, even the power button » PlayStation’s additional ports let Sony
managed to look sexy on Sony’s new console. add various peripherals to the console.
24
22
22
20
19
18
PRO EVOLUTION SOCCER
16
PARAPPA THE RAPPER
14
14
13
12
MEDAL OF HONOR
TWISTED METAL
GRAN TURISMO
86,800,000
70,020,000
10
SYPHON FILTER
60,000,000
70,020,000
RESIDENT EVIL
31,000,000
10
10
31,000,000
2,000,000
2,200,000
8,000,000
8
KING’S FIELD
600,000
WIPEOUT
6
MEDIEVIL
6
4
3
2
2
PLAYSTATION | 21
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Sony still, overall, reluctant to become a player in the The components that made the magic happen
games industry. Yet Ohga’s anger at Nintendo was all
that was needed to overrule any doubts.
For Sony’s president, it was a case of winning at
all costs. He kept the project on track, agreed the
purchase of British development house Psygnosis (a
startling move, given Japan’s previous tendency to RAM
invest internally) and, with some refinement and a bit QThe PlayStation packs a
of design prodding, the machine was geared up for whopping 2MB of RAM, which might
launch, first in Japan on 3 December 1994 and then in be next to nothing by today’s standards
September 1995 in North America and Europe (selling but it proved to be more than enough. An
for £299 in the UK). The console turned heads. “Two additional 4k data cache meant that lesser
words: dinosaur demo,” remembers Brian Baglow, commands could be handled elsewhere,
writer of the first Grand Theft Auto, of the 3D graphic freeing up a little more memory, while
display Sony had slapped on a disc for those who had 1MB of graphics RAM also exists
pre-ordered the console. “As soon as I saw the giant for visuals.
walking T-Rex, I was astonished and awed.”
But the dino demo wasn’t the only thing that stood
out. The PlayStation, which would – thanks to a small
redesign and relaunch in 2000 eventually become
DAVID DARLING
KWALEE CEO & FORMER CODEMASTERS BOSS
“It was the first proper 3D games console to gain
significant market share and [Sony was] very active
in supporting and encouraging developers. It was fun
making games with 3D models and polygons rather
than the 2D games we’d made for years on machines
like the Sega Mega Drive.”
LASER
QConsoles are never
built using top-end tech and the
PlayStation was no exception. While
certainly fit for purpose, the disc-reading laser
used in its CD drive was the cause or some of
the most common hardware failures. It could
be replaced, but enterprising gamers often
instead resorted to the cheaper option of
balancing the console at all kinds of
precarious angles to make it
read discs.
» There was no doubting the significant role that the tomb-raiding Lara Croft
played in pushing Tomb Raider high in the charts.
22 | PLAYSTATION
HOW THE PLAYSTATION CHANGED GAMING
MOTOR CONTROLLER/
QThat satisfying whirring MEMORY CARD
sound when booting up a new SLOTS
game came from this x2 bad boy, QFour front-mounted slots allow for up to
capable of transferring data at 300kb per two controllers and a pair of memory cards.
second. After extended use, the motor could The controller ports are capable of relaying
wear out and result in disc read errors, information and commands from multiple
while overuse of the swap trick (to play controllers and not just one, as evidenced by
import games, naturally) could the existence of the Multitap. Despite the
weaken and break the existence of a second Memory Card
plastic spindle. slot, some games only allow
use of the first.
TRANSFORMER
QSome consoles use external
transformers to keep both size and
heat down, but the PlayStation had it all
on-board which helps explain its size. Sony
was able to shrink the console down for
the PSone model in part by moving to an
external power transformer on the
plug lead rather than having it
in the box.
CPU CHARLIE
QRocking a 32-bit R3000A CHAPMAN
processor clocked at just over NET YAROZE
33MHz, the PS1 is capable of PROGRAMMER
rendering around 360,000 polygons per “There’s no doubt that the
second. It serves just as well for 2D move from cartridges to
games, mind, but few would deny a CD format reduced the
that 3D was what made this barriers to entry and led to
console so exciting. the release of more games
which perhaps wouldn’t
have made it before.”
PLAYSTATION | 23
0
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HOW SONY MADE GAMING COOL The reasons PlayStation was such an important console
NIGHTCLUBS
QPlacing consoles running stylish and exciting PIRACY
games like WipEout in bars and nightclubs taught QWhat better way to hit the mainstream
an entire generation one very important lesson – than to have games available for free? With
games aren’t for kids any more, and there’s a lot the web in its infancy, blank discs constantly
more to gaming than you might have thought. falling in price and several simple solutions
for running unsigned code on PlayStation,
piracy was undeniably a huge part of the
PlayStation boom.
GAMES OF SUBSTANCE
QWith so much more storage space, it wasn’t
just visuals that could be more impressive –
worlds and mechanics could be far more intricate
than ever before. Only a handful of 16-bit games
lasted upwards of 20 hours, but PS1 RPGs would
commonly come in closer to 100 hours.
MATURE GAMES
QThe better graphics got, the
more developers were able to
use games to tell grown-up
stories and faithfully cover
topics that simpler visuals
perhaps wouldn’t do justice.
Between visuals, audio and
ADVERTS scale, we finally entered
QIt used to be that advertising agencies an era where games could
would target the same demographic as move and affect players on a
toy retailers when producing campaigns similar level to movies. This
for games. But by making interesting and more emotional connection to
original shorts that broke free from that, games meant that they could
Sony’s marketing proved to generate both be taken a lot more seriously
conversation and interest in the brand. as an entertainment medium.
NET YAROZE
QThe Net Yaroze provided students and
hobbyist programmers with a chance to
make PlayStation games, opening up the
traditionally closed console development
scene. A small community of bedroom
coders sprang up as a result.
3D GAMING
CD FORMAT NINTENDO/SEGA QClever coding allowed 3D (or 3D-style)
QIt used to be that taking a few games around QA lot of Sony’s success came down to a visuals on some of the oldest hardware, but
to a friend’s house would involve lugging around fresh approach to gaming – its competitors it was the scale on which the PS1 hardware
a bag full of chunky cartridges. With the rise of had been butting heads for years, leading was capable of rendering 3D worlds and
disc-based media, one game case could hold a them to contest the same market. But environments that really blew us all away.
collection, plus the format also allowed for better this just allowed Sony’s new audience to Early polygon visuals haven’t aged well, but
audio quality than older hardware could manage. appreciate something new even more. it was so impressive at the time.
24 | PLAYSTATION
HOW THE PLAYSTATION CHANGED GAMING
» With the tunes from Parappa The Rapper staying with players forever, » With a gorgeous opening that showed the power of the » Although it was an below-average release,
little wonder it helped kickstart the whole rhythm-based genre. PlayStation and great moves, Tekken II was a revelation. Porsche Challenge didn’t half look good.
Sony shift 100,000 PlayStations on the first day in uelled by Namco’s racer, sped along by “I found the initial transition pretty painless,” he
Japan. Before long, impatient punters were splashing
out £700 or more to import the console into Europe
and the US and the momentum began to build. Those
3D capabilities were a major draw and suddenly
gaming began to look more mature, moving away
FWipEout and propelled to a higher platform
by Jumping Flash (which Cliff Bleszinski says
remains his favourite game), 3D became
the PlayStation’s hallmark and it led to an insatiable
demand for three-dimensional titles. Most releases
says. “I’d been writing 3D engines since the late
Eighties, so I had a reasonable grasp of rendering
pipelines – if anything, it was mind-numbing that it had
hardware that would draw textured and lit triangles
for me rather than having to obsess about every clock
from the perception of kids playing in their darkened for the console were 3D (the occasional Oddworld cycle of a software triangle rasteriser. From a visual
bedrooms to something trendy adults wanted to share game aside) and the likes of Tekken and Battle Arena effects perspective, it had proper, honest-to-goodness
while sitting on their sofa. Toshinden continued to feed the appetite. alpha blending which really helped up the ante for
“The PlayStation introduced the idea This changed videogaming in another particle/trail/post effects.”
of true 3D gaming to the living room and, way. Given that 3D was more complex, Despite the advancements, however, the
beyond that, the mass market,” says Cliff larger development teams were needed. mainstream press cast doubt on the companies that
Bleszinski, whose first game The Palace Programmers and artists who struggled were newly emerging to take a slice of the digital
Of Deceit: Dragon’s Plight was released to work with 3D found themselves pie. In May 1995, the New York Times ran with the
in 1991. “The PlayStation shifted the floundering as the new way of presenting headline “Video Game War Looms In Hardware” and
console from having an almost toy-like games became expected on all platforms, it spoke of the challenge to be dominant in the $4
quality into the consumer electronics that and not just the PS1. “The switch to 3D billion videogame market by “introducing better, faster
are just as desired by 12-year-olds as was a ton of work and it required the machines with 32-bit microprocessors that can deliver
they are by 35-year-olds.”Key to this was relearning of new skills,” laments one three-dimensional graphics and quicker and more
getting developers on board and helping half of the Pickford Bros development intricate action than the current 16-bit machines.”
them through the transition from 2D to MARTIN HOLLIS team, Ste Pickford, who designed a kids Sony, the 3DO Company, and Sega were scorned
3D. Before the PlayStation, creating 3D WORKED ON cartoon game called DragonTales: Dragon for offering what were now seen to be comparatively
on consoles was no easy task but the PC GOLDENEYE:007 Seek. “The massive 512 MB CDs we expensive machines. “Nintendo of America and the
had shown the possibilities with Doom, “Sony cultivated the had to fill meant tons more graphics. Atari Corporation are producing machines that retain
Wolfenstein and Descent. machine’s association with It was more a feeling of ‘Aaargh!’ than the familiar cartridge format and sell for considerably
The SNES, for instance, had a Mode 7 music and club culture. being blown away.” less,” the piece continued, neglecting to focus on what
playfield which allowed for some pseudo- Without this it is difficult Sony initially refused to grant concept was really important…
3D with games such as Mario Kart and to imagine Dance Dance approval of any 2D game, in its bid to
Pilotwings but it could only simulate a use the beauty of graphics to attract a t was the CD-ROM drive that was so important
I
Revolution, SingStar, Guitar
single flat-textured plane. “There were Hero, or Rock Band.” new breed of gamer. “It meant all game for Sony (which, after all, had invented the CD
a handful of games using the SuperFX developers had to make 3D games when format in 1982 in collaboration with Philips)
chip for SNES, which was a coprocessor we were all new to it. I think this sent and it was, as we saw, the entire reason the
that accelerated 3D rendering on the SNES, but it games backwards for a while because the PlayStation company had got involved into the videogame industry
wasn’t a fully featured GPU as found in the PS1, and had power to burn for 2D stuff and there could have in the first place. “Sony was our key partner when
it was quite limited,” explains Michael Troughton, been some amazing 2D games as we all had the skills we were developing the first CD-ROM games on
who worked on the Destruction Derby games for the and tools to make them,” continues Ste. Genesis,” Tom Kalinske, the former CEO of Sega of
PlayStation while at Reflections. But as time went on, developers picked up the America tells us, “Back then, none of us knew how to
“The consoles that were appearing weren’t making skills. “I’ve definitely experienced the hard work that develop on the optical disc media but we all thought
life any easier. Sega Saturn was a powerful machine comes with adapting game development to each new it could be great – the future for game machines.” It
with 2 SH2 RISC CPUs and a number of dedicated generation of consoles,” says Michiteru Okabe who helped to lower the cost of game production, ensuring
coprocessors to handle audio, video, sprites and produced the art and graphics for Armoured Core: huge amounts of cash was not tied up in pre-booked
polygons but it was notoriously difficult to program Master Of Arena in 1999 and has, more recently, cartridge stock that may well not have sold.
for,” says Michael. “Programmers had little experience been the producer on Resident Evil Revelations
with multi-processsing and it hindered them. The 2. He recalls trying to reuse textures to make
PlayStation suddenly opened 3D up to a much a massive stage, running out of memory and JAMES RUTHERFORD
wider range of developers, with its custom graphics redesigning it all at the last minute. NET YAROZE PROGRAMMER WHO LATER
processor and geometry engine in hardware. Indeed, Paul Hughes, who was working WORKED ON STUNTMAN AND DRIV3R
“In fact, I remember thinking it was amazing that for EA when the PlayStation was launched, “Net Yaroze added a whole new dimension to
the PS1 had the same CPU as the £5,000 Silicon tells of Sony’s excellent tools, documentation the PlayStation and it was great to be able to
graphics workstation we were using to build the 3D and all important development kit. Sony also create games on something that was current and
environments. Now almost any programmer with a revolutionised the technical requirements powerful. Having the games on a magazine cover
minimal amount of basic maths knowledge could checklist and this helped to ensure a solid disc was a major incentive for us.”
write a 3D game.” barrier to entry from a quality perspective.
PLAYSTATION | 25
0
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STEWART GILRAY
CEO OF JUST ADD WATER
“You’ll have to remember that 20 years ago games
simply didn’t do 3D at home, at least not as well as
the arcades did. So when we got our Japanese import
PlayStation at launch with Ridge Racer, we all sat around
with the joypad in our hands, loaded it up, and raced like
we were playing the arcade version. That blew us away.”
26 | PLAYSTATION
HOW THE PLAYSTATION CHANGED GAMING
ESSENTIAL
x5 images © Evan-Amos
just oozed quality – right from the boot-up sequence.”
PlayStation cemented CD soundtracks as the with audio, putting it at the heart of titles such as
standard throughout the industry. Until that point
most gamers were content with the chip-music
that consoles offered, excellent as it was. “But after
Vib-Ribbon and PaRappa The Rapper which led to
rhythm-based game crazes such as Dance Dance
Revolution. They also tapped into the Nineties music
EXTRAS
Six of the best Sony
people started hearing tracks they recognised by the vibe of techno and house. The PlayStation ingratiated peripherals
Chemical Brothers and Leftfield in their games, chip- itself with the growing underground club culture and
music became unacceptable really fast,” says Colin the sound of big names such as Orbital, Leftfield and POCKETSTATION
Anderson, who headed up the audio team at DMA The Future Sound Of London. QEffectively a portable device
Design from 1993 to 2000 before leaving to create In Liverpool, where WipEout was made, the akin to the Dreamcast’s VMU,
Denki, the world’s first digital toy company. emerging super-club Cream was positively surreal. PocketStation never saw the
“It kicked off some sizeable investment in audio Bass pounded, strobes flashed, people danced and light of day outside of Japan. Over
development as teams struggled to switch from chip- then, they stopped, they stared, they gravitated 50 games supported this interesting
music to full CD-quality soundtracks,” he continues. “I towards the PlayStation pods that had been placed device, which plugged into the console
enjoyed a front row seat on that particular roller-coaster there, just as they had in dozens of other clubs up via the memory card port and had its own
as we were working on the audio design for the game and down the country, and they played. “We knew LCD screen.
that would eventually become Grand Theft Auto. something significant about gaming had changed,”
When we started development we fully expected to continues Nick Burcombe, who now heads up Playrise MEMORY CARD
be using chip-music, but within six months it became Digital. “It was pretty amazing really.” QWhile cartridges sometimes allowed
clear we needed to up our game if we wanted to game data to be saved to internal
compete with all the other great games that were n London, New York, Tokyo and hundreds
I
memory, the CD format offered no
being released. WipEout was the straw that finally of cities in between, clubbers were relaxing such luxury. Sony’s solution was
helped me convince [boss] Dave Jones that DMA between DJ sets with a few rounds of Virtua a proprietary storage solution – a
needed its own music studio.” Fighter or WipEout, which was the first game to 15-block 1MB memory card to which
The PlayStation tapped into modern-day culture incorporate licensed music. “PlayStation was bringing game data could be saved.
like no other games console had ever achieved gaming out of the bedroom and into the mainstream
before, positioning itself in style mags and persuading in a way no other company had,” says Colin. “That’s MULTITAP
celebrities to grab a joypad in the wake of videogames’ what changed gaming forever. It wasn’t the hardware.” QTwo controller ports was enough
new cool status. (“I was getting carried away playing Aggressive infiltration of this kind, together with for most games but to fully enjoy
Tekken II and Tomb Raider for hours on end,” excused an approach to marketing that was wildly different something like Micro Machines
England goalkeeper David James when he conceded to much of what had gone before was repositioning V3 (whose predecessor had
three times against Newcastle in 1997.) gaming as a cool pursuit. “At the time of its launch I additional ports built into the
But music and the PlayStation, in particular, went was a student and I’d always been into videogames cartridge itself) or Bomberman,
hand-in-hand. Developers started to experiment from the early days of arcades,” says Dave. “I you’d need more. Enter the Multitap.
GUNCON
QLight gun arcade games were all
the rage around the time the PS1
DUALSHOCK 3 DUALSHOCK 4 rose to power, and this accessory,
QAs costs fell and tech improved, Sony was soon QThe first full evolution in the life of the DualShock, originally released to allow Time
able to reintroduce rumble to the Sixaxis template the PS4 pad adds many new features. Sixaxis motion Crisis to be played at home, proved
and the DualShock 3 was born. It quickly superseded control remains, with a rear-mounted light bar allowing to be one of the most accurate home
its forerunner as the PS3 standard and Sixaxis was a camera to better place the handset for accuracy. It approximations of the arcade experience.
discontinued in mid-2008. also adds a touch pad and Options and Share keys.
GAMESHARK
QPlugging into the console’s parallel
port, these cheat devices allowed
game code to be modified to
activate cheats, alter elements of
a game or even to access content
that wasn’t in the final build, including
additional scenes in Final Fantasy VII.
PLAYSTATION | 27
» WipEout was one of the
0
UK launch titles for the
PlayStation and it took both
the gaming and the wider
s
world by storm.
r
2
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» As the sequel to
Flashback, the action-
adventure Fade To
Black only made it to the
PlayStation (and PC).
28 | PLAYSTATION
HOW THE PLAYSTATION CHANGED GAMING
THE 20 MOST
IMPORTANT MOMENTS
IN PLAYSTATION HISTORY
FINAL FANTASY
JUMPS SHIP
6 The only way for something
as epic as Square’s RPG series to
evolve was to go 3D and to go bigger,
a combination not possible on carts. DON’T HATE THE PLAYER, HATE THE GAME BOY
With Nintendo still backing the old
format, Square had little choice, and it
was a huge coup for Sony.
12 Sony’s plan for Vita was simple – take on Nintendo’s handheld dominance by offering console-
quality games on the go. Despite huge Monster Hunter-fuelled success in Japan, neither PSP nor
Vita really managed to break the western market, but Sony still hasn’t given up trying just yet.
SONY GOES IT ALONE
1 After talks with Nintendo to develop a
disc-based add-on for the SNES, Nintendo MARKET AWARENESS DVD READY PSN HACKED
shockingly revealed a partnership with Philips,
which ultimately came to nothing. Sony’s work
was not in vain, however – the groundwork for
7 Smart advertising made PlayStation the
coolest brand in gaming in the space of a few
relatively simple campaigns – Sony managed to
13 Choosing DVD as a primary format for
games was risky, but it also placed the PS2
among the most affordable DVD players available
17 In April 2011, Sony’s PSN network was
hacked and the details of around 77
million users compromised in the process. The
PlayStation had already been done. build the idea of gaming being something more during the format’s boom. Want a DVD player? downtime lasted for several weeks and while
than just a nerdy pastime in mere months. Might as well get one that plays games too... something of a disaster, it clearly taught Sony
some valuable lessons as it hasn’t fallen foul to a
ARCADE-PERFECT PORTS similarly devastating attack since.
JUST DANCE
2 Flick through old magazines and you’ll find
the term ‘arcade perfect’ applied in so many
inaccurate ways. With Ridge Racer and the many 8 Cheap plastic dance mats are nothing
compared to the glorious coin-op stages PS PLUS
coin-op ports that followed, though, it really was
true a lot of the time.
(assuming they work properly) upon which the
best perform, but bedroom pop stars didn’t care.
It just felt good to step on arrows.
18 With Microsoft hiding online play behind
a paywall, Sony played it smart – keep
online play free (at least on PS3) and instead
offer free games for recurring subscribers. The
CD CAPACITY = model works, and even third-parties are getting
BIGGER GAMES SWAP TRICK LEAP YEAR BLUES involved now.
Sony to sell it for less than the original console. It the other modern
also did away with many popular piracy methods. major platform holders, LOVING THE INDIES
PLAYSTATION | 29
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Sony’s PlayStation launch games are now two decades old. We were keen to see how they still fare…
LAUNCH
GAMES*
QA-TRAIN IV EVOLUTION JAPAN
Q BATTLE ARENA TOSHINDEN US/UK
Q CRIME CRACKERS JAPAN
Q ESPN EXTREME GAMES US
Q GOKUJÖ PARODIUS DA! DELUXE PACK JAPAN
Q KILEAK: THE BLOOD US/UK
RAPID RELOAD
It’s not quite as good as Gunstar Heroes, which
QMAHJONG GOKU SKY JAPAN it is clearly trying to imitate, but it’s still a great
Q MAHJONG STATION MAZIN JAPAN blaster that’s probably more appreciated now than it
Q NBA JAM: TOURNAMENT EDITION US/UK was back then NICK
Q NEKKETSU OYAKO JAPAN
Q POWER SERVE 3D US
Q THE RAIDEN PROJECT US
Q RAPID RELOAD UK
QRAYMAN JAPAN CHARLES CECIL
QRIDGE RACER US/UK
REVOLITION SOFTWARE BOSS AND CREATOR OF BROKEN SWORD
“The PlayStation oozed sex appeal. Sony’s inspired marketing quickly
QSTREET FIGHTER: THE MOVIE US/UK
made videogames hip. And the team at Sony were amazing – a small
QTAMA JAPAN
team of inspirational, creative people who were re-defining the industry:
Q TOTAL ECLIPSE TURBO US re-writing the rule book. The two Broken Sword games were incredibly well
QWIPEOUT UK received, being voted amongst the top ten best PlayStation games by Official
*IT’S WORTH NOTING THAT EVEN SONY UK DOESN’T HAVE COMPLETE PlayStation Magazine readers. PlayStation launched a new epoch.”
LISTINGS, BUT RESEARCH SUGGESTS THE ABOVE LIST IS CORRECT
30 | PLAYSTATION
HOW THE PLAYSTATION CHANGED GAMING
PATRICK BUCKLAND
CEO, STAINLESS GAMES
“I was actually involved with them pre-launch. Sony was determined
not to fall into the same trap as the CDi and the 3DO and try to be
everything to all men. They were clearly a games console through and
through, not a multimedia device. They also took the start that Sega
had made with the Mega Drive and made the PlayStation a games
console that you didn’t feel embarrassed of.”
PLAYSTATION | 31
TOP
25GAMES PLAYSTATION
The classic library of Sony’s world-conquering console is
overwhelming – readers provided over 150 nominations for its top
25 games. Join Nick Thorpe to see if your favourites made the cut…
Gran Turismo 2
QDEVELOPER: POLYPHONY DIGITAL
QYEAR: 1999 QGENRE: RACING
24
It can be hard to follow up the phenomenal
success of a game like Gran Turismo.
Polyphony Digital’s approach was to retain
the gameplay of the original and massively increase
the amount of content available, including over
600 cars and 27 tracks. The game also widened in
scope, with the new additions including off-road
tracks and rally cars. The scale of the game required
it to be split across two discs, with the arcade and
simulation modes now contained separately.
Einhänder
ISS Pro Evolution QDEVELOPER: SQUARESOFT
QDEVELOPER:KONAMI QYEAR: 1997 QGENRE: SHOOT-’EM-UP
23
QYEAR: 1999 QGENRE: SPORTS Shoot-’em-ups are definitely outside of Squaresoft’s
Konami’s International Superstar Soccer had long been
25
RPG comfort zone, but you wouldn’t have known
a fantastic choice for gamers looking for an alternative to it when playing Einhänder – the game was pretty
EA’s FIFA series, and this game represents the transition conventional, but of a very high quality. The gameplay was
from the ISS Pro series to the modern Pro Evolution Soccer line. ISS enhanced by the combo-based score system and modular
Pro Evolution introduced club teams and the Master League mode, Gunpod power-ups, useful for taking down the big bosses. It’s
bringing it closer to audience tastes while evolving the series’ trademark the only import game to reach your top 25, and we can only
simulation gameplay with additional dribbling tricks and an extremely imagine how high it would have climbed if it had received a UK
potent one-two pass. release. We’re hoping for a PSN release to correct the injustice.
32 | PLAYSTATION
TOP 25 PLAYSTATION GAMES
22
The first of Namco’s home console mission that the PlayStation is as much about
arcade conversions to featured entirely new stages and the hardware as the software.
make our list, Time Crisis boss battles. In the new mission, The game was incompatible with
provided an excellent rendition protagonist Richard Miller is previous lightguns, and came
of the rescue mission that had tasked with infiltrating a hotel bundled with Namco’s new
enthralled arcade gamers in 1995, which happens to be a front for an lightgun. The G-Con 45 featured
including all of the incredible set illegal weapons factory, run by the extra buttons along the barrel,
pieces and secrets. It’s easy to take
the game for granted now, but the
villainous Kantaris. The new mission
changed the dynamics of the game,
acting as a substitute for the
arcade game’s foot pedal, and Resident Evil
action pedal was a revolution in introducing a grading system which plugged into the console’s video QDEVELOPER: CAPCOM
lightgun game design – the ability determined the route players took output to enhance accuracy. Other QYEAR: 1996 QGENRE: SURVIVAL-HORROR
to take cover allowing the player through the game, offering players developers adopted Namco’s gun
20
Capcom’s survival-horror
an additional means of avoiding the chance to visit different locations as a new standard, as thousands of game made a huge impact on its
damage beyond simply firing and fight different bosses on each players picked up the hardware and debut, popularising survival-horror
faster than the enemy – though playthrough. The inclusion of the its bundled killer app. and shifting over 5 million copies. Locked
inside a deadly mansion filled with mutated
monstrosities, your goal was to take control
“A great of special forces agents Jill Valentine or Chris
shooter with Redfield and get out alive – along with as
many of your comrades as you could save.
music to die for”
With limited ammunition, there was no hope
gmintyfresh of laying waste to every zombie you could
find – a tension-building approach which was
novel in 1996. The fantastic 2002 GameCube
remake means that the original Resident Evil
doesn’t have the impact it once did – but just
remembering those dogs crashing through
the window easily justifies the game’s place
in this list.
19
The game that popularised rhythm-
action as we know it today, PaRappa
The Rapper is one of the PlayStation’s
more offbeat hits. The core gameplay in
PaRappa is simple – each of the game’s six
stages involves PaRappa rapping with an
instructor, whose lines he must repeat by
“Stupidly following the button prompts at the top of
addictive once you the screen. While the game received some
know what you’re criticism for its brevity, PaRappa’s charms won
doing, and the songs are over gamers. The use of paper-thin cartoon
great too.” characters in a 3D world is unique, the raps are
21
The PlayStation is renowned for its excellent selection of
Japanese RPGs, but few of them took the action-RPG
approach. Of the ones that did, Alundra was the best, which
comes as no surprise. While Matrix Software isn’t the most well-
known studio, it was founded by staff from Telenet Japan and Climax
Entertainment – the studio that was responsible for Landstalker on
the Mega Drive. Alundra’s plot revolves around the titular elf who
has wound up shipwrecked in a strange village. He has the ability to
enter the dreams of others, which he needs to employ in order to
work out why the inhabitants of the village are having dreadful
nightmares. Standing apart from its contemporaries with great
2D artwork and a long, satisfying quest, Alundra is a classic that
fans of the 2D Zelda games will particularly appreciate.
PLAYSTATION | 33
Silent Bomber Grandia
QDEVELOPER: CYBERCONNECT2
QDEVELOPER: GAME ARTS
QYEAR RELEASED: 1999 QGENRE: ACTION
QYEAR: 1999 QGENRE: RPG
17
This futuristic action game takes the Grandia took ages to
classic top-down shooter format and
introduces its own twist – instead
15 arrive in the UK but was
worth the wait. Ported from
of shooting your targets, your method of the Saturn original, this RPG
attack is to lay down bombs and detonate avoided the genre archetypes
them from afar. This is complicated by of random encounters and
a whole host of extremely aggressive turn-based actions. The
enemies, ensuring that your protagonist combination of 2D sprites on
Jutah is constantly in motion. The result 3D backdrops has aged well, too.
is a unique game featuring a high level
of difficulty and satisfyingly fast-paced
action. It’s not uncommon to find yourself WipEout 2097
fighting multiple enemies while avoiding QDEVELOPER: PSYGNOSIS
the fires emerging from recently destroyed QYEAR: 1996 QGENRE: RACING
targets, which could have proved technically
Tomb Raider challenging. CyberConnect 2 managed to 14 Psygnosis’s sequel
took everything
QDEVELOPER: CORE DESIGN get the PlayStation to handle this visual that was great about the
QYEAR RELEASED: 1996 QGENRE: ACTION ADVENTURE overload admirably, and provided an original and improved on it,
While Tomb Raider is one of the PlayStation’s most iconic
18
appropriately energetic electronic soundtrack introducing one of gaming’s
series, the annual sequels meant that voting was divided to accompany the carnage. greatest power-ups – the
between five games and the series had a tough time in Quake Disruptor. The more
this poll as a result. The original is the game which makes your forgiving level of difficulty
final cut, and a fine choice it is – its mixture of platforming, puzzle- helped the game to reach a wider audience.
solving and gunplay was groundbreaking in the mid-Nineties, a
time when developers were still finding their feet when it came
to making 3D games. The first game in the series has a heavier
Tekken 3
QDEVELOPER: NAMCO QYEAR: 1998
emphasis on puzzle-solving and exploration than its PlayStation
QGENRE: BEAT-’EM-UP
sequels, and is packed with memorable moments including an
encounter with a Tyrannosaurus Rex. Tomb Raider ’s success was
phenomenal, catapulting Lara Croft to stardom as one of gaming’s
13 A refreshed cast and
improved visuals took
Tekken 3 to the top of the
first female protagonists and launching a series that has seen
3D fighting scene in the late
myriad sequels as well as movies and merchandise.
Nineties. The game also
introduced the Eddy Gordo, a
favourite of button-mashers
Tony Hawk’s worldwide – perhaps
explaining why it didn’t place higher.
Pro Skater 2
QDEVELOPER: NEVERSOFT
QYEAR RELEASED: 2000 QGENRE: SPORTS
Die Hard Trilogy
QDEVELOPER: PROBE ENTERTAINMENT
Tony Hawk’s Pro Skater 2 was
34 | PLAYSTATION
TOP 25 PLAYSTATION GAMES
Rage Racer
QDEVELOPER: NAMCO
great height variations, leading to memorable
sights such as the waterfall on your climb
towards the first track’s tunnel and plunging
9 experience began and ended with VII, Final Fantasy VIII came as a
shock – but even those who had followed the series from its days on
Nintendo consoles were in for some surprises. While the complete refresh
QYEAR RELEASED: 1996 QGENRE: RACING downhill straights. The move to console of cast and plot was a series tradition, Squaresoft’s decision to overhaul
Rage Racer marked the point at
10
exclusivity brought a main game with more the visual style of the series wasn’t expected by many gamers. The
which the PlayStation entries of the depth, as you competed to earn cash with gameplay was also overhauled. Magic was now drawn from enemies, and
Ridge Racer series were no longer tied which to upgrade your vehicle to your liking. summoned creatures played a far more crucial role in the game. The new
to the arcade offerings. The game offered a You needed the upgrades too, as later stages Junction system allowed players to tie magic to stats for boosts – a deep
new take on the series, with the scenery being became very tricky to pass – especially given but initially overwhelming addition. The changes weren’t to everyone’s
more muted in colour than in previous releases. that you were limited to three retries. It wasn’t tastes, explaining its lower position relative to its predecessor, but Final
However, it was still spectacular scenery – new the best-selling game in the series, but proved Fantasy VIII maintained the high quality associated with the series and
to the series was the emphasis on courses with to be a key influence on its successors. ranks as one of the PlayStation’s most visually stunning games.
“I realised that
console gaming had
surpassed PC gaming
Tekken 2
QDEVELOPER: NAMCO
when this was running QYEAR RELEASED: 1996 QGENRE: BEAT-’EM-UP
fullscreen, with a The original Tekken became the best 3D fighting game on the PlayStation almost by
controller”
SeanR 7 default – it was clearly better than the likes of Battle Arena Toshinden, but was still in
need of refinement. Tekken 2 provided the tune-up that saw the series become a serious
contender in the 3D fighting world. Staple moves such as reversals and back throws were
introduced here, as well as competitive modes like Team Battle and Survival which cemented
the game as a multiplayer favourite. Tekken 2 introduced a range of new characters, from series
stalwarts such as Jackie Chan homage Lei Wulong to comedy characters such as the boxing
kangaroo Roger. Additionally, unlocking the sub-bosses was now a much more rewarding
endeavour, as the returning characters were fleshed out to match the standards of the new sub-
bosses, greatly expanding the cast’s variety and giving the game increased long-term appeal.
8
This classic first-person shooter might have appeared on every
game it was”
system under the sun, but that doesn’t diminish the impact of
the PlayStation release one bit – quite the opposite, in fact. Prior Droo
consoles had struggled to handle Doom, dropping enemies, windowing
the action and even removing the music to get everything to fit. While
PlayStation Doom didn’t contain everything from the PC version, it was
easily the most complete and playable console version available. The
game includes over 50 stages taken from Doom and Doom II on the
PC, as well as levels exclusive to the PlayStation, and the addition of a
new ambient soundtrack further intensifies the fear factor that Doom is
famous for. Best of all, it includes support for Sony’s oft-forgotten link
cable, allowing two players to have a deathmatch or team up to battle
the monstrous hordes. First-person shooters evolved rapidly over the life
of the PlayStation, but the quality of Doom’s conversion secures its spot.
PLAYSTATION | 35
Castlevania:
Symphony Of The Night
QDEVELOPER: KONAMI
QYEAR RELEASED: 1997 QGENRE: PLATFORMER
5
Konami’s platformer was overlooked on
release but has gained a thoroughly deserved
reputation for excellence over the years.
Symphony Of The Night moved away from the linear
template of previous Castlevania games, opting
instead for a single, massive map that opened up
as new abilities were gained in a manner similar to
Nintendo’s Metroid games. The game provided huge scope for exploration, especially given that
when you think it’s all over, Dracula’s castle inverts and provides you with even more to do. It’s an
Ridge Racer Type 4 expensive PlayStation game, but fan demand has seen it ported elsewhere since.
QDEVELOPER: NAMCO
QYEAR RELEASED: 1998 QGENRE: RACING
6
Towards the end of the Nineties, it was clear that trends in the
gaming market were changing. The colourful visuals and hyperactive Tenchu:
soundtrack that had served Ridge Racer so well at the PlayStation’s
launch were out of fashion, and players increasingly demanded longer Stealth Assassins
games with more content. Luckily for Namco, somebody had a finger on QDEVELOPER: ACQUIRE
the pulse of gaming because Ridge QYEAR RELEASED: 1998 QGENRE: STEALTH ACTION
Racer Type 4 shifted effortlessly to
4
Ninjas had been the subject of countless
match contemporary tastes. The games before Tenchu, but they were primarily
game adopted pastel-coloured skies action games. Tenchu explored a more
and a more relaxed soundtrack, authentic ninja experience, by requiring the player to
while the racing – as excellently exercise caution and stealthily assassinate targets.
drifty as ever – took place across The game offered a great deal of freedom in terms of carrying out your objectives, but was not for
more tracks and cars than ever the impatient – observation was key as you tried to identify the perfect time to strike. We have to
before in the new Grand Prix admit to being surprised by just how high Tenchu placed, but it’s well worth revisiting – dropping from
season mode. the roof and slicing up an unsuspecting guard is a thrilling experience.
2
QYEAR RELEASED: 1998 QGENRE: STEALTH ACTION Before 1997, publishers were under the impression that Japanese RPGs just
weren’t where the big money was to be made. Squaresoft’s Final Fantasy
3
The technology of the 32-bit era gave
ambitious developers the tools they needed VII changed that perception forever, selling over 9 million copies and
to provide cinematic presentation – and causing a boom in RPG localisation. The game introduced a generation of
none were more ambitious in that regard than gamers to the genre and spawned a variety of sequels, as well as a movie.
Hideo Kojima. Metal Gear Solid ’s high quality Final Fantasy VII was an epic on an unprecedented scale. The game’s use of
cut-scenes provided a lesson in bringing the big pre-rendered backgrounds allowed the game a visual impact unique within
screen experience to consoles. But Metal Gear its genre, combining with Nobuo Uematsu’s incredible soundtrack to aid the story
Solid wasn’t just great to watch, as it featured in emotionally affecting players. And boy, what a story – with a memorable cast
tightly designed gameplay that inspired a number of heroes, as well as an iconic villain involved in one of gaming’s most notoriously
of stealth imitators. However, none of them could shocking moments, it lingers in the memory long after completion.
match its creativity, as the game’s ingenious
design leveraged everything from the contents of
your memory card to its own packaging.
“This was
pretty much the
reason I even BOUGHT
a Playstation”
gunbladelad
36 | PLAYSTATION
TOP 25 PLAYSTATION GAMES
READER
CHOICES’
Five Reasons
Resident Evil 2
QDEVELOPER: CAPCOM QYEAR RELEASED: 1998 QGENRE: SURVIVAL HORROR
Why It’s Great
It brilliantly handled the diminished
With the success of Resident Evil, a sequel was Resident Evil 2 employs many of the same
1 shock value of zombies by introducing
1
iconic enemies like the Licker.
inevitable. After briefly planning a spin-off set in mechanics as the original game – the same controls,
the ruins of the first game’s mansion, Capcom the limited saves and those item storage chests all
put plans into place for a new game set in and
around Raccoon City’s police department,
make a return. However, it improves on the original in
a variety of ways. Characters now respond to damage
2 The plot doesn’t spiral into the
complex nonsense of later games in
the series.
starring rookie cop Leon S Kennedy and student visually, clutching wounds and even limping as their
Elza Walker. If the latter name seems unfamiliar,
your memory isn’t failing you. Resident Evil 2 had a
health drops, and a variety of mini-games are provided
for players who have finished the game, including the 3 It introduced Leon, who also starred
in the excellent Resident Evil 4 as
well as the best bit of Resi 6.
lot to live up to – and Capcom knew it. A year into brilliantly ridiculous Tofu Survivor mission.
development, the new game wasn’t living up to the But the biggest improvement was the ‘zapping’
team’s expectations. Rather than trying to fix the
game’s problems, Capcom took the bold decision to
system, which allowed the two characters to experience
each other’s scenarios. Actions taken with one character
4 Raccoon City is the perfect setting
for Resident Evil, which is why it’s
so frequently revisited.
scrap the game and start again. The number one spot will affect the other character’s experience – defeating
achieved here just goes to show how well that risk an enemy during your first run may well remove it for
paid off.
Now starring Leon and Claire Redfield, the sister
the second, while using up items during the first run
can make it harder to get through the second. This
5 How many other games let you run
around as a giant block of tofu?
of Chris from the original game, the Resident Evil 2 feature gave the game massively improved replay value
that made it to market retained the basic setting of the over its predecessor.
scrapped sequel but little else. While the basic idea Resident Evil 2 was a narrow winner in the voting,
of the game remained much the same as the original but it’s a worthy one which represents Capcom at its
– escape with your life, as well as any survivors you absolute best. The game’s mechanical improvements
find – the new setting made for big changes. Where the were subtle enough to keep things immediately familiar
original game turned up the heat slowly by introducing to fans of the original game, but the new setting
a single zombie after a few scenes of build-up, Resident allowed the game its own distinct identity. Refusing to
Evil 2 drops you straight into the fire, placing you on the compromise on quality caused short-term strife, but the
already infested streets of Raccoon City. resulting game has stood the test of time.
PLAYSTATION | 37
38 | PLAYSTATION
THE MAKING OF FINAL FANTASY VII
W
ithout hyperbole, Final Fantasy VII is the
In the mid-Nineties, Square’s RPG that changed the genre. Opening the
Western floodgates to Japan’s own style
flagship franchise abandoned of role-playing and popularising the entire
Nintendo’s hardware and sub-genre, the 10-million-plus-selling game
was, for many players, their introduction to the
embraced the PlayStation, potential of interactive storytelling and the first
videogame narrative to leave a mark on them. It’s
a move that would lead to also divisive, anecdotally referred to as the most
returned game of all time and often criticised by
Final Fantasy VII, an ambitious, Western RPG veterans – yet such cynicism can’t
mask the impact it had upon release in 1997. Along
refined and enormously with Gran Turismo, Final Fantasy VII shifted millions
of PlayStation consoles by demonstrating the
influential RPG. Director machine’s capabilities, captivating gamers with a
fictional universe of unrestrained scope and style
Yoshinori Kitase and art that would govern an entire corner of the industry.
director Yusuke Naora discuss Back when the game was being created, Square
(today known as Square Enix) was a company in
the creation of this masterpiece transition, and the influx of talent that brought FFVII
into being, as well as a development culture that
with us in unprecedented depth. fostered creativity, was ultimately responsible for
this deservedly celebrated RPG.
Steven Spielberg’s Jaws fits At the 1995 SIGGRAPH computer graphics
convention in Los Angeles, the company formerly
into it somewhere, as Retro known as Square presented an interactive demo
to the world that showcased its Final Fantasy
Gamer discovers… property in unprecedented fashion. This project
PLAYSTATION | 39
depicted three characters from Final Fantasy VI that used the higher-capacity CD media,” director
fighting a Golem enemy in full 3D, a jaw-dropping Yoshinori Kitase tells us.
contrast to the SNES-based 2D roots of the How ironic that this franchise would soar on a
game, complete with visual effects and cinematic Sony platform, given that Nintendo publicly broke
in-battle camera angles that implied a future away from a CD-enabled SNES collaboration with
beyond the static staging of the series’ stories the electronics giant earlier in the decade. The
up until that point. When you look at the tech emerging disc format enabled Final Fantasy VII
demo now, you can absolutely see the founding to be far more cinematic than its forebears – an
technical conceit of Final Fantasy VII embedded important factor, especially to Sakaguchi. Yet
within it. Squaresoft saw that Final Fantasy could an interesting factor in all this was the set of
be so much more on a platform that allowed technical influences on the team, many of whom
the company to experiment with such high-end were from Western game development, as
technical ideas. Kitase explains to us: “We looked at trends in
The SIGGRAPH project would form the ‘seed’, the foreign-made PC games of the time, such as
as producer and creator Hironobu Sakaguchi Alone In The Dark and Heart Of Darkness [and
dubbed it on a promotional video for the game, so on], and made it our objective to combine
of Final Fantasy ’s move into the next console together smooth action sequences using polygon-
generation. To any seasoned gamer, the most based characters and clever camera work with
well-known part of the development of Final the insertion of effective CG movies at a high
Fantasy VII is the defection that started it all. level. I believe that we pretty much achieved our
Long considered a Nintendo stalwart since the goals in this regard.”
original Final Fantasy ’s release on the NES in
W
1987, Square shifted to the PlayStation for its hen it came to setting and story, Final
CD-ROM capabilities over the N64’s comparatively Fantasy VII would similarly be a departure
limited cartridges. This fit the grand ambitions of from series convention. While the previous
this new sequel. entry in the series had a pronounced
“We were fans of Nintendo’s hardware, steampunk theme, the set of environments
although in order to use CG movies in the game in the seventh game would vary massively from
like we intended, we needed a lot of storage continent to continent, from a vast, polluted
space, and for that reason decided on a platform metropolis to backwater towns; that clash of
Chocobos Battle on
Catching them, riding them, racing Fort Condor
them and breeding them – the Visiting Fort Condor triggers this
Chocobo element of FFVII is a game intriguing little strategy offshoot,
in itself, and becomes bewilderingly where you fund small skirmishes
complex when you’re looking to to hold back Shinra forces from the
breed that lucrative Gold Chocobo, giant bird perched atop the fort. It’s
which can reach parts of the map no Age Of Empires, but it shows
that even the Highwind cannot. how diverse the ideas are in FFVII.
Snowboarding Motorcycle
On the second disc, Cloud gets the chase
opportunity to snowboard down a One of the nicest surprises early on
mountain. Later in the game, it re- is an action-based mini-game where
emerges as a tricky arcade game at you have to protect your comrades
Gold Saucer’s Wonder Square. This from Shinra soldiers on bikes by
mini-game was popular enough to ramming them off the road with
justify a mobile spin-off, which is Cloud’s inexplicably large Buster
naturally only available in Japan. Sword. It’s great fun.
P
many different periods in a semi-chaotic manner, layers don’t properly encounter Sephiroth
including things from our everyday lives such as until they’re around ten hours in, and even
» Final Fantasy VII’s Materia system is so deep that it can eventually the newer buildings in Tokyo, the streets of Ginza, then it’s in fleeting glimpses – we see
transform the entire rhythm of a battle, by letting you alter the conditions of it. and the Shibuya station building.” All this led to a him prominently in flashbacks, leading to
laudably diverse set of environments, which still the discovery about his sad origins and
felt like a cohesive part of the same world. subsequent breakdown. He, along with the
The setting was closely connected to the attached musical theme, One-Winged Angel,
narrative – the backdrop of Final Fantasy VII ’s would become iconic aspects of FFVII upon
story is that the planet is suffering, being mined release. Cloud, the amnesiac hero trying to piece
of resources by the ruthless Shinra, which is his distressing memories back together, was an
also a prominent military force. Yet the central equal point of fascination for players. It’s this
conflict of the story is actually smaller-scale than dynamic, with their subsequently explored
A
ll the character designs and their
THE GREATEST MOMENTS personalities were left in the hands of the
designers, a break from previous games,
42 | RETRO
PLAYSTATION
GAMER
THE MAKING OF FINAL FANTASY VII
T
he Lifestream is the literal embodiment of
the planet’s energy, where all life emerges
from and where it returns to with death.
Its genesis came from Sakaguchi, who had
come up with the idea as a reaction to tragic
T
he most talked-about moment in this managed to capture the design in a
complex tale, though, would be the death most accessible way at a time when
of a major character. One of the conditions our controllers had only a D-pad and
of running our exclusive interview from two buttons. The elegance of the Final
Fantasy approach to role-playing has
Square Enix was that we wouldn’t reveal this
inspired a generation.
character’s name – but you know which one we’re
In fact, the very first videogame that
talking about. Everyone knows it. You might my wife and I played together from
beginning to end was the first Final
Fantasy game on the NES. To this
day, we have fond memories of that
experience and an irrational loyalty to
the franchise. I know that many people
see Final Fantasy VII as the high-water
mark for the series, but for me it was the
earlier Final Fantasy games on the NES
and Super Nintendo that have had the
most impact.
PLAYSTATION | 43
have spent hours training this character up before of a talented group of people, sharing a potent
WHAT HAPPENS the event occurred. It didn’t matter. This character creative culture. We asked Kitase about the team’s
was wiped out of the story. Such a brave decision dynamic at the time.
NEXT… would be the defining moment, and it stunned “Before FFVII we only really had 2D pixel
this new generation of JRPG fans, and is still the art designers, but for this project many 3D CG
SEQUELS IN FINAL FANTASY subject of much conversation today. specialists and designers came in from outside
It is odd that Square Enix declined to comment the company, leading to an interaction of various
on the sequence, having done so in the past – working cultures that was very stimulating,”
even Kitase himself, back in 2003. It could be that he says. “All the in-house designers also
the company is hoping new gamers discover started to learn to use CG tools, and we held
Final Fantasy VII through the PlayStation Store, or a lot of seminars and explanation meetings. I
that something new involving the game is in the personally received instruction in how to use
pipeline. Either way, that moment was designed Alias PowerAnimator, and around a tenth of all
by Square to create a sudden void in the player, the character motions seen in the game’s event
to make them think they’d have acted differently scenes were actually created by me!”
were they to know it was coming. We had to ask Kitase if anything changed in
There are more surprises besides, though. A development – and, as it happens, Square had
major plot point some way into the game sees the a relatively airtight vision of FFVII, with only
Final Fantasy X-2 threat level raised significantly as giant creatures, one change that fans will definitely have noticed.
Solid and technically superb but
tonally misfiring, Final Fantasy X-2
took FFX ’s timid protagonist, Yuna, When thinking about a modern
then popped on some hot pants
and gave her a couple of guns. The
game’s ‘Perfect’ ending is almost
take on a powerful evil, we came up
worth playing through it alone for
fans of the first game, though.
with the idea of a corporation
a super-boss motif of the series known as “The only thing that we had to change during
Weapons, march into the overworld and heighten development was the level of deformation on
the drama of the closing act. The Emerald and the characters. The fact that the characters are
Ruby Weapons are especially tough to beat, yet depicted at different levels of deformation in the
incorporating these powerful entities as part of field, battle and CG sections is a remnant of these
the Sephiroth storyline imbued them with a new changes.” Whereas field characters ended up
importance. Kitase explains why the team opted being blocky 3D models, the characters in battle
to do this: “In all Final Fantasy games, we always had far more detail. As Kitase mentions, too,
put in very powerful monsters in the latter parts you can see this difference in CG movies – some
of the game to challenge dedicated players and to depict the characters in blocky form, while others,
Final Fantasy IV: deepen the gameplay experience, enhancing the like Sephiroth before the flames of Nibelheim,
The After Years longevity of the title and giving something to do are more impressively realised. It’s a curious
Originally released on mobiles in aside from the main quest. We had already got inconsistency, but of course forgivable in the face
Japan, then through WiiWare and the concept of the Weapons as defenders of the of the finished product’s other achievements.
again on the PSP with Final Fantasy IV: planet for FFVII and so decided to tie that together The locations have aged better, thanks to the
The Complete Collection, The After with these play-enhancing features.” heavy use of prerendered backgrounds. Yet part
Years is a direct sequel that is built But the story, despite forever being the guiding of Final Fantasy VII’s appeal to long-time fans was
with the look of the original SNES title. light for the Final Fantasy series, was matched the introduction of a fully 3D world map. Despite
The PSP version presents it in the most by FFVII ’s immense technical and mechanical the cinematic touches present in other parts of
coherent, beautiful form. advances. Creating a masterpiece of this calibre, the experience, the world map was seen as an
with such scope in setting and the jaw-dropping updated version of the SNES overworld. “This
amount of iconography that would define part of the game was not actually all that much of
Japanese RPGs from there on, was the product a challenge,” says Kitase. “It goes without saying
that, at the time, creating data for a 3D map was
hard work, but for better or worse we decided
» The game’s early Tifa/Aeris choices give you to do the map along pretty similar lines to a 2D
an opportunity to damage a girl’s self-esteem.
world map from the Final Fantasy games of the
Super Famicom era, so there were not a lot of
problems with the overall vision.”
44 | PLAYSTATION
THE MAKING OF FINAL FANTASY VII
The Northern
Crater DEVELOPER COMMENTARY
DEVELOPER COMMENTARY
FORGOTTEN MIDGAR
The overall
CAPITAL
As this was to be the
“
silhouette of
Midgar was
“
location for some of the
most important scenes, it
inspired by
looking at a pizza
needed to be eerie, spiritual I was eating with
and made up from a more friends while I was stuck for design
limited number of elements. ideas. For the Shinra building, the
In order to convey the idea overall sense of scale came from
of long dead civilisations, looking up every day at our company
we used the motif of the Forgotten offices and also had features taken from
Wutai fossilised prehistoric sea structures where practicality influences
Capital
bed, with architecture the design, such as the bridge of a
based on giant shells. battleship and industrial furnaces.
” ”
Rocket Costa
Town Midgar
Del Sol
Corel
Nibelheim
Junon
Gold
Cosmo Saucer
Canyon
DEVELOPER COMMENTARY
Gongaga
COSMO CANYON
The concept of this area
“
had been finalised as a
valley and observatory DEVELOPER COMMENTARY
like the Grand Canyon, so
I had the designers put in GOLD SAUCER
more of a medieval feel, As there were a lot of mini-games in the title, I
with fantasy elements
such as the clockwork ‘cosmic spheres’
“
set the question of, ‘What would an amusement
park in this world be like?’ and made sure
planetarium and the gyroscope compass.
” everyone had fun when designing this area.
”
JUNON NIBELHEIM GONGAGA COREL
A port town that is also a As more observant players will This sad little town is the Barret’s hometown-turned-post-
military base, Junon is attacked know, after Nibelheim was burnt location of an exploded Mako Shinra-wreck, this is where you
later on by Sapphire Weapon, down by Sephiroth, the entire reactor, with the citizens can catch the lift to the far more
where the giant Junon cannon town was rebuilt by Shinra and mourning their lost. Like a jolly Gold Saucer. There’s a ruddy
ceremoniously takes it down. the citizens replaced with its sister town of Nibelheim, in superb chase sequence here later
employees in a cover-up. a strange way. in the game, too.
THE NORTHERN COSTA DEL SOL WUTAI ROCKET TOWN
CRATER An utterly bizarre, Spanish-style A more culturally differentiated Built around a launchpad, this is
This is where Jenova landed holiday town with a relaxed locale to everywhere else, Wutai where one of the more interesting
about 2,000 years before the start atmosphere, players could later is the sole town on the far characters, foul-mouthed pilot
of the story – a creepy, expansive buy an overpriced house in this western continent, and marks Cid Highwind, hails from. It’s
crater where the climax of the pleasantly different part of the the only location where the a cheerful moment when they
game takes place. world map. heroes team up with the Turks. finally get the rocket into space.
PLAYSTATION | 45
between generations. “We had decided on the
idea of battles in 3D, with the camera panning
and zooming around the action, from before
beginning development on FFVII. In 1995, we
created a prototype game based on doing the
battles from FFVI in 3D and showcased it at the
SIGGRAPH convention that year. This test game
was made with an eye to perfecting the idea for
the battles in FFVII.”
Aided by the straightforward yet endlessly
customisable Materia-based ability system, as
Instead, the team had to spend more well as visually extravagant Limit Break attacks,
time worrying about the individual locations the combat in Final Fantasy VII would never
themselves, which were significantly more become a chore. This title also saw the best work
imaginative than their cartridge-based forebears. of composer Nobuo Uematsu, building on his
“It was actually a lot harder and took much more incredible music in FFVI with a series of stunning
» Aeris is the most innocent character in the story,
and remains massively popular with fans. work realising the fully rendered backdrops for and highly memorable themes and leitmotifs.
the towns and dungeons, as nothing like these Any poignant, dark or pleasant instance is helped
had ever been done before at the time. Having along enormously by his work, and he made an
said this, the world map in FFVII did play a very easy collaborator for Square. “We basically just
important role in the game. After the first part, showed Mr Uematsu the character designs and
CONSTANTIN which is spent in the oppressive and cramped the scenario, and had him familiarise with the
environment of Midgar, the feeling of liberation overall themes and images of the game before
JUPP and freedom at the moment when you step out letting him loose. There were no specific detailed
Assistant producer,
Media Molecule
46 | PLAYSTATION
THE MAKING OF FINAL FANTASY VII
The Anatomy of
SWORD &
CLOUD
He carries a big sword and
SORCERY
Though there is a whole load of swords for you to
equip to Cloud that you gather throughout the game,
always seems miserable, but just none are as iconic as his famous starting weapon, the
how much do you know about gigantic Buster Sword. It’d never work in real life, of
Final Fantasy poster boy Cloud? course, but then never would Cloud’s unfeasibly pointy
hair. Besides, Final Fantasy VII is a game about a
half-alien madman trying to destroy the planet being
stopped by a magic wielding team that includes
a man with a gun for an arm and a talking cat.
In other words, forget about realism and
embrace that badass sword.
TROUBLE
& STRIFE
A poster boy for angst, Cloud’s sullen demeanour
early on in Final Fantasy VII has earned him a not-
undeserved reputation as being a bit of an arse.
As the game progresses, however, Cloud softens
up a little as we get to know his backstory and the
arrogant, uncaring front he puts up is broken down.
Cloud begins as a former member of elite military
unit SOLDIER, working as a mercenary for
freedom fighters AVALANCHE. However,
there’s more to Cloud’s past than
meets the eye…
SUPERSTAR
As well as being the protagonist of Final
Fantasy VII, Cloud has made a number of
JACK OF other appearances. He appeared in the Final
Fantasy themed fighting game Dissidia Final
ALL TRADES Fantasy, Kingdom Hearts and Kingdom Hearts
Cloud is unquestionably the best character in 2, Theatrhythm Final Fantasy and Chocobo
Final Fantasy VII from a gameplay perspective, in Racing, amongst others. He’s even made
part because he’s an all-rounder with high stats in all an appearance in a film (albeit a rubbish
categories. He’s got good attack power, meaning you’ll one) in the form of Final Fantasy
probably want him in the front row to dish out damage. VII: Advent Children.
But he’s also the second best magic caster after Aeris,
so you can focus on magic with him if you choose. If
that’s not enough, Cloud’s got the most powerful
Limit Breaks in the game, his signature
move and final Limit Break being the
devastating Omnislash.
PLAYSTATION | 47
PaRappa The Rapper
“KICK! PUNCH! IT’S ALL IN THE MIND”
48 | PLAYSTATION
PLAYSTATION | 49
One of the trailbllazin
ng 3D fighterrs of itss time e, the Tekke
en seriies
co
onttin
nues to
o pack a punch to thiss dayy. Luke e Albig
gés gooes he
ead-to
o-head
with
h series prroducerr and dire ector Kaatsuhirro Harrada to learrn aboout the
originss of the Kiing Of Irron Fisst Tou
urnam ment
I
f there’s one thing we’ve learned over the around games like VF and Tekken – that extra dimension
years, it’s that there’s no tangible benefit offered fighters unprecedented tactical options while
to being first to the party in the technology showing off the latest tech beautifully, although we were
market. But Sega, more than any other surprised to hear that Tekken was originally designed
company, seems to have suffered from failing to around the latter rather than the former. “Tekken was
recognise this trend. a project to develop technology for use in 3D character
Saturn beat PlayStation to the punch, but Sony still animation, rather than as a 3D fighting game,” reveals
dominated the generation through clever marketing and series overlord Katsuhiro Harada, the veteran producer
better third-party support. Dreamcast versus PS2 was and director who has been on the series since it began.
a similar story, with many skipping Sega’s dinky white “We reworked the game drastically around Tekken 3 to
classic to wait for the follow-up to a proven success. make it more of a proper 3D fighting game.”
And even when it came to ushering the one-on-one Through some combination of innate skill, blind
fighting genre into the third dimension, Sega was once luck, experience and novelty value, though, everything
again first on the scene with Virtua Fighter. But with a came together to make Tekken seem like one of those
novel gimmick in its ‘one button per limb’ configuration glimpses of the future – a moment where you see
and the good fortune to back the more popular console, past a game’s problems and appreciate it for what it
Namco’s Tekken series would come to be the very means for the next era of gaming. Or, in this case,
definition of what a 3D fighting game should be. just a supremely enjoyable early 3D fighter at a time
With the industry shifting rapidly from 2D to 3D at the when nobody else had really stepped in to show
time, it’s no real surprise that excitement was so high the world how the genre was supposed to be done.
» The view select option was only really » Finishing Arcade mode with a » King only came into his own when
there to show off the 3D visuals. character makes their rival playable. Namco gave him his chain throws.
50 | PLAYSTATION
THE HISTORY OF TEKKEN
PLAYSTATION | 51
» A perfect run on the Galaga loading
game unlocks a secret character.
G
been released to prove itself. “There wasn’t another
option to consider,” Harada confirms. “Most people rather than rivals. It shows lack of understanding when iven the enormous popularity of Tekken
knew that platform as PlayStation, but we developed people try to say there is rivalry or bad blood there. both in arcades and on PlayStation, a sequel
the PlayStation hardware-compatible arcade board, Often, events for several games are held at the same was always on the cards. Indeed, Tekken
System 11, along with SCE before the release of the time.” Perhaps it’s less a competitive scene and more 2 was one of the most anticipated titles of
PlayStation.” A risk, then, but a calculated one and a somewhat symbiotic one, then – each fighter needs the early PlayStation era, with the kind of magazine
with PlayStation the strongest of the then-forthcoming others to succeed as well in order to maintain popularity coverage and pre-release buzz that you seldom see for
consoles in terms of 3D tech – the route Namco was and awareness for the genre as a whole. “Even if a franchise which is only one game old. With that in
exploring with games like Ridge Racer and Tekken – someone feels hostile towards a rival, that just shows mind, it’s odd to hear that Namco was still going at it
the team simply latched onto the most obvious partner. their own shortcomings. That said, it is entertaining as from a very tech-minded point of view. “It was basically
Which, as the history books will tell you, worked out a performance,” he chuckles, as we recall his staged decided by focusing on what new technology we
pretty well. Whereas even established greats like Street spats with Street Fighter boss Yoshinori Ono in the wanted to implement,” recalls Harada when discussing
Fighter and The King Of Fighters would struggle to find lead-up to the launch of Street Fighter X Tekken – for all the approach to creating the second game. But it
their footing on PlayStation, Namco read the market the trash talk, cosplay, hashtags and other daft feigned wasn’t all polygon counts and bullet points – gameplay
brilliantly and as such had a fighter at the forefront of rivalry there, the pair were always complimentary of still counted, as anyone who has played the improved
Sony’s revolution to make gaming cool. one another’s work when asked directly. sequel will recognise. But the PlayStation audience was
From an outsider’s perspective, it seems to be an As much as the market may have changed a lot still too young to be trusted, so Namco took gameplay
extremely competitive market, but Harada is quick to in the last 20 years, Harada himself doesn’t seem to advice from a more established, reliable source instead.
downplay this. “If asked whether there is a rivalry with think he has. “I’ve just gotten older, I think,” he smiles. “Regarding the game as a fighting game, we based
other fighting games, maybe most won’t understand “My role hasn’t changed that much. Perhaps going to our decisions on feedback from questionnaires in the
this, but in the arcade game sector, we are rivals but the arcade to promote the game and for the events is arcade,” states Harada.
also comrades,” he reasons. “For companies that something I don’t do anymore. In regards to marketing “The arcade is a very severe market,” he continues.
operate arcades, not only do you need your own games and PR, conceptual design, game design and project “Consumers only pay you 100 Yen at a time to play.
to be successful, but also those of rival companies as management, these are some of the roles I have always You don’t get 50 dollars right away – you have to have
well. That’s why they are more like brothers-in-arms had. I’ve been a bit bossy, even when I was young.” them keep coming back. That means your game has
to be extremely fun to survive. Fighting games raised
in this environment are more entertaining and more
balanced as a result.” Even so, it’s a tough market to
crack from this angle today, with the cost of console
development alone being prohibitive enough for many
smaller teams before you even factor in anything like
arcade boards. Plus, there’s the small fact that the
arcade scene isn’t what it used to be, though Harada
doesn’t seem to see this as a worldwide problem.
“Many people say arcades are dead,” he muses.
“Maybe in the West, that is somewhat true. But they are
still around in the Eastern hemisphere, especially Asia.
They are even increasing in South-east Asia. Console
» Yoshimitsu’s design and moveset » How far can you get on one life gauge? releases of Tekken sell millions of copies each so you
change hugely with each game. Zero wins ain’t the best record… might think it is quite lucrative, right? Maybe even more
52 | PLAYSTATION
THE HISTORY OF TEKKEN
than the arcades? But, that is not true. You only receive Even though Street Fighter X Tekken promotion As the smug grin subsides, we move onto the third
50 dollars for a console title, maybe up to 100 including is long since finished, Harada can’t seem to help but game, one widely renowned as one of the best of its
DLC, and then you’re done. But hit games in the arcade take one last friendly pop at Ono in summarising his time. As previously stated, it was around this time that
keep on performing. We make about as much as the argument. “One of my favourite franchises, the Street Harada and his team really started to focus on gameplay
console release when we sell the initial game and arcade Fighter series, didn’t see a new instalment for ten to the same degree as presentation and it shows –
cabinet, but then keep profiting as the game continues years in between Street Fighter III [and] Street Fighter there’s a level of depth here that arguably wouldn’t be
to perform in the arcade. Most people don’t know that IV,” he recalls. “However, we are also an arcade beaten until Virtua Fighter 4 rolled around some time
we make at least as much, if not much more from our operator, so we were able to generate revenue to keep later. It’s the best performer out of all of the Tekken
arcade releases of Tekken. Are you surprised?” updating the Tekken franchise with new instalments. games too, but is it the best? Harada offers a surprisingly
Yes. Yes we are, actually, but we’re even more That’s essentially why Tekken has generated the most diplomatic response, considering we’ve effectively just
surprised to hear that the money made here is poured income in the arcades in the past 20 years of any asked him to review his own children. “Tekken 3 did
right back into the franchise in the form of console fighting games, and sold over 43 million console copies very well in the arcades, and sold well for many years
extras. “The revenue gained from the arcade is then worldwide, making it the most successful fighting on the console,” he says. “The console sales ended up
invested into the development of the console version,” game franchise. I think that proves the strategy chosen being 8.3 million copies! If you just look at the numbers,
reveals Harada. “That is why compared to other was the correct one.” I guess you could say Tekken 3 was the most
fighting games, Tekken is able to have more bonus
modes, customisation features, bonus BGM and
additional characters at no added cost to the consumer.
So many console consumers often never realise the
benefit they are receiving from Tekken being in the
arcade. That is basically why we develop in this cycle.
That’s probably also why Tekken has survived for 20
years now.”
PLAYSTATION | 53
KILLER COMBOS
successful. I have a lot of good personal memories
from that instalment as well. That said, I don’t consider it
as the best Tekken. 5 and 6 were also quite successful
and well received. They even maintained the top spot in
The ten-hit strings we’ll never forget the arcades for five consecutive years.”
As you can probably gather, Harada won’t offer a
54 | PLAYSTATION
THE HISTORY OF TEKKEN
SPECIAL
» Tekken Force: rubbish no matter how
much better it looks on new hardware.
MOVIES
The fighters that have
tried (and failed) to take
on Hollywood
STREET FIGHTER: THE MOVIE
(1994)
QA classic for all the wrong reasons, with a
» Tekken Tag ’s innovative mechanics
helped it stand out at the time. script written by someone who
had no idea about the game.
Raul Julia’s final role serves up
the best bits – “For you, the day
Bison graced your village was
the most important day of your
life,” he taunts Chun-Li. “But for
» How many other fighters allow an old » Tag ’s evolution allows for some insane
combos once you master the engine.
me, it was Tuesday.”
man to punch out a kangaroo?
T
it and it works. It’s still rubbish,
his might go some way to explaining the – the Rage mechanic of Tekken 6 sails a little too close obviously, but in terms of sheer
next two games in the timeline – Tekken to today’s odd obsession with comeback mechanics, fun, the Mortal Kombat movies
Tag Tournament was effectively a greatest but it’s no better, worse or more effective than Garou’s are among the best examples of
hits package with a neat new mechanic, TOP system so we’ll let it go. Both Tekken 5 and 6 videogame-based silver screen
while Tekken 4 went wildly off-template and made played things relatively safe, the core fighting returning silliness going.
fundamental changes to several crucial aspects of the to the template laid out by 3 and with all the same
game, attracting a fair amount of criticism for doing so. kind of frippery laid about around it to keep fans happy DOA: DEAD OR ALIVE (2006)
We ask whether Sony had wanted Tag to be a launch whether they were fighting or not. Customisation was QThe only movie here to really ‘get’ its source
title for the PlayStation 2 following the successful the big new thing – SoulCalibur ’s creation suite it may material, DOA is a gratuitous 87
collaboration between the two brands the generation not be, but the dress-up mode in modern Tekken minutes of teen titilation thanks to
before, but Harada laughs off the idea. “There wasn’t games is still fun to play around with all the same. sexy ladies, buff dudes and more
much discussion on whether to make Tekken Tag a And so we come to Tekken’s latest outing. No, not sexy ladies squaring off in various
launch title,” he tells us. “That was the role of Ridge the iOS card game, although that is surprisingly good unsuitable outfits. Jaime Pressly
Racer. Tag just came along at the right time.” fun. We’re talking about Tekken Revolution, the free-to- kills it as Tina – too bad the rest of
Similarly, the question of making the non-insignificant play PS3 game that has already been downloaded by the bunch are either terribly cast
leap from PlayStation hardware to PS2 (with its over 3 million players. It just goes to show how much or just terrible by comparison.
all-powerful Emotion Engine) seems equally easy for the world has changed – Tekken 3 sells over 8 million
the Tekken boss, but then he wouldn’t have been but today, Namco can only give away 3 million copies THE KING OF FIGHTERS (2010)
the one doing the coding. “There wasn’t much that of Revolution – but Harada seems happy with how it’s QOnce again we turn to the casting
we had trouble with regarding the technology,” he all going. “We were able to gain a lot of feedback, so department with a giant question mark over
says. “Actually, the tough part was that the number of I am satisfied,” he states, but he does have an odd our heads – casting an American dude as Kyo,
polygons increased drastically, and we were struggling to confession to make. “If I were to give my honest answer Maggie Q as Mai and Ray Park
find a way to use this increased power effectively.” to whether fighting games are well suited to F2P, I would (aka Star Wars baddie Darth
But find it they did – Tekken Tag looked great at the say no. This is because the basic game model was born Maul and Toad in X-Men ) as
time and 4 looked even better when it turned up, even in the arcade, coin operation-based environment from big boss man Rugal. We’re
if it did follow the odd mantra of ‘if it’s not broke, fix it 20 years ago. Currently popular genres such as team surprised they didn’t get
until it is’. As is always the case, some gamers who battles, four-player co-op and RPGs are probably better Stephen Fry to play Terry
hadn’t really gotten on with the series in the past will suited. Or perhaps changing the fundamental gameplay, Bogard. Perhaps he was busy.
tell you how much they love this one that breaks from like in SoulCalibur: Lost Swords.”
tradition, but the majority wanted tradition back. Moving Even two decades on, Harada still has a passion for TEKKEN (2010)
the emphasis away from juggle combos and onto spatial his franchise and a bunch of interesting new ideas on QThe characters’ nonsensical back-stories
positioning was an interesting move but not one that where to take it. The free-to-play experiment isn’t the and reasons for competing in the Iron Fist
paid off, although that doesn’t seem to have hurt the sign of the end of Tekken as we know it either. Tekken should make for an awesome movie before
franchise. If anything, it has actually helped. “It was 7 is currently going great guns in Japanese arcades and the fights even start. But
because of the failure of Tekken 4 that we are successful will inevitably head to consoles in the not too distant director Dwight H Little plays
today,” Harada claims. “In game development, failures future, particularly as it’s built on Unreal Engine 4 things a bit too straight here
often teach us quite a lot. That’s why I think there was a hardware. And best of all, two decades in, Harada still – this is far from the worst
lot things in that game that are worth looking at.” dreams big. “To create a game which everyone says movie on this rundown, but
After 4, it’s hardly surprising that core series Tekken ‘Now that is exactly what I have been waiting for!’ perhaps the most forgettable.
games haven’t taken any risks, at least not to that level That is my goal,” he closes.
PLAYSTATION | 55
19
5
3
23
20
2
22
6 21 4
1KING
F/S: Wrestling 4 LARSF/S: Karate 7 BRUCE
F/S: Muay Thai Kickboxing 10 NINA
F/S: Koppo 13 LAW F/S: Jeet Kune Do
2 CHRISTIE
F/S: Capoeira 5 PANDA
F/S: Advanced Bear Fighting 8 ALISA
F/S: Humanoid Cyborg Combat 11PAUL
F/S: Judo 14 RAVENF/S: Ninjitsu
3 MOKUJIN
F/S: Mokujin-ken 6 BOBF/S: Freestyle Karate 9 ZAFINA
F/S: Ancient Assasination Arts 12 STEVE
F/S: Boxing 15 ASUKAF/S: Kazama Style traditional
56 | PLAYSTATION
THE HISTORY OF TEKKEN
25
14
26
24
11
30
28
13
10 27
12
15
29
18 17
16
16 HWOARANG
F/S: Taekwondo 19 ARMOR KING
F/S: Wrestling 22 LILI
F/S: Street fighting 25 BAEK
F/S: Taekwondo 28 MIGUEL
F/S: Brawling
17 JIN
F/S: Karate 20 EDDY
F/S: Capoeira 23 XIAOYU
F/S: Hakke Sho/ Hika Ken 26 KUMAF/S: Advanced Bear Fighting 29 WANG
F/S: Xing Yi Quan
18 KAZUYA
F/S: Advanced Mishima style 21LEOF/S: Bajiquan 24 HEIKACHI
F/S: Mishima-Style Karate 27 ANNA
F/S: Koppo 30 JULIA
F/S: Kenpo/Wushu
PLAYSTATION | 57
LEAD
PROGRAMMER
KEITH
HAMILTON
58 | PLAYSTATION
THE MAKING OF: METAL SLUG
PLAYSTATION | 59
aspects of Liberty City because of that
[very] limitation.”
The team was given a lot of
» The phone boxes freedom on the game’s direction.
enabled the many missions Remarkably, only one person on the
to form a seamless part of team had ever shipped a game before,
the gameplay.
but despite that, they were handed
a huge amount of responsibility and
ownership over the title and, says
Paul, it helped them make clear and
quick decisions. Each of the three level
designers took one of the city maps
each. “You can clearly see the different
game evolved,” explains Mike. “It was approaches coming through both
a true ‘team-designed’ game.” Each the level design and missions across
design decision therefore became the three maps,” explains Paul. And
an experiment. The ‘eureka’ moment they had a laugh doing it. “Quite early
came when the team thought about on, the sense of humour in the team
the player leaving their own car and was becoming evident in the game.
getting into a different one. In keeping with this cheeky nature,
They realised that, because you followed them, you could it seemed natural to take real-life
the other car wasn’t really the see that they actually went back American cities as our inspiration and
player’s, they must be a to the hospital,” says Keith. send them up a little. I’m sure there
criminal, and so the infamous The team also planned to have the team wanted to produce – “I think are kids that fly into New York for the
GTA theme was born. teams of traffic light repairmen most of us would rather have been first time and are more familiar with
“We envisaged a straight who would drive out and fix working on one of the sexier Nintendo it as Liberty City. I hope they aren’t
cops-and-robbers driving any traffic lights if you broke first-party games,” says Paul – those disappointed; it’s an amazing city but
game,” recalls Brian. “But it went them. “We dropped that working on it soon recognised the not quite like it’s portrayed in-game.”
from that to a car-based crime because it was getting a bit game’s potential. The criminal aspects let the
sim and wild sandbox adventure. too anal and because players just “The actual level design was fairly imagination of the team run riot. It was
We initially had the player as a good ignored the traffic lights anyway.” straightforward in the most part,” says possible to mow down a line of Hare
guy, and it was a long way down the The levels were designed by just Paul. “At the time I came on board Krishnas to earn a ‘Gouranga’ bonus,
line before the decision to try playing three people: Stephen Banks took on there were some rough guidelines for instance. “We could also use the
as the criminal was made. And at that San Andreas, Billy Thomson looked to the possibilities and limitations pager and text to tell the players about
point, we could see that there was after Vice City, and Paul Farley was of the game engine. The head of art things that didn’t really happen, like
something in there. Something fun responsible for Liberty City. Paul had had already written down some core with bomb shops and respray shops,”
and unique.” quit a degree in architecture and only design considerations regarding the adds Brian. “Some cars wouldn’t
As the months went by, DMA’s envisaged being with DMA Design for flow of space within the game. This remap, so the idea was going to be
new game, which changed its name six months while helped communicate dropped. It was suggested giving the
to Grand Theft Auto mid-project, he figured out to the team some of player a message saying the plates
started to grow. A lot of fresh talent
was hired to work on the game,
what he wanted
to do with his
****ING the fundamental aims
of the driving part of
had been changed instead. Simple,
fast and it worked.”
resulting in a very young team. life, and when he READ THIS! the game.” Some ideas didn’t make it, however.
Despite the inexperience, the started on GTA The team were Vehicles,
GRAND THEFT AUTO sparked
ambition remained. The simulation it was little more a wave of contr overs y when big fans of top-down characters,
aspects of the game continued to be than an ugly- it was released, and it seems that a racers like Super missions
important, especially for Keith, who looking and rather penchant to shock ran deep within the Sprint and city
felt it was crucial to create a city that rough demo. Yet team. David Cowan, the lead engineer and Micro locations all
at Visual Science, was amaz ed at the
the player could see in action and while it wasn’t the n,
Machines,
text files he received from DMA Desig
then enjoy interfering with. For this game everyone on . and these
upon which he was to base his work
reason, police cars drove all the way games
“The PC text files contained all of
from the police station to a crime, the missi on inform ation and string s informed
while ambulances motored from the that the user would see,” he explains, some of the vehicle-
hospital and contained little characters “and they were originally absolutely handling objectives
with stretchers to pick up bodies. “If filthy and full of profanity. I don’t know in the game. “Even
if the PC version shipp ed with that,
very much from an early stage,
but the PSone version was
we were looking at
sanitised for Sony at the time.”
But how bad was it? “One of the how to make the
lines was something like, ‘Look, you driving flow well
stupid mother****er – get your ****ing and be as forgiving
ass over to the phone booth to get your as possible – the
next ****ing mission,’” he says. geometry of the
levels plays a huge
part in enabling this,” continues Paul.
“I think we did a good job of both
allowing the player space to express
themselves and their driving skills,
» You had to be quick
on your toes, otherwise while providing contrasting spaces
you’d get busted. to support gameplay focused on
pedestrian play. A real difficulty was
the lack of diagonal road or sidewalk
tiles. I know I struggled with some
60 | PLAYSTATION
THE MAKING OF: GRAND THEFT AUTO
PLAYSTATION | 61
» The varied
cityscape meant you
could explore for hours.
VICE CITY STORIES LIBERTY CITY STORIES GTA: SAN ANDREAS GTA ADVANCE
Year Released: 2006 Year Released: 2005 Year Released: 2004 Year Released: 2004
Vice City Stories is a similar Another GTA game set in Liberty Everything about San Andreas GTA Advance was an attempt to
retread for the PSP and is City. Released for the PSP and is epic. It’s huge, featuring cram the winning formula into
another prequel story. It’s a far better later ported to the PS2, it’s another parodies of San Francisco, Las Vegas a handheld. Sadly, it was a pretty
game, though, thanks to a more prequel to Grand The Auto III, but feels and Los Angeles. It has a great plot disappointing effort that wasn’t able
interesting lead character, a better cut down aer the epic scope of San and enjoyable characters. The voice to re-create the same magic that
story and several new gameplay Andreas. While it’s now possible to cast is also brilliant, with turns from made the original games so enjoyable
mechanics. The most interesting is ride a motorcycle, your character can’t Samuel L Jackson, Ice T, James to play. Created by Digital Eclipse,
empire building, which is a swim or climb. It’s a lot smaller than Woods and Peter Fonda. It’s the scale making it the first GTA game not
combination of Vice City’s properties San Andreas as well. It’s still an that most impresses, though, with handled by Rockstar, its events take
and San Andreas’ gang war systems. enjoyable addition to the franchise and clever RPG mechanics, numerous new place a year before those of GTA III.
The multiplayer features additional far better structured than GTA Advance, activities, burglary, car modification While it once again takes place in
modes, while load times are but it doesn’t feel like it’s bringing and huge gang wars all adding to the Liberty City, many of the locations for
generally faster than its predecessor. anything new to the series. appeal. Quite easily GTA’s finest hour. popular secrets have been changed.
PLAYSTATION | 63
THE
HISTORY
OF
64 | PLAYSTATION
THE HISTORY OF ODDWORLD
PLAYSTATION | 65
» Early artwork –
this
from 26 April 1995
–
shows the thinking
behind the strange
nature
of the world Abe inh
abits.
ODD
and this was less than half the time that Abe’s
Oddysee took us to develop. But it was more
complicated as we also believed we needed
‘twice the game’ in sheer poundage.”
The second game in the series, which was
WORLDS
BEYOND GOOD released in November 1998, picked up where
AND EVIL 1992 the debut game left off. Abe had become
QTalking pigs? Tick. Or rather, raise a celebrity but was told that the Glukkons,
eyebrows. A commercial failure it may a leading, ruthless, capitalist, industrial
We examine other games set have been, but the planet Hyllis was race with a disregard for worker rights,
in bizarre universes under siege and freelance hack Jade was grabbing blind
was just the sort to go head-to-head Mudokons and
with the alien race, Domz. enslaving them
to excavate
a Mudokon burial site. With a
poison being created from the
bones of the dead, Abe had to find a cure
for the illness and prevent the creation of
SoulStorm’s brew.
This time out, the characters became
more emotionally engaging and the
HEART OF DARKNESS
1998 » With a face like that he should
be easy to spot…
QThe Darklands was a foreboding
place with winged shadow creatures
THE LONGEST and monsters. Controlled by the Master
JOURNEY 1999 of Darkness, you didn’t always want to
QSet in a parallel universe, this point- avoid death given the deliciously explicit
and-click adventure game saw April meet-the-maker scenes you’d witness.
Ryan shifting between Arcadia and
Industrial Stark and all of the various
hazards that were present in » You’ll often move to the
background during play.
each of them.
66 | PLAYSTATION
THE HISTORY OF ODDWORLD
ODD ADVENTURES
Your guide to Abe and co’s numerous retail releases
ABE’S ABE’S
ODDYSEE EXODDUS
DEVELOPER: DEVELOPER: MUNCH’S
ODDWORLD ODDWORLD ODDYSEE STRANGER’S
INHABITANTS INHABITANTS ODDWORLD DEVELOPER: WRATH
PUBLISHER: GT PUBLISHER: GT ODDWORLD ODDWORLD MUNCH’S
ADVENTURES ADVENTURES 2 DEVELOPER:
INTERACTIVE INTERACTIVE DEVELOPER: SAFFIRE DEVELOPER: SAFFIRE
INHABITANTS ODDYSEE ODDWORLD
PLATFORMS: PLATFORMS: PUBLISHER: SAFFIRE PUBLISHER: DEVELOPER: ART CO INHABITANTS
PLAYSTATION, PUBLISHER: SAFFIRE MICROSOFT GAME
PLAYSTATION, PLATFORM: PUBLISHER: THQ INC PUBLISHER:
WINDOWS WINDOWS PLATFORM: STUDIOS
GAME BOY PLATFORM: ELECTRONIC ARTS
YEAR: 1997 GAME BOY COLOR PLATFORM: XBOX
YEAR: 1998 YEAR: 1998 GAME BOY ADVANCE PLATFORM: XBOX
YEAR: 2000 YEAR: 2001 YEAR: 2001 YEAR: 2005
PLAYSTATION | 67
he reviews were not as favourable
for Munch’s Oddysee, with some
believing the puzzles lacked
variation. Lorne has no complaints.
“I always felt all of our puzzles were not varied
enough, but these are challenges with puzzle
games and the amount of code we were
writing for each puzzle,” he confesses. “Puzzle
games are not very economical with code.
Combine that with development environments
that were unpredictable in terms of budgeting,
» Munch’s Odyssey was Abe’s
first proper 3D adventure. » Munch was the and you found yourself in tight spots making
main
protagonist of the
third game. lots of compromises.”
The fourth game, Stranger’s Wrath,
continues. “So for me, I look deep into however, was a superb return to form.
the darkest practises of the kleptoclass in a
constant search of vehicles to inspire fiction
We always wanted empathy Released in January 2005 in America, it was
critically acclaimed. It had first and third-person
from these practises in an effort to transform
that darkness into a launch point for some
to be a major factor perspectives and was also faster. The team
wanted speed to be a factor in the third-person
seriously relevant and deeply ironic modern
myth humour.” in the game in particular, due to the character’s nature and
ability to run faster. Stranger could become
Lorne’s outlook had an effect on the types Lorne Lanning a ramming melee fighter at higher speeds
of enemies in the game that were always and, by increasing in speed, his motion ability
designed around how they would play. The also a huge real-time 3D learning curve that all morphed into a motorcycle mode. He didn’t, as
Glukkons were inspired by the kleptoclass. of the team was going through. But they made Lorne explains, “pivot on a dime with speed”.
“Big shots bossing people around while the most of the situation and, with players not He steered and leaned into turns and it allowed
ultimately being pretty useless parasites. only playing Abe but Munch too, the game for him to run much faster and feel more like a
Like bankers,” he says. New enemies were could enter fresh waters. vehicle when controlled.
also introduced including Flying Sligs, Slugs, “We needed the ability to swap between “This allowed us to have more ‘retreat
Mine Cars and Greeters. “They were all characters while also dealing with targeting for higher ground’ ability if you were getting
first designed as challenges within our code in possession,” says Lorne. “In the Abe overwhelmed in a combat situation,” says
reach, then we interpreted the mechanics into games, they were 2D and so possession Lorne. “Now you could retreat, and with
themed characters,” Lorne says. was proximity auto-targeting. It was easy for enough speed to get past getting shot in the
Following yet further acclaim, Lorne and his the user to understand who they would be back – something I felt was very much missing
team pushed on with the third of the planned possessing. Once we entered 3D, the auto out there for character-driven combat games.”
five games. The loyalty to PlayStation had nature of it needed to change as depth and Stranger’s Wrath had an element of stealth,
gone and Munch’s Oddysee was being slated dimension added new dynamics and required too. It remained true to the character’s nature
for an exclusive November 2001 release on new accuracies to offer the player.” but also compounded the chemistry of
the Xbox. He said it was a case of the player wanting choices that players were able to have at their
As with the other games, there were two to possess “that Slig over there, not; hopefully disposal. It offered the gamer more choices
endings. “We did this because we always that one over there but we’ll see what Slig the in how to solve any combat situation. But
wanted empathy to be a major factor in the game chooses for us. That wasn’t going to another decision was made: Stranger’s Wrath
game, but if you played the game without work,” he explains, “so we needed possession contained role-playing elements.
empathy, we wanted you to get an ending that to be targetable and, being in a 3D world, “Action-adventure games seemed
reflected your personal character,” says Lorne. targeting was as easy as character navigation, inevitably heading toward a role-playing
“If you went through our journey as a heartless so we used the same navigation abilities to model, at least at an accounting level,”
douche, we wanted to remind you what a control your possession orb. You could then says Lorne. “If the game was going to
schmuck you were being and how it would navigate to nail your target.” have a persistent economy, and one that
ruin the fate of those you were supposed to your character needed to pursue in the
be helping.” narrative, then it needed to incorporate more
But this instalment was the first time modification and purchasability for the main
Oddworld was rendered in three dimensions. character. Having this inherent in a system
“At the time, everyone was enamoured with gives you many more things that you can
3D and the gaming press was speaking of 3D make the gamer do for various reasons at
as the only viable way,” Lorne recalls. “It was
sad to see all the genres being left behind » The live ammo in Stranger’s
because they weren’t using new chipsets. Wrath was brilliant.
Regardless, if you wanted to keep getting
funded, you needed to stay with the chipsets
and where the audience interests were
heading, and by the time we got to the Xbox
it was all about 3D otherwise you probably
weren’t getting funded.”
The added dimension was a challenge
to capture what made Abe special in his
awkwardness and abilities, yet have that » Stranger’s Wrath continued with the switch
from 2D to 3D. A HD version also exists.
embedded in a free roaming space. There was
68 | PLAYSTATION
THE HISTORY OF ODDWORLD
» Rupture farms has never
looked this good.
PLAYSTATION | 69
The 20 Greatest
YOU
Games
’VE NEVER PL AYED
70| PLAYSTATION
THE 20 GREATEST PLAYSTATION GAMES YOU’VE NEVER PLAYED
Kurushi
Rapid Reload QDEVELOPER: G-ARTISTS
QDEVELOPER: MEDIA VISIONQYEAR: 1995 QGENRE: SHOOT-’EM-UP QYEAR: 1997 QGENRE: PUZZLE
This run-and-gunner made an appearance at the Kurushi enjoyed a relatively high profile due to its placement on demo discs,
thanks to its dark aesthetic” The Koma Pigs have stolen a bracelet from Tombi’s grandfather, and
Pepsiman
QDEVELOPER: KID QYEAR: 1998 QGENRE: PLATFORMER
PLAYSTATION | 71
Suzuki Bakuhatsu
QDEVELOPER: SOLQYEAR: 2000 QGENRE: PUZZLE
16 away from its older sibling, the PlayStation still had plenty left to offer players
that stuck around through its later years. This excellent and oft-overlooked
licensed driving game is testament to that – it plays a lot like Driver, but with the
player cast more definitely on the good side of the law. Chasing down criminals and
ramming them off the road is the order of the day and if they’re particularly hard
targets, you’ll be authorised to use firearms to assist in their capture. John Bunnell,
the host of the TV series, provides the voiceover work for each mission in the
dramatic tone that has made him famous. It’s easy to pre-emptively dismiss the
game thanks to its licence, but give it a go – you’ll be pleasantly surprised.
72 | PLAYSTATION
THE 20 GREATEST PLAYSTATION GAMES YOU’VE NEVER PLAYED
12
Vagrant Story is an odd one – it received
overwhelmingly positive reviews upon
release, but never achieved the fame of
10 would be remembered as one of the best mini-game collections ever
to hit the market. The game sees you placed in charge of some heavy-
duty construction equipment, performing tasks like scooping sand, tearing
Squaresoft’s Final Fantasy series. The later years down buildings and clearing paths blocked by volcanic rocks. However, the
of the PlayStation’s life saw a trend for cinematic serious stuff isn’t the reason why Power Diggerz is so appealing – the real
storytelling in videogames develop, and Vagrant joy lies in the mini-games, in which you perform bizarre tasks like scooping
Story excels at this. However, it’s actually a turtles from a swimming pool and serving curry onto giant plates. If you can
decidedly old-school game – you won’t find any think of a bizarre way to utilise a power shovel, it’s probably in this game.
tedious “Find The NPC” quests or dull shopping The game is put together fantastically well, and offers the multiplayer
here, just action and adventure. The adventuring mode required to become a proper party classic. Unfortunately, there is
elements of the game call to mind classic isometric one particular flaw that keeps it from reaching its full potential – the control
adventures such as Landstalker, while the in-depth system. While intuitive and responsive it uses every button on the pad and
combat allows targeting of individual limbs, thus requires players to spend some time learning to play properly. It’s
allowing you to strategically disable your enemies. clearly been done for the love of heavy machinery, which the game exhibits
in spades – all the vehicles are licensed Komatsu models. You certainly can’t
accuse Taito of failing to make the most of the game’s subject matter.
Power Diggerz seemed to have everything going for it upon release – it
Devil Dice went down well with the press, earning scores as high as 92% in Play, and
QDEVELOPER: SHIFT hit the shelves at a budget price. It’s even got the universal sign of high
QYEAR: 1998 QGENRE: PUZZLE quality: an intentionally misspelled title which uses Z to pluralise a word.
Unfortunately, by the time the game made the journey to international
We’re prone to describing puzzle audiences in 2001, much of the gaming market had already moved on to
Aquanaut’s Holiday
QDEVELOPER: ARTDINK
QYEAR: 1995 QGENRE: SIMULATION
PLAYSTATION | 73
Sanvein
QDEVELOPER: SUCCESS
QYEAR: 2000 QGENRE: SHOOT-’EM-UP
74 | PLAYSTATION
THE 20 GREATEST PLAYSTATION GAMES YOU’VE NEVER PLAYED
Kula World
QDEVELOPER: GAME DESIGN SWEDEN AB
QYEAR: 1998 QGENRE: PUZZLE
This abstract puzzler is a real gem, and one of the best mental workouts
PLAYSTATION | 75
SILENT HILL
Haunted House, Alone In The Dark, and Resident Evil – three major survival
horrors which birthed and evolved the concept. Then suddenly in 1999, some
viewing it as bandwagon jumping, Konami gave the genre a darker shade of
depravity through Silent Hill. Let’s return to that town, a nightmarish place of
burned children, satanic cults, and a malevolence which lurks behind the shadows
he first Silent Hill is the best and swathed in either grey mist or darkness. Twin Peaks references, which, along with
» PUBLISHER: KONAMI
» DEVELOPER: IN-HOUSE
» PLATFORM: PLAYSTATION
THE FIRST SILENT HILL IS THE BEST AND THE SCARIEST
» RELEASED: 1999 IN THE ENTIRE SERIES. IT’S BECAUSE OF THE GRAINY,
» GENRE: SURVIVAL HORROR
DIRTY POLYGON-TEXTURES
76 | PLAYSTATION
THE CLASSIC GAME
THE KIDS
AREN’T
ALRIGHT
Censorship of the media.
It’s a practice employed by
tyrannical governments
and nefarious agencies
wishing to control and
manipulate the public
consciousness – keeping
us passive, and receptive.
Pushing us ever deeper
into the Orwellian dystopia
» What the hell is happening? This hideously deformed and » This opening scene in the diner sets up and reveals the » Suddenly, whilst in the mall, these TV screens come to life and we are currently in, is
crucified figure marks the opening of the game. importance of the radio. echo the cries of Harry’s lost daughter. It’s quite chilling. the UK version of Silent
Hill. While both the US
and Japanese releases
TERROR IS ALWAYS MORE COMPLETE retained all their original
content, as its creators
WHEN COUPLED WITH THE intended, when the game
hit Britannia’s censorship-
UNCOMFORTABLE REALISATION THAT besieged shores it lost one
of its main monsters. The
PLAYSTATION | 77
ation headlined by an upcoming
A precursor to the Jack ass gener alde d a new type of
Pro S kater n ot only her
sports icon, Tony Hawkg’snalled the arrival of an entire culture. Looking
videogame genre but sigan, Neverso co-founder Mick West discusses
back at where it all bes of one of the biggest franchises of all time
the humble origin
78 | PLAYSTATION
THE MAKING OF: TONY HAWK’S PRO SKATER
SKATER PROFILES
A closer look at the
roster of characters
» Neversoft didn’t completely abandon the idea of linear downhill KAREEM RUNE GLIFBERG
courses. Two of the main stages – Mall and Downhill Jam – retain
CAMPBELL QHailing from Denmark, he
I
the original concept inspired by Sega’s Top Skater.
QCampbell has become remains an active skater and
one of the most successful recently released a line of
n 1999, as publisher Activision However, before Neversoft was given skaters to come out of the US. signature Converse shoes.
was circling the idea of an the greenlight it was another studio
extreme sports title, pro that had originally pitched the idea of
skaterboarder Tony Hawk a skateboarding game to Activision.
peered over the edge of a half- The format didn’t quite click with the
pipe at the X-Games tournament publisher but it liked the concept, so it
in San Francisco, bracing himself turned to Neversoft – a studio that had
as he prepared to attempt one recently helped them out of a bind by IN THE
of the sport’s most complicated turning around the Bruce Willis-starring KNOW BUCKY LASEK CHAD MUSKA
tricks: the 900. An aerial spin action game Apocalypse in nine months PUBLISHER: ACTIVISION QAlongside his professional QOne of the most influential
involving two-and-a-half turns, this was after its original developer dropped out – DEVELOPER: NEVERSOFT skateboarding career, skaters, Muska’s recent
skateboarding’s Holy Grail at the time, to make it happen. PLATFORM: VARIOUS Lasek is also a professional achievements include opening
residing just out of reach even to the “It was attractive to them because RELEASED: 1999 rallycross driver. an alternative clothing store.
sport’s most distinguished competitors. we were a team ready to go and we GENRE: EXTREME SPORTS
When the 32-year-old Hawk landed had a lot of skill in getting out a game
the trick, in an instant it became one quickly,” says Mick. “They weren’t
of the most talked about sporting thinking that Tony Hawk was going to be
moments of the year. It successfully the huge seller that it was. They wanted
raised the global profile of both Hawk to get a game out on the market by next
and skateboarding overnight. The world Christmas and we were the team that
took notice. Activision had found its next could do that.” ANDREW GEOFF ROWLEY
sports game. REYNOLDS QLiverpool-born Geoff
Sensing the impending boom of » Tony Hawk has QAs well as his board Rowley was given Thrasher
appeared in eight
extreme sports culture and identifying sequels since the prowess, Reynolds is a magazine’s coveted Skater Of
a niche in the games industry, several 1999 original. successful entrepreneur. The Year Award in 2000.
marketing executives at Activision came
to the conclusion that a skateboarding
game would be a sure-fire hit with a
young demographic. What it didn’t have
was a studio to make it a reality.
“We were the natural choice to do
it,” responds Neversoft co-founder Mick
West when asked how the studio got
involved with Tony Hawk’s Pro Skater. ELISSA STEAMER JAMIE THOMAS
“We were just finishing up Apocalypse QThe first professional QNicknamed ‘The Chief’
and they wanted to use us for something female skater, Steamer was Jamie Thomas performed the
else. Pretty much straight away they last awarded Bronze at the infamous ‘Leap Of Faith’ down
approved us to make an exploratory Summer X-Games 2009. an 18-foot, 8-inch drop.
game prototype and it worked out well.”
PLAYSTATION | 79
» Mick recalls that there was
some tension between the
skaters in the game, particularly
in later entries. According to him,
some felt strongly that it should
have either alternated between
the featured skaters as headline
acts or drop the Tony Hawk
name entirely.
The mo-cap session was never into the game (which was currently
using the existing player model of Bruce
B
the rest of development.
PLaylist
There was one small problem, finish line at the end. However, the idea
though. Neversoft had never made a evolved after the team began studying y the time Tony Hawk signed on to
skateboarding game before – it hadn’t real-life skaters. headline the game, Neversoft had
even made a sports game before. “Things changed drastically when already been using the skater as a
Where did the relatively unknown studio we tried to incorporate elements that basis for some of the animations
start when it came to creating one of we saw in the X-Games,” recalls Mick. and moves featured in the game,
the most popular gaming franchises of “People doing tricks in a half-pipe; you helping to inform the direction of the
all time? can’t really get that half-pipe vibe on a title. However, with Hawk’s star rising,
“The thing about Neversoft was downhill course – a half-pipe is going confirmation of his involvement shined a
there was a bowling alley opposite the back and forth, over the same spots spotlight on the game’s development.
The tracklist of Tony offices,” remembers Mick. “We’d go again and again. So the [original] idea “Tony was wildly popular at the time
Hawk’s Pro Skater there for lunch sometimes and it had a ended up not being as much fun to play because he got a lot of coverage for
Top Skater machine which was popular as we first thought and the whole game doing the 900 for the first time at the
DEAD KENNEDYS with members of the office and that changed over time.” X-Games,” remembers Mick. “It was an
Police Truck influenced the original thinking.” What became obvious was epic thing and he was instantly the most
Created by Crazy Taxi creator Kenji the necessity to enable players to famous skateboarder around. His persona
THE ERNIES Kanno and released by Sega in 1997, concentrate on and express themselves really was a huge part of the publicity for
Here And Now Top Skater featured a skateboard through the tricks system. Neversoft the game. You can see some of the other
controller that players stand on to guide poured over professional tapes, games suffered from that. Competing
EVEN RUDE skaters down a linear course, performing scrutinising the movements and style skating games were just ‘Skating’ or
Villified tricks to get a high score. “We enjoyed of top skaters, and began to integrate something like that and didn’t have the
playing that game so we tried to make boardslides, nosebones and heelflips same star power, so it certainly helped.”
GOLDFINGER something similar to that,” reveals Mick.
Superman “You’d go from the start to the end and
when you got to the end you’d stop and
PRIMUS get a score. It was like a racing game,
Jerry Was A Race really – you’re basically trying to get
Car Driver around or along a track.”
A part of this original thinking remains
SPEEDEALER in the game: two of Tony Hawk’s Pro
Screamer/Nothing to Me Skater’s courses are downhill with a
80 | PLAYSTATION
THE MAKING OF: TONY HAWK’S PRO SKATER
DAVE MIRRA SUNNY GARCIA MAT HOFFMAN’S KELLY SLATER’S SHAUN WHITE
FREESTYLE BMX 2000 SURFING 2001 PRO BMX 2001 PRO SURFER 2002 SNOWBOARDING 2008
QDave Mirra’s inaugural videogame QVeteran surfer Sunny Garcia QHoping to strike gold twice, QAnother entry in Activision’s Pro QWhile the original multiformat
effort rides on the coattails of Tony headlines this extreme sports Activision’s Mat Hoffman’s Pro BMX series of extreme sports titles, Kelly release garnered a lukewarm
Hawk’s Pro Skater somewhat, using it sim that trades realism for wish- is, as you can imagine, an adaptation Slater’s Pro Surfer involved stringing reception, it was the Wii version –
as a template for its own trick-based fulfilment. Instead of utilising real- of the publisher’s own Tony Hawk’s tricks together to achieve the highest titled Shaun White Snowboarding:
BMX gameplay. It was nowhere near world locations, Sunny Garcia Surfing Pro Skater. Using a modified version possible score. Unfortunately, Road Trip – that received the most
as impressive as its inspiration but invents its own island that boasts the of the Tony Hawk engine, the carbon- the concept was nowhere near favourable critical reception. Using the
put amazing ragdoll physics to good largest waves in the world. Although, copy gameplay involves passing a as polished as Tony Hawk’s Pro Wii Balance Board to cut through the
use to make its crashes all the more it’s also teeming with sharks, jet skis series of objectives in each stage to Skater, with clunky animations and a slopes, White’s first game was decent
brutal. and other hazardous objects to avoid. progress to the next level. noticeable lack of depth. if not particularly remarkable.
Instantly Activision used Tony’s first game, Mick implemented the » Everyone knows the first game
involvement to make the wider media physics and control scheme that would featured the unlockable character
Officer Dick. But did you know there
aware of the game’s production. be fundamental to the title’s accessible was another character, Private
Journalists from around the world were nature. It was a major turning point Carrera, which was only attainable
through a cheat code?
invited to watch a mo-cap session, in development. “In the first game
where Tony (dressed in a lycra suit [player control] was quite simple,” he
covered in white balls) would perform says. “You had a table mapping button
a series of signature moves to be presses to tricks. It got a lot more
translated into the game. The event was complicated in subsequent games.
a huge success, but as Mick remembers One of the key things about Tony Hawk
it wasn’t particularly helpful to the is that it feels very nice to play. It’s
continued development of the game. very responsive. You hold down the
“The mo-cap session was never actually X button to crouch and you release to
used,” he states. “It was more of a jump. It’s very tight, you feel like you’re
publicity thing.” controlling it. It’s not like you’re pressing
Activision was never under any false it and something happens a tenth of a
impression that the mo-cap data would second later. That’s one of the factors
prove useful to Neversoft. In fact, the that contributed to the success of the
studio warned the publisher that it was game. It was fun to simply skate around
almost certain the data would be useless. and jump off things without really doing
“Activision was going to do it regardless anything because it felt so responsive.”
for publicity,” continues Mick. “Our Mick ironed out a lot of the bugs –
animator couldn’t really do anything with one particular problem involved skaters
[the data] because it was not something falling through the level – while adding
that we were familiar with using and we features such as grinding on rails and
had a lot of the animations coming along wall riding. But it was becoming clear
anyway. We ended up doing everything that if it truly wanted to push significant
animate by hand using video reference.” boundaries in the sports genre then the
Interestingly, Hawk wouldn’t get studio would need to look further afield
involved in the design – he offered his for influence. DEVELOPER
thoughts on a few occasions when
he visited the studio. When it came to
“Super Mario 64 had been out for
a while and the concept of open-world
HIGHLIGHTS
replicating the style and movements games was becoming popular,” he APOCALYPSE
of skaters, it was all down to the team continues. This was part of the drift away SYSTEM: PLAYSTATION
figuring it out as they went along. Flip from the mould of Top Skater towards YEAR: 1998
tricks off quarter-pipes, the satisfaction an open-world game. The first level in SPIDERMAN
of holding a handstand off the lip, or just Pro Skater, Warehouse, was fairly basic SYSTEM: VARIOUS
perfecting a grind along a handrail – this in terms of level design; a box-like shape YEAR: 2000
was new territory for the team and it all with ramps, half-pipes and destructible GUN PICTURED
had to feel intuitive. objects grafted to the scenery. While SYSTEM: VARIOUS
Having taken over player control rudimentary by today’s standards, even YEAR: 2005
halfway through development on the this fairly limited layout offered a
PLAYSTATION | 81
rare sense of freedom for the player. to real things with other elements that
“The original Tony Hawk starts with the make it more fun.”
Warehouse which is a small level, while Pro Skater isn’t a realistic game, and
the second is the School level, which is Neversoft prioritised fun over simulating
much more open,” considers Mick. “In skating to a precise degree. After leaping
the first game we weren’t using that in the air 30 feet, grinding along phone
much reference, so they weren’t really lines and jumping from roof-to-roof, it’s
based on real places as they were on fair to assume that the studio wasn’t
later games. You sit down and think off aiming for realistic physics. This approach
the tip of your head ‘what environments matched with the open layout of the level
does a skater skate in?’ An empty school design impacted how progression would
is an obvious one, as is a city. We were be defined within the game.
thinking of areas off the top of our head “Collecting the tapes is analogous to
and trying to think of the real-life things collecting the stars in Mario,” says Mick,
that would be in those levels. In a school, once again referencing the seminal
you can go down the railings of steps – Nintendo 64 title. “Each level had five
that would be a real-life thing. You had to things to do to complete that level and
make it a lot more fun as well so you’d we just brainstormed them. We sat
stick a lot of quarter-pipes everywhere in front of a whiteboard and I drew a
and let people grind along the tops of level and said ‘what can we do?’ and
walls or phone lines that aren’t very real we would start throwing out ideas and
at all. You’ve got this mixture of reference writing them down.”
82 | PLAYSTATION
THE MAKING OF: TONY HAWK’S PRO SKATER
There were some abandoned Mick had no idea how important the
concepts, not to mention a few levels soundtrack would be to the game’s
(one based along a pier, another on a legacy. Its initial implementation was
freeway) that didn’t make the cut. The a matter of convenience – the existing
process was collaborative, however engine could support music tracks and
Mick reiterates that the team always video walls (the latter featured heavily
prioritised fun over gratuitous realism. across the levels). All that was left was
“People were always coming up for Activision to pick the tracks.
with silly ideas that wouldn’t work,” he » Multiplayer was included, enabling players to “It was also capturing skate culture
says. “People would say ‘what if one of compete in several different modes. with logos, stickers and using concepts
the wheels on your skateboard falls off like videoing the moves and collecting
and you have to skate around on three the job. When it came to Tony Hawk’s tapes, things like that,” explains Mick.
wheels leaning to one side to go back Pro Skater, the studio had to think on its “They were all taking from skate culture.
and get another wheel?’ That would feet and adapt to the challenges it faced We tried to do as much things that
be no fun whatsoever. The fun factor is as it cut its teeth in the sports genre. directly reflected or referenced skating
a big consideration in any game idea – “Skating was very new,” says Mick. “It culture as possible.”
people seem to miss that. had to have a more open world, a trick But what Mick didn’t expect was
They think realism is more system where you could score points and how it would contribute directly to the
important than fun. It’s not an open design. The concepts were alien boom in skating’s popularity. Ultimately,
really fun to fall over and to people working on the game. It was a with the accessibility of the control
break your leg in real life so we new type of game.” scheme matched with a huge amount of
didn’t simulate that.” That sentiment was shared with depth made it was an essential gaming
M
consumers upon the game’s release. experience, but Hawk’s endorsement
Few games have ever penetrated the gained it a far-reaching appeal. Even
ick reflects on cultural zeitgeist quite like Tony Hawk’s though there wasn’t anything quite like
how the studio Pro Skater at the time. Before the it on the marketplace, Mick remembers
approached Jackass generation had ever peeled their his confidence in the game’s success.
creating a brand first Band-Aid, Neversoft had managed “My defining memory was just
new type of game. “The biggest to encapsulate both the incipient before the first game was released and
challenge was learning how to do prominence of extreme sports and the I was going out to lunch with the chief
it. We didn’t know what we were rebellious, carefree counter-culture of an executive of Activision at the time,” he
doing and therefore there was emerging youth scene. Unsurprisingly, says. “He was talking about the game
» The main campaign a lot more experimentation.” Mick cites the iconic soundtrack as and he said something like ‘I think this
is divided between
objective-based courses The team had been familiar integral to this: “The music was a game is going to do fairly well’ and I said
and competition stages. with the genres it had big thing,” he says. “It’s not like it’s ‘I know it’s going to do well. It’s going to
The latter involves scoring
a certain amount of points
explored in previous authentic hardcore skating music of the be a million-selling game.’ He said ‘we’ll
to gain medals. titles. Apocalypse was time but it was novel to have a game see’. And then of course it was. He didn’t
a third-person shooter, that had such an interesting soundtrack know what he had at the time and I felt
» Rather than hire external developers which was also similar to of music playing in the background all strongly that it was going to be huge,”
with experience working in the sports
a prototype the studio had the time. For a lot of skateboarders concludes Mick. “I look back at the
genre, Neversoft felt there was no
game comparable and therefore it worked on before getting music is very important to them.” conversation with particular fondness.”
was the same team as Apocalypse
that worked on the game.
PLAYSTATION | 83
BIO
Prior lightgun games had
simply required the player to
be quicker and more accurate
than the enemy, but Time
Crisis included a foot pedal
which allowed the player to
dive in and out of cover to
reload – an incredibly simple
idea which added a new
layer of depth to the genre.
However, the entire game
took place against the clock,
adding pressure and ensuring
that players couldn’t be too
methodical in their approach
to blasting the bad guys. Time
Crisis became a massive hit
in 1995, ensuring the release
of a PlayStation conversion as
well as a series of sequels.
Time Crisis
PLATFORM: PLAYSTATION DEVELOPER: NAMCO RELEASED: 1995
84 | PLAYSTATION
MORE CLASSIC
TIME CRISIS MOMENTS
Explosive arrival
Continuing the cinematic
theme, Richard Miller’s arrival in
the first stage is full of action.
Sliding down a zip line into
the enemy base, the carnage
escalates quickly – as enemy
troops scramble to deal with the
intruding secret agent, a submarine in the background explodes
and begins to sink as red warning lights illuminate the area. You
don’t spend long in this first area, but it makes a huge impact.
Secret agent
Finding secrets in arcade games
is always satisfying, just for
those moments when you get to
impress a spectator who hasn’t
yet seen them. Early in Stage
Two of Time Crisis you’ll come
across some girders. If you shoot
the wrap that’s holding them together a few times, they’ll fall and
send all the enemies fleeing, saving yourself valuable seconds in the
race to rescue the President’s daughter.
Backpedal
Time Crisis doesn’t just throw
gun-toting bad guys at you –
the entire environment can be
called into action as a hazard. A
battle amidst a group of parked
cars quickly takes a turn for
the worse for our hero as a
car comes sliding around the corner and begins to drive straight
towards him, requiring quick release of the pedal in order to avoid
eating bumper.
Unfriendly dialogue
Part of the charm of Time Crisis
is that the dialogue is hilariously
bad. Lines like “How could you?
You killed my boss!” wouldn’t
make the script of even the
cheapest of cheap B-movies. The
character who best combines
hammy voice acting and risible writing is Sherudo Garo, the second
stage boss, who decides that you need to be ‘entertained’ – so he
slings throwing knives at you. Obviously…
PLAYSTATION | 85
The mid-Nineties were an interesting time in
gaming. Technology was rapidly advancing and
the community was ready for something new.
Even so, it’s hard to believe anyone expected
something as fresh and innovative as Crash
Bandicoot. Cole Machin talks to Andrew Gavin
about Sony’s surprise mascot
s gamers, we typically like truly launching their careers, Way friends with plenty of reasons to
86 | PLAYSTATION
THE MAKING OF: CRASH BANDICOOT
fighting, with Virtua Fighter; and that the concept behind Sonic’s Ass in this field of gaming needed to be
PLAYSTATION | 87
doing anything the simple way, but “The PlayStation had
constantly (in his eyes) betrayed by this oddball 512x240 video
the incompetence of his henchmen. mode that almost no-one
“I put on my silly villain voice and ever used, mostly because
intoned, ‘If you had three neurons it ate up too much video
between you, you couldn’t make a memory and didn’t give you
triangle!’ With this attitude, his name, enough room for textures.
Doctor Neo Cortex, popped instantly But at the same time we
into our heads.” found the machine was
Charles Zembillas and Joe Pearson really good at rendering
DEVELOPER were then tasked with designing the shaded, but un-textured,
HIGHLIGHTS look of the decidedly cartoony cast of
characters, creating the fantastic look
triangles. In fact, it did this
just as fast in the 512 mode
CRASH TEAM RACING
SYSTEM: PLAYSTATION and feel that the Crash Bandicoot as in the typical 320 mode.
YEAR: 1999 series would later become known Since polygons on small
JAK & DAXTER: THE for. The most fantastic designs in 3D characters didn’t end up very big compressors to help get the
PRECURSOR LEGACY the world, however, are nothing if anyway, it turned out that shaded 128 MB levels down into 12 MB,
SYSTEM: PS2 the game’s designers are unable to characters actually looked better than and figure out some tool for
YEAR: 2001 squeeze the same look and feel out of textured ones. managing the construction of our
UNCHARTED 2: AMONG the gaming hardware with which they “I also concocted a crazy gigantic 3D worlds.”
THIEVES PICTURED are to be presented, and this proved algorithmic texture packer that would Developing the overall gameplay
SYSTEM: PS3
YEAR: 2009 problematic for the fledgling Naughty deal with the fact that our gorgeous of such an innovative title also
Dog team. 512x240 mode left us with too little presented some challenges.
“Dave struggled to build an engine texture memory, and the even When Crash Bandicoot first began
and tool pipeline that would make it crazier – way crazier – virtual memory development, nothing like it had
possible to render these grandiose system required to shoehorn the been done before. There was no pre-
cartoon worlds we had envisioned 8-16MB levels the artists created existing three dimensional variation
on paper. We made a bunch of really into the PlayStation’s little 2MB on platforming titles to dissect in
innovative choices that influenced of RAM. Dave, meanwhile, had terms of what worked and what did
our direction. to invent insane bidirectional 10x not. Even something as seemingly
basic as the control structure
really innovative choices that on it, but Mark helped a lot with
the complaining. For example, ‘He
doesn’t stop fast enough,’ or ‘He
influenced our direction needs to be able to jump for a frame
or two after he’s run off a cliff or it
» According to folklore, if the head of Universal Interactive Entertainment had had his way, Crash would have been called ‘Wizzy the Wombat’ or ‘Ozzie the Ottsel’.
88 | PLAYSTATION
THE MAKING OF: CRASH BANDICOOT
MASCOT MARKETING
AROUND THE TIME of Crash Bandicoot ’s way of loudspeaker. Furthermore, the only
release, it was almost impossible not to scene showing gameplay footage of Crash
think of Crash whenever anyone mentioned Bandicoot devoted nearly as much screen
the Sony PlayStation. Though he may not space to the PlayStation controller as it did to
have been the system’s official mascot, the game itself. Similarly, an early Australian
advertising campaigns for the game seemed advertisement for the game, which featured
spun to ensure that any viewer would a gentleman acting as though he were Crash
associate the game with Sony’s entrance while in a convenience store, displayed the
into the console market. This was more official PlayStation logo on the bottom-le-
noticable in some advertisements than hand side of the screen throughout its entire
others. For example, one commercial 30-second duration, before ending with the
featured Crash Bandicoot arriving at now-famous slogan ‘Do Not Underestimate
Nintendo headquarters to taunt Mario by The Power of The PlayStation’.
» The cartoony, brightly coloured tribal feel contributed a
lot to the visual appeal of the early series.
will be frustrating.’ Jason’s also really point, find a third-party publisher if a deal for Sony to do the publishing.
good at the detection of flaws.” the game were ever to see the light While Sony never officially declared
Every aspect of the game would of day. This was a slight problem, us their mascot, in all practical senses
need to go through this sort of as Naughty Dog’s bid to create a we became one.”
process; even some of the game’s new mascot for Sony would greatly Needless to say,
most notable elements came about benefit from additional involvement when the finished
as an elegant solution to difficulties from the company. Thankfully, Gavin game was released the
encountered through the change had a brilliant back-door solution to response was huge. Not
into 3D gaming. The crates, perhaps this minor problem. only did gamers flock to this
one of Crash Bandicoot ’s defining “Around Thanksgiving 1995, I and new genre of gaming in droves,
features, were conceived as a way one of our artists, Taylor Kurosaki, but the name Crash Bandicoot
to compensate for the PlayStation’s who had a TV editing background, would go on to become synonymous
inability to display more than took footage from the game and with PlayStation in a way that only
between two and four incredibly high spent two days editing it into a Lara Croft could compete with.
poly count enemies. two-minute ‘preview tape’. We Indeed, Sony may never have set
As the game shaped up, the deliberately leaked this to a friend at out looking for a mascot but they
team realised that it would require a Sony so that the brass would see it. got one nonetheless; a mascot that
publisher. At this point, its contract “They liked what they saw. millions worldwide would come to
with Sony was for development Management shakeups at Sony love. Naughty Dog had accomplished
only, with the assumption being that slowed the process, but by March of something that no third-party
Naughty Dog would need to, at some 1996 Sony and Universal had struck developer had done before or
since; it had created an iconic
character that would stand
» The majority of the game’s bosses provided not only a shoulder to shoulder with Sonic
challenge but also comic relief.
and Mario. 40 million copies
later – across various games
– and Crash Bandicoot is
still going strong today. We
wonder if Willy the Wombat
would have had the same
eventual success…
PLAYSTATION | 89
Racing By Design
Racing By Design
- The Complete
Arguably the
Arguably thePlayStation’s most iconic
PlayStation’s most racing
iconic franchise,
racing franchise,
buckle up
buckle up and
andhold
holdtight as Stuart
tight Hunt
as Stuart Hunt
recountsthe
recounts the history
history of WipEout, Sony’s
of Wipeout, most most
Sony’s
enduring racing series
enduring racing series
90 | PLAYSTATION
History of Wipeout
The Complete History of WipEout
Game designer Nick colleagues at Psygnosis. WipEout was quickly Considering its strong artistic direction, it
Burcombe, graphic artist thrust into production, with Nick as lead designer. doesn’t seem surprising that the ratio of artists to
Jim Bowers, The Surfaris, As well as Matrix Marauders, many other designers was so high with WipEout. Of course,
beer, and the Amiga game games would influence WipEout’s design, Psygnosis wasn’t entirely responsible for coming
Matrix Marauders are all to be thanked for including F-Zero, Michael Powell’s 3D futuristic up with WipEout’s strong aesthetic, as it would
jumpstarting WipEout. racer Powerdrome and Psygnosis’ Infestation. enlist the help of acclaimed graphic design studio
After seeing an animation for Matrix But, as Nick revealed in our making of WipEout The Designers Republic (tDR) to sharpen its vision
Marauders, which artist Jim Bowers was feature in Retro Gamer issue 35, it was Super for the game.
working on, showing two WipEout-style ships Mario Kart’s battle-themed racing antics that Originally hired just to design WipEout’s box
from the game racing each other, Nick was hit provided the largest portion of the roadmap that art, tDR went on to have a bigger role in its
with the inspiration to create a futuristic racing WipEout would follow. As work progressed, the development after key artist Lee Carus (now art
game. The two men got together and fleshed small team of ten faced a tight deadline. It was director for Sony’s Studio Liverpool) spotted a
out the idea between gulps of ale and excitable a schedule made even tighter when well into fax from the company and liked the design of the
chitchat in their local pub, and came up with production it was decided that the code should be company’s header. Splashing it across the side
a title inspired by The Surfaris’ hit song Wipe restarted from scratch. Despite the interruption, of one of WipEout’s ships in the game’s intro
Out. An enthusiastic Jim got to work on creating the team, which was comprised mostly of artists, to see how it looked, he and the team were in
a concept demo, soon taking the idea to his still completed the game in 14 months. agreement that it suited WipEout perfectly. From
PLAYSTATION | 91
that moment, as Carus tells it, “tDR became more » WipEout 2097 was a great follow-up that ironed out
many of the gripes fans had with WipEout. The difficulty
heavily involved.” was smoothed out and the handling improved.
Of course, a futuristic racing game needed a
fitting soundtrack, and for this the team hit all
the right notes. A mixture of well-known and But WipEout was very much a game for its
up-and-coming dance and electronic artists time, and this was also a contributing factor to the
contributed music to its soundtrack, including the success it enjoyed. Its appearance on an exciting
likes of Orbital and Leftfield. Any gaps were filled new 32-bit console and the popular club and
in with a collection of brilliant compositions by dance culture of the period undoubtedly helped
acclaimed Psygnosis musician Tim Wright (aka push WipEout to the huge popularity and success
CoLD SToRAGE). it saw, further assisted by a canny marketing But there was one other way the team sought
While today licensed high-quality music tracks campaign that saw PlayStation booths installed to improve the experience. In the original, a lot
can be heard in everything from FIFA to Tony in nightclubs all across the country. WipEout, of of the weapons and power-ups could almost
Hawk’s, at the time of WipEout’s development course, was a perfect dance partner. be regarded as Mario Kart equals: Mines were
the games industry’s relationship with the music Though Wipeout was certainly a strong essentially Bananas, Rockets were Green Shells,
business was still very much in its infancy. debut for a new racing franchise, and an and Missiles were Red Shells. For WipEout 2097,
WipEout’s success, and also that of the popular appropriate showcase for the PlayStation’s as Graeme explains, this was addressed by
CD soundtrack that sprung from it, proved the audio and visual capabilities, it wasn’t perfect. Its adding more imaginative weapons.
two industries could be mutually beneficial to sensitive steering mechanics and punishing “All of the weapons were revisited on 2097.
one another. Kids purchase both videogames and collision detection, which caused your ship to stop Rockets were beefed up, rear-firing missiles
music, and so a good game can offer musicians dead in its tracks, combined to make a pretty were added, and the plasma bolt, minigun (only
a captive audience. Similarly, a videogame, unforgiving racer, particularly on later circuits. accessible as a cheat) and quake were added by
particularly a racing game, could be enhanced This was something that didn’t go unnoticed Chris Roberts, who was working on the weapons
with a banging soundtrack. by the team when creating the sequel, WipEout at the time. Quake was quite an obvious one
Released in 1995, WipEout is notable for being 2097 (aka WipEout XL). “The original WipEout because the track has such a simple structure on
the first non-Japanese game released for the was very punishing on the user,” says Studio PS1 it was easy to manipulate the geometry to
PlayStation. It was also a launch game for the Liverpool’s Graeme Ankers, game director for produce the quake effect, so the idea came from
machine in Europe, sharing shelves with the likes WipEout 2048. “On 2097, Stewart Sockett did a the way the track was made rather than from any
of Rapid Reload, Jumping Flash!, Battle Arena great job working with the designers to improve specific design.”
Toshinden and Namco’s anticipated Ridge Racer the wing-tip collisions, and irritating weapons Offering a more creative array of weapons,
home conversion. WipEout’s combat racing and were removed – this really opened the game up dropping any that proved unpopular and
sci-fi setting worked in its favour. Indeed, had it and the additional speed classes made the game a improving those that were well loved, 2097
been a ‘pure’ racer, it may well have been forced little more accessible and a lot more skill-based at enhanced both sides of WipEout’s core gameplay.
to inhale Namco’s dust come launch. faster (Phantom) speeds.” And to complement the refined weaponry, and
give each a sense of unique worth, crafts were
fitted with destructible shields and could be
eliminated from races. Of course, this also worked
against players as they had to be conscious of
Work Buy Play Die Reborn their own craft taking too much damage and
92 | PLAYSTATION
RACING BY DESIGN - THE COMPLETE HISTORY OF WIPEOUT
WipEout
Takes place: 2052
AG racing league: F3600
Number of teams: 4
WipEout 2097
Takes place: 2097
AG racing league: F5000
» The franchise has always served to show off the Number of teams: 4
power and function of the machine it’s running on, it’s “Wipeout
particularly evident in WipEout 2048.
PLAYSTATION | 93
take it to the next level. In the case of Wip3out,
Nicky Westcott got control and it was the first title
out of the new Leeds Studio.
“They were very design oriented and wanted
to break it down to its most minimal. The
relationship with The Designers Republic was
at its height and Mike from The Designers
Republic loves to keep things simple. It was a
bold approach considering CG was still maturing
– everyone was trying to go brighter and bolder
– they took a step back and gave us pure design, » The team attempted something different with Fusion, » As well as the PlayStation, WipEout also graced the Sega Saturn and PC.
which worked well given the systems constraints. widening the tracks and making them noticeably more The Saturn version (released in 1996) is slightly smoother than the PS
You couldn’t get anything more from the PS1 – so elaborate than previous iterations. version, but lacks particle effects.
94 | RETRO
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GAMER
RACING BY DESIGN - THE COMPLETE HISTORY OF WIPEOUT
Wipeinfluences
WipeinfluencesWe examine in more detail the games said to have influenced WipEout
PLAYSTATION | 95
96 | PLAYSTATION
Metal Gear Solid SNAKE? SNAAAAAAAAAAAAAKEEEEEEEE!
» PLAYSTATION » KONAMI » 1998
» RETROREVIVAL
PLAYSTATION | 97
v
CLASSIC GAMES
YOU'VE NEVER PLAYED
SLAP HAPPY
RHYTHM
BUSTERS
TION
■ DEVELOPER:POLYGON MAGIC ■ YEAR: 2000
Y S T
PLithAover 4000 A ■ On first sight, it’s clear to anyone
that Slap Happy Rhythm Busters
is an amazing looking game, easily
avoid being variations on generic
fighting game stereotypes, with the
only exception being the very Chun
among the top ten great looking Li-esque chinese kung fu fighter, Mia.
W ased in n,
games for the PlayStation, in fact. Among them there’s Vivian and Roxy,
give somchance in associated with is the Dreamcast’s games, such as the androgynous
games a ght
Jet Set Radio. Amazingly, Sega’s Garia and her big floating sword
game and Slap Happy Rhythm
the spotli Busters were actually released in
Japan on the very same day.
The character designs are all very
appealing and mostly manage to
» The developers definitely never felt any » The Dance Dance Revolution-esque rhythm combos » Garia throws her big sword around in a style
need to hold back on this game’s colour palettes. are the game’s big gimmick, and they can feel unfair to the recipient. not dissimilar to Donovan from the Darkstalkers games.
98 | PLAYSTATION
MINORITY REPORT: PLAYSTATION
IN DEPTH
PLAYSTATION | 99
» The ‘Night Town’, with its visible
FOX JUNCTION
■ DEVELOPER: TRIPS ■ YEAR: 1998
constellations in the sky, is a sight to behold.
100 | PLAYSTATION
MINORITY REPORT: PLAYSTATION
RETRO
STINK
»CHAO ER
When you first start playing, you’ll bump into SB
■ DEVE
REAK
walls and other objects, running out of time by LOPER:
EON ■
getting lost and generally having a bad time of it. ■ Loos YEAR: 19
ely b 92
If you make the effort to practice, though, Speed Chaos H ased on the arc
action o e at, this re ade gam
Power Gunbike feels great to play. It’s almost like f that places e
the pure
some kind of strange, less forgiving alternate Residen game with a
t Evil, w poor m
corrido ith lots an’s
universe Sonic game that wanted to make the r traips of tedio
» The transforming aspects of Speed Power ing and us
player earn the feeling of speed and freedom. unskipp even an
Gunbike, ensures it stands apart from other racers. able su
doku
puzzle.
PLAYSTATION | 101
Die Hard Trilogy was the quirky PlayStation hit that successfully
melded old-fashioned arcade action with new-fangled 3D tech.
Martyn Carroll talks to the guys at Probe Entertainment who took all-
American hero John McClane and placed him in a very British game
IN THE KNOW he blood on the windscreen worked on the game as a 3D artist. lots of doors for them in the industry.
102 | PLAYSTATION
THE MAKING OF: DIE HARD TRILOGY
SEGA GAGA
DIE HARD TRILOGY is best known as a PlayStation game,
but it was also released on the Saturn and PC. The Saturn
version plays like a bit of a dog, and Simon reveals why:
“In the previous generation, when you were doing
Spectrum and Amstrad games, you could pretty much
write the Spectrum version and port it to the Amstrad
really easily – you just changed the render code and it
all worked. We thought it would be the same with the
PlayStation and Saturn, so we said we’d concentrate on
the PlayStation version and then worry about the other
versions later. Two or three months before the end of the
project, these two guys came in and I just said, ‘Here’s my
code, go away and port it.’ It was full of PlayStation-isms,
and it was the first game I’d written in C and my C code
was awful, and it was a real nightmare for them, the poor
» “One thing that really annoyed me was when Driver came out,” says Simon. buggers. It was really slow and choppy as they had to
“They had a free roam mode where you could just drive around the city, and I
thought, ‘Damn it, we should have done that!’” emulate a lot of the hardware, but they managed to do it.”
pay the bills.’ About three months into early dev kits,” says Simon. “They were
it, ITV canned the show and the game
disappeared with it. Fergus said, ‘That’s
enormous, bulky things that were like
oversized PCs, and it was called the PSX
Therewascertainlynothing
gone, I’m afraid, but Fox is asking us
about making a Die Hard game – are you
at that point. For the first six months we
didn’t see any other PlayStation software
pretentious about it. It was just
interested in doing that?’ To be honest,
at the time I was so into the game show
at all, because it was all still new and
secret. There was a Sony developers’
a good, fun game JAMES DUNCAN
thing that I grudgingly accepted.” conference that we went to and it was the game and say, ‘This is boring. Let’s
Although dozens of people worked on the first time we saw what other people add some more random stuff and blow
Die Hard Trilogy, Simon was at the team’s were doing with the hardware. We were it up.’ We shoved everything we could
core. He designed and coded the Die terrified going in, thinking that the others think of into the game. Doing that can
Hard 2 and Die Hard With A Vengeance would be doing all these amazing things, end up with the game becoming bloated,
segments and was the overall lead but luckily everyone was doing the but it has a certain kind of charm, and
programmer on the project, responsible same kind of stuff that we were. Coming I think Die Hard Trilogy has that charm.
for everything from the front end to the onto the PlayStation was really exciting, It clearly has no real guiding principles
3D graphics engine. The Die Hard game although it was a bit of a culture shock or game design philosophy behind it. If
was designed by Dennis Gustafsson and – there were no sprites! But the fact that anybody in the team at any point said
programmed by Greg Modern. James you could render so much and do all the ‘wouldn’t it be cool if…’ then we’d say
worked across all three games as a 3D 3D stuff was amazing, and I spent the ‘okay, yeah, fine’ and we’d put it in.”
world modeller, which basically involved first month or so just seeing how many “We didn’t really have any production
building the 3D elements that the player pixels I could get in an explosion…” documents on the game,” adds James.
gets to shoot, smash up or set fire to. “Simon loves explosions,” says “We just thought things up and went
Work on the game began in early James, cutting in. and did them. I guess, if anything, the
1994, when the PlayStation was still very “I do like explosions!” laughs Simon, Die Hard movies acted as the game’s
much in development and only trusted and goes on to comment about the production documents.”
third-parties were exposed to the new ‘kitchen sink’ nature of the game. “I have Despite the game being in
hardware. “We were sent some really a very low boredom threshold, so I’d play development at roughly the same time
» “It was particularly funny for us because the enemies had the faces of team » The Die Hard 2 section was one of the first PlayStation games to include mouse » The main impetus behind the production of Die Hard Trilogy, Simon Pick (standing)
members,” says James, “so we were shooting people we worked with.” and lightgun support. and Dennis Gustafsson.
PLAYSTATION | 103
DIY DIE HARD
THE GAME IS packed with funny cheats – giving characters daft voices or making everyone
look like Probe boss Fergus McGovern, for example – but there’s one secret that was no
fun whatsoever for Die Hard 2 level designer Matt Nagy. If you pause the game and press a
special button combination – right, up, down, square – you can access the built-in level editor
that Matt actually used to map the DH2 levels. Simon explains: “We didn’t have any tools for
doing the mapping, and there wasn’t a free dev kit available for Matt to use, so we decided to
actually map the game using one of those blue debug PlayStations. We built into the Die Hard 2
engine the level editor, which Matt could use to place objects and enemies, and he mapped the
whole game using that. He’d save his work to memory card, which I’d then plug in to my dev kit
and pull off the data.”
The DH2 level editor was actually left in the finished game, so anyone can access it and
» “It’s really quite bad,” says Simon about the game’s blood. “I » If the boss’s bright red jumper didn’t make him stand out, the
tinker with the maps. “So you can go through the same hell as Matt,” laughs James. wouldn’t let my eight-year-old boy play it!” massive signpost above his head probably did.
» The hidden Die Hard 2 level editor is exactly the same as the one used in the game’s development. » One of the objectives in DH2 was to prevent hostages from getting mowed down, if you could be bothered.
as Die Hard With A Vengeance, the plan there was no one else to copy. These followed the game script so much the
was always to adapt the three films. days when you’re making a game you better, but not at the cost of the action.
Simon reveals that the decision to create have to say, ‘We’re making this and it’s I think we managed to do just that.
three separate games based on each kind of like Grand Theft Auto with a bit of Everyone got into the spirit of the game
movie was the most obvious – if not the this thrown in.’ It’s always references to and geared Die Hard Trilogy towards the
most sensible – decision. “At the time, other games. Back then we were unable crazy, no-holds-barred action title for
Probe was also developing Alien Trilogy, to say what it was like, because it wasn’t which it has became famous.”
and that was just one game based on the really like anything else.” One of the biggest difficulties the
three films. We were sitting in an early Even now it’s hard to pigeonhole team had was taking arcade-style
design meeting and I said, ‘Why aren’t Die Hard Trilogy, as it’s a collection of 2D gameplay and making it work in
we making three games? It’s a trilogy: three different games. DH1 is a free- 3D. Breathing life into the characters
it should be three games.’ We’d never roaming third-person shooter, DH2 is an was particularly tricky, and it involved
made a 3D game before, and we were on-rails shooter, and DH3 is an open-city using some primitive motion capture
guessing it would take about six months driving game. The constant is that all technology. “We had no idea how to
to make a game, so that would be three three feature wanton destruction and a do 3D people,” admits Simon. “If you
games in 18 months, which wicked sense of humour. wanted to properly skin polygonal people
just about fit into our time Inspirations were drawn primarily you could only have about three of them
schedule. It was madness from coin-op games – DH2, in particular, on screen and the game would start to
in hindsight, but that’s was the team’s take on Sega’s Virtua Cop, chug. So we came up with this ridiculous
what we decided to do. as there was a Virtua Cop arcade game ‘meatball man’ idea, where you had eight
And Fergus pretty much in the Probe offices that received a lot of or so bits just stuck together – one for
said, ‘Do what you want. play. Designer Dennis Gustafsson, who the head, one for the body, the arms and
We trust you.’ Fergus was unable to join us for our lunchtime legs and so on. Looking at them now,
was really good and I chat, provided RG with additional insight they look terrible, like something out of
think he was caught up via email and singled out a specific Captain Pugwash! Their heads wobble
in the whole excitement of the arcade game: “We only had one golden and there are all these stupid artefacts all
thing. I guess the main reason rule for the direction of the gameplay: we over the place.”
we had so much freedom was wanted every aspect of the game to have Using an early digital camera, which
because we were in the first the action of the arcade classic Berzerk. Fergus had acquired on a trip to Japan,
generation of 3D games and Full-on action from all directions. If we photos were taken of each team member
104 | PLAYSTATION
THE MAKING OF: DIE HARD TRILOGY
FOX
FIGHTS
BACK
20TH CENTURY FOX had » Designer Alec Prenter using the grid-based
minimal input during the game’s DH3 level editor to map out New York City.
development, and only objected
if the team added something that
had nothing to do with the films.
» Even without guns, Die Hard With A Vengeance proved to be violent.
One case in point was the team’s
original depiction of New York City.
Dennis tells the tale: “When the
Fox producers saw an early demo
of our driving game, the levels had
jumpy hills, meandering roads
and bendy curves that led into
sewers. I remember they were
strangely unimpressed by the wild
and crazy driving experience that
we had going.”
When Dennis arrived in New
York to snap some location pictures
for the game, he soon found out
why. “One of the producers, Scott,
took me downtown and literally
dragged me out into the traffic. We
stood in the middle of the street
and Scott said ‘look’ and pointed
down the street. I looked. Then he
pointed in the opposite direction
and said ‘look’ again. I looked.
‘What do you see?’ he asked. I » The team rigged an old church with infrared cameras and used them for motion capture. » This clever visual trick lets you see through walls as you explore Nakatomi Plaza in DH1.
replied: ‘Straight, wide streets, no
curves, no hills, no nothing. Just
cars.’ Scott nodded, having made and their faces were used to give the Getting the game done was sweet The game was a critical and
his point, and walked off, leaving meatball men their identities. They for all involved, particularly as there commercial smash, and although exact
me to my own devices. The rest of weren’t allowed to use Bruce Willis’s were rumours that they’d been playing sales figures are not available, it was a
the stay I took hundreds of pictures likeness due to licensing costs, so the second fiddle to the ‘other’ Trilogy in multimillion-unit seller and one of the
of all the areas that were to be McClane role went to the follically development at Probe. “There was strongest-performing titles during the
included in the game.” challenged Dennis: “They used me, a rivalry between ourselves and the early years of the PlayStation. Part of
with less and less hair retouched onto Alien Trilogy team,” reveals Simon, its success is surely due to the freedom
my head for each sequel. I was a lot “and with the imminent sale of Probe to offered to the team during development.
cheaper than Bruce.” Acclaim, everyone assumed that Alien “It was amazing to have that level of
The development took between Trilogy was the most likely to succeed. freedom in that creative environment,
DEVELOPER 18 months and two years, and as the
release date approached, the team had
Understandably, Fergus wanted to make
Alien Trilogy the best it could be to keep
and being left alone to do whatever we
wanted,” says James. “It will probably
HIGHLIGHTS to clock up the overtime to finish it. Acclaim happy. From our perspective, never happen again. It also helped that
GOLDEN AXE “We’ve probably made it sound like it it often felt like Alien Trilogy was the everyone on the team really liked games
SYSTEM: C64, AMIGA, ST was really good fun making the game, golden child, getting the quality staff and – we’d talk about them and play them
YEAR: 1989 but towards the end of the project it was internal plaudits. We didn’t know it at the in our lunchtimes. It really was a game
MORTAL KOMBAT (PICTURED) really awful,” says Simon. “We were time, but we were known as ‘Try Hard’ made by gamers. There was certainly
SYSTEM: MEGA DRIVE, working seven-day weeks for at least instead of Die Hard, because we were nothing pretentious about it. It was just a
GAME GEAR, AMIGA
YEAR: 1993 three months, because it was going to be just sitting there, trying really hard, not good, fun game.”
a Christmas release and we were running knowing what we were doing. The Alien “In many ways it was like one of those
ALIEN TRILOGY
SYSTEM: PLAYSTATION, late. We really did crunch at the end. We Trilogy team was massive and its game classic albums you read about,” adds
SATURN, PC were getting closer to the date when it was gorgeous. We were the underdogs, Simon. “The right people, the right place,
YEAR: 1996 had to be in shops, and Fox were getting at least until our game was released. And the right time. It just worked.”
more and more desperate. I believe then the world went mad.” And, with that, the interview ends and
Fox forced it through Sony’s approval “It was crazy,” adds James. “It was Simon and James return to work for
process because there were still crash my first published game and it was the afternoon. We guess their current
bugs in it when it was released, which a fantastic experience. The feedback videogame projects are somewhat more
was unusual. Sony wasn’t really such was overwhelmingly positive. Die Hard structured and governed than Die Hard
a big force at the time and I think Fox Trilogy was three solid games, nothing Trilogy. And they almost certainly include
bullied it a bit to get the game approved.” more, but together they sealed the deal.” fewer explosions and people on fire.
PLAYSTATION | 105
106 | PLAYSTATION
THE HISTORY OF RESIDENT EVIL
ethevstoryi l ofrriresident
se evils
O
Capcom’s Resident Evil saka, Japan, early 1996. It was
gone three AM in the long
manager Tokoru Fujiwaru, to create a
game that could carry on the legacy
series is one of the most abandoned cubicles and halls
of Capcom’s HQ, but work was
of Sweet Home, Capcom’s 1989
NES horror adventure. Mikami was
famous in videogames, by no means finished. Still prowling intrigued and agreed, borrowing
the corridors was a young Shinji some of that game’s finer touches
having spawned everything Mikami: director of Capcom’s new (the door-opening screens, for
PLAYSTATION | 107
supernatural angle for the stating in The Birth of Resident Evil in The True Story Behind Resident
horrors found in the Spencer that, “This feeling of anxiety was Evil. Only the interjection of Fujiwara
Mansion, like in Sweet Home. realised with the assistance of the stopped the project from stalling.
Eventually, he settled on slightly new generation of consoles (the
A
more grounded approach that PlayStation) that helped achieve the lthough Mikami had claimed
suited the paramilitary STARS unit remarkable graphics. “ that the interference from
and their fighting abilities. New consoles, however, would above and the exhausting
“I wanted an atmosphere found bring new challenges, and Mikami schedule had meant that he
in the film Jaws, where the player soon realised that his dream of had “lost all interest in watching
was in danger, but still capable creating Resident Evil in first-person the game go on sale”, Resident Evil
of dealing with it,” he stated in was dead. This limitation would give would become a triumph, selling
the book The True Story Behind rise to the famous pre-rendered 600,000 units and making Mikami –
Resident Evil. “In short, I wanted backgrounds that gave Resident Evil and the game – big names. Finally,
his “moment had come”.
I wanted an atmosphere like Resident Evil had become a
phenomenon: George A Romero
108 | PLAYSTATION
THE HISTORY OF RESIDENT EVIL
Re sident Evil 5
» Despite many gamers’ dearest wishes, Resident Chris’s arms are much smaller
Evil 2 was mostly confined to one location. than they are in the early
D
been slavering – Mikami pulled the espite the crushing stress, with regret.
plug, with estimates placing the Resident Evil 2 was starting to “My biggest disappointment
game at over 60 per cent complete. come together in a way that was that [the higher-ups] made
Mikami had decried Resident Evil 1.5 never could, with Kamiya me be a producer, and that I had
1.5, as it came to be known, for not remarking recently on his Twitter to step back from actual game
» Resident Evil Zero featured some innovations (the ability to meeting his high standards. The
drop items, real-time character swapping) but still slavishly
stuck to series conventions. game’s cold, T2 –esque lighting and
small police station setting didn’t It is not that easy to attract a
have the appropriate feel, and to
this end the setting was rewritten
externally, starting Capcom’s
larger audience while not losing
relationship with scriptwriting firm
Flagship. Not for the first time, and
sight of the game’s essence
certainly not for the last, a Resident feed that the difference between the development,” he told 1Up.com.
Evil game was going to have to be two versions was like “heaven and “When you’re a director, you can
completely redesigned. Mikami took hell”. Resident Evil 2 ’s innovative really create the game you want
a back seat and allowed Kamiya ‘zapping’ system, where scenarios to create hands-on, whereas when
to finish the game uninterrupted. for Leon and Claire would overlap or you’re the producer you just kind of
» How many zombies have we killed in this corridor over the Elza Walker morphed into Claire intertwine, lending the game replay oversee it, so you kind of have to
years? Thousands, probably. Redfield to establish continuity with value, was excellent. The game’s stand back and watch.”
the original game, and the Raccoon action focus was turning it into a rip- Resident Evil 2 ’s success was
Police Department became a more roaring slice of entertainment, the predictable: as the sequel to one
Gothic environment. same breed as its predecessor but of the highest-profile games in
Capcom apologised for the delay distinctly different. If Resident Evil PlayStation history it was never
by releasing Resident Evil: Director’s was Alien, the mansion the creaking going to fail. With Resident Evil 3,
Cut, as Kamiya and the company Nostromo, a haunted house, then however, those assurances
crunched to get Resident Evil 2 Resident Evil 2 was Aliens, and disappeared quicker than zombie
110 | RETRO
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GAMER
THE HISTORY OF RESIDENT EVIL
W
bodies when you leave and hile Resident Evil 3, Code
re-enter a room in any Resident Veronica and 0 were all
Evil game. Directed neither by good games, they were
Mikami nor Kamiya, for most of its sidesteps; evolutionary
development Resident Evil 3 wasn’t instalments rather than giant leaps
W o a h, t h i s
going to be an fully-fledged sequel. forward. For that reason (and also
Instead it was going to be a side- those of time and space) we have
story, and bore the titles Resident opted to concentrate on what was
hal l i s
Evil 2.1 and Resident Evil 1.9 during to come. No matter how good
development. As ever, Okamoto the ‘classic’ gameplay may have
had a say, re-instating the series to been (and CV is excellent) many patterns, the
d a n g e r o u s!
full-sequel status, and production thought the series was simply same gameplay
came and went without much repeating itself, literally in the case each time,”
of a hitch. Despite the success of of the Resident Evil remake and producer Hiroyuki
the game (it would go on to sell more figuratively in Resident Evil Kobayashi states on The
over 3 million copies), it is seen 0. It was another romp through Making of Resident Evil 4.
as the black sheep of the series a dusty old building, in this case “So I spoke to Mikami- san
– perhaps more so than even the Umbrella Training Facility about reshaping the game, Finding out
Resident Evil 0. Which is perhaps next to the Spencer Mansion. winning back the fans and winning who wrote
harsh, given it introduced new Peer closer and you can see the new fans that would never play a that dialogue…
features such as the dodge move, wheels of change slowly grinding, Resident Evil game.”
‘Live Selection’ events that enable with Capcom experimenting with Mikami threw himself into the NO HISTORY OF Resident Evil
you to shape your path through real-time player switching and on production with gusto. As part of is complete without mention of
the game, and of course Nemesis, the fly item dropping. For the most the ‘Capcom Five’, an exclusive the dialogue that has given us
the persistent enemy that gives part, however, it was business as agreement between Capcom and the fear over the years, and not
the game its unique Terminator- usual. To stay relevant, Resident Nintendo to put out five games on always for the right reasons.
style flavour. Code Veronica too Evil needed a rebirth, not just a the GameCube system, Mikami was The original game’s dialogue
was successful, if derivative – remake, and it got it with RE4. nothing if not zealous. He insisted was written in-house by Kenichi
reintroducing Wesker, Chris and Hinted at in 1999, finally released that Resident Evil 4 wouldn’t appear Iwao, and is rightly regarded
Claire was a great idea, and the in 2005 after four revisions (one on the PS2, threatening that ‘he as both the best and worst the
3D backgrounds the Dreamcast of which was the uber-action, would cut his head off’ if such a series has to offer. Barry Burton
afforded were much appreciated. Gothic-drenched prototype that thing came to pass. Naturally, it got most of the best lines: who
Interestingly, rumours swirled that spawned the Devil May Cry series) did, but thankfully Mikami hasn’t can forget classics such as ‘You
Code Veronica had actually started Resident Evil 4 set the standard suffered a decapitation yet. were almost a Jill sandwich’, ‘I
life as a PlayStation game before for all action games to follow, but He approached the game with hope this isn’t Chris’s blood’ and
making the leap to the Dreamcast. again its genesis was difficult and the same attacking instinct as he ‘The master of unlocking!’
In an exclusive interview with laborious, guided by Mikami’s had the PR. In the director’s Sadly for everyone involved,
Retro Gamer, Resi 5 co-producer stubborn genius and a period of chair that he so coveted, he Resident Evil 2 saw the
Masachika Kawata was cagey sharp introspection for the design began another reign of introduction of Capcom’s
when asked if this was the case, team at Capcom. “The series perfectionist terror. There relationship with Flagship,
simply stating “I don’t know”. had been recycling the same was also the old pressure a company geared around
on his shoulders that he improving the quality of game
hadn’t felt since the first scripts. Founded by Noboru
game: Mikami knew that Sugimura and Yoshiki Okamoto
if Resident Evil 4 hadn’t (along with two others) after
been a hit, it would they had collaborated on putting
have been the end for Resident Evil 2 ’s script in order,
the franchise he the company would then advise
helped create. on Resident Evil 3 ’s script (again
Yet another written internally). Mikami would
countdown co-write 4, before four different
had started. writers would collaborate on
Resident Evil 5. Although sadly
we don’t know who wrote Albert
Wesker’s unintentionally dirty
‘complete, global saturation’ line.
Unfortunately, Sugimura passed
away in 2005, but his legacy still
stands today.
PLAYSTATION | 111
Mikami was ruthless with his
changes. Those infamous door
opening screens and fixed camera
angles were ditched for a third-
person, over-the-shoulder camera,
and Resident Evil 4 ’s story featured
an upgraded Leon on a mission to
remote and rural Spain to rescue
the US President’s kidnapped
daughter. Leon was a far cry from
the foppish cop of Resident Evil 2 :
now he was all-action, diving out of
2. Li sa Trevor
(RESIDENT EVIL REMAKE)
Lisa is horribly disfigured, and her mind has
been savagely twisted after spending years
being experimented upon by Wesker, Birkin
and Spencer. Unkillable, there’s a both a
horrible feeling of helplessness and a twinge
of compassion as she stalks you in the
remake, begging for a death you can’t give
her. Absolutely chilling.
1. Neme si s
(RESIDENT EVIL 3)
If Resident Evil 2 is akin to Aliens, then 3 is The
Terminator: a lean chase movie with a villain that
seemingly can’t be stopped. Hearing his signature
music, and seeing him cry ‘STAAAAAARS!’ is
enough to send a chill down any gamer’s spine,
and he keeps on coming and coming…
112 | PLAYSTATION
THE HISTORY OF RESIDENT EVIL
The sound
» Code Veronica X saw new cut-scenes added, including this
Matrix-inspired fist fight between Wesker and Chris.
of terror
WHILE RESIDENT EVIL’S dialogue
may have been laughably bad since
the outset, one aural element of
Its stupendous design had the series that has always been
infected videogames, and its legacy first-class is the score Capcom uses
was evolving. Resident Evil 4 wasn’t to anchor its scares and give each
just an expertly-paced, relentlessly Resident Evil its rich atmosphere.
playable update of a decaying » One of the greatest openings of any game, Resident Evil 4 ’s really set the tone for the whole experience. Utter the name Masami Ueda to
franchise: it had defined a genre, all but the most hardcore Resident
and continues to define it, with the Evil fans and you’ll probably get
over-the-shoulder view being its a puzzled look in response, but
clear legacy. anyone who has played the first
three games would be able to
A
nother rough ride then, identify work he collaborated on in
but it was ultimately worth a heartbeat. From the haunting-yet
it. Fantastic sales had comforting melancholy of ‘Peace
reinvigorated the series Of Mind’ (Resident Evil ’s save room
financially, but more importantly theme) to the terrifying strings
overwhelming critical acclaim of ‘Night Of Day’ (the mansion’s
had put the franchise back on the second floor theme) and onto the
pedestal it had slid wearily off in relentless warcry beat of Nemesis’s
years prior. Resident Evil was back. theme, Ueda and his contributors
Mikami, however, wouldn’t be. (including, but not limited to,
For those that had to produce the Viewtiful Joe composer Akari Kaida)
follow-up, old hands Jun Takeuchi » Sheva’s introduction in Resident Evil 5 is fine in co-op, but her AI is too troublesome to make single-
crafted just as much of Resident
and Masachika Kawata, there player anything other than a chore. Evil ’s mystique and intrigue as
was surely no way to match 4’s Mikami and company did.
achievement. “We were under a Evil 5 was initially developed as a It’s a telling Ueda stepped aside for Resident
lot of pressure,” Kawata told Retro “single-player game”). Either way, statement, that of Evil 4, where the Spanish setting
Gamer in an exclusive interview. co-op would be something the main keeping an eye on and new action focus called for a
“But we also got a lot of support.” series had never seen before. Western developers, different vibe. Misao Senbongi took
The concept would see The setting would be destined to because Resident Evil 5 over, reflecting the drastic change
Chris Redfield return as the reap the whirlwind of controversy, has been accused of both of pace in the music. Senbongi
star, investigating Resident Evil with Capcom being accused (and being in awe of Western wasted no time in driving home
outbreaks in Africa and eventually sternly refuting) accusations of design philosophy the differences, with the second
tying up his long-running feud with racism, but Africa would offer (co-op, a shoe-horned piece from the game’s score,
series antagonist Albert Wesker. the producers interesting new in cover system) and ‘First Contact’. It is composed of
He would be teamed with Sheva gameplay options. One of these not changing enough passionate singing, fast acoustic
with the times. Takeuchi guitar and driving rhythmic beats,
PLAYSTATION | 113
playing blackjack to decide who is featured popular areas from past
going to be stuck with the games, but lost a lot of its appeal
responsibility of making the next on the second-hand market due to
episode in the series.” its inability to delete saves. There’s
Design changes, controversy a iOS port too, but it’s not as good,
and the changing landscape of being ill-suited to touch-based
game design (both fiscally and controls. Another 3DS exclusive
geographically) had taken their toll. appeared in 2012 in the form of
C
game seen from a first-person titles that are both canonically apcom followed up Resident of the original Resi and has similar
perspective. Players took on sound and actually fun to play. Evil 5 with the ambitious plans for Resident Evil Zero.
the role of Ark Thompson, an The first is Resident Evil: The Resident Evil 6, which featured Despite the franchise’s recent
amnesiac who awakens on Umbrella Chronicles, which three separate story lines that wobbles, there’s no sign of the
an Umbrella-owned island is notable for telling the RE focused on some of the franchise’s series dying yet. Why? Because
dedicated to spewing out bio- story from Albert Wesker’s most beloved characters, including man’s oldest emotion is fear, and
organic weapons. Poor controls perspective and being the first Leon Kennedy and Ada Wong. It was we love playing it out in controlled
and lukewarm gameplay, Resident Evil game to show an interesting experiment, essentially environments, preferably with a big
however, ensured that the game Umbrella founder Ozwell being three different Resident Evil gun and bad dialogue to go with it.
wasn’t a critical success. Spencer on screen. The sequel, games in one. Despite exceptionally The Resident Evil series has had its
Undeterred, Capcom gave Darkside Chronicles, is as close good sales, though, it divided critics ups and downs, but its importance
us Gun Survivor 2 soon after, as we’re going to get to a full- and has some of the lowest scores in the world of videogames is
which took elements and blown Resident Evil 2 remake for a main game in the franchise. difficult to understate, as is the
scenarios from Code Veronica for the time being. Deepening And yet the series has kept rumbling special place it has in the hearts of
and repackaged them into Krauser’s relationship with Leon on with varying degrees of success. those who thought it safe to enter
another light gun-themed while also enabling players Resident Evil: The Mercenaries 3D that rundown mansion back in 1996.
FPS. Again, the result was not to revisit the RPD, it’s well
critically successful. Neither worth checking out for any » One of the biggest triumphs of Resident Evil: Revelations 2 was the return of Barry
Burton who was looking for his daughter Moira, another playable character.
was Resident Evil Gaiden for fan who wants to expand their
the Game Boy Colour, a spin-off knowledge of the sequel.
that saw Leon and Barry thwart Finally, there’s the third-
an outbreak on a cruise ship, person shooter, Operation
sadly held back by the primitive Raccoon City, a team-based
technology of the time. shooter that was developed by
Much finer was 2003’s Slant 6, which developed the
Resident Evil Dead Aim, yet so-so Socom Confrontation.
another FPS blaster set on a While it gains kudos for being
cruise ship. Introducing US and set in and around the events
Chinese special agents Bruce of Resident Evil 2, the actual
McGivern and Fong Ling, it has game itself is pure bobbins and
ties to the main series but is at is both horribly generic and
heart a rudimentary shooter that suffers from bugs and terrible
is light on scares. gameplay. Best forget about it.
Special thanks to Paul Freshwater of www.crimson-head.com and
Luca Taborelli of www.unseen64.net for their help with this article
114 | RETRO
PLAYSTATION
GAMER
THE HISTORY OF RESIDENT EVIL
gallery
players on the Resident Evil stage, from Wesker to Claire
Redfield. Sadly, Tofu didn’t make the cut…
ALBERT WESKER
Series villain and Chris’s nemesis (and tormentor),
Wesker pulls all the strings in his plot for world
domination. Assassination, subterfuge and even
genocide are all in a day’s work, and his tendrils
, snake through the whole series. la For
l2 l st m
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t e s
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e s
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RE tar lker turn otor has ve APPEARANCES: Resident Evil, ki e
ll. for r of ss or
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APPEARANCES: Resident
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PLAYSTATION | 115
Gran Turismo
PLATFORM: PlayStation DEVELOPER: Polyphony Digital RELEASED: 1997
BIO
Not many games are in the
works for five years, but
Gran Turismo was worth
every single day of labour.
Having entered development
two years before the
PlayStation’s launch, the
game arrived in the final days
of 1997 and redefined players’
expectations of console
racing games. Its packaging
proudly declared it to be ‘The
Real Driving Simulator’ and
it was hard to argue, thanks
to an impressive handling
model, a 140 car roaster and
stunning visuals. Universal
critical acclaim followed, and
a staggering 10.85 million
copies were sold.
116 | PLAYSTATION
MORE CLASSIC GRAN
TOURISMO MOMENTS
Passing Your Test
One of Gran Turismo’s quirks
is the licence system, which
requires you to participate in
a series of racing challenges.
These can be rather strict, with
automatic failure for leaving the
track. The A Licence is much
harder to obtain than the faintly
useless B Licence, but your opportunities to race are much greater
once you manage to pass its tests.
Petrolhead’s Paradise
The range of cars and turning
options in Gran Turismo was
unprecedented for a console
game, and it was something
of a dream come true for the
racing enthusiast. A dedicated
player could find hours of
satisfaction simply by buying
cars and modifying them, in an attempt to extract the maximum
performance from every single one of the game’s 140 cars.
PLAYSTATION | 117
a resolutely 2D rabbit balanced on a
wobbly tightrope. Matsuura might have
already given us rapping dogs and
guitar-wielding sheep, but this bug-eyed
bunny still felt out of step with the times.
A big-eyed bouncing If the bizarre lead character and esoteric
rhythm-action gameplay wasn’t enough,
rabbit and a game that let he’d gone and done it all with vector
graphics. Was this due to a misspent
you literally play your CD youth playing Asteroids in the arcades of
Akihabara, perhaps?
collection. Paul Drury asks “No, actually,” laughs Matsuura,
“but I really love vector graphics. When
Masaya Matsuura all about I started to make my own music,
everything went to the computer from
his thing on a string analogue media, analogue waves. I was
so excited to have friends who tried to
create something using computers. One
of them, who had a big impact on me,
was part of the computer graphics team.
At that time, computer graphics didn’t
e want to clear this up Masaya Matsuura leans back on his have texture. It was wireframe. I really
118 | PLAYSTATION
THE MAKING OF: VIB-RIBBON
PLAYSTATION | 119
triangle and a wiggly line – which
correspond to the left and right shoulder
buttons, down on the D-pad and X
respectively. Hit the correct button
as you approach the shape and Vibri
gracefully vaults it. Get it wrong or mess
up your timing and she blunders through
it, ending your streak with a painful
electric shock. Too many mistakes and
you descend the evolutionary scale until
the song abruptly ends in failure. » An exclusive glimpse of NanaOn-Sha’s aborted
Sounds simple? It certainly is at first, Mercedes-Benz project that evolved into Vib-Ribbon.
and the use of only four inputs at a
time when buttons were beginning to important to us. I wanted a game that him to the project and he helped write
proliferate across joypads everywhere used both hands together. My private the script. He found the bug that made
gives the game a charming retro feel, reason is that I’m very addicted to the obstacles move from side to side…
which nicely complements the old- playing drums and to play them well, and the programmer really liked that! He
school visuals. However, soon you’ll be you need to combine the right and left said we should keep it.”
faced with weirdly shaped obstacles that hand to fit the rhythm.” Now, if Vib-Ribbon danced to a
combine two of the basic pieces in one Vib-Ribbon can be an almost different drum in terms of game design,
and require some dextrous finger work therapeutic experience when eyes what really made it unique was that
to negotiate. and fingers are working in harmony, you could too. Once the game was
“Those combined shapes are but as the speed and intricacy of the loaded, you could insert any CD from
designed in a very intuitive way,” courses increases, it can become a your collection and the tunes became
explains Matsuura. “Triangle and square dissonant nightmare. Things become not only the backing track, but the
– it’s easy to combine these in the even more challenging when your view music was actually used to create a
brain with the two buttons. That was of the ribbon swirls to a new viewpoint
mid-song and, if that wasn’t enough,
the pieces start to float back and forth,
changing the order in which they must
be traversed in brain-addling fashion.
» Matsuura plays Rhyme “That was a bug!” laughs Matsuura.
Rider Kerorican on the “I had an old friend, a recording engineer
WonderSwan while who had worked with my old band
your correspondent
goes weak at the knees. Psy-S, who now worked for Sony on
music. After PaRappa, Sony assigned
GOOD VIBRATIONS
Though not direct Mojib-Ribbon – PS2 (2003) Vib-Ripple – PS2 (2004)
“The same concept as Vib-Ribbon “At that time in Japan, everyone was
sequels, Matsuura but using text files. At that time, the exchanging pictures on their phones.
and his team have PS2 was trying to be net-oriented. We made the picture the ring of a
Our focus was a simple text message, trampoline. The system analyses areas
created two spiritual which would be exchangeable online. of the same colour and if the shape
successors to We wanted to carry it into the game. looks like, for example, a mountain, like
Next, we found a speech synthesizer a triangle shape, the system will assign
Vib-Ribbon, though developed by a Japanese phone a mountain to that part and if you keep
neither got a release company, and we hooked it to a PS2. jumping on it, a mountain will come
We worked with the engineer for out! If you are successful you get the
outside Japan almost two years so if you input a text stamp of a mountain and you can use it
file it would rap the rhythm. We made to decorate the picture and send it back
kind of a rap-thesizer!” from your mobile.”
120 | PLAYSTATION
THE MAKING OF: VIB-RIBBON
DEVELOPER
HIGHLIGHTS
PARAPPA THE RAPPER
SYSTEM: PSONE
YEAR: 1996
RHYME RIDER KERORICAN
SYSTEM: WONDERSWAN
new course layout. Suddenly you could
skip along to Sonic Youth, race the I remember playing Vib-Ribbon YEAR: 2000
MAJOR MINOR’S
ribbon to Ravel, or vibrate to The Verve.
The use of external audio in such an
innovative way showed that Matsuura
with a Brian Eno CD. No pieces MAJESTIC MARCH PICTURED
SYSTEM: WII
PLAYSTATION | 121
Released in 2000 for the PlayStation and PC, Hogs Of War is
a hilarious, charming and mildly insane turn-based strategy game
in which warring armies of pigs blow each other to smithereens
in the pursuit of swill. Lead programmer Jacob Habgood
explains to Phil Locke the method behind the madness gas
ith just ten seconds owned by one person – that person, in people were getting very excited about.
122 | PLAYSTATION
THE MAKING OF: HOGS OF WAR
» It’s always good to reach out and touch one of your old friends.
» Although pigs flying isn’t out of the question in this game, swimming sadly is.
start to finish, which is an insane amount A very creative guy. But towards the
of time. That was partly due to the fact end of the project, where it kind of took
that there were these periods where on a slightly different direction, it was a
everything’s on hold, when the company guy called Phil Wilson who took over as
gets taken over, things don’t move the ‘everyday’ designer on it, as the guy
forward, nobody knows what’s gonna who actually tweaked all of the levels,
continue, what’s not gonna continue.” and designed the finished version of the » Hogs Of War shared Worms’ proclivity for bizarre weapons.
However, Jacob doesn’t feel that this levels. He was a very creative guy, very
hindered the game’s development much. passionate about his discipline. He would
“Having gone through several periods of go home every night and play the build “Now,” says Jacob, “the big
this kind of thing, it did enable us to spend that we’d created for him, and come back companies, they want global games, built
that time improving the game. We were the next morning with a list of changes to global audiences. That’s why there “SOUNDS
was never a sequel to Hogs. There were
several rumours – we started one, and
FUNNY”
Hogs Of War seems to wear the influence worked on the game for about six months.
Hogs sold very well, but only in terms of a
THERE’S AN
EXTREMELY home-
of Worms on its sleeve, both in its turn-based European phenomenon. It didn’t really sell grown and localised sense of
humour to Hogs Of War, with
in the US at all. For publishers at the time,
gameplay and in its sense of humour that wasn’t a viable approach; they didn’t
a lot of the humour relying
on well-known national
feel that was what they wanted. It was stereotypes. However, Hogs
having to constantly re-present the game, that we needed to make. He went on to too British, too European and too quirky, is more silly than jingoistic.
and rethink the ideas behind the game, work at Realtime Worlds on Crackdown.” which I think is a shame.” “In every different territory
the focus and so on. While it represented Part of the appeal of Hogs Of There’s a real sense that the that it went out in, we had a
different personality doing
a challenge, it probably also benefited the War is that it’s so charming. development team were having the voices for it,” remembers
final product because it had been through There’s no hard-nosed fun when the game was being Jacob. “So, in France, they had
so much, so many iterations. realism, nor anything made. “I’d definitely say that French comedians that were
“We were lucky that, towards the even resembling it. one of the things that was so voicing it; Germany had people
end, there was a guy who worked for This is a game in great about working on Hogs that were known in Germany,
Infogrames called Sean Millard, who is which a spy is that at that stage team sizes and so on and so forth.
“Although it had this very
now the creative director of Sumo. He can steal an were manageable enough that
British feel, and these European
came down and had a look at Hogs and opposing player’s everybody could have a say,” stereotypes – perhaps not
thought it was the best game he’d trotter, rendering Jacob explains, “so more than particularly politically correct
played in ages.” him armless. Part any of the other projects ones – if you played the French
Jacob, who coded the engine of this charm is I’ve ever worked on, it version it had the same about
for the PlayStation, is quick to in its anachronistic was a kind of team the English. In every European
territory it had their stereotypes
praise his colleagues on Hogs nature – in a world collaboration, and
of how they saw every other
Of War. “The designer behind where universality is everybody could have European country, so it was
the game was a guy called Ade everything, it’s refreshing a chance to put their very balanced. It was extremely
Carless, the guy that invented to play a game that’s so own creative input into popular in Germany.”
Zool and various other games. unashamedly local. the finished game.”
PLAYSTATION | 123
124 | PLAYSTATION
THE HISTORY OF: DINO CRISIS
PLAYSTATION | 125
» Sorry Dylan, but we never
really liked you as much as
Regina. Nothing personal.
126 | PLAYSTATION
The horror legacy of one of
Capcom’s guiding creative forces
at changing things up in the years prior to that proved to Capcom that change can be a
Resi 4 ’s release – Street Fighter EX and Devil good thing got a sequel that sent the gaming
May Cry 2 being the worst offenders – Dino world a very different message. We’re talking,
Crisis 2 remained a shining example of how of course, about the embarrassment that is » Fictional dinosaurs could
never excite the inner child like
going back to the drawing board isn’t always Dino Crisis 3. the real thing did.
a bad move. But it’s in the unlockable mini-
game The Mercenaries that we see most of as it made while the entire
Regina’s influence. The score attack mentality, creative and technical teams like they had in the past either, oh no. These
the insane pace and the retention of horror were on holiday? Was it were genetically engineered dinolikes,
elements in what is ostensibly a pure action produced during a brief period produced in their thousands so they could
game... it all comes straight from Dino Crisis 2. where perception-altering drug use was be conveniently (and tediously) slain in their
Are we saying Resident Evil 4 wouldn’t have mandatory at Capcom? Was it an elaborate thousands. It was even more an action game
happened had it not been for Dino Crisis? No. yet costly stunt to troll a Western-developed than Dino Crisis 2, with new hero Patrick
What we’re saying is that it would likely have console? Whatever the reasoning behind it whizzing around on a jetpack while firing hot
been a very different game. (we’re pretty sure it was none of those things), laser death at loads of space monsters. Oh
There’s a chapter missing from this story, the fact remains that Dino Crisis 3 is one of God, it was horrible.
though. No, not the one about that awful the worst games Capcom has ever put its It was the camera that proved to be the
PlayStation 2 lightgun Dino Crisis spin-off. name to. Seemingly done with the constraints game’s (and perhaps even the franchise’s)
That’s not even a chapter – it’s just a sentence, of planet Earth after just two games, Capcom mass extiction event, though. A hangover from
and it’s right there. We’re talking about a part saw fit to set the third on a space station. And the series’ glorious past, the fixed viewpoint
we’d rather forget. The part where a game these weren’t your run-of-the-mill dinosaurs system simply couldn’t keep up with either
PLAYSTATION | 127
More must-play games for those who like
their antagonists gigantic and extinct
DINOPARK
TYCOON (1993)
QWhat could be better than
Theme Park? Easy Theme
CHUCK ROCK (1991) Park crossed with all sorts of THE REVENGE OF SHINOBI (1990)
QCore Design must really love dinosaurs. Tomb Raider different dinosaurs. The end QWhy would a ninja fight a dinosaur? We’ll answer
came later, but this is the story of a cartoon caveman result was DinoPark Tycoon, that question with another question – why wouldn’t a
with a penchant for lobbing bloody great boulders, which a solid strategy title with an ninja fight a dinosaur? What could be more awesome,
proves helpful for combat and platforming. The final boss education slant that allowed after all? The New York boss was clearly Godzilla in
was another T-Rex, albeit one wearing boxing gloves and you to fill your zoo with long- the copyright nightmare that was the original game (hi,
shorts. He was scarily cheap too, as we recall. extinct lizards. Batman) but was later changed to a skeletal dinosaur.
TUROK: DINOSAUR
HUNTER (1997)
QIt’s a dirty word these days but,
in the Nineties, Turok could do no
wrong. Both this and its sequel
feature loads of dinosaurs
to shoot – some modded in
amusing, Dinoriders fashion –
and Rage Wars set a benchmark
for console deathmatches. What
happened to you, Turok? Sob.
WHERE TIME STOOD STILL (1988) MONSTER HUNTER (2006) 3D MONSTER MAZE (1981)
QHow do you improve on The Great Escape? Easy, add QAnyone who likes dinosaurs should QLadies and gentlemen, gaming’s first dinosaur.
dinosaurs. This is a superb isometric adventure with savour the chance to go toe-to-toe with Sure, you can outrun the lumbering fool and his
clever gameplay mechanics that had you controlling Capcom’s massive line-up of lizards, gummy grin but don’t assume he’s harmless –
a group of people, stranded in a strange land. Before dragons and horrible beasties. Not feeling you’ll see his teeth if he catches you, that’s for sure.
long, various dinosaurs are out for your blood and you’ll it? How about this – when you’re done with Massively pioneering back in the day, it remains a
need to do everything you can to avoid being eaten. them, you can carve them up and turn highly atmospheric game of cat-and-mouse.
them into new gear and fancy hats. Yeah,
we though that might do the trick...
128 | PLAYSTATION
THE HISTORY OF: DINO CRISIS
TRESPASSER (1998)
QAnother Jurassic Park title, sure, but this list wouldn’t be complete without
this inept shooter. After promising the moon on a stick, the only things
Trespasser delivered were a graphics engine that only about eight PCs on the
planet could make look good at that time and accidental hilarity in the way
protagonist Anne (voiced by Minnie Driver) interacts with the world. Too bad.
PLAYSTATION | 129
;/,+0=0+,!
,5,40,:>0;/05
Publisher:
Viacom New Media WITH SO MANY TITLES RELEASED FOR SONY’S PLAYSTATION
Developer: IT’S INEVITABLE THAT SOME OF THEM WOULD DISAPPEAR
Radical Entertainment
OFF THE RADAR OF MANY GAMERS. WE’D LIKE TO RECTIFY
Platforms: PlayStation,
PC THAT BY INTRODUCING YOU TO ONE OF THE CONSOLE’S
Released: 1996 HIDDEN GEMS, A SUPERB ADVENTURE GAME THAT SHARE’S
Genre: Adventure MORE THAN A PASSING RESEMBLANCE TO THE EXCELLENT
SUPER METROID. PREPARE YOURSELVES FOR A REAL TREAT!
or some games it would seem The unintuitive name resulted in incorrect
OTHER VERSIONS
Other versions of The Divide: Enemies Within were developed by
Radical Entertainment. One release was a PC version, receiving even
less fanfare than the PSOne game. Reviewers of the day were harsh,
F as if destiny itself was intent on
bringing about failure. It’s as
if nothing, not even excellence,
could have saved them from bargain
bins and commercial obscurity. The
listings, while most magazines only got
around to reviewing it in early 1997. Their
biggest criticism along with average scores?
That it was too 16-bit in terms of design and
too much like a last generation title. It was
flaying for having pre-set save areas rather than quick-saving. Needing Divide: Enemies Within (hereafter referred almost universally shunned.
a Windows 95 based Pentium PC with 133Mhz and 16Mb RAM, this to as Divide) was such a game, plagued Now, it must be asked, what does “too
might be a cheaper option for some, and at the very least an interesting with problems from the very beginning, 16-bit” even mean? The game features
curio to own. More interestingly is that according to Greg James, who ultimately ignored by critics and consumers a complex control scheme utilising every
was Programmer and QA Director at Radical Entertainment, they also alike and yet somehow among all this button on the pad, various multi-use items
developed a Sega Saturn version. Having never seen one in the wild, managing to be, in Retro Gamer’s opinion, and weapons, and a gradually expanding
we’re sure collectors would pay big money for a beta copy… not only a fantastic PSOne game but also a area of exploration. By all accounts the
fine homage to Nintendo’s Super Metroid. gameplay was substantial. Neither could it
Problems started when Radical have been a result of everyone’s obsession
Entertainment sought a publisher – each with the third-dimension and aversion to all
time they found one it was bought out, things 2D – Divide implemented 3D with
leaving them hanging. When Divide finally great panache and achieved all that was
came to market it was very late, sneaking possible at that time. In all likelihood the
into American stores at the tail-end of 1996. comments probably arose because of its
startling similarity to the SNES classic Super
Metroid, in terms of atmosphere and design.
The cliché of familiarity breeding contempt
suddenly seems apt. Its greatest blessing
became its ultimate flaw – a simple case of
bad timing, being released long before the
term “Metroidvania” came into vogue and
people started clamouring for all and any
such titles available.
Divide works on two different levels: it
has a complicated well written plot coupled
with incredible atmosphere, which is backed
up by solid and accomplished gameplay.
The game starts after a rousing written
account detailing the main characters,
» Right: The minimalist cover and obfuscated title did
not sadly encourage sales. Tanken and Advina, both of whom are
130 | PLAYSTATION
WHY YOU MUST PLAY!: ACTRAISER
BEASTLY BOSSES
The bosses were all once harmless foragers, now mutated over the
millennia by the probes’ radiation. Here’s a selection.
try to
a Rift, the enemies will
» Be wary in the Lav
here
ambush you as shown
PLAYSTATION | 131
» Thankfully the map » You probably can’t
can be easily panned hear it by looking at
poor navigation and zoomed, becaus this screenshot, but the
e there’s nothing more frustrating than music is hauntingly goo
a 3D game with d. Trust us on this one
like the reading of another’s diary. Why were until this item is collected, but overall it adds
the once docile creatures suddenly driven nothing to the sequence of gameplay events.
TERRAGATOR FULL OF TRICKS to create huge eerie structures throughout It’s one of many superfluous little touches
Just like Super Metroid there are many items that power you up and enable
their world? Why had they taken and hidden which builds atmosphere and sets up the
further progress. Some important ones:
various pieces of equipment? What exactly nature of things ahead; progress is halted
had the launching of those probes set in or staggered until the necessary items have
motion and what can the ultimate conclusion been acquired.
to this quest for survival be? Weapons are suitably powerful and
The game’s basic structure is that of a diverse, comprised of screen-filling Power
guerrilla war, slowly acquiring items and Bombs, Standard Missiles, Homing Missiles,
weapons until you’re powerful enough a Gatling Cannon, Flame Laser and Particle
5 6
HEATING UNIT ARMOUR
Essential for the Ice Chasms, this There are two armour upgrades: the
keeps the joints defrosted and seats first is found in the Ice Chasms, the
toasty warm. second is found in the Sky City. ge all your energy and
missiles.
onscious for god kno
ws how
» An area to rechar with » While you were unc
tr… Okay! We’ll stop ted the Terragator unit
Wait, didn’t Super Me long, someone replica
the comparisons
132 | PLAYSTATION
WHY YOU MUST PLAY! THE DIVIDE: ENEMIES WITHIN
LOCATION, LOCATION
The Divide’s organic environments are varied and hostile…
1 2 3
ICE CHASMS DESERT ARROYO LAVA RIFT
In freezing temperatures far too low for The searing wastes of the Arroyo Rivers of lava flow beneath metal
e’s a short
even machines like the Terregator unity, desert is home to unnatural forms of spires and platforms – the enemies are
being discovered, ther
» Prior to the planet m you to things there manages to survive a great many organic and machine transmutations. immune to the molten slag but you are
to acc usto
training mission evils. To succeed against them you will The temperature reaches 200 degrees not, so avoid falling in. Down below,
need the heating unit, but who knows Celsius, making the cooling unit beneath the behemoth structures, lies
map screen. It works elegantly, as all map where it lies? essential for survival. an enemy and an old friend.
screens should, and makes the viewing of
whole areas easy, making it ideal for noting
points of interest that later need exploring.
Rather than attempting a fully freeform
camera, the game has a fixed camera that
can be panned up and down. In conjunction
with the map screens, this ensures you are
never lost, and are never without an idea
of where to go next. It also makes the 3D
platforming sections as painless as possible,
4 5 6
with only one notable section in the Lava Rift
area proving mildly frustrating.
Considering how many other games
omit even the simplest of things, it’s helps to make the adventure very satisfying.
refreshing to find that the designers have Those expecting a lengthy and silky smooth
taken into account what normally frustrates 60-frames-per-second adventure might be
gamers. For example, while there are a little disappointed at the frame rate and
lengthy jumping sections in the slippery slightly short length (around 5 hours), but this
Ice Chasms, the actual platforms you are doesn’t detract from what is an otherwise
jumping onto have barriers at their sides to excellent game, and one which invokes
stop you falling off. Again, it’s these small nostalgic recollections of a genuine classic.
touches that show that while the team were At its core it may have been an imitation, but
trying to come close to replicating Super when you’re imitating the best it’s inevitable
Metroid’s design structure, they also had an that some of the original quality will emerge. rt machine
» This handy transpo that
» A scorching area
understanding of what wouldn’t work. This Play it and discover its greatness for yourself. removes the need for g?
ances can cause overheatin
backtracking long dist
KNOW YOUR FOE Just a few of the lesser creatures that you fight.
PLAYSTATION | 133
It is one of the PlayStation’s longest running franchises and was
overseen by none other than Steven Spielberg himself. Ed Smith
talks to the men who proved that it was possible to treat
war with the utmost respect
a U-boat in
sneaking about
» Objectives, like l to MOH ’s level design.
integra
disguise, were
134 | PLAYSTATION
THE MAKING OF: MEDAL OF HONOR
ng
also finely tuned, givi
» Hit reactions were
berate pace.
them game a more deli
y the time work started “Medal Of Honor kicked off officially building a whole level by themselves. “The analogue controller was
B
on Medal Of Honor, the on 11 November 1997, when Steven We couldn’t do that. We had to be very announced before we launched but
Second World War had returned from Europe after wrapping careful with the amount of polygons we we didn’t design around it because
been over for 52 years. The principal photography on Saving Private used because of the hardware. we couldn’t guarantee it had market
top-grossing films were Ryan. He wanted to teach a new “An enemy in MOH is maybe 200 penetration, so we were using the
Titanic, Men In Black and generation about World War Two, but polys – today, they don’t even make D-pad. That gave the games a really
Jurassic Park: The Lost World, and the knew his movie would be too intense hats that are less than 200 polys. So, deliberate pace, since we were tuning
videogame charts were dominated by for younger audiences. His insight we could only have four enemies them to the directional buttons. We had
Quake and GoldenEye 007. This was was to reach young people through a on the screen at once. We had to to allow time to set up the situation, to
before Saving Private Ryan, before The medium they’d embraced: videogames work with smoke and mirrors so show that, say, there are three guys
Thin Red Line. Though war drama was “Looking back it’s ridiculous, but players wouldn’t notice the enemies coming, there’s cover over here, a
about to have a big resurgence, in 1997, the idea was controversial at the time were backfilling. Also, we had to cut gun on that wall. We let players figure
it wasn’t in vogue. because he was proposing an FPS skyboxes. That’s why every level takes out the situation and decide how to
Similarly, the PlayStation was still that didn’t have high-tech weapons or place at night. In the end, though, that approach it.
finding its feet. Sony’s first console had take place on another planet. And this kind of worked out, since you’re playing “Plus, killing enemies was never
sold well, shipping around 25 million was before WW2 had come back into an OSS officer doing secret missions. meant to be an objective, never meant
units worldwide, but the the public consciousness, It added a lot of atmosphere.” to be something you had to do to finish
catalogue of games was before Ryan and before a level. Modern games have these
dominated by just a few Tom Brokaw’s The hat wasn’t the only instance cardboard cutouts popping up all the
genres. Tomb Raider and
Final Fantasy VII were the
biggest hits that year, along
with Tekken, Grand Theft
Auto and PaRappa The
IN THE
Greatest Generation.
Plus, we only had 2Mb
of memory, so forgetting
even the broader context
of WW2, we first had to
T where technical boundaries
actually aided MOH ’s
development. As design work
went on, Christopher, contrary to his
initial reaction, discovered the PSone
time – it’s just a test of your switch
skills. With MOH, you’d need to shoot
one guy in the foot, one guy in the
hand then one guy in the head, then
come back to the other two. It was a
Rapper. A studio called figure out how to deliver was well suited to a war FPS. much slower paced game. It was a lot
Insomniac had just shipped KNOW a fun shooter experience. more intimate.”
its Doom clone, Disruptor, PUBLISHER: Not to compare ourselves
over to Japan, but apart ELECTRONIC ARTS to Jaws, but Steven said
from that, on PlayStation DEVELOPER: that not having a shark that
the first-person shooter DREAMWORKS INTERACTIVE worked all the time forced
was yet to break through. RELEASED: 1999 him to get creative. The
So Dreamworks PLATFORM: PLAYSTATION same went for our team.”
Interactive, founded by Nobody was more
THE REAL
GENRE:
Steven Spielberg and FIRSTPERSON SHOOTER aware of that than
comprised of only 30 Christopher Cross, MOH ’s
people, had a challenge on its hands. lead designer. To accommodate the
MEDAL OF H
Not only did it want to reintroduce war
history to the mainstream, but also build
a sophisticated first-person shooter
scale of Medal Of Honor on PlayStation,
he and fellow designer Lynne Henson
had to pull a lot of tricks, as he tells us.
Though h ONOR
to-play pueblis
now works for
on an as yet untested platform. Peter “The idea to do a first-person shooter next game, Blu her launchingNexon – the free-
Cliff Bleszinki’s
Hirschmann, Medal Of Honor’s writer on the PlayStation was f**king crazy. has a neat ide eStreak – Christop her
a for a new M
and producer, remembers the early
stages of development:
These days you think of someone
using, say, the Unreal Engine and “It’d be
edal Of HoCnro ss
or:
based on real
Medal Of Hono
because som r recipients,
» The OSS wa e of their stor
s used as a ba one guy, John ies are amaz
writers conte ck Robert Fox, wh ing. There’s
xt to the send drop, since it gave MOH o was a forw
player all acro ’s observer durin ard
ss Europe. g a siege by Ge
a town in Italy. rman troops
He was calling on
basically, for in artillery an
him to actual d
the German co ly stop the ad
lumn, he had vance of
strike on his to call in an ar
own position tillery
he could die . They warned
but he did it an him that
they found hi yway, and th
s body. That en later
amazing miss would have be
ion, putting yo en an
where you re u in the posit
alise, off the ion
that you have top of your ow
to do this and n head,
you’ll probab
ly die.”
PLAYSTATION | 135
» Peter Hirschmann wanted to keep the game’s
briefing sections short but highly informative.
136 | PLAYSTATION
THE MAKING OF: MEDAL OF HONOR
PLAYSTATION | 137
w h en yo u stra p a ro cket launcher to
What do you get yS tation’s m os t m em orable cult
a car? One of the Pla ick Thorpe revisits the long-running
classics, of course! Nffe and Michael Riccio…
series with David Ja
’t have
route to anger. We don
G
ridlock is the quickest us, it’s tru e. Even
but tru st
any data to back that up, , the
ed to queuing as the UK
in a place as accustom s exp losive rage
g in line ins pire
simple act of waitin ne
m the inside of a machi
when experienced fro mo vin g fast – and
ly for the act of
designed specifical annered anger
m boy racers to mild-m
this afflicts everyone fro fac t, you mig ht not be surprised
Giv en tha t
management experts. PlayStation
yhem of long-running
to hear that vehicular ma ts in a traf fic jam.
has its roo
franchise Twisted Metal gesoft
Allan Becker at Sony Ima
“Myself, Mike Giam, and we re the pio neers
& Sutherland, who
had gone out to Evans s Dav id Jaf fe, co- creator of
exp lain
of real-time 3D graphics,” t known as a
. The company was bes
the Twisted Metal series but had bec om e sought
ula tion s,
» Michael Riccio
producer of military sim
» David Jaffe
138 | PLAYSTATION
THE HISTORY OF TWISTED METAL
“TWISTED
METAL 101”
QEach Twisted Metal
game depicts a vehicular
combat tournament, in
which drivers compete to
be the last man standing by
destroying their opponents
with machine guns,
missiles and all manner
of special abilities. The
winner is granted a single
wish by the mysterious
tournament organiser,
Calypso, whose abilities
seem to defy reality.
PLAYSTATION | 139
Twisted Metal was a success
Despite the pre-launch concerns,
ially. Elect ronic Gaming Monthly
both critically and commerc
it 1995’s Gam e Of The Year , a strong accolade which
crowned
ws whic h were good, but expressed
capped off a set of revie
the gam e 78%, commenting
some reservations. Play awarded
er com bat “pro vide s the kind of laughs you’d
that the multiplay
your frien ds in cold blood,” but
expect when you get to murder
poin tmen t with the gam e stating that it “only
expressed disap
age moto rway snar l-up.” Twisted
lasts a bit longer than the aver
me a fi xture of colle ge dorm s in North America and
Metal beca
es in that territory, though sales
went on to sell over a million copi
elsewhere were less impressive.
was already looking
B
efore these results were in, the team
w-up proje ct, thou gh as Davi d remembers
to do a follo
el to Twis ted Meta l. “We knew
it wasn’t strictly a sequ
wan ted to work with Sing leTra c again because it had
we
it was a great developer, but
been a really good relationship and
l was going to be a ‘dead in
we were convinced that Twisted Meta
we thou ght the physics were too wonky
» The original Twisted Metal took the water’ title because
To solve these problems,
place solely in Los Angeles, a nod to and the controls were too esoteric.”
the game’s conception. a varie ty of diffe rent conc epts that moved
the team explored
nal vehi cles. “We had a flooded
away from the use of conventio
I was in the depths of dispair, New York City with a Statu e Of
around it, and the reason we did that
Libe rty and hover-taxis travelling
was so we could get strafing
you know, like, ‘what the f**k, I’m into the game, which at the time was
understandable way to use the cont
a much more accepted,
rolle r. We also explored
140 | PLAYSTATION
THE HISTORY OF TWISTED METAL
AXEL
QAxel’s father forced
him into a hellish two-wheeled
MR GRIMM contraption, in which he remained
QWith all the death inherent for over 20 years. Axel’s wish is to be
in Twisted Metal tournaments, it’s free – when he achieves this, he finds
natural that the reaper himself should be that life without it is impossible. He
interested. He’s no longer in the business regains the ability to drive it, but
of ferrying souls to their destination, and at the cost of fighting for
has now become hooked on devouring someone else.
them. Controlled by his hunger, Mr
Grimm’s wishes always involve
his dark cravings.
NEEDLES
KANE
QSweet Tooth’s driver is the face of
Twisted Metal, appearing in every game CARL KRISTA
with his iconic mask and flaming head. The ROBERTS SPARKS
events of the games often revolve around QAt the conclusion of the first QShe faked her age to join the
this psychotic killer – indeed, at times it is game, Outlaw’s driver, Sergeant Carl Twisted Metal tournament, with no MARCUS
implied that the tournament is the product Roberts, attempts to deliver the people wish other than to meet Calypso – the KANE
of his broken psyche, and that he is the of LA from the destruction of Twisted Metal father she thought dead. If the driver of QRoadkill’s driver has been
natural heir to Calypso. His wish by wishing to live in a world without the Grasshopper can win the tournament homeless for years. As a conspiracy
changes in each game. tournament – only to be sent to outer and her desired reunion, the theorist, he believes that the world of
space. Having been rescued by his sister, revelations are bound to Twisted Metal is not real and desires
Jamie Roberts, he is determined to be explosive! to return to a normal life. Given
stop Calypso once his surname, we suspect that
and for all. he might not be who he
change to the gameplay was the addition thinks he is.
of advanced moves, which added to the
depth of the game by enabling players to activate defensive and
secondary offensive moves at any time via button combinations.
Released in 1996, Twisted Metal 2: World Tour represents one
of the high points for the series. As well as once again exceeding
a million sales in North America, the game was well-loved by
critics, with a 9/10 from the Official PlayStation Magazine UK
representative of the overall feeling towards the game. David » FMV endings were filmed for
Twisted Metal, but was soon
also considers it to be the high water mark in terms of gameplay, dropped as they ended up
stating, “out of all the games I’ve ever worked on, that’s the only offending key developers.
game I can go back to and genuinely be engaged in the moment
to moment mechanics of the game.” However, sales outside of
North America were again disappointing, so the remainder of the
PlayStation entries in that series were exclusive to that region.
Following Twisted Metal: World Tour, the original creative
team behind the series disbanded and development was
passed to Sony’s 989 Studios as a result. David remained at
Sony but moved on to other projects, while SingleTrac and » Moving the sequel
out of LA allowed for
Sony parted ways as the developer felt that it wasn’t receiving much more diverse
adequate rewards based on the success of the series, removing environments, like
key creatives such as Scott Campbell and Kellan Hatch. this one.
PLAYSTATION | 141
now works alongside David
Programmer Michael Riccio, who
rnatu ral Detective Agency, was
Jaffe at The Bartlet Jones Supe
Twis ted Meta l team at 989 Studios.
part of the
a fresh start for the series.
The change of developer brought
no code was shared between
“It was a completely new engine,
ld Tour and Twis ted Metal III,” Michael
Twisted Metal 2: Wor
romo ted features of the new
explains. One of the most heavily-p
hysic s engi ne, whic h had come across from
engine was its TruP
lead prog rammer, Jim Buck,
another PlayStation game. “The
had worked on Rally Cros
It was basically Jell-O phys
s and
ics,
had
it was
a vehi
a cube
cle physics simulation.
with with springs THE
connectin g the vertices, whic h
it was a real innovation. So he brou
is old new s now but at the time
ght a lot of the Rally Cross
ily modded, but physics came
SCRAPYARD
engine to Twisted Metal III – heav
of cont rove rsial for the game players. They These Twisted Metal concepts
over, which was kind
Twis ted Metal and Twisted were broken down for parts
expected exactly the same feel as
gam e was fund ame ntall y different.” before hitting the shelves…
Metal 2, but the
ted Metal III
T
hat wasn't the only change. Twis Over the years, details have emerged
play er mod e whic h was very regarding various scrapped Twisted Metal
introduced a four-
es weren't quite
welcome indeed, but other differenc projects. The first of these was Twisted
» Competitors introduced in
tical ly rece ived . “We didn 't have the sick, Metal: Harbor City, a PlayStation 2 sequel to
so enthusias Twisted Metal III, such as
so the tone was tempered Twisted Metal: Black which was started in
twisted David Jaffe involved in it,
Flower Power, didn’t last long
ael expl ains, as the com edic tone of the 2003. Though the game was scrapped, four in the series.
somewhat,” Mich
darker aspects of the story,
game took precedence ahead of the
stages and a new character, Severed Sam,
a num ber of new char acter s including Granny Dread had been completed, and the remnants of
introducing
ien Cole s. The game also included the game were included in Twisted Metal
and Keith Flint lookalike Dam
soun dtrac k for the first time , drawing on popular Head-On: Extra Twisted Edition as Twisted
a licensed
Rob Zom bie and Pitchshifter. Metal Lost. This was accompanied by a
industrial metal artists
critical reception in
Twisted Metal III launched to a poor
story which explained that the game was
heavily praised and the le unfinished due to the deaths of six key
October 1998. The soundtrack was
, but reviewers complained members of the team – though this turned
visuals received a mixed reception
level desig n was of a low standard and that the out to be fake. Other scrapped concepts were
that the game’s
men tal to the game, due to the intended for the PlayStation 3. The first was
new physics model was detri
with whic h your car wou ld fl ip over. The majority Twisted Metal: Apocalypse, a game for which
frequency
competing titles such as
of critics suggested that players try
some design work exists, including art of
but Twisted Metal III managed
Vigilante 8 and Rogue Trip instead,
Needles Kane in a gas mask. This wasn’t
s, agai n shift ing over a million copies. to the taste of co-director Scott Campbell,
to sell well regardles
to a punishing schedule,
Twisted Metal 4 was developed
who isn’t a fan of post-apocalyptic themes.
lls. “We had a year , but the reality was normal Another theme involved a more urban style,
as Michael reca
and then just crunching, working with more realistic depictions of characters
hours for the first six months
– it was bruta l.” The toug h sche dule took its toll on the as gang members. Neither of these concepts
weekends
liked each other after the » Some of Twisted Metal
staff – “I wouldn't say that everyone
made it to any kind of playable product, with
done ,” laug hs Mich ael. “But we got four months off the PlayStation 3 Twisted Metal eventually
III ’s stages featured
project was existing damage from
h it at that age.” The fourth game in the taking a relatively traditional approach to the
at the end, so it was wort natural disasters such as
volcanic eruptions.
S WE E T RIDE S
established narrative of the series.
urites
in the Twisted Metal series – here are some of our favo
Over 50 individual vehicles have appeared
THUMPER
SWEET TOOTH MR GRIMM Spawn SPECIAL ATTACK: Megafire
lm Cone SPECIAL ATTACK: Death HANDLING:
SPECIAL ATTACK: Napa HANDLING:
HANDLING:
SPEED:
SPEED:
SPEED:
ARMOR:
ARMOR:
ARMOR:
SPECIAL WEAPON:
SPECIAL WEAPON:
SPECIAL WEAPON:
142 | PLAYSTATION
THE HISTORY OF TWISTED METAL
I
n the summer of 2001, Twisted Meta
l: Black launched on
PlayStation 2. “I was at a point whe
re I was much more
interested in the world and the story
,” explains David of the
dark reboot. Set in a blackened world,
» A grimy, blackened colour palette the game was
set Twisted Metal: Black apart from framed as a contest between mental asylu
its vibrant predecessors. featured the dark
m patients and
est story to date, filled with revenge
all manner of horrific acts. In fact killings and
I wouldn’t say that everyone liked each too dark for the European audience
Twisted Metal game in five years,
the story was considered to be
, which was receiving its first
other aer the project was done but we a full hour of FMV was removed from
and all story content including
the PAL release. Even the
American scenes were toned dow
got four months off at the end particular scene featuring newcom
n from the original intent – one
er Preacher drowning an
Michael Riccio infant was considered to be a step
too far.
series brought about a major story It was a triumphant return for the
line change, as Calypso was original team, though.
no longer in charge of proceedings Twisted Metal: Black was a critical
– instead, Sweet Tooth driver success, attracting
Needles Kane was running things. near-universal praise. Reviewers
The former antagonist joined were impressed with the level
the cast of playable drivers, alongsid design, which allowed just about
e a range of new characters everything to be blown up,
such as Pizza Boy and Rob Zombie maimed or broken in some fashion,
(yes, that Rob Zombie) and and the visual design of
retooled versions of old ones such the game. Praise was also reserved
as Captain Grimm. The game for the soundtrack, which
also featured more interactive envi was filled with original orchestral com
ronmental attacks, softened positions rather than the
physics and the ability to create your licensed tunes of the previous gam
own vehicle. es. Sales were excellent, and
When Twisted Metal 4 released in the mult iplayer portion of the game received
1999, the reviewers an online-enabled
recognised the game as a marked release to support the PS2 Network
improvement over its Adapter. However, it isn't
predecessor and gave it a more posi Davi d's favo urite entry in the series to play. “The
tive reception overall. gameplay, the
However, it was definitely good rathe mechanics of it, I thought were good
r than great – IGN's Marc – we put a lot of work into
Nix summed up the overall mood them as a team – but I think it got too fast for a gam
in a 6/10 review, stating “You felt better for a lot of people beca e like that. It
may have fun, as I did, but you won use they felt more like cars, but
't feel a brush with greatness there were
from the once towering Twisted Meta a large r num ber of people that could sit down
l series.” play Twisted Metal 2 and have a genu and
Despite the improvements made ine sense of depth. I
by 989 Studios in just a year,
the fans were at odds with the 989
Studios team. “There were fan
TWISTER
AXEL MR SLAM SPECIAL ATTACK: Tornado Spin
SPECIAL ATTACK: Grab n’ Slam
SPECIAL ATTACK: Supernova Shockwave HANDLING:
HANDLING:
HANDLING:
SPEED:
SPEED:
SPEED:
ARMOR:
ARMOR:
ARMOR:
SPECIAL WEAPON:
SPECIAL WEAPON:
SPECIAL WEAPON:
PLAYSTATION | 143
INT RE PID E XPLODE R Don’t just see the sights – make sure
you’re the last to see them
TOKYO
TOWER
BIG BEN LOCATION: Tokyo, Japan
LOCATION: London, UK GAME: Twisted Metal: Head-On
GAME: Twisted Metal III was
Q Given that Tokyo’s iconic tower
QTo destroy the Elizabeth Tower
inspired by the Eiffel Tower, it’s natural
(and Big Ben with it), position
for the Twisted Metal crew to want to
yourself on the ramp facing the
blow it up. A bomb placed underneath
clock and bombard it with
the tower will take out TV and radio
STATUE missiles – you’ll soon bring it
services for the populous
OF LIBERTY USA crashing down.
metropolis.
LOCATION: New York,
GAME: Twisted Metal 2:
World Tour
QYou can’t get up close to it, but you
can
trigger a three-part destruction sequence.
The first stage lights the torch, the
second sees it break away to reveal
a bikini-clad lady, and the last
destroys it fully.
GREAT
SPHINX
LOCATION: Giza, Egypt
GAME: Twisted Metal III
QHalf-buried by the desert sands
, the
Great Sphinx has clearly been affected
by the ravages of time. While you can’t
outright destroy it, giving the ancient
HOLLYWOOD landmark a good whack with a
SIGN missile changes its
LOCATION: Los Angeles, USA
GAME: Twisted Metal III facial expression.
Q The tournament’s host city is a
wreck
d,
by the time its third iteration rolls aroun
but the iconic Hollywood sign remains
intact. One good hit from a missile EIFFEL
is all it takes to correct this TOWER
unfortunate oversight!
LOCATION: Paris, France
GAME: Twisted Metal 2:
World Tour
QDetonating a bomb in this famou
s
landmark doesn’t just look cool. When
it explodes, the half of the tower
will topple over and create a
pathway to the rooftops
of Paris.
144 | PLAYSTATION
THE HISTORY OF TWISTED METAL
OFFS
Twisted Metal has
actual racing even ts for
once again the focus of attention
the fi rst time
– to
, but
the
the multiplayer was
exte nt that David
sing players to rent
the unus ual prec autio n of advi
inspired rivals over himself took
their biggest interest.
the years – here’s a the game if single-player action was
first and only PS3 entry in the series received good
few of them… The
the core actio n tempered by problems
reviews, with praise for
esTM awarded the title 7/10,
» The use of radio-controlled with the online component – Gam
ent netw ork error s and an anachronistic
cars in large environments referencing frequ
is often reminiscent of the Davi d says: “to Sony's credit,
interface. Reflecting on the title,
popular Re-Volt.
l cam e out and I think it wasn’t a massive hit, but
Twisted Meta
had reached a smaller thou ght it could do at $60. But
think with Twisted Metal Black we it certainly did better than we
play ers.” stret ch deve lopm ent way more than we wanted it
group of an already small group of it really did
ct, beca use it was just a
final outin g on the origi nal PlayStation arrived to – it ended up being a three -yea r proje
The fifth and a sma ll team.” After
Meta l: Blac k, and stood in sharp long time to make all that content
for such
just a few months after Twisted VIGILANTE 8 1998: PS3, Davi d state d that he had no
of PlayStation owners was the release of Twisted Meta l for
contrast to it. As the average age QLuxoflux’s spin-off of a very long time , and Sony
ll Braw l was a kid-friendly spin-off plans to work on Twisted Metal for
falling, Twisted Metal: Sma Interstate 76 was arguably the serie s will be appearing on
youn g drive rs battl ing radio controlled cars in huge hasn’t given any indic ation that
featu ring the best of Twisted Metal ’s been little news of the film
Inco g Inc. at the helm , the game returned its current platforms. There has also
environments. With competitors, thanks to its g written and directed by
ld Tour phys ics model and it adaptation, whic h is repo rtedl y bein
to the classic Twisted Metal: Wor unique style, excellent visuals, k and Ghost Rider: Spirit Of
ted Meta l gam e than eithe r of the previous Brian Taylor (best known for Cran
felt more like a Twis and strong level design. d in 2012.
the Play Stati on 2 and Twisted Vengeanc e ), since it was anno unce
PlayStation instalments. With of Twisted Metal
scen e the gam e pass ed by largely unnoticed, For now then, it seem s that the carn age
Metal: Blac k on the ROGUE TRIP: , it has certa inly left some
negative, complaining of poor has finally come to a halt. However
and contemporary reviews were VACATION 2012 on the land scap e of the gaming
teres ting level desig n. impressive scorch mark s
visuals and unin 1998: Gran Turis mo as one
likes of
industry, ranking alongside the
the first time, with
QSingleTrac came up with
Stati on exclu sive series, providing
T
ng Play
he series then went on hiatus for of the longest-r unni
Metal: Head-On
a unique spin on car combat and a distinctive cast of
a few year s pass ing befo re Twis ted a great deal of memorable action
ming the fi rst portable
which sees players carrying
s. And we certa inly wou ldn't be surprised if the series
arrived on the PSP, beco tourists to post-apocalyptic character
use if there's one thing
y in the serie s. The gam e was a direct sequel to did make a return in the futur e – beca
entr sightseeing spots. s, it's that Calypso has an
again focused on a range Twis ted Meta l fan know
Twisted Metal: World Tour and once a dedi cated
laugh.
nal locat ions , with new and iconic locations such as incredible talent for getting the last
of internatio
past favo urite s such Paris and Tokyo.
Athens and Rome joining
gene rally drawn from the
Vehicles and characters were also
-On ’s endi ng stori es continued from
past releases, and Head
new gam epla y addition was the
those in World Tour. The biggest
stag e mini -gam es whic h saw players avoiding
inclusion of mid-
unlo ckab le char acters and extra
obstacles against the clock, with
power-ups avail able as rewa rds. STAR WARS:
well, with similar criticisms
Twisted Metal: Head-On reviewed DEMOLITION 2000
single-player but far better with
as the first game – it was good in QKeen to milk the Star Wars
tiona lly, the analogue control scheme
human opposition. Addi licence dry, Activision pulled in
-resp onsive and just plain » Fan favourite real-world
was roundly criticised as being over Luxoflux to create a vehicular locations such as Egypt
e and brak e were map ped to up and down.
odd, as accelerat combat spin-off with the were revisited in Twisted
Meta l: Head -On entitled Extra
An enhanced version of Twisted
Metal: Head-On.
Vigilante 8: 2nd Offense engine.
on was relea sed for the PS2 in North America in
Twisted Editi
e and enhanced visuals, as well
2008, and contained an extra stag WWE CRUSH
fans.
as a variety of extras for hardcore HOUR 2003
s was simply titled Twisted
The most recent outing in the serie QWe’re not sure if we needed a
PlayStation 3. The original
Metal, and rebooted the series on WWE vehicular combat game,
mini mal expe rience, as David explains.
outline was for a very but Pacific Coast Power And
d Eat Sleep Play, and we
“We had started a company calle Light thought otherwise.
and said 'hey, we wan t to do a small,
had gone to Sony
Twis ted Meta l, we don’t think it
downloadable-only version of
a $60 price poin t.'” The mov e seems shrewd in light
can sustain
taken off, but this was early
of how downloadable games have
PS3' s life cycle and the mark et wasn't yet understood. “I
in the
busi ness exec s at Sony who were like 'we
remember there were
that’ s not viable, we know
don’t know how that’s going to sell,
s in boxe s and sell them .'” With that, David and
how to put thing
full title.
the team set out to make a final FULL AUTO 2006
reboot, and was unusual in
2012's Twisted Metal was another QPseudo Interactive
paig n was stripped back to just three
that the single-player cam reintroduced racing to the
s – Need les Kane , Mr Grim m and a new Krista Sparks » Some of the special attacks
character genre, as well as an ‘unwreck’
ted Meta l: Wor ld Tour character. Stories in Twisted Metal, such as the
unconnected to the Twis mechanic which allowed
cuts cene s, a nod to the ones Sweet Bot transformation here,
were told through live action FMV players to rewind time. are absurd.
PLAYSTATION | 145
» Time trials were included if you
wanted to see how fast you
could push your car.
DESTRUCTION DERBY here did the idea for Definitely, yes. That’s exactly what we you just had to smash everything
146 | PLAYSTATION
THE MAKING OF: DESTRUCTION DERBY
PLAY IT
AGAIN
One of the great features of Destruction
Derby was its replay editor. Given the
chaotic nature of the game, it was
possible to pull off some wonderful
crashes, and it was inevitable that
you’d want to play them back. The
replay editor let you not only replay
your scenes but chop out the bits you
didn’t like and position the camera in all
» Race courses were tight, with sorts of ways to really milk the best of
narrow tracks and evil bends. moments. It was like watching Eighties
television stunts, only you were in
control of the action.
“Martin Edmondson, MD of
Reflections at the time, saw this as
one of the main features. He’d always
had a dream to be a Hollywood
director, I think. Stuntman, a game that
Reflections made many years later,
was one that he’d often told us about.
We’d laughed it off as something that
would never work.”
PLAYSTATION | 147
L O V I N G
148 | PLAYSTATION
WHAT THE INDUSTRY THINKS
Archer MacLean Do you have any fond memories of called TOMB, with the hero running around
What do you think of Lara and Tomb Raider? inside pyramids. Some features of that
Lara Cro? Well, I spent ages playing the first PSone design would still cut it now in 2010. When
Lara Cro has to be version in about 1996, as it was one of I presented it to Virgin’s management, the
one of the first human the best early uses of texturing in an first response was that anything Egyptian
type game characters immersive 3D game, although I kind of got had always been the ‘kiss of death’ and my
to break out into the fed up with running, jumping and shuffling immediate response was: ‘Ahh, that’s a
real world, with fame along ledges. cool strap line.’ Six months later, out comes
assured due to constantly looking like she However, I do have a personal anecdote Tomb Raider, and the rest is history.
was about to bust out of her Lycra! from the era. Prior to Tomb Raider, my Also, one of the lads at work got
She is certainly a media icon, and then-publisher, Virgin, wanted me to get his photo taken at a games show with
aer a dozen game titles she’s gained away from snooker games and come up the pneumatic Nell McAndrew, barely
enough momentum for Hollywood to with a character franchise, especially one constrained by green PVC. A large print of
make two full-on films, with a third in not based on Jimmy White. At the time it and many other ‘art pics’ ended up stuck
the making. Short of running for Doom was a major hit on the PC – we’re to the back of the loo door at work. Last
president, how much more famous talking 1993/94 – and I came up with a I heard was that he’d emailed Realdoll
can you get? very fully fledged design for a game simply asking if they could make one for him.
PLAYSTATION | 149
The Adventures Of Lara Croft
Tomb Raider 1996 Tomb Raider II 1997 Tomb Raider: Tomb Raider III 1998 Tomb Raider II:
■ Lara’s first ■ Lara’s Unfinished Business 1998 ■ Non- The Golden Mask 1999
adventure had second outing ■ Released linearity to ■ This
everything: featured to tie in with Tomb Raider III expanded
gorgeous improved Tomb Raider’s meant it was edition added
visuals, visuals, a far Mac release, possible to an entirely
exhilarating set greater variety Unfinished complete separate
pieces, devilish in its locations Business stages in five-level
puzzles and a spunky central character. and a smattering of new moves for its consisted of a variety of ways. Add in a new save mini-adventure
Add in huge environments to explore heroine to enjoy. It also enabled Lara the original game and two additional system and a better balance between entitled The Golden Mask, in addition to
and it is little wonder that Tomb Raider to ride a selection of vehicles and was expert chapters. They were created in action and exploration and it was third the entire original version of the excellent
became such a success. another smash hit for Core Design. San Francisco by Eidos. time lucky for Lara. Tomb Raider sequel.
150 | PLAYSTATION
LOVING LARA CROFT
Tomb Raider: Tomb Raider Tomb Raider III: Tomb Raider Chronicles 2000 Tomb Raider
The Last Revelation 1999 Level Editor 2000 The Lost Artefact 2000 ■ Splitting the Starring Lara Cro 2000
■ Here’s ■ Only ■ Sometimes main game ■ Despite
where it available for referred to as into smaller sharing
started to fall the PC, this Tomb Raider III flashback elements with
apart. A dull does exactly Gold, this is a levels is a nice the original
adventure, as you’d expect sequel to part touch, but game, Tomb
unimaginative and is a fairly III and released Chronicles Raider on the
set pieces comprehensive exclusively on feels rather tired. The grappling hook Game Boy
and poor level design meant The Last level editor. It’s helped create a huge and the PC. Full of variety, it starts off in the makes an early appearance, and Lara Color is a completely different adventure
Revelation was a disappointment. Playing active fan community on the net and is Scottish Highlands and ends up in the gets a few new moves, but this is a pretty with a new plot and 2D visuals. It’s the
as young Lara was a nice touch, though. still in wide use today. catacombs of Paris. bland effort. first Tomb Raider on a Nintendo console.
PLAYSTATION | 151
The Adventures Of Lara Croft
Tomb Raider: Tomb Raider Episode 1: Tomb Raider: Tomb Raider Episode 2: Tomb Raider Episode 3:
Curse Of The Sword 2001 The Eye Of Osiris 2002 The Prophecy 2002 The Shadow Falls 2003 Armageddon 2003
■ A far more ■ This was ■ Although ■ The follow- ■ Armageddon
accomplished a simplistic it features up to Eye Of changes the
Game Boy platformer excellent Osiris is more concept of
follow-up created for visuals and of the same, the original
that features Sky Gamestar. plenty of but now has two games
excellent There are a variety, Lara’s Lara battling by having you
visuals, a nice total of ten first GBA her way finish the final
blend of exploration and action and some levels to outing isn’t really that memorable. Little through a huge warehouse, Impossible stage in a tight time limit. It’s an otherwise
intriguing puzzles. It’s still simple stuff, explore but tricky controls mean that it’s wonder, then, that no other adventures Mission-style. Again, controlling it with a perfect time-waster that suffers like the
but nevertheless works a treat. fairly hard to finish. appeared on the platform. TV remote lets it down. other games.
THE GIRLS BEHIND LARA legacy is possibly not just more female leads in games but
also more varied depictions of the male lead.
152 | PLAYSTATION
LOVING LARA CROFT
Tomb Raider: Tomb Raider Episode 4: Tomb Raider: Tomb Raider: Tomb Raider:
The Angel Of Darkness 2003 Temple Of Anubis 2003 The Osiris Codex 2003 Quest For Cinnabar 2004 Elixir Of Life 2005
■ Missing ■ Lara’s fourth ■ Lara’s ■ This is ■ Lara’s
numerous outing on first mobile the second final mobile
deadlines, Sky’s Digibox phone game episode of adventure
Lara’s PS2 sticks to the is surprisingly Lara’s mobile was a fitting
outing felt same tried and fun. It’s a 2D adventures send-off,
outdated as tested formula platformer and it is pretty easily building
soon as it was as before, with plenty much business up what had
released. Riddled with bugs, it has some with the same number of levels and of run-and-gun elements and the odd as usual. Lara is now looking for a new happened in the previous two games. It
strong ideas but it just feels like old hat. It same gameplay. Needless to say, it was puzzle to solve. Solid and slick, it’s well relic, but otherwise it features the same was a little more polished visually and a
was Core Design’s last Tomb Raider. beginning to get tiring. worth investigating. solid platforming as before. mite tougher, but still highly enjoyable.
talk to you. It was quite cool at the time but we felt stellar release, causing the one-time model to give
» [PSone] The first Tomb Raider
was a 3D adventure unlike that you needed something more. At the same time up her career and head to Hollywood, where she has
anything before it. Eidos was promoting other games and it just made since carved a decent career.
sense that we had a Lara lookalike who could come It was during the release of the third Tomb Raider
out on stage and do photos.” game that rumblings first began about a Lara Croft
It was now approaching the end of 1998, and Tomb movie, although it would be several years later that
Raider II was gearing up for release. While sticking to the eventual film would come along. It was all a blur
the proven template of the original game, Core Design for Lara, however, and it was becoming increasingly
nevertheless brought plenty of new additions to the obvious that Core, too, was beginning to run out of
core gameplay, some of which split the original game’s creative ideas for the franchise. Lara had always been
fan base. The globe-trotting aspects of the original depicted as a sexy heroine – much to Gard’s chagrin,
game remained, but Lara was now able to use vehicles who left after being unhappy with the promotional
– something that has continued with various degrees direction that his creation was heading in – but by the
of success – on certain levels, and there were far more arrival of The Last Revelation the focus was starting
human opponents to defeat. Where Tomb Raider to be more on Lara than it was her actual adventures.
instantly recaptured the spirit of the Indiana Jones One famous advert featured a girl wearing Lara’s
films, its sequel was a more modern affair, taking familiar crop top and shorts as her boyfriend smugly
place on the waterways of Venice and even an oil rig lay in bed behind her, while the videogames press was
in the middle of the Atlantic. Some fans voiced their spending just as much time talking about her latest
outfits as it did about actual gameplay. It looked like the
feisty adventurer was getting out of control, and she
“Fans began to was becoming in danger of sinking what had started
off as a thoroughly enjoyable franchise.
year was enough to take charge of it,” admits Gard when we asked him if
he felt like some of Core’s later Tomb Raider games
began to lose their way. “I remember consistently
make a new game” getting into a lot of trouble and fighting over the
marketing campaigns for the original Tomb Raider,
but at the end of the day everyone has a different
concerns about the new modern direction that Lara interpretation of the character, so things are inevitably
and the franchise was heading in, but the sequel was going to get patchy as things progress.”
still a huge success for both Core and Sony, greatly “That’s certainly something of a dilemma,” admits
outselling the original and ensuring that Core Design Heath-Smith when we put the same question to him.
would be in charge of getting another game out in time “Is Lara bigger than the actual games or is the game
for the lucrative Christmas season again. bigger than Lara? If Lara is in a bad game does that
Lara was still enjoying huge success as Core began end up damaging Lara as a character? My own view
working on part three, but the cracks of working to now is that she’s probably far bigger than the actual
such a strict schedule were beginning to show. Early games. Although I do think that if it’s a bad game it
previews of Tomb Raider III, while generally positive, doesn’t really matter what character you have in it.
were beginning to question whether a year was I think the movie obviously had a big impact on that
enough time to work on a completely new game. because we personally didn’t do a game of the movie
Granted, Lara herself would get many new in case the movie ended up being bad.”
abilities – monkey swinging being by far the most The late Nineties passed quickly for both Lara and
useful – but, for many, it didn’t seem enough. Core, and while she remained in the public eye – her
Hot off her stage appearance with U2 on their Larazade adverts were everywhere at one point
PopMart Tour, Lara launched a singing career; or rather, – the franchise was turning into the very definition
Rhona Mitra launched a singing career using of diminishing returns. The games were still proving
the Lara Croft name. Produced by the Eurythmics’ popular, but gamers were becoming increasingly
Dave Stewart, the album Come Alive was an disillusioned with Lara’s adventures, especially when
unbelievably cheesy affair consisting of amazingly titles like The Last Revelation and Chronicles still saw
poor Europop tunes that did little to enhance Lara’s her being controlled with all the ugly finesse of a Tesco
image as a globe-trotting adventurer. Unfortunately for trolley with a broken wheel. Core certainly tried to
Rhona, debut single Getting Naked was a less than shake things up – The Last Revelation was the first
PLAYSTATION | 153
The Adventures Of Lara Croft
Lara Cro: Tomb Raider: Tomb Raider Tomb Raider: Lara Cro Tomb Raider: Lara Cro’s
Tomb Raider 2005 The Reckoning 2006 iDVD Game 2006 Legend 2006 Puzzle Paradox 2006 Party Poker 2006
■ This ■ Another ■ Utilising ■ Crystal ■ Based on ■ This is
was Lara’s side-on Angel Of Dynamics elements nothing
very first quest for Darkness breathed from Legend, more than
video slots Lara that footage new life into Puzzle poker with
outing by played like because Lara thanks Paradox Lara’s name
Microgaming. The standard a cross between the Game Boy Legend was still in development, to solid combat mechanics, is a solid little mobile release attached. You’ll battle a selection
spinning reel action is punctuated Color titles and the later Sky this was an interesting attempt clever use of QTE, and a solid that borrows from Gremlin’s of Eidos characters – including
by occasional mini-games and Digital games that were released. to capture the casual market by balance between adventuring and Deflector and Sudoku. Nothing Gex and Kain – before you get
it makes for an interesting Lara It was available live in Canada via splicing footage of the PC version exploring. An excellent reboot of earth-shattering, but good fun all to take on the mad card skills of
Cro spin-off. Bell ExpressVu. with Dragon’s Lair-style controls. the franchise. the same. Lara herself.
154 | PLAYSTATION
LOVING LARA CROFT
Tomb Raider Tomb Raider: Secret Tomb Raider Lara Cro And The Lara Cro And The
Anniversary 2007 Of The Sword 2008 Underworld 2008 Guardian Of Light 2010 Tomb Raider 2013 Temple Of Osiris 2014
■ Taking ■ Secret ■ Although ■ Lara’s ■ Aer a ■ Crystal
over from Of The Nathan first co-op number of Dynamics
Core Design, Sword was Drake steals adventure traditional delivered
Crystal a video slot Lara’s is already Tomb Raider another
Dynamics machine that thunder looking like a games, twin-stick
revisited and expanded upon the featured Lara performing Tomb a little, we really enjoyed hell of a lot of fun and successfully Crystal Dynamics was allowed shooter, this time with four-player
original game. It’s not quite as Raider-themed tasks like shooting Underworld. An interesting setting blends Robotron-style controls to shake up the franchise. The action. Sadly, it was a ghastly dull
polished as Legend, but remains targets in the bonus rounds. and improved mechanics meant with some impressive puzzles in end result was a survival horror- affair that failed to capture the
a fitting tribute to Lara’s very first Fans of the series unsurprisingly another hit for both Eidos and a downloadable package. It also based romp with heavy nods to clever splice of action and puzzles
adventure, ably updated. shouldn’t go out of their way. Crystal Dynamics. looks beautiful. Naughty Dog’s Uncharted series. that the first game offered.
stakes that were around then were so huge that we released in 2007 and proved a fitting tribute to Lara’s
» When Crystal Dynamics
rebooted the series in 2013 it didn’t have a lot of choice.” original adventure. It felt instantly familiar to anyone
completely overhauled Lara’s Angel Of Darkness’s performance at retail saw the who had played the original classic, but also contained
look. She’s no longer a sex icon.
shock announcement by Eidos that the next game in enough new elements to stop boredom
the series would be created by American developer from setting in for even those who had completed
Crystal Dynamics, which was best known for its the original numerous times. It was followed in 2008
Legacy Of Kain franchise. The news was met by howls by Tomb Raider: Underworld, which was not only
of disgust from the fan base, but when Tomb Raider: a grittier vehicle for Lara but also featured far more
Legend was released in 2006 it turned out to be a underwater action than in previous adventures.
damned good reboot. Quick-time events were cleverly Fortunately Crystal Dynamics was more than up to the
segued into the main gameplay and the addition of a task, and the end result was another solid adventure
new grappling hook proved more than a fancy gimmick, that easily built on the building blocks that the developer
while the available puzzles were also of a very high had first created with Legend.
standard. Lara was back on track, but Core Design had Crystal Dynamics’ next game was Lara Croft And
been hit hard by both the loss of its signature character The Guardian Of Light, her most interesting-looking
and the Heath-Smith brothers, who departed to form adventure yet. It’s a downloadable game that introduces
Circle Studios and took a good 70 per cent of Core’s many new and interesting play mechanics. The most
staff with them. The company was unable to cope and exciting is the addition of a second playable character
what was left of it was sold off to Rebellion in 2006. called Totec, which greatly changes the core gameplay
“To be really honest with you, it was time for a dynamics and also ensures that you can solve the
change,” admits Heath-Smith about Crystal Dynamics game’s many puzzles in a variety of different ways.
taking over the franchise. “The team had been on that Sadly, a 2014 sequel called Lara Croft And The Temple
project for six games, which is too many, and it did Of Osiris failed to get the same response from critics,
need a shake-up. The sad part was that the shake-up probably because it bodged the gameplay and had
was in America and at that time I had left, so there replaced the exciting shooting of the original game with
was nobody there fighting the corner. I thought it was encounters that were dull and unexciting.
really sad to lose a British icon to America, but to be The biggest contribution Crystal Dynamics has
fair they’ve done a really good job and Toby made to the franchise was when it rebooted the
also got re-involved, which was very series in 2013 and made Lara Croft into a
cool. It is sad, but who knows? Maybe more plausible character who has to grow
one day we’ll get the original team up rapidly when she’s shipwrecked on
back, secure the game and make a mysterious island in Tomb Raider. Its
another one. That would be success has led to a sequel, due later this
quite a headline, wouldn’t it?” year. With public awareness of Lara now
After the success of Tomb stronger than it’s ever been, we were
Raider: Legend, Crystal keen to know why she’s such an iconic
Dynamics further stamped its figurehead. “I think it’s mainly
authority on the franchise by because no one has ever
revisiting the original game and challenged her and created a
implementing the back story female character in the A big thanks to www.tombraiderchronicles.com for its help
changes that had begun same way,” concludes
in Legend. Interestingly, Core Heath-Smith. “To
Design had also been working on be honest, bringing
a tenth anniversary edition out a new female
of the game for the character in today’s
PSP, but disaster struck market is bloody
when Core revealed difficult. I don’t think
early screenshots in it’s impossible, but
June 2006, only for Lara is very much
Eidos to announce that an icon of her time,
it would be created by just like James Bond
Crystal Dynamics the is, and it’s very hard
» Lara was turned into a survivor for the following week. to match that without
2013 reboot called Tomb Raider. A sequel,
Rise Of The Tomb Raider, is out shortly. Tomb Raider mimicking it if you’re
Anniversary was finally not first to market.”
PLAYSTATION | 155
ION
THE LAST OF US DRAKE’S DECE[PT
UNCHAR TED 3:
DREAM ZONE
UNCHARTE D KEE F THE THIE F
JAK & DAXTER
CRASH BANDICOOT
RINGS OF POWER
FRO M TH E
Naughty Dog
From two ambitious school friends to the most
creatively significant PlayStation developer of today,
Naughty Dog co-founder Andy Gavin talks us
through the company’s impressive evolution
hatever you were up to in programmed, yet lacked a certain visual flair. they were both 15 (they’d completed
156 | PLAYSTATION
RRIOR
WAY OF THE WA
Nintendo Mario, but Sony? We for the Amiga and Apple II. “We just cold-
called EA after Dream Zone. They asked for
to a brief hiatus for the nascent studio.
Yet it was Trip Hawkins and the promise
hoped to jump into that slot our games. We Fedexed them. They called
back and offered us a deal! EA in those
days was a lot of fun. Occasionally it was
of the 3DO that reignited their interest.
Trip approached the pair, who were given
free dev kits, which led to the creation
ANDY GAVIN ON CRASH BANDICOOT BECOMING A MASCOT
a hair bureaucratic, but Trip Hawkins was of their self-funded beat-’em-up Way Of
a very charismatic leader and an extremely The Warrior. “We changed our whole
fair guy. The whole company had an open philosophy with Way. Instead of doing
and welcoming California feel.” the game we most wanted to make, we
EA was pleased with the success of looked for an intersection between cool,
Keef The Thief, landing the duo a deal for manageable and popular. Fighting games
it to publish Rings Of Power on the Mega were really hot in 1992-4 and when we
Drive. At this point, however, Andy and started, no one seemed to be doing them
Jason were living in different parts of the on the 3DO. It seemed a perfect match.
country as they attended college, so it took “Way was a blast to develop. Jason and
three difficult years to get Rings Of Power I lived together in this shitty apartment and
to market. “A big problem with Rings was worked on it 18 hours a day – but we had
that it was designed as a PC RPG with an a lot of fun. The campy nature of both the
odd graphical gimmick (the three-quarter kung fu genre and our take on it made the
perspective) and then migrated to the whole thing hilarious. I think that shows in
Genesis. Really, we should have redone the finished product.”
the graphics at that point as a tile-based This change in development philosophy
scrolling world (like Phantasy Star). Plus, the governed the success of what followed for
» Ski Crazed was Naughty Dog’s very first videogame, back sheer scope of the project and the lacklustre the studio. Universal Interactive published
when it was known as JAM Software. treatment from marketing left us a little Way Of The Warrior, and the duo were
PLAYSTATION | 157
then signed up by Universal in 1994 to The choice of format was easy. In a
produce games on its LA lot, under the hardware market burdened by big failures
guidance of Mark Cerny. “The Universal and fragmented efforts from Sega, Sony
relationship was a complicated but critical offered a fresher start with the PlayStation.
step in our evolution,” Andy says. “In “It was really the best choice. The hardware
1994-5 they really brought a lot to the was better. Sony seemed organised and
table, particularly in the personification of perhaps most importantly, didn’t have a
Mark Cerny and in making a minimalist pre-existing ‘mascot’ character. Sega had
and relatively supportive environment. We Sonic and Nintendo Mario, but Sony? We
learned how to scale to more than two hoped to jump into that slot.”
developers and how to take every element Jason and Andy toyed with the idea
of the production seriously.” of a character called Willie The Wombat
On their extended car journey to Los before settling on a bandicoot. A Warner
Angeles, Jason and Andy conceived the Bros animation influence hung over the art
idea of a 3D character-driven action game, direction and style of Crash Bandicoot, and
informally named ‘Sonic’s ass’, where the Mark Cerny employed talented cartoonist
player would view the protagonist from Charles Zembillas to do character designs
behind while manoeuvring through the for Crash’s cast (Zembillas also created
environment. This was the basis for Crash Spyro The Dragon for Insomniac, based on
Bandicoot ’s creation. We ask Andy if he felt the Universal lot with Naughty Dog). » In many ways, Crash Bandicoot
he and Jason had generated an idea that Released just three months after Super encapsulated the cooler, alternative tone set
by PlayStation when it arrived on the market.
was ahead of its time. “Actually, yes. Even Mario 64 in 1996, Crash Bandicoot was
a sales smash. “Fundamentally, Crash
as an idea, it seemed to offer a solution to
the ‘how to do platforming in 3D’ dilemma. offered a number of things,” Andy says, I wouldn’t call it a new engine,
In practice, there were a lot of details to
work out.” As relayed on Andy’s website,
when we ask about the key to its massive
success. “First of all, the character and his but we basically stripped out and
Naughty Dog was worried about the
player’s depth perception, the potential for
world are great, and totally approachable.
You can understand him at a glance, and rewrote every major system in
dizziness and camera quality. No precedent
had really been set, here – yet Universal
he is highly inclusive. His combination of
goofy positivity is very endearing. The world the engine one by one
was as keen on the ‘Sonic’s ass’ idea as was also very appealing and consistently ANDY GAVIN ON MAKING CRASH BANDICOOT 2
Andy and Jason themselves. Plus, Mario 64 designed. Second, the gameplay is very
didn’t exist yet, either. fast and furious – if a little hard in Crash 1. It has a measured pace and rewards
perseverance. When you get on a roll, it’s
» Rings Of Power was a complex pretty damn satisfying.”
PC-style game brought to Sega’s
16-bit Mega Drive.
Crash Bandicoot may have
conceptually stemmed from the
phrase ‘Sonic’s ass’, but Naughty
Dog’s character became an icon
in his own right just as the blue
hedgehog’s best days were
ending. While Mario 64 became
a milestone of action adventure
games set in a 3D space, Crash
offered an edgier counterpoint,
encapsulating the cooler attitude
that made the original PlayStation
such a massive cultural event.
There was something fresher in
Crash and, like the Warner characters it
was inspired by, you got the sense that its
creators were speaking as much to adults
as they were to kids. Naughty Dog had
signed a three-game deal with Universal in
SUCCESSFULLY RELEASING WAY
OF THE WARRIOR FOR THE 3DO.
CONCURRENTLY WORKING
ACTION EXPERIENCE WITH
A TWO-GAME DEVELOPER
AND JASON’S FIRST TITLE,
THIEVES IS RELEASED TO
AROUND THE AGE OF 12.
MONUMENTAL CRITICAL
SONY AS JAK & DAXTER
UNCHARTED 2: AMONG
CONSOLE AT THE TIME,
LEADING TO MASSIVE
158 | PLAYSTATION
FROM THE ARCHIVES: NAUGHTY DOG
Jason Rubin
» Crash Team Racing was a sharp Working on Flektor with Andy, Jason Rubin also
alternative to Mario Kart on PlayStation, ventured into comic book writing, creating The Iron
with a nicely structured adventure mode.
Saint and Mysterious Ways through his company
MORGANrose, published by Aspen Comics and Top
1994, covering the next two releases: Crash we basically stripped out and rewrote every Cow respectively. He also co-owned a mobile games
Bandicoot 2: Cortex Strikes Back in 1997 major system in the engine one by one,” studio with Andy known as Monkey Gods, which
and Crash Bandicoot: Warped in 1998. explains Andy, when we ask him to discuss Jason described as an ‘experiment’. Jason also recently
Another unusual part of Crash Crash ’s first sequel. “Crash 2 shares the became president of THQ, which, despite his best
Bandicoot ’s commercial performance was same architecture, but everything was efforts to save the company, went bankrupt and had
its extraordinary sales in Japan, which were overhauled and improved!” its assets sold off earlier this year. His main focus as
unusual for a Western-developed title. It The series won more plaudits over the president was focusing on stronger core titles, and it seemed like the company wasn’t
truly was an international phenomenon – next two instalments, with critics praising too far off a turnaround, though a few poor releases prior to his leadership left THQ
and the duo’s confidence paid off. “We the more varied level design, increased with a lot of financial shortcomings. Anecdotally, we’ve heard positive things about
hoped for it, but I was still surprised it fidelity of the animation and the ambition Jason’s leadership at the now-defunct publisher.
actually happened,” Andy reflects on the that demonstrated healthy signs of Naughty
success. “Enormously pleased though.” Dog’s maturity as a studio. “Crash 3 wasn’t
“We each had to step into the role of so much a technical risk like Crash 2, it was » Way Of The Warrior had great visuals,
enjoyable combat and plenty of gore.
mentoring and advising an ever growing just a death sprint. We did the whole game Thanks to John Szczepaniak for the images.
crew of developers,” Andy explains about in nine months and built so much content.
how his and Jason’s roles changed as the The engine itself got a few upgrades,
studio expanded. “Fortunately, we hired particularly the tech for various kinds of
really talented people so we also learned a water and the flying, but mostly it was
lot from them, but we had to do a lot more levels, levels, levels and more levels!”
producing and managing. On a technical By this point, Sony was funding and
level, Dave and I (the Crash 1 programmers) publishing the Crash titles, and the two
combined some of our MIT engineering co-founders questioned the worth of
rigour with game practicality to do some Universal Interactive’s input. As a result of
really ambitious engineering on the level choosing not to renew the latter’s publishing
with other great (even non-game) software deal, Naughty Dog apparently had to make
companies. This gave our games a leg up Crash 3 in the corridors at Universal. For its
that, when combined with great design and final Crash title, the high-quality karting spin-
awesome graphics, made them really stand off Crash Team Racing, Sony negotiated » Jak And Daxter eliminated loading times
from its gigantic overworld, which few
out. A one-two-three punch.” the rights to use the licence since Naughty other PS2 games could match.
The subsequent titles performed equally Dog was no longer on brilliant terms with its
well thanks to this combination of qualities previous publisher.
and allowed the Naughty Dog team to push “Mark Cerny was there the entire time
the PlayStation hardware’s visual capabilities we worked with them and we had a great
further. “I wouldn’t call it a new engine, but relationship with him,” recalls Andy.
» Crash Bandicoot 2 started to have some real fun with the » A call to the Electronic Arts hotline led to Keef The Thief.
variety in level design. Rings Of Power eventually followed.
PLAYSTATION | 159
» The Uncharted series has been a
massive success for both Sony and
Naughty Dog. We’re still hoping for
a fourth PS3 adventure.
“Our relationship with the 1997-1999 PS2 had a very steep learning curve. It was headaches for Andy and his team. “Oh,
management was actually cordial, but we a great machine, but to milk all the power God. The seamless loading was hard. We
didn’t always think they brought a lot to the out of it you had to migrate a lot of code had been heading in this direction with
table. Around the time we were separating, onto the vector units. It was vastly more Crash, which featured a very sophisticated
the whole management changed over there complicated than the PSone. Naughty Dog streaming system and extremely short
again (Jim Wilson came in) and we never was one of the few teams that thrived in load times (3-4 seconds!), but with Jak
really got to know that crew. The company those early PS2 days because the quality of And Daxter we had this early mandate to
did have a pretty flawed corporate culture, » Jak And Daxter soon turned into a trilogy our programmers and technical artists was eliminate loading entirely. It was hard, but
for PlayStation 2 owners.
one that didn’t always encourage fair play. so high. Lesser tech guys got dusted.” very cool in a subtle way. Very few games
They stopped paying us… we had to sue The team’s new title, 2001’s Jak And do it even now.”
them (we eventually won everything).” Daxter, marked an ambitious turn from the The Nintendo pastiche was deliberate,
After Universal, Naughty Dog set up linear platforming of Crash. A Nintendo- too. “There was a lot of Mario 64 / Banjo
shop in Santa Monica, and by this point its inspired platform/adventure, it would influence in Jak 1, as they were the most
relationship with Sony was exceptionally feature a seamless open world with no modern (and best) examples of platforming
strong. Andy says that the developer’s loading screens, which caused numerous during the 1999-2000 period when Jak was
choice of hardware was more down to under design.”
opportunity than any emotional ties – yet Jak was another huge hit on PS2, if not
in 2000, after beginning work on their first
non-Crash title in six years, Andy and Jason
Focus on characters, trifecta quite as commercially gargantuan as Crash,
and once again gave the PlayStation brand
sold Naughty Dog to Sony, in a move of art, gameplay and
motivated by the console maker’s desire to
own its next big intellectual property. technology, and massive polish
“We had a great relationship with Sony
from 1996 on,” Andy says. “By 2000
when we were discussing the merger,
and attention to detail
ANDY GAVIN ON NAUGHTY DOG’S DESIGN PHILOSOPHIES
we were not only exclusive in practice but
chummy with all levels of the company, WHATEVER HAPPENED TO CRASH BANDICOOT?
from junior producers and QA managers to
Owned by Activision now after it merged with
Kaz Hirai… It is/was a great company, with
Vivendi several years ago, Crash Bandicoot
bright motivated people, a lot of energy, is MIA while his former stablemate Spyro
a determination to do things well, and an the Dragon is part of the plastic-shifting
phenomenon that is Skylanders. “He isn’t
ethos of fairness and honesty. Companies really anywhere, which is sad, as Crash is a
are like people, and any that has a lot of great character,” reflects Andy on Crash’s
these things going for it is a rarity.” current status. That special quality that defined
Naughty Dog’s Crash titles was lost in the first
Jason was confident that Naughty Dog multiplatform release, The Wrath of Cortex,
could have functioned independently, but in 2001, which mostly rehashed the ideas of
previous Crash titles. It was published during
being absorbed by Sony allowed the team the same holiday period as Jak And Daxter, and
to focus on making games. The studio was naturally it didn’t compare too well. From there, the Crash series got progressively worse, though
one of the first to obtain a PS2 dev kit, the last instalment, Crash Of The Titans, wasn’t completely awful. The magic’s just been lost a
little bit from the series – there’s never been a drive to innovate or push the 3D platforming genre » Uncharted 2 introduced multiplayer
though working with the new hardware forward with Crash outside of Naughty Dog’s hands, which defined the original games’ success. gameplay, which soon became a
didn’t come easy, according to Andy. “The staple part of the series.
160 | PLAYSTATION
FROM THE ARCHIVES: NAUGHTY DOG
DEFINING GAMES
Way Of The Warrior Crash Bandicoot Jak And Daxter: Uncharted 2: Among Thieves
As a viable Mortal Kombat alternative on the Arriving on a console without a mascot, Crash The Precursor Legacy While Uncharted: Drake’s Fortune was a
struggling 3DO, Way Of The Warrior was Bandicoot posited its own solution for the Bearing some resemblance to the Crash highly enjoyable PS3 debut, its ambitious
arguably the best known of Naughty Dog’s 3D platformer genre that contrasted strongly series in its feel, Jak And Daxter exchanged sequel bettered it in every way. It built on
pre-Crash titles, with a sense of irony that its with Nintendo’s ideas in Mario 64 – Crash linear levels for a gigantic environment filled the original game’s Indiana Jones pastiche,
contemporaries lacked. This marked the start was an icon with the complete package from with 101 various challenges. Banjo Kazooie, setting players up with a gauntlet of ever-
of the studio’s relationship with Universal, the start, with strong character designs and Zelda and Mario 64 all inspired its ambitious escalating set pieces and a rip-roaring tale,
which turned out to be extremely fruitful. Way instantly gratifying platforming mechanics in a design, which illustrated Naughty Dog’s marking a new high in pacing for third-person
Of The Warrior is notable for its gory visuals, game packed with smart level design. Crash ability to create a large, cohesive world to rival action-adventure games. It’s a highly engaging
diverse characters (portrayed by friends and Bandicoot proved to be a watershed moment Nintendo’s own properties. Jak ’s persistent cinematic romp, and still looks incredibly
relatives of the staff) and impressive combo for Naughty Dog and, as Sonic had done with game world and near seamless loading times cutting edge. It’s also notable for introducing
attacks. It features a particularly aggressive Sega’s Mega Drive before it, helped convince showed off Naughty Dog’s technical prowess, for bringing a slick multiplayer offering to
soundtrack too, with many of the tracks gamers that Sony’s new cool console was the while the clever pairing of the silent Jak and the popular series. While Uncharted 3:
coming from White Zombie’s album Le machine to own. A superb evolution of the motormouth Daxter was a testament to the Drake’s Deception featured more outlandish
Sexorcisto: Devil Music, Vol 1. platform genre that everyone needs to play. studio’s keen eye for strong characterisation. setpieces, the gameplay wasn’t as good.
a mascot that it needed. The series moved from the same basic philosophical strategy with any great conviction. Yet it stemmed
into an open-world paradigm with 2003’s we developed in the Crash era: focus from two confident friends teaching each
Jak II: Renegade, which was clearly a on characters, trifecta of art, gameplay, other how to make games, and a mutual
product of its time in a post-GTA III world. and technology, and massive polish and loyalty leading to unexpected levels of
“We wanted to show that we could go attention to detail.” hard-earned success.
open world with the best of them!” The Uncharted series does indeed “They feature big integrated worlds,
By the time the vehicle-centric Jak 3 ’s embody those ideals and, particularly with gameplay-first storytelling and all the above
release came around in 2004, the its barnstorming second instalment released stuff,” says Andy, discussing what defines
co-founders’ contracts were up, and Andy in 2009, shows how Naughty Dog’s a modern Naughty Dog game. “That’s
and Jason felt confident about leaving direction has weathered time effectively and what makes them Naughty Dog games.
Naughty Dog in the hands of its veteran allowed it to progress effectively as a studio. Starting with Jak 1 and moving into Jak 2,
staff, headed up by Evan Wells and The Last Of Us is its latest release, a post- we really focused on trying to make the
Christophe Balestra; their departure was apocalyptic thriller that touches upon darker best ‘story you play’ possible. Uncharted 2
as much about allowing these new leaders subject matter than we’re used to seeing and 3 take this to whole new levels.
to develop as the desire to have a bit of in the developer’s releases, which again The 2004-2013 steps have been just as
time off for other projects. “Not only has seems like a natural part of its evolution. challenging as the 1994-2004 steps.
Naughty Dog survived for 8.5 years since What’s reassuring about Naughty Dog’s Same dance, different moves.”
we left, but it has thrived and grown,” enduring reputation, then, is that those
Andy says. “Evan, Christophe and the principles outlined by Andy and Jason, back Naughty Dog’s The Last Of Us was recently
whole team over there continue to show when they made Way Of The Warrior, have released on PS4. Andy Gavin is the author of
their enormous talent and dedication. The survived until today – Naughty Dog creates The Darkening Dream and Untimed. Find out
games are new, cutting edge and yet still big, fun games with a credible mass appeal, more at the-darkening-dream.com and untimed-
very much Naughty Dog games. They draw a balance that few developers can equal novel.com.
PLAYSTATION | 161
Symphony of the Night
IN THE KNOW
» PUBLISHER: KONAMI
» DEVELOPER: KONAMI
» RELEASED: 1997
» The bells! The bells!
» PLATFORMS: PLAYSTATION, SATURN,
initially denied access to every portion of PSP, XBLA
Vlad’s sprawling, demonic fortress from » GENRE: ADVENTURE
the outset, but thanks to a finely tuned drip
feed of abilities – ranging from the humble
double-jump to unique shape-shifting
enchantments – they would gradually gain
entry to more sections of the ageing citadel
as progression was made. For example,
at various points in the castle the way
forward would be barred by iron grilles.
To continue, the player had to collect a
» The bat transformation allows Alucard to enter previously inaccessible areas. relic that would permit them to alter their
appearance to that of a fine mist, therefore
egular readers of Retro Gamer Of The Night. The game represented a allowing them to pass effortlessly through
164 | PLAYSTATION
THE MAKING OF CASTLEVANIA: SYMPHONY OF THE NIGHT
the epic boss encounters. In keeping because that particular part of the game
with the grand vision IGA and his team was programmed by myself.” Yamane’s
FANGS FOR
strived to attain, Symphony was packed soundtrack was a fusion of rock, jazz and THE MEMORIES
to bursting point with some of the most classical styles that appeared hopelessly In 2007, Konami released
Symphony Of The Night on
creative and visually stunning 2D bosses mismatched on paper but worked XBLA. In the same year it
ever witnessed. Many of these fiendish surprisingly well in practice. Standout produced an updated version
creations were able to trace their roots tracks included Strange Bloodlines, of the acclaimed PC Engine
right back to the NES instalments of which played over Richter’s battle with instalment Dracula X: Rondo Of
Blood – this will be the first time
the series – the towering Galamoth Dracula in the prelude; Wood Carving the game has been officially
previously appeared in the disarmingly Partita, a string-based composition that published outside Japan. Similar
cute Castlevania spin-off Kid Dracula, and wouldn’t have sounded out of place in a to Capcom’s PSP game Extreme
hardcore fans should have no trouble Hollywood period piece; and Requiem Ghouls ’N’ Ghosts, the game
» Who’s the man? Shaft! Ahem. uses a brand new 2.5D graphic
remembering which other games Medusa, For The Gods, a largely vocal track which
engine, updated character
the heroic Trevor Belmont to prevent Werewolf and Frankenstein’s Monster accompanied the Church section of the designs from Ayami Kojima and
his patriarch’s murderous revival. After have cropped up in before. “My favourite castle. The musical package was rounded an all-new soundtrack. Some
sealing this important victory he made is definitely Beelzebub,” replies IGA when off rather neatly by Rika Muranaka’s would argue that the best thing
the decision to place himself in indefinite pressed about which boss he rates highest. heart-wrenching I am the Wind, which regarding this momentous
release was the announcement
hibernation to prevent his cursed bloodline Indeed, this particular enemy proved to be plays over the end credits. It was sung
that the original versions of
from causing humanity any further one of the most memorable in the entire by American Cynthia Harrell, who also both Rondo and Symphony will
mischief. Resurrecting the ‘Tragic Prince’ game, taking the form of a gigantic, rotting performed vocal duties on the infamously feature as unlockable extras,
for Symphony proved an inspired move, corpse suspended on rusty meat hooks. camp title theme of Metal Gear Solid which means fans could play
but IGA reveals that, at the time, he was Victory could only be gained by hacking 3: Snake Eater. Unsurprisingly, the Symphony on the move for
the first time ever. Symphony
concerned that such a sweeping change away at his putrid, decomposing limbs soundtrack CD remains popular with fans Of The Night was also made
would anger the fans. “Personally, I liked while avoiding the unwelcome attention a decade after it was published. available on Sony’s PSN service,
Alucard very much and it was totally fine of several massive mutated flies. When The introduction of Ayami Kojima’s meaning PS3 owners could also
with me, but I presumed that those who you consider the limited RAM of Sony’s sumptuous artwork was the icing on an enjoy Konami’s groundbreaking
adventure game.
had been fans for a long time would be 32-bit console and the poor reputation it already tantalisingly gorgeous cake. Again,
angry with our decision since it was the had for hosting 2D titles, it makes IGA’s a desire to establish a new vision for the
first time the series ever had a non-whip- achievements all the more impressive. series was the main reason behind her
using character as a hero.” In hindsight, The Castlevania franchise has always involvement as IGA explains: “The world
he needn’t have worried – the fans took had a reputation for high-quality musical of the vampire that I have in my mind
to the new lead like a duck to water. “The accompaniment and Symphony is no is beautiful and fleeting with blood and
Japanese title was Akumajo Dracula X. I exception. Indeed, Many consider Michiru darkness. The series had a visual image
used ‘X’ to show that it would be apart Yamane’s work to be the finest ever heard featuring hostility, but I tried to change
from the main stream of the series, but in the series. With this in mind, did IGA the image since the game concept itself
surprisingly, it has now become the ever feel that the expectation of aural
mainstream,” he comments with a degree excellence imposed limitations on his
of satisfaction. Alucard is now regarded development? “The music direction has
as one of the most popular characters in never led the creation of the game,” he
the Castlevania universe and IGA is well states. “I have always asked Michiru to
aware of the contribution he made to the compose music in accordance with the
ultimate triumph of Symphony. “Alucard actual game and never the other way
was just a really cool hero, and that is around. She always co-ordinated with
why I think Symphony Of The Night has the development team and composed
been received so favourably by the fans.” music from the image of the stages.”
Nevertheless, in order to appease those When asked which tune was his favourite,
few stubborn traditionalists that might IGA playfully admits that he’s slightly
have been offended by a vampire taking biased: “My favourite is Castle Dracula
centre stage, IGA thoughtfully included the which starts to play when Alucard enters
option to play as Richter Belmont, albeit as the castle for the very first time. I was
an unlockable extra. impressed with the way the music starts
Regardless of the changes being to play once Alucard enters the dark castle,
made elsewhere, one aspect of the game and then suddenly the castle gets bright
retained the brilliance of former titles: and zombies start to appear. It might be
PLAYSTATION | 165
run for the PAL version was around the
15,000 mark and many of these copies had
to be heavily discounted by disappointed
stores before they eventually sold. It’s
been argued that lukewarm reviews in the
UK press – several magazines dismissed
it as a 16-bit game on 32-bit hardware
– contributed to the dour performance at
retail, but whatever the cause, Konami
knew it had a turkey on its hands and
consequently didn’t produce any more
PAL copies. Meanwhile, in Japan and
the US the game was reprinted several
times in order to satisfy demand and was
eventually granted best-seller status in
both territories. The low number of PAL
units, coupled with the fact that most came
with highly desirable limited-edition items
(see Bonus Stage) has recently caused
prices to soar – it’s not unusual for mint
and complete Euro editions to fetch three
figures on eBay, while the NTSC versions
struggle to scrape £10.
A year after the PlayStation release,
» Richter tackles a giant Vlad in the gripping prologue. Symphony was ported to Sega Saturn by
Konami’s Nagoya studio (not the original
was going to change,” he continues. check out our front cover if you need team, it should be noted). On paper this
Kojima’s mature and astonishingly detailed further proof of her incredible skill. promised to be the definitive Symphony
art elevated the game to a whole new With this amalgamation of fantastic – the raw 2D clout of Sega’s 32-bit machine
level of brilliance, and for once the series gameplay, stupefying depth, gorgeous combined with Konami’s boast that it
was granted a cohesive image that has design and a downright brilliant musical intended to add a raft of exciting features
endured ever since. Her combination of score, it’s unsurprising that Symphony (such as an additional playable character
Japanese sensibility with classical painting went on to sell thousands in Japan where in the form of Maria Renard, two brand
methods resulted in some of the most it was released as Akumajo Dracula X: new castle areas and a smattering of
breathtakingly stunning artwork ever Gekka no Yasoukyoku (Demon Castle additional items) resulted in fans being
attributed to a videogame release and it’s Dracula X: Nocturne In The Moonlight). whipped into a frenzy of anticipation.
testament to her truly wonderful talent that Huge sales and heaps of critical acclaim Unfortunately, the eventual release was
when a new Castlevania title is announced were also prevalent when the game something of a disappointment. The
you can bet that one of the first questions debuted in the US but it perplexingly failed gorgeous transparency and lighting
to flash across internet forums worldwide to replicate this success in Europe. Reports effects so abundant in the PlayStation
is ‘Has Kojima done the artwork?’ Just vary but it is believed that the initial print original had been replaced by unsightly
cross-hatch textures (Saturn infamously
struggled with these kinds of effects)
BONUS STAGE and the game was afflicted with bouts of
crippling slowdown when the on-screen
Two bonus items were produced
by Konami and bundled with action became too hectic. The much-
Castlevania: Symphony Of The hyped new levels were also distinctly
Night in varying quantities across underwhelming and were populated by
the three main territories. The first
was a small book, which featured some seriously daft new enemy sprites
a black-and-white illustrated – the deranged horticulturalist in the
prelude to the game and some Underground Garden instantly springs
lovely full-colour character to mind – and consequently the Saturn
artwork courtesy of Ayami
Kojima. Initially intended solely
port remains a purchase only hardcore
for the Japanese market (it reads fans should seriously consider making.
from right to left, as is Japanese Sega’s 32-bit machine had all but given
» The Sega Saturn version featured some rather custom, and is entitled ‘Dracula up the ghost in the West by the time the
silly enemies. X: Nocturne In The Moonlight’) conversion was released in 1998 and as a
the book was eventually carried
across to the American and result it never made it officially outside of
PAL markets too. The second Japan (although a Western release was
item is a CD, which contains a mentioned several times in Sega’s own
selection of tracks from various promotional material). This has elevated
titles in the Castlevania series.
prices to levels that almost rival that of the
Both items are highly sought
after by fans and the art book PAL PlayStation version.
alone has been known to fetch Interestingly, around the same time
£50 on eBay. Amazingly, these another conversion was announced
items were bundled with the PAL for Tiger’s ill-fated Game.com handheld
version from launch but were
only available to those who pre- platform. Envisaged as a competitor to
ordered in NTSC territories. Nintendo’s all-conquering Game Boy,
» If dying wasn’t enough, these poor skeletons have
now been relegated to skull-bearing status. the Game.com boasted rudimentary
166 | PLAYSTATION
THE MAKING OF CASTLEVANIA: SYMPHONY OF THE NIGHT
» Screens from the abandoned port for Tiger’s ill-advised Game.com console. » An advert for the cancelled Game.com conversion.
touch-screen technology and basic online many devotees adamant that Symphony superlative results. “I was not involved
functions, but neither of these potentially represents the pinnacle of the entire in the actual conversion, so I don’t know
groundbreaking features were utilised Castlevania franchise – no mean feat much about it, but I think it was hard since
effectively and a flood of lacklustre when you consider the gloriously high I gave so many tough requests to the
software resulted in the monochrome benchmark set by past titles like Super conversion team when we first handed
console flopping disastrously at retail. Castlevania IV and Dracula X: Rondo Of them the project.” There has been talk of
Tiger threw in the towel and development Blood and more recent entries such the various graphical improvements being
on the Symphony Of The Night port Hideo Kojima produced Castlevania: Lords included and the epic adventure will be
(which was being handled in-house by Of Shadow. “I am really proud that it has the first to break Microsoft’s self-imposed
Tiger itself) was brought to an abrupt been evaluated as such,” comments 50MB limit for Live Arcade content – an
halt. Beyond a handful of screenshots IGA with a completely justified sense indication of how committed it is to
it’s not known exactly how far they of pride. However, the man who was ensuring the port is as faithful as possible.
got – the official line is that it was half once responsible for the future of one IGA has the utmost confidence in the
finished, but some sceptics have gone of Konami’s most valuable franchises ability of Digital Eclipse. “I am sure it
as far as to speculate that the screens steadfastly refuses to rest on his laurels: “I deserves to be downloaded and played,
were simply mock-ups created in order to cannot say it was the best since I think I and hopefully it will reach a brand new
generate badly needed public interest in need to always make every endeavour to audience,” he states categorically. Does
the doomed portable. No playable code create better games for everyone to enjoy.” this brave new method of software
has appeared in the intervening years As previously mentioned, the XBLA distribution intrigue the Castlevania
so it’s unlikely that it was anywhere near release of Symphony was released in 2007. producer and does he foresee the
completion and the promise of a portable Programming duties were carried out by possibility of more titles from the series
Symphony has only recently been fulfilled emulation expert Digital Eclipse which being made available for download? “I am
(see Fangs For The Memories). has previously impressed with several very interested in the online distribution
Nearly two decades have passed since highly accurate and well-received retro and look forward to it, but that’s all I can
the world laid eyes on this astounding compilations. Although IGA is not directly say for now,” he replies enigmatically. One
piece of electronic entertainment, yet involved, he admits that he has been thing is certain – the acclaimed franchise is
interest is still as strong as ever with badgering the developer to ensure it gets in very good hands.
AYAMI
KOJIMA
Self-taught illustrator
Kojima is now so
inexorably linked with
the Castlevania franchise
that it’s easy to forget that
she’s only been involved
since Symphony Of The
Night. Kojima started her
career by illustrating novel » Beelzebub is Iga’s favourite boss. After fighting
covers, and branched against him, it’s easy to see why.
into videogames in 1997
with Symphony and the
Koei Sega Saturn strategy
title Söldnerschild. Her
contribution to Symphony
made her something
of legend among Castlevania enthusiasts and she went on to create further
artwork for Castlevania Chronicles (PSOne), Harmony Of Dissonance/Concerto
Of The Midnight Sun (GBA), Aria Of Sorrow/Minuet Of Dawn (GBA), Lament
Of Innocence (PS2) and Curse Of Darkness (PS2/Xbox). Her somewhat unique
representation of the male form – highly feminine with lithe bodies and long,
flowing locks – has caused consternation among some sectors of Castlevania
fandom as her work has proven especially appealing to female Shonen-ai
(young man love) manga addicts. » Alucard stops for a quick breather and a lecture
from an irate ghost.
PLAYSTATION | 167
168 | PLAYSTATION
HISTORY OF RIDGE RACER
A
rcade gaming and arcade ports saw something of a PlayStation when it was flawlessly converted as a launch game
renaissance in the Nineties thanks to the arrival of for the machine in December 1994.
popular coin-ops such as Street Fighter II and Mortal As detailed in our exclusive making of in issue 52, Ridge Racer
Kombat. Their close relationship went all the way was a concept brought about by brand new PCB technology that
when hardware and software developers began experimenting Namco had in development, dubbed Namco System 22, that
with comparable arcade and console technology, causing a was able to generate striking texture-mapped polygons. Wanting
significant shift to occur as the coin-op and domestic game to showcase the technology, Namco turned to the racing genre,
markets never looking so comparable. Reigniting creativity and this being a common practice by arcade developers – see Sega’s
imagination as limitations lifted, a raft of popular polygonal 3D Hang-On, Virtua Racing and Daytona USA, and Namco’s own Pole
games emerged as two of the biggest forces in arcade gaming Position. Incidentally, this is also the reason why Ridge Racer has
at the time, Namco and Sega, came to dominate the 3D arcade appeared as a launch game for so many machines since.
market, sparking an epic rivalry between the two companies “In racing games, you can build a vast space structure; create
that spilled into our homes. elaborate, realistic visuals; and process a complex, high-speed
That shift of battlefield came to put a considerable strain on program,” explains Namco’s Masanori Kato. “So, I think this is an
the coin-op market as the popularity of home gaming increased, appropriate subject to first try out the potential of new hardware.
thanks largely to Sony’s canny marketing and positioning of the Besides, the rules are simple, and no matter the maker of the
PlayStation. When the expected finally happened, and console game, the operations are the same. I think most people don’t need
games began matching and later eclipsing arcade games in to read the manual to understand that they have to race to the
visual fidelity, many no longer saw the value or need to play finish line. When you get a new piece of hardware, you want to
games on vend. Piers and holiday camps, formerly the reserves experience something surprising straight away. Isn’t it annoying if
for high-fidelity gaming, became like gaming cinemas, showing you have to read all the manual instructions and tips first? For that
us ‘coming soon’ titles that, in a few short months, we would be reason, when you play Ridge Racer on a newly acquired piece of
able to play nigh-on arcade-perfect versions of in the comfort hardware, you can enjoy the surprising experience right away, so I
of our living rooms. But as this entertaining battle for arcade think it is the most appropriate launch title.”
supremacy raged on, it was a pretty fantastic time to be a The original plan was to create an F1 game using the
gamer – an exciting period filled with great arcade releases technology, but this idea was soon dropped in favour of doing
and arcade conversions. something far more accessible, based on a trend that was
A game emblematic of this technical gap-bridging between the occurring in Japan’s booming car enthusiast scene at the time.
two markets was Namco’s Ridge Racer. A racing game designed “There was a trend among young people in Japan for tuning
for and debuting in arcades, it found a welcome home on the their cars,” Namco Bandai general manager Yozo Sakagami
PLAYSTATION | 169
» Ridge Racer Revolution became a popular
sequel not just due to having improved visuals
and new modes but also thanks to its two-player
link-up games only requiring a single disc to work.
tells us when explaining how the concept behind Ridge Racer released the neGcon controller. Designed for racing games, it
originated, “and they liked to race on winding mountain roads. featured two twistable halves connected by a swivel joint that
They didn’t want to slow down when they took corners, so they allowed the user to rotate each part for precision steering and
started drifting their cars and crossing over the boundary line of drifting in the game. In addition to this, two analogue buttons
the road. Of course, this is completely forbidden. At that point, afforded smooth and gradual control over acceleration and
we thought: ‘Can we make a racing game in which the driver braking. A successor to the controller, the Jogcon, was later
pushes his driving abilities to the maximum and gets a feeling packed with special editions of Ridge Racer Type 4, offering force
of extreme speed?’ So we created a game in which we let the feedback and a unique jogging dial to mimic a steering wheel.
player experience the sensations of manipulating a car at high The PSone conversion of Ridge Racer introduced aspects
speed and mastering corner drift.” that would become staples in the series, including mirror mode,
While realism took a bit of a back seat, beneath Ridge a means to eke more from the game’s single track by having
>> NAMCO ON… e cars after Racer’s colourful exterior, brash J-pop techno beats and players race it in reverse; a third-person camera; and additional
Why it decided to nam
other Namco arcade gam the
es. videogame liveries roared impressive technical grunt and cars to drive over the two in the arcade game. Garnering huge
e of
Sakagami: It was becaus a keen focus on the thrill of the race. Its signature focus on profits for arcade operators before becoming a popular launch
elopment
deep affection of the dev drifting, which remains a staple in the series, allowed racers game for the PlayStation, quickly sequels followed, beginning
tow ard s Nam co games. Most
team to experience the sensation of taking corners at breakneck with an arcade sequel, Ridge Racer 2, in 1994. More an update of
mes both
of them played videoga speed while at the same time giving them the unnerving but the original arcade game, Ridge Racer 2 featured no new tracks
r person al and professional
in thei
at that tim e, and these people equally exhilarating sense of momentarily losing control of over the first game but added new aspects such as night driving,
life
ched to
eventually became atta their vehicle. Proof that Ridge Racer was never intended to a rear-view mirror and, most notably, multiplayer.
ge Rac er wh en they played it.
Rid
170 | PLAYSTATION
HISTORY OF RIDGE RACER
Mini making of
Ridge Racer
Where did the concept for Ridge Racer originate? first – even if by just one day – and was more
First of all, it’s important to state that Ridge entertaining. I think the other company was
Racer was developed to make use of some newly probably in the same position, racing against us.
after Ridge Racer Revolution. Rave Racer had already been completed polygon-capable PCB technology,
albeit in the form of a proper game. I think it’s fair How many people worked on Ridge Racer?
developed at that time. This being said, it’s not entirely true that to say Ridge Racer’s concept was an idea born I can’t answer this in detail, but the number of
Rave Racer was never converted to home consoles. In fact, we from polygon PCB technology. team members was much smaller than what
kept in mind the fact that there is a woman in the opening of most people would imagine.
Rave Racer. This was the introduction of Reiko Nagase. Also, the Is it true that Ridge Racer was going to use
Formula 1 cars? Tell us about Ridge Racer’s soundtrack.
Rave Racer circuits were incorporated in the PSP Ridge Racer
At that time in Japan, the thinking was, ‘If you’re Can you believe that initially we were planning to
games, so the game hasn’t been released for home consoles as going to make a car racing game, take Formula have no music in the game? Ridge Racer’s music
a standalone, but over the course of time, all of its content has 1 as a theme’, so at first we considered making was produced at the same time as the game itself.
found its way into the Ridge Racer series.” Ridge Racer with Formula 1-style cars.” But We didn’t have time in our schedule for a surplus
PlayStation owners really didn’t have cause to be too the result of that consideration was a number of tracks to be composed, so that we could pick
of different concepts which informed the final our favourites at the end of development – that
disappointed, though, as the console received its own exclusive version of Ridge Racer: the game had to be ‘on just wasn’t possible. We were lucky to happen
sequel that same year. Despite improved visuals, two new public roads’, ‘with machines like passenger upon danceable techno music for the BGM, which
vehicles and a couple of new tracks, Ridge Racer Revolution vehicles’, and it had to ‘encourage players to use really helped with the process of creating this
stuck close to the original template, particularly in terms of how drift techniques’. If we had gone with a Formula atmosphere where players could race through the
1 style of racing game, would Ridge Racer have game and enjoy a fun feeling.
you progressed through the game. The notable new things that
been so loved by players?
Namco introduced in Revolution included two-player link-up Why did you create the original arcade cabinets?
races, made better by the fact that you only needed one copy of Why did you make an arcade racer? The theme of the game was to put you in control
the game to set up a race, and the chance to adjust the speed As people who know the game will appreciate, of a high-power sports car, enabling you to hold
level of your car, hinting at the customisation elements that Ridge Racer is not a realistic ‘driving simulator. the steering wheel to drive through curves and
Of course Ridge Racer had a high level of bends while skidding from side to side. Therefore,
would later be introduced. There are a few quirky aspects too, programming technology and graphics it was necessary that the steering wheel conveyed
such as buggy mode and squeaky voiced commentary, and techniques, but more than that, I think it was a the response of the tyres in a way that players
Galaga ’88 also replaced Galaxian at the start of the game. game with a strong sense of good taste. Players could actually feel. We had H-type gears, a clutch
In the same year that Rage Racer and Revolution were back in the day were able to race through the pedal, a large seat, and so on, all prepared so that
released, a third and pretty peculiar Ridge Racer game game and enjoy a fun feeling, because it was the feeling of driving a real sports car could be
a first-class racing game. It wasn’t advanced conveyed properly.”
also came out in Japan. Aimed specifically at children, and simulation programming that made that possible,
seemingly inspired by the buggy mode in Ridge Racer though – I think it was down to the advanced Did you worry how Ridge Racer would be
Revolution, Pocket Racer was yet another reworked version sense of game design. received outside of Japan?
of the original arcade game that featured deformed vehicles In those days, we didn’t really think in terms of
Was there any competition with other arcade ‘intended for Japan’ or ‘geared towards the West’.
shaped like Choro-Q toy cars and simplified steering especially We were developing Ridge Racer to make players
developers like Sega?
catered towards making the game more accessible. At that time, we were racing against one of our experience a happy feeling, and that sense of
For the next game in the series, Rage Racer, Namco swapped rival companies who also had a ‘polygonal racing happiness from playing games we felt was
out the inviting, colourful aesthetics for more shiny, burnished game’ in development, so we were doing our enjoyed by everyone in the global community
and realistic-looking visuals. In keeping with this new sense of best to make sure that our game was finished of players.
professionalism, Namco introduced the first ever career mode
into the series too, in which players earned credits through
winning races to spend on purchasing new cars and upgrading
existing ones. Encompassing five different classes with a secret
one unlocked at the end of the game, the career mode was
notable for giving players three chances to successfully finish a
heat, with failure to place third or higher in three tries clearing
you of all the trophies you had earned inside that attempt but
still allowing you to keep whatever cash and cars you had
accumulated up to that point.
This release was then followed up by Ridge Racer Type 4 the
following year, which continued down that same road. The final
Ridge Racer game to appear on the PlayStation, Type 4 kept the
PLAYSTATION | 171
more realistic tone and look of Rage Racer, but was enhanced by featuring intricate car customisation options, allowing
by featuring gouraud-shaded visuals and an improved Grand players to alter myriad settings of each car, from body >> NAMCO ON…
Prix mode in which players got to pick a racing team and car weight to wheels, and also incorporated a story into How important is the
music to Ridge
manufacturer, and then competed in a series of races with their the racing. In the game you assume the role of an Racer games and how
is it chosen?
team, investing in new cars along the way. ambulance driver who, after impressing the head of a Hiroshi Oku bo: To em body the
unrealistic speed and ten
Type 4 also had more vehicles than had been seen in any shady racing team by speeding an injured racer to sion of
Ridge Racer and the use
Ridge Racer before: an impressive 321, though made up of the hospital, gets signed up to race for them. The story of the latest
computer technology,
the most
only 40 or so models. Unlocked fully by finishing every race in then gets even sillier, spiralling into a tale of racing suitable music is techno,
which gives
every possible combination of qualifying position, team and rivalry, corporate subterfuge and girl power. It then an impression of energy
, the journey
and speed. Historically,
manufacturer, filling your garage with them all certainly took gets a bit Thelma & Louise. a lot of early
club music was launche
quite a bit of work, giving far more longevity to Type 4 than In 2004, the series first went portable with Ridge d that way.
Consequently, we inse
rted the most
previous instalments. Additionally, Type 4 was the first in the Racer DS and Ridge Racer for the PSP. The former was a recent music styles, ma
tching the
series to offer split-screen multiplayer and to allow players to faithful DS port of Ridge Racer 64 that made use of the concept of every title. We
made a
fully customise cars, and also broke tradition by introducing portable’s touch-screen controls as a steering method, point of creating an atm
osphere the
player could be immerse
an alternative, more realistic, grip type of handling on top of while the latter was something of a ‘best of’, featuring d into. In
each and every title in
the classic drift controls. Finally, packed with the game was a tracks from previous PlayStation entries, but, most the series, we
chose a simple keywor
d or image
second disc that contained an enhanced version of the original notably, the City and Mountain stages from Rave Racer. that we gave to the arti
sts creating
Ridge Racer port. Dubbed Ridge Racer Hi-Spec Demo (or Ridge It also added in new vehicles, and introduced nitro the soundtrack. Then eac
h of them
would be free to create
Racer Turbo), it was a truncated version of the game that ran at boosting. A sequel followed in 2006, which kept to the music filled
with a sensation of spe
an impressive 60fps – twice the frame rate of the original – and exact same formula, once again featuring enhanced, ed linked to
that keyword. Compar
ing them all,
repurposed tracks from the series but this time adding we took the personal tou
ch of each
story spirals into a tale well as online racing, the most notable thing the game
added was the slightly more autonomous means of
but lock down the spir
it.’
and girl power” you to pick and choose the race you wished to enter,
some of which featured differing race criteria such as
no boosting, as you unlocked new cars and tracks
Why R: Racing Evoluti
received any sequels.
Sakagami: The develop
R: Racing was challenged
on never
ment of
along the way. An enhanced version of the game by the
featured enhanced visuals. It was a fantastic parting gift for following limitation: wha
t are
PlayStation owners and made a brilliant sequel even more later appeared on the PlayStation 3 as Ridge Racer 7, we going to do with yet ano
ther
popular with fans. featuring many of the same tracks but bringing in more racing game from Nam
co when
we already had Ridge
From 2000 onwards, Ridge Racer received a large number vehicles as well as complete vehicle and bodywork Rac er? So
it became a game that
of sequels, went portable, and even dipped its toe in realistic customisation options. It also introduced a global offered a
realistic driving experie
nce, with real
driving simulator waters. But before all that, it went multiformat. ranking system that allowed players to post and cars and real tracks. How
ever, the
Ridge Racer 64 was not only the first Ridge Racer game not compare their best lap times online. Oh, and it’s players who were great
supporters
of Ridge Racer felt unc
to appear on a Sony machine, but also the first game in the officially the first ever 3D Ridge Racer game, as in omfortable
with this evolution. Thi
series not to be developed by Namco, with the development 2010 Namco released a 3D update for it. s is why we
then reaffirmed the orig
ins of what
handled by NST, a first-party developer for Nintendo Of America. Namco went all aboard with a full 3D game in 2011 made Ridge Racer inte
resting and
Ridge Racer 64 was basically a blend of Ridge Racer and Ridge with the release of Ridge Racer 3D. It’s an excellent dev eloped Ridge Racer 6 inst
making a sequel to R: ead of
Racer Revolution, as it repurposed the tracks in both games. It little racer that once again returns the series to its Racing.
isn’t a complete two-game facsimile, however, as it adds a early arcade and PlayStation roots. This tradition
brand new track, a new career mode and improved driving was followed in December when it released Ridge Racer for
mechanics by offering a choice of different drift mode options, Playstation Vita. The game received lots of criticism at the
one of which allowed your car to perform 360-degree spins. time due to its tiny track and car selection and a focus on
Add in the N64’s capacity to offer four-player single-screen downloadable content. Despite its excellent handling, many
multiplayer, and Ridge Racer 64 certainly lived up to the critics (including us) felt it was a poor addition to the franchise.
impeccable standards of Namco’s entries. Little did we know that we’d still be playing it many years later.
Around the time that development on Ridge Racer 64 was It’s sad then that the Ridge Racer story currently ends on
under way at NST, Namco was busy getting to grips with the something of a sour note. 2012’s Ridge Racer Unbounded
soon-to-be-released PlayStation 2, and once again produced a instantly turned off many gamers because its destruction-based
Ridge Racer game to coincide with the machine’s March 2000 gameplay meant it didn’t feel like a proper Ridge Racer game.
launch in Japan. Like the N64 game, Ridge Racer V also played A selection of middling iOS games have also seen the series
things close to the first two PlayStation games. It saw a return to flounder and lost favour with fans. 2013’s Ridge
the uncomplicated arcade origins of the series, and the circuits Racer Slipstream is currently the last game
harked back to the original game, featuring reworked versions of in the series. Hopefully, Namco will
the Novice and Advanced courses in Ridge Racer. Given its clear get the series back on
arcade traits, it’s logical that Namco would choose to release a track in the near
coin-op version of the game, and so Ridge Racer V: Arcade Battle, future.
currently the last ever Ridge Racer arcade game, was released
around the same time.
Following Ridge Racer V, Namco then produced a Ridge
Racer spin-off title designed to subtly test how the series would
perform as a realistic driving simulator. R: Racing Evolution,
which was released for the PS2 in 2003 and later ported to the
Xbox and GameCube, ignored Ridge Racer’s arcade heritage
172 | PLAYSTATION
HISTORY OF RIDGE RACER
PLAYSTATION | 173
174 | PLAYSTATION
Dancing
Stage EuroMix
“THIS IS THE BEST SHOW I’VE EVER SEEN!”
PLAYSTATION KONAMI 2001
» RETROREVIVAL
PLAYSTATION | 175
of al
r
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