Playstation 1 Psx
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Dammit, Abe’s Oddysee was beautiful. Maybe not in a conventional sense (a forcefully muted slave leading a revolt to escape death by meat grinder is hardly soothing), but the high artistic value of both the visual design and soundtrack were hard to deny. Oddworld was exactly as its name implied, and that was a huge part of the appeal. Even the game engine was unique enough to garner its own name: A.L.I.V.E (Aware Lifeforms In a Virtual Environment). Enemies and allies both had personality, and responded in different ways to specific stimuli as opposed to just predictably walking left or right.
In diverging from the aesthetic absurdity normally present in three-dimensional Final Fantasy games, Square proved that a more traditional fantasy world of swords, armor, castles, and magic could survive and thrive on the modern graphic powerhouse that was the PlayStation. Sure, a certain lack of guns, gun-arms, and gun-swords may have made FF9 less appealing to some (it sold relatively poorly despite the unmatched critical acclaim), but we’ll always remember it as one of the most perfectly cohesive games of the series.
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"A side-scrolling RPG? Preposterous! Those two genres don't fit together! This will never work!" That's how many felt before Valkyrie Profile proved them wrong. Not only does a side-scrolling RPG work, it's one of the best games on the PS. Recruiting heroes to fight for Odin during Ragnarok sounds epic on its own, and in practice it meets every expectation. The gorgeous hand-drawn art style and engaging battle system will keep any RPG fan playing for days. Plus, Valkyrie Profile is one of the few games to reward you for switching to Hard Mode, unlocking characters and dungeons only to those who decide to brave the hardest setting.
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Soulcalibur may have put this sword-fighting franchise on the map, but the characters, the story, and the setting all originated a full generation before with Soul Blade . Soul Blade serves as the foundation of everything that makes the Soul series great. 3D graphics and a varied roster of fighters made this one of the premier games on the system, despite later being overshadowed by its arcade/Dreamcast sequel. Better still was the edge master mode, a fully fleshed out RPG-style story mode covering the tales of 10 characters.
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If Tony Hawk’s Pro Skater effectively combined two of the coolest things in the world--skateboarding and video games--to create gaming gold, THPS2 was gaming unobtainium. It was an instant classic that didn’t just blow the mind of current gamers, it created an army of brand-new ones. Increased level size, creating a custom skater, building your own skate parks, and using manuals to link combos were monumental additions proving THPS2 was way more than just a cash-in on a successful concept (though we can’t say the same for any Tony Hawk game released in the last 10 years).
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Like many of the PlayStation rarities, Intelligent Qube is a game that falls under "blink and you'll miss it." While European and Japanese gamers have been able to relive it in the PlayStation Store (it was titled Kurushi in PAL territories), North Americans haven't been so fortunate. That's a shame, since its system of rotating rows of rising and moving blocks was one of the first times many of us remember using the term "addictive" to describe a game without the typical negative attachments.
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The precursor for rhythm games such as DDR and Rock Band , PaRappa the Rapper took the nifty idea of timing button presses to match specific beats and added charming paper-like animations, funny lyrics, and seriously catchy tunes. With songs about learning to drive a car and competing for a turn on the toilet, the tone was always light-hearted and extremely enjoyable. It didn’t take much for that enjoyment to quickly devolve into a hilarious mess if you mistimed your button presses. Honestly, hearing PaRappa miss his cues and come in at the wrong times was just as satisfying as winning the game.
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Yeah, Metal Gear Solid is the pinnacle of stealth games, but for everything that Snake embodies, he's still not a bona fide, authentic ninja. Rikimaru and Ayame are just that, and their adventures in Tenchu 2 make for some high-quality stealth action. While playing the game had its merits, the true excellence of Tenchu 2 lies in its mission-creation modes. We could build our own assassination mission from the ground up; we could create everything from level layout to objectives, allowing us to stretch our creative talents into crafting the perfect setting for a kill.
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Metal Gear Solid demanded a lot from its players. For one, we had to learn to stop mashing on our controllers like mindless sitcom actors for two seconds and simply watch a video game. When we did have control, there was a whole lot of careful sneaking and quiet killing. Go in guns blazing (well, as close as you could get to guns blazing in MGS) and you were met with swift, crushing defeat. Why did we ever put up with it? Because not only did MGS deliver a thrilling interactive experience, it was the next evolution in gaming.
It’s one thing to create a great competitive puzzle game. It’s another to throw in cartoony, parodic sprite versions of the world’s most famous 2D fighters to represent your spatial-relation triumphs in real time. Super Puzzle Fighter II Turbo pitted two players (or one and the computer) against each other to see who could keep their stack of gems from reaching the top of the screen. Your success directly translated into torture for your opponent, dropping junk blocks onto their stack and forcing them to act fast.
It didn’t take much to sell a three-dimensional fighting game during the second half of the '90s, but Tekken 3 definitely wasn’t content to rest on its laurels. The arcade port pushed the boundaries of the PlayStation’s graphical capability, and the highly acclaimed gameplay improvements took the series even further into the third dimension. There we so many new fighters and so many things to do (thanks to the addition of minigames) that it was hard to believe Tekken 3 could even exist on the PS.