February 23, 2010

It’s The Little Things…

Filed under: Archives — Tags: , , , , , , , — Jamie Love @ 12:28 pm

Ghost in the Shell
Moving boxes around yesterday turned up more than a few PS1 games I hadn’t seen in awhile – my life is mostly comprised of boxes in case you’re curious, and every so often I turn them over instead of writing semi-cohesive paragraphs about how important videogames are. Along the way I found the original Ghost in the Shell, which often gets labeled as a mediocre licensed title by people who haven’t played it.

In actuality the game is several shades of meeting and beating expectations, tossing players into a nimble tank, your trusty Fuchikoma, and offering up animation work from Production I.G – essentially making the game a precursor to all the work done on the Stand Alone Complex series.

The game was made by Exact in Japan, an internal Sony Japan studio that became Sugar & Rockets (the studio that inspired this site’s name) for awhile before apparently vanishing – but I’ve pieced that last bit together mostly from sugar packets given the fleeting and scarce nature of information regarding internal Sony Japan.

Anyway, what’s particularly special about this copy I turned up is that it’s an import from Japan. Not surprisingly, I’m a bit obsessive about collecting import copies of games whenever possible, but PS1 titles are one of the sweetest in my opinion. So long story short, I’ve tossed together some pictures of what certainly isn’t the rarest, but does qualify as one of the most impressively packaged games I own, which you can catch after the break if you’re into that sort of thing.


January 11, 2010

Refresh Rate – Kartia: The Word of Fate

Filed under: Archives — Tags: , , , , , — Jamie Love @ 4:14 pm

Kartia The Word of Fate
Reviewing and playing a year’s worth of RPG releases in various styles from numerous companies has left me feeling that the genre is a tired dog looking for a place to die – or at least I wish this was the case. Aside from a few titles that sought deviations in control and narrative development, there were and continue to be plenty that cram “me too” titles onto consoles, believing that narrative aspirations and a few modest features can sell to a sedated audience.

At best we get something immediately rooting into safer choices to furnish a series, and even if this provides a few pleasures to be found along the way, we’re living on the long end of a beast’s tail that took the fullest shape on the original PlayStation.

This might begin sounding like the typical “they don’t make them like they used to” ploy. I assure you that can’t be the case, because the problem is that they do make them like they used to quite a bit, with far less success for the trouble.


Powered by WordPress