Tendo City

Full Version: Making my way through the PS1's catalog
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Well, I say that, but it's mainly just RPGs and such. I digitized my PS1 collection with MagicISO and then I've been playing them with ePSXe, which works very well.

I'll post about my experiences here.
After a string of PS1 successes in the late 90′s with games like Final Fantasy VII and VIII, Final Fantasy Tactics, Saga Frontier 1 and 2, Einhander, Xenogears, Parasite Eve 1 and 2, Legend of Mana, Front Mission 2 and 3, Threads of Fate, and Chrono Cross, Square was at the top of their game. Just two months after the 90′s ended, they unveiled their latest RPG offering: Vagrant Story. It was a bit different from many of their other RPGs, in that it featured a semi-realtime battle system and full 3D graphics. It also took a more realistic art style for its characters and settings, rather than the anime-influenced style of previous Square RPGs. The title, headed by Yasumi Matsuno [known for his work on several Ogre Battle titles and Final Fantasy Tactics], received a perfect score from Japanese gaming magazine Famitsu and similarly high praise from American websites and magazines. However, it was somewhat overshadowed in its time by being squashed between the releases of Chrono Cross, Parasite Eve II, and Final Fantasy IX.

In terms of gameplay, Vagrant Story is a far cry from Square’s other RPGs. Rather than turn-based combat with parties of characters, the combat in Vagrant Story all takes places in near-realtime with just one player character [Ashley Riot, a member of the Valendia Knights of Peace]. To attack, the player must first enter battle mode by pressing the X button and then bring up the attack menu by pressing the O button. The attack menu displays all the opponents that Ashley can attack as well as which parts of their body that he can target. Different parts of the enemies’ bodies can result in varying amounts of damage and varying degrees of success. An opponent’s arm might be easier to hit while amounting in less damage, but an attack to the head might result in greater damage but be more difficult to land a blow. Once an attack is select, Ashley will carry it out. However, this does not mean that control is taken away from the player until the attack is finished. During the animation, the player can press either the X, O, or Square button to chain together different attacks or effects [based on which have been preselected before combat] but these must be done at exactly the right instant, otherwise the chain attack will fail. The game takes place in the dungeons and sewers of a large, Renaissance-style city and is decidedly a dungeon-crawler, as there are no towns or NPCs to interact with. Some people will looks on this as a bad thing, as most RPGs feature these two things prominently, but Vagrant Story is still able to tell a rich, dramatic story even without these things.

There’s also a bit of platforming in the game. Sometimes you’ll have to stack up and arrange boxes to access areas that are high up. It’s not really a big thing and most of these can be solved fairly quickly, but its…well…mildly interesting I suppose and something to do other than fighting all the time.

The graphics in Vagrant Story are completely in 3D and it is possible to zoom into a first-person mode and look around the room that Ashley is currently in. It definitely looks good for a PS1 game and the realistic art is a nice change from what is seen in a lot of other RPGs, but it really hasn’t aged well. The textures are heavily pixelated and there’s an abundance of texture shimmering [a common ailment of PS1 games with 3D graphics], especially in the cutscenes. There is a nice attention to detail, particularly in the environments [although they do tend to be a bit repetitive] and in the faces of the characters, which actually emote.

Item customization is a big factor in Vagrant Story, since getting new equipment is no longer as simple as finding a shop in the latest town. Weapons and armor can be broken down into their base components and then recombined to make entirely new pieces of equipment and there gems found throughout the game that can imbue equipment with various stat increases and other effects. Tweaking of equipment and making new equipment plays a major role in Vagrant Story and becomes essential as the game progresses. All the more so because there is no experience or leveling system. Sometimes after a boss fight or mid-boss fight, you’ll have a chance to get a stat bonus and fighting does unlock certain special moves, but that’s it.

Problems? Well, there are a few. For one thing, the game is very short. It can probably be beaten in about five or six hours, maybe a couple more if you try to find all the side rooms and such. For an RPG that’s practically miniscule. Another issue is that the underground dungeons get pretty repetitive after an hour or so. There’s just not a whole lot of variety to all the rooms and corridors, unfortunately. There’s also a spike in difficulty at around the two hour mark, when enemies suddenly see a huge boost to their defenses. Not their attack though, oddly enough. Theses are very real problems and they can make the game a bit frustrating to play.

Now, the question: is Vagrant Story still worth playing? Sure, just don’t pay a fortune for it, that’s all. It’s got its issues, that’s without question, but it’s still a fun little RPG from people who are masters of the genre.

http://greatrumbler.wordpress.com/2010/0...ant-story/



I’ve been working my way through the PS1′s massive catalog of titles for the past few days and one titles that I landed on and have gotten hooked by is Parasite Eve. This action-RPG, headed up by Takashi Tokita [known for heading Chrono Trigger, Live A Live, and The Bouncer], is based on a book of the same name by Hideaki Sena. The game, released by Square in March 1998, takes some liberties with the story, liberties which also make it a bit unique among RPGs. In Parasite Eve, rookie cop Aya Brea goes to see a play at Carnegie Hall. While there, things take a turn for the worse when opera-goers suddenly burst into flame, everyone except Aya and the lead actress in the play, a woman named Melissa. A Japanese RPG set in modern-day New York? You heard right.

The plot is a bit ridiculous, even for science-fiction. Mitochondria are trying to take over the world, apparently, because they’re tired of being slaves to humans. See, they control every aspect of life, due to their being a source of energy and evolutions and so on, but they evolve faster than people, so now they’ve evolved to the point where they’re not just going to sit back and be our slaves. Their main weapons seem to be either lighting people are fire and burning them to goo or turning them into twisted caricatures of their former selves. Most of the characters are basically cop-drama stereotypes, like the veteran cop who’s black or the overweight chief and so on. It’s better than the animu-inspired hijinks seen in later RPGs, so I suppose I won’t bag on PE’s story too much.

The gameplay is similar to Vagrant Story, which came out two years later, but is considerably more basic. Battles are random, but are a combination of real-time and turn-based. There is an active time bar, like in Final Fantasy, but the player is free to move around the battlefield while the bar fills. Often it’s possible to avoid enemies attacks altogether. Aya’s main weapons are various pistols and machine guns, although she does have a back up club in case her ammo runs out. She also has very “magic spells” that she can cast during combat to heal or call up information about monsters. Keys are also important in Parasite Eve, as the place you need to go is often behind a locked door, but it’s nowhere near as bad as in games like Resident Evil. The keys usually aren’t difficult to find. All guns and armor can be upgraded by using tools, which are found in various locations, to take the stat boosts that have been put on one piece of equipment and then transferring them to another. The piece of equipment that the stat boost is transferred from is destroyed after the transfer, so be careful. Experience is gained through battles and levelling up boosts Aya’s stats and bestows bonus points. These bonus points can be used to boost the the stats on weapons and armor or increase the speed of the auto-time battle gauge.

Parasite Eve’s overworld is the entire city of New York, although only certain locations are available to travel to through the use of your partner’s police cruiser. The hub is the precinct station, where you can take a break from fighting, get new equipment, and store items that you don’t currently need. It’s also here that mission information is handed out, which gives you an idea of where you need to go next.

The graphics are similar to the PS1-era Final Fantasies, in that it features 3D characters against prerendered backgrounds. It also features a number of CG cutscenes scattered around to spice things up. Overall, it looks decent enough, about what you’d expect from a PS1 titles from 1998. The soundtrack, by Yoko Shimamura [best known for her work on Super Mario RPG, Legend of Mana, and the Kingdom Heart series], is very good, with a number of memorable tracks. There’s no voice acting and the sound effects get the job done, but aren’t anything special.

Parasite Eve isn’t particularly difficult and it’s fairly short, you could probably beat it in a day if you really set your mind to it. Nevertheless, it’s an interesting title and a unique entry into the JRPG genre. It’s worth checking out for the $20 that a used copy will warrant on Amazon.

http://greatrumbler.wordpress.com/2010/0...asite-eve/
Thanks for the Vagrant Story write-up, I've always thought its graphical style looked interesting and wanted to learn more. Maybe I'll see if I can track it down at a few Game Stops (but since it's so old, maybe eBay would be the better way to go).

It's just as well that it's dirt cheap by now, since it might not hold my attention.
I don't think Gamestop even have PS1 games anymore. It's about $20 on Amazon, so you might be able to find it for less on eBay.
I've heard that Vagrant Story is good, but it's somewhat expensive and hard to find, so I don't have it. Maybe I'll play it sometime. The 3d graphics are your usual ugly PSX 3d stuff though, so that doesn't make me want to... but the gameplay sounds good, I think.
Quote:hard to find

Well, it's not THAT hard to find. You just have to look in the right place. *wink wink*



Fourth in the Mana series, Legend of Mana takes a somewhat strange turn for the series by introducing elements and design choices that take it far from its roots and make it into something truly special. This is another of Square’s late-90′s efforts and it was directed by Koichi Ishii, who headed up the several entires in the Mana series and Final Fantasy XI as well as creating moogles and chocobos. The title was later retconned out of the main-line Mana series as Dawn of Mana was official dubbed Seiken Densetsu 4 in Japan. Well, politics aside, let’s get down to business.

One of the most obvious features of Legend of Mana is that it features not earth-shattering, apocalyptic storyline, like so many RPGs do. Here it’s a very thin thing, you choose from one of two characters and then set out in the world to meet people, go on quests, and help rebuild the world. The latter comes in the form of special items that you receive for accomplishing various things. Once the items are “planted” on the overworld map, a new location springs up for you to explore at your leisure. Leisure is a good word to use here because everything about Legend of Mana is very leisurely. There’s nothing pushing you forward with great speed, it’s all at your own pace.

Much of the “story” in the titles comes from standalone quests that you will go on with various companions. Generally you’ll find people in the various towns who need help with something and it’s up to you to help them. Some of these quests include a warrior is looking for a female friend of his who has gone missing, a merchant who is afraid of travelling the dangerous roads alone, and the many adventures of a band of pirates and their captain. There are also the three main storylines, which, upon the completion of one, the player will have the option to continue playing or to begin the final quest. It’s really up to each player to determine how much of the game they want to complete. Personally, I’d be more inclined to finish all of them first.

The gameplay is similar to other entries in the Mana series in that it’s realtime. You have direct control of the main character and the computer controls any companions you may have along with you. Any enemies that are defeated spew out money and experience crystals, grab the crystals as quickly as you can so that you can level up. And I say quickly because Legend of Mana supports two players and you don’t want your buddy snatching up those precious crystals instead. Think fast!

Where the titles truly shines is in the music and the graphics. The former, courtesy of Yoko Shimomura, is beautiful and filled with tracks that are perfectly designed to fit the mood of each situation they appear in. The town themes are particularly good and have a calm, soothing quality to them that’s a perfect match for the overall tone of the series. The graphics are sprite-based rather than the 3D prerendered backgrounds of many PS1 RPGs and I really think this choice compliments that game very well. The sprites are highly detailed and have a warm, inviting look to them. Many of the locations look absolutely breathtaking, in a way that the other techniques of the day simply couldn’t replicate.

Some people are going to be put off by the aimless plot and leisurely tone of this game, this certainly wasn’t an uncommon opinion when the game was first released in July 1999. While I won’t begrudge anyone their opinion and I can even understand where they might be coming from, I just don’t agree with it. I like it because of those things and I wouldn’t change a thing about it. Somehow, everything about it seems so much more genuine, if that makes any sense.

http://greatrumbler.wordpress.com/2010/0...d-of-mana/
I want Legend of Mana, it's annoying that I have not seen a copy of it in the whole five years that I've owned a PSX... I did download it years back and start the game, it seemed really good. I'd love to play it on the real system. I probably will end up getting it online or something sometime... I bet it's pricey though... almost all US PSX RPGs are overpriced these days.
Legend of Mana is even more expensive than Vagrant Story and Parasite Eve.
:(
Just do what I do and play it on your computer.

Well, I'm actually using a digital copy of a physical copy that I own, but I think you get the idea.
Shadow Madness

Now here is a title that, by all rights, should have long since been consigned to the dustbin of history. The graphics are atrocious in every possible way, the story is well-worn at best, the characters paper-thin, the CG is ugly, the combat is dull and repetitive, and...so on. Most of the major aspects that people point to when speaking of the greats of the RPG genre are all, at best, sub-par here, so why bring it up again so long after its release and financial bomb? Well...there's just something about it. It was born out of Square translator Ted Woolsey's Craveyard studio, which was shuttered in 1999 after the release of its only title, which was also parent company Crave Entertainment's first title. Also of note, Paul Reed, designed for Metroid Prime, was responsible for the game's story.

Well, with that out of the way, let's get down to why the game is being brought up some eleven years after its release. I bought it back when it first came out, during a phase where I was inclined to purchase anything from the RPG genre that was released for the PS1. That included a few that really weren't very good. I recall playing it some back then, but I don't think I ever go to the second disc. It was somewhat fun then, but it eventually got put away and I haven't been back to it a good number of years.

On May 10, 2010, I played it again. When I stopped, I found that nearly two hours had passed, almost without me realizing that I'd spent that much time with the game. In part, I think I can attribute some of this to the graphics no longer really being a major factor. Yes, it still looks quite awful today, but all the other PS1 games I've been playing lately look rather dated themselves, even the graphics powerhouses of their day. FF7 has blocky characters and highly compressed CG, but it's still a good game, you know? It's the same concept, although you really have to take it a bit farther with Shadow Madness.

To make a long story short, Shadow Madness gets by on its quirky nature and humorous dialog, which works far better than when it tries to be serious and generally fails. While all other components of the game have failed it utterly, the game's writing saves the day and somehow makes the whole thing worthwhile. It might simply be the contrast with the other PS1 RPGs, which have writing that often feels a bit stiff and overly formal. Shadow Madness plays things loose and isn't afraid to get a bit silly at times. That's actually kind of refreshing when you think about it. And...that's what the game has going for it. That and nothing more, I'm afraid. But, oddly enough, that did me two hours in and I actually kind of want to play it some more tomorrow.

It's currently being sold on Amazon for a little over $3, which is probably about what it's worth.
Found Legend of Mana, mint condition, for about $15 several years ago. It was JUST when it's first run ran out though, so not that big a find on that count. Got a nice deal on Vagrant Story for about $30 on eBay (it came with a player's guide too). Legend of Mana left you with a LOT of freedom to actually design the world as you wanted, and yet the battle areas STILL felt limiting and not quite up to Secret of Mana. So, it's good and bad.

Parasite Eve was an interesting game. I got it when it was new, mainly for the demo, but the game itself turned out to be pretty fun. Short, linear, but interesting at least. I've also never heard the word "mitochondria" as much as I did in that game. Helped me study for a biology test.
Good ol' Mana series, I always thought that WoW and other similar titles were the 3-D incarnation of its game type. It would be perfect for Wii with the pointing controls for magic.

The mana games always managed to get me lost in every area at least once. Even towns.
Starting playing another PS1 game today called Deception III: The Dark Delusion, which is third in Tecmo's Deception series. It was the last of the series on the PS1, with the fourth [Trapt or Kagero II: Dark Illusion [the second game was Kagero: Deception II]] on the PS2. The series is based around the idea that your character is weak physically, but possesses magical powers that allow her [except in the first game where the main character was a man] to drop down various traps to kill and/or maim intruders.

I haven't played the first two yet or the last game in the series, although I probably will eventually, but the third game is pretty fun so far through the first two missions. It's a pretty cool concept and it's devilishly fun to boot.
I haven't played the Deception series, but it sounds interesting, and I would like to try one of the games sometime...
Seems like the second game is the best of the three on the PS1, but I haven't tried it yet to see how it compares to the third.
Tecmo’s Deception series, which began with Tecmo’s Deception: Invitation to Darkness in July 1996, is a realtime strategy RPG series which focuses on more passive combat. The latest in the series Trapt, the fourth titles, was released in June 2005 for the PS2. In between the first and the fourth came the third: Deception III: Dark Delusion, the last for the original Playstation. Unfortunately, very little information is available online regarding who the top minds behind the series are or whatever else they’ve worked on.

What sets the Deception series apart from other action/strategy-RPGs is that main character is physically weak. To make up for this, the character has a magical ability that allows them to spawn various insidious traps to deal with invaders. The third game, starring a young girl named Reina who is pursued by the forces of a tyrannical king, is mission-based, with each mision providing different locations and different types of enemies to deal with. Variety comes through in the number of different traps and situations you can engineer, and in setting up and executing a perfect series of traps that Rube Goldberg would be proud of. It does get fairly repetitive after only a few missions as the game has just one gameplay idea which is continues from start to finish, but it doesn’t necessarily make the game boring as it does that idea fairly well. Controlling Reina in the level is a bit clunky, due to the tank-like movement, but setting up and setting off the various traps is easy and intuitive. Aside from the three trap types that Reine can summon [floor, wall, and ceiling], there are also a number of environmental hazards such as a candelabra that can be dropped on enemies, a collapsible bridge, and other death-dealing devices that can be set off.

The game does have a story, told through cutscenes in-between missions, but it’s kind of hard to get a feeling for what’s really going on. In part because it probably doesn’t make much sense anyway, but also because the translation is a very poor one riddled with grammatical errors and just being badly written overall. It’s not a major issue because story isn’t too important in a game like this, but it is annoying because of how many cutscenes there are in this game. They’re also fairly simple, mainly comprised of people standing around talking about this or that. You can probably just skip them and not feel as though you’ve really missed anything important.

The graphics are nicely detailed for a PS1 game and the character models have a somewhat Vagrant Story-look about them, although that’s about as far as the comparison between the two games goes. The game has music, but I honestly can’t remember much about it. It’s at least not annoying, so that’s something.

Deception III is a darkly fun game. Some of the traps you can string together are works of brutal beauty. On the other hand, the gameplay gets a bit repetitive after only a few missions and there’s not much on offer aside from setting up traps and killing people in ingenious manners. It’s $15 on Amazon, which is probably too much.

http://greatrumbler.wordpress.com/2010/0...-delusion/
The first Deception requires 9 blocks of memory card space to save... ick.
The second and third games only take up one block each. Lol
Why does the first game use so much, then? What is it saving that the later ones don't?
No idea.
Cough read this, your attention here cough.

...ya'll need to give Final Fantasy Tactics a good going over. It's hard, it's confusing at first, but it has tremendous pay off. It will grow on you like cancer but you have to give it a real try.
Also, for quirky Japanese bizareness, may I reccomend a few rounds of Jumping Flash! (1 and 2) and for an amazing shooter gve Einheinder a try. It's a classic Japanese side scrolling shooter with a German twist, just like WW2. IT NEVER GOT A SEQUEL, god knows why. It's pretty amazing especially its bosses and weapons systems.

Also a addictive game from Square that was probably some bizarre experiment at gameplay called Tobal #1 is worth checking out.

...I assume you have the Castlevanias?
I want Jumping Flash, but have never seen a copy of either game around here... :(

Also, I just started Jade Cocoon. It seems actually decent, not bad at all...
lazyfatbum Wrote:...ya'll need to give Final Fantasy Tactics a good going over. It's hard, it's confusing at first, but it has tremendous pay off. It will grow on you like cancer but you have to give it a real try.

The slow crawl of text during the prologue almost drove me insane. I also didn't like how low the camera angle was in the battle screen, made it a bit more difficult to see.

I'll play it more eventually, but now I remember why I didn't get very far in it the last time.
Yeah, doesn't grab me at all either. I love strategy games, but somehow FFT... eh.

FFTA for the GBA I did play for like 30 hours, but I never actually loved it... it's an alright game, but the gameplay... I don't know, I find other kinds of strategy games more fun I think, such as the Fire Emblem series (Fire Emblem is easily my favorite Japanese strategy game series, and one I have spent many, many hours playing.). I know the PSX game has a much more serious tone than the GBA game, but the base gameplay is fundamentally similar -- good, but not great, I think.
Never played the original FFT, but I played the hell out of FFTA. I even wore one cart to death and had to buy another. I still have both, because after putting 100+ hours into the game, I just couldn't throw it away :D Besides, I think I recall finding a way to trade between the games, so that was kinda nice.
I actually lost interest near the end of FFTA, that 30-odd hours is like 90+ percent of the way through the game but I didn't actually finish it... but while I heard of people playing the game for like 100 hours, I never have been able to figure out how, unless it's multiple playthroughs. I didn't think there was THAT much content left, aside from all of those stupid missions where you just send someone away and wait...
I played some Guardian's Crusade today. It's another one of those PS1 RPGs that I recall playing a long time ago, but had completely forgotten about until recently. It's made by Tamsoft, known for Battle Arena Toshindin and a metric ton of Simple 5000 Series games. Anyway, the game is basically an RPG-lite. Everything is very simple and straightforward from the layout of the world, to the combat, to the graphics, to the story and characters. Everything is very "child-friendly", you might say.

On the other hand, it's surprisingly addictive. I played it for about an hour and a half today and found it to be kind of fun. There's was a sudden, random surge in difficulty after I left the fourth town, which mainly the result of a certain enemy that occurs frequently in that area and which has a really, really cheap attack [health drain] that it uses all the time.
You can change the camera in FFT (Not in FFT:A) and in the PSP Redux of the original.

The meat of the game isn't the missions, that's just story progression. The meat is the random battles and item acquisition. The items available at the store is about 30% of the items you can get in the game which can be stolen (theif), found (move-find-item), won (as a reward), or pouched (using the archer's ability "Secret Hunt").

Getting these items mean getting the 'set' for particular job classes or extremely rare 'holy shit' items. One example is the ultimate samurai set which you can only get by theifing it from partiaular enemy. Other sets inlcude ultimate ninja set, nina hood, ninja outfit and the best ninja flails (I hate them) or knives. A complete ninja is INVISIBLE on the board until he performs an action, he is also the fastest (quick AT) and well rounded, though his HP will usually be lower.

On this dinner plate next to the meat is the potatoes, which is advancing job classes and mastering jobs. This means you can create an knight and learn his battle techniques to break enemies equipped items. Like shattering their sword, well once you master these abilities you can transpose them to other classes. Now you can have an archer that can fire an arrow that breaks swords, or a black mage who can shatter armor with his wizard's rod. Learn the Two-Sword ability of the ninja and then change your job to knight. The most powerful knight swords in the game can now be doubled up and make you an unstoppable tank. It's possible to make a white mage who wears armor, flies, sings songs that damage all enemies, always has haste, starts out invisible and can turn damage he recieved in to money. You're really BUILDING your characters, unlike other RPG's where you can only dictate your weapon from a category and armor from a category. It makes every game something brand new.

The big factor in why FFT beats out FFT:A is the need to charge most attacks, making it extremely tactical. You can summon Bahamut but it will take you 10 turns to do so, during those ten turns you have to make sure you're protected so your other team mates have to be aware of what everyone is doing at any given time. This means when you get that hit, you feel like a genius.

It's funny that you brought up that "........l i t t l e m o n e y......." thing at the start, everyone complains about it but it's definitely not a reason to pass it up. It is the only RPG that I see people playing to this day who started playing it when it came out in like 1994. It's seriously that good.
I'm not that big on tactical RPGs to begin with and I really got burned out on the genre after playing through Disgaea. Even though it's probably been a couple of years since I even booted it up.