Why did I play this?Why did I play this?

Posted on Nov 13th 2014 at 05:00:00 AM by (SirPsycho)
Posted under RPG, namco bandai, tales of xillia, ps3, playstation, gaius dumplings

[img width=400 height=390]http://i.picpar.com/0cf8b89f34a777749f727017def3c1da9916eebd.png[/img]

I have been excited about the release of Tales of Xillia 2 since I played and reviewed the first one a few months ago (http://www.rfgeneration.c...-Tales-of-Xillia-2755.php). I greatly enjoyed the main characters and writing of the original game and thought that the plot took plenty of nice turns that were not as predictable as an RPG veteran would expect.


Continue reading Psychotic Reviews: Tales of Xillia 2



Posted on Oct 22nd 2014 at 04:37:41 PM by (SirPsycho)
Posted under Camera Obscura, tecmo, horror, ps2, xbox, zero, shinto

[img width=350 height=492]http://www.rfgeneration.com/images/games/U-072/bf/U-072-S-03850-A.jpg[/img]

Before I get started, I just want to say that Fatal Frame is absolutely NOT based on a true story. The producer of the series has gone on record to say that the story is based on two Japanese urban legends and ghost stories, and is not true at all. The inclusion of this statement on the game's cover was a marketing slogan used in Western Markets. In Japan, Fatal Frame was released as Zero, and it was titled Project Zero in Europe. The game was developed and published by Tecmo in Japan and the USA, though in Europe, it became quite a mess with system exclusive publishers.

**WARNING** - PICTURES AND VIDEOS BEYOND THIS BREAK CONTAIN DISTURBING IMAGES THAT MAY NOT BE SUITABLE FOR ALL AUDIENCES. VIEWER DISCRETION IS ADVISED.


Continue reading Spooky Plays: Fatal Frame



Posted on Oct 7th 2014 at 01:17:49 PM by (SirPsycho)
Posted under Horror, 3do, sega, saturn, sony, playstation, horror, halloween, spooky puzzles

[img width=250 height=450]http://www.rfgeneration.com/images/games/U-060/ms/U-060-S-00560-A.jpg[/img]

Welcome back to a world of horror and fright. You may remember last year when I did a review of a game  (Thief: The Dark Project [http://www.rfgeneration.c...The-Dark-Project-2639.php]) that many would not consider when pondering their options to step into a good atmosphere that sends chills down your spine and squeals up your throat. The real "horror" came from the masterpiece's years spent in "Development Hell" where its focus was changed about a half dozen times. In contrast to a jumbled mess of juxtaposed design and experimentation that somehow worked brilliantly, this year I bring you D. Just "D." The letter "D." No more. No less. "D."


Continue reading Spooky Plays: D



Posted on Sep 18th 2014 at 03:01:03 PM by (SirPsycho)
Posted under Working Designs, strategy rpg, tactics, duels, awesome sprites, scaling, dragons

[img width=350 height=582]http://www.rfgeneration.com/images/games/U-060/ms/U-060-S-00700-A.jpg[/img]

Dragon Force is a rather unique strategy game for the Sega Saturn that mixes turn based strategy with real time tactical movement, decision making, and party building. Development for this game was started by J-Force, but Sega eventually took it over and finished it. In North America, it was localized and released by Working Designs. Sega used Working Designs' English translation for the European release of the game.

Dragon Force focuses on a continent-wide war between the various kingdoms and empires of Legendra (terrible name...). There are eight total kingdoms to choose from, but only six are initially available; the other two are unlocked after your first time beating the game.


Continue reading Psychotic Reviews: Dragon Force



Posted on Sep 6th 2014 at 08:33:03 PM by (SirPsycho)
Posted under konami, stars of destiny, nintendo, ds, rpg

[img width=550 height=482]http://www.rfgeneration.com/images/games/U-087/bf/U-087-S-08830-A.jpg[/img]

Suikoden Tierkreis was the second Suikoden game made by Konami for a non-Sony system and was the first to be released outside of Japan. The first, Suikoden Card Stories, was released on the Game Boy Advance (Japan exclusive) and is basically a retelling of Suikoden II as a trading card game. Though I have no idea what I'm doing in that game due to the language barrier, I do know what's going on in Tierkreis. Tierkreis was the first Suikoden game released since Suikoden V on the PS2, and was anxiously awaited by fans of the series, since there was about a three year gap between these releases.


Continue reading Psychotic Reviews: Suikoden Tierkreis



Posted on Aug 26th 2014 at 03:27:39 PM by (SirPsycho)
Posted under yuzo koshiro, sega saturn, story of thor, adventure, ancient

[img width=300 height=450]http://www.rfgeneration.com/images/games/U-060/ms/U-060-S-01100-A.jpg[/img]

The Legend of Oasis is the followup/prequel to Beyond Oasis. It was also developed by Ancient and composed by the studio's founder Yuzo Koshiro. It was released in 1996 for the Sega Saturn and was built off of the same engine that powered Beyond Oasis (The Story of Thor for those outside North America). The Legend of Oasis keeps the same feeling and exploration style of the first game while introducing new puzzles and a new map.


Continue reading Psychotic Reviews: The Legend of Oasis



Posted on Aug 14th 2014 at 02:27:54 PM by (SirPsycho)
Posted under Crash Bandicoot, crash, naughty dog, playstation, sony

[img width=428 height=400]http://www.rfgeneration.com/images/games/U-061/ms/U-061-S-02560-A.jpg[/img]

Following criticisms of their second game, Naughty Dog regrouped and started working on a new Crash followup. The third in the series would be their most ambitious yet. After two extremely successful games, Naughty Dog had a large budget to work with, but less than a year to build and finish the game. Like its predecessors, the game saw immense success in Japan, and dethroned Crash 2 as the most successful Western developed game in the country. It was the first non-Japanese game to earn the Platinum Prize for selling over 1 million copies in Japan alone.


Continue reading Psychotic Reviews: Crash Bandicoot: Warped



Posted on Aug 5th 2014 at 05:02:49 PM by (SirPsycho)
Posted under playstation, ps1, ps, naughty dog, crash, crash 2

[img width=400 height=403]http://www.rfgeneration.com/images/games/U-061/ms/U-061-S-02540-A.jpg[/img]

The international success of the first Crash Bandicoot allowed Naughty Dog to get started on a sequel, and most of the team members remained intact for this transition. This let them build on the ideas from the first game and polish up problems, while adding new ideas. Sadly this created quite a few new problems. Despite all these new issues, Crash 2 was more successful than the first game, making it the best selling Western developed game in Japan when it was released. However, its international sales caused the game to fall a bit short of its predecessor in total sales.



Continue reading Psychotic Reviews: Crash Bandicoot 2: Cortex Strikes Back



Posted on Jul 22nd 2014 at 06:38:05 PM by (SirPsycho)
Posted under yuzo koshiro, ancient, sega, genesis, mega drive, action, adventure

[img width=350 height=492]http://www.rfgeneration.com/images/games/U-040/bf/U-040-S-00660-A.jpg[/img]

Beyond Oasis is an action/adventure game developed by Ancient for the Sega Genesis/Mega Drive. It was released quite late in the system's lifecycle, late 1994 for Japan and 1995 everywhere else. Since Ancient was founded by Yuzo Koshiro, it also includes a soundtrack composed by him. This is most likely Sega's answer to The Legend of Zelda mixed with some Mana series, since there are many similarities in gameplay design, puzzle solving, and progression.



Continue reading Psychotic Reviews: Beyond Oasis



Posted on Jul 12th 2014 at 02:27:10 PM by (SirPsycho)
Posted under game refuge, electronic arts, ea, sega genesis

[img width=350 height=492]http://www.rfgeneration.com/images/games/U-040/bf/U-040-S-02310-A.jpg[/img]

Now its been overdue for a nice nostalgia trip. Playing Saturn games was nice for a spell. I remember seeing the games on a shelf as a wee lad, and had no idea what the system was but thinking the big cases were the coolest thing I had ever laid eyes on. I did not know anybody with a Saturn though. I did know multiple people with a Sega Genesis though, and one of them had our game today, General Chaos. General Chaos was developed by Game Refuge Inc. and published by Electronic Arts.



Continue reading Psychotic Reviews: General Chaos



Posted on Jul 5th 2014 at 06:21:56 PM by (SirPsycho)
Posted under playstation, crash bandicoot, naughty dog, playstation, ps1, platforming

[img width=499 height=450]http://www.rfgeneration.com/images/games/U-061/bf/U-061-S-02530-A.jpg[/img]

Many remember Crash Bandicoot being an unofficial Playstation mascot after his release until the launch of the Playstation 2. The first trilogy of his games are fondly remembered as early 3D platformers done right. The series was created by Andy Gavin and Jason Rubin of Naughty Dog, who went on to develop it for Universal Interactive Studios. Sony Computer Entertainment joined for publishing and marketing after the game's E3 showing in 1996, making these early games exclusive to the Playstation. One of the reasons why Crash was chosen as an international mascot by Sony was due to its success. At the time it released Crash Bandicoot became the most successful Western developed game in Japan, mix that with the overwhelming sales in the Western markets and Sony had a killer app on its hands.

What about the game helped it become such a success though? Crash was instilled with tight art and design philosophies. While it can be said to be a 3D platformer it is not a full roaming 3D platformer like its peers at the time Super Mario 64 and Croc. Those games and many other games using the 3D perspective up to this day would suffer from camera issues. Crash avoided this by having linear paths to follow, while also mixing up the gameplay with areas based on 2D platformers, with side scrolling action. This helped keep the game from having a crippling camera that could quite literally be your lifeline. How many of us remember making leaps of faith because the camera sucked? Crash avoids this by keeping the path straight and keeping the camera in front of, behind, or beside our bandicoot hero.



The controls in this game feel a bit stiff. The game controls quite well overall, but there is a bit of a pause in starting the running, as well as jumping control. Just holding the button down while you're jumping feels fine, but having to make precise, short jumps can be rather annoying at times. There are a few levels which are almost sadistically designed to exploit this issue with the controls. Most of the levels are quite tight, and there is variety between the themes and worlds on top of the perspective. The game is anything but boring and predictible for your first playthrough. Boss battles are easy. They are spread throughout the worlds though, so the big boss fight is not always at the end of a land.

The music fits the game quite well. Crash is set in a chain of Pacific islands, so the Tiki styled theme is quite strong with it. The music and the levels fit in with this design quite well. The final world is mostly machine based though, and that has to do with Dr. Neo Cortex and him being a mad scientist and all that jazz.

Its quite easy to see why Crash would be the sensation it was, and why the once wombat, now bandicoot became the face of a system. Naughty Dog would develop two more Crash platformers, and a racing game, before moving onto another series for the Playstation 2, Jak. These three early Crash games are still considered the best in the series, and after playing the first one now and with nostalgic memories of Crash Bandicoot: Warped, I do remember why this is believed. These games are not too expensive, and are quite common. This first game can sell in the $20-30 range, but 2 and Warped can be bought in the $10-15 range and have that extra polish. I found all three of them at a thrift store run for $4 each, so deals can still be had for them with local hunting.


Bane of my existence.



Posted on Jun 20th 2014 at 07:11:28 PM by (SirPsycho)
Posted under SUNSOFT, nes, snes, famicom, disc system, albert odyssey, sega, mega drive, saturn

Naoki Kodaka is one of the most listened to 8-bit composers. I'm sure most of you have heard some of the music from the games he worked on, but may not have realized how many classics he had a hand in. Kodaka is known for his work at a company called Sunsoft, and he spent the better part of a decade composing soundtracks for the company. His first one was a shooter for the Famicom Disc System, Dead Zone in 1986.



His next game would also be exclusive to the FDS, Nazoler Land. Sunsoft was stepping up in the world and got the rights to port a couple of popular games to the NES. Activision's PC hit Shanghai and Bally Midway's arcade smash hit Spy Hunter were both ported to the NES by Sunsoft, and the soundtracks were re-arranged by Kodaka.

Sunsoft soon went international as a result of the success of these ports. In 1988 their Zapper game Freedom Force and first international sensation Blaster Master both had soundtracks composed by Kodaka and his fellow associates at the company. Naohisa Morota developed a sound engine that lead to Sunsoft's unique bass heavy sound style. This is now known as Sunsoft bass as a result of how much it stands out and the high quality of the company's soundtracks from the NES era. This year closed out with a port of Platoon and the Japanese FDS exclusive Nankin no Adventure.





The following two years are arguably the golden years of 8-bit soundtracks, with Kodaka and Sunsoft being one of the biggest reasons for this. In 1989 the company released Fester's Quest and Batman. The next year saw the Genesis/Mega Drive version of Batman, as well as the almost Terminator game Journey to Silius, as well as Gremlins 2: The New Batch. Nantettatte!! Baseball was the last of Sunsoft's Famicom exclusive games. All of these games had Kodaka at the musical helm.







Sunsoft was rather slow to convert to the 16 bit systems overall. They did release Batman for the Genesis, but continued pouring a great effort into the declining Famicom. Still, some great games and soundtracks came about from this arrangement. In 1991 Sunsoft released Ufouria seemingly everywhere but North America, they developed an updated version of Spy Hunter called Super Spy Hunter, and followed up on Batman with Return of the Joker. 1992 saw the release of Super Fantasy Zone for the Mega Drive. Again, these are all Sunsoft's games that had Kodaka as the lead composer.







Kodaka's output finally started slowing down when Sunsoft had him start work on their flagship strategy RPG series Albert Odyssey for the Super Famicom in 1993. The following year would have Albert Odyssey II and Sugoi Hebereke release for the SFC.





A two year break would follow before the third Albert Odyssey game released, Sunsoft moving the to the very popular in Japan Sega Saturn. North America had this game released by Working Designs as Albert Odyssey: Legend of Eldean. Kodaka's final composing project before retiring from video games would be Out Live: Be Elimiate Yesterday for the Playstation, and exclusively in Japan.





Posted on Jun 13th 2014 at 10:26:45 PM by (SirPsycho)
Posted under Saturn, sega, working designs, action, anime

[img width=380 height=550]http://www.rfgeneration.com/images/games/U-060/bf/U-060-S-01180-A.jpg[/img]

Magic Knight Rayearth is an action/adventure based on a popular manga and anime series of the same name. Come to the Sega Saturn where we get going back down the Working Designs road!

Working Designs and Sega had quite a close relationship at first. Sega could make some money by licensing the rights to a game out to Working Designs that they themselves did not want to localize and release. Looking at the lineup of Working Designs Saturn games a staggering 4 of their 6 games for the Saturn were actually developed by Sega (5 if you count Camelot's Shining Wisdom since the company was founded by Sega, but they had broken away from them the same year it was released in Japan) including our game this week.



Continue reading Psychotic Reviews: Magic Knight Rayearth



Posted on Jun 7th 2014 at 11:33:48 PM by (SirPsycho)
Posted under Saturn, sega, sports, racing, arcade

[img width=550 height=494]http://www.rfgeneration.com/images/games/J-060/bf/J-060-S-00195-A.jpg[/img]

Normally when I do a review I beat the game and then go about reviewing my experience with it. With RPGs it makes sense, since I'm investing at least two dozen hours into the recent ones I've been playing. Sega Rally Championship can be beaten in less than ten minutes. Its an arcade checkpoint racing game, one of the best of them in fact. I remember in the mid to late 90's when arcades died down to the point where it was basically nothing but these checkpoint racers, fighting games, and NFL Blitz. That was about it in my hometown, and by that time we had already lost one of the two arcades here.

I never did play Sega Rally Championship in the arcades, I did play a ton of Hydro Thunder. In terms of Sega I played more Daytona USA. Anyway, now I have a Sega Saturn, and Sega Rally Championship is one of the absolute cheapest games for the system. I paid $4 for my copy, and it was complete with an excellent, non broken case! But is this game cheap for the wrong reasons, or the right reasons? There's only one way to find out!

[img width=700 height=837]http://gamesdbase.com/Media/SYSTEM/Arcade/Cabinet/big/Sega_Rally_Championship_-_1995_-_Sega.jpg[/img]

When you first start the game you have a menu of choices like the arcade mode, time attack, options and other normal console game selections. Time attack is just setting a course record and then racing the ghost. Once you're in the arcade mode you can choose whether or not to practice individual tracks, or jump straight into the race. There are only a grand total of three tracks in the entire game. Now it makes sense why the game is only ten minutes long. There are also only really two cars to choose from, with each car having an automatic or manual transmission option. There is a third unlockable car though.

Once you get that picked you're off to the races! In order the tracks go Desert, Forest, and Mountain. Each one is harder than the last. Even though Mountain is smaller than Forest it is jam packed with quick turns that can throw you off and have you crashing into the walls repeatedly. Desert is designed as the easy track to help you get used to the game mechanics. The first time you play the game don't be surprised if you get a Game Over on Desert, this game is a bit harder to master than most racers.

Drifting around Medium, Hairpins, and Fades are absolutely essential. Even on some of the Easy turns you'll need to do a bit of drifting. Don't worry, the game literally tells you what kind of turn you're getting close to and how long it is. The ones you have to be even more careful on are the turns where the announcer says "Maybe" at the end. He's not lying, "Long Easy Right... Maybe" might just make you hit the wall hard.

[img width=512 height=384]http://img.gamefaqs.net/screens/e/4/9/gfs_60367_2_6.jpg[/img]

The music in the game, at least the Saturn port, is just there. Its good but its there as a background noise instead of something to bump the speakers to. There's a lot going on in this game in terms of audio, so not having too much too much to focus on at any one time seems like it was a smart move overall. The bad part is that the Saturn port of the game has music played by Joe Satriani, and its just there in the background.

If you do get a game over, well, then you're treated to the greatest game over screen in the history of gaming. Its so nice that it just makes you want to keep playing not because you're angry, but because it kept you happy. This game is not trying to rub your failure in your face and make you feel worthless because you couldn't get to that checkpoint in time, it makes you want to try again!



To really beat the game requires mastery of it. These three courses are much deeper than they appear, and memorizing the layout is only one half of the equation. The other half is learning how to properly take these memorized turns and practice it until you can do it in your sleep. Actual execution is just as important as track memorization. These two features mesh well together and working on perfecting turns and the drifting mechanics after memorizing track layouts is actually fun and rewarding when switching between modes like ghost racing in Time Attack.

Sega Rally Championship is a game worth every penny. Even though it can be beaten in a few minutes it will take hours to master, and almost every second will be enjoyable. Any annoyance is pressed onto yourself for not having perfect control. If you have a Saturn and haven't picked this up and played it, and are mildly interested in racing games or arcade games in general, this one is worth every single penny and then some.



Posted on May 31st 2014 at 04:37:07 AM by (SirPsycho)
Posted under RPG, sega, saturn, sunsoft

[img width=347 height=582]http://www.rfgeneration.com/images/games/U-060/ms/U-060-S-00030-A.jpg[/img]

Albert Odyssey is one of those pesky Working Designs games for the Sega Saturn. It is a classical styled turn based RPG which is actually a departure from earlier titles in the series. The Albert Odyssey series started on the Super Famicom, developed and published by NES favorite Sunsoft. These are tactical, strategic RPGs in the vein of Fire Emblem and Ogre Battle mostly. There was also a sequel made for the Super Famicom, but both of these were never released outside of Japan. Albert Odyssey: Legend of Aldean began development for the Super Famicom as a side story to the first two games, but that version was cancelled and ported to the Sega Saturn. In Japan this game was released as Albert Odyssey Gaiden ~Legend of Eldean~, and was developed and published by Sunsoft as usual.

In comes Working Designs, finally moving beyond the limited audience of the Sega CD and onto Sega's new system. This audience would also be quite limited, and the Saturn's short life would eventually move the company onto the juggernaut Playstation. But before that happened the company managed to localize and release 6 games for the Saturn. Albert Odyssey is the first one that I am playing.



First off I want to say that graphically this game is a slight upgrade from its Super Famicom roots, but it certainly feels like it would be right at home for that system. As a result of the Saturn's strong 2D capabilities the pixel count is much higher than you would see on any Super Nintendo game. There are little bits of 3D perspective on the world map that the Saturn was able to soup up a bit, but these would have looked fine with the Mode 7 capabilities, much like Final Fantasy VI's airship traveling. The music is all Sega Saturn though, with nice CD quality audio and high quality, crisp voice acting from time to time. There's not much voice acting in the game, but what is there is quite enjoyable and fits the characters rather well. Not susprising since Working Designs was one of the first to utilize voice acting for their CD games.

What really bugs me about this game, and this was also a complaint from reviewers when the game released, is the localization. Its not a direct translation with a few cultural phrases, superstitions, and such changed so the new audience would understand them, oh no. Some of the dialogue, especially NPC dialogue, is a poor attempt to garner laughs, chuckles, and such, but it is poorly executed and a vast departure from the original Japanese script. I even saw on the main characters say "Holy Sh-nikes" to which I replied, "Holy 90s localization!" Another NPC blatantly breaks the fourth wall by saying she doesn't remember her lines in the script. This was the furthest thing from funny I've seen. Everybody calling Pike, the main character, fat gets really old, really quickly. Its because of games like this that have RPG fans so adamant about the differences between translation and localization. This is an example of a localization that just went too far and Working Designs is the prime reason for this.

[img width=320 height=240]http://img.gamefaqs.net/screens/4/2/5/gfs_14429_2_11.jpg[/img]
See what I mean?

The story is a typical save-the-world from big evil bad guys scenario at first. Later on however, there is a twist where you must go on a manhunt, again looking for a big evil bad guy because kidnapping and such. At least this is a bit different. You not only have to save the world from certain conquest and destruction not once, but twice! I wonder what would happen if you failed in taking down the first threat, would the two bastions of evil then decide to fight it out to determine who shall be the supreme evil overlord of all beings of this world? Would they enter some sort of endless using pawns of little evil underlings for various schemes and maneuvers? That would be some Baatezu vs. Tanar'ri style warfare there.

One feature I do enjoy about Working Designs games of this time period is a section of the manual where they explain what changes were made to the gameplay. Some of the things they did included cut down on the encounter rate while increasing experience gains, decrease load times, fixing diagonal movement, and adding shoulder button support to change between characters in the equipment and magic menus. I really can't imagine why a game would originally release without shoulder button support for character switches but hey, they were still kind of new in 1996, by five years. This at least gives you an idea about some of the changes, and helps you realize how some minor changes like L + R button support can shave a lot of time off of menu navigation.

[img width=320 height=240]http://199.101.98.242/media/shots/251-Albert_Odyssey_(U)-25.jpg[/img]

Overall this game is quite easy. It starts off impossible to lose but does increase in difficulty as you get stronger and add more members to the party. It never gets overbearing though, and you'll only really grind for about 10 minutes here and there to squeeze out an extra level or get a little bit more money. The characters are quite interesting from a narrative standpoint, with Pike being one of the most boring ones. He was a child when his hometown was invaded and destroyed, so he was raised by peaceful harpies and carries a magical sword. Eka is a beautiful singer who joins Pike and the two end up getting married and living happily ever after. Leos is a charismatic priestess who becomes renowned for caring about all the people and races of the world, and going above and beyond to help them. Gryzz is a Dragonman who joins after the party saves his people from certain death, he's young but is a bastion of honor and the party's heaviest hitter. Amon is a metrosexual Birdman who joins because he's hot headed and tired of the personal politics of his tribe, so he joins the group without even really knowing them too well. Kia is a young magician who joins the party for their second quest. She has the power of the teleport spell and adds a rather naive young voice to the party.

The gameplay is solid, yet simple. This game is quite short, so if you're looking for an RPG that you can sink your teeth into, play casually, and beat without much of a time investment then I would recommend this game. If you're somebody who wants more value for your buck then I would pass on this game, as it regularly sells for over $80 nowadays. The packaging is quite solid and beautiful, with shiny lettering and a much higher quality manual than most Saturn games received, so this game has a crossover appeal between RPG fans and collectors since it looks so good on a shelf.

[img width=320 height=240]http://www.oocities.org/imagearcane/screens/aoeka.jpg[/img]


                                                                                                                                                                                                                                               
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