1
THE
Encyclopedia
vol.6
T-Z
copy/paste:
DaddaRuleKonge
2018
DaddaRuleKonge
This is not a finished product, but a work-in-progress. I will release
a new revision after I’m done with a letter (A, B, C, etc.). I have
tried to make each revision of the PDF as complete as possible.
This is book is made for people who collect for, or are interested
in, the PlayStation 2. I made this book cause` I like to catalogue and
categorize stuff, and to learn more about the system. But I am also a
small time collector of the system (though the original PlayStation
are my primary collection).
If you are annoyed, or the owner of some of the content i used in
this book, send an email to me: sennep@hotmail.com.
Similar books/PDF`s in the same format are books on NES, SNES,
PSX, SMS, N64, Game&Watch, NeoGeo, including several other
book in the same vein, from TMNT toys to Point and Click games.
http://daddarulekonge.itch.io/
DaddaRuleKonge.com
NoCopyright © 2018 by DaddaRuleKonge
All rights are NOT reserved. EVERY part of this publication may be reproduced, distributed, or transmitted in any form or by any
means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the
publisher. I do not own anything in this book. You use part of this publication on your OWN RISK though. As places in this book
may have a copyright by the original owner.
CONTENT
You are Here
Reference Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
PlayStation 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Technical Specifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Emotion Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
PlayStation 2 Magazine Articles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Developers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
PlayStation 2 Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
0 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
B . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xx
C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362
D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 488
Vol.2
E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 685
F . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xx
G . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xx
H . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xx
Vol.3
I......................................................................... xx
J......................................................................... xx
K........................................................................ xx
L........................................................................ xx
M........................................................................ xx
N........................................................................ xx
O........................................................................ xx
P......................................................................... xx
Q........................................................................ xx
R........................................................................ xx
S......................................................................... xx
T........................................................................ xx
U........................................................................ xx
V........................................................................ xx
W........................................................................ xx
X........................................................................ xx
Y........................................................................ xx
Z........................................................................ xx
Reference Guide
These are web sites that i use a lot for pic-
tures/screenshots, reference and much of the
information. If I have not used wikipedia on GameFAQs
a game description, then I have tried to credit “Founded in 1995, GameFAQs has over
it at the bottom of the text. 40000 video game FAQs, Guides and
I can recommend all of these websites, as Walkthroughs, over 250000 cheat codes,
they are very informative and fun to look and over 100000 reviews.”
through. If you are the owner of one of these • Used for mostly the cover art and the
sites and feel that i have done you wrong, review score
then please send me an e-mail and i will
A giant database consisting of most
make the necessary change to your wish.
games released with information, faqs
and pictures.
http://www.gamefaqs.com/
Moby Games Moby Games
“Metacritic aggregates music, game, “MobyGames is the oldest, largest and
tv, and movie reviews from the leading most accurate video game database for
critics. ” games of every platform spanning 1979-
• Used for the review score 2014.”
• Used for info and some pictures
A site that collects review scores from
several review sites and user scores. A A good site for information and pictures
good site to get a unbiased review of a on much of the games released.
product.
http://www.metacritic.com/ http://www.mobygames.com/
The PlayStation DataCenter! IGN
“This site wants to be the most complete “IGN is your #1 destination for all
playstation one games database in the video game news, expert reviews, and
web, we got covers, screenshots, cheats, walkthroughs.”
controls, game saves, descriptions, etc.” • Used for info a few places
• Used for info It’s IGN... It is what it is...
A giant database of information and pic-
tures on most Ps1 & a good deal of Ps2
games. This is probably the most impor-
tant tool in collecting for the PlayStation.
https://psxdatacenter.com https://nordic.ign.com/
hardcoregaming101
“Our reviews and in-depth features ex-
plore all aspects of gaming. We started
in 2009, with thousands of articles”
• Used for info a few places
A great site with a lot of in-depth arti-
cles about a lot of unknown game series.
Highly recommended for a fun and in-
teresting read.
http://www.hardcoregaming101.net/
10min Gameplay kireev20000
“Welcome to my channel. I enjoy play-
• Used for pictures ing both retro and modern games.
A gigantic youtube channel that show a Subscribe!!”
huge amount of gameplay videos from • Used for pictures
several different consoles. A great dailymotion.com user that made
a lot of hig-def videos showcasing
gameplay videos for several Japanese
games.
https://www.youtube.com/channel/UCzjc5u-
yPodS9U9E4tpNRUw https://vk.com/sugarmind
Wazap! Games of All Generations in HQ\HD Jr
• Used for some Japanese video game “Welcome to my channel. I enjoy play-
ratings ing both retro and modern games. See
playlist section for more games. Sub-
Wazap! is a vertical search engine, video
scribe!!
game database and social networking
site to distribute gaming news, rank- PS. Gameplay vids were captured to
ings, cheats, downloads and reviews. It show game mechanics not my skill at
indexes gaming sites and categorizes the playing particular titles - keep that in
information as news, reviews, cheats, mind while watching.”
downloads, previews and articles. • Used for pictures
https://jp.wazap.com/ https://www.youtube.com/user/RetronyashJr/
3060 • Taiko no Tatsujin
Taiko no Tatsujin
Taiko no Tatsujin, literally translating to English as Taiko Master, is a series of
rhythm games created by Namco. In the games, players simulate playing a Taiko
drum in time with music. The series has released games for the arcade and for
console and mobile platforms including PS2, Advanced Pico Beena, PSP, Nintendo
DS, Wii, 3DS, Wii U, PSVita, PS4, Nintendo Switch, iOS, Android and Japanese
Feature phones.
While the series is mainly designed for use within Japan, there are also specially
localized releases for other regions, including English-, Chinese- and Korean-lan-
guage versions.
The main objective of Taiko no Tatsujin games is to hit a simulated Taiko drum fol-
lowing a chosen piece of music, corresponding to notes scrolling from the right.
A song is cleared when the spirit gauge is filled past the target by playing accurately
enough.
Arcade releases are equipped with simulated Taiko, which can register hits when
played with drum sticks (bachi).
Console versions mainly uses buttons to play, while certain devices can support ad-
ditional methods of input.
Dedicated peripherals simulating real drums can be purchased additionally for PS2
which was also included for the North American PS2 version.
The variety of notes in the game consists mainly of red and blue markers. The red
don (ドン) note requires a hit on the face of the drum, and the blue ka (カッ) note
requires a hit on the rim.
Other notes require quick consecutive hits on the drum. Types of such notes in-
cludes the yellow bar, the balloon note and the Kusudama ball (or the yam on some
releases).
Unlike other rhythm games such as Guitar Hero, the drum is an addition to the
songs and does not limit an instrument being played whenever the notes are not hit,
nor does it simulate an off-key sound when missed as the game allows players to
freely hit the drum wherever they want, so long as it isn’t close to a note that could
result in a penalty.
Taiko no Tatsujin frequently hosts collaboration campaigns with other video game
franchises and companies. Collaboration efforts include porting signature songs into
Taiko no Tatsujin games, sometimes with special dancers and background designs.
In return Taiko no Tatsujin elements are shown as guest appearances in other media.
Consumer Taiko no Tatsujin games generally receive favourable reviews from crit-
ics. Most published console and handheld releases receive Famitsu Review Scores
of over 30, out of a total of 40. Taiko: Drum Master attained a 77-point Metacritic
score from 35 reviews.
Taiko no Tatsujin: DOKI! Shinkyoku Darake no Haru Matsuri • 3061
Taiko no Tatsujin: 7.8
Tatakon de Dodon ga Don
Developer Namco
Publisher Namco
Release date (jp) October 24, 2002
Genre Music
Mode 1-2 Players
Taiko no Tatsujin: Tatacon de Dodon ga Don is
the first home release in the series. Using the spe-
cial Tatacon taiko drum, or the controller, players
must drum along with the rhythm of 30 different
tracks, including J-pop, anime, and Namco game
music. The game includes the original Arcade
Mode for one or two players, plus a free mode, a
survival mode, and a selection of minigames.
7.9 Taiko no Tatsujin:
DOKI! Shinkyoku Darake no Haru Matsuri
Developer Namco
Publisher Namco
Release date (jp) March 27, 2003
Genre Music
Mode 1-2 Players
This is the follow up to Tatacon de Dodon ga Don.
Basically the same as its prequel, this version
does nothing more than put in a whole lot of new
songs, with minor tweaks to the features of the
previous game.
While using the same modes from the first title,
this title has a full-fledged Minigame Mode, fea-
turing 3 side activities instead of a single one.
Taiko no Tatsujin: 7.8
Appare Sandaime
Developer Namco
Publisher Namco
Release date (as) October 28, 2003
Genre Music
Mode 1-2 Players
As usual, players must tap along with the rhythm
of various songs in taiko drum style. The usual Ar-
cade, Free, and Survival modes return along with
more strange mini-games. This release includes a
total of 39 different songs, including J-pop, clas-
sical, and remixed game music.
“Kyou wa Taiko-youbi” is the main theme song
“mobygames.com”
3062 • Taiko no Tatsujin: Atsumare! Matsuri da!! Yondaime
7.8 Taiko no Tatsujin:
Waku Waku Anime Matsuri
Developer Namco
Publisher Namco
Release date (jp) December 18, 2003
Genre Music
Mode 1-2 Players
This particular entry is devoted entirely to an-
ime theme songs, including themes from shows
like Doraemon, One Piece, Inuyasha, and Sailor
Moon.
As usual, players must tap along with the rhythm
of various songs in taiko drum style. There are a
total of 19 tracks, and the usual Arcade, Free, and
Survival modes return.
Taiko no Tatsujin: 8.6
Atsumare! Matsuri da!! Yondaime
Developer Namco
Publisher Namco
Release date (jp) July 22, 2004
Genre Music
Mode 1-2 Players
A total of 40 songs is featured in this release. The
game modes have been changed around com-
pared with the previous release; Arcade and Sur-
vival have been removed, leaving only the Free
mode, the mini-games, and a new Battle mode for
up to eight players. However, completing songs in
Free mode now earns points that can be used to
purchase additional songs and other items.
7.8 Taiko no Tatsujin:
Go! Go! Godaime
Developer Namco
Publisher Namco
Release date (jp) December 7, 2004
Genre Music
Mode 1-2 Players
Go! Go! Godaime feature a total of 45 songs. This
release carries over the mode changes from the
previous release; Free mode is the main mode,
where one or two players can play and earn points
towards unlockables, and there is also the Battle
mode for up to eight players and the usual mini-
games.
“mobygames.com”
Taiko Drum Master • 3063
7.7
Taiko Drum Master
Developer Namco
Publisher Namco
Release date (us) October 26, 2004
Genre Music
Mode 1-2 Players
Taiko: Drum Master, also known as Taiko no Tat-
sujin: Taiko Drum Master, was notable for being
the only Taiko no Tatsujin title to release in North
America, until the releases of Taiko no Tatsujin:
Drum ‘n’ Fun! and Taiko no Tatsujin: Drum Ses-
sion! in 2018. The songs featured in Taiko: Drum
Master were all in English and mostly taken from
various Western artists, even in the Japanese re-
lease. The game came bundled with the TaTaCon
drum controller.
The game comes with a varied set of tunes: from
pop hits like Material Girl and ABC to music from
other Namco games such as Katamari Damacy
and Dragon Spirit and even television theme
songs. In addition, there are also several mini-
games included on the disc that use the TaTaCon
for more esoteric purposes, such as watermelon
eating and wolf-stacking.
The Japanese release is mostly the same, includ-
ing keeping the game completely in English, but
switches out a few of the tracks (particularly the
TV show themes) for songs recognizable to Japa-
nese audiences, such as We Will Rock You, I’m A
Slave 4 U, and I Was Born To Love You.
The game received “generally favorable reviews”
according to Metacritic.
“mobygames.com”
Taiko no Tatsujin: 7.6
Tobikkiri! Anime Special
Developer Namco
Publisher Namco
Release date (as) August 2, 2005
Genre Music
Mode 1-2 Players
Taiko no Tatsujin: Tobikkiri! Anime Special is the
second anime song compilation after Taiko no
Tatsujin: Waku Waku Anime Matsuri.
Unique to this compilation is that most Namco
Original songs debut in this game are sang by
anime song artists: Ichiro Mizuki, Mitsuko Ho-
rie and Hironobu Kageyama, who are commonly
known for performs anime songs.
3064 • Taiko no Tatsujin: Doka! to Oomori Nanadaime
6.6 Taiko no Tatsujin:
Wai Wai Happy! Rokudaime
Developer Namco
Publisher Namco
Release date (as) December 6, 2005
Genre Music
Mode 1-2 Players
Wai Wai Happy! Rokudaime is the ninth release
in the Taiko no Tatsujin series on PS2. The game
include a total of 48 songs. Free mode is the main
mode, where one or two players can play and earn
points towards unlockables, and there is also a
Battle mode for up to eight players and the usual
mini-games.
“mobygames.com”
Taiko no Tatsujin: 8.2
Doka! to Oomori Nanadaime
Developer Namco
Publisher Namco
Release date (as) December 5, 2006
Genre Music
Mode 1-2 Players
The final PS2 Taiko game, released is one of the
most successful versions of the game on this con-
sole, not least because of its expansive song list
and song choice.
The gameplay remains largely the same aside
from the Reverse mode. The game also include
the Waku Waku Bouken Land, which features ten
sets of increasingly difficult challenges.
7.7 Taiheiyou no Arashi:
Senkan Yamato, Akatsuki ni Shutsugekisu
Developer SystemSoft
Publisher SystemSoft
Release date (jp) January 31, 2008
Genre Simulation
Mode 1 Player
“Pacific Storm 5” is a turn-based simulation game
set in the Pacific War. It was originally released
on Windows and later ported to PS2, PS3 and DS.
The game feature military scenarios from both the
Japanese and American side, such as the “Battle
of Iwo Jima”. The game include a large number
of scenarios and around 370 different weapons to
use.
Taikou Risshiden IV • 3065
8.2 Taikou Risshiden IV
Developer Koei, Inis
Publisher Koei
Release date (jp) November 29, 2001
Genre Strategy, Simulation
Mode 1 Player
Taikō Risshiden IV is part of the Japanese turn-
based sandbox role-playing games series Taikō
Risshiden. The first title of the series was released
on NEC PC-9801 in 1992 followed by ports to Su-
per Famicom and Genesis/Mega Drive.
The name of the game roughly means “the Taikō’s
success story”. The characters are taken from the
Momoyama period in Japan. A character is se-
lected from the choices of a samurai, a ninja or
a merchant. Each game has a different presen-
tation, but they retain a set of key gameplay ele-
ments. The player’s character starts at entry level
for their career. To progress with the story, the
player is expected to complete different tasks in
order to build their protagonist’s rank and pres-
tige.
Taikou Risshiden V
Developer Koei 8.1
Publisher Koei
Release date (jp) August 26, 2004
Genre Strategy, Simulation
Mode 1 Player
This is the fifth game in the series. Players their
player-character as a samurai, a ninja or a mer-
chant, and the new roles that include a blademas-
ter, a pirate, a doctor, a tea master, and a black-
smith.
The game follows the card system used in Taikō
Risshiden IV, with new profession added. Non-
combat characters include foreign missionaries,
monks, and wives of the military lords. There are
four overseas bases where pirates and merchants
can travel to: Naha (Ryukyu, now part of Japan),
Busan (Korea), Ningbo (Ming China), and Luzon
(in the Philippines).
The military commander graphics were changed
from the manga style of version III and IV to a
graphic novel, or gekiga style, adopted from the
format employed in a title named Nobunaga’s
Ambition.
3066 • Taikyoku Mahjong: Net de Ron!
Taikyoku Mahjong: Net de Ron!
Developer Arika
Publisher Arika
Release date (jp) December 20, 2001
Genre Board
Mode 1 Player
Taikyoku Mahjong: Net de Ron! (対局麻雀 ネットで
ロン!) include several different game modes. The
game also include a story mode. It also feature
character design by Sadaji Koike.
Taisen Hot Gimmick: Cosplay-Jan 5.2
Developer Psikyo
Publisher X-Nauts
Release date (jp) April 29, 2004
Genre Board
Mode 1 Player
This is part of a arcade mahjong series and the
first Taisen Hot Gimmick game to hit consoles
(outside of the Capcom crossover Taisen Net
Gimmick). Players face off in mahjong against a
set of girls. The game feature an 1P Story Mode
and Jong-fight Mode. Players can also use differ-
ent techniques with the help of the support char-
acter, Jongken.
Taisen Hot Gimmick: Axes-Jong
6.0
Developer Psikyo
Publisher X-Nauts
Release date (jp) April 28, 2005
Genre Board
Mode 1 Player
Taisen Hot Gimmick: AXES-JONG is the indirect
sequel to Taisen Hot Gimmick Cosplay. Players
face off in mahjong against a set of girls. Points
that players earn as they play can be traded in for
items that can be used to alter the match. Axes
Jong features artwork by Mine Yoshizaki and Jun
Tsukasa, with a character artwork gallery un-
locked by beating a girl.
Idols featured in this game inclue Mine Yoshizaki
(Keroro Gunsou), well-known Ayanami-scribbler
and Scrapped Princess character designer Mogu-
dan, Ugetsu Hakua, Zen Yasumori, Tsukasa Jun
himself, and several others.
Taisen(1) Shogi • 3067
Taisen(1) Shogi 7.9
Developer Mycom
Publisher Mycom
Release date (jp) March 25, 2004
Genre Board
Mode 1-2 Players
Taisen(1) Shogi (“TAISEN (1) 将棋”) is a shogi
game, published by Mycom, which was released
in Japan in 2004. The game feature the usual
shogi game modes that is featured in these games.
6.7 Taisen(2) Igo
Developer Mycom
Publisher Mycom
Release date (jp) March 25, 2004
Genre Board
Mode 1-2 Players
Taisen(2) Igo is a go game which featured an on-
line mode. Players could upload their score on the
“TAISEN” website. The game feature the Morita
engine.
Taisen(3) Mahjong
Developer Mycom
Publisher Mycom
Release date (jp) March 25, 2004
Genre Board
Mode 1 Player
Taisen(3) Mahjong is a mahjong game- Like the
other games in the series, players could play
against other players online and upload their
score online. The game feature the Morita engine.
7.7 Taisen(4) Soldier
Developer Mycom
Publisher Mycom
Release date (jp) March 25, 2004
Genre Board
Mode 1 Player
Taisen(4) Soldier is a shogi game which featured
an online mode. Like the Mahjong game, players
could upload their score. This game also feature
the Morita engine.
3068 • Taito Legends
6.8 Taito Legends
Developer Empire Oxford
Publisher Empire Interactive, (us) Sega, (ko) Taito
Release date (eu) October 14, 2005
Genre Compilation
Mode 1-2 Players
Taito Legends is a compilation of 29 arcade games
released for the PS2, Xbox, and Windows. The
games were originally developed by Taito Corpo-
ration. The European release was published by
Empire Interactive, who had licensed the games
from Taito and developed the compilation. Al-
though they did not get official credit for it in the
American versions, Sega published the North
American and South American releases.
Extra features include interviews with some of
the game designers, original sales flyers, and ar-
cade cabinet art.
While the Western Taito Legends consists of 29
arcade games, the Japanese Taito Memories in-
cludes only 25 arcade games per volume, omitting
Jungle Hunt, Colony 7, The Electric Yo-Yo, Zoo
Keeper and Tube It.
Titles included in the Western and Japanese re-
leases of the collection;
Space Invaders Plump Pop
Deluxe Space Invaders Rastan
Phoenix Rainbow Islands
Colony 7 Super Qix
Korean Release
The Electric Yo-Yo Operation Thunderbolt
Jungle Hunt The New Zealand Story
Zoo Keeper Battle Shark
Elevator Action Continental Circus
Great Swordsman Plotting
Return of the Invaders Volfied
Bubble Bobble The Ninja Kids
Gladiator Space Gun
Tokio ThunderFox
Exzisus Tube It
Operation Wolf
Taito Legends received slightly positive reviews.
IGN praised the collection for a superb presenta-
tion, as well as the large amount of bonus mate-
rial, but criticized some titles in the collection as
“worthless filler”. Other criticisms are the lack of
online leaderboards, the omission of Arkanoid
and Chase H.Q., the lack of light gun support
for Operation Wolf, Operation Thunderbolt, and
Space Gun, the lack of control configuration, and
for the controls being “flipped”, making it poten-
tially uncomfortable and unnatural to many.
Taito Legends 2 • 3069
Taito Legends 2 6.7
Developer Empire Oxford
Publisher Empire Interactive, (us) Destineer
Release date (eu) March 31, 2006
Genre Compilation
Mode 1-2 Players
Taito Legends 2 is a follow-up collection of Taito
arcade games for Xbox, PS2 and Windows. As the
former collection, it has been derived from the Ja-
pan exclusive Taito Memories series.
The PlayStation 2 version uses the same layout
and engine as the Taito Memories series, while
the Xbox & PC versions uses the layout and en-
gine of Taito Legends, with additional content on
some games.
Controversially, eight of the 43 games - Balloon
Bomber, Bubble Symphony, Cadash, RayForce,
RayStorm, G-Darius, Pop’n Pop, and Syvalion -
were split across the platforms due to porting is-
sues, requiring players to buy more than one ver-
sion to get every game available.
Titles included in the Western and Japanese re-
leases of the PS2 collection;
Lunar Rescue Football Champ
Balloon Bomber Growl
Crazy Balloon Gun Frontier
Qix Liquid Kids
Alpine Ski Super Space Invaders ‘91
Front Line Metal Black
Wild Western Arabian
Chack’n Pop Grid Seeker: Project Storm Hammer
The Legend of Kage Darius Gaiden
The Fairyland Story Dungeon Magic
KiKi KaiKai Space Invaders DX
Bonze Adventure Elevator Action Returns
Kuri Kinton Gekirindan
Nastar Warrior Puzzle Bobble 2
Raimais Space Invaders ‘95
Syvalion Cleopatra Fortune
Cameltry RayStorm
Don Doko Don G-Darius
Insector X Puchi Carat
Violence Fight
Football Champ
Taito Legends 2 received mixed reviews. Major
criticisms include the large amount of obscure
and “filler” titles, all of which are from the Japa-
nese Taito Memories collections in which they are
little known in the U.S., (with GameSpot quoting,
“There’s really nothing legendary about most of
the old arcade games found in Taito Legends 2”.).
3070 • Taito Memories Gekan
8.7 Taito Memories Joukan
Developer Taito
Publisher Taito
Release date (jp) July 28, 2005
Genre Compilation
Mode 1-2 Players
This is the first in the Taito Memories series. Ta-
ito Legends is the North America and European
release with many titles from the Taito Memories
series added into several Taito Legends compila-
tions, alongside much of its user-interface being
re-used.
The first entry, Taito Memories Jōkan, was re-
leased on July 28, 2005. It would be re-released
under two different budget labels - first under the
Taito BEST label on July 7, 2006 and the second
under Eternal Hits on June 28, 2007.
Among the included titles, KiKi KaiKai, Bubble
Bobble, Syvalion, Cameltry and Metal Black are
locked, and can be accessed by inserting a code in
the title screen - the reprints of the game would
have these games available from the start.
Taito Memories Gekan
Developer Taito 8.2
Publisher Taito
Release date (jp) August 25, 2005
Genre Compilation
Mode 1-2 Players
The second entry, Taito Memories Gekan, was re-
leased on August 25, 2005. It would be re-released
under two different budget labels - first under the
Taito BEST label on July 9, 2006 and the second
under Eternal Hits on June 28, 2007.
The game consists of 25 of Taito’s arcade games
from the 80s and early 90s. Among the included
titles, Qix, Elevator Action, Front Line, The New-
Zealand Story and Gun Frontier are locked, and
can be accessed by inserting a code in the title
screen - the reprints of the game would have these
games available from the start.
The ports of both RayStorm and G-Darius are in-
stead the PlayStation versions instead of the ar-
cade releases.
Taito Memories II Gekan • 3071
Taito Memories II Joukan 8.5
Developer Taito
Publisher Taito
Release date (jp) January 25, 2007
Genre Compilation
Mode 1-2 Players
This compilation saw its release on January 25,
2007. Taito Memories II: Joukan consists of 25
of Taito’s arcade games from the 80s and early
90s. Among the included titles, Asuka & Asuka,
Bubble Memories: The Story Of Bubble Bobble
III, Exzisus, Grand Champion, Operation Thun-
derbolt, Rainbow Islands: The Story of Bubble
Bobble 2, RayForce, Scramble Formations, Space
Gun, Super Qix and The Ninja Kids.
7.4 Taito Memories II Gekan
Developer Taito
Publisher Taito
Release date (jp) March 29, 2007
Genre Compilation
Mode 1-2 Players
This is the final compilation, released in Japan on
March 29, 2007. Taito Memories II: Gekan con-
sists of 25 of Taito’s arcade games from the 80s
and early 90s. Among the included titles, Chase
H.Q., Great Swordsman, Gyrodine, Land Sea Air
Squad, Mega Blast, Metal Soldier Isaac II, Phoe-
nix, Plump Pop, Polaris, Rainbow Islands Extra,
Sea Fighter Poseidon, Thunder Fox, Volfied and
Warrior Blade: Rastan Saga Episode III.
Takahashi Naoko 7.1
no Marathon Shiyouyo!
Developer Taito
Publisher Taito
Release date (jp) November 13, 2003
Genre Sports
Mode 1 Player
This is a marathon running game featuring the
Japanese olympic gold medal winner Naoko
Takahashi. The goal of the game is to train the
athletes in the players sports club to become pro-
fessional marathon runners. Players can set 3
different goals, include championship in the Ol-
ympics, achievement of world record and become
the best world class club team.
3072 • Tak and the Power of Juju
6.8 Tak and the Power of Juju
Developer Avalanche Software
Publisher THQ
Release date (us) October 15, 2003
Genre Action-platformer
Mode 1 Player
Tak and the Power of Juju is an action-adventure
platformer released for the GameCube, PS2 and
Game Boy Advance.
The game is a tale of good vs. evil set in an ancient,
tribal world where magic (Juju) is present. Tak, a
shaman’s apprentice and unlikely hero, sets off on
an action-filled journey to save his village from an
evil Juju Man.
The gameplay mostly consists of obstacles, puz-
zles and is a colorful platformer. Like most action/
adventure games, the player can jump and attack.
The player has a health-meter represented by the
feather on Tak’s head. One unique feature is the
ability to interact with and get past obstacles with
the help of animals.
Orangutans: Bend trees, then release them. If
the player is standing on a specific leaf, they will
be sent flying. This is usually to cross large gaps
and chasms.
Rhinos: Can be guided to smash obstacles, usu-
ally walls, while being ridden by the player.
Monkeys: If attacked in some way, they will throw
a coconut at whatever is nearest to them.
Emus: Controllable when ridden with a larger
jump distance than Tak.
Sheep: Can be placed on treadmills to activate
primitive contraptions such as doors and simple
lifts.
When the player receives the Spirit Rattle, they
gain access to the use of “Juju Powers” which are
acquired by collecting tokens scattered around
the environment. The game heavily features col-
lecting various other items.
One of the game’s developers said that the game-
play was based on Sly Cooper, the level design
on the Jak trilogy, and the humor of Ratchet and
Clank which are all PlayStation exclusive fran-
chises.
The PlayStation 2 version of Tak and the Power of
Juju received mixed reviews. Play Magazine rated
the game 83%, stating “Tak is one of the most de-
tailed platformers I’ve ever seen, and possesses
a measure of style that sets the universe apart”.
Tak 2: The Staff of Dreams • 3073
Tak 2: The Staff of Dreams 7.1
Developer Avalanche Software
Publisher THQ
Release date (us) October 11, 2004
Genre Action-platformer
Mode 1-2 Players
Tak, hero from the previous game has been ran-
domly falling into deep sleeps. During this time,
he travels to a “Dream World”, where he is told
that he must rescue a princess, or else he will fall
into a sleep from which he will never awaken from.
Tak and Jibolba, Tak’s mentor, travel to visit Ji-
bolba’s brother, JB, who is an expert in dreams.
Tak 2 is fairly different from Tak and the Power
of Juju. While it is still a 3D platform game, it is
more focused on puzzles and combat as opposed
to collecting items. In earlier stages, Tak must
use animals to his advantage as he makes his way
through levels - for example, a bear can be used
as a trampoline, Tak can ride warthogs after being
sprayed by skunks to mask his scent, and more.
Jibolba is along for the ride, but has transformed
into a flea for easy transport. As a result, players
can throw him at enemies to bite them and make
them sleepy.
7.4 Tak: The Great Juju Challenge
Developer Avalanche Software
Publisher THQ
Release date (us) September 19, 2005
Genre Action-platformer
Mode 1-2 Players
The Great Juju Challenge is the third game in the
platforming series. It stars Tak, the hero from the
first two games, and his brother Lok. The story is
about how the people in Tak’s village have set up
a course of events for people to compete in. The
game is a mixture of platforming and adventure.
Tak and Lok have entered the event in hopes of
winning.
Introduced to this game is the ability to swap be-
tween characters with the touch of a butto or in 2
player mode you can play together in split screen.
The characters have to reach various checkpoints
to extend the level. All the levels take place in the
various jungle settings of Tak’s Village. The events
consist of swimming, racing, climbing ropes, and
other endurance challenges.
“mobygames.com”
3074 • Tak and the Guardians of Gross
Tak and the Guardians of Gross
6.0
Developer Blitz Games
Publisher THQ
Release date (us) October 13, 2008
Genre Action-adventure
Mode 1-2 Players
Tak and the Guardians of Gross is a light reboot
of the original Tak franchise and was released for
the Wii and PS2.
Taking place during the events of the TV show,
Tak and the Guardians of Gross follows Tak as he
accidentally releases four gross titans known as
Big Gs. Tak with the help of his friends must de-
feat each Big G and clean up his village.
Gameplay includes platforming as well as defeat-
ing enemies with his magical staff. The game also
offers several minigames that can be played to-
gether with another player.
The game received mixed reviews.
Tamayura
Developer Yeti 8.2
Publisher Yeti
Release date (jp) June 29, 2006
Genre Visual novel
Mode 1 Player
Tamayura: Mitamaokuri no Uta is a fantasy visu-
al novel revolving around Toma Akizuki, an eldest
son from a family that specialize in extermination
of demons and evil spirits. Touma lives with his
sister Nami, and his step-sister Kasumi. They reg-
ularly take jobs to exercise ghosts and other spir-
its. One dreadful night, they were on an ordinary
task to exercise yet another demon, but to their
surprise the demon was more than they could
take head on. In order to protect her brother and
Kasumi, Nami faced the demon alone, but paid
the ultimate price in doing so.
The game was originally released on Windows as
an adult visual novel just called Tamayura. As is
typical with Sony consoles, the game had all the
adult content removed. However, the entire story
was rewritten and recreated from scratch to de-
liver new experience and include new CG even
scenes, new dialogues and additional scenario. It
also added quick-time events during battle scenes
and new opening video.
“mobygames.com”
Tantei Gakuen Q • 3075
Tam Tam Paradise 6.8
Developer Global A
Publisher Global A
Release date (jp) August 9, 2001
Genre Music
Mode 1-2 Players
Tam Tam Paradise is a music rhythm game. Two
percussion controllers are included with the
game. Players beat on the circular piece as well
as the crescent shaped portion of the controller to
the angel wing cues on screen.
The player control a cherub in training, whose
goal is to tap the controller in time to a stream of
angel wings which descend on screen.
8.0 Tantei Gakuen Q
Developer Konami
Publisher Konami
Release date (jp) December 18, 2003
Genre Adventure
Mode 1 Player
Tantei Gakuen Q: Kioukan no Satsui is a adven-
ture game based on the manga and anime Detec-
tive School Q.
The story begins with series of murders that oc-
curs at the Western “Kitokokan”. There are a to-
tal of 30 different characters. Players take control
of a young detective and have to search for clues,
collect information, and talk to the villagers.
Taxi 3 6.0
Developer Ubisoft Montreal
Publisher Ubisoft
Release date (eu) February 23, 2003
Genre Racing
Mode 1 Player
Taxi 3 is a racing game, developed by Ubisoft
Montreal and published by Ubisoft, which was
released in Europe in 2003. It is based on a
2003 French action comedy film. The game was
released for GameCube, PS2, GameBoy Color,
GameBoy Advance and Windows.
Players take control of the taxi driver Daniel who
will race through 10 different missions.
3076 • Teikoku Sensenki
5.8 TBS All-Star Kansha Matsuri
2003-Aki Chou Gouka! Quiz Ketteiban
Developer Hudson
Publisher Hudson
Release date (jp) September 25, 2003
Genre Trivia
Mode 1-2 Players
TBS All-Star Kansha Matsuri 2003-Aki Chou Gou-
ka! Quiz Ketteiban is a trivia game only released
in Japan. It is based on the ALL Star Thanksgiv-
ing TBS TV series first released in 1991.
The game proceed like the TV program where
players answer questions and take part in five dif-
ferent mini-games.
Teikoku Sensenki 7.2
Developer Langmaor
Publisher Interchannel
Release date (jp) November 25, 2004
Genre Adventure
Mode 1 Player
This port of a PC game takes place in a world
meant to resemble ancient China. Players take the
role of a military commander and must take on
enemy forces in three-on-three turn-based bat-
tles. When not fighting, players can enter a store
to purchase equipment in order to power up their
characters. There’s also a love-simulation ele-
ment involving men-on-men romances. The PS2
version added new scenarios involving more men.
5.2 Telly Addicts
Developer Ubisoft
Publisher Ubisoft
Release date (eu) November 23, 2007
Genre Trivia
Mode 1-2 Players
Telly Addicts is a game for one or two people
based on the UK TV series of the same name that
was aired in the mid to late 1980’s. The game fol-
lows the format of the television series in that
there are six rounds of multiple choice questions
all of which are based on old television programs,
each correctly answered question scores a point
and in the multiplayer game the player with the
most points wins.
Thomas & Friends: A Day at the Races • 3077
The Toys Room 1.7
Developer Phoenix Games
Publisher Phoenix Games
Release date (eu) 2006
Genre Mini-games
Mode 1 Player
The Toys Room is a Phoenix Games title which
uses the same setup as their other Dingo cartoon
and puzzle games titles.
The cartoon, with a story similar to Toy Story, re-
volves around a little boy. His birthday is coming
up and all his toys are worried that he will receive
a new toy that he will like much more than the
other toys.
4.5 Thomas & Friends:
A Day at the Races
Developer Broadsword Interactive Limited
Publisher Blast! Entertainment
Release date (eu) August 24, 2007
Genre Eye-toy
Mode 1 Player
A Day at the Races based on the anthropomor-
phized steam locomotive Thomas. The game in-
cludes ten mini-games and a story, featuring Tho-
mas, James, the Fat Controller, and other Thomas
the Tank Engine characters.
The EyeToy is required to play this game.
The Tale of Despereaux 2.6
Developer Brash Entertainment
Publisher Brash Entertainment
Release date (eu) December 5, 2007
Genre Action-adventure
Mode 1 Player
Based on the movie of the same name, The Tale
of Despereaux stars the mouse, Despereaux.
When the human Princess Pea is kidnapped, Des-
pereaux goes to the rescue.
Gameplay is the standard 3rd-person platform-
ing and combat, with a focus on mouse-like agil-
ity. Players can buy extra combat moves from the
swash-buckling Caravaggio using cheese pieces
or shiny buttons they find.
3060 • Tales of
Tales
The Tales series, known in Japan as the Tales of series (「テイルズ オブ」シリーズ
“Teiruzu Obu” Shirīzu), is a franchise of fantasy role-playing games published by
Bandai Namco Entertainment (formerly Namco), and developed by its subsidi-
ary, Namco Tales Studio until 2011 and presently by Bandai Namco. First begun
in 1995 with the development and release of Tales of Phantasia for the Super
Famicom, the series currently spans sixteen main titles, multiple spin-off games
and supplementary media in the form of manga series, anime series, and audio
dramas.
The Tales series originated when Phantasia began production, based on an unpub-
lished novel titled Tale Phantasia (テイルファンタジア Teiru Fantajia), written by
the game’s scenario writer and lead programmer Yoshiharu Gotanda. During the
story development process, several elements of the original novel were dropped
or changed. The game was developed by Wolf Team, an independent game de-
velopment studio founded in 1986. Due to bad experiences at Telenet Japan, the
previous employer of multiple Wolf Team members, the staff sought an independ-
ent publisher for the game. After an unsuccessful pitch to Enix, they entered a
publishing contract with Namco. Phantasia had a troubled development cycle for
the original Super Famicom version, with many creative disagreements between
Wolf Team and Namco. The disagreements led to most of the Wolf Team staff
leaving after the game in order to start a new company, tri-Ace, which would go
on to make the Star Ocean series. Remaining members would continue to devel-
op games in the Tales series.
While entries in the series generally stand independent of each other with differ-
ent characters and stories, they are commonly linked by their gameplay, themes
and high fantasy settings. The series is characterized by its art style, which draws
from Japanese manga and anime, and its action-based fighting system called the
“Linear Motion Battle System”. Multiple people have become linked with the
series, including character designers Kōsuke Fujishima and Mutsumi Inomata,
producers Hideo Baba and Makoto Yoshizumi, and composer Motoi Sakuraba.
The series was created by Yoshiharu Gotanda.
Most of the main Tales games have been localized for North America and Eu-
rope, although almost none of the spinoff titles have been released abroad. While
generally seen as a niche series in English speaking regions, Tales is considered
a high-profile property in Japan. 1UP.com’s Jeremy Parish, speaking in 2006,
referred to the franchise as the third biggest RPG series in Japan behind Final
Fantasy and Dragon Quest. The series has been gaining popularity in the West
since the release of Tales of Symphonia, which is still considered one of its most
popular titles. As of May 2019, the series has shipped 20 million units world-
wide.
Tales of Destiny • 3079
3080 • Tales of Destiny
8.2 Tales of Destiny
Developer Namco Bandai Games
Publisher Namco Bandai Games
Release date (jp) November 30, 2006
Genre Role-playing
Mode 1(-4) Player(s)
The PS2 release of Tales of Destiny
xxx any character in the party during
is a full remake of the original Play- battle. It is also possible to select
Station release of Tales of Destiny. a different character to represent
This remade version of the game the party outside of battle, regard-
was released on November 30, less of his or her position within the
2006, followed by an additional party roster, though this option is
Director’s Cut version, which was purely aesthetic with no changes to
released on January 31, 2008, also gameplay. Eight of the ten playable
on the PS2. Neither version of this characters join the party as part of
Director’s Cut
remake has been localized. the story by the end of the game,
Identical to its original release, providing access to all of the non-
this remake features an introduc- Swordian Master characters from
tory video created by the renowned the original game within the party.
animation studio Production I.G, The original game allowed only up
accompanied with the song “Yume to two of these characters to partic-
de Aru You ni”, performed by the J- ipate within the party throughout
pop band Deen. Mutsumi Inomata the final areas. An additional secret
returns as a character designer, cre- character, Lilith, was added to this
ating several newly-revised designs game as a optional ninth member
and artwork for each character. of the party, as an homage to her
Motoi Sakuraba and Shinji Tamura unfinished and dummied status
also return as the composers for within the original game, as well as
this game, fully remixing all of the her appearances as a cameo exhibi-
music from the original game while tion battle in other games.
Korean Release providing some new original com- Every character has a unique
positions for various added events. support talent that is activated un-
der various conditions while the
This remake of Tales of Destiny
character is added to a special
features a new characteristic genre,
“support” position within the party
translated to “RPG Known as Fate”
roster. This character slot becomes
(運命という名のRPG). This change
available after the party expands to
represents the alterations that have
five characters. These functions can
been made in all aspects of the
be used to reduce enemy encoun-
game while preserving the basics
ter rates or acquire various items
that defined the original game.
such as herbs or fruits. All towns
Taking place in a fantasy world, the and dungeons are represented by
game follows the story of a young isometric 3D maps viewed through
man named Stahn who comes dynamic camera movement while
across a sentient sword named the character moves through the
Dymlos and his subsequent en- area, providing a more three-di-
counters with other similar sword- mensional feel. Unlike the original
wielders. game, most indoor locations no
Unlike the original game, it is now longer feature bathroom fixtures.
possible to set a different character The World Map is fully ren-
in the first player’s position, allow- dered in three-dimensional polygon
ing the primary player to control graphics, including a simplified 3D
Tales of Destiny • 3081
model of the character avatar that original story mode is still available
represents the party. Camera view to play. There is also a small sid-
can be rotated freely to both sides, equest within “Stahn’s Side”, known
and the camera zooms in or out au- as “Lilith’s Side”. In addition , sever-
tomatically to prevent terrain from al other sidequests have been added.
obstructing the player’s view of the Save files from the first Play-
character. Zoom functions cannot Station 2 remake are still loadable
be controlled directly by the player. through the “Load Original Data” op-
This method of world map display tion.
originated with Tales of Destiny 2, Tales of Destiny: Director’s
and the graphics style was taken di- Cut was released in two versions: the
rectly from that game as an hom- regular version, containing just the
age to the relationship between the game, and a “Premium Box” version
stories of the two games. Transpor- containing the game; a 128-page il-
tation on the world map includes lustration booklet with new charac-
standard movement on the ground, ter artwork by Mutsumi Inomata;
ocean travel within a Sea Dragon and an original soundtrack for the
vessel, and flight within the Draconis Director’s Cut, featuring 21 songs.
and the upgraded Lumina Draconis All of these materials are packaged
airships. Battle encounters in dun- within a special outer casing with
geons and on the world map are ran- new artwork also by Inomata.
dom based a Lens gauge at the top- The game includes the “Sec-
left corner of the screen. ond” difficulty rank that was available
All music within the game has in Tales of Destiny 2. This difficulty
been remixed, and several new songs rank was not available in any of the
have been added to the soundtrack. previous releases of Tales of Destiny.
One significant change involves the In addition to this, maximum char-
standard battle themes within the acter statistics have been increased
game. from 999 to 1999, and maximum HP
New scenes have been added, has been increased to 9999.
while some scenes from the original, The Neuestadt arena has a
such as the date with Ilene Rem- new stage, “Rank 6”, which acts as
brandt, were removed. The remake a sort of “boss rush” mode that al-
also includes a new battle between lows the player to fight several ma-
Stahn and Dymlos in an attempt to jor enemies from the entire game.
regain the full strength of the Sword- A “Definite Mode” is also added to
ians. One of the most notorious new the arena, which allows the player to
features is the cameo appearance of chose from previously encountered
one of the primary antagonists of enemies to attempt to get their Defi-
Tales of Destiny 2, Barbatos Goetia. nite Strikes.
A Director’s Cut version of Tales of The PlayStation 2 remake received a
Destiny was released on in Japan slightly higher score than the origi-
for the PS2. Its characteristic genre nal PlayStation version, scoring 32
name is “One More RPG Known as out of 40 from Famitsu, granting it
Fate” (もうひとつの運命という名のRP a Gold Award. The original version
G), building on the first PS2 remake sold approximately 368,000 copies
with additional features. This ver- in Japan by the end of 2006, while
sion of the game includes a new game the Director’s Cut would sell 142,301
mode called “Leon’s Side”. This new copies by the end of 2008, becoming
story mode makes Leon the main the 92nd most-bought software title
character of the game instead of the in the region that year.
normal main character, Stahn. The “aselia.fandom.com”
3082 • Tales of Destiny 2
7.7 Tales of Destiny 2
Developer Namco
Publisher Namco
Release date (jp) November 28, 2002
Genre Role-playing
Mode 1 Player
Tales of Destiny 2 is the fourth main
xxx and story-centric locations serve
entry in the Tales series, and a di- as dungeon locales; these areas are
rect sequel to 1997’s Tales of Desti- scattered with treasure chests con-
ny. The game should not to be con- taining rare items, some of which
fused with the PS1 game released in cannot be purchased in stores.
the US as Tales Of Destiny 2, which Dungeons frequently contain puz-
is actually a different game known zles and mazes, such as boxes that
as Tales Of Eternia in Europe and must be reoriented to form a bridge,
Asia. An updated port for the PSP. which must be cleared to advance;
This version was published by the “Sorcerer’s Ring”, a relic that
Mega Hits!
Namco Bandai Games. Neither ver- shoots tiny plumes of fire, often
sion has received a western release. plays a central role in puzzle reso-
The story, set eighteen years after lution, along with the “Sorcerer’s
Destiny, follows Kyle Dunamis, the Scope”, a tool that reveals hidden
son of the previous game’s protago- objects. Aspects of characters such
nists Stahn Aileron and Rutee Ka- as their current experience level,
trea. Shortly after meeting a myste- equipment and money levels, party
rious girl named Reala while trying organization, and assigned abili-
to save Rutee’s orphanage from ties. Cooking, a recurring series
bankruptcy, Kyle is drawn into con- mechanic, is present: characters
flict with Barbatos, a cruel warrior learn and cook various recipes us-
responsible for killing Stahn, and ing a selection of six ingredients
the machinations of Elraine, a reli- which grant boons upon them such
gious leader seeking to bring peace as restoring health. Optional voiced
to mankind. conversations between characters
Korean Release
called Skits can be activated when
Tales of Destiny 2 is a role-playing
they appear in random locations
video game featuring 2D sprite
or after story events. Mini-games
characters navigating both 2D en-
within the world include acting as
vironments such as dungeons and
a waiter in a restaurant, and battle
towns, and a three-dimensional
arenas where players fight against
overworld. The overworld features
random enemies.
environmental effect such as fog.
The game’s battle system is
In towns found across the world,
the series’ trademark Linear Mo-
NPCs provide both information
tion Battle System (LMBS), which
relevant to the story and world,
places up to four playable charac-
and provide items and equipment
ters on a 2D plain against enemies
through shops; merchants accept
in real-time combat similar to a beat
the Tales series currency, Gald,
‘em up. The version used in Destiny
which can be obtained from battle
2 is called the “Trust and Tactical
or treasure chests on the dungeon
LMBS”. When entering battle, the
and town maps.
camera follows characters, zoom-
Throughout the game, visit-
ing in and out depending on their
ing certain individuals in towns will
distance from an enemy. During
activate optional events and side-
battle, one character is controlled
quests. Prisons, sewers, forests
at any one time, with the others
Tales of Destiny 2 • 3083
being governed by the game’s AI: possibilities for a next generation of
the AI can be customized to behave characters, it was decided to make a
in various ways, such as adjusting sequel to Destiny. This would be the
their aggression level, and balancing first direct sequel in the Tales series.
magical and physical attacks. In ad- Because of the state of the world as it
dition to real-time commands given would have evolved after the events
in battle, the player can issue com- of Destiny, it was decided to set the
mands to all characters by pulling events eighteen years after them and
up the battle menu and issuing com- focus on the son of Destiny’s protag-
mands. A character’s performance onist. The key themes for the story
in battle is governed by their current were “fate” and “happiness”. For the
level of Spirit Points (SP): the more story, the team wanted to effectively
SP a character has, the higher their portray Kyle’s journey to becoming a
defensive and offensive abilities. hero. For this, they drew on themes
Three types of attack are available of “learning from the teacher” as
and activated progressively depend- seen in films such as Star Wars and
ing on the number of hits an enemy Raiders of the Lost Ark. To create the
has taken: a standard attack, named atmosphere, the team worked at bal-
attacks called Artes, and special ancing elements of reality and fanta-
high-damage attacks called Mystic sy. The story and script was handled
Artes. At the end of each battle, its by Japanese scenario company Gek-
performance is assessed an given a ko. Two separate scripts were creat-
Grade, which can sometimes trigger ed for the main story and additional
a bonus such as learning new skills. elements such as skits. Both scripts
Some bonuses are also carried over were quite large.
into the next playthrough. In addi- Character designs were cre-
tion to the single-player functions, a ated by Mutsumi Inomata. A key
local multiplayer option is available, element of the designs was the vari-
supporting up to four players: when ation of time periods many charac-
additional controllers with players ters came from. While many con-
are connected to the system, AI func- temporary PS2 role-playing games
tions for selected characters are dis- were being developed around three-
abled, switching to manual control. dimensional characters, Destiny 2
An auto-battle option, which has the used two-dimensional sprites for its
game’s AI controlling all characters characters. Part of the reason behind
during a fight, is also available. this was that the development team
Tales of Destiny 2 was co-developed wanted to create the “ultimate 2D
by Wolfteam and Telenet Japan. RPG”. As opposed to previous Tales
Development began after work had games, where gameplay development
finished on Tales of Eternia, taking was focused on the battle system, the
roughly two years to complete. Dur- development leads requested that
ing its early development, the staff the gameplay should be “waste-free
consisted of thirty people: when in and strategic”.
full development, a team of between Famitsu Weekly found the story en-
sixty and a hundred worked on it. It joyable, though noted that those who
was developed under the working ti- had played Destiny would get more
tle Tales of X. After Eternia was com- enjoyment out of it, and praised
pleted, the development team con- the voice acting. They also found
sidered what to do next, whether a the gameplay and pacing enjoyable,
new standalone game or a sequel. As positively noting the option to auto-
Destiny had a large amount of lore battle.
created for it and there were story
3084 • Tales of Symphonia
8.2 Tales of Symphonia
Developer Namco
Publisher Namco
Release date (jp) September 22, 2004
Genre Role-playing
Mode 1(-4) Player(s)
Tales of Symphonia was originally major characters are playable which
released for GameCube on August allows players to switch their gam-
29, 2003 in Japan. It is the fifth ing style. Basic physical attacks are
core product of the Tales series. In carried out with the a button and
Japan, the game was ported for the pushing the control stick in various
PS2 with additional content. directions. Another button is used
The game takes place in a fiction- for special physical attacks and
al world called Sylvarant and fol- casting spells. Often these special
lows Lloyd Irving. Lloyd accompa- attacks can be linked from a basic
nies his childhood friend, Colette physical attack to Special Attacks in
PlayStation 2 the Best
Brunel, who is destined to go on progressing levels of 1-3. During a
a journey to save their world. As battle players run in a straight line
their journey progresses, they learn and are able to jump over enemies.
that saving Sylvarant endangers In Multiplayer up to 3 more players
Tethe’alla, a world parallel to their may partake in battles.
own. The game’s central theme is The game was first announced in
Kimi to Hibiki au RPG (君と響きあ 2002 by Namco to be one of the
うRPG, “RPG that resonates with many titles it would be releasing
you”). on the GameCube. Namco stated
The characters develop not only it would be a part of the Tales of
through cut-scenes, many of which Phantasia series and expected com-
feature voice acting, but through ics, animation, drama CDs and nov-
what the game calls “skits”. These els to be spun off from the game.
“skits” however, do not feature An April 2003 edition of Famitsu
Asian Release voice acting like the in-game cut- revealed the game has been in de-
scenes. The Skit generally features velopment for two years, its de-
two or more of the characters in- velopers are the same from Tales
teracting. They will react to what of Eternia, the game will have the
is said and depending on the char- most main characters in the Tales
acters and the situation the re- series, and will be the first 3D game
sults can be anywhere from comic in the series. During E3 2003, a
to tragic. This system allows one North American localization was
to understand the feelings of each confirmed. To celebrate its release
character. in Japan, the game was bundled
Special features of the game with a symphonic green Nintendo
include: Ex-Spheres, Strategy and GameCube. For the North Ameri-
Cooking. Ex-Spheres are special can version, the localization pro-
objects which enhance a character’s ducer replaced Starry Heavens with
abilities or may grant new ones. an orchestral anthem and focused
These abilities can affect battle or on hiring professional voice actors
have an effect outside of battle. to dub the game in order to appeal
Each Ex-Sphere will have a level of to the Western audience.
1-4 each with more powerful abili- During the second week of
ties; up to four Ex-Spheres can be April 2004, Weekly Shōnen Jump
attached to each character. Strate- announced a PlayStation 2 port of
Tales of Symphonia. It received
Tales of Symphonia • 3085
new in-game additions and its theme adapted into seven manga collec-
song is “Soshite Boku ni Dekiru Koto” tions, two novel series, seven drama
(そして僕にできるコト, lit. “And Thus, I CDs, and an OVA anime series. A
Can Do It”) by Day After Tomorrow. sequel entitled Tales of Symphonia:
It was released exclusively in Japan Dawn of the New World was released
and later re-released under the Play- for the Wii in 2008. A Steam version
Station 2 the Best label. was released on February 2, 2016.
Tales of Symphonia Chroni- Tales of Symphonia garnered gener-
cles was announced in 2013 for the ally positive reception from critics.
PS3. It contains Tales of Symphonia In 2007, Namco announced that the
and Tales of Symphonia: Dawn of the GameCube version had sold 953,000
New World with remastered graph- copies worldwide, and the PS2 port
ics and additional content. It was re- had sold 486,000 copies in Japan.
leased in Japan, North America and The bargain reissue for the PlaySta-
Europe as both a retail version and tion 2 in sold almost 50,000 copies
download release, with the option in Japan by the end of 2006. Its to-
to purchase Tales of Symphonia as a tal worldwide sales across its original
standalone release. In May of 2019, platforms have reached 1.6 million
Tales of Symphonia Chronicles, as as of 2008, making it the best-selling
well as its standalone components, Tales title to date. The PC release
were removed from the PlayStation has sold about 250,000 copies on
Store. Steam as of 2017. The game has ap-
Takumi Miyajima, the game’s writer, peared on many top game rankings
explained Tales of Symphonia was and received a Japan Game Awards
planned to create a “unique sym- in 2003 for excellence. The January
phonia”, dependent on the player’s 2009 issue of Game Informer listed
choices and the affection system. Mi- it at #24 in its “Top 25 GameCube
yajima wrote many scenarios, with Games”. Nintendo Power ranked
the most significant events centered Tales of Symphonia 107th in a list
on Zelos Wilder. Originally, Zelos’ of “Top 200 Nintendo Games Ever”.
death was supposed to be canon. His IGN users placed it 75th in a Top 100
survival would have been dependent Games list, while GameFAQs users
on the affection system: He would put it at 81st in a similar list.
die early on if he was ranked the low- Critics have praised the game for
est in the affection system, would die its cel-shaded art style and real-
at the end if he ranked in the middle, time battle system. 1UP, GameSpot,
and would only survive if he ranked GameSpy, IGN, and X-Play, applaud-
the top. However, the development ed the amount of detail in the scenes
staff suggested to have Kratos Auri- with GameSpy noting the steady 60
on return to the party and the team fps. GameSpy described the battle
discussed how it would work. The system as “wonderfully fast and to
change in scenario had Miyajima re- the point” while X-Play noted its ac-
work Zelos’ death into a non-canon cessibility and potential to attract
path of the story. While generally a non-RPG gamers. Meanwhile, the
self-contained story, Symphonia ap- story and audio have received nega-
parently takes place within either the tive criticism. Eurogamer, GameS-
same or a similar timeline to the first pot, GameSpy, IGN, and X-Play criti-
Tales game, Tales of Phantasia. cized the plot for being cliché and
Since its release, Tales of Symphonia un-engaging. The reviewers agreed
spawned a substantial media fran- that the music and English voices
chise in Japan. The game has been met standards.
3086 • Tales of Rebirth
8.3 Tales of Rebirth
Developer Namco
Publisher Namco
Release date (jp) December 16, 2004
Genre Role-playing
Mode 1(-4) Player(s)
Tales of Rebirth is the sixth main is made available later in the game,
entry of Namco’s Tales series. The which provides larger rations.
game was released for the PS2 and There are multiple difficulty levels.
later re-released on the PSP. Mini-games are also available to
Rebirth, set in a world populated play, with three types in the game.
by humans (Huma) and beast peo- The first has the character Veigue
ple (Gajuma), follows the adven- on a raft navigating a river, with the
tures of Veigue Lungberg, a human goal being to avoid dangerous ob-
whose friend Claire Bennett is kid- stacles. The second is a tarot game
napped by agents of Agarte, heir to with the character Hilda, where the
the throne of the kingdom of Kare- player answers questions given by
gia. Setting out to rescue Claire, Hilda and has their fortune told.
Veigue and those who join him be- In the third, the player becomes a
comes entangled in escalating ra- waiter at an inn, with the goal being
cial conflicts consuming the land. to provide good service to the cus-
tomers: poor service results in the
Tales of Rebirth is an action role-
player being dismissed, while good
playing game with player char-
service earns a reward.
acters rendered as 2D sprites on
Rebirth uses the Tales se-
3D backgrounds. Unlike previous
ries’ trademark Linear Motion
Tales games, the camera follows
Battle System (LMBS), a real-time
the characters from a side-long
fighting system similar to a beat
view, zooming in or out depend-
‘em up. Up to four characters can
ing on their relative position, and
be present in battle. The variation
instead of a navigable overworld,
used in Rebirth is the Three-Line
players fast-travel to different loca-
LMBS, using a similar multi-plane
tions using a standard map of the
mechanic to Tales of Symphonia:
game world. Side conversations be-
characters can be moved across
tween characters called Skits fea-
three different levels on the bat-
ture both story-relevant informa-
tlefield to either attack enemies
tion and added details not essential
on those lines or dodge behind an
to the story.
enemy on one line to deal damage
At certain locations in the
from behind. During battle, a char-
game, characters can engage in
acter can activate the Rush Gauge,
cooking various recipes: cook-
increasing a character’s attack
ing them between battles restores
power at the cost of lowered defen-
health points. If the recipe is
sive abilities and stats, and perform
cooked enough times, a character
Mystic Artes with another member
masters it. Upon mastery, a char-
of the party to inflict high damage
acter is granted experience points
on single enemies. During battles,
each time the meal is prepared.
performing certain feats in battle,
Characters are also given “rations”,
such as finishing in a certain time,
helpings of restorative food, at se-
rewards the player with a grade for
lected locations across the game
their performance.
world. While initial rations are
Special abilities and actions
fairly small, a special “meal ticket”
are controlled by the Force Gauge,
Tales of Rebirth • 3087
an energy meter which determines existence between different races,
how long special skills can be active. with the representation of the theme
Once drained, the skill cannot be ac- being the conflict between Huma and
tivated until the meter refills, which Gajuma. The Gajuma were created
it does during battles. Four skills can to heighten the sense of contrast for
be equipped for each character. After players. The game’s title “Rebirth”,
battles, characters earn Enhance- was meant to represent the rebirth
ment Points (EP), which can be used and reconstruction of harmonious
to strengthen equipped armor, weap- relations between different peoples.
ons and accessories, instead of using Ethnic conflict, another prominent
Gald as with previous Tales titles.[7] theme, was inspired by the predomi-
EP can be transferred between weap- nant ethnic conflicts in Yugoslavia at
ons. the time the game was being made.
An optional battle arena was Prior to the main script writing stage,
added in the PSP version of the game Yoshizumi conceived the basic set-
with both single-player and multi- up and story for the game. The final
player matches: in both modes, play- script ended up being substantially
ers need to defeat an enemy team larger than that of Symphonia, cov-
(either AI-controlled enemies or an ering four full script books. As with
opposing team) within a time limit. other Tales titles, Rebirth was given
Conversely, they found the a characteristic genre name: the ti-
memory capacity of the PSP com- tle was Kimi ga umarekawaru RPG
pared to the PS2 a good thing. Series (“RPG Where You Will Be Reborn”).
producer Makoto Yoshizumi felt that In July 2004, IGN reported
the fact that it was a port rather than that Tales of Rebirth was a likely
a remake divided the development candidate for an English localization
team. in North America due to the posi-
Tales of Rebirth was developed by tive reception and sales of Tales of
Team Destiny, a section of Namco Symphonia in North America for the
Tales Studio devoted to 2D Tales GameCube. But neither the original
titles. It began production in 2003. nor the port of Rebirth have received
The development team, led by Yo- an English localization, making it
shizumi, was the same team behind one of three mainline Tales titles to
Tales of Destiny 2. Much of the tech- not have come to the west.
nology from Destiny 2 was carried Namco planned for high sales for
over to Rebirth. Mutsumi Inomata, Rebirth, preparing shipments of the
a noted anime artist who had previ- game totaling 700,000 units. As of
ously worked on Tales of Destiny, December 2007, the game has sold
returned to design the main charac- 605,000 units. The game was among
ters for Rebirth. She worked closely those which won the “Future Game”
with Yoshizumi to create the designs, award at the 2005 CESA Game
with each being representative of the Awards, and later was given a “Gold”
characters’ backgrounds and experi- award, received for shipping over
ences: for instance, Veigue’s clothing 500,000 units, at the PlayStation
was made navy blue to emphasize his Awards 2005.
unsociable demeanor. Her Gajuma Gaming magazine Famitsu re-
designs started with a basic human ceived a score of 32/40. The review-
sketch, which was then embellished ers were generally positive about the
with animal features and faces. The gameplay, and one of them com-
majority of Rebirth’s story and script mented on enjoying the story. West-
was written by Hiramatsu Masaki. ern gaming sites have also been very
The main theme was the issue of co- positive.
3088 • Tales of Legendia
7.2 Tales of Legendia
Developer Namco
Publisher Namco, (ko) SCEI, (jp) Namco Bandai Games
Release date (jp) August 25, 2005
Genre Role-playing
Mode 1 Player
Tales of Legendia is the seventh selves. Animated sequences also
main title in their Tales series. accompany certain story segments.
Originally released in Japan in Au- The game features a varia-
gust 2005, it was later made avail- tion of the series’ Linear Motion
able in English in North America. Battle System, where players are
Its producers gave it the character- able to freely move their characters
istic genre name RPG Where Bonds around the battle area and engage
Spin Legends (絆が伝説を紡ぎだす enemies in real-time, known as
RPG Kizuna ga densetsu o tsumugi- the “X-LiMBS” (Crossover Linear
dasu RPG). Motion Battle System), which was
The game is set in a fantasy world specifically designed to resemble a
covered in water, taking place en- traditional fighting game. Despite
tirely on a gigantic ship that is actu- playable characters and enemies
ally a remnant of an ancient civili- being rendered in 3D, battles are
zation. Players assume the role of a limited to a 2D plane where combat-
young man named Senel, who must ants can only move forward, back-
rescue his sister from individuals ward, or jump straight up into the
who believe her to be a prophesied air. In addition to normal attacks,
savior, while the mysteries of his players can attack enemies using
world begin to unravel before him. special skills called “Eres”, which
involve spending Tech Points (TP),
Tales of Legendia is a role-playing
and can be chained together to cre-
game set in a fantasy world fea-
ate combos. A total of eight play-
turing 3D characters and envi-
Korean Release able characters can be recruited
ronments. The game is presented
as the game progresses, with up to
from a top-down perspective, and
four of them making up a player’s
players must move their character
party at any time. As players attack
through a number of locales, battle
enemies, they fill up a “Climax”
monsters, and interact with non-
gauge at the bottom of the screen
player characters to advance the
that can be expended to freeze all
story. Unlike previous games in the
enemies in place for a short period.
series where monsters were visible
Whenever battles are completed,
before being encountered, Tales of
players are awarded both experi-
Legendia features randomized bat-
ence points that allow characters
tles that occur every few steps while
to gain levels and grow stronger, as
inside dungeons or other hostile ar-
well as items called “Eres Stones”
eas.
that allow them to purchase addi-
Like previous games in the
tional skills.
series, Tales of Legendia was de-
signed to focus on the interactions Preliminary development on Tales
between the main cast. However, a of Legendia began in 2000, after
unique feature to this game is the the release of Tales of Eternia, with
addition of a second series of sce- many of its staff drawn from that of
narios after the player has complet- Eternia. Its development happened
ed the main story that focuses more in parallel to Tales of Destiny 2 and
on the individual characters them- Tales of Symphonia. While its exact
Tales of Legendia • 3089
development time is unknown, a re- Tales of Legendia was mostly well
port in Famitsu stated that its devel- received in Japan, earning a 32 out
opment lasted three years. The teaser of 40 total score from Famitsu, as
trailer featured on a pre-order bonus well as an 85 out of 100 average from
disc for the series’ previous title Tales Dengeki PlayStation magazine. The
of Rebirth, only referred to the game game would go on to sell 342,779
by its development codename “Proj- copies in the region by the end of
ect MelFes”. 2005, becoming the 30th best-selling
The game was developed by a software title of that year, with a total
team that consisted of staff members of 397,000 copies sold worldwide by
from previous Tales entries, as well as December 2007.
developers from the company’s Tek- Elsewhere, Tales of Legendia
ken and Soulcalibur fighting game se- received “mixed or average reviews”
ries. Producer Jun Toyoda explained according to Metacritic. While IGN
that the goal was to create a role- felt that the game’s characterization
playing game with the “exhilarating and “addictive” battle system were
battle scenes” found in those titles, its high points, the title was ultimate-
and to appeal to players who either ly marred by a “run of the mill” story
felt that fighting games lacked a sto- and “lackluster” battle AI. The web-
ry or felt that traditional role-playing site would find that the game’s sec-
game combat was too “tedious”. Al- ond half was more enjoyable overall,
though the game features 3D charac- stating that “Legendia is definitely
ters, battle sequences were purpose- slanted towards more action-ori-
fully restricted to a 2D plane to allow ented role-players who don’t mind
the developers to create large mon- breezing through an easy twenty
sters without fear of them obstruct- hours before getting to the real tests
ing the player’s view of the action. of skill,” and although the voice act-
Character animation was handled ing was “rather stiff,” the translation
by Yosuke Kadowaki, who had previ- was of good quality overall. GameS-
ously used the same motion-capture pot similarly praised the strong cast
technology on Soulcalibur II. The of characters, and the interactions
scenario was written by Koki Mat- between them, but complained of
sumoto and Tsuyoshi Tanaka. The excessive random battles and back-
main story theme was “bonds”, with tracking through locations in the
the main priority being the overlap- game.
ping stories of the main cast. Unlike 1UP.com praised the game’s
previous Tales games where charac- story, stating that “despite the pre-
ter art and design was mostly done by dictability of the overall narrative,
Mutsumi Inomata, Tales of Legendia the details are frequently surpris-
features characters designed by an- ing and consistently entertaining,”
ime illustrator and animator Kazuto and additionally found that the game
Nakazawa, known for his prior work tended to flaunt convention in its
on the animated sequences from the characters. However, the website
2003 film Kill Bill Vol. 1, as well as criticized the game for its sometimes
animated features such as El-Hazard “frustrating” combat and playing too
and Nadia: The Secret of Blue Water. similarly to past Tales titles, and that
Tales of Legendia includes animated it would primarily appeal to longtime
cutscenes produced by Japanese stu- fans of the series. In 2012, 1UP would
dio Production I.G., and contains include Tales of Legendia on its list of
more animation than any previous “Underwhelming RPGs with Over-
game in the series. whelming Soundtracks,”.
3090 • Tales of the Abyss
7.8 Tales of the Abyss
Developer Bandai Namco
Publisher Bandai Namco
Release date (jp) December 15, 2005
Genre Action role-playing
Mode 1(-4) Player(s)
Tales of the Abyss (テイルズ オブ
xxx Skills,” which can be equipped and
ジ アビス Teiruzu Obu Ji Abisu) is unequipped at will, to help them in
the eighth main title in their Tales battles. The game features a large
series. Originally released for the number of these skills, acquired
PS2, and receiving a port for the through the use of “Capacity Cores”
3DS in 2011. — items that give stat bonuses
Taking place in a fantasy world, the when a character levels up. Once a
story focuses on Luke fon Fabre, certain statistic has a large enough
a young swordsman whose pam- bonus, the AD skill is learned au-
pered life turns upside down when tomatically. A new addition to the
he unwittingly becomes the target system is the “Field of Fonons” (of-
of a military-religious organization ten abbreviated as FOF). Whenever
known as the Order of Lorelei, who a character uses a spell or battle
believe him to be the key to an an- technique that features an elemen-
cient prophecy. Together with his tal alignment, a circle will appear
companions, Luke attempts to dis- on the ground, corresponding to
cover the truth and significance of that element. After being rein-
his own birth, as well as unravel the forced with more techniques of the
mystery of The Score, the prophecy same element, the circle will light
that has bound humanity’s actions up in that element’s color to signify
for thousands of years. that an FOF change is available.
Finally, if a character stands in the
The game’s “Flex Range Linear Mo-
circle and performs a specific skill
tion Battle System” (FR-LMBS) is
Asian Release that corresponds with the FOF cir-
real-time. The game controls are
cle, the skill will be upgraded into
very similar to other Tales games,
a more powerful version. Enemies
especially Tales of Symphonia, ex-
can also use and create FOF fields.
cept with increased maneuverabil-
As with other Tales games, char-
ity. The player can attack, defend,
acters can engage in “Over Limit”
perform a skill or call up a menu
mode when their green OVL bar
with multiple functions, such as us-
is full. This can be filled by com-
ing items or commanding an ally
pleting combos and making criti-
to perform an action. This system
cal hits. During Over Limit, char-
offers multiplayer co-op battles,
acters can use their Mystic Artes
and the camera for this mode is
(Hi-Ougis), powerful skills that
improved over the one found in
can only be performed when cer-
Tales of Symphonia, zooming out
tain conditions are fulfilled. Every
as characters move away from each
character has one standard Mystic
other so that other players are now
Arte, along with an additional hid-
always on screen. A new feature,
den one unlockable only on repeat
“Free Run,” allows the player char-
plays. Enemy boss characters have
acter to run in any direction, unlike
Mystic Artes as well.
previous Tales games.
Many recurring features
The game features many
in the Tales series return, such as
skills and spells to unleash upon
skits, grade, cooking, and titles.
enemies. Characters can learn “AD
“Grade” is awarded after
Tales of the Abyss • 3091
each battle, either raising or lowering The game was directed by
the player’s total number of points Yoshito Higuchi who also acted as
depending on how the battle was director of Tales of Symphonia and
played. For example, defeating the previously served on the develop-
enemies within a short period or time ment team of Namco’s fighting game
or getting a large combo will increase franchises Tekken and Soulcalibur.
the grade awarded; characters being Abyss’s Free Run battle system was
killed or having negative status ef- originally designed for Symphonia
fects on them will lower the grade ac- and implemented in the middle of
quired. At the end of the game, play- development, but was removed due
ers can use earned Grade to purchase to possible player exploitation of the
bonuses for the next playthrough. game’s enemy AI making battle too
Abyss also features the cook- easy. This problem was avoided in
ing system. The player collects reci- Abyss by designing the battle system
pes and ingredients throughout the around this feature from the begin-
game, and can use them to cook ei- ning. The FOF feature was added to
ther after battles or between battles. supplement the Free Run system,
Unlike Tales of Symphonia, up to with Higuchi stating that “we need-
four different recipes can be set to ed to have battle positioning play a
the control pad for use after battle. more important role if we wanted
Different recipes require different players to use Free Run at all,” with
items and have different effects. The the concept becoming more stream-
player can increase characters’ cook- lined as development when on. The
ing stats for each recipe by having North American version of Tales of
them cook the recipe frequently. the Abyss includes new Mystic Arte
Abyss features titles which attacks for most of the main charac-
each character gains through a se- ters not seen in the original Japanese
ries of tasks or events. Titles have release, but also removed all spo-
various effects, some of which are ken dialogue from the optional skit
stat-related. In the tradition of new- cutscenes, translating only the text.
er Tales games, some of these titles Tales of the Abyss was well received
also change costumes. Each charac- in Japan, with Weekly Famitsu mag-
ter has unique costumes; to acquire azine awarding it a 36 out of 40, and
additional costumes, the player must was later ranked 44th in a Famitsu
accomplish certain tasks. Unlike reader poll of the 100 greatest games
some other Tales games, every title of all time in March 2006. The PS2
in Tales of the Abyss carries a spe- version has sold approximately
cial effect, varying from discounts in 734,000 copies worldwide.
shops to recovering small amounts of Overall, English reviews for
HP periodically. the game became “favorable” accord-
The first mention of Tales of the ing to Metacritic. The game has been
Abyss occurred when Namco filed a praised for its diverse cast with IGN
trademark for the game in December particularly placing attention on the
2004, and first formally announced game’s protagonist and his ensuing
the title in an August 2005 issue of character development. Others like-
Weekly Shōnen Jump magazine, wise praised the game’s dialogue and
where the company also announced cut-scene direction, although some
that the title would be released in cel- questioned both the overabundance
ebration of the series’ tenth anniver- of “skits” which popped up from time
sary. to time as well as the localization
team’s decision to omit the voice-
acting that accompanied the skits.
3092 • Tales of Fandom Vol. 2
Tales of Fandom Vol. 2 6.8
Developer Namco Bandai Games
Publisher Namco Bandai Games
Release date (jp) June 28, 2007
Genre Role-playing, Adventure
Mode 1 Player
Tales of Fandom Vol.2 (テイルズ オブ ファンダム V
ol.2 Teiruzu obu Fandamu Voryuumu Tsu?)
is the second game of the Tales of Fandom sub-
series within the Tales series. It is the sequel of
Tales of Fandom Vol.1 for the PlayStation.
There are two versions of Tales of Fandom Vol.2,
a “Luke Version” and a “Tear Version”. The game
is referred to as a voice adventure. There is an ad-
venture mode where the player can play as all of
the characters from the games Tales of Sympho-
nia, Tales of Phantasia, and Tales of the Abyss.
It includes such things as a timing battle, card
game, and more.
Those who purchased the game had received a
DVD named Tales of Fandom Gaiden.
“aselia.fandom.com”
6.3 Tantei Jinguuji Saburo:
Innocent Black
Developer WorkJam
Publisher WorkJam
Release date (jp) October 24, 2002
Genre Adventure
Mode 1 Player
This is part of the Jake Hunter, known in Japan
as Tantei Jingūji Saburō (探偵神宮寺三郎, “Detec-
tive Saburō Jingūji”), mystery adventure game
series originally developed and published by Data
East in 1987 for the FamiCom Disk System, and
later developed by WorkJam, Marvelous Enter-
tainment and Arc System Works. The franchise is
currently owned by Arc System Works.
In this game, Jingūji is asked to search for a miss-
ing daughter from the director of a hospital where
he had received treatment. This small case gradu-
ally expands to revive a deep and complex mys-
tery.
The game’s scenario was written by Yutaka Kami-
naga of WorkJam.
They Came from the Skies • 3093
Tantei Jinguuji Saburo: 7.1
Kind of Blue
Developer WorkJam
Publisher WorkJam
Release date (jp) April 22, 2004
Genre Adventure
Mode 1 Player
This is the second and last game released on the
PS2. Player once again take control of Jake Hunt-
er, a 32-year-old private detective who operates a
detective agency in Shinjuku, Tokyo.
Jingūji is bored and tired after several months
without any cases. He gladly returns to work
when the Kantō mafia requests the investigation
of a certain individual.
5.1 They Came from the Skies
Developer Midas Interactive Entertainment
Publisher Midas Interactive Entertainment
Release date (eu) August 24, 2007
Genre Shooter
Mode 1 Player
They Came From the Skies is an arcade 3D shoot-
’em-up where the player can choose between two
different look alike aircrafts of that decade - a jet
fighter and a bomber. In the following 20 mis-
sions the main task is to keep control of the sky
by fighting flying saucers and defeating mother
ships. There is also the chance to enter the en-
emy’s flying objects to beat them with their own
weapons.
Thunderbirds 3.3
Developer Pukka Games
Publisher Blast! Entertainment
Release date (eu) July 6, 2007
Genre Action
Mode 1 Player
Thunderbirds is based on the TV series by the
same name. The player enrolls in the Internation-
al Rescue company and takes control of the Tracy
family and their Thunderbird spacecraft’s.
The game is played from a birds eye perspective
and lets the player control the Thunderbird crafts.
The game offers over fifty missions witch include
transport nuclear material, navigating the depths
of the ocean, explore space and help civilians.
3094 • Taishou Mononoke Ibunroku
6.5 Taishou Mononoke Ibunroku
Developer Gust
Publisher Gust
Release date (jp) February 27, 2003
Genre Strategy
Mode 1 Player
Taisou Mononoke Ibunroku is developed by Gust,
creator of the Atelier Marie series. The story takes
place in the era of Taisho in Japan, where there are
demons, called mononoke, wandering at night.
There are 5 playable characters, each with differ-
ent goals, stories and personalities.
The game is turn based, and divided into Adven-
ture Part and Hyakki-Yagyou Part (RPG part),
each turn is 15 days. In the adventure part players
can collection information, purchase items and
explore various places, special events also occur
in specific days. In the RPG part, players will en-
ter the battle fields, defeat all the mononokes and
obtain the jade from the demons.
Players can also capture the mononoke and train
them to battle for them. There are a total of 37
kinds of mononokes, each with its own special
skills, elemental attribute. Players can equip the
mononokes with different kinds of armors and
accessories. The mononokes can evolve to various
forms and classes.
“Tsubaki/MagicBox@the-nextlevel.com”
Tecmo Hit Parade
4.5
Developer Tecmo
Publisher Tecmo
Release date (jp) November 25, 2004
Genre Compilation
Mode 1-2 Players
Tecmo Hit Parade is a collection of seven classic
Tecmo arcade games. Bonus material include;
dip switch settings, debug modes, reproduction
of printed materials and instructions.
The games included are:
Star Force Pinball Action
Solomon’s Key Pleiads
Bomb Jack Senjyo
Tecmo Cup
Xbox released a similar compilation called Tecmo
Classic Arcade which was released worldwide.
The Xbox version included 4 more games;
Rygar, Strato Fighter, Swimmer and Tecmo Bowl.
TearRing Saga Series: Berwick Saga • 3095
TearRing Saga Series: 7.8
Berwick Saga
Developer Enterbrain
Publisher Enterbrain
Release date (jp) May 26, 2005
Genre Turn-based strategy
Mode 1 Player
TearRing Saga Series: Berwick Saga is officially
the sequel to the original PlayStation game, Tear-
Ring Saga: Utna Heroes Saga, the games are not
significantly related by plot, and the Berwick Saga
battle and skill systems borrow significantly less
from Fire Emblem than the Utna Heroes Saga
battle and skill system did; because of this, the
two games barely resemble each other in terms of
gameplay. Premium Box
Berwick Saga takes place on the continent of Laz-
beria in the same world as Lieberia from TearRing
Saga: Utna Heroes Saga, but roughly a millenni-
um after the events of that game. The protagonist
Reese is the young prince of Chinon arrives in the
Duchy of Narvia with a small company of knights.
However, beset by enemies both external and in-
ternal, the revitalized Berwick League is in danger
of falling apart once more.
The sequel is still largely played as a tactical RPG,
but featured fundamental differences from the
first game, including character movement operat-
ing on a hexagonal layout instead of a square grid,
being able to temporarily recruit random civilians PlayStation 2 the Best
by interacting with them, and being able to recruit
them permanently if certain criteria are met.
Berwick Saga debuted at no. 2 on the Japanese
weekly charts, but sold far less than its predeces-
sor, selling only 84,000 copies. Analysts suggest
the dip in sales was due to launching at the same
week as a number of other Japanese titles, includ-
ing Namco X Capcom, SD Gundam G Generation
DS and Hanjuku Hero IV.
The game was well received, with Kotaku listing
it as an honorable mention in their list of the best
PlayStation 2 games of all time, with the review-
er stating that it was “probably the best tactical
strategy RPG [he] ever had the pleasure of play-
ing”. Despite this, it would be the last game in the
series, and the last major game created by Kaga
to date.
Taz Wanted • 3097
Taz Wanted 6.5
Developer Blitz Games
Publisher Infogrames
Release date (us) September 17, 2002
Genre Action-platformer
Mode 1-2 Players
Taz: Wanted is an action-adventure video game
released in 2002 by Blitz Games. The game fea-
tures the Looney Tunes character the Tasmanian
Devil.
The story has Yosemite Sam capturing Taz and
locking him up as a circus animal and is planning
to turn Taz’s homeland into a amusement park.
But Taz escapes from Sam and once again is going
on the rampage to stop Sam’s plans for his home-
land.
Players will go through 15 different levels, each of
which can be destroyed using spin, bounce and
burp attacks. Taz can get foods such as hot chili
and soda to aid his mission of vengeance against
Sam.
The game was nominated for 2002 BAFTA award
in category ‘Best Children’s Entertainment’.
“mobygames.com”
5.6 Teen Titans
Developer Artificial Mind and Movement
Publisher THQ
Release date (us) May 24, 2006
Genre Beat ‘em up
Mode 1-2 (4) Players
Teen Titans is based on the cartoon of the same
name. The Titans receive a video game in the mail,
but find themselves trapped inside when they try
to play it. They must battle their way through
many enemies, including bosses drawn from the
show, to escape.
The game features the Teen Titans (Robin, Raven,
Cyborg, Starfire, and Beast Boy) as playable char-
acters in story mode. Players are able to switch
between any of the five Titans in real time, each
with unique fighting abilities, and the game al-
lows up to four players simultaneously.
Aside from the game’s story mode, players can
fight against each other in a versus battle mode,
known as Master of Games, with 31 unlockable
characters.
3098 • Tenkuu Danzai Skelter Heaven
Tenkuu Danzai Skelter Heaven
6.6
Developer Design Factory
Publisher Idea Factory
Release date (jp) November 25, 2004
Genre Adventure
Mode 1 Player
Tenkū Danzai Skelter+Heaven revolve around
Wet Prope, a military project that create artificial-
ly-enhanced super-soldiers, capable of piloting
large, powerful mechs known as Skelters. In the
year 2030, 15 years after the project was initiated,
hostile squid-like alien creatures have begun ap-
pearing, and there’s nobody else but the Skelters
pilots capable of fighting them.
Tenkū Danzai Skelter+Heaven is a sci-fi visual
novel with very light rhythm game elements. The Limited Edition
player takes the role of Otsuya, part of the Wet
Prope project and the direct commander of the
pilots. The game mostly proceeds as semi-voiced
text and graphics, with occasional dialogue choic-
es influencing the story and Otsuya’s relationship
with the pilots. Battle scenes play out from a first-
person view from the cockpit; targets approach
the center of the screen from different directions,
and the player must press the correct buttons at
the right time to “assist” the pilot. Performance
in these sections also affects the outcome of the
story.
The limited-edition package contains the game
along with a drama CD, an artbook with produc-
tion artwork, and a scenario material booklet for
the anime adaption.
“mobygames.com”
Technictix 7.3
Developer Arika
Publisher Arika
Release date (jp) January 25, 2001
Genre Music
Mode 1-2 Players
Technictix is a music/rhythm based game only
released in Japan. The game features techno
music as its backing, which causes ripples in the
on-screen water. Players must move the in-game
characters, Knitty and Rain to the ripples and tap
buttons in line with the music.
The game also feature a multiplayer mode where
two players can play simultaneously.
Technic Beat • 3099
Technic Beat 6.7
Developer Arika
Publisher Arika , (us) Mastiff
Release date (jp) November 7, 2002
Genre Music
Mode 1-2 Players
Technicbeat is a sequel to Technictix and feature
similar gameplay. Players select a song from a
preset list and then “play” their chosen song us-
ing their on-screen character.
Most of Technicbeat’s gameplay takes place on
a square-shaped area called a “stage”. During
gameplay, circle-shaped “markers” appear on the
stage. When these markers first appear, a small
circle appears in the center of each marker and
then expands like a ripple toward the marker’s
outer edge. The player’s goal is to “activate” all the
markers that appear by placing their on screen
character on top of the marker and pressing a
button when the marker’s inner circle overlaps its
outer edge.
Similar to the groove gauge in Beatmania,
Technicbeat has a “tension indicator” to notify a
player of how well they is performing. This indi-
cator fills when a player activates a marker and
empties when the player misses a marker. In or-
der to “pass” a song, the player must fill their ten-
sion indicator past a certain point, known as the
“clear line”.
At the end of each song, players are re-
warded with points based on their accuracy, their
timing, and the number of chains and chords
formed.
The game has six playable characters. Each char-
acter has a unique “action” that allows that char-
acter to move markers from one place to another.
In addition, each character also has their own
individual “super action” that may only be used
three times per song.
Technicbeat contains seventy-three unique songs.
The music selection covers a wide range of elec-
tronic music, including trance, techno, and drum
‘n bass. The game also contains remixes of songs
from classic Namco games, including Mappy, Dig
Dug, Galaxian 3, Burning Force, along with Ari-
ka’s earlier Street Fighter EX.
On release, Famitsu magazine scored the game 32
out of 40.
3100 • Teenage Mutant Ninja Turtles
5.9 Teenage Mutant Ninja Turtles
Developer KCE Studios
Publisher Konami
Release date (us) October 21, 2003
Genre Beat ‘em up
Mode 1-2 Players
Teenage Mutant Ninja Turtles is a beat ‘em up
based on the 2003 TV series. The main gameplay
loosely adapts different episodes from season, as
well as a level that is not derived from the ani-
mated series.
The player can play as either Leonardo, Donatello,
Michelangelo or Raphael. Each turtle has his own
unique set of levels to complete. There is a story
mode for one or two players, and there is also a
versus mode where two players can fight head to
head. In the versus mode, players can fight as all
4 turtles, Splinter, Casey Jones, Hamato Yoshi,
The Turtlebot, Hun, Oroku Saki, and Shredder. A
Challenge mode is unlockable by defeating Oroku
Saki with any Turtle in the Story Mode, which
needs to be complete to unlock Hamato Yoshi and
his dojo.
Teenage Mutant Ninja Turtles 2:
Battle Nexus 4.7
Developer KCE Studios
Publisher Konami
Release date (us) October 19, 2004
Genre Beat ‘em up
Mode 1-2 (4) Players
Teenage Mutant Ninja Turtles 2: Battle Nexus has
cell-shaded graphics and has the classic arcade
game of Teenage Mutant Ninja Turtles as an un-
lockable. Battle Nexus is based mostly on the end
of the second season of the 2003 animated TMNT
series. The game also has 4 tournaments consist-
ing of waves of enemy attacks.
Unlike the 2003 TMNT game, Battle Nexus sup-
ports up to four players. Each turtle now has their
own unique ability and special fighting moves
that fit in with their personality: such as operating
switches and computers, or moving or destroying
stationary objects. In single-player mode, players
can switch turtles on the fly in order to accom-
plish the various tasks. Throughout some levels,
the turtles also have racing sections over various
terrains.
Teenage Mutant Ninja Turtles 3: Mutant Nightmare • 3101
Teenage Mutant Ninja Turtles 3: 5.3
Mutant Nightmare
Developer KCE Studios
Publisher Konami
Release date (us) November 1, 2005
Genre Beat ‘em up
Mode 1-2 (4) Players
Teenage Mutant Ninja Turtles 3 is divided into
four sections, called “Episodes” dealing with dif-
ferent episodes, but mostly the third season.
The game has the same look and control scheme
as the previous 2 games. Also, like the previous
game it is a beat-em up action game. The game
feature a 4-player mode. All 4 turtles can be on
screen at the same time. With the other turtles
players can make teamed up group attacks to at-
tack a target and perform special moves. In addi-
tion there is an ultimate turtle mode, where the
turtle will become temporarily invincible and be
able to blow through lots of enemies easily. By
gathering special items like crystals, players can
upgrade their turtles, giving them new techniques
and special moves.
After competing episode 1 in Teenage Mutant
Ninja Turtles: 3 Mutant Nightmare, the player
will unlock a slightly altered version of the arcade
game, Teenage Mutant Ninja Turtles: Turtles in
Time.
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TMNT: Mutant Melee
6.1
Developer Konami Computer Entertainment Hawaii
Publisher Konami
Release date (eu) October 14, 2005
Genre Fighting
Mode 1-2 (4) Players
Teenage Mutant Ninja Turtles: Mutant Melee is
a 3D fighting game based on the 2003 animated
series. The combat system is similar to the earlier
games based on that series, but unlike them, it is a
competitive vs. fighting game. It is not a tradition-
al one-on-one fighter, but an arena-based, four-
player game - somewhat along the lines of Power
Stone. Most of the characters from the series are
playable in this game
In the game there are 4 game modes: Last Man
Standing, Knock Out, King of the Hill, and Keep
Away.
3102 • TMNT
6.1 TMNT
Developer Ubisoft Montreal
Publisher Ubisoft
Release date (us) March 20, 2007
Genre Beat em up
Mode 1 Player
TMNT is a single-player action-adventure multi-
platform action game based on the 2007 film of
the same name, and was released three days be-
fore the actual movie’s release for the Xbox 360,
Wii, PS2, GameCube, Nintendo DS, and PlaySta-
tion PSP, as well as for the Windows.
The gameplay in TMNT contains many acrobatic
segments in the vein of another Ubisoft game se-
ries, Prince of Persia. The game features 16 story
(us) Greatest Hits levels and 16 unlockable challenge levels. Each
turtle can perform moves like double jumping,
running along and up walls, gripping onto tiny
cracks in the walls, and jumping from wall to
wall to scale heights. Most of the game is spent
making their way to the next destination by using
ninja moves to explore New York. Each character
also has their own special move: Leo can traverse
through walls, Raph can use his Sais to scale par-
ticular surfaces, Mikey can use his Nunchucks as
helicopters to float for a short period, and Don
can pole vault across long gaps with his Bo Staff.
Sometimes, battles will occur - in these situa-
tions, players will be locked in an arena and must
battle all the enemies before they can move on.
In battles players can use one button for standard
attacks, or charge it for a more powerful one, and
another button for light attacks that push enemies
away. If the fellow turtles are on-screen, players
can also hold down their character swap button
for a tandem co-op attack.
Ubisoft secured the rights from Konami, who
had produced all the previous TMNT games. The
game’s creative director Nick Harper said “The
TMNT movie is all about the emotions associated
with family and teenage angst. We’ve taken that
philosophy and turned it into gameplay mechan-
ics that will be fun and challenging.” Ubisoft has
stated the focus within the game is “on the four
turtle brothers finding out their differences and
getting through family problems”.
TMNT received mixed reviews with many critics
praising its action platforming, while criticism
went to its repetitive combat, bad camera, and
lack of multiplayer.
Teenage Mutant Ninja Turtles: Smash-Up • 3103
Teenage Mutant Ninja Turtles: 7.2
Smash-Up
Developer Game Arts
Publisher Ubisoft
Release date (us) September 22, 2009
Genre Fighting, Action
Mode 1-2 (8) Players
Teenage Mutant Ninja Turtles: Smash-Up is a
fighting game for the Wii and PS2. It was devel-
oped by Mirage Studios and Game Arts, co-devel-
oper of Super Smash Bros. Brawl. Smash-Up has
many similarities with Brawl, with similar game
modes, gameplay and controls. The game was re-
leased by Ubisoft in September 2009 in celebra-
tion of the TMNT franchise’s 25th anniversary.
Teenage Mutant Ninja Turtles: Smash-Up is a
4-player 2.5D fighting game. During battle, play-
ers attempt to KO opponents by depleting their
life bar, knocking them off the stage or into traps.
Each character has their own unique move set,
with many able to perform additional techniques
such as clinging to and leaping from walls. Char-
acters are color-coded on-screen via an optional
glow effect to help players keep track of their
character. Like Super Smash Bros., the game fea-
tures many customizable options for battles.
The game stresses interaction with the environ-
ment, and stages in the game feature traps, chang-
es to the stage itself and interactive elements.
Items will occasionally appear on the stage for
players to collect, including life-restoring pizza
and ninja skills that grant players special abilities
like fire breathing and electrical shields.
In addition to standard Battle Royal multiplayer
battles, Smash-Up offers several other gameplay
modes. Arcade features a brief story in which
Splinter arrange a tournament, with unique end-
ings for each of the seven characters. Survival
challenges players to defeat 100 opponents before
they lose three lives. Swap-Out allows players to
choose two characters and switch between them
at will in battle. Mission Mode requires players to
complete certain objectives in pre-set scenarios,
such as attacking targets or defeating an opponent
within a time limit. The game also features Tour-
nament and Practice modes, as well as additional
mini-games and online multiplayer features.
Upon release, the game received generally posi-
tive critical reception.
3104 • Tekken Tag Tournament Magazine Article
MASAHIRO KIMOTO
THE DIRECTOR OF TEKKEN TAG TOURNAMENT
by: PSM2 2000 Jan #01
Many developers are reporting that it’s very as a new trial, with players seeing character detail
difficult to develop for PS2. How long did it take which can’t be seen in the game. Another reason is
you to finish the game? that the game data took up most of the capacity of
We began to work on the arcade version of Tekken the CD-ROM, leaving storage short for many CG
Tag Tournament in December 1998 and released movies.
it in July 1999. Another team had been making a
Why did you choose bowling as a hidden game?
basic study of developing the game on PS2 since
Firstly we thought that we had to offer something
February 1999 and exhibited it when PS2 was
enjoyable to players who find the game difficult,
introduced to the public. Thereafter it took eight
while introducing characters in Tekken Bowl to ap-
months to develop Tekken Tag Tournament title for
peal to others who can’t use all characters in the
PS2 by a joint team of the two.
main game. The name is a parody of Tekken 3 hid-
It’s hard to compare the development time
den game, Tekken Ball.
with that for software developed by other manu-
As a tip for getting a high score, remem-
facturers, but we completed it in a comparatively
ber that there are three types of characters, Her-
short time among the titles we have developed.
culean Strength, Backbone and Control First.
How much of PlayStation 2’s potential do you Use Backbone (Paul, Heihachi, etc.) for the first
feel you’ve used for Tekken Tag? pitch, then Control First (Xiaoyu, Wang, etc.) to
I have to answer that we used 100% of our capa- earn points without fail, or a character holding a
bility at that time. When we worked on the first radar (Yoshimitsu, Bryan) to pinpoint. Out of all
Tekken, we never imagined that a game like Tekken the characters, members of the development team
3 would be possible on the same PS. So we expect have got perfect games with Paul, mostly...
there will be the evolution we now never think of
What do you think is the maximum number
on and after the next game.
of truly different characters you can feature in
What aspects of the game are you happiest with? Tekken?
We are happiest with all aspects of the game. I think that we have reached the limit number of
Among them? All commands can be confirmed characters in every respect and feel it’ll be hard
during playing. to introduce more characters without affecting the
personality of each character.
Could you highlight some of the most impres-
sive details of Tekken Tag for readers who have What do you foresee as the next revolution in
yet to see the new game? fighting game play mechanics?
I think they’d have to be the outstanding charac- We always grope for its revolution. When we find
ters from the older games of Tekken series, and the the answer, we’ll incorporate it in a game. The
more dynamic depiction of the fighting scenes. We Emotion Engine in PS2 has made us realise exactly
have recreated a model apparently made of poly- what Tekken lacks. We will prepare it to show you
gons into a character looking smooth and active if the next Tekken is to be developed.
(real) and scenes that show perspective (depth).
Where do you see the Tekken series going now?
We miss the lengthy CG end movies and the I can only say that Tekken Tag Tournament was re-
long replays of ‘finishers’. Why were these re- leased as a game with different features from the
moved? rest of the Tekken series. I am not sure where it will
As for finishing moves we had to make them short go in the future althought we want to make a play-
to meet the specifications of the original Tekken ing system different from both the Tekken series
Tag Tournament game, while in the CG end mov- and Tekken Tag for the sake of fun when we work
ies we wanted to produce a show using real models on the next version.
3106 • Tekken Tag Tournament
8.5 Tekken Tag Tournament
Developer Namco
Publisher Namco, (eu) SCEE
Release date (jp) March 30, 2000
Genre Fighting
Mode 1-2 (4) Players
Tekken Tag Tournament was re-
xxx when a resting fighter’s lifebar
leased as an arcade game in 1999 is flashing, that character can be
before becoming a North Ameri- tagged in to be given a temporary
can and European launch title for boost in strength. Unlike other tag
the PlayStation 2 in 2000. The ar- games such as Capcom’s Vs. series,
cade version operated similarly, players are defeated when only one
but ran on a 32-bit graphics engine of their fighters lose all of their
like Tekken 3. It received upgrad- health, requiring players to be stra-
ed graphics when it was ported to tegic about tagging their fighters.
the PlayStation 2. A remastered In the event of a timeout, the team
version of the game titled Tekken with the most accumulative health
Tag Tournament HD was released remaining wins the round.
for the PlayStation 3 in November The game features over 35
2011, as part of Tekken Hybrid. characters that previously appeared
Tekken Tag Tournament is a non- in Tekken 2 and Tekken 3. In addi-
canon game which means it has no tion, there is a boss character, Un-
storyline. According to Namco, it known, who is similar to Tekken 3’s
brought back the characters that Mokujin in that she can randomly
did not return to Tekken 3: Baek imitate any character’s fighting
Doo San, Bruce Irvin, Jun Kazama, style, albeit she is able to change
and Kunimitsu. Their ages were still her style any time during the fight.
the same from the previous Tekken The PS2 version added enhanced
games. It is more of a compilation graphics and various modes, in-
of the Tekken series giving fans cluding 1-on-1 mode, in which
the opportunity to play as almost players only choose one fighter
every character in the series up to each, and Team Battle, where play-
that point, including many of those ers choose up to eight battles and
that had apparently been killed off play with the tag rules, with each
in the main Tekken storyline. Of all new character replacing the one
the returning characters, Kazuya that was defeated (the remaining
Mishima was the most heavily pro- fighter must fight on his/her own).
moted, as he was featured promi- Also featured is the “Tekken Bowl”
nently on the game’s cover art and mode, a bowling minigame where
promotional material. each character has different attri-
butes.
Continuing the fighting mechanics
The arcade and console ver-
from Tekken 3, Tekken Tag Tourna-
sions of Tekken Tag Tournament
ment sees players battling in teams
differ slightly. The arcade version
of two characters. At any point in
utilized the graphics engine of Tek-
the match, the player can hit a tag
ken 3. These graphics ran using the
button to swap out with their other
Tekken 3 PCB board, based on the
fighter, allowing the resting fighter
PlayStation hardware. The console
to recover some lost health. The
version ran on a highly updated en-
tag can be implemented in many
gine, utilizing the PS2’s graphics
ways, such as in between combos
processor. The game does not run
or utilizing special throws. At times
on a 32-bit engine, yet on a new
Tekken Tag Tournament • 3107
and updated engine highly similar to GameRankings. Jeff Gerstmann of
that found on Tekken 4. The back- GameSpot gave it a 9.6 out of 10 de-
ground designs and BGMs differed scribed it as “delivering the same sol-
too, as the console version has new id gameplay that Tekken fans crave
updated tracks, while the arcade ver- in large doses” but added “wait for
sion was based on MIDI tracks with Tekken 4 to find that out”. IGN gave
an instrumental backing. Unknown it an 8.7 out of 10, praising its graph-
is not playable on the arcade version, ics and character moves. Prince Paul
yet the character is on the PS2 ver- of GamePro praised Tekken Tag
sion. The arcade version also allows Tournament for its visuals “where
players to only select the alternative you could see individual blades of
colors that have been added to the grass!” In Japan, Famitsu scored the
costumes at first, while the normally PS2 version of the game a 38 out of
colored ones are unlocked when the 40.
bonus characters are. There are also The game was added to the
crucial differences concerning the list of Sony Greatest Hits games on
playability of the characters, as some March 1, 2002. In 2007, IGN listed
moves or attacks are much more ef- Tekken Tag Tournament as the 23rd
ficient in the arcade version than in best game on the PS2. In 2008, PSM
the console version and vice versa. stated “Tekken Tag is regarded as
As the game was made to be a com- the best installment in the series”.
pilation of previous games, the game
include nearly every character from
the original Tekken up to Tekken 3.
The only absent characters in the
game that were playable in previous
entries of the series are the original
Jack, the first King, the first Kuma,
Marshall Law, Dr. Bosconovitch, and
Gon. Dr. Bosconovitch, however,
makes a cameo appearance in the
Tekken Bowl mode as a spectator.
By July 2006, Tekken Tag Tourna-
ment had sold 1.4 million copies
and earned $48 million in the Unit-
ed States. Next Generation ranked
it as the 35th highest-selling game
launched for the PS2, Xbox or Game-
Cube between January 2000 and
July 2006 in that country. Combined
sales of Tekken games released in
the 2000s reached 3 million units
in the United States by July 2006.
It received a “Platinum” sales award
from the ELSPA, indicating sales of
at least 300,000 copies in the United
Kingdom.
Tekken Tag Tournament received
highly positive reviews from critics.
It has an aggregate score of 85/100
on Metacritic, and a score of 86% at
Tekken 4 • 3109
Tekken 4 7.9
Developer Namco
Publisher Namco, (eu) SCEE
Release date (jp) March 28, 2002
Genre Fighting
Mode 1-2 Players
Tekken 4 is the fourth main installment in the
Tekken franchise, and was the second game in the
Tekken series released for the PS2. Developed and
published by Namco, it was released as an arcade
game in 2001 and on the PlayStation 2 in 2002.
While relatively popular in its day, it is often con-
sidered by fans to be the worst main-series Tek-
ken game, due to the omission of many popular
characters and the introduction of major balance
issues and bugs that impaired competitive play.
It is also considered the most experimental Tek-
ken game, featuring several game-changing new
mechanics that never returned in later iterations.
The game takes place two years after the King
of Iron Fist Tournament 3. The former fighting
champion and corrupt oligarch Heihachi Mishi-
ma is attempting to achieve immortality. To do
so, he needs the Devil gene, possessed by both his
son Kazuya, whose body is stored in the labs of
the G Corporation, and his grandson Jin. How-
ever, Heihachi’s Tekken Force is defeated by the
resurrected Kazuya. Meanwhile, Jin goes into a
self-imposed exile. In order to lure Kazuya and
Jin out, Heihachi announces the fourth King of
the Iron Fist championship, the final prize being
the ownership of his corporation.
Tekken 4 introduced significant new gameplay
changes from the previous games in the series.
For the first time, it allowed players to maneuver
around an arena interacting with walls and other
obstacles for extra damage. These “environmental
hazards” in turn allowed players to juggle oppo-
nents for consecutive combos and allowed the de-
signers to implement a “switch maneuver”, which
let players escape from cornering and throw the
tide in their favor. Also, the game engine had been
tweaked to be more focused on the environment,
causing the characters to move more slowly and
fluidly than in Tekken Tag Tournament. Finally,
the game introduced a brand new graphics sys-
tem, that featured increased lighting, dynamic
physics, and smoother surfaces.
In high-level tournament play, it became
apparent that the engine changes caused the game
to heavily favor quick jabs and punches, upsetting
3110 • Tekken 4
some fans due to the decline in usefulness of The game features a total of 23 characters. Re-
more complex moves and strategies. Jin Kaza- turning from Tekken 3 are Bryan Fury, Eddy
ma especially was very over-powered, and if one Gordo, Heihachi Mishima, Hwoarang, Jin Kaza-
were to look at the tournament records, he was ma, Julia Chang, King II, Kuma II, Lei Wulong,
used by nearly every top player. Ling Xiaoyu, Nina Williams, Panda, Paul Phoe-
Tekken 4 includes a beat em’ up mini- nix, and Yoshimitsu. In addition, there are three
game available from the outset called Tekken characters from Tekken 2 who make their return
Force. Similar to the previous minigame found to the canon series (two of them have previously
in Tekken 3, it presents the player with an over- appeared in the non-canon Tekken Tag Tourna-
the-shoulder perspective as they fight wave upon ment): Kazuya Mishima, Lee Chaolan, and Mar-
wave of Heihachi Mishima’s Tekken Force sol- shall Law.
diers through four stages, eventually facing Hei- The game also introduces six new charac-
hachi himself. The player can pick up health and ters to the roster: Christie Monteiro, a Capoeira
power-ups while they fight waves of enemies. In student in search for her friend and teacher,
the mini-game, it is discovered that the Tekken Eddy Gordo, Combot, a general purpose robot
Force soldiers possesses different ranks in the created by the Violet Systems who is able to
organization, evident in different amounts of mimic other characters’ fighting styles, Craig
stamina, strength, and skill. A new Story mode Marduk, an undefeated Vale Tudo fighter who
in the home version unlocks cutscenes when had killed Armor King and is joining the tour-
played, in contrast to previous installments in nament under the lure of Armor King’s student
which such cutscenes were unlocked from play- King II, Miharu Hirano, the best friend of Ling
ing the Arcade mode. Xiaoyu who also serves as her palette swap,
Steve Fox, a young boxing champion who seeks
to find out about his past, and Violet, the alter-
ego and palette swap of Lee Chaolan.
While most characters face Heihachi at
the end, four characters have their own boss
characters: Kazuya and Hwoarang face Jin, Lee
faces Combot, and Heihachi faces Kazuya. In
addition, Tekken 4 featured unusual costumes
for the returning characters, and replaced the
character Mokujin with Combot.
Tekken 4 has received an averaged score of 81%
at GameRankings and 79/100 at Metacritic.
Edge gave it a mediocre review, highlighting the
game’s experimental and pretty nature, and that
overall it is a more solid and thoughtful propo-
sition than its predecessor, but concluded that
the game feels “over-familiar and curiously un-
inspired.” On the other hand, GameSpot’s Greg
Kasavin referred to it to “one of the better fight-
ing games in years” and “an extremely solid,
long-lasting, accessible, and fun-to-play fight-
ing game that comes from one of the world’s
best developers of the genre.” GameSpot later
nominated Tekken 4 for “Best Fighting Game of
2002”. IGN’s Jeremy Dunham noted the walls
and confined spaces as “probably Namco’s wis-
est decision,” and called the game “a solid fight-
er in every sense of the word.”
“tekken.fandom.com”
Tekken 5 • 3113
Tekken 5 8.8
Developer Namco
Publisher Namco
Release date (us) February 24, 2005
Genre Fighting
Mode 1-2 Players
Tekken 5 was released for the arcades and in 2005
for the PS2. It is the fifth main installment, in the
Tekken series, marking the tenth anniversary of
the series. The game was upgraded to Tekken 5.1,
which had mostly balance changes to the game-
play, and later an update Tekken 5: Dark Resur-
rection which was released for arcades in 2005
and later ported to the PSP as Tekken: Dark Res-
urrection and on the PS3.
Set moments after Tekken 4, Jin Kazama’s de-
parture from the Hon-Maru dojo, G Corporation
helicopters approach and begin deploying Jack-
4s pods on the building Heihachi and Kazuya
Mishima were in during the final scene of the
previous game. Kazuya betrays his father and es-
capes, while Heihachi is presumably killed. How-
ever, the Mishima Zaibatsu continues operating
as usual under undisclosed leadership. When
the fifth King of the Iron Fist tournament is an-
nounced, both Kazuya and his son Jin enter in in
an attempt to solve the mystery.
Tekken 5 incorporates a faster, more fluid fighting
system, improved graphics, returning characters,
and some of the Tekken series’ trademark infinite
stages. New to Tekken 5 is the crush system which
affects the vulnerability of a character while they
attack. For example, a move with jumping prop-
erties, such as a hopkick, will be completely invul-
nerable during most of its animation time to all of
an opponent’s low attacks.
It also retains its wall juggling concept
from Tekken 4, but the element is effectively less
easy to abuse and easier to defend against. The
home version is a collector’s edition of sorts, as it
includes the arcade versions of Tekken, Tekken 2,
Tekken 3, and StarBlade (as a mini-game at start
up). Tekken 5 also allowed players to customize
their fighter for the first time, allowing them to
change the colors of their outfits, buy additional
costumes (only available to a few characters), and
equip them with items by using money gained
from playing the Story, Survival, Time Attack, the
side-story Devil Within, and Arcade Battle modes.
Tekken 5 includes a beat ‘em up minigame
in direct lineage to the Tekken Force modes in
3114 • Tekken 5
Tekken 3 and Tekken 4 called Devil Within. This
minigame follows the adventures of Jin Kazama
as he searches the G Corporation in search for
information on his missing mother and other
answers. Being somewhat story oriented, the
player is not permitted to use their own choice
of characters like previous iterations. The game
also uses a limited button system, incorporat-
ing a Block and Jump button as well as sizing
down the attack buttons to simple “Punch” and
“Kick” buttons (though, some of Jin’s fighting
special moves can still be performed such as his
Demon’s Paw). Along with fighting various Jack
models in the mini-game, the player must pur-
sue minor key quests to proceed. This mode is
one of the two ways to unlock the playable ver-
sion of Jin’s Devil incarnation, Devil Jin.
The raised and lowered sections of floors
featured in the Tekken 4 levels were removed for
the fifth installment. This change made game-
play throughout each stage generally similar,
aside from wall placements. In addition to re-
moving the uneven nature of the Tekken 4 styled
stages, the design team returned to the style of
stages from previous games by having some
stages without barriers by allowing them to be
infinitely scrolling. For walled stages, the fights
take place in fairly symmetrical boxes without
any uneven walls (again, removing a feature in-
troduced in Tekken 4). Floors could also crack
after one of the characters hit it hard enough.
Only one part of a stage can be cracked at a time,
however.
Other changes over the Tekken 4 design
included the removal of the positional change
techniques, bringing back traditional air com-
bat (Tekken 4 removed back and vertical leaps
in favor of a more fluid 3D combat model) and
using a juggle system more akin to Tekken 3 as
opposed to the 4th game’s less juggle-friendly
gameplay. The fighters were also forced to re-
main stationary prior to the round beginning
(Tekken 4 allowed the fighters to move freely
before the opening of a round, fitting in with the
more position-based gameplay of that game).
The single biggest change is Devil Within
mode. This is the fourth installment in the Tek-
ken Force series (the first two instalments can
be found in Tekken 3 and Tekken 4 respectively.
The third instalment was released as the Tek-
ken spin-off game Death by Degrees). Similar to
Death by Degrees, ‘Devil Within’ focuses solely
Tekken 5 • 3115
on one playable character, Jin Ka- zama Style Traditional Martial Arts,
zama. This is a traditional platform Feng Wei, an arrogant prodigy of the
game in which players must guide God Fist, the fifth model of Jack se-
Jin through a series of labyrinth style ries again sent by his creator, Jane
levels and entire enemy armies. This to retrieve Jack-2’s memories from
mode features bosses, such as True Mishima Zaibatsu, Raven, a myste-
Ogre (from Tekken 3), who is not rious ninja agent, the wife-and-son
playable in Tekken 5. duo of boxing kangaroo Roger set,
The opening loading screen Devil Jin, the Devil form of Jin who
features a few seconds from a video uses Jin’s old move set composed
game based on an early 3-D Namco of his parents’ martial arts and also
space flyer StarBlade. Like with Ga- serves as the Stage 8 sub-boss, and
laga in the PlayStation version of the Jinpachi Mishima, the father of Hei-
original Tekken, players can control hachi who is resurrected from the
the space ship in the demo. The game dead by a vengeful spirit and serves
can also be unlocked for full play in as the unplayable final boss of Ar-
Arcade History mode. In addition, cade mode. After beating him new
players can also play the Arcade ver- game play theme songs and clips are
sions of the first three Tekken games. unlocked.
Each game comes with an option to It is the first canonical install-
use only the default characters, or ment of the series to have twenty de-
use the bosses and sub-bosses too; fault characters as opposed to ten in
console only characters are not fea- the previous three games and eight in
tured. the original (the non-canonical Tek-
The game features a total of 32 play- ken Tag Tournament also had twenty
able characters. Most characters default characters).
from Tekken 4 return, including As opposed to Tekken 4 where
Bryan Fury, Christie Monteiro, Craig every character spoke either Japa-
Marduk, Eddy Gordo (unlockable, nese or English, the developers had
costume swap for Christie), Heihachi some of the characters speak their
Mishima, Hwoarang, Jin Kazama, native languages in Tekken 5.
Julia Chang, Kazuya Mishima, King This Tekken game is notable for be-
II, Kuma II, Lee Chaolan, Lei Wu- ing the first game in the series to be
long, Ling Xiaoyu, Marshall Law, a sponsor for a professional combat
Nina Williams, Panda, Paul Phoenix, sport. That being the global wrestling
Steve Fox, and Yoshimitsu. Like its company, WWE hosting Backlash
predecessor, the game also sees the back in April 2005.
return of several characters from
Tekken 5 was met with mainly posi-
earlier games (mostly from Tekken
tive critical response, resulting in
2) that previously were cut from the
the scores of 89% at GameRankings,
canon series, including Anna Wil-
and a score of 88 out of 100 at Meta-
liams, Baek Doo San, Bruce Irvin,
critic. The game’s critical praise was
Ganryu, and Wang Jinrei, while re-
matched with commercial success.
moving Xiaoyu costume swap Mi-
As of July 2009, it has sold around 6
haru Hirano, Lee’s alter ego Violet,
million copies.
and Combot, who was replaced by its
Tekken 5 was ranked by Com-
predecessor Mokujin.
plex as the sixth best Playstation 2
In addition to returning char-
game. SNK staff member Falcoon
acters, the game introduces seven
said Tekken 5 was one of his favorite
new characters, six of which are play-
games in 2005.
able: Asuka Kazama, a hot-blooded
high school student practicing Ka-
3116 • Tenchu: Wrath of Heaven
7.9 Tenchu: Wrath of Heaven
Developer K2 LLC
Publisher From Software, (us, eu) Activision
Release date (us) March 3, 2003
Genre Action-adventure, Stealth
Mode 1-2 Players
Tenchu: Wrath of Heaven is an action-adventure
stealth game developed by Capcom subsidiary de-
velopment studio K2 LLC and originally released
for the PS2. It was later ported to the Xbox and
PSP. Unlike the first two Tenchu games, Tenchu
3’s story and gameplay is focused heavily on sor-
cery and magic.
This is the third game in the Tenchu series and
takes place a year after the events of Tenchu:
Stealth Assassins, chronologically. The game is
set in Feudal Japan. The game’s plot plays differ-
ently depending on the character chosen, but con-
nects at certain points. The story revolves mainly
around Rikimaru’s return and the struggle for
the Three Jewels, which are said to give power to
those who possess them.
The three playable characters include; Rikimaru
(力丸), a physically strong and powerful ninja.
Ayame (彩女), an agile young kunoichi (a female
ninja). And Tesshu Fujioka (鉄舟藤岡), a new char-
acter for the series, unlocked after completing Ri-
kimaru and Ayame’s story. He is a village doctor
that disguises as an assassin for the Muzen. Tes-
shu uses brute force, and pure strength in battle
and uses his fists as his weapons.
Using stealth ability, players must search their
way through mission after mission, complet-
ing quests either as Rikimaru or Ayame. Various
weapons and items, including the nimble ninja
sword and the bow and arrow, will aid them in
their quest.
The game also supports 2 player co-op and death-
match modes.
Wrath of Heaven received “generally favorable”
reviews according to Metacritic.
Ryan Boyce of Maxim gave Wrath of Heav-
en a perfect ten score, stating that, “If you’re the
kind of guy who likes to chop his prey into Siz-
zlean before he gets a whiff of your bad man
musk, then the ninjas of Tenchu: Wrath of Heav-
en are right up your dojo.” A 2015 retrospective
by Eurogamer described Wrath of Heaven as the
apex of the series, featuring “a tangible sense of
purpose and poetry”.
Tenchu: Fatal Shadows • 3117
Tenchu: Fatal Shadows 5.8
Developer K2 LLC
Publisher From Software, (us, eu) Sega
Release date (jp) July 22, 2004
Genre Action-adventure, Stealth
Mode 1 Player
Tenchu: Fatal Shadows is an action-adventure
stealth video game developed by K2 LLC and re-
leased for the PS2 in 2004. The PSP version of the
game, Tenchu Kurenai Portable, was released in
Japan in 2010.
The game is a interquel in the Tenchu series, tak-
ing place in sometime between the original game
and Tenchu 3. Ayame, a longtime member of the
Azuma Ninja Clan, is working for a feudal lord.
Dispatched for a mission in a destroyed village
she meets Rin who believes Ayame destroyed her
village. The two briefly battle, although Rin soon
realizes that the other kunoichi is not responsible
for the destruction of her village. The pair then
form an alliance so that they may better achieve
their personal agendas. Rin wields a sword called
Natsume, but prefers to fight in unarmed combat,
like Tesshu and Tatsumaru. She seeks to avenge
her slain kin.
Players take control of one of two kunoichi (fe-
male ninja), trying to complete missions.
Rin is a playable character and she replaces Riki-
maru as a protagonist of the story. She is voiced
by Satsuki Yukino and Allison Scagliotti.
The second playable character, Ayame, is a long-
time member of the Azuma Ninja Clan.
This game is much like that of Wrath of Heaven,
the previous entry in the series, with the ability
to drag off the victims’ dead bodies after a kill
making a return. Instead of Kanji points being
increased after a stealth kill, scrolls are gathered.
Double stealth kills are possible when two en-
emies are together. Each stealth kill has a name
listed below as it’s played out.
The PlayStation Portable version of the game,
Tenchu Kurenai Portable, was released in Japan
in 2010. The game has been optimized for the
PSP’s screen size, and featured tweaked graphics
and a new character costume.
Tenchu: Fatal Shadows received “mixed or aver-
age” reviews, according to Metacritic.
3118 • Tenka-bito
6.4 Tenka-bito
Developer Shade
Publisher Sega
Release date (jp) March 2, 2006
Genre Simulation, Real-time strategy
Mode 1 Player
Tenka-bito (天下人) is a strategy-RPG for the PS2
developed by Shade and published by Sega. It was
only released in Japan. Character designs are by
Shishizaru.
The game is set during the Sengoku (Warring
States) era. Tenkabito features multiple main
characters and massive armies battling in real
time. Each character has his own individual story
and ends up making new allies and enemies along
the way. Battles have a loose connection to real
battles from the past. Players prepare an army
consisting of soldiers, cavalrymen, archers and
other combatants, then face off in a real time bat-
tle to determine the victor. The players generals
and armies earn experience as they battle, rising
in level once they’ve reached a certain experience
value.
“ign.com”
Tengai
Developer X-Naut, Psikyo 7.5
Publisher 505 Game Street
Release date (ko) Jul 27, 2005
Genre Shooter
Mode 1-2 Players
Sengoku Blade, also known as Tengai outside
Japan, is a horizontally scrolling shoot ‘em origi-
nally released for arcades in 1996 as a sequel to
their 1993 shooter Sengoku Ace. The game and
its predecessor were also released together in the
Psikyo Shooting Collection Vol. 2. In Europe the
two games were sold separately.
The game is set in a historical fantasy version of
the Sengoku period of Japanese history, featuring
demons, magic and steam-powered robotics.
The player may choose from five playable char-
acters at the start and may unlocked two more.
Items include a power-up to increase weapon
power level, bombs, and bonus coins to increase
score. Holding down the standard shot button
can provide a more powerful shot.
It was followed by Sengoku Cannon: Sengoku Ace
Episode III, released for the PSP in 2005.
Tengai Makyou II: Manji Maru • 3119
Tengai Makyou II: Manji Maru 7.0
Developer Red Co., Hudson
Publisher Hudson
Release date (jp) October 2, 2003
Genre Role-playing
Mode 1 Player
This is part of the Far East of Eden series and a
remake of the original Tengai Makyō II game for
PC Engine. Players control Majinmaru, a young
warrior who is chosen by the destiny to rid the an-
cient world of Jipang from the evil, and the allies
he meets on his journey.
The game is set in a unique alternative medieval
Japan, a world which is mostly based on the Eu-
ropean’s image of Japan, with deliberately exag-
gerated characteristics and clichés.
The graphics have been completely remade, al-
though the 3D characters were made to look in
the style of old 2D RPGs. There are also animé-
style videos who have a distinctly comic look. The
battles are fought from first person perspective,
and have a fairly standard system of physical at-
tacks and magic.
“mobygames.com”
8.2 Tengai Makyou III: Namida
Developer Hudson
Publisher Hudson
Release date (jp) April 14, 2005
Genre Role-playing
Mode 1 Player
Tengai Makyō III: Namida is the sixth Tengai
Makyō role-playing game, and the third in the
main series (following Manjimaru). Like most of
its predecessors, it is set in Jipang, a fantasy land
that reminds medieval Japan.
The game features similar setting, humor, and
gameplay system to other installments of the se-
ries. It utilizes a standard Japanese role-playing
system with turn-based battles, weapon and ac-
cessory equipment, physical attacks and special
techs, magic, etc. The enemies are random and
often appear in very large groups, but the player
can also target a whole group of enemies even
with physical attacks.
Active party contains up to three combatants;
however, a larger number of characters join the
player character Namida on his quest.
3120 • Tennis no Oji-Sama: Smash Hit! 2
7.4 Tennis no Oji-Sama: Smash Hit!
Developer Konami
Publisher Konami
Release date (jp) July 24, 2003
Genre Sports
Mode 1-2 (4) Players
Tennis no Oji-Sama: Smash Hit! is one of the
several games for the PS2 based on the Prince of
Tennis manga series about a tennis prodigy.
The game is a tennis game and was released in
two variations, a standard and a limited edition
containing collectible trading cards. Smash Hit in-
cludes most of the players’ specials moves up until
the end of the Kantou tournament, so any moves
introduced after are not included in the game.
Tennis no Oji-Sama: Smash Hit! 2 8.0
Developer Konami
Publisher Konami
Release date (jp) December 18, 2003
Genre Sports
Mode 1-2 (4) Players
Smash Hit! 2 is an updated version of Smash
Hit. It features more than 40 characters from the
manga, and each playable character have their
own unique special moves. In addition to tennis,
there are a couple of bonus games included, such
as bowling.
This game also has an extra DVD featuring 2
minute special of the Seigaku Regulars being in-
terviewed by Gekkan Pro Tennis’s Saori Shiba.
7.5 Tennis no Oji-Sama:
Sweat & Tears 2
Developer Tenky
Publisher Konami
Release date (jp) September 25, 2003
Genre Sports
Mode 1 Player
Sweat and Tears 2 is the sequel to a 2002 PlaySta-
tion game. It is part dating simulation, part mini-
game collection. Players take part in high school
life and romantic adventures in a tennis class.
The developers hired a large voice cast to supply
each character with unique intros and voice-over
work.
“princeoftennis.fandom.com”
Tennis no Oji-Sama: Gakuensai no Oji-Sama • 3121
Tennis no Oji-Sama: 8.6
Rush & Dream!
Developer Tenky
Publisher Konami
Release date (jp) December 9, 2004
Genre Sports
Mode 1 Player
The game concentrates on the exploits of junior
characters and their rise up to becoming a ten-
nis star. It feature the characters from the manga
along with several original female characters that
interact with the Tenipuri boys. Most of the game
takes place in the dreams of the girls where the Ten-
ipuri characters ends up in weird situations that
includes boybands, vampires, and other situations.
7.8 Tennis no Oji-Sama:
Gakuensai no Oji-Sama
Developer WinkySoft
Publisher Konami
Release date (jp) December 22, 2005
Genre Visual novel
Mode 1 Player
Players take the role of Hirose Shizuka, a second
year student. Main character, Keigo Atobe, de-
cides to open a gakuensai (school festival) which
involved some schools’ tennis team, and Shizuka
is chosen as the Uneiin (manager) for her school.
The gameplay revolves around visual novel, man-
aging jobs for the boys and playing mini-games.
“princeoftennis.fandom.com”
Tennis no Oji-Sama: 7.7
DokiDoki Survival - Sanroku no Mystic
Developer WinkySoft
Publisher Konami
Release date (jp) December 21, 2006
Genre Visual novel
Mode 1 Player
Players take the role of Kohinata Tsugumi daugh-
ter of a ship captain who is currently shipping the
tennis teams. After a storm Kohinata and the boys
are stranded on a deserted island.
The game follow the usual visual novel gameplay
where players talk to the boys, managing and
helping the boys in their various survival chores,
and play different mini-games.
3122 • Tennis no Oji-Sama: Card Hunter
7.5 Tennis no Oji-Sama:
DokiDoki Survival - Umibe no Secret
Developer WinkySoft
Publisher Konami
Release date (jp) January 25, 2007
Genre Visual novel
Mode 1 Player
This game is a companion game to Umibe no Se-
cret. Players take the role of Fujimoto Ayaka, the
friend of Kohinata Tsugumi. The game follow the
same story but from her point of view. In this game
and Umibe no Secret, the team divide themselves in
two groups, where Fujimoto joined the beach team
while Tsugumi joined the mountain team.
The gameplay follow the same formula.
Tennis no Oji-Sama: 8.2
Card Hunter
Developer WinkySoft
Publisher Konami
Release date (jp) February 22, 2007
Genre Turn-based strategy
Mode 1 Player
Prince of Tennis - Card Hunter is the first install-
ment of digital card gaming of the Prince of Ten-
nis anime and manga series. It is based on the real
Prince of Tennis Trading Card Game created by
Konami in Japan.
Tennis no Oujisama - Card Hunter is single-play-
er only.
“princeoftennis.fandom.com”
8.5 Tennis no Oji-Sama:
Kiss of Prince Flame
Developer Konami
Publisher Konami
Release date (jp) October 30, 2003
Genre Music
Mode 1 Player
Kiss of Prince -Flame Version- is billed as a music
clip game. This interactive music and mini-game
collection is based on the tennis-themed manga
of the same name.
The game was available in two varions: Kiss of
Prince Ice (Blue) and Kiss of Prince Flame (Red).
Tennis no Oji-Sama: Love of Prince Bitter • 3123
Tennis no Oji-Sama: 9.0
Kiss of Prince Ice
Developer Konami
Publisher Konami
Release date (jp) October 30, 2003
Genre Music
Mode 1 Player
Tennis no Oji-Sama: Kiss of Prince Ice is a com-
panion game to Tennis no Oji-Sama: Kiss of
Prince Flame.
Both games where released at the same time and
both games uses the same gameplay and setup.
9.0 Tennis no Oji-Sama:
Love of Prince Bitter
Developer Konami
Publisher Konami
Release date (jp) February 12, 2004
Genre Music
Mode 1 Player
This game is a continuation of the Kiss of Prince
games which is billed as a “music clip” game. The
game use the same formula and feature a collec-
tion of interactive music and mini-game collec-
tion based on the tennis-themed manga of the
same name.
This game along with Prince Sweet was released
in time for Valentine’s Day 2004.
Tennis no Oji-Sama: 8.6
Love of Prince Sweet
Developer Konami
Publisher Konami
Release date (jp) February 12, 2004
Genre Music
Mode 1 Player
This is the second in the two flavour games: Sweet
and Bitter. Each version features a cast of 20 char-
acters, 10 of which are exclusive to one version.
In Japan, the girls give boys bitter, or sweet,
chocolate for Valentine’s Day. It’s the boys’ turn
to return the favour on White Day a month later,
and it’s customary to give white underwear and/
or white chocolate.
3124 • Tenohirao, Taiyouni
7.4 Tenohirao, Taiyouni
Developer Princess Soft
Publisher Princess Soft
Release date (jp) March 25, 2004
Genre Visual novel
Mode 1 Player
Tenohira wo Taiyou ni is a love romance visual
novel. The protagonist of the story is a high-
school sophomore Akio Haruno, living in a small
rural town surrounded by beautiful landscapes.
His parents have passed away and he is currently
living alone. As the summer vacation is approach-
ing, he met a girl by the name of Towa Natsuno-
mori who just transferred to the same class he
was in. Smitten by her charm with the feeling like
she knows her even though he met her for the first
time, he decides to find out more about her. The
two of them soon become close and the summer
memories are about to begin.
While the original PC version contains explicit
scenes like any other hentai game in the same
vein, the adult content was removed from the
ports to Dreamcast and PlayStation 2.
Tir Na Nog: Yuukyuu no Jin
Developer SystemSoft 4.1
Publisher SystemSoft
Release date (jp) April 29, 2009
Genre Role-playing
Mode 1 Player
Tir Na Nog: Yuukyuu no Jin is a role-playing
game based on Celtic myths. It comes with what
is described as a “scenario generation function”
that changes the way players play each time. Tir
Na Nog offers 8 different main stories each with
multiple endings. The battle is done through an
auto-battle feature that requires players organize,
strategize, and properly equip characters. Char-
acters have their own personalities and abilities.
There are over 300 different events that can hap-
pen throughout the game and it depends largely
on how players handle each one.
The game features a Pictoral Book where players
can collect and view over 300 events. As a heroic
spirit, players goes on adventures with up to 5
parties, improves ability in battle, gains items,
grows in affection with friends, and races with
various parties become companions such as elves
and dwarfs as well as over 120 tribes.
Tensei Hakken Fuumoroku • 3125
Tensai Bit-Kun: Gramon Battle 5.9
Developer TOSE
Publisher Taito
Release date (jp) September 18, 2003
Genre Tactical role-playing
Mode 1-2 Players
Gramon Battle, developed by Gakaruta Studios,
creators of Magic Pengel: The Quest for Color, is
a monster-raising “sim”. The game is based on a
concept created by the NHK Kyouiku show.
In the game, players construct a monster of their
own. The game feature over 2,000 possible varia-
tions for character creation.
The game was only released in Japan.
5.2 Tensei Hakken Fuumoroku
Developer Vridge, Success
Publisher Success
Release date (jp) June 8, 2006
Genre Visual novel
Mode 1 Player
Tensei Hakken Fuumoroku is a love adventure
marketed for women. The game was developed by
Vridge and released in Japan in 2006. The game
feature the usual visual novel gameplay.
Players take control of the Yukina Serizawa, a
high school girl. The story centres around a eight
guys who are the reincarnation of dogs who have
to stop the resurrection of a monster called Yat-
sufusa.
Torakapuu! Dash!! 6.6
Developer Pulltop
Publisher Well Made
Release date (jp) July 17, 2003
Genre Visual novel
Mode 1 Player
This game is a mix of visual novel adventure game
and a bit of simulation game which is used to cap-
ture kuro (“black”) characters.
The player’s protagonist, Yuuta, has recently
moved to Yomoyama town. During the Grand Yo-
moyama Festival, it is said that one of the three
gods comes down to expel the kuro creatures.
Without knowing about it, Yuuta became a part-
ner in having to help expel the kuro.
3126 • Tenshi no Present: Marl Oukoku Monogatari
7.5 Tenshi no Present:
Marl Oukoku Monogatari
Developer Nippon Ichi Software
Publisher Nippon Ichi Software
Release date (jp) December 21, 2000
Genre Role-playing
Mode 1 Player
Tenshi no Present: Marl Ōkoku Monogatari (An-
gel’s Present: Marl Kingdom Stories) is the third
main title in Nippon Ichi’s Marl Kingdom series
of fairy tale RPGs. This is also the first Marl King-
dom game for the PS2. Unlike the previous games
in the series, this game was only released once,
although a special limited edition version of the
game was released concurrently.
Limited Edition
Tenshi no Present is broken up into five uncon-
nected chapters, which each focus on a separate
story starring different characters. These stories
take place throughout the series timeline; before,
during, and after the first and second games. A
sixth bonus chapter is unlocked after the first five
are completed.
Tenshi no Present is a typical RPG, complete with
experience points, parties of characters, and spell
casting. In each chapter, the player guides differ-
ent characters through their adventure, engaging
in several battles along the way.
The battle system is based on that of the previous
game, taking a straightforward turn-based ap-
proach. The player can control up to four “leader”
characters, which can themselves each have up to
three “partner” characters; leaders can be directly
controlled, while most partners cannot. Different
partners may attack automatically, or give boosts
or other assists to the main party.
Along with Rhapsody: A Musical Adventure and
Little Princess: Marl Ōkoku no Ningyō Hime 2,
this game is part of the Marl Kingdom series cre-
ated by Nippon Ichi. It is also the prequel to the
later Nippon Ichi game La Pucelle: Tactics. Al-
though released on a different system with a new
battle system, Tenshi no Present maintains many
of the themes of the previous games. The graphics
remain bright and colorful, but backgrounds are
now in 3D.
The limited-edition package includes: The game,
a production materials booklet that include pro-
duction art and sheet music and a two-disc origi-
nal soundtrack.
Tetsujin 28-Gou • 3127
9.1 Tetsujin 28-Gou
Developer Sandlot
Publisher Bandai
Release date (jp) July 1, 2004
Genre Action
Mode 1-2 Players
This is a videogame adaption of Tetsujin 28-gō, a
1956 manga by Mitsuteru Yokoyama. The series
centers on the adventures of a young boy named
Shotaro Kaneda, who controls a giant robot
named Tetsujin 28, built by his late father.
Players control Tetsujin 28 from the point of view
of Shotaro Kaneda—able to control both Shotaru
and Tetsujin 28. The control method is slightly
simplified compared to Sandlot’s other giant ro-
bot games such as Robot Alchemic Drive, in that
players are not asked to control each leg separate-
ly. But they gain the ability to fly Tetsujin 28, and
well as have him pick up buildings, enemies, and
even Shotaru.
The game uses the same voice actors as the ani-
mation, though it takes presentation cues from
the anime, the manga, as well as the kaiju film
genre.
Torrente 3: The Protector
6.0
Developer Virtual Toys
Publisher Virgin Play
Release date (eu) February 1, 2006
Genre Action-adventure
Mode 1 Player
Torrente 3: El Protector is based on a a 2005
Spanish black comedy film. Like in the first game,
released for Windows, players will fight crime in
Madrid from first- or 3rd-person perspectives. In
the game, the streets of Madrid have been faith-
fully converted into game maps and the players
can visit such authentic locations as the Puerta
del Sol or the Plaza del Callao if they so choose.
Santiago Segura, the man behind the film fran-
chise, recorded the voice of Torrente and both the
video game and the movie were made simultane-
ously (the movie being released a week before the
game.) This is the first time that a Spanish video
game has been developed at the same time as and
in cooperation with the production of the movie it
was based on.
“mobygames.com”
3128 • Toro to Kyuujitsu
3.1 Titeuf: Mega Compet
Developer Eden Games
Publisher Atari
Release date (eu) September 24, 2004
Genre Party, Mini-games
Mode 1-4 Players
Titeuf: Méga compet’ is a French party game
based on the comic book Titeuf. Up to four players
select a character from a pool of ten, choose a dif-
ficulty level and compete in different mini-games
such as bombe glavonique, dinausaure explosif,
techerno-débile, hockey-crotte, Zik machine, etc..
More than 85 characters from the comic books
appear in the game. Six of the mini-games also
support the EyeToy peripheral.
Toro to Kyuujitsu 7.2
Developer SCEI
Publisher SCEI
Release date (jp) November 29, 2001
Genre Adventure
Mode 1 Player
Toro to Kyuujitsu stars Toro Inoue, also known as
the Sony Cat. While not as popular in the west, he
serves as Sony’s mascot in Japan - in particular,
of the PlayStation Network. This is the fourth title
in the series and the first released on the PS2.
In this game, Toro Inoue is taking a vacation.
Players will stroll around the various places, take
a photos, and talk with the people in the town in a
relaxed atmosphere.
7.0 Tentama: 1st Sunnyside
Developer Kid
Publisher Kid
Release date (jp) October 30, 2003
Genre Visual novel
Mode 1 Player
Tentama: 1st Sunny Side (てんたま −1st sunny side−)
is a visual novel first released for the Dreamcast
in 2001.
The game revolves around protagonist, Hayega-
wa Shiina, and his girlfriend Futaba Watase. Fu-
taba ends up getting sick and dies. A year later,
Shiina is surrounded by friends, but is still feeling
depressed. But the apprentice angel Karin is sent
to brighten his mood.
Tentama 2: Wins • 3129
Tentama 2: Wins 7.3
Developer Kid
Publisher Kid
Release date (jp) February 26, 2004
Genre Visual novel
Mode 1 Player
Tentama 2wins is a visual novel game. The story
takes a couple of years after the original game and
the main protagonist is Akira Ichinose, a high-
school freshman who is staying at his relatives’
place until graduation. The life seemed without
any particular problems until one day, out of the
blue, twin sisters, Kae and Momi, apprentice an-
gels, no less, crash landed on top of Akira in his
room.
The game is a typical visual novel adventure with
multiple choices during story progressions which
branch the story in a certain direction. Players can
also upgrade their character’s attributes by select-
ing various actions when the option appears.
“mobygames.com”
7.4
To Heart 2
Developer Leaf
Publisher Aqua Plus
Release date (jp) December 28, 2004
Genre Visual novel
Mode 1 Player
To Heart 2 isn’t directly connected story-wise
to To Heart, though it has similar setting and
themes. Takaaki Kono is a high school student
who has troubles understanding girls, and cannot
quite imagine starting a romantic relationship
with one of them. He sees the childish and cheer-
ful Konomi Yuzuhara, his childhood friend, as a
younger sister. However, relationships between Deluxe Edition
boys and girls rarely remain innocent, and Takaa-
ki begins to feel that perhaps he is able to see Ko-
nomi differently. It all becomes even more com-
plicated when another female childhood friend of
Takaaki’s returns to town, and when he realizes
that there might be other young women in his
school who might become interested in him.
The game is essentially a visual novel, where the
player is prompted to make decisions from time
to time. The game is divided into school days; at
the end of each day, the player can choose a loca-
tion among several ones available for Takaaki to
visit.
3130 • The Terminator: Dawn of Fate
The Terminator: Dawn of Fate 5.8
Developer Paradigm Entertainment
Publisher Atari
Release date (us) September 16, 2002
Genre Third-person shooter
Mode 1 Player
The Terminator: Dawn of Fate is based on the
Terminator film series. It is set before and dur-
ing the events that lead up to Kyle Reese being
sent through the time displacement equipment,
to protect Sarah Connor. The story introduces
players to Skynet models not previously seen and
introduces hybrid human/cyborg soldiers created
by Skynet. The character of Perry, mentioned in
the first Terminator film, appears as a major play-
able character in the game.
The game is a third-person action game, with 11
levels across a range of terrains. Players can play
as Kyle Reese, Catherine Luna and another secret
character - each of whom has their own moves,
and can use 20 different weapons ranging from
rocket launchers to explosives. The camera view
can be used to target an enemy.
“mobygames.com”
3.8 Terminator 3:
Rise of the Machines
Developer Black Ops Entertainment
Publisher Atari
Release date (us) November 11, 2003
Genre First-person shooter
Mode 1 Player
Terminator 3: Rise of the Machines is based on
the movie of the same name, but with an extended
story line. In 2032, the player is the T-850 model
101 Terminator, operating under Skynet control.
He is captured and reprogrammed by Kate Brew-
ster to help the human resistance.
The game is a first-person shooter combined with
hand to hand combat. The first-person mode fea-
tures the Terminator Point of View, showing the
infrared heads-up information display seen in the
movies.
The game utilized both the likeness and the voices
of the movie cast. Arnold Schwarzenegger claimed
he very rarely voices characters in videogames but
he felt the game did the movie justice.
3132 • Terminator 3: The Redemption
6.8 Terminator 3: The Redemption
Developer Paradigm Entertainment
Publisher Atari
Release date (us) September 2, 2004
Genre Third-person shooter
Mode 1-2 Players
Terminator 3: The Redemption, released for the
PS2, Xbox, and GameCube, is mostly based on
the film Terminator 3: Rise of the Machines. The
game parallels most of the main events of Termi-
nator 3: Rise of the Machine film (albeit with a
few modified scenes to reflect a faster pacing and
more serious tone of the game), until reaching a
plot twist at the middle. During the T-850’s bat-
tle with the T-X in the Cyber Research Systems
building, instead of losing the fight and being
reprogrammed by the T-X, he is thrown into an
electro-magnetic accelerator, which is revealed to
be a primitive time displacement machine, and is
sent back to an alternate future 2032.
The sub-title Redemption is said to reflect both
the “redemption” of the Terminator’s mission
half-way through the story and also to reflect a re-
demption for the Terminator franchise.
The game is a combination of 3rd person shooter,
rail, and driving game featuring Arnold Schwar-
zenegger as the T-850 Infiltrator. The game fea-
tures 20+ alternate vehicles with new SkyNet
units and a Tech-Com Force Co-op mode. The
players goal is to ensure the survival of both John
Connor and Kate Brewster in present and future
universes.
The lead game designer of Paradigm Entertain-
ment, Shawn Wright indicated in a GameSpy in-
terview that this provided many advantages such
as an existing universe and characters, but also
said that a disadvantage is that content needed to
be sent out to California to be approved. Aspects
of the game were influenced by Grand Theft Auto
III though the development team were careful not
to create a GTA clone. Paradigm has stated that
50 percent of the gameplay is vehicle-based, 25
percent with rail and the final 25 percent is char-
acter combat. The fast pace of the game was a
conscious decision by the developers of the game.
Producer Josh Hackney said, “We didn’t want
to take the gameplay and player control away
from the player for more than five seconds.”
The game received “average” reviews on all plat-
forms according to Metacritic.
Tian Xing: Swords of Destiny • 3133
Tian Xing: Swords of Destiny
6.6
Developer Artoon
Publisher Marvelous, (eu) Rising Star Games
Release date (jp) February 17, 2005
Genre Action
Mode 1 Player
The player takes control of Lei Yun, an extremely
gifted warrior apprentice, against a dark race of
powerful demons, called Gyakki.
Combat is defined by two aspects: the first one is
given by the three main swords of the game, each
having his own special abilities when equipped,
adding the strategic element of using the correct
weapon according to the type of demon the player
are facing. In addition, the player can also use the
weapons dropped by slain enemies. Second aspect
is aerial combat, called “sword time” that leads to
extremely powerful, and acrobatic, combos.
“mobygames.com”
Tokobot Plus:
Mysteries of the Karakuri 6.6
Developer Tecmo
Publisher Tecmo, (eu, au) Take-Two Interactive, (us) SCEA
Release date (us) October 24, 2006
Genre Action-Platformer
Mode 1 Player
Tokobot Plus: Mysteries of the Karakuri is a port
of the PSP game, Tokobot. The PS2 version adds
secret platforming sections that allow players ac-
cess to hidden treasures. In addition, players no
longer have control over the Overdrive forms;
they now only briefly appear to attack before dis-
appearing.
In this platform puzzle game the player controls
Bolt, who makes use of the Tokobots to explore the
prehistoric ruins found in the game. The Tokobots
mimic Bolt’s actions and can be used together in
“joint actions”, complex tasks that include fusing
them together to make Karakuri combinations.
Combinations can do almost anything, from acti-
vating dead gears to shooting laser beams.
There are two types of Karakuri robots, both of
which come in varying sizes: Workers and Keep-
ers. Workers do odd jobs and include small Clunk-
ers and the large Tornader. Keepers protect the
ancient ruins and include tiny Beepers and the
evil Zero.
3134 • Test Drive Off-Road Wide Open
7.0 Test Drive Off-Road Wide Open
Developer Angel Studios
Publisher Infogrames
Release date (us) August 24, 2001
Genre Racing
Mode 1-2 Players
Test Drive: Off-Road: Wide Open, known sim-
ply as Off-Road: Wide Open in Europe, is a rac-
ing game in the large Test Drive series that were
originally published by Accolade until they were
bought by Infogrames, and later Atari. The first
game was released in 1987 and has since been fol-
lowed by several sequels and spin-offs. This game
was the fourth and final installment in the Off-
Road subseries.
Off-Road: Wide Open is the successor to the 1999
PlayStation and Windows game, Test Drive: Off-
Road 3. In this game, the player controls one of 13
American Four By Fours through Hawaii, Moab,
or Yosemite to be crowned King of The Off-Road.
The player can race in a single, arcade race, take
a complete free ride, or race in career mode. The
game can be played by two players.
There are three kinds of racing to master: Circuit,
Blitz, and Scramble.
In circuit Races players drive around a course
through checkpoints before time runs out at least
twice.
Blitz Races are considerably shorter than Circuit
Races. The strategy for racing itself is not much
different, except the race is in a linear fashion of
point A-to-B.
In Scramble Races the player race around an area
“collecting” checkpoints in a random location as
fast as possible. These are the shortest races in
the game.
Test Drive: Off-Road: Wide Open received “mixed
or average reviews” on both Xbox and PS2 ac-
cording to Metacritic.
Kristian Brogger of Game Informer initial-
ly gave the Ps2 version a bad review in the Sep-
tember 2001 issue, stating that the graphics were
poor and the sounds were so bad because of bugs
in the game. However, he raised the grade up to
an average review in the November 2001 issue,
stating that the game was “certainly leagues bet-
ter without the infamous bug, but the game itself
still seems to suffer from an attack of mediocre
gameplay syndrome.”
Test Drive • 3135
Test Drive
7.3
Developer Pitbull Syndicate
Publisher Atari
Release date (us) May 27, 2002
Genre Racing
Mode 1-2 Players
TD Overdrive: The Brotherhood of Speed, re-
leased as Test Drive in North America, was re-
leased for PS2, Xbox and Windows.
Like its previous incarnations, Test Drive focused
on illegal street racing, dodging traffic, and evad-
ing the police. It also featured real life locations
for its tracks: San Francisco, Tokyo, London, and
Monte Carlo. A fully playable version of Pong is
also included in the loading screens.
However, this was the first entry in the franchise
to feature a story mode in addition to the arcade
mode. Players take control of a character known
as Dennis Black, an independent street racer who
improves his standing in the underground street
racing world with the help of a mysterious bene-
factor.
Test Drive received “mixed or average reviews”
on all platforms according to Metacritic.
7.3 Test Drive: Eve of Destruction
Developer Monster Games Inc.
Publisher Atari
Release date (us) August 25, 2004
Genre Racing
Mode 1-2 (4) Players
Test Drive: Eve of Destruction, released as Driven
to Destruction in Europe, was released on Xbox
and PS2.
The game is modeled on real thrill-show events
across America. From destruction derbies to sui-
cide races, players can race different rust-buckets
in a variety of rural tracks. Smashing other rac-
ers is rewarded, and the AI opponents will try to
smash the players as well.
Players can also try to complete a full career, start-
ing out with a junk car, racing local goof-balls.
Test Drive: Eve of Destruction received “average”
reviews on both platforms according to Metacritic.
“mobygames.com”
3136 • Test Drive Unlimited
7.5 Test Drive Unlimited
Developer Melbourne House
Publisher Atari
Release date (eu) March 16, 2007
Genre Racing
Mode 1 (-8) Player(s)
Test Drive Unlimited is an open The game begins by purchasing a
world racing game in the Test Drive car and a house. The player is then
series. The game was released on free to explore the island; as this
developed by Eden Games for Xbox happens, key locations on the map
360 and Windows. Atari Melbourne are revealed. These include car
House developed the PS2 and PSP dealerships, car rental agencies,
versions. The game features over tuning shops, paint shops, time
125 licensed sports cars and mo- challenges, courier, vehicle trans-
torcycles and a terrain is modeled portation and more.
after the Hawaiian island of Oʻahu Success in challenges is re-
that features some 1,000 miles warded with in-game money. Mon-
(1,600 km) of roads and highways. ey earned may be spent on buying
In the world of Test Drive Unlim- new vehicles, renting cars, upgrad-
ited, the player is able to drive both ing cars and buying houses. Play-
on-road and off-road in free-roam ers can acquire sports cars from
mode, challenging any real life rac- various manufacturers, includ-
ers they encounter. The roads are ing a Ferrari 575M Maranello, the
modeled after satellite images of the AC Cobra 289, the Maserati 3500
island of Oʻahu. The terrain differs GT and the Pontiac Firebird. The
from rainforest and mountains to megapack adds more than 45 more
sandy beaches and Hawaiʻi’s capital cars, including the Efijy Concept,
city, Honolulu. It is worth noting the Ferrari 512 TR and the Nissan
however, that other built-up areas Skyline GT-R, and an extra motor-
on the island are not represented. cycle.
It is possible to drive on small is- The multiplayer component (brand-
lands outside of the main island. ed as M.O.O.R. or Massively Open
Although advertising material for Online Racing) works as an extra
the game suggests it to be an exact layer on top of the single-player
depiction of the Hawaiian island, game: all activities available in sin-
numerous government buildings gle-player are also available in mul-
(such as those on Pearl Harbor), tiplayer. The following challenges
commercial buildings, and notable are also available in multiplayer
landmarks (statue of King Kame- only:
hameha I, USS Missouri, etc.) are Race against other players
not present in the game. Many Challenge players to complete tasks
roads and highways are also miss- Attempt other player challenges
ing or placed far from their real-life It is possible for PS2 owners to play
counterparts. The ships docked in online with the addition of a net-
Pearl Harbor are also in very low work adapter to a PS2 and via In-
detail and do not represent any ac- frastructure Mode on the PSP.
tive or retired USN vessel at all. The Xbox 360 and Windows
servers were shut down on 29 Sep-
tember 2012. The PS2 and PSP
servers were shut down on an ear-
lier date.
Test Drive Unlimited • 3137
The content, visual and audio com- These 30 beta testers were allowed to
ponents on the PS2 and PSP were name one of the NPC in the game. Some
largely reduced due to hardware lim- chose to use their first and last name;
itations. These games are also miss- others chose to use their screen names.
ing several features including: These 30 special NPCs can be found
Manual transmission spread throughout the virtual island of
Avatar customization only the PS2 version. Atari and Mel-
Certain vehicles such as Ferrari, bourne House ensured the Beta Test-
Maserati, Lexus, all motorcycles, and ers were given prominent positions as
some models of different makers NPCs. Among the play testers were also
Certain mission types friends and family of staff at Melbourne
Rear-view and side mirrors are not House, including staff members them-
functional (blurred out) selves, who are included within the dif-
Some shops, like custom car paint ferent motoring clubs featured within the
USB steering wheel support game. Most were granted President or
Secret Island Eden “E” Teleporter Vice President status in the car clubs and
(but the island does exist on both were put in highly desirable perform-
platforms and can be driven on ance cars.
through the use of emulators and Test Drive Unlimited received “gen-
memory-editing software) erally favorable” reviews, according
But the PS2 and PSP also had a few ex- to Metacritic.
clusive featured included. 411Mania gave the Xbox 360
Master Points, a system where the play- version a score of 8.6 out of 10 and
er is awarded points for drifting, slip- stated, “Even if you own a next-gen
streaming, airtime and generally driving racing game, this is a title that you
around the island. MUST try out. This is such an open
Auto GPS, which automatically directs ended game that never actually ends
the player to the closest available race ala (sic) World of Warcraft and feel-
challenge. ing like you’re a part of the Island
Car selection, as some cars that are only with your homes, vehicles and club
available in download packs for Xbox is too much of a cool thing to pass
360 and Windows are available from the up.”
start in the PS2 and PSP versions. GameSpot gave the PS2 ver-
Radio stations in the PS2 and PSP ver- sion a 7.5/10 concluding with “A
sions feature several exclusive instru- few aspects of Test Drive Unlimited
mental tracks in addition to the licensed have been lost in translation from
music. the Xbox 360, but the game is still
Quick Race, a mode that allows players an impressive piece of online-racing
to create a limitless number of races to technology.”
compete in, with a random car. IGN gave the PS2 version a
Some of the exclusive features of 7.3/10 saying that “It’s impressive
the PS2 and PSP versions were later im- that Test Drive Unlimited even works
plemented in Test Drive Unlimited 2. in its limited fashion on the PS2.”
There were 1500 total beta testers in and concluding with “The whole isn’t
Atari’s closed beta for Test Drive Un- quite as good as the potential behind
limited for PS2. At the end of the test- it and some may find the lack of di-
ing period, Atari awarded 30 of the most rection or features wanting, but the
active testers with “immortality” in the entire package is still strong enough
PS2 version of Test Drive Unlimited. to warrant a look for those that
don’t have the option of playing it on
a more powerful console”.
3138 • Tetris Worlds
4.4 Tetris Worlds
Developer Blue Planet Software
Publisher THQ
Release date (us) March 20, 2002
Genre Puzzle
Mode 1-2 (4) Players
Tetris Worlds is a version of Tetris. Originally re-
leased in 2001 for Windows and Game Boy Ad-
vance, it was later released for Xbox, GameCube,
and PS2.
Gameplay consists of normal Tetris games. How-
ever, there are several game modes, tweaking the
way the game works.
In the story mode, players can send their Mino
Tetrinaut to six different worlds, where they play
the Tetris variant of that world. When the player
plays enough of that world, more Minos are res-
cued. The better the player does, the more Minos
rescued. They will then work to create the world
into a home for Minos.
The Arcade mode is where the player plays two-
minute Tetris games of any variant. This is also
where multiplayer games are played.
The Arcade mode variants are listed as follows:
Tetris: A normal Tetris game where the player
plays until the Tetriminos reach the top.
Square Tetris: While the player plays Tetris, they
also must try to combine Tetriminos into squares.
Lines cleared containing 4x4 Tetriminos cause
large bonuses.
Cascade Tetris: The player must try to clear lines
that cause Cascades. Cascades occur when a
cleared line cause other Blocks to fall and clear
another line.
Sticky Tetris: Players must try to clear the bottom
line of “Garbage Blocks”. Same-colored Blocks
stick together in this mode, hence the name. If
25 same-colored blocks connect, a Critical Mass
is formed and are cleared from the Matrix. This
variant originated from “The Next Tetris”.
Hot-Line Tetris: In this mode, there are six “Hot-
Lines” in the Matrix. The player must try to clear
lines that are on the Hot-Line. Lines cleared any-
where else earn no points.
Fusion Tetris: In this mode, there is a “Fusion
Block” at the bottom of the Matrix. Players must
try to connect falling “Atom Blocks” to the Fusion
Blocks. Atom and Fusion Blocks are not cleared
in line clears, and clearing a line containing an
Atom or Fusion Block causes a Cascade.
Thread Colors: Sayonara no Mukougawa • 3139
Tetris: Kiwame Michi
Developer Success
Publisher Success
Release date (jp) December 18, 2003
Genre Puzzle
Mode 1-4 Players
This Tetris version looks very similar to Tetris
DS, as well as Tetris Advance. The game includes
a four player co-op and versus mode. Infinity is
included, but can be disabled. Like the gameboy
tetris versions, this game features a post entry de-
lay, that lets players move and rotate a piece be-
fore it starts to drop. This significantly decreases
the difficulty of 20G play.
“tetris.wiki”
8.3 Thread Colors:
Sayonara no Mukougawa
Developer D3Publisher
Publisher D3Publisher
Release date (jp) November 14, 2002
Genre Visual novel, Simulation
Mode 1 Player
As Thread Colors opens, the player wakes up at a
hospital with memory loss and needs to remem-
ber their friends. The game takes place primarily
at the hospital and the local high school. During
his hospital stay, the protagonist befriends a girl
who tends to be sickly and naïve but perhaps the
two will help each other recover from their re-
spective ailments.
Togainu no Chi 6.1
Developer Kadokawa
Publisher Kadokawa
Release date (jp) May 29, 2008
Genre Visual novel
Mode 1 Player
Togainu no Chi TRUE BLOOD is a Japanese Boy-
Love visual novel and a port of the Windows game,
Togainu no Chi. The plot centers on Akira, a young
man who is made to participate in a deadly game
called “Igura” (from “игра”, Russian for “game”)
in post-apocalyptic Japan in exchange for being
freed from prison. His goal is to beat “Il Re” (Ital-
ian for “The King”), the strongest person in Igura.
The PS2 port features a extra route for Yukihito.
3140 • Tom & Jerry in War of the Whiskers
6.3 Tom & Jerry
in War of the Whiskers
Developer VIS Entertainment
Publisher NewKidCo, (eu) Ubisoft, (jp) Success
Release date (us) November 18, 2002
Genre Fighting
Mode 1-2 Players
Tom and Jerry in War of the Whiskers is a fighting
game released for PS2, GameCube and Xbox. It is
the sequel to the 3D cartoon fighting game Tom
and Jerry in Fists of Furry for Nintendo 64 and
Windows. It allows up to four players to play si-
multaneously. While the PS2 version saw releases
in all major regions, the GameCube and Xbox ver-
sions were only exclusive to North America.
The objective of the game is to defeat the oppo-
nent in a set amount of time and rounds. There are
three types of gameplay. First is Challenge mode,
where the player fights a certain set of characters
(The opponents are the enemies of the character
chosen from classic Tom and Jerry cartoons) un-
til either Monster Jerry, a bigger and scary mu-
tated Jerry, or Robot Cat, one of Tom’s creations,
is fought and knocked-out. Another is Versus,
where a basic one-on-one fight is held. The last is
Tag Battle, where a player work by himself or with
a friend to fight two enemies.
The four modes of play are single player, versus,
tag team, and team play. New characters are un-
locked if the player wins against the computer.
Characters include Tom, Jerry, Butch and Duck-
ling, among several others, who use more than 75
weapons to beat each other with. Costumes are
also unlocked, allowing specific characters to have
more attire. 12 destructible environments include
a kitchen, beach, snowy winter, cruise ship, junk
yard, unstable construction site, Italian market,
haunted house, mad scientist lab, western town,
castle, Hell, and a boxing arena.
Tom and Jerry in War of the Whiskers features
several members of the Screen Actors Guild‐
American Federation of Television and Radio
Artists. Known members include; Maurice La-
Marche voices Tom Cat. Charlie Adler, who por-
trays Starscream in the Transformers film series,
voices both Jerry the mouse and Little Quacker.
And Billy West, known for various characters in
the animated show Futurama portrays Butch. S
The game received mixed reviews from critics.
3142 • The Thing
7.8 The Thing
Developer Computer Artworks
Publisher Black Label Games, (jp) Konami, (us) Vivendi
Release date (us) August 20, 2002
Genre Third-person shooter, Survival horror
Mode 1 Player
The Thing is a third-person shooter ing gunfire before then using the
survival horror game released for flamethrower, as only fire can com-
Windows, Xbox and PS2. Game pletely kill them. Bosses are larger
Boy Color and Game Boy Advance and much more powerful than
versions were also planned, but Walkers, and although each one re-
both were cancelled early in devel- quires a specific strategy to defeat,
opment. the principle is the same; weaken it
Set as a sequel to John Carpenter’s with gunfire before burning it.
1982 film of the same name, the One of the main features
story focuses on Captain Blake, a of The Thing’s gameplay is the in-
member of a U.S. Special Forces clusion of multiple NPCs who join
team sent to the Antarctic outpost Blake at various points throughout
featured in the film to determine the game. At any one time, the play-
what has happened to the research er can control up to four characters;
team. The game was endorsed by Blake and three NPCs. There are
John Carpenter, who voices a char- three types of NPC in the game; en-
acter in an uncredited cameo. gineers, soldiers and medics. Engi-
neers can repair fuse boxes, which
The basic gameplay in The Thing
control locked doors, computers
is that of a traditional third-per-
and save points. Soldiers have more
son shooter; the player character,
health, and are better shots than
Blake, can run and shoot, strafe,
engineers or medics. They are thus
crouch, interact with the environ-
more suited to combat. Medics are
ment, interact with NPCs and use
capable of healing both Blake and
items, such as flashlights, fire extin-
any other injured NPCs, and carry
guishers or flares. The player also
unlimited health packs. The player
has the option to enter first-person
can issue basic commands to each
mode for more accurate targeting
NPC, such as ordering them to fol-
during combat. Weaponry includes
low Blake, ordering them remain
pistols, grenades, sniper rifles,
where they are, ordering them to
flamethrowers, shotguns, subma-
give Blake their weapon, and, in the
chine guns, assault rifles, grenade
case of engineers, ordering them to
launchers and fixed heavy machine
fix a fuse box.
guns. Other items featured in the
NPC AI is determined pri-
game are health packs, explosives,
marily by the “Fear/trust sys-
ammunition, portable blood test-
tem”. The trust system determines
kits and adrenaline injections.
whether the NPCs will follow
Enemies come in three main
Blake’s orders and join him in com-
varieties. “Scuttlers” are small
bat. To do so, the player must en-
Things formed from the limbs and
sure the NPC trusts Blake, and does
appendages of infected person-
not suspect him of being a Thing.
nel. They are fast, but weak, and
NPCs have four levels of trust;
can be killed simply by shooting.
red, amber, green and 100%. Red
“Walkers” are larger than scuttlers,
means they are convinced Blake is
and much stronger. To kill them,
a Thing and will attack him. Amber
the player must weaken them us-
means they are not sure if he is a
The Thing • 3143
Thing, and although they won’t at- also be infected at any time prior to
tack him, they won’t follow his or- this. When the team comes under
ders. Green means they trust him and attack by enemies, the possibility of
will follow his orders. 100% means infection is based upon a probability
they have complete faith in him, will system whereby any teammate who
follow his orders, and even if he at- comes into direct contact with an en-
tacks another NPC, they will support emy can be infected. Although infec-
him. To gain the trust of NPCs, Blake tion does not alter their immediate
can give them weapons and ammo, behavior, it will result in them turn-
heal them, put himself at risk to pro- ing into a walker-Thing after a set pe-
tect them, or use a blood test kit on riod of time, at which point they will
himself to prove he is not a Thing. attack the team.
Actions which deplete trust include In 2000, when Universal Interactive
accidentally shooting teammates, began looking through Universal Stu-
taking away teammate’s weapons or dios’ back-catalogue of feature films
ammo, or pointing a weapon at them with potential for adaptation as vid-
for a sustained period of time to force eo game franchises, they quickly de-
them to do something. cided one of the most lucrative such
The fear system dictates how intellectual properties was the 1982
scared a given NPC is. There are film directed by John Carpenter, The
three levels of fear; normal, scared Thing. The film was based on the
and “Crack-up”. When an NPC en- 1938 John W. Campbell short story
ters “Crack-up” mode, Blake has only “Who Goes There?”, which had al-
a limited amount of time to reduce ready been filmed by Howard Hawks
their fear level, or the NPC will kill in 1951 as The Thing from Another
themselves, attack Blake and other World. Carpenter’s version was the
NPCs, attack the environment, or die most widely known iteration of the
of a heart attack. Each NPC responds story, however, and the ambiguous
differently to different surround- ending to the film was seen as par-
ings; for example, medics tend to ticularly attractive in terms of a video
scare easier than soldiers. Generally, game which could explore what hap-
however, fear increases when enter- pens after the events of the film. Uni-
ing rooms covered in blood, entering versal and Konami announced the
dark locations, finding particularly game on September 20, 2000, before
disfigured corpses, being attacked by development had begun, confirming
multiple enemies, and hearing en- it would not be an adaptation of the
emies but not being able to see them. film, but a sequel. They also revealed
When an NPC is scared, it affects the game would be released for “next
their performance; soldiers become generation consoles”, of which only
less accurate, engineers take longer the Xbox was initially confirmed,
to repair fuse boxes and medics don’t as well as the Game Boy Color and
heal characters as quickly. Blake can Game Boy Advance (although both
reduce fear by giving NPCs adrena- Game Boy versions were cancelled
line, topping up their ammo, moving early in production).
away from particular locations, or Based upon Computer Art-
successfully defeating enemies. works’ 2000 video game Evolva,
The game also features an Universal invited them to make a
infection system, which determines pitch for the game. For the pitch,
whether or not an NPC is infected by Computer Artworks reskinned a
the Thing. Although most NPCs are level from Evolva with an Antarc-
scripted to transform into a Thing at tic theme and a Thing-like creature
specific points in the game, they can as a boss fight. The pitch impressed
3144 • The Thing
Universal sufficiently, and the deal was signed. Originally the game was to be more open world
According to the game’s director, William based, with the possibility that each NPC could
Latham, “Universal were very good to work turn into a Thing at any moment completely
with. They told us to come up with original randomized. Curtis also hoped the player could
ideas. It wasn’t like a Harry Potter license. get to the end of the game with many, perhaps
There weren’t strict guidelines, as long as we all, of the NPCs still alive. However, this kind
retained the quality of the original work.” of open-endedness proved impossible to imple-
He also stated, “If ever there was a fran- ment, with Curtis, pointing out “it was of course
chise with fantastic games’ potential, this is very naïve as it caused huge problems with the
it! Move over Alien, move over Predator, The squad command menu and dynamically bal-
Thing has arrived and it is crueler, more intelli- ancing the encounters and resources required
gent and more terrifying than any other previ- for the NPC.” Ultimately, NPC characters were
ous opponent! Computer Artworks is delighted scripted to change into Things at specific points,
to be selected by Universal Interactive Studios irrespective of the player’s actions. This led to a
to bring this cult film to the world of games. much criticized aspect of the game; the player
Combined with Konami’s huge marketing mus- can test an NPC to find he is human only for him
cle we are looking forward to a dynamic chart to change into a Thing mere second later.
success.” Programmer Diarmid Campbell explains
Drawing inspiration from Aliens, the 1956 ver- “the infection system was conceived as a simu-
sion of Invasion of the Body Snatchers, Half- lation that had the capacity to play out differ-
Life and Area 51 conspiracy theories, Computer ently each time you played the game, leading
Artworks began work on the game in November to potential replayability. However, the game
2000. A non-playable demo was shown, and a was also very story-led with set-pieces that
Q&A session was held with the developers. Uni- required specific characters getting infected
versal revealed details of the fear/trust and in- at certain times. These two aspects were con-
fection systems, which they said would form an stantly pulling in different directions. I think
integral aspect of the basic gameplay. we ended up with a slightly messy compromise
In an interview with GameSpot, Universal with good story elements and a genuinely new
Interactive producer Peter Wanat explained “the mechanic but also some logical inconsistencies
trust-fear dynamic was born out of the film and which, ironically, became glaringly obvious if
the simple fact that we needed to give the main you played the game more than once.
character NPCs to interact with. That whole Similarly, Latham states “We had to scale
not knowing who is human and who is “the it back. There were a few cheats to make it en-
thing” was a big part of the movie and worked tertaining. We tried to mimic human behavior,
for the game really well.” Wanat cited games but at the end of the day it didn’t matter too
such as Resident Evil, Silent Hill, Grand Theft much how you treated your teammates.”
Auto III and Max Payne as influences. Howev- The Thing was a commercial success; selling
er, he stated the gameplay is more action hor- over one million units worldwide across all plat-
ror. We have built on all the elements of survival forms, and received generally positive reviews.
horror games in the past, but what we wanted IGN’s Douglass C. Perry scored the Play-
to do was get away from the slow “plodding for Station 2 and Xbox versions 8.3 out of 10. Al-
hours” style of gameplay, which made us more though he was critical of the scripted nature of
likely to fall asleep than wet our pants from fear. the infection system, he concluded “the deeper
So we made the shooting aspects more frenzied you play, the more satisfying and challenging
in order to really wake the player up. So when it becomes, and the more it draws you in. With
we do slow the pace back down, your sense that the exception of the blood test goofs and the
any minute it might get hairy again really starts rather thin storyline, The Thing warrants your
to mess with you. time and money.”
A sequel was in the early stages of development,
but was cancelled when Computer Artworks
went into receivership in 2003.
The Thing • 3145
3146 • Thunder Force VI
Thunder Force VI
7.5
Developer Sega
Publisher Sega
Release date (jp) October 30, 2008
Genre Shooter
Mode 1 Player
Thunder Force VI is a horizontally scrolling
shoot ‘em up released for the PS2. The director is
Sega employee Tetsu Okano, who has previously
worked on Segagaga, Astro Boy: Omega Factor
and Gunstar Super Heroes.
The game is set eleven years after the events of
Thunder Force V. Players is at war with an alien
menace known as Orn Faust who attacks the Earth.
The gameplay proceeds in 2D as in the previous
games but scenery moves in three dimensions.
There are oftentimes where the player ships ex-
ecutes rolls, turns or dives in the background,
though gameplay is not hampered by this new ad-
dition.
Unlike most shooters, all weapons are
available at all times, and can be freely swapped
according to the situation. Each ship is equipped
with five types of weapon arms and an Over Weap-
on, a special weapon gauge which collects energy
gained by destroying Orn forces to unleash a pow-
erful attack.
The player has a total of three ships (two
must be unlocked) to select before starting the
main game. Each ship has its own unique attri-
butes that makes the best use in combat situa-
tions, though the controls are quite similar.
6.5 Thunderstrike:
Operation Phoenix
Developer Core Design
Publisher Eidos Interactive
Release date (eu) October 12, 2001
Genre Action, Simulation
Mode 1 Player
This game is the the sequel to Firestorm: Thun-
derhawk 2 and is a fast-paced 3-D arcade-action
game based on military campaigns involving re-
alistic vehicles and massive sprawling environ-
ments. Players can customize their chopper with
hell-fire missiles, shockwave bombs, chain guns,
and other weapons. They must crush hostile air
and ground forces in a variety of environments.
Totally Spies! Totally Party • 3147
Threat Con Delta 8.9
Developer ASK
Publisher Taito
Release date (jp) September 30, 2004
Genre Simulation, Shooter
Mode 1 Player
Kyoushuu Kidou Butai: Kougeki Helicopter Senki
is an action game that lets players explore a large
game world flying helicopters. The game features
semi-realistic helicopter controls that utilize the
PlayStation 2 controller’s dual analog sticks.
The title Threat Con Delta seems to have been the
name of the planned North American release.
Totally Spies! Totally Party
6.4
Developer OUAT Entertainment
Publisher Ubisoft, (us) Valcon Games
Release date (au) October 18, 2007
Genre Party, Mini-games
Mode 1-2 (3) Players
Totally Spies! Totally Party is an arcade action
aimed at children and based on the background of
the animated series Totally Spies. The story of the
game is directly related to the events presented in
the television cartoon. The game’s plot tells the
fate of three teenage schoolgirls who were incor-
porated into the American Special Services: Sam,
Alex and Clover. The player’s task is to perform
the tasks assigned by the Head of the Agency
called Jerry.
The game offers a story and an arcade mode.
The story mode consists of ten chapters. In each
chapter the player must defeat another enemy
by taking his energy. A duel takes place on the
game board. Each box is marked with a differ-
ent symbol, such as: base, bonus gadget, mini ar-
cade game. The game offers a total of 25 arcade
mini-games, such as: appearance on the catwalk,
landing on the roof of a skyscraper, fighting with
aliens, escape from fans, throw a dog, avoiding
lasers, boutique defense or eating sushi on time.
The victory in a mini arcade game unlocks the ar-
cade mode. Chapter winner receives an extra abil-
ity. For special achievements the player receives
additional outfits.
The multiplayer mode allows to play three people
at a time.
Tim Burton’s The Nightmare Before Christmas: Oogie’s Revenge • 3149
Tim Burton’s 6.5
The Nightmare Before Christmas:
Oogie’s Revenge
Developer Capcom, TOSE
Publisher Buena Vista Interactive, (jp) Capcom
Release date (eu) September 30, 2005
Genre Beat’em up
Mode 1 Player
The Nightmare Before Christmas: Oogie’s Re-
venge was released for the PS2 and Xbox. It is the
sequel of the 1993 American stop motion musi-
cal fantasy film The Nightmare Before Christmas.
A GameCube version was planned, but was can-
celled.
Players control Jack Skellington the Pumpkin
King who must fight to claim back Halloween-
town after the towns folk put back together Oogie
Boogie while Jack was away. Now Oogie is con-
trolling the town and it’s up to Jack to claim back
his crown and save the town.
Gameplay in the game is very similar to Devil
May Cry, with the exception of it being easier for
younger and less experienced players. Both titles
were developed by Capcom. Jack can transform
into Santa Jack and the Pumpkin King later in
the game. Santa Jack can lay down three types of
presents to thwart his enemies, while the Pump-
kin King form can set them aflame or lay down
a bomb. The gameplay consists of 24 Chapters
(excluding two secret chapters). Players must
fight numerous enemies, perform platforming
tasks, and occasionally solve puzzles to progress
through the story.
There are doors of the holiday worlds ob-
tained when players complete a certain level.
However, they are simply plot items and do not
grant the player access to other Holiday themed
towns. However, later Chapters allow the player
to enter Christmas town.
Each of Jack Skellington’s costumes have
different abilities. For example, Santa Jack can
throw out presents to stun enemies or freeze en-
emies in ice, and the Pumpkin King can burn en-
emies, open doors by burning them etc.
Additionally, there are several unlockable
costumes, however, they do not grant any addi-
tional abilities.
Reception to the game was mostly mixed.
3152 • TimeSplitters
8.1 TimeSplitters
Developer Free Radical Design
Publisher Eidos Interactive
Release date (us) October 23, 2000
Genre First-person shooter
Mode 1-2 (4) Players
TimeSplitters is a first-person shooter and the
first game in the TimeSplitters series. It was re-
leased as a PS2 launch title. The game revolves
around the concept of travelling through time in a
story mode spanning 100 years.
As a first-person shooter game, TimeSplitters
bears several gameplay and presentational simi-
larities to GoldenEye 007 and Perfect Dark, in-
cluding a similar aiming system and unlockable
options through quick level completions. The
game’s story mode can be played alone or co-op-
eratively with one additional player. Every level in
story mode can be played on three difficulty set-
tings; several aspects, such as the enemies aggres-
siveness and the addition of new areas, can vary
in function of the chosen difficulty.
Taking place at nine fictional locations be-
tween 1935 and 2035, the story follows 18 char-
acters’ individual attempts at defeating their own
foes and the “TimeSplitters” with whom they
have sided. In each level, the player can choose
from one of two characters specific to each mis-
? sion, and must kill enemies as they move through
the level to retrieve an object and then carry that
object to the exit portal. After a player picks up
the object, TimeSplitters, evil mutant creatures,
spawn endlessly throughout the level and attack
the player.
TimeSplitters features a multiplayer mode,
known as “Arcade”, where up to four players and
ten computer-controlled bots can compete indi-
vidually, or in up to four different teams in cer-
tain modes. There are six multiplayer modes and
aspects of each mode — such as the weapons and
levels available, the winning condition, and man-
aging characters — can be customized to match
player preference. Completing the story mode on
the easiest difficulty unlocks “Challenge Mode”,
which provide certain goals on a pre-set map
within the time limit.
The game contains a level editor that allows the
player to create their own level from a selection of
various pre-made tiles. Light settings of the tiles
can be edited individually and items can be added
to the map. The map can be given any one of five
TimeSplitters • 3153
The game contains a level edi-
tor that allows the player to cre-
ate their own level from a selec-
tion of various pre-made tiles.
Light settings of the tiles can be
edited individually and items
can be added to the map. The map
can be given any one of five themes; TimeSplitters received generally
these themes change the interior favourable reviews according to
shape of the tiles and their appear- Metacritic. Edge praised the game’s
ance. The player can also play and fluid and action-packed multiplayer
test their levels in any certain mutli- mode, comparing it favourably to
player modes, as well as saving them the Quake series, and credited the
to their memory card. artificial intelligence of enemies for
In February 1999, several members being relentless, especially during
of the GoldenEye 007 and Perfect multiplayer matches.
Dark development team — including
David Doak, Steve Ellis, Karl Hilton
and Graeme Norgate — left Rare to
form their own company based in
Nottingham, England called Free
Radical Design. TimeSplitters was
the first project for Free Radical
Design team, and the development
was carried out by eighteen people.
Graeme Norgate composed the mu-
sic for TimeSplitters.
David Doak, the designer of
TimeSplitters, said that the team fo-
cused on “action-based gameplay,
but there are many other elements”
and stated that the game would be
“using both analog controls on the
DualShock 2 and all of the controls
will be fully customizable.” The team
additionally included a “sign-on”
system, which saves individual play-
er profile and preferences stored on
the memory card.
Because of the PlayStation
2’s hardware limitations, Steve El-
lis explained that “[g]etting a four-
way split screen working at a good
frame rate is a problem on any con-
sole, and the PS2 is no exception”.
The team did not use anti-aliasing for
TimeSplitters as it would reduce the
frame rate drastically. TimeSplitters
uses a modified version of the Gold-
enEye 007 engine, which is written
in C.
3154 • TimeSplitters 2
9.0 TimeSplitters 2
Developer Free Radical Design
Publisher Eidos Interactive
Release date (us) October 8, 2002
Genre First-person shooter
Mode 1-2 (4) Players
TimeSplitters 2 is a first-person
xxx random location on the map with
shooter released for PS2, Game- full health. Weapons, armour, and
Cube and Xbox. It is the second other items that enhance players’
game in the TimeSplitters series. abilities are placed in several preset
The game features a story mode positions scattered about the map.
consisting of ten levels. The game’s The objective of the game depends
story finds Cortez, the series’ hero, on the mode selected. Four are
on a quest to discover the origins available at the start: Deathmatch,
of the TimeSplitters, an enigmatic Team Deathmatch, Capture the
group that travels through time Bag (a version of Capture the Flag)
causing trouble for the good people and BagTag (where a player must
of Earth. Using the paradoxes of survive while in possession of the
time travel to his advantage, the bag for the longest period of time).
hero can regularly join up with past There are sixteen game modes in
and future versions of himself, to total, but twelve are unavailable
fight the enemy as a team. until the player beats certain levels
of the game.
TimeSplitters 2 is a first-person
Several aspects of multi-
shooter that requires players to kill
player can be customised, such as
enemies and complete objectives
the weapons, the number of points
using a variety of weapons and tac-
needed to win, etc. There is also a
tics in different predefined scenar-
variety of different characters the
ios.
player can choose to play as, each
The weapons of TimeSplit-
with their own individual statistics.
ters 2 include handguns, rifles,
Some characters are from the Story
submachine guns, shotguns, rocket
mode, while there are other more
launchers, a grenade launcher, vari-
humorous ones such as a dinosaur
ous explosives, a crossbow, a flame-
and an Elvis impersonator. Up to
thrower, a fire extinguisher and a
ten computer-controlled bots can
brick. They are of many different
be used. Their appearance, diffi-
time periods, from the historical to
culty, and team can be customised.
the futuristic. Some weapons have
The bots can do some acrobatic
an alternate fire which activates
moves that the player cannot do
a feature such as launching a gre-
such as rolls and somersaults.
nade or detonating a remote mine.
At the end of each match, the
It is possible to dual wield some
results of the game are shown. This
weapons.
includes the number of points each
Arcade mode is the main multi- player or team scored, the weapon
player section of TimeSplitters 2. the player used most often, as well
It can normally be played with up as awards the player earned. There
to four players split-screen. How- are nearly 60 awards present in
ever, with a System Link, up to six- TimeSplitters 2. Players are given
teen players can participate. Sys- them based on what they did in the
tem link was not included with the match.
GameCube version. When a player
is killed, they is respawned at a
TimeSplitters 2 • 3155
There is also an Arcade League There are a few minor differences
mode in which one player is placed between the console versions of
in an Arcade match with pre-set bots TimeSplitters 2. For example, the
and weapons. There are three diffi- PS2 version has a smaller playing
culty levels of Arcade League: Ama- field for minigames such as Anacon-
teur, Honorary, and Elite. Players da. This consequently makes high
must beat them in consecutive or- scores on the PS2 version lower than
der. After a player beats an Arcade the Xbox and GameCube versions
League level, a medal is awarded. which both have bigger playing fields
A MapMaker is also available for the minigames.
that can create playable levels. Lev- Aside from its NSTC and PAL
els for Story mode can be made as releases, TimeSplitters 2 is unique
well as levels for Arcade mode. Cre- in the series in that it was released
ated Story levels, however, cannot be in Japan as Time Splitter: Invaders
played co-operatively. Maps are cre- of History (タイムスプリッター 〜時空
ated by selecting and placing differ- の侵略者〜 Taimusupurittā ~Jikū no
ent pre-made tiles and rooms onto a Shinryaku-sha~) for PS2. This ver-
grid. Spawn points, weapons, bags, sion of the game is missing the Map-
armour, and objectives can then Maker.
be placed anywhere on the level. A TimeSplitters 2 also received
theme can be chosen for each map a Korean PS2/NGC release.
such as Victorian, Industrial, Alien, The PS2 version of TimeSplitters 2
and Virtual, which changes how the received “universal acclaim”, while
rooms appear. the GameCube and Xbox versions re-
Only LAN networks are sup- ceived “generally favorable reviews”,
ported, but online play is possible according to Metacritic.
with the use of PCs and third-party In comparison to the first
networking software. game in the series, GamePro called
After Free Radical Design developed “TimeSplitters 2 [...] everything the
the first TimeSplitters, TimeSplitters original game was and more” and
2 went into development, trying to “outdoes most other PS2 shooters
create a more fulfilling story mode in the process”. GameSpot said that
alongside the Arcade and MapMak- the game “may very well be the best
er modes. The game was developed split-screen multiplayer-focused
over a 23-month period, with around first-person shooter ever created.”
half of that time devoted to creating IGN concluded that the game was
the opening level. “clearly the best multiplayer first-
It was also one of the first person shooter on the PlayStation
multi-platform games to be re-re- 2,” but commented that it was not
leased on both the PS2 Greatest Hits story-driven and little empathy was
and Xbox Platinum labels. felt for the characters.
The location of the health The game has also been com-
bar and other gameplay features are pared to GoldenEye 007 because
reminiscent of GoldenEye 007 and of its many similar game elements,
Perfect Dark. The game engine pres- shared developers and references to
ent in TimeSplitters 2 is also very that game, such as both games begin-
similar to the one present in Golden- ning on a Siberian dam.
Eye 007. They both contain a similar
aiming system and both lack the abil-
ity to jump.
3156 • TimeSplitters: Future Perfect
8.4 TimeSplitters: Future Perfect
Developer Free Radical Design
Publisher EA Games, (eu) Electronic Arts
Release date (us) March 21, 2005
Genre First-person shooter
Mode 1-2 (8) Players
TimeSplitters: Future Perfect was released for the
GameCube, PS2 and Xbox. It is the third game in
the TimeSplitters series.
This game was the first in the series to
be published by EA, after Free Radical Design
changed publishers, possibly after a contract ran
out or because of a dispute. The graphics have be-
come greatly improved, though they keep the sig-
nature TimeSplitters cartoonish look. The overall
pace of the game is slower than its predecessors,
since it features a more plot-driven Story than the
frantic pacing of previous titles.
The game features a single-player mode consist-
ing of levels where the player assumes the role of
Sergeant Cortez, a time-traveling marine from
the 25th century, as he attempts to go to the past
to save the future.
TimeSplitters: Future Perfect is a first-person
shooter in which players battle their way through
thirteen story missions spread across six time pe-
riods, either alone or cooperatively. The protago-
nist’s arsenal varies depending on the time period
he travels to: for example, traveling to 1924 will
allow Cortez to wield World War I weapons; a
Soviet setting in the 1960’s contains various lo-
cal firearms of that time period; stages that take
place in the future feature corresponding futuris-
tic weaponry, etc. In addition to fast-paced shoot-
ing gameplay there are also some stealth and ve-
hicle-driving segments.
Like in the previous installments of the series, var-
ious multiplayer modes are included. Players can
take on AI opponents on any of the fifteen arcade
maps, or make their own ones. Players can also
compete for awards in dozens of arcade league
matches and challenges. It is possible to choose
from between 150 characters and challenge other
players to a head-to-head battle, either with up to
four-player split screen or online and LAN play.
TimeSplitters: Future Perfect received “favorable”
reviews on all platforms according to Metacritic.
It won an “IGN Best of 2005” award for
“Best First-Person Shooter”
“mobygames.com”
TNA iMPACT! • 3157
TNA iMPACT! 5.8
Developer Midway Studios - Los Angeles
Publisher Midway
Release date (us) September 9, 2008
Genre Sports
Mode 1-2 Players
TNA Impact! is a professional wrestling game
based on the professional wrestling promotion,
Total Nonstop Action Wrestling (TNA).
TNA Impact! is geared towards a quick-paced,
high-impact style of play, with less emphasis on
submission maneuvers. Scans of the actual wres-
tlers were used for the game in place of hand-
painted textures to include small details, such
as skin texture and specific scars. Finishers are
accessed by building up the “Impact! meter” dis-
played on the screen. In the same area a color-
coded damage indicator shows the condition of
characters. The game also features mini-games
for escaping pin attempts and submission holds.
TNA’s signature match, Ultimate X, is a
playable match type, alongside the more standard
Singles, Tag team and Fatal Four Way matches.
Submission and Falls Count Anywhere matches
are also included. Eight different venues—includ-
ing TNA’s main home; Florida’s Impact! Zone, and
arenas set in Japan, Mexico, England, Las Vegas,
and locations designed to evoke the independent
circuit feel—are available to house matches, with
the Impact! Zone having an increased ringside
area for play and hot spots for player interaction.
Liverpool Olympia is also a playable arena in the
game.
The story mode’s main character is a wres-
tler named Suicide. In the game, Suicide is a
professional wrestler moving up the ranks of To-
tal Nonstop Action Wrestling, when prior to his
match for the TNA World Heavyweight Champi-
onship, he is approached by The Latin American
Xchange, who tell him to throw the match. Sui-
cide does not comply and instead goes on to win
the title, resulting in him beaten up beyond rec-
ognition by LAX and left for dead in Mexico. Doc-
tors find him alive, but suffering from amnesia,
and aid in his recovery while offering free plastic
surgery as well. This allows the player to create
their own look for Suicide, establishing his new
identity in the process
In December 2008, the Suicide character
was introduced on television as a real-life wres-
tler.
3158 • Theme Park Roller Coaster
8.2 Theme Park Roller Coaster
Developer Bullfrog Productions
Publisher Electronic Arts, (jp) Electronic Arts Victor
Release date (us) December 4, 2000
Genre Simulation, Strategy
Mode 1 Player
Theme Park World, also known chased. Various elements can be
as Theme Park 2, and in North controlled by the player, such as the
America as Sim Theme Park, is a price of admission, the layout of the
1999 construction and management roller-coaster tracks, and the qual-
simulation. The direct sequel to ity of goods in the shops. The player
Theme Park, the player constructs can build cafés, novelty stores, res-
and manages an amusement park taurants, and parlours for foodstuff
with the aim of making profit and such as fries, ice creams, and burg-
keeping visitors happy. Initially de- ers. In the PlayStation version, cer-
veloped for Windows, it was ported tain rides and sideshows are play-
to PlayStation and PS2, whose ver- able as minigames such as races
sion was titled Theme Park Roller and 9 puzzles. The player can take
Coaster in North America, as well loans and purchase additional land
for Macintosh computers. for the park.
Theme Park World tasks players A key focus is maintaining
with managing a series of amuse- visitor satisfaction: the player is
ment parks. To do this, the player provided with feedback on visitors’
must choose how to spend their merriment in the forms of a happi-
funds, finding ways to expand the ness meter, and thought bubbles.
number and scope of their parks The player can earn golden
while remaining profitable. Money tickets or keys for completing tasks
can be used to purchase things such such as getting a certain number of
as new rides or attractions, and hire people in the park, reaching a cer-
staff to maintain the park. As in its tain happiness level, and making
predecessor Theme Park, the staff a certain profit in a year. Golden
available for recruitment include tickets can be used to buy special
mechanics, cleaners, entertainers, rides that cannot otherwise be re-
and guards, but Theme Park World searched by park scientists, as well
also introduces a new role: scien- as unlock golden keys needed to
tists. The staff repair rides, clean open additional parks.
litter, entertain visitors, ensure the There are four themes of
park’s security and research new park: Lost Kingdom (featuring
rides, shops, and attractions. Staff mainly mesozoic, but also Aztec,
can be trained to make them more Mayan, and Ape-based rides) Won-
efficient, and require frequent rest der Land (described as a “fairy
in staff rooms. kingdom”), Halloween World, and
Rides can be upgraded to Space Zone, with Space Zone being
increase their reliability, capac- the hardest.
ity, and speed, as well as provide In the PlayStation version,
additional components for track- there are two parks for each theme.
based rides, such as jumps and Each world has setting-appropriate
tunnels for race tracks, and loops rides, shops, and sideshows. Only
for roller coasters. Toilets and fea- the Lost Kingdom and Halloween
tures such as bins, speakers, and World are available at the start (in
security cameras can also be pur- the PlayStation version, the players
start in the Lost Kingdom).
Theme Park Roller Coaster • 3159
The player can ride rides, and complete Dark Omen. After Theme
tour the park in the first-person view. Resort was cancelled, its team joined
In the PlayStation version, four gold- the people from Mindscape to devel-
en tickets are required to use the lat- op Theme Park 2.
ter feature. On 7 August 1999, it was an-
There is also an Instant Action nounced that Theme Park World
mode, in which the player starts with would be renamed Sim Theme Park
a pre-built park in the Lost Kingdom, in North America, and would be re-
some staff, and double the usual leased as part of Maxis’ (a sister
amount of money. It features auto- company of Bullfrog) Sim line. The
matic research and cheaper staff, renaming was to make the game easy
tracks, and expansion, but certain to recognise by all types of gamer.
rides, shops, sideshows, upgrades, Bullfrog General Manager Bruce Mc-
and features are not available.
,
Millan said that the Theme series
Many Bullfrog personnel had want- was much stronger in Europe and
ed to produce an updated version of Asia than North America, and the
Theme Park. Producer Jeff Gamon re-branding would inform gamers
said that and that players wanted to of the type of gaming experience the
ride rides they created and Bullfrog game would offer. He also said they
built on the original game’s success were pleased to work with Maxis,
using the latest technology. Gamon which would allow the game to be-
also said that Theme Park World come popular in the United States.
would be less objective-based and Luc Barthelet, Maxis’ General Man-
more open-ended than the previous ager, said Theme Park World “is a
Theme games. Early in development, great game” and that he was pleased
there were 12 artists, who were led by to have it as part of the Sim series,
Darran Thomas before he left Bull- but expressed jealousy at Bullfrog for
frog with Jeremy Longley and Glenn developing such a game before Maxis.
Corpes to found Lost Toys. Theme Park World received general-
The game used a 3D engine to ly positive reviews, though it failed to
eliminate the need for a 3D accelera- match the success of its predecessor.
tor card, and an advanced behavioural The PlayStation 2 version
AI system that gave visitors different was described by a reviewer of Jeux-
behavioural traits. Programmer, Ben video.com as “a very good simu-
Board, said that the most important lation game”, and he also said the
feature was the queuing behaviour, graphics were good, but could have
and that he spent a while making it been “more beautiful”. IGN’s Doug
look interesting when visitors were Perry said the PlayStation 2 version
in long queues. Many management is smoother than the PC version, and
features of the original game were praised its “laptop” interface. He de-
retained, but some, such as supply scribed the game as “a fun, clean ad-
ordering and competition with other dictive game that’s intelligent and
parks, were removed. Staff would highly amusing”. Jeff Gerstmann of
no longer get strike action because GameSpot liked the fact the Ps2 ver-
it was considered confusing and an- sion’s goals are made clear, and be-
noying. lieved the music fits the parks well
Theme Park World originally and the fact that it has multiple parks
used the Populous: The Beginning made it great for players who like to
engine, but it was “limiting”, and a play for short periods.
new one was built. Most of the devel- Theme Park World was
opment team were from Mindscape: awarded the 2000 BAFTA Interac-
they were brought to Bullfrog to tive Entertainment Award for sound.
3160 • Thrillville
6.9 Thrillville
Developer Frontier Developments
Publisher Atari, (us) LucasArts
Release date (us) November 21, 2006
Genre Simulation, Strategy
Mode 1-2 (4) Players
Thrillville is a simulation and strategy game that
depicts theme park management, very similar to
RollerCoaster Tycoon. Thrillville was released for
PS2, PSP and, in North America, Xbox. Created
by the team behind RollerCoaster Tycoon 3, the
game moves away from pure management for the
console systems.
The concept of the game is to design and build a
theme park that will satisfy tourists looking for a
thrill. Park guests must be kept happy by use of
roller coasters and race tracks, carnival rides, and
games like bumper cars and arcade games. In par-
ty play mode, players can play all the minigames
available against the computer or friends. The
player can build facilities, such as bathrooms,
food stalls, drink stalls, and hat and balloon stalls.
The player may also talk and interact with their
guests to become friends. If using a teen charac-
ter, the player may also flirt with the opposite sex.
The player can play minigames to gain money,
make loans, and hire staff to clean, entertain, and
fix rides. Keeping park guests happy will increase
publicity and money.
The game provides missions to the play-
ers, divided into five categories: upkeep, which
involves taking control of staff to keep the park
in working order; build, which involves build-
ing and upgrading attractions; games, which in-
volves playing and winning games throughout
the park; business, which involves managing the
park’s finances, advertisement campaigns, etc.;
and guests, which involves interacting with the
park’s guests. After completing enough missions,
the player is allowed to move onto another theme
park.
There are five parks in total: Thrillville,
Thrillville Timewarp, Thrillville Paradise, Thrill-
ville Adventures, and Treasures of Thrillville;
each park is divided into three sections with their
own unique theme.
The game received “average” reviews on all plat-
forms according to Metacritic.
Thrillville: Off the Rails • 3161
Thrillville: Off the Rails
7.0
Developer Frontier Developments
Publisher LucasArts
Release date (us) October 9, 2007
Genre Simulation, Strategy
Mode 1-2 (4) Players
Thrillville: Off the Rails is a theme park simula-
tion game and is the sequel to Thrillville.
The main plot line is that Globo-Joy, the rival
park owners and main antagonist from the first
game, are trying to destroy the name of Thrillville
by putting saboteurs in the park.
The only way to solve the mystery is to help
solve the guests’ problems by building new rides
and coasters or beat challengers in games.
Like the original game, Off The Rails is a strat-
egy and simulation game about being the park
manager of all of the Thrillville theme parks. The
game allows the placing and deletion of attrac-
tions and buildings such as flat rides, food and
drink stalls, bathrooms, games, and also contains
various minigames to play both in the park and in
the game’s “Party Play” mode, along with editing
and allowing the players to ride their own roller
coasters inside each of the Thrillville theme parks.
The game received “mixed or average reviews” on
all platforms according to Metacritic. Most critics
cited that the mini-games are a welcome addition,
especially for multiplayer; however, the game was
criticized for its so-so graphics, including the PC
and Xbox 360 versions. Critics also cited some
cases of repetitiveness in gameplay.
Tough: Dark Fight 5.3
Developer Konami
Publisher Konami
Release date (jp) December 1, 2005
Genre Fighting
Mode 1-2 Players
Tough: Dark Fight is a fighting game based on the
martial arts manga, TOUGH: High School Iron
Fist Legend (published between 1993 and 2003).
The game takes place in between the two missing
years between the two manga series.
The game features a number of characters from
the manga, as well as eight new characters.
3162 • Tiger Woods PGA Tour 2001
PGA Tour is a series of golf video games developed and published by Electronic Arts
and later their EA Sports sub-label since 1990, the series primarily features courses
featured on the U.S. PGA Tour, and other notable courses (such as those that have
hosted majors).
In 1998, EA began publishing their golf games with the endorsement of Tiger Woods.
Following the Tiger Woods 99 PGA Tour Golf release, subsequent titles were named
Tiger Woods PGA Tour and released yearly.
In October 2013, EA announced that it would end its relationship with Woods and
replace him with another golfer for the next installment. On March 16, 2015, it was
announced that Rory McIlroy, then top golfer in the world, would become the new
title athlete of the franchise, which will now be known as Rory McIlroy PGA Tour
The series was responsible for several innovations in the genre, such as the now
standard three-click swing method. In 1995 a critic stated in GamePro that “The PGA
series flies high above the rest for two reasons: You can completely control a shot,
and you play on the best courses around.” However, unlike other games in the EA
Sports label, the series was often shadowed by other competitors such as the Jack
Nicklaus series, Links series, Microsoft Golf or The Golf Pro.
As of 2019, PGA Tour has brought in almost $771 million since it began in 1999.
7.4 Tiger Woods PGA Tour 2001
Developer Stormfront Studios
Publisher EA Sports, (eu) Electronic Arts, (jp) EA Victor
Release date (us) February 26, 2001
Genre Sports
Mode 1-2 (4) Players
Tiger Woods PGA Tour 2001 is the first install-
ment in the series for PS2 and was released for
Windows version, PlayStation and PS2.
The game can choose from six different pro golf-
ers and play on three real-life courses including
SpyGlass Hill, Pebble Beach, and Poppy Hills
and putt their way through exact replicas of all 18
holes. The varied modes of play are now support-
ed by two new entries, Challenge and Play-Now,
in addition to such returning staples as Match,
Skins, and Stroke.
Making use of the PS2’s additional graphical ca-
pacity over its PlayStation counterpart, the game
also feature 3D environments and players, as well
as an enhanced analog control system that makes
use of the PlayStation’s Dual Shock 2 enhance-
ments.
Tiger Woods PGA Tour 2002 • 3163
8.0 Tiger Woods PGA Tour 2002
Developer EA Sports
Publisher Electronic Arts, (us) EA Sports
Release date (us) February 24, 2002
Genre Sports
Mode 1-2 (4) Players
In the 2002 version, the game used the TruSwing
Technology engine, giving the golfers more real-
istic movements. The more accurate shot detail
allowed for a more competitive game, and better
chances at making the hole.
6 courses, with a choice of 12 golfers (including
Tiger, Justin Leonard and many more) was avail-
able, plus a host of fictional characters each with
a different style of play and attitude towards golf.
Game modes include the usual single player cam-
paign to take the golfing crown, the Tiger Chal-
lenge (where players go against or with Tiger
Woods on the Tiger Dream 18 holes) and Speed
Golf, where two players compete to see who can
get to the hole quickest.
“mobygames.com”
Tiger Woods PGA Tour 2003
Developer EA Sports 8.8
Publisher Electronic Arts, (us) EA Sports
Release date (us) October 27, 2002
Genre Sports
Mode 1-2 (4) Players
Tiger Woods PGA Tour 2003 was released for
Xbox, PS2, GameCube, Windows and Mac OS.
Among the features in the game is the Tiger Chal-
lenge, in which the player is matched against real
or fantasy golfers one at a time. There is also a
scenario mode with 50 scenarios, challenging the
players’ skills in a variety of realistic settings. The
game also includes a tournament mode that sim-
ulates a season on the PGA Tour.
The game received “critical acclaim”, according to
Metacritic. It was also nominated for Computer
Gaming World’s 2002 “Sports Game of the Year”
award, which ultimately went to Madden NFL
2003. The editors of Computer Games Magazine
named PGA Tour 2003 the seventh-best comput-
er game of 2002, and wrote, “Featuring the best
swing interface ever created and the most suc-
cessful career mode yet implemented, it’s the big-
gest step forward in the genre since Links 386.”
3164 • Tiger Woods PGA Tour 2004
8.9
Tiger Woods PGA Tour 2004
Developer EA Sports
Publisher Electronic Arts, (us) EA Sports
Release date (us) September 22, 2003
Genre Sports
Mode 1-2 (4) Players
The biggest addition to this version is EA’s Game
Face, which lets players customize their players’
physical appearance. They have the basics, such
as hair, skin, facial hair and other general appear-
ances, but Game Face allows them to customize
every other aspect, from teeth shape, logos, tat-
toos, headbands, hats, individual body mass,
muscle tone, mid-section, arms and legs. They
also have the option of choosing specific character
animations.
One of the new modes is World Tour, which puts
players through a standard 52-week PGA tour to
earn money, sponorships, and better gear. They
can play for up to twenty seasons. The other new
game mode is Battle Golf, where they can win an
opponent’s clubs if they beat them. All the other
standard game modes are here, from Skill Chal-
lenge and Speed Golf to a Skins Match or Practice.
A new feature is the game’s ability to read the
console’s internal clock, and provide players with
game modes. If it’s near the end of October and
the clock is properly set, players may be invited
to a Halloween event where they can win items
specific to that event.
Tiger Woods PGA Tour 2005
8.8
Developer EA Sports
Publisher Electronic Arts, (us) EA Sports
Release date (us) September 20, 2004
Genre Sports
Mode 1-2 (4) Players
In this iteration of the Tiger Woods lineage, play-
ers can customize their golfer down to the kind of
swing to use, strength, putting skill, luck etc., as
well as buying accessories and equipment which
all affects the game. Players can also create their
own courses by spending “Legend Coins”.
Putting using the new “Tiger Vision” lets players
see how Tiger Woods would play the shot. They
can also play against the Hustler, a golfer created
by and motion captured by Justin Timberlake.
“mobygames.com”
Tiger Woods PGA Tour 06 • 3165
Tiger Woods PGA Tour 06 8.3
Developer EA Sports
Publisher EA Sports
Release date (us) September 20, 2005
Genre Sports
Mode 1-2 (4) Players
PGA Tour 06 was released for GameCube, Win-
dows, PS2, Xbox, PSP and Xbox 360.
The game features several types of play, includ-
ing the development of golfers in a simulated PGA
Tour environment. Among other things, the game
also features a set of famous courses and players.
Also it includes the Stroke Play, Match Play, and
Skins Play among other numerous methods of
play. It also includes the Four Ball, Best Ball, and
Stableford modes of play.
By being able to customize golfers and advanc-
ing that character through several stages (from
amateur to pro) the game allows a high level of
identification with the character. The virtual ego
can be equipped with various pieces of equipment
and styled according to the wishes of the player.
The custom outfits are licensed and include sev-
eral brands which are commonly present in pro-
fessional golf, among others: Nike, Adidas, Cal-
laway, Ping, Taylormade etc.
Tiger Woods PGA Tour 06 received “generally fa-
vorable” reviews on all platforms except the Xbox
360 version, which received “mixed or average”
reviews, according to Metacritic.
PGA Tour 06 won PC Gamer US’s “Best
Sports Game 2005” award.
7.9 Tiger Woods PGA Tour 07
Developer EA Redwood Shores
Publisher EA Sports
Release date (eu) September 21, 2006
Genre Sports
Mode 1-2 (4) Players
PGA Tour 07 was released for Windows, PS2,
Xbox, PSP, Xbox 360, PS3 and Wii.
In contrast to the PS3/Xbox 360 versions, this
version are a direct continuation with the frame-
work of Tiger Woods PGA Tour 06. The biggest
addition is the Team Tour game mode which the
player’s four created golfers travel through the
world, conquer different challenges in order to
compete against Team Tiger in the end.
3166 • Tiger Woods PGA Tour 08
6.5 Tiger Woods PGA Tour 08
Developer EA Salt Lake
Publisher EA Sports
Release date (us) August 28, 2007
Genre Sports
Mode 1-2 (4) Players
The 2008 edition introduces enhancements and
improvements to the previous version without
major graphical or gameplay changes. There are
six new courses, with 18 in totalfor the PS2 ver-
sion and 23 different licensed professional golf
players to choose from.
The game allow players to import photos to create
in-game faces on the characters based on custom
images, using the EyeToy. Further customiza-
tions include clothing, hair or eye color and more.
The initial statistics can be improved by complet-
ing challenges based on power or putting preci-
sion. They can also be raised by performing well
in the PGA Tour, taking into account skill shots
and not just the overall ranking. Players can un-
lock additional golfers and spend their winnings
in the shop on new equipment.
The game incorporates the FedExCup champion-
ship format (a collection of tournaments) with
rounds of golf at Westchester Country Club, TPC
Boston, Cog Hill, and East Lake. The putt preview
has been improved, allowing the player to simu-
late the ball’s path once per individual spot, tak-
ing into accounts elements such as power, speed
and elevation. Shot Confidence is a new addition,
keeping track of the player’s performance on cer-
tain courses, for specific puts and using certain
clubs. Great performances raise the confidence,
which translates into experience and better per-
formance on specific courses. Low confidence
leads to lower accuracy.
As of the North American launch, the game has
been plagued with many bugs and technical prob-
lems. Known bugs include system “freezing” and
crashing.
One supposed glitch that allows players to
take shots from the water prompted EA to make a
video proclaiming that Tiger can actually walk on
water. The action of taking a golf shot in the video
game with a golfer standing in the water is known
as the “Jesus shot”, in reference to Jesus walking
on water.
Tiger Woods PGA Tour 09 • 3167
5.7 Tiger Woods PGA Tour 09
Developer EA Tiburon
Publisher Electronic Arts
Release date (us) August 26, 2008
Genre Sports
Mode 1-2 (4) Players
In comparison to the 08 version the game is miss-
ing several playing modes. Left are the usual PGA
Tour career mode and the EA Sports Cup. The lat-
ter consists of short courses with three holes.
With successful tournaments and accomplish-
ments the player receives experience and skill
points which are used to improve the character’s
abilities. The player can choose between two click
and the True Swing controls: in the former the
player needs to click two respectively three times
in the right timing to set the hit conditions and
in the latter the player simulates the hit move-
ment with the analog stick. There are overall 27
licensed players and 20 courses.
Tiger Woods PGA Tour 10
Developer EA Tiburon 5.0
Publisher Electronic Arts
Release date (us) June 8, 2009
Genre Sports
Mode 1-2 (4) Players
Tiger Woods PGA Tour 2010 features the U.S.
Open, the USGA Championship and the USGA’s
Rules of Golf for the first time in the franchise’s
history. The Weather Channel provides dynamic
weather data for the game. The new “Tournament
Challenge” mode allows players to replicate fa-
mous shots and moments from the PGA Tour’s
history.
There are several new courses available for this
version of the game, including Bethpage Black,
Pinehurst (Course 2), Torrey Pines, Oakmont,
Hazeltine National, Banff Springs, and Turnber-
ry, with all those listed courses having hosted ma-
jor championships before. There are also several
golfers featured in the game as well as fictitious
golfers.
According to NPD, Tiger Woods PGA Tour 10 for
Wii sold 272,400 units in North America, outsell-
ing Wii Fit in its debut month, putting it in fourth
place for the month in overall sales.
3168 • Time Crisis II
8.1 Time Crisis II
Developer Namco
Publisher Namco, (eu) SCEE
Release date (us) October 1, 2001
Genre Light-gun
Mode 1-2 Players
Time Crisis II is a light gun arcade game and the
second installment in Namco’s Time Crisis series,
introducing co-operative multiplayer to the fran-
chise. It was first released utilizing Namco’s Sys-
tem 23 arcade board in 1997, with an enhanced
port released on the PS2 in 2001. Ports for the
original PlayStation and Dreamcast were in devel-
opment, but were cancelled and never released.
In this game, crime lords around the globe are
ready to take over the world, using the latest in
rocket satellite technology. It is up to agents Keith
Martin and Robert Baxter to rid Earth of this
menace.
The game is a first-person on-rails light gun shoot-
er. It focuses on shooting all on-screen enemies in
an area within a specific time limit to continue on
to the next area and complete the level.
This was the first Time Crisis game to in-
troduce two-player cooperative play by allow-
ing two people to play simultaneously, allowing
each player to cover the other (in single player,
the computer controls the other character). The
PS2 version features split-screen or System Link
functionality, which requires two televisions, con-
soles, and copies of the game and an iLink cable
to use.
The PS2 version of the game featured enhanced
graphics and additional cutscenes. It was pack-
aged with the GunCon 2 lightgun peripheral, al-
though it was also compatible with the Original
GunCon. When completed enough times, the
player could unlock alternative weapons, such
as a machine gun or shotgun, and had the option
of wielding two lightguns at a time (with combi-
nations of both GunCon 2 and original GunCon
possible). There is also a Crisis Mission mode, in
which the players have to complete and perform
various tasks, including a simulated gun duel
against Richard Miller, the lead protagonist of
the first Time Crisis game. Extras also included
a clay pigeon shooting mode (including a port of
Namco’s Shoot Away II light gun clay shooting ar-
cade game), and a virtual port of the mechanical
arcade game, Quick & Crash.
Time Crisis 3 • 3169
Time Crisis 3 8.1
Developer Namco
Publisher Namco, (eu) SCEE
Release date (us) October 21, 2003
Genre Light-gun
Mode 1-2 Players
Time Crisis 3 is the third installment of the Time
Crisis arcade series and originally released in ar-
cades in September 2002. Like its previous pre-
decessor, Time Crisis II, it allows for two players
to cooperate in a link play environment and the
first in the series to change or select weapons. It
was later ported to the PS2.
Players take the role of Phoenix (player one) and
Pegasus (player two), along with the PS2 exclu-
sive, Alicia Winston, who is tasked with the goal
of defeating an enemy who wishes to take over the
world.
Time Crisis 3 incorporates a new type of weapons
system allowing the player to switch between the
standard 9-round handgun, a fully automatic ma-
chine gun that can hold 200 rounds, a shotgun
with 50 shells and a 5-round grenade launcher
with powerful splash damage. Only the handgun
has unlimited ammunition, though players can
shoot yellow-clad soldiers to gain ammunition for
their other weapons.
The game also refines the crisis flash sys-
tem which life-threatening shots are brighter,
making pedal-releasing advisories easier.
The PS2 port was released together with a side
story featuring Alicia Winston as a player, who is
only an unplayable supporter in the arcade ver-
sion of the game. Gameplay for Alicia is, for the
most part, the same as the regular campaign, with
occasional sections in which the player must use
a Sniper Rifle to deal with enemy snipers. Unlike
Time Crisis and Time Crisis II, the home console
port features plot elements, features, and weap-
ons not found in its arcade counterpart. As with
the PS2 version of Time Crisis II, players can ac-
cess the Crisis Mission exercise menu through
prolonged gameplay.
The game received “favorable” reviews according
to Metacritic.
3170 • Time Crisis: Crisis Zone
6.6 Time Crisis: Crisis Zone
Developer TOSE
Publisher Namco, (eu) SCEE, (au) SCE Australia
Release date (eu) September 17, 2004
Genre Light-gun
Mode 1 Player
Crisis Zone is a spin-off of the Time Crisis series,
originally released for arcades in 29 March 1999.
In Crisis Zone, the player controls the elite anti-
terrorist Special Tactics Force (S.T.F.) leader,
Claude McGarren. The game uses the same reload
and hide system; however, the player uses a ma-
chine gun, a customized Steyr Mannlicher TMP
with a sight laser and a capacity of 40 rounds.
Players take cover behind a portable ballistic
shield that is strapped to the character’s left arm.
The “crisis flash” is replaced with a warning target
icon to remind players to hide from a threatening
shot, though it is possible to interrupt the enemy
from shooting. Crisis Zone is the first Time Crisis
game to date to allow the player to select between
three levels to play in any order. Upon completion
of all three of them, the player can then play the
final level to beat the game.
The PS2 remake feature more detailed polygons
and textures, higher difficulty, redone voice act-
ing and an additional mission taking place six
months after the Crisis Zone Arcade mode. The
PS2 port is compatible with the GunCon (G-Con
Korean Release 45 in Europe) and Guncon 2 lightgun, and is
available with an unusual two-player cooperative
gameplay mode named “two-gun mode” by allow-
ing two players to play simultaneously on a sin-
gle-player mode without the use of split-screen,
or weapon switching system (similar to Time Cri-
sis 3, with some changes) allowing the player to
switch between a fully automatic machine gun,
a standard 8-round handgun and a 6-shell shot-
gun, depending on settings. Unlike Time Crisis 3
and Time Crisis 4, where only the handgun has
unlimited ammunition and other weapons are re-
plenished by shooting certain enemies, all weap-
ons now have unlimited ammunition in Crisis
Zone, though they all must be reloaded. As with
the PS2 version of Time Crisis II and Time Crisis
3, players can access the Crisis Mission exercise
menu through prolonged gameplay.
The 2004 remake received “average” reviews ac-
cording to Metacritic.
TOCA Race Driver 2: The Ultimate Racing Simulator • 3171
8.3 TOCA Race Driver 2:
The Ultimate Racing Simulator
Developer Codemasters
Publisher Codemasters, (jp) Interchannel
Release date (us) October 5, 2004
Genre Racing
Mode 1-2 Players
TOCA Race Driver 2, known as DTM Race Driver
2 in Germany and V8 Supercars 2 in Australia, is
the fifth game in the TOCA series.
Players can race through 15 different types of mo-
torsport including the supercars and stock car
types to the more unique rally, formula ford and
supertruck types, along others.
The single player career mode has players racing
through various championships from around the
world, including the European ToCA and Austra-
lian V8 Supercars series, racing on tracks from
Laguna Seca to Bathurst with another 20 cars
maximum racing against players at any one time.
In Japan, Famitsu gave it a score of two eights
and two sevens for the PlayStation 2 version.
TOCA Race Driver 3
Developer Codemasters 8.2
Publisher Codemasters, (jp) Interchannel-Holon
Release date (us) February 22, 2006
Genre Racing
Mode 1-2 (8) Players
TOCA Race Driver 3 includes over 70 licensed
cars and 80 real tracks, as well as 35 different dis-
ciplines of racing.
There are two main gameplay modes. The World
Tour mode has the player starting a racing career
and, with the help of a Scottish manager, attempt-
ing to gain renown and acceptance into more fa-
mous racing events. This mode includes mixtures
from all the racing disciplines.
The second mode allows the player to choose
one discipline and play a career focused on that
choice. This mode has no back-story and longer,
more realistic races.
TOCA Race Driver 3 provides two different driv-
ing models, Simulation and Pro-Simulation. The
latter is recommended for gamers with analog
steering wheels only. Simulation is intended for
gamers without wheels and with easier gameplay.
3172 • Tokimeki Memorial 3
Tokimeki Memorial
Tokimeki Memorial (ときめきメモリアル Tokimeki Memoriaru, lit.
“Heartbeat Memorial”) is a popular dating simulation series by Kona-
mi. It currently consists of 6 main games in addition to a large number
of spin-offs. The games are notable in the dating sim genre for being
highly nonlinear. Their nickname amongst their fans is the contraction
TokiMemo.
The gameplay in Tokimeki Memorial focuses on scheduling, dating,
and stat-building. Players must organize their time between asking
out members of the opposite sex and developing his or her abilities at
school and sport (with the long-term goal of becoming more seduc-
tive, not out of any intrinsic value). Dates are frequent but very brief,
with usually only one multiple-choice question to determine whether
your partner’s love meter will increase or decrease. One playthrough
lasts for a fixed period of three years of high school (on the order of
5–10 hours of play), at the end of which the character with the highest
love meter confesses their love.
7.2 Tokimeki Memorial 3
Developer Konami
Publisher Konami
Release date (jp) December 20, 2001
Genre Visual novel
Mode 1 Player
The sequel to the PlayStation game, Tokimeki
Memorial 2, further pushed the technical limits
for dating sims, being the first game to have fully
3-D animated cel-shaded girls. However, many
fans were disappointed by the appearance of the
girls, which although well-animated did not look
as polished as 2D art, as well as by the simplified
gameplay system.
The game follows the same story template as its
predecessors: the protagonist is a male high-
school student, and his goal is to win the affec-
tion of one of the several available female inter-
ests. This time, the school in question is Moegino
High, and the suggested “main” love interest is
called Yukiko Makihara.
On release, Famitsu magazine scored the game a
34 out of 40.
Tokimeki Memorial 2: Music Video Clips: Circus de Ai Imashou • 3173
6.7 Tokimeki Memorial 2:
Music Video Clips:
Circus de Ai Imashou
Developer Konami
Publisher Konami
Release date (jp) April 18, 2002
Genre Miscellaneous
Mode 1 Player
This is a set of circus-related mini-games which
can be played at leisure, but in order to unlock
music video for one of the five featured heroines,
full set of mini-games, where the player controls
Sumire Nozaki as the protagonist, needs to be
finished. Selectable heroines from Tokimeki Me-
morial 2 include Hikari Hinomoto, Kasumi Asou,
Kaori Yae, Homura Akai and Mei Ijuuin.
Full set of mini-games consists of: Wheel of for-
tune, Lion riding, Toss juggling and Balance walk.
By earning required 6000 points, a music video
for selected heroine can be unlocked and accessed
via main menu.
Tokimeki Memorial Girl’s Side
Developer Tenky 6.4
Publisher Konami
Release date (jp) June 20, 2002
Genre Visual novel
Mode 1 Player
Tokimeki Memorial: Girl’s Side is a female-ori-
ented dating sim. Although the Tokimeki Memo-
rial series was originally male-oriented, this game
is directed toward the female market and involves
a female protagonist looking for love amongst a
cast of male characters. Some modifications in
game-play were also made to make the game more
appealing to female gamers. The player is able to
go shopping on her free days to buy clothes and is
able to change her daily attire as well as dressing-
up for a date.
The game’s main character is a student at the pri-
vate school, Habataki High School. She has re-
turned to Habataki after living away for a time due
to her parents’ work, but she lived there as a child.
While leading a normal high school life including
academics, club activities and part-time work, it
is also possible to become friendly with boys who
can make a declaration of love on graduation day.
3174 • Tokimeki Memorial Girl’s Side 2nd Kiss
6.6 Tokimeki Memorial
Girl’s Side 2nd Kiss
Developer Konami
Publisher Konami
Release date (jp) August 3, 2006
Genre Visual novel
Mode 1 Player
Tokimeki Memorial Girl’s Side: 2nd Kiss is the
2006 sequel to Tokimeki Memorial Girl’s Side
and the fifth main game in Konami’s Tokimeki
Memorial dating sim series. An enhanced port to
the Nintendo DS featuring additional content and
titled Tokimeki Memorial Girl’s Side: 2nd Season
was released in 2008.
It was the final game in the Tokimeki Memorial
Limited Edition series to be released on the PlayStation 2, as well
as the final console game to date: All subsequent
games have been on the Nintendo DS and PSP.
After the success of the first Tokimeki Memorial
Girl’s Side, Konami released this installment, fea-
turing all the special characteristics from the first
game and adding its own features, such as the
Best Friend mode, new clothes and a fixed system.
The protagonist is a high school student at
Hanegasaki High School, located in Habataki City,
the city of the first game (the game starts around
the time the first game’s protagonist graduates).
Like the previous game, players will be leading a
normal high school life including academics, club
activities and part-time work, and have the possi-
bility to become friendly with boys who can make
a declaration of love on graduation day.
Tokimeki Memorial Girl’s Side: 2nd Kiss features
the return of two voice actors who have appeared
in the previous Tokimeki Memorial games. Yuji
Ueda plays Motoharu Masaki in this game and
had previously played Yoshio Saotome in the first
Tokimeki Memorial game. His character was so
popular that he was the only male character to
get an album CD prior to the Tokimeki Memorial
Girl’s Side series. Kenji Nojima plays Kazuyuki
Akagi and had previously played Junichirou Ho-
kari in Tokimeki Memorial 2.
Jenni Lada, writing for Technology Tell, gave the
DS version of Tokimeki Memorial Girl’s Side: 2nd
Season a perfect 10/10 score and called it “my all
time favorite DS title.”
Torino 2006 - The Official Video Game of the XX Olympic Winter Games • 3175
Torino 2006 3.9
The Official Video Game of the
XX Olympic Winter Games
Developer 49Games
Publisher 2K Sports
Release date (us) January 24, 2006
Genre Sports
Mode 1-4 Players
Torino 2006 is the official video game of the XX
Olympic Winter Games, hosted by Torino, Italy,
and the eight in the line of multi-event IOC li-
censed titles. The game includes 15 events scat-
tered on 8 disciplines: Alpine Skiing (Downhill,
Super G, Giant Slalom and Slalom), Ski Jump
(Normal and Large hill), Speed Skating (500m,
1000m and 1500m), Women’s Biathlon, Nordic
Combined, Bobsled (Womens’ 2 and Mens’ 4),
Luge and Cross Country. All venues were mod-
elled after their real counterparts.
Gameplay requires more reflexes than the but-
ton-bashing of their Summer counterparts. Al-
pine Skiing is a matter of skill and quick reflexes.
These events are based on a simplified version
of the engine that power Ski Alpin 2006, also by
49Games.
Ski Jump (also a simplified version of RTL
Skispringen 2006) requires the player to keep the
balance, jumping at the correct time, counter the
effect of the wind and then land.
Cross Country and Biathlon are relaxed
disciplines where all that counts is keeping the
best trajectory possible.
Skating disciplines require a strong, well
timed start, and then accurate button pressing as
the skater makes each step. Bobsled and Luge are
similar with only two differences: The startup in
Bobsled is done by following the on-screen cues
and press up on the right time and other than
setting the direction, it’s also possible to make
minimal path changes. The winner is the fastest
competitor after two heats (instead of the official
four).
Nordic Combined is a Large hill ski jump
which sets the start time for each competitor in
the Cross country section.
Players can take part in a single event, 9-event
competition or a 15-event competition. Alterna-
tively, they can make their own by selecting “Cus-
tomise Competition” from the main menu.
“mobygames.com”
3176 • Tokyo Bus Annai
Tokyo Bus Annai 7.7
Developer Fortyfive
Publisher Success
Release date (jp) May 10, 2001
Genre Simulation
Mode 1 Player
In Tokyo Bus Guide, players drive on three real-
world routes of the Toei Bus service. In addition
to stopping at the right bus stops on time, trig-
gering announcements, and ensuring passenger
comfort by not accelerating or braking too harsh-
ly, drivers also have to follow the rules of traffic
by stopping at traffic lights, obeying speed limits,
and correctly indicating when turning or chang-
ing lanes. Part of a green “life bar” in the lower left
corner of the screen turns red every time a rule is
violated or a task not completed correctly. More
serious violations, such as crashing into another
vehicle, entail more serious consequences than
minor mishaps, such as forgetting to announce
the next stop. The life bar can be replenished by
passing or stopping at stations on time. When the
life bar turns entirely red, the player is forced to
retire prematurely.
“mobygames.com”
7.8 Tokyo Bus Annai 2
Developer Success
Publisher Success
Release date (jp) September 8, 2005
Genre Simulation
Mode 1-2 Players
In Tokyo Bus Guide 2 players take control again
of one of two real-world city busses used in To-
kyo. The game feature similar gameplay as the
prequel where players will have to press buttons
at the right time to make announcements, open
and close the doors, switch the blinkers on and
off, check the rear-view mirrors, and adhere to the
rules of the road by not going too fast, not running
red lights, and not hitting people or other objects.
Two modes of play are available: Isho Mode and
Driver Mode. In Driver Mode, players take the
role of a bus driver and work their way through
eighteen courses. Isho mode has one player driv-
ing while the other player takes on a passenger
support role, helping passengers push the button
indicating they’d like to get off the bus.
“ign.com”
Tokyo Road Race • 3177
6.6 Tokyo Road Race
Developer Taito
Publisher Taito, (eu) Midas Interactive Entertainment
Release date (jp) March 22, 2001
Genre Racing
Mode 1 Player
Tokyo Road Race is the second home version of
the Battle Gear series. Players can choose from a
wide selection of Japanese car manufacturers to
race, from regular family saloons, to rally cars.
Features include six different car manufacturers,
40 various automobiles, ten courses, and three
game modes.
The original Japanese version had iLink and
broadband adapter support.
Tokyo Xtreme Racer: Zero
Developer Genki
7.6
Publisher Crave, (jp) Genki
Release date (jp) March 15, 2001
Genre Racing
Mode 1-2 Players
Tokyo Xtreme Racer Zero is a racing game de-
veloped by Genki for PS2. Despite its name, it is
set between Tokyo Xtreme Racer 2 and Drift, and
has enhanced sound and graphics. The game was
released in Japan as Shutokou Battle 0, but was
also a limited release in North America. The game
was released in a PAL version in Europe and Aus-
tralia under the title Tokyo Xtreme Racer (not to
be confused with the Dreamcast title of the same
name). This was also the first game in the series
that has been released on a platform other than
the Dreamcast.
The game is a one or two player racing game
based on illegal street racing around the streets
of Tokyo. The game starts by giving the player
$15000 so that they can buy their car. There are
three types of car; Class A has the most powerful
engines; Class B has mid range engines but are
better balanced; and Class C cars lack power but
have better handling. Cars can be tuned, changed,
and upgraded prior to each race.
There are several game modes, including; Quest
mode, Quick Race mode, Time Attack mode, Free
Run and Versus mode. The UK release contains
DVD Extras, the US trailer for the film “The Fast
And The Furious”, and a short documentary.
3178 • Tokyo Xtreme Racer 3
6.3 Tokyo Xtreme Racer 3
Developer Genki
Publisher Genki, (us) Crave
Release date (jp) July 24, 2003
Genre Racing
Mode 1-2 Players
Tokyo Xtreme Racer 3, known in Japan as Shutok-
ou Battle 01 or Shutokou Battle 3, is the follow-
up to Tokyo Xtreme Racer: Zero. The game had a
limited release in North America, and unlike the
series’ previous episodes, was not published in
Europe. This is the last PS2 game in the series to
take place on Tokyo’s vast highway system. The
later games for PS2 were Tokyo Xtreme Racer:
Drift and Tokyo Xtreme Racer: Drift 2. Each of
these games took place in the mountains of Japan.
The premise of the game is identical to the pre-
vious variants of the Tokyo Xtreme Racer series:
the player cruises the highways of Japan at night,
while challenging opponents to impromptu bat-
tles. When the race begins, each vehicle has a
health meter which slowly drains if players’ oppo-
nent is ahead of them or if they collide with walls,
rails, or other vehicles. The race is over when one
vehicle’s health meter runs out no matter how
long (time & distance) the race lasts. The race
could also end prematurely if the player and the
AI racer(s) drive in separate directions when the
highway splits. This results in a draw.
PlayStation 2 the Best
In the beginning of the game, the player will start
with a small variety of “slow” cars. As the player
races other rivals in the game, they can unlock the
type of car being driven at the time to be used in
standard cruise modes. There are over 80 cars
from 15 different manufacturers, which include
Japanese, American, and European cars. The
cars have a wide variety of tuning options, includ-
ing body kits, engines, drive-train systems, rims,
lighting, paint, and even a custom paint shop that
can be utilized to create special designs.
The player will race against race gangs that have
their own attitude and requirements, and com-
pete against wanderers that do not belong to any
individual group. These wanderers all have spe-
cific requirements to meet before they will race
players, such as a certain day of the week. Weath-
er conditions, modifications, and even which car
the player is driving are all other examples of re-
quirements. In the end there are a total of 600
rivals within a 2-stage story mode.
Tokyo Xtreme Racer DRIFT • 3179
Tokyo Xtreme Racer DRIFT 5.9
Developer Genki
Publisher Sammy Studios, (us) Crave
Release date (jp) February 27, 2003
Genre Racing
Mode 1-2 Players
Tokyo Xtreme Racer: Drift, known as Kaidō Bat-
tle: Nikko, Haruna, Rokko, Hakone in Japan, is
the fourth main installment in Shutokō Battle
series. The game allows racing at both day and
night. Daytime offers the opportunity to enter
competitions and gain money, while night time is
where the player can race against rivals to gain
respect.
The game, like any in the series, included the Jap-
anese and imported foreign cars. Players will race
in mountains of Japan, in real life courses on up-
hill and downhill races.
The game was met with mixed to negative recep-
tion upon release, as GameRankings gave it a
score of 62%, while Metacritic gave it 59 out of
100.
Tokyo Xtreme Racer DRIFT 2
4.6
Developer Genki
Publisher Konami, (jp) Genki, (us) Crave
Release date (jp) July 28, 2005
Genre Racing
Mode 1-2 Players
Tokyo Xtreme Racer DRIFT 2, known as Kaido:
Touge no Densetsu in Japan and Kaido Racer 2
in Europe and Australia, is the third installment
in the Kaido Battle series, being a sequel to Kaido
Racer, and it borrows heavily to the influential
Shutokou Battle series created by the same com-
pany.
The game is about touge racing, which rely on drift
skills made popular in the western culture during
the 2000s by Initial D, and is divided in daytime
and nighttime. The player buy a used or new stock
car, tune it with aero and engine parts, get spon-
sorship and challenge other racers in nocturnal il-
legal gambling touge racing or perform downhill /
uphill time attack in daytime.
Number of vehicles in the game has been raised
significantly, and the game features 30 to 40 cars
more than the previous game. They range from
small pick-up trucks to more powerful vehicles.
3180 • Tokyo Majin Gakuen: Kaihoujyou Kefurokou
8.1 Tokyo Majin Gakuen:
Kaihoujyou Kefurokou
Developer Marvelous Entertainment
Publisher Marvelous Entertainment
Release date (jp) August 12, 2004
Genre Role-playing
Mode 1 Player
Tokyo Majin Gakuen Gehōchō: Keppūroku is
a video game upgrade of Tokyo Majin Gakuen
Gehōchō (2002) re-released for the PS2. The re-
make released with a companion book on Norse
Mythology and character information. The game
is based on the Tokyo Majin Gakuen (“Tokyo
Wizard Academy”) franchise. Like all of the other
video games in the series, it was never released
Limited Edition outside Japan.
The game is set in the Bakumatsu era in 1860’s
feudal Japan. The dynasty of Tokugawa shōguns
are continuously attacked by rebel groups that
wish to end the shōguns and restore the Empire.
Young people all over Japan united into different
clans and organizations, wishing to conquer the
power in the capital city Edo. At this time, divine
and demonic creatures also started gaining power
under the leadership of Tenkai Kodzunu. The hero
is Tatsuto Hiyuu, an ancestor of Tatsuma Hiyuu,
the main hero of earlier Tokyo Majin games. This
also applies to all the other characters in the game
as they are ancestors of the respective characters
Best Collection
in the Keppūroku game.
Players can join either the forces of Light or the
forces of Shadow. Once the game is completed,
players can unlock a third group to align them-
selves with. Beside participating in conflicts
among various Japanese political and demonic
organizations, players also come into contact with
the gods from Nordic mythology, including Odin,
Freia, Loki who are concerned about events in the
Far East.
As with the tradition of Tokyo Majin
games, this is an adventure/strategy RPG hybrid.
In adventure mode, players interacts with charac-
ters for answers. Affecting the answers and over-
all story progression are nine “emotions”: love,
friendship, joy, agreement, sorrow, anger, inde-
cision, scorn, and ignorance. In battle mode, the
party fights on isometric battle screens, moving
around the battlefield and attacking when ene-
mies are in range.
Trapt • 3181
Trapt 6.0
Developer Tecmo
Publisher Tecmo, (eu) Take-Two Interactive, (us) SCEA
Release date (jp) June 30, 2005
Genre Strategy
Mode 1 Player
Trapt, stylized as TЯAPT and released in Japan as
Kagero II: Dark Illusion, is an action game with
strategy elements. The game includes a number
of features that are also used in Deception, an ear-
lier game from Tecmo.
The player assumes the role of Princess Allura,
who has been framed for the murder of her father,
King Olaf. On the night of the King’s murder, Al-
lura is accused of killing him by her stepmother,
Catalina. With the help of her friend Rachel, Allu-
ra is able to escape into a forest. On the run from
assassins, she acquires the ability to set a series
of traps, which are the only means she has of de-
fending herself from her pursuers.
Players begin by equipping and making traps for
Allura to take with her into the game mission.
Each mission starts in a specific room, where
players can position traps in order to defeat en-
emies. The traps are classified into three types
according to where they can be positioned with-
in the game world (wall, ceiling, and floor). The
player is allowed to take up to three traps of each
type into a game stage, and additional traps can
be obtained by completing the game. As the play-
er defeats enemies they are rewarded with “warl”,
the game’s currency, which can be used to pur-
chase new traps between missions. Players may
also purchase room keys, which allow Allura to
access other rooms in the game missions. Apart
from the main story missions, the game also in-
cludes several “side stories”, which are optional
missions that give different angles and insights
into the game’s main story. There are three offi-
cial endings in the game, and a fourth that is not
registered when saved onto the game file.
Apart from regular traps, Trapt introduces “Dark
Illusions”, which are pre-existing traps found
throughout the mansion. Each is located in a dif-
ferent room and has a different effect upon an en-
emy. Each Dark Illusion requires certain criteria
to be fulfilled before activation and can only be
used once per level.
3182 • Touka Gettan: Koufuu no Ryouou
Touka Gettan:
Koufuu no Ryouou
Developer Kadokawa
Publisher Kadokawa
Release date (jp) October 1, 2009
Genre Visual novel
Mode 1 Player
Tōka Gettan: Kōfū no Ryōō is a PS2 port of Tōka
Gettan, with adult content removed. The game
is a visual novel set in the land of Kamitsumi-
hara, where traces of magic and legend can still
be seen. The land has been under the protection
of the Kamiazuma clan since it was founded. The
story revolves around Tōka Kamiazuma, the main
protagonist, and his encounter with a young girl
named Momoka Kawakabe who comes to stay
with the clan. Their meeting sets off a chain of
events that will bring an ancient legend to life.
Tenshou Gakuen Gensouroku 7.4
Developer Asmik Ace Entertainment
Publisher Asmik Ace Entertainment
Release date (jp) May 27, 2004
Genre Adventure
Mode 1 Player
In this game players take control of Asuka Inami,
a student at the Tenshou Highschool, which is
situated in the valley near Mount Fuji. The coun-
try is on the verge to be plunged into a age of di-
sasters caused by the the heavenly demons, the
Tenma. Only Asuka, with the help of her fellow
students and the members of anti-Tenma brigade
can stand against the destruction of the land.
Asmik Tokuda Series One of the games in Tokyo Majin universe, Tenshō
Gakuen is a mixture of Japanese adventure and
strategy RPG - similarly to Sakura Taisen games.
When talking to characters, players can choose
one of eight available answer types, symbolizing
a certain feeling - friendship, anger, indifference,
etc. Those answers will determine the relation-
ships with the characters and change the direc-
tion of the plot. In adventure mode players can
also choose to travel to various locations. In battle
mode, they control a party that can move freely on
the battle field and attack enemies within reach.
Each turn requires action points; when they are
depleted, the character must end the turn.
“mobygames.com”
Tomak: Save the Earth • 3183
Tenshou Gakuen Gekkouroku 7.5
Developer Asmik Ace Entertainment, Inc
Publisher Asmik Ace Entertainment, Inc
Release date (jp) November 22, 2006
Genre Adventure
Mode 1 Player
Like its predecessor, Tenshou Gakuen Gekkou-
roku (”Reincarnation School Moonlight Record”)
is a simulation RPG with 2D graphics. The game-
play builds mostly upon the prequel, but with
more varied missions. The player takes control of
Yakumo Kusanagi and the game is set in a Japa-
nese high school and Tokyo is once again at the
brink of destruction by the Tenma demons.
7.2 Tomak: Save the Earth
Developer Seed Nine Entertainment
Publisher SunSoft
Release date (jp) December 19, 2002
Genre Adventure, Simulation
Mode 1 Player
Tomak: Save the Earth is a Korean developed “love
simulation” game. This is the improved remake of
an earlier Windows title. The game is part of the
Tomak series, a quirky group of games featuring
lead characters that are half girl/half houseplant.
In this game, players will have to take care of the
head of the goddess of love, since all of humanity
has lost faith in love themselves.
Tomak: Save the Earth Again
- Complete Edition
Developer Seed Nine Entertainment
Publisher Seed Nine Entertainment
Release date (ko) January 23, 2003
Genre Adventure, Simulation
Mode 1 Player
This is a remaster of Tomak: Save the Earth and
only had an Korean release, as the previous title
was only released in Japan.
There is a 2002 game called Tomak: Save the
Earth, Again that was developed by Seed9 Enter-
tainment and released for the GamePark 32 and
Windows. But that game is a horizontal scrolling
shooter, and not, to my knowledge, this game.
Total Immersion Racing • 3185
Total Immersion Racing 5.9
Developer Razorworks
Publisher Empire Interactive
Release date (eu) November 1, 2002
Genre Racing
Mode 1-2 Players
Total Immersion Racing is a 2002 racing game
that covers three types of car classes: GT, GTS
and PRO (Prototype). Since these are official rac-
ing classes the game simulates circuit racing only.
12 real-world and imaginary circuits are available
in total, like Silverstone, Monza, Hockenheim and
Talheimring among others. Only a few of the cir-
cuits and the cars are available on initiation and
the rest get unlocked upon the completion of sev-
eral races and challenges later in the game.
The game feature four different game modes;
Single Race: Race on any unlocked track
with any unlocked car. One lap to twenty-five can
be raced and the time of day can be changed to
either Evening or Day (on most tracks).
Career: Start in a low power GT car and
rise through the ranks to win the PRO category
championship and unlock cars and tracks.
Time Trial: Get best lap times on any track
with any car.
Challenge: Complete thirty seven differ-
ent challenges under five classes: GT, GTS, PRO,
Manufacturer and Endurance.
The challenges have to be completed in or-
der, with completion of #1 unlocking #2 and so
on. With each race the player accumulates points
for their finishing position (10 for a win), which
contribute to a championship score. Failure to
win the championship will constitute failure of
the challenge. The challenges may be one-car spe-
cific or may allow the choice of several or all cars
from a single class. Completing challenges un-
locks cars and tracks for use in single and multi-
player as well a time trial use. Generally, ‘manu-
facturer’ challenges are separated by one or two
general challenges. Winning races on tracks not
previously raced on will unlock them, since not
all tracks are available for racing from the start.
Each challenges includes anywhere from 1 to 8
separate races, each of between 1 and 50 laps. For
challenge racing, there are no difficulty settings,
with the difficulty ramping up as the player moves
through them.
3186 • Tomoyo After: It’s a Wonderful Life - CS Edition
7.4 Tomoyo After:
It’s a Wonderful Life
- CS Edition
Developer Prototype
Publisher Prototype
Release date (jp) January 25, 2007
Genre Visual novel
Mode 1 Player
Tomoyo After: It’s a Wonderful Life was first re-
leased as a Japanese adult visual novel released
for Windows. The game is a spin-off of Key’s ear-
lier game Clannad. The game was later ported to
the PS2, PSP, Xbox 360 and PS3 under the title
Tomoyo After: It’s a Wonderful Life CS Edition;
CS stands for “consumer software”.
The events of the game take place one month af-
ter those described in the predecessor. Tomoya
Okazaki, the protagonist of the previous game,
has graduated from high school and lives alone,
working as a garbage collector. One day he dis-
covers that he has a half-sister, his father’s ille-
gitimate daughter. Tomoyo Sakagami, Tomoya’s
friend and one of the main characters in Clannad,
offers to take care of the girl. The story then fo-
cuses on the personal problems and relationships
of these characters.
The game is primarily a visual novel, the player’s
interaction mostly reduced to making occasional
decisions that move the story forward. Locations
and events are displayed as still images accompa-
nied by text. In order to access all the scenarios,
however, the player has to participate in a game
called “Dungeons & Takafumis”, which is a sim-
ple turn-based RPG in Japanese style.
When Tomoyo After was ported to the PS2, im-
provements to the game were included. This edi-
tion’s scenario was expanded by the original staff
after the removal of the adult content consisting
of sex scenes. Yūto Tonokawa wrote some of the
additional story for Takafumi and Kanako. With
the added scenario and visuals combined, the
PS2 edition is 1.5 times longer than the Windows
edition. In the original version, the entire cast ex-
cluding Tomoya Okazaki, had full voice acting;
this was not changed for the PS2 version. Added
support was included so as to make the visuals on
the television sharper than in the past with visual
novels played on a consumer console rather than
on a computer screen. The PS2 version also re-
duced flickering of the picture, reducing eyestrain.
Tori no Hoshi: Aerial Planet • 3187
Tori no Hoshi: Aerial Planet
8.1
Developer Nippon Ichi Software
Publisher Nippon Ichi Software
Release date (jp) February 28, 2008
Genre Adventure
Mode 1 Player
The player-character, Hugo Ramanski comes
3000 light years from Earth on a planet called
Conius Blue. After a spaceship crash, he winds up
stranded on the opposite side of the planet from
his research station. With nothing but a powered
glider and his own wits, Hugo must find a way to
survive until he can find a way back to the station.
To do this, he will have to gain the trust and help
from the planet’s natives - an innumerable spe-
cies of migratory birds.
Aerial Planet is a sci-fi flight and survival simu-
lation game set on a distant planet. The game is
divided into two sections: flight mode and camp
mode. In flight mode, the player controls Hugo as
he pilots his glider. It is possible to interact with
the different types of birds, following their flight
paths and recording their calls, which can be
played back to communicate with them. Through
communicating with the birds and exploring ever
further from the camp, the player can learn more
about the planet, find additional camp sites, and
ultimately figure out how to reach the research
base.
In camp mode, the player can review cur-
rently-active objectives, check the known infor-
mation for each bird type that has been encoun-
tered, as well as regain his stamina.
Toukon Inoki Michi: 6.6
Puzzle de Daa!
Developer Matrix Software
Publisher Pacific Century Cyber Works
Release date (jp) December 19, 2002
Genre Puzzle
Mode 1-2 Players
Toukon Inoki Michi: Puzzle de Daa! is a tile-
matching games very similar to the Puyo Puyo
series. Gameplay have players connect the same
color dots adjacent to each other to make them
disappear.
The setting of the game is based around Japan
professional wrestling and includes known wres-
tlers from Japan.
3188 • Tom Clancy
Tom Clancy
Thomas Leo Clancy Jr. (April 12, 1947 – October 1, 2013) was an American
novelist best known for his technically detailed espionage and military-science
storylines set during and after the Cold War. Seventeen of his novels were best-
sellers, and more than 100 million copies of his books are in print. His name was
also used on movie scripts written by ghostwriters, nonfiction books on military
subjects, and video games. He was a part-owner of the Baltimore Orioles and vice-
chairman of their community activities and public affairs committees.
Clancy’s literary career began in 1984 when he sold The Hunt for Red October. His
works The Hunt for Red October (1984), Patriot Games (1987), Clear and Present
Danger (1989), and The Sum of All Fears (1991) have been turned into commer-
cially successful films. Actors Alec Baldwin, Harrison Ford, Ben Affleck, Chris
Pine, and John Krasinski have played Clancy’s most famous fictional character,
Jack Ryan. Another well-known character of his, John Clark, has been portrayed
by actors Willem Dafoe and Liev Schreiber. Tom Clancy’s works also inspired
games such as the Ghost Recon, Rainbow Six, and Splinter Cell series. Since his
death, his Jack Ryan series has been continued by his family estate through a series
of authors.
In 1996, Clancy co-founded the video game developer Red Storm Entertainment.
He has had his name on several of Red Storm’s most successful games. Red Storm
was later bought by publisher Ubisoft for an undisclosed sum, which continued to
use the Clancy name. While some of the games feature his works, a majority of
the games are unrelated to Clancy’s work. The various sub-series are unrelated to
each other, although most are shooters in modern or near-future military settings.
The Rainbow Six series is a squad-based first person tactical shooters, based on
the novel of the same name, typically taking place in closed urban environments.
The Ghost Recon series is a squad-based first-and third-person tactical shooters.
Unlike Rainbow Six, Ghost Recon usually takes place in larger, outdoor environ-
ments.
The Splinter Cell series is an action-adventure third-person shooter covert-ops
stealth games; lately spawned a line of books written by a series of different au-
thors, all writing under the pseudonym David Michaels.
The EndWar series is a real-time tactics strategic war game; set in a speculative
World War III, taking place in 2020.
The H.A.W.X. series is a combat-based arcade flight video games.
Tom Clancy’s The Division is a 2016 online-only action role-playing third-person
shooter. Ubisoft stated that The Division is the company’s bestselling game, and
the industry’s biggest first-week launch for a new game franchise, generating an
estimated amount of $330 million.
Tom Clancy’s Ghost Recon • 3191
Tom Clancy’s Ghost Recon 6.3
Developer Ubisoft
Publisher Ubisoft
Release date (us) December 1, 2002
Genre Tactical shooter
Mode 1-2 Players
Ghost Recon is a tactical shooter developed by
Red Storm Entertainment and published by Ubi
Soft in 2001 for Windows. It was ported to Mac
OS, PS2 and Xbox in 2002 and to the GameCube
in 2003. Ports for N-Gage and Game Boy Advance
were planned, but later canceled. Unlike Clancy’s
other tactical shooter series, Rainbow Six, Ghost
Recon is not based on any of his books.
Ghost Recon begins in April 2008, with civil un-
rest taking place in Russia. Ultra-nationalists
have seized power with plans to rebuild the So-
viet Union. Their first step is clandestine support
of rebel forces in Georgia and the Baltic states.
Alarmed by the threat, the U.S. deploys the Ghosts
into Georgia to stop the Russians. Over the course
of the campaign, the Ghosts take the fight to the
ultra-nationalists, with a final showdown in Mos-
cow’s Red Square.
Ghost Recon puts the player in charge of the
eponymous Ghosts, a fictional squad of United
States Special Operations Forces soldiers from
Delta Company, 1st Battalion, 5th Special Forces
Group. They are organized into three fireteams
named using the NATO phonetic alphabet: Alpha,
and Bravo, with space for three soldiers per team.
However, only six soldiers can be selected per
mission. The player enjoys limited tactical con-
trol on the battlefield by issuing maneuver com-
mands and rules of engagement for each fireteam
through a command map.
The soldiers themselves are organized into four
different character classes. Every class can carry a
primary and secondary weapon, which are orga-
nized into “kits”. Even though the primary weap-
on remains the same in all the kits (being defined
by the soldier class), there is a variety of equip-
ment to be chosen as the secondary weapon.
Rifleman: The predominant soldier class in
the game, riflemen can use a variety of different
weapon kits. Their primary weapon is the M16 as-
sault rifle. Secondaries include the M203 grenade
launcher, the M9 pistol, spare magazines, or a
pair of binoculars.
Support: Support soldiers provide a high vol-
ume of suppressive fire with the M249 Squad Au-
3192 • Tom Clancy’s Ghost Recon
tomatic Weapon. As the
soldier is equipped for
short range, he also car-
ries more armor. In addi-
tion to the machine gun,
the support class may
also carry the M9 (sup-
pressed), M67 fragmen-
tation grenades, or addi-
tional magazines.
Demolitions (“Demo”):
Demolitions personnel
are specialists in destroying large structures and with the Objective Individual Combat Weapon,
can serve in the anti-tank role. Their primary as part of field tests and implementation of the
weapon is the M4 carbine. This soldier can also U.S. Army’s Land Warrior program. The spe-
be equipped with demolition charges, grenades, cialist corps includes three women, who are the
extra magazines, Claymore mines, or the M136 only female combatants in the game.
AT4 anti-tank rocket. The game is played entirely from the first-
Sniper: Distinguishable by their ghillie suits, person perspective. A heads-up display relays
the sniper can provide fire support over long information such as the name of the soldier the
ranges while hidden. Primarily equipped with player is controlling, the soldier’s assigned fire-
the U.S. Army’s M24 rifle, they can also be team, weapon and ammo counter, a threat indi-
equipped with the standard and silenced M9, cator, the targeting reticule, health status, and a
extra magazines or grenades. stance indicator (to show whether the character
For every completed mission in the single-player is standing, crouched, or prone).
campaign, each soldier that survives gains one Bullets will not penetrate most objects,
Combat Point to upgrade their attributes. There but they will break glass. Explosives or heavy
are four basic categories of skill: gunfire can be used to destroy wooden doors,
Weapon: affects the accuracy and aiming of and (in the case of explosives) potentially kill
the weapon; the reticule will close faster and anyone within the blast radius on the other side.
tighter as more points are added. Depending on a target’s armor, it is generally
Stealth: enhances the ability of the soldier to possible to neutralize a threat with one or two
remain undetected and reduces noise generated well-placed shots.
by the soldier moving. If a soldier is rendered “out of action”
Endurance: improves recovery time when tak- during a mission, they is considered to be dead,
ing hits, increases the soldier’s ability to survive and not available for the rest of the campaign.
a wound and reduces the effect of heavy equip- Wounded soldiers who survive a mission will re-
ment on speed. main wounded unless they are replaced with a
Leadership: for every three points of skill, all healthy soldier for the next mission.
other soldiers in the same fireteam gain an extra Ghost Recon has both single player and
point to each of their statistics. The bonus can multiplayer modes of play.
only apply if the soldier with the high leadership The game was in development as early as No-
skill is the fireteam’s point man. vember 2000. Motion capture was used for
The player also unlocks “specialists” from NATO character animation. The lead designer was Bri-
or allied countries by completing extra mission an Upton and the soundtrack was composed by
objectives. The specialists are more experienced Bill Brown.
than the Ghosts and have more Combat Points, The Windows release received several different
making them an essential part of the team. They expansion packs;
are also equipped with weapons not available Desert Siege is a 2002 expansion pack. The
to standard soldiers. Two specialists are armed expansion pack can be unlocked as a new cam-
paign in the PS2 version. The expansion pack
Tom Clancy’s Ghost Recon • 3193
adds 2 new multiplayer game types Sales of the game’s PS2 and
(Domination and Siege), 5 new mul- Xbox versions surpassed 2 million
tiplayer maps, new weapons for use copies by the end of June 2003,
in multiplayer, and an eight-mis- and helped to drive Ubisoft’s Q1
sion single player campaign, which 2003/2004 revenues to a record high
also unlocks a new specialist soldier for the company. By July 2006, the
(Jodit Haile). In the PS2 version, PS2 version of Ghost Recon had sold
players who start Desert Siege by 1.1 million copies and earned $39
finishing the Ghost Recon campaign million in the United States alone.
first will also retain the soldiers they Next Generation ranked it as the
used in the campaign, including their 46th highest-selling game launched
statistics. for the PS2, Xbox or GameCube be-
Island Thunder was released in tween January 2000 and July 2006
late 2002 as an expansion pack for in that country.
Windows, and as a standalone game Reviews of the game ranged from
for Xbox. It contains eight new single positive to very mixed. GameRank-
player missions, 12 new weapons, 5 ings and Metacritic gave it a score
new dedicated multiplayer maps, of 85.35% and 84 out of 100 for the
3 new multiplayer modes (Cat and Xbox version; 82.15% and 80 out of
Mouse, Defend, and Behemoth). On 100 for the PC version; 67.03% and
the Xbox, Island Thunder features 63 out of 100 for the PS2 version;
five additional missions and twelve and 63.25% and 59 out of 100 for the
multiplayer maps. GameCube version.
In addition to the official ex-
The editors of PC Gamer US pre-
pansion packs, the very active Ghost
sented Ghost Recon with their 2001
Recon modding scene (over 1,000
“Best Sound” and overall “Game of
mods have been published as of Janu-
the Year” awards, and wrote that
ary 2013) has produced a large num-
“few games have made us cringe in
ber of unofficial expansions packs for
shock, roar with aggression, or exult
PC. Free expansions like Frostbite,
in victory the way Ghost Recon has.”
CENTCOM, Heroes Unleashed, and
Tom Clancy’s Ghost Recon was also
Year of the Monkey (among others)
named Best Game of the Year in 2001
have gained huge popularity, with
by IGN. Ghost Recon was a runner-
download counts in the hundreds of
up in IGN’s “Best Action Game 2001”
thousands.
and “Best Use Of Sound” (“Reader’s
Ghost Recon was a commercial suc- Choice”). Wargamer gave it three
cess. By the end of 2001, sales of bronze awards in “Game of the Year”,
its computer version had reached awarded Red Storm with “Game De-
430,000 units. The series’ sales sur- veloper of the Year”, and gave “Game
passed 760,000 copies by the end of Publisher of the Year” to Ubisoft.
March 2002. In the United States,
In August 2008, the Russo-Georgian
the computer version of Ghost Re-
war began, with a number of com-
con sold 240,000 copies and earned
mentators noting on the coincidence,
$10.1 million by August 2006. Com-
that this real world event was some-
bined sales of all Ghost Recon series
what similar to the plot of Tom Clan-
computer games released between
cy’s Ghost Recon.
those dates had reached 620,000 in
the United States by August 2006.
The computer version of Ghost Re-
con also received a “Silver” sales
award from the ELSPA.
3194 • Tom Clancy’s Ghost Recon: Jungle Storm
7.0 Tom Clancy’s Ghost Recon:
Jungle Storm
Developer Red Storm Entertainment
Publisher Ubisoft
Release date (eu) March 12, 2004
Genre Tactical shooter
Mode 1-2 (8) Players
Tom Clancy’s Ghost Recon: Jungle Storm is an ex-
pansion of Tom Clancy’s Ghost Recon released on
the PS2. It contains the content of Tom Clancy’s
Ghost Recon: Island Thunder along with eight
new single-player missions set in Colombia and
additional multiplayer maps.
Island Thunder takes place in Cuba in 2010. Its
plot revolves around Cuba’s first democratic elec-
tions since the 1950s, but an anti-American fac-
tion named the FDP (El Frente Democratico del
Pueblo or People’s Democratic Front), secretly
terrorizes election outlets during the campaign
while fielding their own presidential candidate.
The Ghosts, who are sent to ensure order during
the elections, discover that the FDP is a shell or-
ganization run by a Colombian drug cartel that
needs the island as a transit point to the United
States.
Jungle Storm takes place in Bogotá, Colombia just
after the events of Island Thunder. The drug car-
tel that had aided and financed the FDP in their
efforts in Cuba has initiated a number of terrorist
attacks against the Colombian government, who
have allied themselves with the United States. Af-
ter Colombia’s call for help following an attack on
a U.S. embassy, America responds by deploying
the Ghosts to restore order and put the cartel out
of business.
Controlling Alpha and Bravo teams of three-by-
three, players are now able to give commands to
both of the teams via USB headset while fight-
ing first-hand through the use of a gamepad.
Voice-recognition supports about 50 differ-
ent commands given in a way of concatenation
WHO+WHAT+WHERE (e.g. Alpha Team Take
Cover, or All Teams Attack Objective 2).
Aside from singleplayer campaigns, game also
features split screen play and several different
multiplayer modes for online play.
Tom Clancy’s Ghost Recon 2 • 3195
Tom Clancy’s Ghost Recon 2 5.8
Developer Ubisoft Shanghai, Ubisoft Paris
Publisher Ubisoft
Release date (eu) November 26, 2004
Genre Tactical shooter
Mode 1-2 (16) Players
Tom Clancy’s Ghost Recon 2 is set in the Korean
Peninsula. The setting (labeled 2007: First Con-
tact) is linked with Splinter Cell: Chaos Theory,
particularly the sinking of the fictional intelli-
gence-gathering vessel Clarence E. Walsh. They
depict a new Korean War brought about by a
renegade Korean People’s Army general, Jung
Chong-sun, who launches a coup against the
North Korean government. Tom Clancy’s Ghost
Recon 2: Summit Strike is a stand-alone expan-
sion pack for Ghost Recon 2 available exclusively
on the Xbox. The Xbox version is the direct sequel
and takes place in 2011.
In the single player campaign, the player assumes
the role of Ghost Team leader, Captain Scott
Mitchell; Mitchell is described as “a consummate
soldier”, being a veteran of several armed conflicts
and can use weaponry from any soldier class, in-
cluding assault rifles, carbines, submachine guns,
sniper rifles and more. In several missions the
player is inserted alone and must complete the
mission without assistance from the other Ghosts.
Such missions render assistance in the form of air
strikes the player can call in.
There are several variations of multiplayer mode
in Ghost Recon 2. Co-operative games are avail-
able in the campaign mission, battle, defend, fire-
fight, garrison, recon, and scout modes, in which
players must work together to accomplish a single
goal. Garrison mode, for example, is when players
must keep enemy troops out of a marked area, for
a designated time.
Adversarial modes are divided into two
categories; Solo, where players work separately,
usually against one another, and Squad, where
players are divided up into opposing teams.
By the end of 2004, after seven weeks of avail-
ability, Ghost Recon 2 had sold 1.4 million copies.
Ghost Recon 2 was met with positive to very
mixed reception. GameRankings and Metacritic
gave it a score of 63.34% and 58 out of 100 for the
PS2 version.
The game was criticized by the North Korean gov-
ernment for its storyline.
3196 • Tom Clancy’s Ghost Recon Advanced Warfighter
4.4 Tom Clancy’s Ghost Recon
Advanced Warfighter
Developer Ubisoft Shanghai
Publisher Ubisoft
Release date (us) March 28, 2006
Genre Tactical shooter
Mode 1 (-8) Player(s)
Tom Clancy’s Ghost Recon Advanced Warfighter
is a tactical shooter originally released for the
PS2, Xbox, and Windows in 2006. The game is
mostly known for its new combat mechanics, new
weapons, and next-generation graphics.
Often identified by the acronym GRAW, the
game takes place over the course of 72 hours in
2013, beginning in Mexico City. The plot revolves
around Mitchell’s efforts to rescue U.S. President
Ballantine from Mexican rebels, destroy a secret
communications device that they captured, and
prevent a launch of the United States’ nuclear ar-
senal.
Gameplay emphasis in Ghost Recon Advanced
Warfighter is placed upon the player doing the
bulk of the fighting in each mission, through the
character of Captain Scott Mitchell, while relying
on tactical combat rather than arcade run-and-
gun shooting to overcome enemies. Combat in
the game is more forgiving than in previous titles
in the series, with players being able to survive
several bullet hits before dying, instead of dying
after only a couple of shots like in the original
Tom Clancy’s Ghost Recon series. However, play-
ers are unable to regain lost health in the middle
of a mission, and a single headshot or a sustained
burst of assault rifle fire can kill the player in-
stantly.
GRAW features numerous firearms, many
based on real weapons, including the Heckler &
Koch G36, the Beretta M9, and the FN SCAR. A
few, such as the MR-C, are actually hypothetical
prototypes. The game also makes use of various
other pieces of equipment, including tanks, heli-
copters, armored personnel carriers, and remote-
controlled unmanned aerial vehicles, which can
be used tactically to overcome obstacles, and
scout out the environment, in order to complete
objectives. GRAW features three versions of
the game that each have slight minor variations
in storyline/missions that is found on a differ-
ent game platform’s version; the main storyline,
though, remains the same between the versions.
Tom Clancy’s Ghost Recon Advanced • 3197
While both the PS2 and Xbox ver- The PS2 and Xbox versions
sions are essentially the same title, have some similar online game
the Xbox 360 port and the Windows modes and can be played with up to
versions each stand out on their own 8 players.
with their own unique features, in- Ghost Recon Advanced Warfighter
cluding the ability to command a was a commercial success, selling
squad of soldiers indirectly. more than 1.6 million copies by the
One unique feature of the gameplay end of March 2006. By the end of
is the cross-com system, which is September, the game’s total sales
designed to allow players indirect had surpassed 2.4 million units.
control over friendly units assisting Advanced Warfighter sold 1.2
them on a mission (e.g. helicopters, million in the United States, 8,903
UAV drones, etc.), by giving them in Japan, and 200,000 in the United
commands on what to do, whether Kingdom.
to locate enemies or deal with a par- The Xbox 360 version of Ghost Re-
ticular threat encountered. This sys- con: Advanced Warfighter was re-
tem can be used in conjunction with leased on March 9, 2006 to multiple
the game’s Intel map - a tactical map rave reviews. Electronic Gaming
showing the entire play area and lo- Monthly praised the game’s stun-
cation of objectives, enemies and ning next-generation presentation
friendlies/allies - to issue commands. and high entertainment value, giving
Notably, this gameplay feature varies it an average score of 9.5 out of 10.
between the different versions. Reviews for other platforms
Both the PS2 and Xbox versions of ranged from positive to mixed to neg-
Ghost Recon Advanced Warfighter ative. GameRankings and Metacritic
are played in first-person, but have gave the game a score of 50.67% and
notably fewer features than those 44 out of 100 for the PS2 version.
found in the Xbox 360 or the Win- On October 5, 2006, Ghost
dows versions. The most notable Recon: Advanced Warfighter won
differences to the other versions is two out of the eight nominated BAV-
that players only have a single AI- GA awards including, “Best Techni-
controlled teammate following them cal Achievement” and “Best Game”.
on missions (as opposed to a squad
of 3 soldiers), there are more levels
but of shorter lengths, and that Scott
Mitchell (the main char-
acter of the story) never
speaks throughout these
versions.
Online multiplayer on the
Windows edition has both
versus and co-op mode.
Versus mode features 32
players, which is double
that of the Xbox 360 ver-
sion. The online co-op
mode only supports up to 4
players maximum on Win-
dows (the Xbox 360 ver-
sion supports up to 16 co-
op players).
3198 • Tom Clancy’s Rainbow Six 3
7.0 Tom Clancy’s Rainbow Six 3
Developer Ubisoft Shanghai
Publisher Ubisoft
Release date (us) March 24, 2004
Genre Tactical shooter
Mode 1-2 (6) Players
Tom Clancy’s Rainbow Six 3: Raven Shield was
originally a 2003 Windows game. The console
version, entitled Rainbow Six 3, features the
same basic engine, models, textures, and artwork,
but with significantly different game mechanics,
gameplay, and storyline. The game series is based
on the Tom Clancy novel of the same name.
The game is set in 2007, after an unidentified
group of terrorists attack a number of high-profile
targets, beginning with the G8 summit in Swit-
zerland and continuing with a Venezuelan oil re-
finery in the Caribbean. Their demands are obvi-
ously targeted at disrupting the oil trade between
the United States and Venezuela. Enter veteran
international anti-terrorism unit Team Rainbow,
who must stop the terrorists and discover who is
behind the attacks.
The gameplay in the console version of Rainbow
Six 3 deviates from its PC counterpart in a num-
ber of important areas, notably the exclusion of a
mission planning stage and the inability to con-
trol multiple characters. Instead, players take the
role of Rainbow field commander Ding Chavez
and lead a single fireteam consisting of Eddie
Price, Louis Loiselle, and Dieter Weber through
each of the game’s missions. Orders can be issued
to the teammates using the in-game menu. Each
teammate has their own unique voice as opposed
to generic voices in the PC version.
The action is also slightly more forgiving
in the console version. Chavez and his teammates
each have a life bar consisting of four units of
health, which must be depleted before that Rain-
bow operative is incapacitated. In the console
versions, it is possible for the player to sustain
several bullet hits before dying.
Reception of the game ranged from positive to
mixed. GameRankings and Metacritic gave it a
score of 72.71% and 70 out of 100 for the PlaySta-
tion 2 version.
The editors of Computer Gaming World nomi-
nated Raven Shield for their 2003 “Shooter of
the Year” award, which ultimately went to Call of
Duty.
Tom Clancy’s Rainbow Six: Lockdown • 3199
Tom Clancy’s Rainbow Six: 7.0
Lockdown
Developer Red Storm Entertainment
Publisher Ubisoft
Release date (us) September 6, 2005
Genre Tactical shooter
Mode 1-2 (16) Players
Tom Clancy’s Rainbow Six: Lockdown is the
fourth game in the Rainbow Six series. The initial
design and PS2 version were developed by Red
Storm Entertainment and the Xebecs version was
developed by the Ubisoft Montreal studio. The
game was later released on mobile phones, Game-
Cube and Windows.
Lockdown takes place in 2009 and revolves
around the elite counter-terrorist unit called
Rainbow. In Lockdown, Rainbow is pitted against
a worldwide terrorist organization known as the
Global Liberation Front, composed of various
leftist, anarchist, and Third World organizations
opposed to the West. The Global Liberation Front
has stolen a man-made nanotech virus named
“Legion”. “Legion” is a nanite aerosol that causes
massive hemorrhaging in its victim and has a
mortality rate of 100%. Rainbow must find and
stop the GLF from using the virus. To accom-
plish this, Rainbow goes from country to country,
tracking down each country’s GLF cell. The game
includes 16 single-player missions in all.
The player controls the main character, Rainbow
leader Ding Chavez, and leads a single squad in
real-time through each level. The player can issue
orders to team members, such as to break down a
door or toss a grenade into a room. Missions are
broken up into linear levels, instead of each mis-
sion taking place on a single non-linear map.
The console versions also features several
“shooting gallery”-style sniper missions, in which
players take control of sniper Dieter Weber, and
snipe terrorists from a position such as a small
room or a helicopter while covering the entry of
an AI-controlled squad into an area. The game
also feature cut scenes that flesh out the person-
ality and background of each Rainbow member,
as well as collectible suitcases hidden throughout
each level that can be collected for bonus mate-
rial.
The PS2 version have its own exclusive online
mode. Called “Rivalry”, this mode pits teams of
terrorists against teams of counter-terror agents.
CELL RESEARCH
by: Daniel Staines@PSW (AU) 2003 #8
Move over Snake. F*** off Raiden. Sam Fisher
is here, fresh from a brief training exercise late
last year spent spying on the enemy. He’s now
ready for the real deal - Tom Clancy’s Splinter
Cell on PS2.
AS THE MEDIUM OF INTERACTIVE EN-
TERTAINMENT expands artistically and demo-
graphically, standard expectations of what a videog-
ame hero can and should be continue to evolve and
have become considerably more mature over time.
No longer content with tough man clichès, gamers
are increasingly demanding that their digital avatars
be well-rounded, interesting characters that are both
creatively engaging and functionally flexible. These
days, we want our protagonists to be capable of intel-
ligent discussion as well as being a deft hand with a
MP5 sub-machine gun. We want them to give us the
opportunity to make ethichal choices and to decide
on a minute-to-minute basis whether or not pulling
the proverbial trigger is always the best way to solve
a problem. We want them to be witty, we want them
to be though and maybe we want them to be just a this particular sneak ‘em up from others cur-
little sexy too. rently on the market. In particular, Sam’s wide
We want them, in short, to be a lot like Splin- variety of physical capabilities are worth nothing
ter Cell’s Sam Fisher. Calculating, mysterious and as they are a major facet of what makes him such
amazingly talented - this guy epitomises everything an exciting character to control. Unlike some
that a modern day videogame hero should be. Al- other thigh-suited pansies we could mention,
though some careless observers would have you be- Sam can do pretty much anything you’d expect
lieve otherwise, Fisher is not a shameless clone of from a veteran Special Ops agent. He can rap-
that other solid stealth hero that courtesy prohibits us pel into hostile quarters with all guns blazing, he
from naming here. He is an original, complex cre- can pull off neat knock out guards and use their
ation in his own right and comes to use with Tom heads to bypass retinal scanning devices. He
Clancy’s personal seal of approval. He’s a bad ass all can even do a ‘split jump’ and stay aloft between
right - but by golly, he’s an interesting bad ass. two reasonably close walls using nothing but the
“Little is known about Sam, but his experience power of his legs alone.
and top training make him both deadly and efficient,” “What is interesting with all the moves
Splinter Cell’s product manager Domitille Doat tells that Fisher can perform is that they are perfectly
us. “He is not another wet-behind-the-ears spy. He is realistic but athletically impressive - we wanted
not 25 years old, he has got nothing to prove and he to walk a line between realism and cinematic
is not in search of glory or glamour. He’s a complex action.” explains Doat. “He can perform every-
character - physically and psychologically - and is thing you’d expect a highly trained agent could
definitely not in line with your standard videogame perform, but ultimately our primary objective
clichès.” is to provide those moments where the players
According to Doat, Fisher is the crux of the actually surprise themselves with the impres-
Splinter Cell experience and is key in differentiating siveness and success of their own actions. That’s
what marks the difference between us and the com- Splinter Cell has been designed with accessi-
petition.” bility in mind and is therefore not so stringently real-
Aside from his impressive repertoire of phys- istic as to be punished to the inexperienced or casual
ical stunts. Fisher also has access to a long list of hi- gamer. Mistakes will have ramifications, but usually
tech gadgets and Special Ops weaponry. The most they’ll be ramifications one can learn from without
interesting of these include a thermal vision head-set having to open the reload screen. Furthermore, it
which lets Sam identify enemies by their heat sig- is not always necessary to solve problems with the
natures, and experimental SC-20 K modular assault ‘stealthy’ way simply because you play the role of
rifle and movement sensitive wall mines. And the a covert operative. Players inclined to whip out an
sticky eye - a portable camera that can be stuck to automatic rifle and charge about shooting guards will
almost any surface and manipulated from a remote be able to do so - but they’ll have to face the conse-
control panel carried by Sam. Provided their use isn’t quences of their actions. “Most of the time, depend-
restricted to pre-fabricated situations, the tactical ing on the objectives of a mission, the player always
possibilities that gadget like these open up are almost has the freedom to decide if they want to be stealthy
endless. One could, for instance, use the sticky cam- or not. Homicidal aggression makes life harder, of
era to monitor a patrol route and then plan a lighting course, but that’s a decision we leave up to the player.
ambush based on the information it records. They can set the level of their own challenge.”
“Although some of them were especially cre- Of course, you may know that Splinter Cell
ated for the game, most of the weapons and gadgets has already been released on another lime-tinged
in Splinter Cell are based on actual prototypes being console. It was hyped as an exclusive, since only the
tested by different military organisations. Like Sam’s green box could handle it’s amazing graphics and
moves, they were all developed to impress the player lightning. But hang on, here it is on PS2. And it’s
with their versatility while still conveying a strong looking as good as ever. Don’t look surprised.
feeling of realism at all times.” So let’s take a look at that world famous real-
time lighting system we’ve all been hearing so much
about. Aside from being aesthetically stunning in
every way, this system marks something of a revolu-
tion in stealth game design and plays an integral role
Splinter Cell’s gameplay from start to finish. “Stealth
games are all about moving between shadowy ‘safe-
zones’ to avoid enemies. So we thought it would be
very cool if the player modify and create ‘safe-zones’
through the dynamic manipulation and modification
of real-time lighting. That’s what out global lightning
system does. We have changed the way lightning and
shadows are traditionally computed in videogames.”
Could this be the best stealth game ever re-
leased on a Sony console? We don’t know yet, but
goddamn it’s certainly shaping up that way. It’s got
charm, it’s got style and it’s got the right amount of
hardcore stealth to keep the fanatics happy. It’s got
everything you could possible want from a stealth
game without the annoyance traditionally associated
with the genre. Really, how could you not want to
play this game?
PSW VERDICT: 8/10
As the risk of Sam Fisher snapping it, we’ll stick our
neck out and say that Splinter Cell is very good, but
not quite the Solid Snake strangler we were hoping for.
Tom Clancy’s Splinter Cell • 3203
Tom Clancy’s Splinter Cell 8.9
Developer Ubisoft Shanghai
Publisher Ubisoft
Release date (eu) March 28, 2003
Genre Stealth
Mode 1 Player
Tom Clancy’s Splinter Cell is a 2002 stealth game
developed by Ubi Soft Montreal and built on the
Unreal Engine 2. It is the first game in the Splin-
ter Cell series. The game is available for Xbox,
Windows, PS2, GameCube, and Mac OS X. A re-
mastered high definition version of Tom Clancy’s
Splinter Cell was released on the PS3 in Septem-
ber 2011. The success of the game series spawned
a series of novels written under the pseudonym
David Michaels.
Endorsed by author Tom Clancy, it follows the
activities of Sam Fisher, a covert ops veteran re-
cruited to spearhead the newly-activated Splinter
Cell Program, which is part of Third Echelon, a
top-secret initiative within the National Security
Agency (NSA). Third Echelon uses Splinter Cells,
lone operatives working in the field with high-tech
support, to conduct intelligence-gathering mis-
sions in hostile territory. The character of Fisher
is voiced by actor Michael Ironside.
The primary focus and hallmark of Splinter Cell’s
gameplay is stealth, with strong emphasis on light
and darkness. The player is encouraged to move
through the shadows for concealment whenever
possible. The game displays a “light meter” that
reflects how visible the player character is to ene-
mies, and night vision and thermal vision goggles
to help the player navigate in darkness or smoke/
fog, respectively.
Splinter Cell strongly encourages the use
of stealth over brute force. Although Sam Fisher is
usually equipped with firearms, he carries limited
ammunition and is not frequently provided with
access to additional ammo. The player begins most
missions with a limited supply of less-than-lethal
weapons in addition to Fisher’s firearms, a sup-
pressed FN Five-Seven sidearm, as well as a sup-
pressed FN F2000 assault rifle midway through
the game, which includes a telescopic sight and a
launcher for some of the less-lethal devices such
as ring airfoil projectiles, “sticky shockers”, and
CS gas grenades.
Flexibility of movement is a focuspoint
of Splinter Cell. Fisher can sneak up on enemies
from behind to grab them; allowing interroga-
3204 • Tom Clancy’s Splinter Cell
tion, quiet incapacitation, or use as a human Ubisoft Montreal focused on making a
shield. Fisher is acrobatic and physically adept, more realistic approach to the stealth genre,
and has a variety of maneuvers including the and in doing so had to do research on develop-
ability to mantle onto and climb along ledges, ing technology, such as the suit that Sam wears,
hang from pipes, and perform a “split jump” in the type of tech for surveillance and the gadgets,
narrow spaces to mantle up a steep wall. and so on. While the game ran on Unreal En-
Tom Clancy’s Splinter Cell is the first video game gine 2 engine, Ubisoft utilized the engine for dy-
in the Splinter Cell franchise, and is also the sec- namic lighting effects as well as well as creating
ond video game franchise that was not originally realistic physics (such as the soft physics).
based on a Tom Clancy book (with the first fran- The Xbox version is the original one, with a
chise being Tom Clancy’s Ghost Recon). Ubisoft closely adapted version for the PC, and sepa-
initially started development on a title called rate ports for PS2 and GameCube. The latter
“The Drift”, where the game was originally a have slight changes in levels generally to make
third-person shooter in a futuristic-retro setting it a little easier. Each version also contains some
where Earth had been destroyed and major cit- exclusive features. The Xbox and PC versions
ies of remnant humans built cities on the debris include three additional downloadable missions
of the earth. The player could use their multi- (Tom Clancy’s Splinter Cell: Mission-Pack).
purpose gun to grapple walls, fire cameras and The PS2 version has an exclusive level, and the
even change vision models.
The Drift was a prototype of
things to come, but was described
as having ‘no soul’, despite incor-
porating ideas and concepts that
were ahead of its time. Eventually,
The Drift was dropped, while ele-
ments retained in what would be
known as “Tom Clancy’s Splinter
Cell”, a game based on Ubisoft’s
directive to Ubisoft Montreal to
make a “Metal Gear Solid 2 killer”.
Ubisoft Montreal was
tasked into creating a revolution-
ary stealth game that took ele-
ments from Thief and Metal Gear
Solid. Tom Clancy endorsed it
while also being a support writer
for scenarios. Tom Clancy at first
did not approve of the tri-focal
goggles, which were said to con-
tain both night vision and thermal
vision, as it was unrealistic to have
such a device. This is due to the is-
sues such a device would have with
size and cost in real life. Though
Tom Clancy later approved of it
as Ubisoft made use of it as Sam
Fisher’s signature style and ex-
plained that having two separate
devices, which the player would
need to interchange, would be
highly detrimental to gameplay.
Tom Clancy’s Splinter Cell • 3205
GameCube version can be con-
nected with a Game Boy Advance
through a link cable to view an
overhead map. The PS2 and Game-
Cube versions include additional
binocular items, and the latter also
has an extra sticky bomb weapon.
The PS2 release also has an exclu-
sive 5min pre-rendered intro cin-
ematic with full orchestrated score,
showing how the two agents Sam
are sent to look for at the beginning
of the game were captured.
The PS3 version, released
as part of the Splinter Cell Trilogy,
was ported from the PC version,
because it had more details and
more content than the PS2 version.
Splinter Cell was a commercial suc- Criticism of the game was
cess. Pre-orders reached 1.1 million also present. Greg Kasavin said that
units, and the game sold 480,000 Splinter Cell is “sometimes reduced
copies worldwide by the end of 2002, to frustrating bouts of trial and er-
after three weeks on sale. Next Gen- ror.” In addition, Kasavin criticized
eration ranked it as the 10th highest- the game’s cutscenes, saying that
selling game launched for the PS2, they are not up to par with the rest of
Xbox or GameCube between January the game’s graphics.
2000 and July 2006 in that country. Non video-game publications
It remained the best-selling Splin- also gave the game favorable reviews.
ter Cell game in the United States by Entertainment Weekly gave the Xbox
July 2006. version an A and called it “wickedly
Tom Clancy’s Splinter Cell received ingenious”. The Village Voice gave
positive reviews upon the game’s the PS2 version eight out of ten and
release. GameSpot’s Greg Kasavin said, “If this game were any more
said that Splinter Cell has “hands realistic, you’d have to hold in your
down the best lighting effects seen farts.”
in any game to date.” IGN likewise The game also received several
praised the game for its graphics and awards, including; E3 2002 Game
lighting, while also praising how it Critics Awards: Best Action/Adven-
evolved Metal Gear Solid’s third-per- ture Game. 3rd Annual Game De-
son stealth-action gameplay. Both velopers Choice Awards: Excellence
praised the game’s audio, noting that in Writing. 6th Annual Interactive
Michael Ironside as Sam Fisher’s Achievement Awards: Console Game
voice suited the role perfectly. Scott of the Year, Outstanding Achieve-
Alan Marriott of AllGame gave the ment in Game Play Engineering. IGN
Xbox version four-and-a-half stars Best of 2002: Xbox Game of the Year
out of five, and called it “one of the and Xbox Best Graphics.
few games to elicit a feeling of sus- Splinter Cell was also a run-
pense without resorting to shock ner-up for Computer Games Maga-
techniques found in survival horror zine’s list of the 10 best games of
titles like Resident Evil.” 2003.
SPLINTER CELL BLOKE!
GREG GOBBI
by: PlayStation 2 Official Magazine (AU) 2003 June #15
Splinter Cell’s Creative Director talks about
stealth, sequels and sharing the credit.
How did the initial idea for
Splinter Cell come about?
We wanted to create a game So how did you get access to
with tension. We wanted t re- the Tom Clancy license?
produce the feeling you got We were working on a shoot- Pretty damn busy then...
when you were a kid, watching ’em-up, but it was set in a You could say that. My role
TV from behind the sofa. But game universe that we weren’t is to ensure the team have the
then we wanted to release that sure would hook the American resources they need. Once we
tension with action, too. That’s market. It would have worked agree on a game’s concept, it
why we have the special moves in Europe I think, but maybe becomes the team’s responsi-
- they provide the player with it was a bit lateral for the US. bility to get it done. As Creative
an almost physical sensation. Anyway, when Ubi Soft bought Director, I can’t say, “This is
Tom Clancy’s developer Red my game,” I have to say, “This
Which games influenced you is your game.” It hurts, but
Storm, we asked if we could
- obviously Metal Gear Solid? that’s how it is.
use the license and Splinter
We definitely wanted to make
Cell was born. Any news on a sequel for
a game that would be better
than Metal Gear Solid. It was Which other games are you Splinter Cell?
obviously going to be hard currently involved with? At the moment we’re thinking
though, it takes Konami four One big one is the next Prince about a multiplayer element. It
years to make a Metal Gear of Persia game. It’ll be a chal- might be an add-on, it might be
Solid game and they have 80 lenge to rejuvenate the brand a sequel. The problem is, our
people. We only had 40 peo- because Prince of Persia 3D game is based on shadows and
ple and two years. It’s a bril- was very disappointing. How- being sneaky - if you tried to
liant game, of course, but it had ever, we’re working with Jor- do a deathmatch, for expample,
plenty of frustrating elements, dan Mechner, the game’s crea- night vision would ruin every-
particularly the lack of control. tor. I’m Also overseeing Tom thing. If you shoot out the lights
You can play it just by looking Clancy’s Rainbow Six Raven and hide in the dark, it won’t
at the head-up display, not the Shield and Myst 4. make any difference - you can
main screen. Our goal was to use your night vision to see me.
be more realistic and provide It’s a real design challenge.
much more control over the
camera so players could use
the 3D environment to hide. A
game that did influence us in
that respect was Thief.
3208 • Tom Clancy’s Splinter Cell Pandora Tomorrow
8.7 Tom Clancy’s Splinter Cell
Pandora Tomorrow
Developer Ubisoft Shanghai
Publisher Ubisoft
Release date (eu) June 11, 2004
Genre Stealth
Mode 1-2 (4) Players and the pistol laser was replaced
Splinter Cell: Pandora Tomorrow with an OCP (Optically Channeled
is was developed and published by Potentiator) which can temporarily
Ubisoft Shanghai and Ubisoft Mi- disable electronic devices in Chaos
lan, while Ubisoft Montreal, devel- Theory, the next entry in the series.
oper of the original Splinter Cell, The PS2 and GameCube versions
was working on Chaos Theory. also feature an additional single
Pandora Tomorrow is the second player mission to compensate for
game in the Splinter Cell series en- the abridged gameplay compared
dorsed by writer Tom Clancy. to the PC and Xbox versions.
In Pandora Tomorrow, players re- Ubisoft Shanghai took helm of the
prise their role as Sam Fisher, along critically acclaimed Splinter Cell
with his friends Irving Lambert and franchise. The game’s main focus
Anna Grimsdottir. was improving lighting effects.
A terrorist has a disease Shanghai also made a small game-
which he plans to spread through play change where a player could
the United States. He makes daily choose from multiple paths to take
phone calls to an undisclosed loca- instead of a single path every play-
tion every day, delaying the release through. They also took it upon
of the disease by one more day. As themselves to create multiplayer
Fisher, the player must find out who for the game. Michael Ironside re-
the terrorist is, where he is, who he turned to voice Sam Fisher while
is working for, and above all, stop Dennis Haysbert voiced Irving
him. In order to do this, Sam are Lambert. The game’s development
taken all around the world, from name was “Shadow Strike”.
Paris to Indonesia to Jerusalem. As with the original Splinter Cell,
The gameplay is largely unchanged the Windows version is a port of
from the original Splinter Cell. the Xbox version, and duplicated
The game features some moderate that version’s user interface and
graphical improvements, as well as gameplay. However, the Windows
minor gameplay changes such as version can run at higher resolu-
the fact that health kits are no lon- tions than the console versions.
ger an inventory item, and the addi- The controls were reworked to al-
tion of a laser sight to Sam’s pistol low simultaneous use of a keyboard
that allows the player to know ex- and mouse, with movement speed
actly where the rounds will strike, being controlled by the mouse
even when moving around. Also, wheel. None of the bonus content
Sam can now open doors while car- from the other versions is present
rying a body, shoot while hanging on this version.
upside down, a “SWAT turn” past As with the original Splin-
doorways unnoticed (move from ter Cell, the PS2/GCN versions are
one side of the door to other while identical in both level layouts, res-
covered), and perform a half split olution and other assortments of
jump. The SWAT turn was removed degradation. The framerate tends
Tom Clancy’s Splinter Cell Pandora Tomorrow • 3209
to stutter slightly more than the to receive (e.g. Sam will sometimes
Xbox version. Loading times are also receive shadows of a beam, but not
longer. Missions are also structured ones of enemies or smaller objects),
in a different/shorter fashion and the to swap between any of two objects’
multiplayer component is not as ex- receiving values, depending the po-
tensive as its Xbox counterpart. The sition from the light and collision.
PS2 version boasts extra content, On the other hand, the GCN version
however, including a new Indone- uses a complete version of what was
sian Jungle mission (which also ap- briefly cooked up in the original port.
pears in Splinter Cell Essentials for Objects will be sent through the map,
the PSP). but not as a shadow, which therefore
Notable differences between blocks Sam and causes his own shad-
the PS2 and GCN versions are mi- ow to disappear behind an invisible
nor, ranging from shadowing to the “inverted” shadow. This time around,
framerate itself. The GameCube ver- all objects receive their own shadow,
sion continues to use a soft filter over like in the buffer method, only this
its shadows whilst the PS2 version time, it instead uses the other data to
maintains the same bare bilinear fil- blot out the shadow via the previous
tering of the original versions. Some logic found in the individualization of
shadow spotlights are even missing receiving values across a single shad-
from the GCN version as well, such ow map. Out of the two methods, the
as in the vents of LAX. The GCN ver- GCN most mimics a depth map, as
sion, as can be seen in-game, can removal is 1:1, whereas the methods
slow worse than the PS2 version, found in the PS2 version can result
yet can reach 60fps where the PS2 in having these values swap earlier
doesn’t. While the base is similar, than Sam can travel fully behind an
unlike the PS2/Xbox/PC version, object (usually when Sam is midway
thermal in the GCN also lacked a fi- through an object).
nal touch, the full screen color bleed- By the end of March 2004, Pandora
ing “infrared” post effect. Instead, Tomorrow had sold 1.7 million cop-
the GCN version remains the same as ies. Its total sales reached 2.7 million
the previous ports whereby it simply units by the end of June, and rose to
uses an outline around its characters 2.8 million by September.
and objects.
The game’s reviews ranged from
Lastly, unlike the first Splinter
“average” to “universal acclaim”, de-
Cell, which was built in four months,
pending on the platform, according
UbiSoft’s development team was
to Metacritic. In addition, Rotten
able to spend time on emulating the
Tomatoes gave the game a score of
correct shadow projection that the
“Fresh Rating” for the PS2 version.
originals’ depth buffered shadow
maps enable. In the first effort, shad- The game was banned by Indonesian
ow maps weren’t any different to a Government due the controversial
standard light map and would proj- theme about Timor Leste-Indone-
ect any object on Sam, when actually sian conflict.
deciding to turn his receiving values Also, a real life near-parallel
on, no matter his position. The PS2 with Delta’s securing of the US Em-
version of the sequel now uses fuller, bassy happened in 1980 when Delta
more complex logic similar to the PC Operatives tried to rescue US hostag-
version’s projector mode, in which es in the US Embassy in Iran. They
an object that receives shadow selec- failed in their attempt.
tively chooses which shadow objects
3210 • Tom Clancy’s Splinter Cell Chaos Theory
8.7 Tom Clancy’s Splinter Cell
Chaos Theory
Developer Ubisoft Montreal
Publisher Ubisoft
Release date (us) March 28, 2005
Genre Stealth
Mode 1-2 (4) Players Chaos Theory features re-
Chaos Theory is the third game in
xxx fined stealth mechanics. In addi-
the Splinter Cell series endorsed by tion to the standard light bar, the
novelist Tom Clancy. The game has game also features an aural moni-
a significantly darker tone than its tor that measures the noise that
predecessors, featuring more com- Sam makes, along with the ambient
bat and the option for Fisher to kill noise of the environment. It is im-
people he interrogates as opposed portant for Sam to make less noise
to simply knocking them out. As a than his surroundings; otherwise,
result, it was the first Splinter Cell the enemy guards will hear him.
game to receive an M-rating by the The AI detection has been
ESRB, an assessment which has altered as well. In former titles, af-
since been applied to all subse- ter Sam would leave a certain area,
quent releases in the series. the game would do a sweep of the
previous area for all unconscious
The game is set in 2007. Japan cre-
or dead bodies in a well-lit spot. If
ates the Information Self-Defense
any were found, an alarm would
Force (I-SDF). The creation of this
be triggered. In Chaos Theory, the
force is seen as a violation of inter-
bodies have to be discovered by a
national law and Japan’s constitu-
patrolling guard or security cam-
tion, and it causes tensions to rise
era in order to trigger an alarm.
between Japan, China, and North
This enables players to leave bodies
Korea. In time, North Korea and
simply laying out in the open, and,
China set up shipping blockades
as long as the player has eliminated
around Japan, and Japan calls on
all NPCs and disabled all cameras,
the United States for help, citing
no alarms will be triggered.
article nine of the Postwar Consti-
Being spotted by enemies
tution. Throughout this time, Ja-
will still trigger alarms, and alarms
pan uncovers more and more in-
will still cause enemies to become
formation that the infamous Black
more alert and combat-ready (such
Gold Day was caused by intentional
as causing them to wear ballistic
information warfare attacks. As the
vests and helmets). However, trig-
U.S. prepares to launch the USS
gering too many alarms will no
Clarence E. Walsh, Third Echelon
longer cause the game to end au-
sends the famous Sam Fisher on a
tomatically. Even killing civilians
mission that appears to be unrelat-
or friendly soldiers may not cause
ed to the incident, but which may
Fisher to fail the mission, although
end up being the most important
doing so will at least cause Fisher
element of it all.
to be seriously chastised by his su-
The game also features a number of perior, and cost him significantly
major changes and improvements in his mission score as well as can-
to the series’ basic gameplay. Chaos celling certain mission objectives,
Theory is also the first game in the such as tapping phonelines and lo-
Splinter Cell series to use ragdoll cating covert listening devices.
physics.
Tom Clancy’s Splinter Cell Chaos Theory • 3211
Chaos Theory adds a combat The 5-7 SC Pistol returns,
knife to Sam’s close-quarters com- though the laser pointer featured in
bat abilities. Sam can use the knife Pandora Tomorrow is replaced with
in multiple ways, such as threaten- a new feature: the OCP (Optically
ing an enemy during an interroga- Channeled Potentiator). When fired
tion, killing an enemy in close-quar- at certain electronics, the OCP can
ters combat, or piercing gas tanks disable them for a limited time. Fish-
on generators in order to aid in his er can disable lights, security cam-
stealth operations. Also, it no longer eras, and more. If the device cannot
matters what direction Sam attacks be disabled, it will temporarily mal-
from when using melee attacks, nor function instead, such as causing the
does it matter if enemies are aware blue screen of death when attacking
of his presence, as opposed to earlier computer towers.
entries in the series where he had The SC-20K returns with a
to attack from behind or on the side multitude of new attachments, such
and the enemy could not be alerted as a foregrip that reduces recoil and
to him in order to take them down increases accuracy, a launcher that
in one hit. He also has the option of fires non-lethal weaponry, an un-
using lethal or non-lethal force when dermount shotgun attachment for
ending an interrogation, and with his close quarters firing, and a prototype
close range attacks. As an expansion 20mm sniper attachment for long-
on Sam’s ability to shoot while hang- range combat. The SC-20K now uses
ing upside down (introduced in Pan- a reflex sight that zooms to 1.5x mag-
dora Tomorrow), he can now choke nification, while the sniper scope al-
down or break the neck of enemies lows from 1.5x to 3.5x magnification.
below him. He also has the ability to A large variety of non-lethal
pull people over railings while hang- weaponry can be fired from the SC-
ing off a ledge and throw bodies off of 20K launcher, such as the Sticky
cliffs or over railings, even onto other Camera, the Sticky Shocker, the Air-
guards. However, the ability to shoot foil Round, and Gas Grenade. The
around corners has been removed, Sticky Camera will reveal an image of
although this is balanced by being the area in which it was shot. In ad-
able to switch the side of Sam’s body dition, it can make a clicking sound
the gun is on while in a firing posi- which will attract enemies, and also
tion. emit a CS gas that will render uncon-
Fisher is able to choose from scious any enemies in the immedi-
one of three different equipment ate area. In contrast to former titles
“kits.” There is Redding’s recom- Sam can now use multiple cameras
mended kit, an assault kit and a at the same time. He can switch
stealth kit. Redding’s Recommenda- back to any Sticky Camera that has
tion gives Sam an even balance be- not been destroyed by using the CS
tween ammunition and non-lethal gas attack or due to enemy fire. The
weaponry. Assault provides more Sticky Shocker will shock and inca-
ammunition at the expense of non- pacitate its target when fired. If shot
lethal weapons while the Stealth kit into a body of water, the shocker will
contains more non-lethal weaponry incapacitate all targets in the water.
at the expense of brute force, lethal The Airfoil Round is a hollow metal
weaponry, and spare magazines. On ring that will knock out the target.
missions where an objective is to It is still possible for an unconscious
cause no fatalities, the player is un- enemy to die if shot, dropped from a
able to choose the Assault option. considerable height or dropped into
water, no matter how shallow.
3212 • Tom Clancy’s Splinter Cell Chaos Theory
Fisher also has multiple types of grenades. placed throughout the level, then returning the
There is a gas grenade, which emits a cloud of CS disks to their extraction point. The other game
gas that knocks enemies unconscious, a smoke mode is death match, which consists of killing
grenade, which provides Fisher with a cloud of players on the opposite team-spies or mercenar-
smoke to hide in, the flashbang, which will tem- ies.
porarily blind and deafen any enemy near it, and The Spy vs. Mercenary game mode re-
the fragmentation grenade, which will kill any turns from Pandora Tomorrow with many im-
enemy within its blast radius, and send objects provements. These include new gadgets for both
flying in all directions. teams, cooperative moves for the spy team, and
Chaos Theory features competitive and coopera- improved close quarters combat for the merce-
tive multiplayer. The cooperative mode expands naries. Spies are armed with non-lethal weap-
play by allowing for two agents to play through a onry so they rely on stealth, skill, and gadgets.
unique 7 mission story mode which parallels the Spies can only kill mercenaries by breaking their
single player campaign. The cooperative cam- necks, dropping on them, and hanging from a
paign follows the story of two Splinter Cells in ledge and pulling him down. The spies’ gadgets
training, merely known as Agent One and Agent also do not generally affect other spies. Mer-
Two. Their training is interrupted when a world cenaries are the heavily armed enemies of the
crisis occurs that requires the Shadownet divi- SHADOWNET spies.
sion of the NSA. to deploy additional resourc- Ubisoft Montreal returned to develop the third
es, even including agents not fully trained. The title in the franchise. In doing so, they used a
missions become a trial by fire for the two new modified Unreal Engine 2.5 to create a more
agents. Though players can operate alone, the detailed game. From the point where when it
level design is such that it encourages teamwork. rains, Sam becomes wet. They also added Co-Op
In Splinter Cell Chaos Theory VS mode, storyline that works side by side with the main
two additional game play modes have been add- campaign. Michael Ironside returns as Sam
ed to the game. New game modes include disk Fisher while Don Jordan returns as Lambert
hunt, which consists of spies grabbing disks who was previously voiced by Dennis Haysbert
Tom Clancy’s Splinter Cell Chaos Theory • 3213
in the last game. This is also the first game in Official Xbox Magazine named it the
the franchise in which it is rated M for mature. Xbox “Game of the Year” (2005) for its strong
It is unknown why Ubisoft Montreal decided to gameplay and lifelike graphics. It is considered
go with this rating but speculation suggests they one of the greatest video games of all time. A
wanted a more realistic Splinter Cell game than 2013 IGN review described Chaos Theory as a
in the past. Chaos Theory was later remade for “peak” in the series. Edge gave the game a score
the Nintendo 3DS as called Tom Clancy’s Splin- of eight out of ten and said it was “the game that
ter Cell 3D and it is also part of the Tom Clancy’s the original Splinter Cell was meant to deliver:
Splinter Cell Trilogy for PS3. a tight play experience within a trusty frame-
A Limited Collector’s Edition was available for work, one more of enjoyment than irritation,
PC, PS2, Xbox, and GameCube. Each version is and a game that’s no longer exclusively for fans
packaged in a collectible tin, and the PC, PS2, of repeated reloading.” In Japan, Famitsu gave
and Xbox versions include the following bonus the PS2 version a total of 29 out of 40.
features on an extra disc: Non video-game publications gave the
• Exclusive G4 “Making Of” Video game some favorable reviews. Maxim gave the
• Music from the official Chaos Theory game a perfect ten and stated: “No longer is
soundtrack by Amon Tobin there just one way to solve a treacherous night
• Development Team video diaries mission before the enemy picks up your audio
• Penny Arcade Spy Training Manual signature: stealth will pay off just as well as
• Mega 64 Videos good old-fashioned ultraviolence.” The Sydney
Morning Herald gave the Xbox, PC and PS2 ver-
Chaos Theory was a commercial success, selling
sions all five stars and called it “Visually spec-
2.5 million units across all platforms within a
tacular and hugely rewarding.”
month of its release. The Xbox and PC versions
of the game received critical acclaim; the Game- Due to the fact that this game depicts a war
Cube and PlayStation 2 iterations were also re- between North Korea and South Korea, it was
leased to generally positive reviews. banned in South Korea until 2006.
“splintercell.fandom.com”
3216 • Tom Clancy’s Splinter Cell Double Agent
8.4 Tom Clancy’s Splinter Cell
Double Agent
Developer Ubisoft Montreal
Publisher Ubisoft
Release date (us) October 24, 2006
Genre Stealth
Mode 1-2 (4) Players
There are two separate versions of Double Agent.
One version was made by Ubisoft Milan and Ubi-
soft Shanghai, developers of Tom Clancy’s Splin-
ter Cell: Pandora Tomorrow and was released on
the Xbox 360, Windows, and PS3. The other ver-
sion was made by Ubisoft Montreal (Tom Clancy’s
Splinter Cell and Tom Clancy’s Splinter Cell: Cha-
os Theory) and was released for the Xbox, PS2,
GameCube and Wii. The Ubisoft Shanghai ver-
sion features a completely custom engine while
the Ubisoft Montreal version plays more like the
classic Splinter Cell games. The games share the
same general plot but feature different storylines,
plot twists, and levels. They do however, share the
same background music, a few cut scenes and all
voice actors.
The game’s plot is told as a huge “flashback” of
Sam reiterating to NSA Director Williams what
happened. Version 1 takes place in the present. It
follows Third Echelon Splinter Cell Sam Fisher,
who is assigned to go undercover as a convicted
felon in order to infiltrate a domestic terror or-
ganization called John Brown’s Army (JBA). Act-
ing in multiple staged bank robberies and kill-
ings, Fisher becomes an infamous criminal and
is incarcerated in Ellsworth Prison, Kansas where
he befriends cellmate Jamie Washington, a JBA
member. With indirect assistance from a Splinter
Cell team, Fisher helps Washington escape, and is
welcomed into the JBA.
Fisher is given objectives from two separate par-
ties, the JBA and NSA, sometimes forcing the
player to choose between them in order to prog-
ress. Due to the fact he is “working” for two dif-
ferent organizations, Sam is faced with several
choices in the game that affect his trust with the
JBA and the NSA, represented by the “trust me-
ter”. Trust on either side affects Sam’s weapon
arsenal: completing NSA objectives will unlock
a high-tech arsenal, while completing JBA ob-
jectives will unlock a lower-tech lethal arsenal.
A non-linear storyline that changes based on the
objectives the player completes (those of the JBA
or NSA). Multiple endings are introduced. The
Tom Clancy’s Splinter Cell Double Agent • 3217
lock-picking mini-game returns and Spy vs. Upsilon mode, with players
a new bomb defusing game is intro- able to play as Echelon Spies or the
duced. Upsilon agents, and also has a co-
The PS2 version includes two op mode intertwined with the single
exclusive “flashback” missions: one player portion of the game.
mission has Sam rescuing his daugh- There are 6 Game Modes in
ter from a cargo ship (the level design these Spy vs. Spy matches: Team
is borrowed from the Yugoslavia mis- Hack, Deathmatch, Team Death-
sion in Splinter Cell: Essentials), and match, Key Run, Sam Vs. All, and
the other has Sam escaping captivity Countdown. Team Hack has play-
from a German bunker (level design ers trying to retrieve data by hack-
borrowed from the SEALs mission in ing into enemies’ computers and se-
Essentials). The PS2 version featur- curing their own computers, similar
ing exclusive levels is not new to the to “Capture the Flag”. Deathmatch
series. and Team Deathmatches pit players
As part of the JBA, Sam must com- against each other. Key Run is simi-
plete objectives set by them to gain lar to Team Hack, except retrieving
their trust as well as complete objec- a Key to hack into the other team’s
tives from the NSA. The decisions he computer is the main item to capture.
has to make will become increasingly Sam Vs. All is reminiscent to Metal
difficult as he progresses through the Gear Solid 3: Subsistence’s Sneaking
game. Earlier decisions, such as de- Mission game mode, in which one
ciding whether or not to free all of the player who is Sam Fisher must play
prisoners during the prison break- as a lone wolf and hack into com-
out, will just affect his score, but as puters defended by an Upsilon spy
the game progresses, Sam is faced team. However, the key difference is
with serious choices that could kill that Fisher lacks the equipment from
thousands if made wrong, but may the single-player mode, and is nearly
blow his cover if he does not do it. identical to normal spies. Count-
Despite this, Sam must make down is similar to Deathmatch, ex
the JBA trust him, in order to gain cept players must outlast each other
access to the restricted areas of their by getting more kills to extend their
base and complete NSA objectives. time limit.
If he is seen in restricted areas be- Reception of the game ranged from
fore he is allowed to go there, it will positive to mixed. The UK OXM gave
dramatically affect his trust with the the PlayStation 2 version an 8 out
JBA. Similarly, if he is caught using of 10. IGN gave the Xbox version of
an NSA gadget or picking a lock in Double Agent an “Outstanding” 9.0
JBA HQ, his cover will be blown. out of 10 and the PS2 version an 8.7.
He is also watched by the TeamXbox.com rated it 9.1 out of 10,
JBA in most of his missions, if he is USA Today 9 out of 10, GameTrail-
seen completing NSA objectives or is ers.com 8.9 out of 10, and 1Up.com a
thought to be doing something out of “Dynamite” 8 out of 10.
the ordinary, his trust will go down. GameSpot gave the Xbox ver-
Killing people apart from those or- sion a “Great” 8.5, the PS2 version a
dered to be taken out will affect his “Great” 8.2, the Wii version a “Fair”
NSA trust in the same way. 6.2, and the Gamecube version a
Like Chaos Theory, coopera- “Fair” 6.7. The major difference be-
tive missions are available that tie-in tween them is the level of online
directly to the storyline. multiplayer, graphics and the con-
The Xbox and PS2 versions have a trols which differentiates one from
another. “splintercell.fandom.com”
3220 • Tomb Raider: Legend
8.2 Tomb Raider: Legend
Developer Crystal Dynamics
Publisher Eidos Interactive, (jp) Spike
Release date (eu) April 7, 2006
Genre Action-adventure
Mode 1 Player
Tomb Raider: Legend is the seventh
xxx During combat, Lara auto-
entry in the Tomb Raider series and matically locks on to enemies, with
the first in a franchise reboot that the player able to switch to another
reimagined the origins and charac- target within range. She can move
ter of series protagonist Lara Croft. around freely to avoid enemy at-
The game released for Windows, tacks and trigger environmental
PS2, Xbox, Xbox 360, PSP, Game- hazards to aid her in combat. Lara
Cube, along with handhelds devices. can access up to two weapon types;
A PS3 port was released in 2011. her default twin pistols with infi-
Legend details Lara Croft’s quest nite ammunition, and a secondary
for the mythical sword Excalibur, weapon, which is picked up during
racing across the world against her a level and has limited ammunition
former friend Amanda Evert. which can be replenished from de-
feated enemies carrying the same
Tomb Raider: Legend is a single-
weapon type. Lara can also carry
player action-adventure game in
grenades, perform melee attacks
which the player controls Lara
when she is close enough, and use
Croft through eight levels set across
her grapple to briefly stun them.
seven locations around the world.
When close to a targeted enemy,
The typical third-person action-ad-
Lara can perform a jump attack
venturing exploring is still present.
which slows down time while she is
Lara can move more freely, and is
airborne, allowing her more time to
no longer limited by specific jumps.
dispatch her enemies.
As players travel through rough en-
vironments, they will need to run, British-based studio Core Design
dive, swim, climb on poles, ladders, developed the Tomb Raider series
roofs, use zip lines, shimmy and until 2003. Following the success-
vault, with acrobatic actions such ful release of the original game in
as somersaults and flips. 1996, they produced four successive
In some sections, the player sequels between 1997 and 2000.
must pass quick time events by re- Their sixth and last Tomb Raider
acting to control prompts that ap- game, Tomb Raider: The Angel of
pear on screen. While exploring, Darkness, beset by developmental
Lara can use her grapple to move problems, was rushed to an early
and destroy certain objects, use a release to tie in with the 2003 mov-
small torch to illuminate dark ar- ie Lara Croft: Tomb Raider – The
eas, identify different environmen- Cradle of Life, a sequel to the 2001
tal characteristics using her bin- film. The game was a critical failure
oculars, and pick up a maximum of due to its technical problems and
three Health Packs which can heal blamed for the commercial failure
damage suffered during gameplay. of The Cradle of Life by Paramount
Collectable Artefacts hidden in Pictures. The failure of The Angel
each level can be found and unlock of Darkness—in addition to gen-
extra features, while Time Trials eral fatigue with the series among
challenge players to complete any Core Design staff—prompted the
level within a time limit. cancellation of planned sequels,
Tomb Raider: Legend • 3221
and Eidos Interactive moved devel- authentic. A significant level cut
opment responsibilities to another from the game was a third South
studio. American location which would have
Crystal Dynamics took over held a piece of Excalibur. The team
responsibility for developing future decided three locations would place
Tomb Raider games. The team re- too much focus on South America, so
sponsible for Legend was the same they created the Kazakhstan level to
team responsible for Legacy of Kain: replace it. The motorcycle segments
Defiance. According to producer were described as being similar to
Morgan Gray, the team were wowed minigames, changing the pace for
initially at being tasked with produc- players. A bike segment intended to
ing the Tomb Raider series before end the England level was also cut
fully understanding the challenges due to scheduling concerns.
involved. A notable addition to the The control scheme for the
team was Toby Gard, one of the key previous titles—which involved mov-
creative figures of the Tomb Raider ing Lara through levels built us-
franchise as both lead designer of ing a grid system—was completely
the first Tomb Raider and Lara’s cre- scrapped. The new control system,
ator. Gard joined the Crystal Dynam- dubbed “fluid movement”, would en-
ics team during the pre-production able players to learn how to control
phase; he has been referred to as a Lara and safely navigate levels with
senior designer, creative consultant, a minimum of difficulty. Combat was
and lead character designer. Gard designed around Lara’s acrobatic
also helped the team flesh out Lara’s prowess and primary goal as an ad-
early animations, co-wrote the over- venturer. It was balanced so it would
all story, and worked on creating the be non-intrusive and enjoyable for
characters of both Lara and the rest both newcomers and series’ veterans.
of the cast. Production of the game Finalising Lara’s animations, which
began in 2004, lasting approximate- were all hand-animated, took a long
ly two years. time and accounted for an estimated
Looking at how they needed to revive 15-20% of the game’s code. Several
the series after the negativity sur- moves and items had to be cut at var-
rounding The Angel of Darkness, the ious stages of development. Realistic
team decided that Lara’s movement physics, something still novel in gam-
and control scheme needed to be ing at the time, was integrated into
completely redesigned for a modern gameplay. Rather than using avail-
gaming audience. Lara had to return able physics engines, the team cre-
to exploring ancient ruins and tombs ated a custom physics system which
following the controversial focus handled everything from puzzle de-
on urban locations in The Angel of sign to character and environmental
Darkness. Small teams brainstormed movement. The control scheme and
and worked on each location. Bolivia overall atmosphere drew inspiration
was chosen for the opening level, so from Ico. Another influence on the
Lara could scale cliffs. Originally no team was the original Tomb Raider
urban levels were to be featured, but and its 1998 sequel. Online elements
after discussion the team decided were considered, but dropped so the
to include an urban environment to team could focus on delivering a pol-
provide gameplay variety, leading to ished single-player experience.
the creation of the Tokyo level. When Legend uses a game engine
creating each locale, the team used based on an updated version of tech-
images of local scenery and architec- nology used in Legacy of Kain: Soul
ture so their level designs remained Reaver. Creating more open envi-
3222 • Tomb Raider: Legend
ronments was a challenge for the
development team. Their envi-
ronment designs for the Legacy
of Kain series were more en-
closed and required different
engine and level architecture.
A key part of the engine design
was a streaming system; lev-
els were divided into individual
units which were loaded in and
out depending on Lara’s posi-
tion in the level. This allowed the
team to create levels with a high
amount of detail without exceed-
ing the memory limitations of
their planned consoles. The team
later said that developing the en-
gine in parallel with the game’s
content caused issues both with
deciding on what should be kept
from each version and making
adjustments. The AI was rede-
signed to react to Lara’s actions,
with human enemies being able
to detect and flank her.
The team decided to reboot the series timeline, contextualised Lara’s treasure hunting to un-
reworking Lara’s character. Despite this, they derstand and perhaps reverse her mother’s fate.
incorporated elements of her original back- While the central mystery surrounding Excali-
ground and earlier adventures into her new bur was completed by the game’s end, the cen-
backstory and overworld setting as a homage tral thread of Amelia’s fate was left unresolved.
to Core Design’s work and the general fan base. The team intended it as the main narrative
Select elements from the first Tomb Raider thread binding future instalments. The central
films were also included. The subtitle “Legend” theme of the game drew from the hero’s journey
was intended to represent the return to Lara’s theories of Joseph Campbell. The team worked
origins which the game as a whole represented. in Arthurian myth and the use of Excalibur as
The story had a three-person team working on part of the story surrounding Lara’s quest.
it during the entire development period. Rath- An important part of the redesign was
er than a “traditional” use of CGI and real-time Lara herself, a process with which Gard was in-
cutscenes, a combination of in-engine cinemat- timately involved. The team initially used Lara’s
ics and dialogue during gameplay told the story. model from Angel of Darkness as a base and
The team wanted to include a character made adjustments such as slimming her down
from the original continuity, but almost all the and removing harsh lines from her face. When
major characters Lara had encountered were Gard joined the team, he said he wanted to com-
dead. They decided to use a reimagined version pletely redesign Lara, something the team were
of Zip, who had previously cameoed in Tomb happy with because of his role in her creation.
Raider Chronicles. The use of Zip and Alistair Among the changes he implemented were an
allowed the team to create a new dynamic for entirely new outfit and changing Lara’s braided
storytelling through dialogue exchanges during hair for a ponytail design. When redesigning
gameplay. Rutland was initially a “much more her figure, Gard wanted to keep Lara’s carica-
stereotypical ‘macho’ bad guy”, but was even- tured female figure while focusing on realistic
tually redesigned into the more intellectual ver- bone and muscle structure. Despite the rede-
sion used in the final game. The rebooted story signs, Gard did not feel that Lara’s persona had
Tomb Raider: Legend • 3223
changed much from his initial vision, but was According to different estimates, in 2009, the
represented more clearly to players. game had sold between 3 and 4.5 million copies
Lara’s voice actress was recast. Keeley worldwide. This made it the second bestselling
Hawes, a British movie and television actress Tomb Raider game after the 1999 release of The
known for her work on Spooks, replaced Jonell Last Revelation and the fifth bestselling game in
Elliot who had voiced the character from Tomb the series at that point.
Raider: The Last Revelation to The Angel of Tomb Raider: Legend met with positive reviews.
Darkness. Hawes was the fourth actress to Multiple websites called
voice the character. Shel- Legend a return to form
ley Blond, the voice of Lara for the Tomb Raider series
from the original game, following a string of below-
was also approached for average sequels after the
the role. Blond confirmed original game. Comments
her interest in reprising the focused on its modern re-
role, but eventually Crystal design. Edge praised the
Dynamics settled on Hawes game’s art direction and
because of her celebrity sta- distinct environments, say-
tus. Eidos staff described ing it delivers “more drama
her as perfect for the role than ... many games twice
having the “right balance Legend’s size”. The maga-
of aristocracy and atti- zine also highlighted Lara’s
tude to really bring to life reliable controls and ac-
[Lara] Croft in all her glo- robatic movements, com-
ry”. Hawes was given the paring them favourably to
role after reading a couple Prince of Persia: The Sands
of lines given to her by her of Time, but criticized the
voice agent who sent a tape superficial combat system.
to Crystal Dynamics. Brit- Overall, the magazine con-
ish model Karima Adebibe cluded that Legend “estab-
was employed to portray lished a rock solid founda-
Lara at publicity events. tion for inevitable, now
Legend was announced justified successors”.
in April 2005. An impor- Reviewers praised the story
tant part of marketing Lara for its strength, as well as its
for Eidos was that she be graphics and environmen-
treated respectfully. The tal design. The platforming
series had become negatively associated with and puzzle elements were also commended, al-
promotional partnerships and publicity gim- though the combat was seen as fairly weak due
micks during its initial run. Crystal Dynamics’ to simplified mechanics and predictable AI. A
positive association and communication with common point of praise was its improved con-
Eidos’ marketing department was also a key trols compared to previous entries, which made
part of development. This allowed the team to navigating the game’s environments much easi-
focus entirely on completing the game while Ei- er and more enjoyable. The music and sound de-
dos helped promote the game to the press and at sign received overall approval for its quality and
trade shows. variety. Some reviewers pointed out its short
The game was initially announced for length, lack of variety in puzzle design, and occa-
PS2, Xbox and Windows. Legend marked the sional technical issues such as frame rate drops.
Tomb Raider series’ debut on Microsoft game The 360 version was praised for its im-
consoles with versions for both the Xbox and its proved graphics over other console versions
successor the Xbox 360. The 360 version acted even though there were no other major content
as the Tomb Raider series’ debut on seventh differences.
generation consoles.
3224 • Tomb Raider: Anniversary
8.0 Tomb Raider: Anniversary
Developer Crystal Dynamics
Publisher Eidos Interactive, (jp) Spike
Release date (eu) June 1, 2007
Genre Action-adventure
Mode 1 Player
Tomb Raider: Anniversary is the
xxx arate enclosed stage rather than
eighth entry in the Tomb Raider se- being part of the exploration as in
ries and was released for Windows, the original version. These fights
PS2, Xbox 360, PSP, Wii and mo- may have puzzle-solving elements
bile phones. It was later ported to and often require the player to use
OS X and PS3 in 2011. Lara’s new “adrenaline dodge” abil-
Anniversary is a remake of the ity, which slightly slows down time
first Tomb Raider game released when the opponent charges at her
in 1996. It has the same basic sto- while in an “enraged” state. Some
ryline, though some cutscenes and cutscenes require the player to par-
much of the dialogue within have ticipate in quick-time events.
been expanded or modified in other A remake of the original Tomb
ways. The game follows the conti- Raider to commemorate the game’s
nuity of 2006’s Tomb Raider: Leg- tenth anniversary was proposed by
end. Core Design, who at the time were
Tomb Raider: Anniversary is a sin- working on Free Running. Several
gle-player action-adventure game Core Design staff wanted to remake
where the player controls the pro- Tomb Raider for the PSP and PS2.
tagonist through fourteen levels They received permission from Ei-
set across four locations around dos to create the remake, and be-
the world. Locations correspond gan development in late 2005 for
to those of the original version and a release during the 2006 holiday
are accessed in the same order, but season. The remake would have re-
have been re-designed with differ- tained the original story and game-
ent layouts and mostly completely play flow, with adjustments for new
different puzzles which allow im- players and some rearrangements
plementation of new moves intro- to puzzles. According to staff, the
duced in Lara Croft Tomb Raider: game was at an advanced devel-
Legend: swinging on ropes and opment stage. During production,
using a grappling hook at specific Eidos asked Core Design to adjust
points. Lara’s model to more closely match
Puzzles are generally more that used in Legend. The team in-
focused on acrobatics in this ver- tended Jonell Elliot, who voiced
sion, ledges being much more Lara from Tomb Raider: The Last
prominently featured as a level de- Revelation to The Angel of Dark-
sign element, requiring combina- ness, to reprise her role for the re-
tions of jumping and shimmying make. In 2006, following the sale of
across them to access areas. This Core Design to Rebellion Develop-
type of gameplay replaces the key- ments, the remake was cancelled.
retrieval and block-pushing puz- While Eidos gave no explanation
zles of the original almost entirely. for the cancellation, it was assumed
Combat is similar to that of the first by Core Design staff that they did
game, though the player must now not want the Tomb Raider fran-
manually activate targeting. Some chise to be developed by a third-
boss fights have been made a sep- party studio. Prior to and following
Tomb Raider: Anniversary • 3225
the cancellation, footage from an in- ficult to understand without Gard’s
ternal presentation was leaked on- explanations. One of the aims with
line. Anniversary was to flesh out the nar-
Following the success of Leg- rative and tie it into the continuity
end, Crystal Dynamics were request- of Legend. Gard fleshed out the lore
ed by Eidos to develop their own re- and character motivations in Anni-
make of the original Tomb Raider. versary, something impossible with
Anniversary was co-developed by Tomb Raider as it needed to tell its
Crystal Dynamics and Buzz Monkey story as quickly as possible. The nar-
Software, the company responsible rative’s conclusion, which included
for Legend’s PSP port. The game’s Lara’s temptation by Natla’s offer
creative director and lead designer of the knowledge her father sought,
was James Botta, its producer was thematically led into Lara’s search
Lulu LaMer, and its art director was for her mother in Legend.
Andrew Wood. The team were eager Keeley Hawes, Lara’s voice
to develop Anniversary as they could actress in Legend, reprised her role
use the development assets of Leg- for Anniversary. Lara’s personal-
end. They were also shocked by the ity was modelled upon that shown
request due to the original game’s in Legend, but with suitable adjust-
status amongst both Tomb Raider ments for who she was as a person
fans and video game history. during the events of Anniversary.
Another reason for develop- Lara’s initial drive for adventure—
ing Anniversary over a new game defined by Gard as an unstoppable
was to help celebrate the series’ tenth “madness” contained within a prop-
anniversary and create a “compelling er British woman—was fleshed out
gameplay experience” by remaking to provide purpose for players. The
the first game rather than creating aim was to make her appealing while
a new title. With two studios work- staying true to her original portrayal.
ing on the game, the development Gard’s expansion of the story became
structure was quite complex; a core focused on how far Lara was willing
team of fifteen was based at Crystal to go and what moral boundaries she
Dynamics, Buzz Monkey Software would cross in pursuit of her goals.
formed a large part of the game’s The interactions of Natla, Larson and
staff, and Crystal Dynamic’s execu- Pierre were extensively expanded by
tive Creative Services section over- Gard, beginning with an infiltration
saw development. When designing sequence of Natla’s Los Angeles of-
Anniversary, the team emphasised fices by Lara prior to the Greece lev-
creating the game first before mak- els, which in Anniversary had her
ing adjustments to keep paper docu- watching video messages between
mentation to a minimum in favour of the characters. The character of Lar-
face-to-face conversations. To facili- son, who was carried over from the
tate a smooth process, the team cre- first game and merged with another
ated a merit-based “democratic” en- of Natla’s original henchman called
vironment where ideas could be put Cowboy, was made a more ambigu-
forward by other team members. ous character who shared a “chem-
Toby Gard, one of the original de- istry” with Lara. The moment where
signers and Lara’s credited creator, Lara kills Larson was written to show
acted as story designer; the script Lara crossing a moral line and killing
and dialogue were written by Matt a person for the first time in pursuit
Ragghianti. The original game’s sto- of her goals. Natla’s other henchmen
ry was described by Crystal Dynam- were also reimagined to be more re-
ics staff as “pretty sparse” and dif- alistic, with Lara’s confrontation with
3226 • Tomb Raider: Anniversary
them being an intense battle following the emo- As part of their research for Anniversary, the de-
tional scene with Larson. velopers played through the original game mul-
As described by art director Andrew tiple times, pinpointing its characteristic and
Wood, one of the team’s starting points was tak- iconic elements that needed to be carried over
ing the most memorable moments from Tomb into the remake. A large amount of time was
Raider and recreating them in Anniversary spent deciding what would be included, what el-
on a grander and more detailed scale. The art ements to keep and what to change so it would
team wanted to show respect for the original appeal to old and new players alike. Anniversary
game, designing environments to evoke nostal- was developed using an updated and expanded
gia while being more complex and on a grander version of the Legend engine, but with expanded
scale. All the original areas were brought back gameplay elements and moves for Lara which in
in Anniversary, but redesigned around modern turn impacted level design. The design was in-
gaming conventions. Botta said that the team fluenced by the team’s previous experience with
picked out the most interesting parts of each Legend. The puzzles were mostly redesigned
area to preserve, leaving out the “less interest- based on the technology and physics engine of
ing hallway traversal” of the original. The envi- Legend. Much of the original game’s focus on
ronmental design saw an upgrade compared to item collection and pulling switches was includ-
those in Legend. The animals, primary enemies ed, but the developers tried not to rely on this
in the original Tomb Raider, were carried over style too much, adding more variety with phys-
into Anniversary, but redesigned to appear as
threatening and dangerous as possible so people
would see them as a threat and not feel too un-
comfortable about killing them.
When designing each environment, the
art team would first create them with a low co-
lour palate and desaturated lighting to increase
their realism. They would then add colourful el-
ements such as foliage, combining that with dif-
ferent types of lighting. Changing levels of light
and darkness as Lara explored each location
were used to convey a sense of mystery. Peru
was given a variety of environments, transition-
ing from snowy mountains to lush jungle to an
underground tomb. The Lost Valley area, which
had become a fan favourite since the original re-
lease, was redesigned using available technology
and hardware to be more open. The gameplay
was condensed into a smaller area compared to
the original, which spread its puzzles and plat-
forming through adjoining caves. Greece was
designed around the theme of a subterranean
temple hidden in a mountain. Egypt focused on
the motif of bright sunlight, magnifying the use
of lighting to promote mystery; its layout and
design saw the least overall changes when com-
pared to the original Tomb Raider. The main
difference was in its scale and variety. The Lost
Island area was given a unique design was vol-
canic elements and fantastic architecture unlike
any of the other locations to act as the game’s
thematic finale.
Tomb Raider: Anniversary • 3227
ics-based puzzles and environmental set pieces. winds percussion and choirs combined with the
When creating the puzzles, the team needed to “classic” settings used in the game. This pure-
take a second look at their design techniques ly orchestral approach carried over into the
so they could make puzzles and their solutions cutscenes. All of the thematic elements from
more visible and intuitive. Tomb Raider, including the choir segments,
An element they took into consideration were present in the new score.
was criticism of Legend’s linear environments, Crystal Dynamics co-developed the PS2 version
with Anniversary being built with a philosophy with Buzz Monkey Software. During develop-
of branching paths and an emphasis on explora- ment, Crystal Dynamics wanted to push the PS2
tion. This style was possible due to it being a core version to its technical limits with the scale and
part of the original game. Lara’s original inven- quality of environments, which caused problems
tory was also carried over from Tomb Raider, for the PSP conversion as this was at odds with
removing some of the tools introduced in Leg- designs that would run smoothly in the console.
end. When the Peru areas were being created, While the conversion was successful, LaMar de-
Gard was eager to redesign the village area of scribed the process as “primarily a brute-force
Vilcabamba, an area the rest of the team did not approach”. Anniversary was originally planned
know existed. The village was rebuilt to be better only for PC and PlayStation platforms as they
portray Vilcabamba’s now-extinct civilisation. had a long association with Tomb Raider. Due to
St Frances Folly was extensively redesigned to fan demand, the team created an Xbox 360 port.
make puzzles larger and more complex, with
Upon its release, both the PC and PS2 versions
many elements in Anniversary such as the giant
topped their respective charts in the United
statue of Atlas in one of the challenge chambers
Kingdom. Speaking in September of that year,
being parts of the original game that could not be
Eidos parent company SCi Entertainment stated
completed. This theme of expansion continued
all profits for that period were created by the suc-
through the rest of the areas. The Egypt levels
cess of Anniversary and Hitman: Blood Money.
were themed around traps and puzzles, taking a
As of 2009, the game has sold 1.3 million copies
more prominent place than in other areas. The
worldwide. This makes Anniversary the worst-
Lost Island levels were changed in various ways;
selling Tomb Raider game to date (2019).
the “Natla’s Mines” area was made more man-
ageable, while later levels within the Atlantean Anniversary received positive reviews follow-
pyramid were made larger and more intricate. ing its initial release on PC and PS2, with many
calling it a worthy remake of the original game.
The music for Anniversary was written by Tro-
1UP.com’s Joe Rybicki called the game “a damn
els Brun Folmann, who had previously created
fine homage -- and a damn fine game in its own
the score for Legend; a lot of Folmann’s work
right”. Eurogamer’s Kristan Reed said that Anni-
revolved around reworking and expanding the
versary merited a higher score than Legend due
original game’s themes. The main theme was
to its less linear structure and lower frequency of
similar to that used in the first game, except with
tutorials. GameSpy’s Patrick Joynt praised the
more advanced orchestral elements. The goal
recreation and expansion of the original game’s
for Anniversary’s music was to convey a sense
locations and gameplay, but faulted the camera
of adventure. While his work on Legend in-
control and some “unforgiving” puzzles. Ryan
volved a large amount of electronic and rhythm
Davis of GameSpot greatly enjoyed Anniver-
instruments to blend musical genres, Folmann
sary, calling it a further step in fixing the fran-
changed to a purely orchestral score for Anni-
chise following the success of Legend, though he
versary. Also in contrast to Legend, which used
faulted its unwillingness to experiment with the
dynamic music throughout its levels, Anniver-
formula. Greg Miller, writing for IGN, praised
sary used sparse musical cues combined with
the updated environments and controls, and de-
environmental ambience.
spite problems with the graphics, found that it
The goal for Folmann was to translate
managed to capture the original game’s spirit.
the music into an evolved version for Anniver-
Reviewers generally recommended the PC ver-
sary while remaining faithful to the original.
sion over the PS2 due to lower quality graphics.
The sound team wished only to use a traditional
symphonic style; the use of strings, brass, wood-
3228 • Tomb Raider: Underworld
5.3 Tomb Raider: Underworld
Developer Crystal Dynamics
Publisher Eidos Interactive, (jp) Spike
Release date (eu) January 23, 2009
Genre Action-adventure
Mode 1 Player
Tomb Raider: Underworld is the
xxx ronment she causes is permanent.
eighth instalment of the series and According to creative director Eric
was released for the Xbox 360, PS3, Lindstrom, this is “to not only re-
Wii, Nintendo DS and Windows. A ward the player for the effect
PS2 port was released later. It is the they’re having on the world, but to
third game in the series to be devel- give them navigational aids.” The
oped by Crystal Dynamics and is game uses an animation blending
also the first Tomb Raider game to system that allows Lara to interact
be released on the PS3, and the last dynamically with her environment,
Tomb Raider game to be released such as pushing foliage aside with
on the PS2. It is also the final Tomb one or two hands, depending on
Raider game to be released by Ei- if she is carrying a weapon. It also
dos Interactive; the rest of the se- features a “hybrid lighting mod-
ries would be published by Square el that combines dynamic lights
Enix after it acquired Eidos in late with carefully created light maps”
2009. and a weather system that chang-
Underworld concludes the story of es the environment, for example,
Lara’s search for her mother who is “If Lara’s negotiating a wet ledge
supposedly trapped in a place called she’s more apt to slip or lose grip,”
Avalon. Continuing the events from which makes “the environment [...]
Tomb Raider: Legend and Tomb her adversary” for a large part of
Raider: Anniversary, her search the game.
brings her once again to locations Lindstrom explained that
around the globe from the Arctic to they integrated the elements of
the Thailand and to the bottom of climbing, shooting and puzzle solv-
the Mediterranean Sea. At the same ing. This instalment also features a
time the game continues to explore new melee combat system, requir-
the idea of monomyth, this time ing Lara in some instances to use
incorporating the influences of the “direct combat and evasive ma-
Norse mythology into its narrative. noeuvres to distance herself from
her attacker”. Notably, Lara’s bike,
The basic gameplay remains the
among other things, is a key com-
same as in most of the previous it-
ponent in solving the puzzles she
erations of the series with the focus
will encounter in her adventure.
on exploring, solving riddles and
Pick-ups have multiple uses as
dodgy climbing passages instead of
weapons and tools in interaction
instant action and gun fights. Lara’s
with the environment, and Lind-
environment reproduces a more
strom stated that Lara “can also
“interactive world that reacts and
split up her guns and fire at two
remembers”, such that footprints
different targets simultaneously,”
left in the mud or mud transferred
or hold an item with one hand and
to Lara’s knee from kneeling on
fire a gun with the other. The grap-
the ground is washed away by rain,
pling hook can be stretched taut
the bodies of the foes she encoun-
and used to pull objects off ledges,
ters remain where she killed them,
illustrating what project lead Rob
and any destruction to the environ-
Pavey said, that “Lara will be able
Tomb Raider: Underworld • 3229
to do anything that you’d expect her On 9 January 2009, Eidos announced
to be able to do,” which he called “the that Tomb Raider: Underworld sales
big theme this year.” Lindstrom de- failed to meet expectations, selling
scribes this as “a philosophy called 1.5 million copies worldwide as of
‘What Could Lara Do?’—WCLD. It’s 31 December 2008. However, on 27
short-hand for having the player be February 2009, Eidos announced
able to use their own intuition about that the game had sold around 2.6
what someone with her abilities million copies worldwide. Also, on
should be able to do in an environ- 8 May 2009, Ian Livingstone, Presi-
ment such as this, and consistency dent of Eidos Interactive, said “Un-
across the different mechanics and derworld has met our target expec-
abilities. If she can throw a grenade, tations”.
then if she can pick up this pole, why Tomb Raider: Underworld received
can’t she throw it?” Crystal Dynam- generally positive reviews from crit-
ics also made the game non-linear, ics. The Xbox 360, PC and PS3 ver-
offering elaborate multi-stage puz- sions of the game were generally
zles. highly praised, with many critics
Another new design element comparing Underworld to older ti-
was the “adrenaline moments”. In- tles in the series.
stead of specific button presses, time However, the Wii and PS2
slows down and gives the player a versions received mostly mixed to
chance to get out of harm’s way while negative reviews. IGN commented
retaining complete control of Lara. the Wii version “is not a bad game”
Tomb Raider: Underworld was de- but went on to say “The whole thing
veloped by Crystal Dynamics and has been oversimplified and dumbed
published by Eidos Interactive as the down. The Wii puzzles are a joke, the
final Tomb Raider title to be pub- combat is almost nonexistent, and
lished under the Eidos Interactive the game is pretty short.”
label prior to its purchase by Square While the PlayStation 2 ver-
Enix. Different versions of the game sion was called “an embarrassment
were developed by Crystal Dynamics, to the franchise” by IGN. They went
Buzz Monkey Software, Nixxes Soft- on to say that the version was such
ware and Santa Cruz Games, all pub- a poor conversion that it shouldn’t
lished by Eidos Interactive. have even been released, saying “Full
Lara’s costume was rede- of bugs, linear play that discourages
signed and she no longer wears her exploration and non-existent com-
trademark turquoise sleeveless top bat, Tomb Raider Underworld feels
and khaki shorts, but instead, a dark as though it’s part of the series in
brown halter top and black shorts. name and main character only.”
Additionally, her hair is no lon- Prior to the game’s release,
ger braided, but worn in a ponytail. Eidos attempted to prevent any re-
Olympic gymnast and NCAA Wom- views rating the game at less than 8
en’s Gymnastics champion Heidi out of 10 from appearing, with an Ei-
Moneymaker was the model used dos spokesman stating “[t]he brand
for motion capturing. Keeley Hawes manager in the US that’s handling
provided the voice of Lara in this in- all of Tomb Raider has asked that
stalment, as she did in Anniversary we just manage the scores before
and Legend. Gymnast Alison Carroll the game is out, really, just to ensure
was selected as the new official Lara that we don’t put people off buying
Croft model to promote the game, re- the game, basically.”
placing Karima Adebibe.
3230 • Tony Hawk’s Pro Skater 3
9.7 Tony Hawk’s Pro Skater 3
Developer Neversoft Entertainment
Publisher Activision, (jp) Success
Release date (us) October 28, 2001
Genre Sports
Mode 1-2 (4) Players
Tony Hawk’s Pro Skater 3 is a skateboarding
game in the Tony Hawk’s series. It was released
for the PS2, PlayStation, GameCube, Xbox, Win-
dows, Nintendo 64, Mac OS and handhelds.
This game saw the introduction of the revert, a
trick that enabled vert combos to be tied together
with a manual, by tapping a button when landing
in a quarterpipe. This allowed for much longer
combos than in the previous two games, where
landing in a quarterpipe would finish a combo.
The game also added hidden combos. These were
variations on standard tricks that could be per-
formed as grab, flip, lip, or grind tricks. For ex-
ample, double-tapping the kickflip button would,
naturally, make the character perform a double
kickflip. This system would later be refined in Pro
Skater 4.
The game stood out in the franchise for being the
first title to have online capabilities. Users could
connect directly to other players online on the
PS2 version—even prior to the launch of the net-
work adapter, with a USB Ethernet adapter. Due
to the shut down of most Sony servers the game is
no longer playable with others online, except for
via programs like XLink Kai or through websites
that allow users to play online through a DNS.
The PlayStation and Nintendo 64 versions run
on the Pro Skater 2 engine, with a different revert
animation that is the same as the PlayStation ver-
sion of Pro Skater 4.
The Xbox version had an improved fram-
erate over the PS2 and GameCube version, also
including an exclusive level, the Oil Rig.
Combined sales of Tony Hawk console games re-
leased in the 2000s reached 10.7 million units in
the United States by July 2006.
The PS2 version earned a rare perfect 10 score
from GameSpot, one of only fifteen games to ever
receive said score, “Probably because of the free-
dom given in this game.” It was also awarded the
best sports game award at E3 2001. The game is
currently the top rated PS2 game on Metacritic,
with an average score of 97/100, tying with Grand
Theft Auto III.
3232 • Tony Hawk’s Pro Skater 4 Magazine Article
Tony Hawk
by: Peter Jankulovski@PlayStation 2 Official Magazine (AU) 2002 April #01
The man hardly needs an introduction, becoming virtually a household
name in the unprecedented leap from real life into videogaming.
Fans of the sport consider him a years ago.
living legend. For the uninitiated, “You didn’t even earn a liv-
his hard work and dedication has ing when I started as a pro. I turned
made him a household name in the pro in, lets see, it was 1983-84, abd
world sport scene, compared with a pro contest first place was $150,
the likes of Michael Jordan and Ti- and a those were few and far be- “The only thing that I really
ger Woods. PlayStation 2 owners tween. And I got monthly royalty have been working on that I feel
were recently treated to one of the checks, for like $4. So it wasn’t a like would be fun and would bring
most acclaimed video games to be career choice, it was just a title you our type of skating to bigger audi-
released on the console, bearing his held. But I had reached the top of ences is to bring in our own ramps,
name. And he’s a nice guy to boot. the amateur circuit and the progres- and its like, its not a competition,
Tony Hawk enjoys an al- sion was to turn pro. I didn’t care, it’s like a stunt show basically.”
most mythic status on the skate- I was just happy that I got to keep Of course, it’s Tony Hawk
boarding scene, if this recent visit skating and that I actually had a the video gamer who’s captured
to Melbourne for the Globe World sponsor, coz all the skate compa- the imagination of an unsuspect-
Cup Skateboarding Champion- nies were going out of business. It ing public. Being a gamer at heart,
ships way any indicator. While he wasn’t a career choice, like it could Tony attributes a lot of his rise to
did not compete, his legion of fans be now. If someone decided to turn fame, to his involvement with the
were there in droves to witness an pro, they’re going to make an in- Pro-Skater games published by Ac-
exhibition of his gravity-defying come. But I was only 14, I had a tivision.
moves on the half-pipe, many of paper route...” “It was excited to work on
which would have been considered Tony Hawk has been in- a game, because i’d always been
impossible only a few years ago, strumental in many other areas into video games, and any game
had he not invented them. aimed at increasing the profile of that involves skateboarding. I used
“I never set any specific his chosen profession. His return to to play 720 for hours, and I bought
goals for myself”, explains Tony, the community has been invaluable a Commodore 64 because Skate or
“except for tricks, so there are still in nurturing new talent has made Die was available for it. When I got
tricks I want to learn. As far as skat- him a legendary household name. the opportunity to work on a game,
ing and videogames go it’s been a “I started a foundation, Tony I was just excited to get something
blast, how popular everything has Hawk Foundation, actually, that’s out there that had the right direc-
gotten. But at the same time, my why I’m down here. Globe, Hard- tion. They got skaters involved in
focus is skating. I just wanna get core and Activision have donated early stages of the game, whereas
out there and ride, like tonight. money to the foundation, as an ap- the other ones were just king of
Everything else is sort of inciden- pearance fee. That’s where my ap- more eccentric, more cheesy as far
tal and has been a blast. But I don’t pearances fees go and the founda- as what the goals were. I just fig-
want to lose sight of why I’m here, tion gives grants to start public skate ured skaters would enjoy it and that
and, so, I just continue to skate.” parks in underprivileged areas...” would be the end of it. But it took
While these days he man- As if he hasn’t done enough off way beyond anything i’d ever
ages his extremely successful Bird- to bring the world of skateboard- expected.”
house skate brand and has a slew ing to the masses through the suc- Tony Hawk’s involvement
of sponsorship arrangements, Tony cess of the video games, his other with the video games delves much
has not lost sight of his humble be- plans are just as likely to continue further then lending his name and
ginnings in a sport which was rec- to increase the popularity of skate- image to the cover. In fact, his
ognised as little more as some al- boarding in the mainstream, as game development knowledge is
ternative, rebellious event all those Tony Hawk describes: second to none, and his continual
Tony Hawk’s Pro Skater 4 Magazine Article • 3233
involvement in the development its shocking” he admits, “but its on certain moves, combos or fea-
process can be attributed to almost weird because I always believed tures, where something wasn’t
every feature that has made the in it... it feels like it’s about time realistic enough, or did it happen
game series as successful as they people appreciated pro skating and the other way around, perhaps?
have become. what we’re doing. Because that’s Well, there’s been a couple of times
“When we start the proc- what I’ve been living the whole when we really wanted to do some-
ess, I get the builds”, describes time and I couldn’t understand thing and it just didn’t work in that
Tony. “Neversoft usually puts up why it wasn’t more recognised. But incarnation. Like, the first game I
a build on FTP and I download it at the same time I didn’t set out to wanted to have a loop and we just
every 2 weeks or so, and play it make it recognised, it just sort of couldn’t figure out the gravity for
and make suggestions, just basical- all evolved.” it, but then in the second game we
ly like a beta tester [laughs]... But did it. There’s been times when,
also along the lines of trying to get While visiting Melbourne for the usually it was for a time crunch,
new places, new tricks involved. Globe World Cup Skateboarding something wasn’t going to work
There’s a lot of work behind them, competition, The Official Austral- because they didn’t have the time
and there’s a lot of technical things ian PlayStation 2 Magazine was to get it right. But inevitably, it
that skaters really see... Neversoft, lucky enough to catch up and chat happens in the next game.
they put their heart into it and half exclusively with Tony Hawk on the
How do you feel about the real-
of them are skaters now, so it’s a lot recently released Tony Hawk Pro
ism depicted in the game? Do
easier to deal with.” Skater 3, on his involvement in the
you think that they’ve reached a
Riding high on the success game and the future of the series!
right balance between it being a
of the games, Activision has al-
First of all, can you tell us a lit- simulation and being something
ready announced the inevitable fol-
tle more about your role in the that is over the top and more ap-
low-up in this immensely success-
development of THPS3 in terms pealing to a wider spectrum of
ful series. Not surprisingly though,
of the tricks and combos found in gamers?
given the nature of the video games
the game? I think so, yeah. I mean if you
industry, Tony is careful not to give
I Just provided as much reference make it too hard, then its like
too much away when quizzed on
material as I can, with locations skateboarding, and you might just
the highly anticipated 4th game
and with tricks, and work closely get too frustrated with it and you
in the series, due out for the PS2
[with the developers] to try and get don’t know what you’re doing. But
and other platforms the first half of
the animations right. And then play I think that it has so many levels to
2003.
it every step of the way and make it as far as degree of difficulty and
“We’re working on it, yeah.
suggestions as I go. building up your character that you
We want to get the motion a little
can ride the levels as if you’re re-
cleaner so... Kinda taking a cou- Speaking of the locations, how do
ally skating or you can go to that,
ple of steps back, but it’s gonna be you feel about the realism, com-
sort of other extreme and do crazy,
worth it. And we’ve got some ide- pared to the actual real locations
three-story drops.
as for sports and different style of and how much input have you
gameplay, but along the same lines had with that? What are some of the new fea-
of what it has been. We don’t just Yeah, I think the locations are all tures in THPS3 that you particu-
wanna make it like a whole new very reflective of the real places, larly like, and is there anything
set of levels and goals, but make it especially in the first game. Eve- left out which you would have
more interesting.” ryone recognised the spots imme- liked to have in there?
Even with all the success diately and knew what tricks had Um, not much left out. I think the
on and off the skate park that he has been done there, from magazines best features are, well from be-
achieved over his colourful career, and things like that, but it’s the fact ing a vert skater, the revert feature
Tony Hawk still remains as much that you can make your character was great, because you can go up a
down-to-earth and approachable as go so much bigger that you are quarter pipe and come in back into
the skater kid living next door. In able to do stuff beyond what people a manual and keep doing a com-
fact, he almost appears surprised have actually done. bination trick, which you couldn’t
believing in something that he is do in the other games. And I was
Did you ever find that you had to
overjoyed to be able to do. “Yeah always riding the quarter pipes for
tell the developers to hold back
3234 • Tony Hawk’s Pro Skater 4 Magazine Article
the most part. But the other feature How do you feel about all the
I really like on the PS2 is the online other “me too” games that have
feature. That’s a lot of fun! come out on the market. There
have been a lot of copies out
Have you played it online yet,
there, so to speak?
with random gamers?
Well, its great that it’s finally a gen-
Yeah, yeah, especially when it
re, you know, it’s not like its just
came out, I was playing it. It was
some fringe. And I like the fact that
fun.
there are other ideas out there. I try
Do you tell them it’s the real to play them somewhat, but inevi-
tony Hawk that they are playing tably I just wanna play the one we
against? Do you find that they know, that we’ve done, because I
believe you? know it so well.
Um, not really because then no-
We know that you like video
one wants to play any more, they
games; can you tell us what oth-
just wanna talk to me, so... [laughs]
er PS2 games you play in your
Well, a couple of times I went out
spare time, apart from THPS3,
and I just used my [initials]... I
obviously?
was always TH when I played it
Umm... Lets see... SSX Tricky...
with Neversoft, so I would go out
and Grand Theft Auto and, um...
with my screen name as TH and
what was the last game I really
then they’d be like - “Are you re-
played... gosh, I can’t even remem-
ally him?”, “Yeah...”, “Well, prove
ber... Oh, that ATV... yeah, that was
it!!”, and I’d say, “Well, ok, how
a good game!!!
do I prove it??” But it was fun in
the beginning because I was play- Can you tell us anything more
ing with Neversoft as we were de- about Tony Hawk 4, and what we
veloping it and those guys are all can look forward to?
playing it all day long so they’re No!! I can’t [laughs] They’d kill me
all kicking my ass when we’re on- every time I’d say anything about
line. But then when the game fi- the games that are coming out until
nally shipped, all these newcomers they’d send the press release, so...
got online, and I finally got to beat all I can say is that its gonna have
some people! [laughs] better animation.
Did you ever think that the se-
ries would achieve the amount of
success that they have, especially
in the mainstream, away from
skateboarding fans? Why do you
think it’s been so well received?
No, I never thought it would be
that big. I think people really like
the playability of it, in terms of be-
ing able to keep coming back to it.
But you know, even if they finish
the level there’s new ways to score,
there’s new gaps to find and they
just like the fact that you can keep
it fresh. And there’s not a lot of
gamers that, once you finish them,
are fun to keep playing.
3236 • Tony Hawk’s Pro Skater 4
9.4 Tony Hawk’s Pro Skater 4
Developer Neversoft Entertainment
Publisher Activision, (jp) Capcom
Release date (us) October 23, 2002
Genre Sports
Mode 1-2 (8) Players
Pro Skater 4 is a departure from the previous
three games’ Career mode, in which the player
had a set amount of time in order to find and
complete goals. THPS4 instead featured a Career
mode more similar to Free-skate mode, in which
there was no time limit to explore the level, the
goals are usually offered to the player to attempt
by characters found in the level.
The game builds on the success of the gameplay
in the previous games in the series. All of the com-
bos from the previous game make an appearance,
as well as some new tricks that can be performed
to better navigate parks and areas. New to the
game is the spine transfer, in which the player can
transfer between quarterpipes connected back-
to-back, or otherwise self-right themselves to exit
quarter-pipes or prevent bailing should they fly
off them. The game also features skitching, which
lets skaters hang off the back of moving vehicles.
The “hidden combos” for turning some tricks
into slight variations in Pro Skater 3 turned into
a standard feature, albeit not as advanced as the
system would turn out in the next game in the se-
ries, where it was finalized. Also included was the
ability to do grind and lip extensions by tapping
a direction and grind while grinding or lipping,
which can also grant the player bigger combos as
they can do a grind extension into a special move.
Additionally, the player can unlock four other
playable characters; Jango Fett from Star Wars,
Eddie, the ubiquitous mascot from Iron Maiden,
Mike Vallely, who is a professional skater and
wrestler, and Daisy, a female skater visually based
off actress and voiced by Jenna Jameson.
With broadband, a room of up to eight people can
be hosted. With dial-up, a room up to three peo-
ple can be hosted. Players with either connection
can join any room.
The game received critical acclaim. The PS2 ver-
sion received the highest score from IGN, with
a 9.3/10, commenting that though the graphics
haven’t changed from its predecessor, the maps
are much larger than in THPS3, along with prais-
ing the increased difficulty.
Tony Hawk’s Underground • 3237
Tony Hawk’s Underground 9.0
Developer Neversoft Entertainment
Publisher Activision
Release date (us) October 27, 2003
Genre Sports
Mode 1-2 (8) Players
THUG is the fifth game in the series, and the first
game to have a true career mode. Players begin
the game as a local skater. After seeing a flyer for
a pro who’s coming to the city, The protagonist
goes to the skate demo and watch. Afterwards,
the skater try to impress Stacy Peralta, and she
gives the skater advice on how to go about becom-
ing a star. With the friend, Eric, the skater is now
on the way to becoming a legend. Real-world pro-
fessional skateboarders contributed their experi-
ences to the plot.
THUG takes players to various cities to perform
different goals. They begin in New Jersey, which
acts as a sort of training stage, where goals are
simple. Eventually, they’ll visit Manhattan, Van-
couver, Moscow, Tampa, San Diego and Hawaii.
Most cities are split into different chapters, with
each chapter opening new goals.
THUG introduces a new system; walking. Players
can get off their skateboard to run or walk around
the level. If there’s a high tower they want to jump
off of, they can get off their board, climb to the
tower (by climbing a ladder or shuffling across a
wire), get back on the board, and jump down. One
of the new tricks associated with this is the Acid
Drop, which can launch players off an opposing
pipe, allowing them to pull off 1080’s and up.
Also new to THUG is the ability to drive certain
vehicles, like a gardener’s truck, a sports car, or a
leaf blower. These are used for goals, but can be
unlocked to drive whenever and wherever.
Next to the standard Create-a-Park and Create-
a-Skater, players can now create their own decks
and their own tricks. The biggest feature is Cre-
ate-a-Goal. Players can create custom goals for
one of the levels (or their own), and choose what
pedestrian will give it to the player, his/her dia-
logue, and what they’ll say when the player win.
The PS2 version supports online play.
Upon release, the game was a major critical and
commercial success, with reviewers praising its
wide appeal, soundtrack, customization, multi-
player, and plot.
“mobygames.com”
3238 • Tony Hawk’s Underground 2
8.3 Tony Hawk’s Underground 2
Developer Neversoft Entertainment
Publisher Activision
Release date (us) October 4, 2004
Genre Sports
Mode 1-2 (8) Players
The gameplay in THUG2 is similar to that of
previous Tony Hawk games: the player skates
around in a 3D environment modeled after vari-
ous cities and attempts to complete various goals.
Most goals involve skating on or over various ob-
jects or performing combos. New gameplay fea-
tures include the Focus ability, which the player
may trigger with a full Special gauge to cause
time to slow down in order to help keep up their
combo (by allowing greater control of their grind
balance, for example); the Natas Spin, which can
be performed on small surfaces like pillars or
fire hydrants; and the Freak Out, which serves as
another combo starter by having the player fill a
gauge after certain bails, which will result in them
angrily disposing of their board before continuing
their session. In addition, the Wallplant maneu-
ver was repurposed as the Sticker Slap.
Many levels return from previous games, includ-
ing an expanded Warehouse (which also serves
as the Story Mode’s training area), School and
Downhill Jam from Tony Hawk’s Pro Skater, Can-
ada, Los Angeles and Airport from Tony Hawk’s
Pro Skater 3, and Philadelphia from Tony Hawk’s
Pro Skater 2.
A classic mode was added to Underground 2,
which allows players to skate through both new
and remade classic levels in the traditional 10-
goal, two-minute time limit mode that was pres-
ent in Pro Skater, Pro Skater 2 and Pro Skater 3,
complete with the stat points scattered all around
the levels. In classic mode, the player chooses
from one or two levels in which to attempt to com-
plete enough goals to advance. All of the “remade”
levels are accessible only through “Classic Mode”
although once unlocked, it is possible to use them
in any mode except “Story Mode”.
The game received generally positive reviews from
critics. The plot received mixed comments. Some
critics noted that the gameplay had not been sig-
nificantly upgraded from Underground, but the
aesthetics were generally well received.
Tony Hawk’s American Wasteland • 3239
Tony Hawk’s 7.7
American Wasteland
Developer Neversoft Entertainment
Publisher Activision
Release date (us) October 18, 2005
Genre Sports
Mode 1-2 (8) Players
THAW is the seventh entry of the Tony Hawk se-
ries. It was released for GameCube, PS2, Xbox
and received a port for Windows.
In the additional to the Collector’s Edition, two
exclusive characters and two exclusive levels have
been added, this also includes a “Making of Tony
Hawk’s American Wasteland” document.
THAW is the first game in the Tony Hawk’s fran-
chise that advertised and allowed the possibil-
ity for players to play in one vast level via story
mode, which connects a number of levels without
loading times in between, along with also being
the first game in the series that allows to freely
commandeer stray bicycles and perform freestyle
BMX techniques similar to skateboarding. A new
maneuver, the Bert Slide, was added to skate-
boarding controls.
Old features were also kept like Create-a-park,
which dates back to the Pro Skater series. Mis-
sions are still acquired by going up to random
people or friends and accepting the mission they
want players to run. Limited Edition (us)
The game also includes a multiplayer mode and
co-op for up to 2 players.
The game received generally positive reviews,
with the general consensus being that the ad-
vertisement of Los Angeles being “one big level”
as opposed to the previous games’ series of lev-
els was false, since the “one level” was a series of
levels accessible from one another via bland cor-
ridors that simply masked the necessary loading
times. Many critics also noted the general lack of
evolution in the series, although many saw this as
a good thing since the original gameplay was so
popular to begin with and didn’t need unneces-
sary tampering.
Many critics praised the game on its story.
Chris Roper of IGN praised Neversoft’s decision
to “go back to its roots and make a game about
skating” as opposed to “the chaos and destruc-
tion of the Underground games.”
3240 • Tony Hawk’s Project 8
6.9 Tony Hawk’s Project 8
Developer Shaba Games
Publisher Activision
Release date (us) November 7, 2006
Genre Sports
Mode 1-2 Players
THP8 is the eighth installment in the series. It was
released on PS2, Xbox, Xbox 360, PS3, and PSP.
It also complements the release of Tony Hawk’s
Downhill Jam, which is conversely available on
Nintendo systems.
The game begins in the custom skater’s home-
town in Surburbia. After breaking out into the
main streets, a team is created by Tony Hawk.
The team is called Project 8 and comprises eight
skaters. The player character starts ranked 200th
and by completing challenges and goals, it will
improve the ranking constantly.
Chances to rank up come in various different
ways now. There are spray painted lines located
throughout the city to mark a type of goal. Weath-
er it is grinding a certain distance, completing Na-
tas spins, keeping the balance while doing a man-
ual for a certain time and distance, point combos,
and trick combos. Also players can obtain mis-
sions via random strangers located throughout
the city.
Players can also earn Stokens by performing tricks
to impress the locals that can be found wander-
ing around the city. Players can use these Stokens
to buy additional clothing, haircut styles, shoes,
tricks, and boards from the store.
New to this game is the slow motion “Nail the
Trick” mode where the focus is placed on the skat-
er’s feet and the movement of the board can be
controlled with both of the analog sticks to build
up a huge combo score!
The PSP version includes 14 multiplayer modes
and 8 classic levels. The PS2, PS3 and Xbox ver-
sion do not support online multiplayer.
The game has been met with mostly positive re-
views. It was especially the subject of praise for
its “Nail the Trick” mode and graphical enhance-
ments (it has, however, received criticism for the
removal of several key features).
Criticism has been aimed at the versions
of the game on all Sony systems (PSP, PS2, PS3)
which all lack any online multiplayer functions.
Tony Hawk’s Downhill Jam • 3241
Tony Hawk’s Downhill Jam 5.9
Developer SuperVillain Studios
Publisher Activision
Release date (us) May 8, 2007
Genre Racing, Sports
Mode 1-2 Players
THDJ is part of the Tony Hawk’s series. The game
was a launch title for the Wii, and is also avail-
able for the Nintendo DS, Game Boy Advance,
and PS2. The game was a timed Nintendo exclu-
sive, before it was ported to the PS2. The game
is named after the level “Downhill Jam” from the
first Pro Skater, and accompanies the release of
Tony Hawk’s Project 8, which is conversely avail-
able on non-Nintendo systems.
In its story, the player recruits skaters into Tony
Hawk’s skate crew and battle a rival crew run by
Antonio Segul (a reference to Tony Hawk, being
a bird’s name, and A Flock of Seagulls), an “old
school” skater trapped in the 80s. To recruit the
skaters, they must beat various challenges before
challenging that particular skater to one of 3 events
to earn a medal, and the skater him/herself. The
story of the DS version can be treated as a sequel
to American Sk8land, as the skatepark featured
in Downhill Jam’s opening and closing cutscenes
is American Sk8land, the decrepit skatepark from
American Sk8land. The story mode is only avail-
able in the DS version, while the Wii version has
“Downhill Challenge”.
As a departure from Neversoft’s Tony Hawk
games, Downhill Jam emphasizes gaining speed
and racing opponents, as well as competing for
high scores and completing goals. This is the only
racing title in the series.
Players aim straight downhill at high speed
through 7 open locations, such as Machu Picchu,
San Francisco, Rio de Janeiro, Edinburgh, Hong
Kong, among others. As in older Tony Hawk’s
games, there are game modes for high scores and
completing goals, but the high-speed racing mode
forms the crux of the game. Tricks are used in part
to reach secret and alternate routes, although re-
vert and manual tricks are absent. This formula
is similar to that used in the SSX series of snow-
boarding games.
The reception has been mixed. The DS version is
the most well-received one among the three, fol-
lowed by the Wii version and the PS2 version ac-
cording to Metacritic.
3242 • Tony Hawk’s Proving Ground
6.5 Tony Hawk’s Proving Ground
Developer Page 44 Studios
Publisher Activision
Release date (us) October 15, 2007
Genre Sports
Mode 1-2 Players
THPG is the ninth installment in the Tony Hawk’s
series, and the last to be developed by Neversoft
as the franchise was then transferred to Robomo-
do. The game was released for the PS3, Xbox 360,
Nintendo DS, PS2 and Wii. The Xbox 360 version
in North America came with a demo of Guitar
Hero III: Legends of Rock.
THPG can be seen as a sequel to THP8, this time
letting the player be able to choose their own
storyline by making different choices during the
game with the ability to skate in Philadelphia,
Baltimore, and Washington D.C.
There are four different classes of skaters (Rigger,
Hardcore, Career and Street), which influences
the story’s direction. It also features an expanded
Nail-the-Trick system with moves such as Nail-
the-Grab and Nail-the Manual, Bowl Carving, Ag-
gro Push, Skate Checking, Climbing/Exploration,
Environment Altering, and Rig-a-Kit.
During the game the player can get advice from
professional skaters to help mold their own cre-
ated skater and learn new moves and tricks and
has the ability to create their own skate park.
Unlike the Xbox 360 and PlayStation 3 versions,
the PS2 and Wii editions do not offer online mul-
tiplayer but still share the main story. Gameplay
is however much different on the PS2 using the
analog controller while the Wii uses the remote
and nunchuk during certain motions to pull off
various tricks. There are also different characters
in these versions.
Proving Ground was met with mixed to positive
reviews upon release. Every platform recieved
“mixed or average” by Metacritic. The PS2 and
Wii versions were criticized for not having the
same mechanics that are in the PS3 and Xbox 360
versions. The Nintendo DS version received gen-
erally favorable reviews from critics. Notably, the
game received a 9/10 from the Official UK Xbox
Magazine. The Official UK PlayStation Magazine
awarded the game 7/10.
Top Angler • 3243
Top Angler
5.3
Developer Sims
Publisher Sims, (us) Xicat Interactive, (eu) THQ
Release date (jp) March 7, 2002
Genre Sports
Mode 1 Player
Top Angler is a single-player bass fishing game.
The game features three lakes the lodge, the for-
est and the park which can be fished different sea-
sons, times of day and weather conditions. The
player starts with a minimal amount of lures for
fishing on the top, middle, deep and bottom of the
lakes and acquires more by competing in tourna-
ments etc.
There are four modes of play in this game:
Tournament: there are four tournaments,
the Top Angler’s Open, the Bass Challenge Invita-
tional, The Bass Master’s Championship and the
Top Angler’s Autumn Trail. The player starts on
the Top Angler’s Open and plays through the re-
maining three. At the end of each tournament the
player may win additional lures and other prizes.
Arcade: The player must beat the course
record on each in order to progress to the next.
Challenge: there are nine challenges which
can be played in any order, they are based on
catching either specific fish, such as ‘Catch three
super big bass only’ and ‘Catch ten bass without
catching a blue gill’, or to quantity such as ‘Catch
a total of forty pounds of bass’, or Catch five small-
mouth bass’
The last is a Practice mode.
7.8 Top o Nerae! GunBuster
Developer Shade
Publisher Bandai
Release date (jp) February 3, 2005
Genre Action-adventure
Mode 1 Player
Toppo Nerae! Gunbuster is based on the Gun-
buster anime. The game does not follow the
events of the series, but instead tells a new story
which builds on the themes of the original.
The game is divided into roaming adventure
scenes in which defense pilot Noriko Takaya must
converse with characters and collect items to ad-
vance the story, and action segments in which
Noriko and Kazumi pilot the Gunbuster mecha.
“gunbuster.fandom.com”
3244 • Top Gear Dare Devil
Top Gear Dare Devil 6.2
Developer Kemco
Publisher Kemco
Release date (eu) December 8, 2000
Genre Racing
Mode 1-2 Players
Dare Devil has players racing a collection of small-
er car designs, like the Mini and VW Beetle. The
27 levels offered are based on real world locations
(Rome, Tokyo, San Francisco) where the goal is
to race through the streets, collecting dare devil
tokens in order to progress through to the next
stage. Bonus points can be made from crashing
into obstacles on the sides of the roads, like bus
stops and seats.
Players can also collect hidden keys and wrench-
es that offer extra lives and hidden stages, nitro
boosts to give an extra dose of speed, and clocks
to give players a little more time.
Top Gear: Dare Devil received “mixed or aver-
age” reviews according to Metacritic. GameSpot’s
Ryan Davis wrote that “There is a good deal of
potential here, but Top Gear Dare Devil’s deeply
flawed physics engine, lack of gameplay varia-
tions, and frame rate issues keep it in the shadow
of Crazy Taxi and make it a game that you should
avoid.” IGN also gave low marks, saying that the
game is “an acquired taste and is something that
should be rented first before you decide to pick it
up.”
6.6 Top Trumps: Dogs & Dinosaurs
Developer Ironstone Partners
Publisher Ubisoft
Release date (eu) October 12, 2007
Genre Board
Mode 1-2 Players
Top Trumps Adventures: Dogs and Dinosaurs is
part of the Top Trumps Adventures series which
is based on the Top Trumps card game first pub-
lished in 1978. In game, each card contains a list
of numerical data, and the aim of the game is to
compare these values to try to trump and win an
opponent’s card.
In this release, the player assumes the role of one
of two siblings, a girl named Bex or a boy named
Matt. The gameplay revolves around playing vir-
tual games of Top Trumps.
Top Trumps: Horror & Predators • 3245
5.5 Top Trumps:
Horror & Predators
Developer Ubisoft
Publisher Ubisoft
Release date (eu) October 12, 2007
Genre Board
Mode 1-2 Players
Top Trumps: Horror & Predators is another title
in the PS2 Top Trumps Adventures series. The
player assumes the role of one of two siblings, a
girl named Bex or a boy named Matt. The game-
play revolves around playing virtual games of Top
Trumps based on the Horror and Predators decks.
The game follows the same formula as Dogs
and Dinosaurs, where the majority of the game
is based on one-on-one battles between the two
characters, one of which will be controlled by the
computer. The game plays similarly to regular
Top Trumps games, apart from the use of special
powers and abilities. These are chosen at the be-
ginning of each battle and can be used to gain an
advantage in the game.
Top Trumps: Doctor Who
Developer Rockpool Games 7.1
Publisher Eidos Interactive
Release date (eu) May 16, 2008
Genre Board
Mode 1-2 Players
Top Trumps: Doctor Who is part of the Top
Trumps Adventures series.
The game is set in the Doctor Who universe and
features characters from the Tenth Doctor and
Ninth Doctor’s adventures including the Tenth
Doctor, Martha Jones, Capt Jack Harkness, Dalek,
Cyberman and Slitheen from series 1 to series 3 of
the new series in the animation style of the ani-
mated stories “The Infinite Quest” and “Scream
of the Shalka”.
Players each receive a deck of cards and attempt
to win all of their opponent’s cards. Each card
features characters or events from the Doctor
Who universe and has statistics which define its
strengths and weaknesses. Players choose which
of these statistics will be higher than their oppo-
nent’s card, the winner keeps both cards and play
continues.
3246 • Top Spin
6.7 Top Spin
Developer Pam Development
Publisher 2K Sports
Release date (us) September 26, 2005
Genre Sports
Mode 1-2 (4) Players
Top Spin is a 2003 tennis game developed by
PAM Development and originally released for the
Xbox as part of their XSN Sports brand. The game
was later released for Windows and PS2.
In Top Spin, players select from various game
modes including singles matches, doubles, exhi-
bition tournaments, a career mode or quick play
matches. Top Spin features a number of profes-
sional tennis players who have licensed their like-
nesses to the game, a trend which continued in its
sequels. It also contained fictional players as well.
The player can work their way up through
the amateur ranks to the pros in tournaments all
over the world. They can do this by using the vari-
ous licensed players, or by creating a unique char-
acter.
The game feature a Quick match and a Career
mode, that begins with a create-a-player interface
which begins with, DNA type. There are many
strands to choose from with each containing a dif-
ferent skin color and unique player traits. Create
a character continues with different face and body
modeling options and apparel choices. The career
mode begins with an option to choose a conti-
nent that has various opportunities for a player to
better their rank by training and tournaments. A
player must also make “coin” in order to pay for
training which increases their attributes. Coin is
earned by being sponsored by one of the corpo-
rate tennis apparel icons by performing commer-
cials and other public relations duties for them
which are completed by scoring well in various
exercises. Tournaments come in various types
across the globe. Winning tournaments increases
your world ranking, with more difficult tourna-
ments taking much more precedence.
Top Spin was very well received. IGN gave the
PS2 version a 7.4 out of 10 saying “Tennis fans,
videogame or otherwise, will find quite a bit to
like in the game if they never picked up the previ-
ous version, though nay-sayers will have a fair
bit to complain about with disappointing graph-
ics and, again, quite lengthy load times.”
Top Gun • 3247
6.3
Top Gun: Combat Zones
Developer Titus Software
Publisher Titus Software
Release date (us) October 21, 2001
Genre Simulation, Shooter
Mode 1 Player
Top Gun: Combat Zones, originally released for
the PS2, and later ported to GameCube and Win-
dows, was developed by the now-defunct English
developer Digital Integration. A planned Xbox
version was canceled.
The game is composed of 36 missions spread over
three eras, intended to illustrate the history of
the Top Gun combat school and its near future.
In each era, missions are located both at the Top
Gun academy at Miramar and in a live combat
zone. Upon gaining access to each era the acad-
emy missions must be performed before moving
to the combat zone itself, but while the former do
introduce new game concepts, aircraft and weap-
ons they are not simple training missions – play-
ers must face tough opponents and live fire to
succeed. The game features various Navy fighter
aircraft and bonus fighter aircraft.
Only the first era is accessible from the outset, and
is set in South East Asia, towards the end of the
Vietnam War. During the second era, the action is
set in the Persian Gulf States circa 1990; although
the game story does not make direct reference,
parallels can be drawn to the real-world Gulf con-
flicts of that time. The final era is set within the
Arctic Circle and depicts a future conflict based
around disputed borders and a global fuel crisis.
Top Gun 7.4
Developer Atomic Planet Entertainment
Publisher Blast! Entertainment
Release date (eu) October 5, 2007
Genre Shooter
Mode 1 Player
Top Gun for the PS2 is a simulation game based
on the movie by the same name. The game had an
Europe-only release by Blast! Entertainment.
The game feature 29 missions, where players will
have to start at the flight school before taking on
live missions. Players can choose from differ-
ent missiles, bombs and mines to attach to their
plane.
3248 • Torikago no Mukougawa
Torikago no Mukougawa 7.0
Developer Takuyo
Publisher Takuyo
Release date (jp) July 27, 2006
Genre Visual novel
Mode 1 Player
In this game, the player-character are summoned
as a liberator in a world called Femto. A liberator
is someone who can perform the ritual of freeing
someone’s mind. The players goal is to escape the
world of Femto and return to their own world,
and only way to do so is by freeing people’s minds.
The game consists of two main gameplay ele-
ments. The adventure part which is where the
story unfolds and the typical visual novel dia-
logues are gone through, and a puzzle part which
consists of two phases, a phase for moving puzzle
pieces, and a phase for moving to a location. The
puzzle picture consists of 15 key pieces in total,
and players need to put them all in their right
place to be able to escape. Each phase gives them
limited number of turns and/or points they can
spend until it is finished, after which another
phase will start. By determining location, players
will move onto corresponding adventure part. In
each location during adventure element, various
events will occur and they will be able to talk to
characters there. After the adventure part is over,
players will return to the puzzle screen and con-
tinue with the next moving phase of puzzle pieces.
“mobygames.com”
6.4 Towa no Sakura
Developer Vingt-et-un Systems
Publisher Idea Factory
Release date (jp) September 27, 2007
Genre Visual novel
Mode 1 Player
The game revolves about a mystery surrounding
a cherry tree called The Eternal Cherry. It is un-
known how long the tree has stood there, but it is
said to have lived for a thousand years. The game
starts when the tree is once again, nearing the
time of full bloom.
The demographic are targeted for women and fol-
lows the usual visual novel gameplay. Players will
go back and forth between the present and the
Torneko Adventures 3: Mysterious Dun- • 3249
Torneko Adventures 3: 7.4
Mysterious Dungeon
Developer Matrix Software, Chunsoft
Publisher Enix Corporation
Release date (jp) October 31, 2002
Genre Role-playing, Roguelike
Mode 1 Player
Dragon Quest Characters: Torneko no Daibōken
3 – Fushigi no Dungeon is the third game in the
Torneko series and the third Dragon Quest spin-
off game in the Mystery Dungeon series. It con-
tains randomly generated dungeons and uses
turn-based action combat. The game was also
made for the Game Boy Advance, called Dragon
Quest Characters: Torneko no Daibouken 3 Ad-
vance, in 2004.
In the game, Torneko and his wife Nene and son
Poporo journey to a distant island for a vacation.
While there, mysterious forces attack and Torneko
must journey into dungeons to fight them off.
The main character of the game is Torneko, origi-
nally localized as Taloon in North America, a mer-
chant playable character from Dragon Warrior
IV. Torneko can explore fully 3D dungeons and
have members join his party. The player moves
through randomly generated dungeons and uses
turn-based action combat. The player can bring
along creatures and henchmen to fight with them
as they battle monsters in the dungeons.
In the Game Boy Advance version, an ad-
dition mode is available in which the player can
fight through four advanced dungeons indepen-
dently of the game’s story.
The game is the first in the series to feature 3D
graphics, and the game includes multiple towns,
villages, castles, and dungeons. Some of the loca-
tions are not randomly generated. The game in-
cludes over 170 types of monsters, and a larger
number of items and spells to use in combat than
previous Torneko games.
The PlayStation 2 version of the game has sold
over 513,000 copies as of November 2008. The
Game Boy Advance version of the game has sold
nearly 117,000 copies as of 2007.
The PlayStation 2 version was given a high 35 out
of 40 by Famitsu magazine. The Game Boy Ad-
vance version was given a lower 32 out of 40.
3250 • Total Club Manager 2004
6.0 Toy Golf Extreme
Developer Zoo Digital Publishing
Publisher Zoo Digital Publishing
Release date (eu) March 14, 2008
Genre Sports
Mode 1-4 Players
Toy Golf Extreme is a golf game, developed and
published by Zoo Digital Publishing, which was
released in Europe in 2008.
Players play golf inside a house, where obstacles
include different households things and toys lay-
ing around. By beating different levels players can
unlock new courses. The game feature adjustable
camera modes and a hotseat multiplayer for up to
4 players.
Total Club Manager 2004
Developer BudCat 7.1
Publisher Electronic Arts
Release date (eu) December 12, 2003
Genre Simulation, Sports
Mode 1 Player
The 2004 edition offers players the opportunity
to become a every-aspect manager of a soccer
team. At a first point they pick a team, hire their
staff, build their tactics, develop their techniques
and so on.
Therefore players are ready for the match-
es where they have the option of fast simulation,
text simulation (like Champion Manager 01/02)
or a complete 3D simulation.
Career Mode offers players to take a low-reputa-
tion club and turn it to a big success.
New features are:
“Football Fusion(tm)” allows players own-
ing this title and “Fifa 2004” to play a manager
on TCM 2004 while actually playing their team
games on FIFA 2004 instead of just simulating.
More leagues and teams from every place
around the world.
Manage National Teams at the same time
that players manage their team club. Play conti-
nental cups and the World Cup.
More than 10 additional stats to keep of
the players best characteristics. Improved Skill
System and improved 3D graphics, among other
features.
“mobygames.com”
Total Overdose: A Gunslinger’s Tale in Mexico • 3251
Total Club Manager 2005 7.0
Developer BudCat
Publisher Electronic Arts, EA Sports
Release date (eu) October 29, 2004
Genre Simulation, Sports
Mode 1 Player
Total Club Manager 2005 is EA’s third game in the
Total Club Manager series. If the usual presenta-
tion of EA Sports games was left untouched, other
features were changed from the TCM 2004: The
16 player attributes ranging from -1 to 2 become
30 in a 0-99 scale, the 3D engine was retouched
with new AI and presentation, and finally, there’s
the opportunity to create a new club, and bring it
up from the bottom leagues.
Total Overdose:
7.1 A Gunslinger’s Tale in Mexico
Developer Deadline Games
Publisher Eidos Interactive
Release date (eu) September 16, 2005
Genre Third-person shooter
Mode 1 Player
Total Overdose is an open world third-person
shooter released for Windows, PS2 and Xbox.
The game begins deep in Maya jungle, where a
man named Ernesto Cruz was lost in 1989. The
official explanation for his disappearance was fa-
tal overdose, but this is not enough for Ernesto’s
twin sons, Ram and Tommy. They embark on a
quest for truth, though the Mexican wilderness
and underworld urban environments inhabited
by gangs, drug lords, and dangerous women.
Players assume control of Ramiro, Tommy and
Ernesto. The game parodies Robert Rodriguez’s
Mexico Trilogy. Throughout the game, players can
run and dive and have the ability to use weapons
including shotguns, rifles, handguns and rocket
launchers. The game features cheap and special
cars. Players have the ability to shot dodge, dur-
ing which the player dives in any direction with a
slow motion effect. This move gives players more
accuracy in shooting enemies in combat. The six
different Loco moves are special attacks which
players can pick up by scoring large numbers of
points and combo kills.
The game received “mixed or average” reviews,
according to Metacritic.
3252 • Tourist Trophy
7.4 Tourist Trophy
Developer Polyphony Digital
Publisher SCEI, (us) SCEA, (au) SCE Australia, (eu) SCEE
Release date (jp) February 2, 2006
Genre Racing
Mode 1-2 Players
Tourist Trophy: The Real Riding
xxx The Semi-Pro Mode is an exclu-
Simulator is a motorcycle racing sive feature of the North American
game. It was designed by Polyph- edition. Other options enhancing
ony Digital, the same team that difficulty are “Strict Judgment”—
makes the Gran Turismo auto rac- a 10-second slow down penalty as
ing series. It was largely created off seen in Gran Turismo 4—and the
of Gran Turismo 4’s game engine. famous “Best Line” display.
Tourist Trophy is one of only four Unedited screenshots can be taken
titles for the PS2 that is capable of from a race replay and saved on a
1080i output, another being Gran PS2 memory card or a connected
Turismo 4, the physics engine of USB flash drive, like in Gran Tur-
which is heavily used in Tourist ismo 4. This function is known in
Trophy. the game as “Best Shot”. Using
Compared to Gran Turismo auto, various replay angles as a digital
the motorcycles don’t handle like camera, the game is able to pro-
cars. This is reflected in-game by duce a selection of screenshots
giving players control over their with variable compression rate
rider’s side-to-side leaning to affect (Normal, Fine, or Super Fine) and
cornering. All the standard simula- size (up to 1280x960/72 dpi). The
tion elements of braking, position- user can choose to save the photo,
ing, throttle control and condition print it with an Epson-compatible
of the players ride are important as USB printer, or display it on TV us-
well. ing the Musical Diaporama feature.
The game is divided into two main Saved game screenshots can be ex-
modes. Arcade mode allows players changed with friends or made pub-
to do timed runs, quick races against lic on the Internet. Unlike Best Shot,
AI opponents or split-screen racing. the “Photo Mode”’s parameters are
The main mode, Tourist fully adjustable and it gives the user
Trophy, first puts players through the opportunity to entirely set pho-
a series of licensing tests. Each li- tographs. The user can tune various
cense opens up a group of challeng- parameters such as camera angle or
es or races. Each challenge or race course section. Formatting the USB
corresponds to a motorcycle, which device in Photo Mode/Best Shot
players can earn by winning it. will create the “DCIM/100PDITT”
There is no cash in this game. Some folder, allowing Tourist Trophy to
events also unlock further events, store, upload and download game
of course. picture files generated under the
form “IMG_00X.JPG”. Standard
Bikes are customizable. Players
USB 2.0 flash drives (including MP3
can set the tire compound, brakes,
players and mobile phones) can be
shocks, gear ratio and exhaust. Rid-
used to manage game JPEG files in-
ers have even more options. Their
stead of the official I-O Data model.
riding style is customizable, allow-
ing players to adjust things like the A USB drive can host Tourist Tro-
position they take in leans, which phy Replay/Ghost files download-
affects handling. ed from either the official game
Tourist Trophy • 3253
website or a fan site. It can also be ized Japanese tuners, Moriwaki and
used to exchange files with anoth- Yoshimura, that appear in the list of
er USB device. Once the files are in manufacturers once unlocked.
the flash drive, the user can upload While wet, dirt and reverse
them from within the game in order classic GT4 racing conditions, and
to compete with a Ghost (“Time At- French tracks such as Circuit de la
tack”) or to watch a Replay (“The- Sarthe have been removed (as the
ater”). Each file can be used as Re- game doesn’t have any dirtbikes or
play or as Ghost. The first Replay/ motorcycles eligible for snow and
Ghost files released on the Japanese dirt conditions); a unique course was
site featured Japanese pro rider and specially created for Tourist Trophy.
Tourist Trophy test rider Satoshi Tsu- The Circuit de la Comunitat Valenci-
jimoto and Tourist Trophy producer ana Ricardo Tormo is an official track
Kazunori Yamauchi. Formatting the appearing in the Superbike World
USB device from Theater Mode will Championship and MotoGP. It is
create the “PDI” folder, allowing also used extensively as a test circuit
Tourist Trophy to store, upload and during the off season. This track has
download files generated under the appeared again in Gran Turismo Por-
name “replay.dat”. Standard third- table (as this track also appeared in
party USB devices are also compat- Deutsche Tourenwagen Masters and
ible with such files. World Touring Car Championship)
Polyphony Digital reused the physics but was removed from Gran Tur-
engine, graphical user interface, and ismo 5. Polyphony Digital originally
all but one circuit from Gran Turismo planned to continue to add this track
4. However, the number of AI racers into GT5, but they decided to cancel
has been reduced from five in the this plan for unknown reasons.
Gran Turismo series to only three. A new concept appearing in
Tourist Trophy also uses the License Tourist Trophy is the “Riding Gear”
School feature that was popularized (named “Closet” in the Asian edi-
by the Gran Turismo series, as well tions). The player can unlock and
as the Photo Mode introduced in collect 186 different riding accesso-
Gran Turismo 4. The B-spec mode, ries for their rider, including differ-
which appeared in Gran Turismo 4, ent helmets, gloves, boots or shoes,
was removed from Tourist Trophy. pants, one-piece racing suits and
The motorcycle selection cov- jackets commercially available from
ers a broad range of modern motor- more than a dozen manufacturers
cycles, including scooters, enduros, (Simpson, Vanson Leathers, Alpin-
motards, sports bikes and naked estars, Arai, Shoei, Kushitani, RS Ta-
bikes, as well as versions modified ichi, Dainese, AGV, Lewis Leathers,
for racing (labelled “RacingModi- Bell, SPIDI, and XPD). Up to four
fied”). The developers have recreated different combinations can be saved,
135 motorcycles from 124 cc up to including two racing leather suits
1670 cc, including both road and race and two casual outfits.
versions from the 1960s up to 2007. The game received “average” reviews
The racers are divided into catego- according to Metacritic. In Japan,
ries: the semi-licensed, race-tuned Famitsu gave it a score of all four
versions (“RacingModified”) and the eights for a total of 32 out of 40.
official, fully licensed 2005 Suzuka The game won IGN’s award
8 Hours endurance bikes. Motor- for Best PS2 Simulation of 2006.
cycles from all major manufacturers
are included, as well as two special-
3254 • Trigger Man
Trigger Man
3.2
Developer Point of View
Publisher Crave, (eu) Play It!
Release date (us) October 5, 2004
Genre Third-person shooter
Mode 1 Player
Trigger Man is an action game where the main
protagonist Trigger Man works for the mafia, Co-
ladangelo Family, who is on the brink of war with
the rival Montagano Family, which believes Don
Coladangelo is responsible of the death of their
Don’s son.
Shown from a third-person perspective players
need to visit typical locations such as villas, res-
taurants and casinos to take down members of
the opposing family.
Next to the basic action missions there is some
focus on stealth and escorting too. Some sections
require a key to be found in order to progress.
While fighting, there is a focus on head shots, as
enemies can take a lot of bullets in other body
parts before going down.
There are different types of weapons including a
blade, machine guns and sniper rifles, but only
a small amount of clips can be carried. Enemies
hardly ever leave anything behind, so ammo
crates need to be hunted down.
Toudai Shogi: Shikenbisha Dojo
7.8
Developer Mycom
Publisher Mycom
Release date (jp) December 7, 2000
Genre Board
Mode 1-2 Players
In Toudai Shogi: Shikenbisha Dojo two players sit
opposite each other, using a wooden battlefield
which measures 9 x 9. Twenty pieces make up the
court for each side, including generals, knights,
bishops, and the pawns. Similar to Western chess,
the goal is to capture the king and neutralize their
opponent. Unlike chess, rival forces that are cap-
tured are not removed from the board but rather
reinforce the conquering side to enjoin the battle
later in the game. Another tactical tangent is the
ability for venturing pawns and other pieces for
promotion. A lowly pawn can transform into a
golden general should it reach the opposing side.
“ign.com”
Turbo Trucks • 3255
Toudai Shogi:
Jouseki Dojo Kanketsuhen 6.8
Developer NCS
Publisher NCS
Release date (jp) September 9, 2004
Genre Board
Mode 1-2 Players
Toudai Shogi: Jouseki Dojo Kanketsuhen is an-
other game in the Shogi Dojo series.
The game includes 7 stages and is targeted for
more advanced players, but is also designed for
new beginners. The games AI engine has won
four times the world computer Shogi Champion-
ship. The game also feature a 2-player mode.
4.1 Turbo Trucks
Developer Mere Mortals
Publisher Phoenix Games
Release date (eu) 2006
Genre Racing
Mode 1 Player
Turbo Trucks is a budget Phoenix Games racing
game. In the game, players race trucks down a
freeway and through woodlands levels. By com-
pleting races players will gain more trucks to
drive. Game modes include; Tournament, Quick
Race and Time Battle. Players can also choose
how many CPU drivers they want to race against.
As is common in the racing games from Phoenix,
it feature simple graphic.
TransWorld Surf 7.6
Developer Rockstar San Diego
Publisher Atari
Release date (us) April 30, 2002
Genre Sports
Mode 1-2 (4) Players
TransWorld Surf is a surfing game in the vein of
Tony Hawk where players perform tricks to rack
up points Players can pick from different 13 real
surfers and 9 different locations such as Pipeline,
Hawaii and Teahupoo, Tahiti. The game also fea-
ture a “Karma” system where if players act like a
jerk (stealing other surfers waves, hitting people,
etc.) sharks may attack.
“mobygames.com”
3256 • Train Kit for A-Ressha de Ikou 2001
8.2 Tetsu 1: Densha de Battle!
Developer Vingt-et-un Systems
Publisher Syscom
Release date (jp) July 5, 2001
Genre Racing
Mode 1-2 Players
Tetsu 1: Densha de Battle! is the prequel to the
2003 game X-treme Express, as it is known as in
its European release. As in the sequel, the game is
a combative train racing game, where decorated
engines battle to be the fastest down Japan’s rail-
ways.
The different game modes include; Iron 1 Mode,
Tour mode, Free mode and VS. mode.
Train Kit for
A-Ressha de Ikou 2001
Developer Artdink
Publisher Artdink
Release date (jp) July 26, 2001
Genre Simulation
Mode 1 Player
Train Kit for A-Train 2001, Board the A-Train
and Proceed to the 21 Century is a collaboration
between the Train Simulator and Densha de Go
series, this game features the Toyoko line, the
Den-en-toshi line, and the Oimachi line.
This game is an expansion disk for A-Ressha de
Ikou 2001. The original game is required for ac-
cessing the expansion.
5.6 Train Simulator + Densha de Go!
Tokyo Kyuukouhen
Developer Ongakukan
Publisher Taito, Ongakukan
Release date (jp) December 18, 2003
Genre Simulation
Mode 1 Player
In Train Simulator + Densha de Go! Tokyo
Kyuukouhen let players drive a train where it is
required to meet the strict schedules of the Tokyo
to Yokohama express lines.
The game comes with several features, including
different train-lines and in-game tutorials which
helps new beginners to the game, among other
things.
Train Simulator: Keisei - Toei – Keikyu • 3257
Train Simulator Midousuji-Sen 7.3
Developer Ongakukan
Publisher SCEI
Release date (jp) October 22, 2003
Genre Simulation
Mode 1 Player
Train Simulator Midousuji-Sen is part of the very
large Train Simulator series produced by On-
gakukan.
This game follows the Midosuji Line that goes
between Nakamozu and Senri Chūō. The Osaka
Metro Midōsuji Line is a rapid transit line in Osa-
ka, Japan, operated by Osaka Metro. It is the old-
est line in the Osaka subway system.
7.2 Train Simulator:
Keisei - Toei – Keikyu
Developer Ongakukan
Publisher Ongakukan
Release date (jp) August 25, 2005
Genre Simulation
Mode 1 Player
Another entry in the longrunning Train Simulator
series featuring the The Toei Asakusa Line, a sub-
way line in Tokyo, Japan, operated by the Tokyo
subway operator Toei Subway. The line runs be-
tween Nishi-magome in Ōta and Oshiage in Sum-
ida. The line is named after the Asakusa district,
a cultural center of Tokyo, under which it passes.
Train Simulator: 6.8
Kyuushuu Shinkansen
Developer Ongakukan
Publisher Ongakukan
Release date (jp) September 28, 2005
Genre Simulation
Mode 1 Player
Another entry in the longrunning Train Simulator
series featuring the JR Rail Kyushu Shinkansen.
The Kyushu Shinkansen is a Japanese high-speed
railway line between the cities of Fukuoka and
Kagoshima in Kyushu, running parallel to the ex-
isting Kagoshima Main Line.
3258 • Trivial Pursuit
6.8 TVDJ
Developer SCEI
Publisher SCEI
Release date (jp) June 29, 2000
Genre Music
Mode 1 Player
Originally known as Be On Edge, TVDJ is a
rhythm/action title that features cel-shaded
graphics and anime animals. Rather than use
the typical musical setting of most other rhythm
games, however, TVDJ requires players to splice
together film clips in humorous film sequences to
form coherent episodes. The game’s feature set
includes four different television shows, multiple
difficulty levels, and a four-button control scheme.
Trivial Pursuit 7.7
Developer EA Bright Light
Publisher Electronic Arts
Release date (us) March 10, 2009
Genre Trivia
Mode 1-2 (4) Players
Trivial Pursuit is based on the general knowledge
board game of the same name.
The object of the game is to move around the board
answering questions based on what colour tile the
player land on. The six colours correspond with
a subject which are: blue for geography, green
for science and nature, yellow for history, orange
for sports & leisure, pink for entertainment and
brown for Literature.
Trivial Pursuit Unlimited
Developer Atari
Publisher Atari
Release date (eu) 2007
Genre Trivia
Mode 1 (-6) Player(s)
Trivial Pursuit Unlimited is an European release
only with online support for up to 6 players. The
game feature over 2000 different questions and
3 game modes; Classic, Flash and Ultimate play.
The game look like a German-only release since
the game includes hundreds of regional questions
centred on Germany. If the game was released in
different regions, then these questions was prob-
ably removed or includes different questions.
Trouble Fortune Comany * Happy Cure • 3259
Trivial Pursuit Unhinged
5.1
Developer Artech Studios
Publisher Atari
Release date (us) March 24, 2004
Genre Trivia
Mode 1 (-6) Player(s)
Trivial Pursuit: Unhinged is based on the trivia
board game of the same name.
Unhinged feature the original gameplay but adds
two additional features: special spaces (50/50
chance, teleport, board rotate, etc) and betting.
With betting, players can choose whether their
opponent will answer correctly or incorrectly and
bet 1-2 points. These points can allow players to
gain the ability to roll again if they don’t like their
roll.
Flash mode is for those who want a quick game.
There are 5 levels of the board. You start on the
first level and have a choice of 2 spaces. Answer
correctly and move up a level for another 2 spaces
to choose from. The first to the top wins.
Questions are asked from the 6 different catego-
ries. Each question has a multiple choice selection
of 4 possible answers to choose from. The only
exception is with the 50/50 spaces in Unhinged
mode where there are only 2 possible answers to
choose from. The questions are read by people
like Bill Nye the Science Guy and Whoopi Gold-
berg. Every now and then, they will throw in other
information relating to (or not) the question ei-
ther before players answer, or after they answer.
“mobygames.com”
7.8 Trouble Fortune Comany
* Happy Cure
Developer Primavera
Publisher Primavera
Release date (jp) January 25, 2007
Genre Visual novel
Mode 1 Player
Trouble Fortune COMPANY☆Happy CURE is a
visual novel. The mother of the protagonist, Tsu-
zuris, is a famous fortune teller in a long line of
fortune tellers, and her customers include the
presidents of big companies and politicians. One
day, her mother disappears and Tsuzuris has to
take over as a fortune teller along with trying to
find out what happened to her mother.
3260 • Transformers
7.4 Transformers
Developer WinkySoft
Publisher Takara
Release date (jp) October 30, 2003
Genre Beat-’em-up
Mode 1 Player
Transformers (トランスフォーマー Toransufōmā),
or The Transformers: Call of the Future, is an ac-
tion role-playing game. It is based on the Trans-
formers animated series. During early stages of
development it was led to believe by the media
that the game was called Transformers: Tataki, or
Transformers: Assault, a title that many fans use
to help disambiguate.
Even though all of the dialog in the game is in
The Best Takara English with an option to set all of the text in the
game to English as well, this game was never re-
leased in America. The two most likely reasons
are Hasbro’s lack of involvement with the title,
and the game’s apparent unanimous panning by
critics in Japan.
The game allows players to select a side (either
Autobot or Decepticon). The Autobot side stars
Optimus Prime, Jazz and Wheeljack, who are
later joined by Rodimus Prime, Arcee and Kup.
The Decepticon faction begins with Megatron
(referred to here by his Japanese title Emperor
of Destruction), Starscream and Soundwave with
Galvatron, Cyclonus and Scourge joining them
later on. Other Transformers are unlocked as the
game progresses and join their respective factions.
These Transformers include such Generation 1
stalwarts as Ratchet, Bumblebee, Hound, Astro-
train, Blitzwing and Shockwave. Later additions
from the Transformers movie, such as Spring-
er and Ultra Magnus, also appear. A number of
characters from the Japanese exclusive series The
Headmasters make appearances as well, notably
the Trainbots and Sixshot (who is portrayed as
a powerful ninja warrior as he was in the Head-
masters anime), also included were Dark Hot Rod
(Black Rodimus) and Optimus Clone (Black Con-
voy).
Those who pre-ordered this game received a spe-
cial “Matrix Disc” DVD containing all the Japa-
nese toy commercials for Fight! Super Robot Life-
form Transformers, Transformers 2010 and The
Headmasters.
Transformers • 3261
Transformers 7.5
Developer Melbourne House
Publisher Atari
Release date (eu) May 7, 2004
Genre Third-person shooter
Mode 1 Player
Transformers, also known as Transformers Ar-
mada: Prelude to Energon, is based on the Trans-
formers: Armada animated series.
The game diverges from the cartoon and comic in
terms of storyline. Megatron and arrives at earth
in search of a Mini-Con beacon. The Autobots
Optimus Prime, Red Alert, and Hot Shot arrive
on Earth as well to rescue the Mini-Cons, know-
ing that their combined power is the only way to
overcome Megatron’s new army.
Players control Optimus Prime, Red Alert or Hot
Shot, who are able to transform between robot
and vehicle modes at the push of the triangle
button. The game revolves around the collec-
tion of Mini-cons, which can be equipped to the
Transformer. These include weapons such as a
pistol; support items, such as glider wings; and
stat-enhancements, such as an armour boost. Up
to four can be equipped at once, and with the ex-
ception of stat-enhancements, they can be con-
trolled using the shoulder buttons. The ‘R1’ pri-
mary weapon will always be assigned, and if none
(Mini-con) are chosen, the default rifle is used in
its stead. There is a limit to what Mini-cons can Director’s Cut (eu)
be equipped with respect to the power game me-
chanic, with more powerful Mini-cons taking up
a lot of space. The more of the same colour/suit
Mini-cons equipped, the stronger one’s character
will be. This is referred to as Mini-con linking. For
the most part, the Mini-cons do not change the
aesthetics of the transformer.
In September 2005, Atari released a Directors
Cut of the game exclusively in the EU. This ver-
sion includes several “Making of” movie clips and
commercials on the game disc.
The game was well-received by critics and fans
alike, and at the time was often considered to be
the best of all Transformers video games. Some
review sites and magazines seemed to reject the
game outright for not being based on the Genera-
tion 1 series, though some seemed to begrudging-
ly accept it due to the gameplay and graphic flair.
3262 • Transformers: The Game
5.6 Transformers: The Game
Developer Traveller’s Tales
Publisher Activision
Release date (us) June 26, 2007
Genre Action-adventure
Mode 1 Player
Transformers: The Game is the name one of the
multiple video game versions based on the 2007
live action film Transformers.
The Game puts players in the role of either the
Autobot or Decepticon factions in an attempt to
find the AllSpark, the artifact which gave life to
their race. The Autobots intend to protect it for
good, while the Decepticons desire its power for
evil. The two factions fought their battle on the
planet Cybertron, but in an ultimate attempt to
protect it, the Autobots hurled the AllSpark into
space where it remained hidden on Earth. When
the Decepticons discover the location, they want
to finish the war on Earth.
Set in a 3D sandbox environment with possi-
bilities to interact and destroy the environment,
players can choose between the two teams, each
with different story-based goals. These are set
on different locations, with primary and second-
ary quests. The storyline for the heroic Autobots
follows the plot and events of the original movie.
The storyline for the villainous Decepticons, how-
ever, allows the robots to destroy both the planet
and more aggressively bring an end to their foes.
Players can choose characters such as Optimus
Prime or Bumblebee from the list of selectable
Autobots, or Megatron and Starscream from the
Decepticons.
Shown from a third-person perspective, the ro-
bots can switch between a robot and a vehicle/air-
craft form, jump, block, dive underground, roll,
dodge, use various weapons, and climb buildings.
Special actions can be unlocked through the skill
tracker. By performing long slides or jumps, sym-
bols in the tracker will light up and provide extras.
Along the way, various collectibles can be found,
ranging from promo images and artwork, to play-
able versions of the original “Generation 1” char-
acters. The general gameplay is identical across
the different platforms, but certain features are
tied to specific versions.
Transformers: The Game received mixed to nega-
tive reviews on all platforms upon release.
“mobygames.com”
Transformers: Revenge of the Fallen • 3263
Transformers: 4.7
Revenge of the Fallen
Developer Krome Studios
Publisher Activision
Release date (us) June 23, 2009
Genre Third-person shooter
Mode 1-2 Players
Transformers: Revenge of the Fallen is a third-
person shooter based on the 2009 live action film
Transformers: Revenge of the Fallen. The game
was released on several different platforms with
different developers.
The series of games loosely follow the plot of their
movie counterpart. The PC, PS3, and Xbox 360
versions feature a split-campaign format, with
both an Autobot and Decepticon campaign. The
PS2 and Wii versions combine the Autobot and
Decepticon stories into one campaign that alter-
nates between factions.
As with Transformers: The Game, Revenge of the
Fallen features two separate campaigns; one de-
picting the actions of the Autobots, and the other
the actions of the Decepticons. The game expands
on the movie plot with additional missions and
characters. Unlike its predecessor, Revenge of
the Fallen features a hub-like, non-linear mis-
sion progression. This allows the player to choose
what missions they would like to accomplish and
where in order to further drive the story.
Multiplayer features five different modes. “Death-
match” allows players to choose any character in
a free-for-all battle. “Team Deathmatch” features
Autobots vs Decepticons. “Control Points” fea-
tures gameplay with teams battling for control of
specific areas to gain points. “One Shall Stand” is
similar to Team Deathmatch; the difference is that
the objective is for a player to take out the enemy
leader (Optimus Prime or Megatron) while pro-
tecting their own. The final mode, “Battle for the
Shards”, features Capture the Flag-style game-
play; teams search for shards of the AllSpark and
return them to their base to earn points.
The PS2 and Wii versions feature a special coop-
erative mode, where the second player can “man
the guns”, utilizing a floating shield and weapon
system, which is called the “Remote Weapons
System” and is controlled with an on-screen reti-
cule. Players work together to survive against
waves of enemies.
3264 • Triangle Again
Triangle Again 8.0
Developer Production I.G.
Publisher Mig Entertainment
Release date (jp) January 9, 2003
Genre Visual novel
Mode 1 Player
Triangle Again games are often referred to as mu-
sic adventures rather than typical visual novels in
a way that when the branching in the story occurs,
choices are presented in a way of notes rather
than text.
The game story is centered around young Akari
Tateshina and her debut as a pop singer. Addi-
tionally to typical set of options for this type of
game (i.e. clickable versus auto-scrolling text),
Triangle Again offers positioning of the text mes-
sages (up or down) and also support regular and
widescreen picture presentation.
There are several licensed songs used in the game
as protagonist’s song hits when she sings them
during animated scenes. While same songs are
used in both Xbox and PS2 release, Xbox songs
use Japanese lyrics while PS2 songs use English
lyrics.
“mobygames.com”
8.1 Triangle Again 2
Developer Kiki
Publisher Kiki
Release date (jp) June 26, 2003
Genre Visual novel
Mode 1 Player
Triangle Again 2 continues the story chapters
where the predecessor Triangle Again left off. The
main scenario follows the story of Akari Tateshi-
na, a young and talented pop singer, and her
comeback to the scene. The game features many
in-game choices with affect the story leading up
to 15 different endings. Replay option let players
re-play the story arc to the game ending they have
reached, making the game re-play feel like watch-
ing a full length anime movie.
Seeing as how this game features chapters 3 and
4 of the overall story, the graphics and gameplay
did not change in this sequel. Story progress uses
typical page-click or auto mode. Subtitles can be
turned off or moved to appear on upper or lower
part of the screen. The game also features seven
new licensed songs.
“mobygames.com”
Tribes Aerial Assault • 3265
Tribes Aerial Assault 7.3
Developer Inevitable Entertainment
Publisher Sierra Entertainment
Release date (us) September 23, 2002
Genre First-Person shooter
Mode 1-2 (16) Players
Tribes Aerial Assault is an online first-person
shooter based on the Windows game Tribes 2.
The game have an emphasis on mobility. There
are many game types in the single-player cam-
paign and multi-player, including capture the
flag, capture and hold, hunter, team deathmatch,
and deathmatch. Campaign usually consists of
some mixture of these game types.
In all games but hunters and deathmatch,
there are team and player points. Depending on
the game style, team and player points can reflect
two completely different things. Player points are
usually earned through an individual player’s ac-
complishments that help the team as a whole.
Player points are earned by setting and deploy-
ing equipment, repairing friendly assets, destroy-
ing enemy assets, defending friendly assets, and
completing objectives of the game.
Capture The Flag: Both teams have a flag, and
the objective is to capture the other teams flag.
The “runner” is unencumbered by the flag, that
is; the player can still use weapons and grenades
freely and without debilitation.
Capture and hold: This is an asset-guarding
game. Usually there are four buildings or bases
scattered over the whole map. Inside each of these
is a switch. The objective is to touch the switch in
any building and try to prevent the enemy team
from doing the same for as long as possible.
Hunter: A survival-based game. The objective is
to kill as many people as possible and collect the
flags that they drop, and then try to bring those
flags back to a central “nexus” for points. There
are no teams in Hunter, so everyone is an enemy.
Team Deathmatch: Two teams duke it out until
time runs out.
Deathmatch: No teams, few rules, kill or be
killed.
An unusual feature of Tribes Aerial Assault is the
jetpack feature. The jetpack runs on armor energy
and allows players to fly for short to medium dis-
tances.
In early November 2008, Sierra shut down the
online servers for Tribes Aerial Assault.
3266 • True Crime: Streets of LA Magazine Article
MOB BOSS
by: PlayStation 2 Official Magazine (AU) 2003 June #15
OPS2 sat down with Chris Archer, Executive Producer on True
Crime, and discussed the most wanted game of the year!
Just how big is this game? punches, finishing moves and grap- Nick had the
Every street in this game has been ples. Additionally, as the player habit of break-
created from GPS data, geological plays through the game, they can ing things - in-
survey data, height maps, satellite upgrade their moves and improve cluding a few
photos, hundreds of hours of video their overall fighting skill. We skulls here and there. Due to his
and thousands of still photographs. have numerous fighting styles in “unorthodox” manner of fighting
All of the major streets will seen fa- the game, including Wu Shu Kung crime, he was later kicked off the
miliar to both people that live here, Fu, traditional Karate, Kenpo and force, and vowed never to return.
as well as people who have only Wrestling. Nick can learn new He eventually got a call from an
visited. It is truly a huge expanse of moves to use on this enemies in old friend who was the head of a
re-created LA 240 square miles in dojos spread throughout the city. new agency called the E.O.D. The
all and every street is painstakingly Elite Operations Division was cre-
Tell us about the types of building
re-created from indigenous foliage, ated to fight big-time crime. Nick’s
you will be able to enter and the
to landmark buildings, to gas sta- new job is taking down the Russian
things you can do inside them.
tions, to the LA freeway system. and Chinese Mafia in LA. with his
There are many buildings that you
“unique” style of justice.
What sort of missions will play- can enter. Depending on the loca-
ers be able to get into? tion you might need to employ one Would you describe True Crime
There are about 200 missions in the or more skills you have learned. as more of an action or a driving
game. The player will experience You can do anything from fight- game?
everything from epic car chases, to ing to shooting and driving. You We believe the game is fairly
John Woo-style shootouts, to Hong can also upgrade your character, evenly balanced between driving,
Kong Cinema-style fighting. We gain new vehicles and weapons, as shooting, fighting and stealth. The
also have a tonne of other side mis- well as a few other things I can’t player will experience Hollywood-
sions and fun things for the player disclose. style driving sequences, ass-kick-
to do while they are exploring the ing combat, advanced martial arts
What types of weapons can we
streets of LA action and balls-out shootouts in-
expect to employ in the game?
spired by Hong Kong cinema - all
How many different vehicles can Nick can dispatch the bad guys
in one game!
be driven in the game? What are with everything from handguns,
some of your favourites? to automatics, to shotguns and so What element of True Crime was
We have nearly 40 unique vehi- on. AK 47s, 45s and 12 gauge shot- the hardest for your team to cre-
cles in the game. Everything from guns should make quite a few holes ate?
sports cars, to trucks and to some in the bad guys also. The city recreation was definitely
secret vehicles I can’t talk about at the hardest aspect of the game to
Can you give us a little bit of de-
this point. My favourite right now create. Everything from tools, to
tail on the game’s storyline?
has to be the Pony, a classic muscle technology, to good old hard work
Nick is quite a character. Born in in
car with a lot of power. was employed in getting the city
Los Angeles, his father was Henry
streets as accurate as possible.
What are some of the highlights Wilson, a cop killed in the line of
If we didn’t have an amazing art
of the hand-to-hand combat in duty. After his father’s death, Nick
and programming staff, the player
the game? learned martial arts in Hong Kong
would not be able to enjoy the 240
The hand-to-hand combat is very the hard way, mainly in order to
square miles of LA. You can liter-
robust for a game like this. Our protect his family from the Chinese
ally drive from Downtown LA. to
fighting system employs a sim- Mafia. When he was old enough,
the beach without ever seeing a
ple but rewarding combo system, he moved back to Los Angeles and
load screen. Amazing, even to me.
including high kicks, low kicks, became a cop like his father. But
True Crime: Streets of LA • 3267
True Crime: Streets of LA 7.7
Developer Luxoflux
Publisher Activision, (jp) Capcom
Release date (us) November 3, 2003
Genre Action-adventure
Mode 1 Player
True Crime: Streets of LA is a 2003 open world
action-adventure originally developed by Luxo-
flux for PS2, Xbox and GameCube.
The game tells the story of Nicholas Kang, an un-
compromising Los Angeles police officer who is
recruited into the Elite Operations Division in or-
der to investigate a series of bombings in China-
town. As he delves further into the case, he discov-
ers it may be connected to the disappearance of
his police-officer father twenty years previously.
True Crime is played from a third-person per-
spective, in which the player controls Detective
Nicholas Kang of the “Elite Operations Division”
(E.O.D.), a hand-picked autonomous unit of the
regular LAPD.
The game was one of the first non-Grand Theft
Auto open world action-adventure games re-
leased after Grand Theft Auto III in 2001, and, as
such, was labeled by many as a Grand Theft Auto
clone, as the core game mechanics are identical
to Grand Theft Auto III, and its 2002 successor,
Grand Theft Auto: Vice City – the player can trav-
el across the city freely, commandeer vehicles, do
whatever they want in terms of attacking and/or
killing innocent civilians, and progress through
the storyline at their own leisure, spending as
much time traversing the city as they wish. How-
ever, the major difference from Grand Theft Auto
games is that in True Crime, the player controls a
law enforcement officer. As such, True Crime has
been called “the GTA III clone where you play a
cop.”
The game involves four main types of mission,
each with their own unique gameplay; shooting,
fighting, stealth and driving. In many levels of the
game, even if missions are failed, the storyline
will continue, sometimes with a different open-
ing cutscene for the next level, sometimes with
an alternate version of the level, occasionally by
branching into an entirely different storyline.
During shooting missions, the game auto-
targets the closest opponent. If the player wishes
to switch target to another opponent, they must
do so manually. When the player is in shooting
mode, they can enter “Precision Targeting” at any
3268 • True Crime: Streets of LA
time. At this point, the game switches to first- The player can access 24/7 facilities through-
person, zooms in on the target, and goes into out the game to upgrade either their driving,
slow motion momentarily. While in Precision fighting or shooting abilities. 24/7 facilities
Targeting, if the targeting reticule turns green, are only accessible if the player has an avail-
the player can hit the enemy with a neutraliz- able “badge.” Badges are earned by acquiring
ing, non-lethal shot. If the player fires when the “Reward points”; every one-hundred reward
reticule is red, the enemy will be killed instantly. points is converted into one badge. Entry into
Players can also take cover during shootouts, a 24/7 facility costs one badge, and the player
firing from behind cover when the opportunity must complete a challenge to earn the upgrade.
presents itself. Players are also free to pick up If they fail, they must spend another badge to
any weapons dropped by enemies. Once the try again. Rewards points are also necessary for
ammo of these weapons is depleted, however, the player to heal themselves at a pharmacy or
Kang will drop the weapon and revert to his have their car repaired at a garage; the amount
standard issue revolver, which, although it does of points deducted depends on the level of dam-
need to be reloaded, never runs out of ammo. age in each case. The player earns reward points
In hand-to-hand combat, the player has for arresting or killing criminals, solving crimes
four main attacks; high kick, low kick, punch, and completing missions. Points are deducted
and grapple. After hitting an enemy a certain for killing civilians and failing missions.
number of times, the enemy will be stunned, The player also has a “Good Cop/Bad
at which point the player can perform a combo Cop” meter. If the player arrests criminals,
by pressing a series of buttons. During stealth solves crimes, shoots opponents with neutral-
missions, the player is automatically placed into izing shots, and knocks out rather than kills op-
stealth mode. The player can approach enemies ponents in stealth missions, they will get Good
from behind and either knock them out or kill Cop points. If, however, they kill civilians, shoot
them. Bumping into objects or walking over bro- criminals in the head, use weapons in hand-to-
ken glass or plastic bags will cause nearby en- hand combat, or kill enemies in stealth missions,
emies to become aware of the player’s presence. they will get Bad Cop points. At certain points in
Driving missions can involve either try- the game, the storyline will branch differently
ing to catch another car, escape from another depending on whether the player has a Good
car or tailing another car. At all times, when the Cop score or a Bad Cop score. If the player’s Bad
player is in a car, their car’s condition is shown Cop score gets too high, civilians will begin to
on screen. If the car’s health meter empties, the attack Kang. If the Bad Cop score reaches 99,
car is close to destruction. When another car is other police, and eventually SWAT will attempt
involved, that car’s health meter
will also be shown on-screen.
When the player is tailing anoth-
er car, a “Tail meter” will appear
on-screen, with three sections
and a moving arrow. If the arrow
is in the top section, it means the
player is too close and must back
off. If the arrow is in the bottom
section, it means the player is
losing the target and must speed
up. As such, the player must try
to keep the arrow in the middle
section as much as possible. Dur-
ing normal driving missions, the
player can solve random crimes
given by the radio dispatcher.
True Crime: Streets of LA • 3269
to kill him. The amount of Good or vealed details of the branching plot,
Bad Cop points also plays a factor in with many levels having two or three
determining the game’s ending. opening cutscenes, depending on
The game was first announced on what the player has done in previous
May 15, 2002, when Activision re- levels. They stressed it would be rare
vealed Luxoflux were developing an for the player to find a “Game Over”
“original action-racing game in- screen; usually a failed mission will
spired by Hong Kong action films” simply lead to a later level by way of
for PS2, Xbox and GameCube. Ac- a different path than had the player
cording to Larry Goldberg, executive completed the mission successfully.
vice president of Activision World- The also revealed the game would
wide Studios, have three completely different end-
“Mission-based driving and ac- ings, and that the player could play
tion-adventure collide in this bold through the game multiple times, ex-
new direction for interactive enter- periencing a different narrative and
tainment. Infused with the unique different levels every time. They also
flair of Hong Kong action films, announced the game would feature
True Crime: Streets of LA allows roughly one-hundred randomly oc-
players to experience first-hand the curring crimes that the player has
car stunts, close calls, quick wit and the option of solving whilst driving
high-action that are synonymous around the city. The “Good Cop/Bad
with this distinct style of cinema.” Cop” system was also shown for the
first time, although it was still in a ru-
Activision stated the game
dimentary state of development. The
combined the gameplay of beat ‘em
casting of Russell Wong as protago-
ups, third-person shooters, and ve-
nist Nick Kang and Gary Oldman as
hicular combat games, and would
the game’s main villain was also an-
include over twenty branching mis-
nounced.
sions and multiple endings. They
In April 2003, Activision an-
also revealed the game would recre-
nounced the main cast of voice ac-
ate 400 square miles (1,036 km2) of
tors; as well as Russell Wong and
Los Angeles, and the player would be
Gary Oldman, the game would also
able to visit multiple L.A. landmarks.
feature Christopher Walken, C. C. H.
Although only 40% complete, True
Pounder, James Hong, Mako, Ron
Crime was first shown at the 2002 E3
Perlman and Keone Young. Several
event in May, where it was slated for
days later, Michelle Rodriguez and
an April 2003 release. Activision em-
Michael Madsen were also added to
phasized the geographical accuracy
the cast.
of the game’s Los Angeles, as well as
The game was next shown
the different styles of gameplay.
at the 2003 E3 event in May. Al-
In December, Activision
though not a final build, both IGN
showed a 60% complete version of
and GameSpot were impressed.
the game. They revealed the size of
IGN’s Sam Bishop wrote “it’s clear
the game’s Los Angeles had been re-
that Luxoflux isn’t trying to bust out
duced to roughly 300 square miles
a quick and dirty Grand Theft Auto
(777 km2). To recreate the city, the
clone.” GameSpot’s Jeff Gertsmann
developers used commercial satellite
praised the integration of gameplay
imaging, GPS technology and tradi-
types, writing “The interesting part
tional photographs, with the in-game
is how well all these game mechan-
city stretching from the Hollywood
ics mesh together to form a mis-
Hills to Downtown to Santa Monica
sion-driven yet open-ended game.”
to Marina Del Rey. They also re-
During the show, Activision again
3270 • True Crime: Streets of LA
announced the size of the game’s city had been the guy was a fan of my work, and was simply
decreased, this time to 240 square miles (622 expressing his admiration). In short, they did
km2). However, they also announced that over a damned fine job of defusing what could have
one-hundred landmarks in L.A. were featured in been an ugly situation. Based upon our review
the game, in their exact geographical locations, of those materials, we have concluded that Ac-
such as the Los Angeles Convention Center and tivision has not infringed upon my copyrights.
the Staples Center. Accordingly, I have dismissed the lawsuit
On October 22, they sent the final build of against all parties. I want to thank Activision,
the game to gaming websites. Several days later Luxoflux, and Mr. Morawiec for the coopera-
they confirmed rumors that Snoop Dogg was tive nature in which they brought the case to a
an unlockable character, with his own mission quick conclusion. Cynics please note: No money
and car. They also announced they had signed exchanged hands. And, lastly, be advised that
an exclusive licensing deal with PUMA; Kang I spent several hours reviewing this amazing
would be wearing several pieces from PUMA’s game. It rocks.”
Fall 2003 catalogue. Barney Waters, marketing The game was a commercial success. During its
director for PUMA North America stated “Video first two weeks on release in North America, it
gaming is a phenomenon with a diverse ap- sold over 300,000 units across all platforms. Ul-
peal. From the skate kids, to the hipsters and timately, the game went on to sell over 3 million
fashionistas, gaming is the common denomina- units worldwide across all platforms.
tor to a widespread audience, and a distinctive
True Crime received mixed to positive reviews.
medium for PUMA to utilize to interact with
Common criticisms were graphical and technical
consumers.”
problems, an unlikable protagonist, and poorly
In late October 2003, two weeks prior to the implemented gameplay. Many critics, however,
game’s scheduled release of November 4, nov- praised the ambitious nature of the game, the
elist Robert Crais claimed that the game’s pro- differentiation between itself and Grand Theft
tagonist, Nicholas Kang, was a direct copy of the Auto III, the branching storyline system and the
protagonist of many of Crais’ novels, Elvis Cole. overall ‘feel’.
Crais filed a lawsuit which claimed “True Crime IGN’s Aaron Boulding scored the console
is substantially similar to the Elvis Cole novels,” versions 9 out of 10, giving the game an “Editor’s
and accused Activision of copying “protectable Choice” award. Boulding wrote “the greatest
expressions.” The suit sought for an injunction strength of this Luxoflux game is the integra-
to prevent Activision from shipping the game, tion of story and layers of game design into one
for undisclosed monetary damages, and for the cohesive package.” He praised the gameplay, es-
“destruction of all infringing works.” pecially the Good Cop/Bad Cop system and the
The lawsuit failed to prevent the sched- upgrades system. He also praised the absence of
uled release of the game, and on November 6, loading screens. However, he wrote of the graph-
Crais dropped the complaint entirely. After re- ics, “there are far too many clipping issues that
viewing Luxoflux’s development materials for come up far too often to be ignored. Similarly,
the game, Crais was satisfied that lead designer the camera ties into the clipping problems so
Peter Morawiec had not copied the character that there will be times when the camera will
of Kang from that of Cole, but was in fact a fan float through and behind a wall or tree during
of Crais and was paying homage to his work. a fight so that you can’t see the action at all.” He
Shortly thereafter, Crais released a statement on concluded “True Crime is an enjoyable game if
his official website in which he wrote, you can clear your mind of Grand Theft Auto
“Activision’s and Luxoflux’s open and hon- expectations [...] It’s a lot of fun despite the
orable response both surprised and impressed burden of the camera system and other tech-
me. They allowed me and my lawyers full ac- nical glitches. It doesn’t, nor should it, replace
cess to a special unlocked pre-release version Grand Theft Auto by any means. True Crime
of the game, provided a complete game script, has enough good to counter the bad and stand
flowcharts of game action, and provided all- on its own.”
important clarifications to statements that had
been attributed to Mr. Morawiec (turns out
True Crime: New York City • 3273
True Crime: New York City 6.0
Developer Luxoflux, Z-Axis
Publisher Luxoflux
Release date (us) November 15, 2005
Genre Action-adventure
Mode 1 Player
True Crime: New York City is a 2005 neo-noir
open world action-adventure game originally
developed by Luxoflux for PS2, Xbox and Game-
Cube. It is the second entry in the True Crime
franchise, after True Crime: Streets of LA.
The game tells the story of Marcus Reed, a former
New York City gang member turned police officer.
On his first night on the job after receiving a pro-
motion to detective in the Organized Crime Unit,
Reed witnesses the death of his mentor. Helped
by an FBI agent who is investigating a mole in the
OCU, Reed sets about finding out who killed his
friend and bringing down the mole.
Like the previous game, this is an open world ac-
tion-adventure game played from a third-person
perspective. There are four “major cases” in the
game; the Magdalena Cartel, the Palermo Mob,
the Presidents Club, and the Shadow Tong. When
the game begins, only the Magdalena Cartel case
is available for play, but once that case has been
closed, the player is free to play the remaining
three cases in any order they wish.
The player can travel across the city freely,
commandeer vehicles, do whatever they want in
terms of attacking and/or killing innocent civil-
ians, progress through the storyline at their own
leisure, spending as much time traversing the city
as they wish, and engage in minigames and sid-
equests. The three main sidequests are a street
racing circuit, an underground fight club tourna-
ment, and securing confidential informants.
A major difference from previous open
world action-adventure games, including the
game’s predecessor, Streets of LA, is that many
buildings throughout the city, beyond those re-
lated to the game’s story, are accessible to the
player. These include pharmacies, where the
player can purchase medicine, and delis, where
they can purchase food (both of which restore lost
health), clothing stores where they can purchase
new outfits, car dealers where they can purchase
new cars, dojos where they can purchase new
fighting techniques, record stores where they can
purchase new songs for the game’s soundtrack,
gun stores where they can purchase new weap-
3274 • True Crime: New York City
onry and ammunition, and other random build- sidered “clean,” and crime rates will not increase
ings such as hotels, nightclubs, restaurants, and (although random crimes will still occur within
apartment buildings. Players can also purchase the area). If Reed continues to ignore random
food from hot dog stands. In most business inte- crimes in a given area before it is clean, the crime
riors, players can extort the owner for extra cash rate in that area will increase, leading to stores
and/or plant evidence to make an arrest. closing, dirtier streets, boarded up buildings,
Another new addition to the True Crime more aggressive civilians, and resulting in more
franchise is the ability for the player to traverse random crimes needed to clean the area up.
the city not just on foot or by car, but by using Unlike Streets of LA, where the player
public transport. The New York City subway sys- could purchase upgrades at the costs of reward
tem is available for use, and the player can also points and upon completion of a challenge, up-
hail yellow taxis at any time, requesting trans- grades in New York City simply cost money,
port to any point on the map. Both modes of with no points system and no challenge in place.
transportation require a minimal fee. Upgrades become available for purchase as the
The main game involves three main types of player moves up through five grades of promo-
mission, each with its own unique gameplay; tion. Money in the game can be earned legiti-
shooting, fighting and driving. mately by collecting wages, or illegitimately by
During shooting missions, the game au- selling evidence at pawn shops and/or extorting
to-targets the closest opponent. If the player business owners.
wishes to switch target to another opponent, Like the previous game, this also feature
they must do so manually. The game feature the “Good Cop/Bad Cop” meter. The player’s
the same “Precision Targeting” as the previous status as a Good Cop or a Bad Cop will affect the
game. Players can also take cover during shoot- game’s ending. If the player’s Bad Cop score gets
outs, firing from behind cover when the oppor- too high, the player is considered to have “gone
tunity presents itself. rogue,” and other police officers will begin to at-
In hand-to-hand combat, the player has tack Reed.
three main attacks; light attack, heavy attack, The game was first announced on July 21, 2004,
and grapple. When the player grapples an op- when Activision CEO Ron Doornink announced
ponent, they are free to throw them, or hit them plans for “sequels to True Crime, Call of Duty,
with a number of light and/or heavy attacks. At Spider-Man, Tony Hawk, Shrek, and Quake.”
certain points during combat, the enemy will However, nothing more was heard about the
be stunned, and a meter will appear on-screen game for almost a year; until May 2005, when
prompting the player to press either the heavy Activision revealed that the game was so big, de-
attack or light attack button as much as possi- velopers Luxoflux had drafted in staff from an-
ble within a set time. The more times the player other Activision owned developer, Z-Axis. The
presses the button, the more devastating the re- game, under the provisional title True Crime
sulting special attack. The player can also toggle 2, was unofficially scheduled for a third quar-
between different fighting styles, and switch to ter release, and was expected to be unveiled at
using a melee weapon at any time. the upcoming E3 event. Doornink stated “In
Driving missions can involve either try- the third quarter, we plan to release our stron-
ing to catch another car, or escape from another gest and most diverse lineup ever--specifically,
car. The car gameplay is similar to the prequel. brand-new games for Tony Hawk, Call of Duty,
As with Streets of LA, during normal driving X-Men, True Crime, Quake, and Shrek. Each of
missions, the player can solve random crimes these franchises is targeted at a different con-
given by the radio dispatcher, although, unlike sumer.”
in the first game, these crimes can now take On May 18, Activision debuted a trailer
place inside buildings as well as on the streets. for the game. The trailer revealed nothing about
Additionally, the map is divided up into twen- the plot or the location, but simply featured Mar-
ty different neighborhoods. When Reed solves cus Reed arresting some criminals. Attached
a random crime in a particular area, the crime to the trailer was a competition called “True
rate in that area drops. After he has solved a set Crime: Guess the City and Win Marcus’ Ride.”
number of crimes in one area, that area is con- Players were encouraged to go to the game’s of-
True Crime: New York City • 3275
ficial website and guess in which city also looked at the game itself for au-
they think the game is set. The com- thenticity - to give them advice on
petition’s winner would win a Chrys- how to make NYC look and feel real.
ler 300, Reed’s car when the game I also reviewed the script to give
begins. them tips - having helped create an
On June 22, 2005, True authentic cop drama, I was able to
Crime’s official website revealed the help them translate the realities into
game would take place in New York an entertaining game experience.”
City, with an image of the Manhattan In his efforts to help Activi-
skyline appearing as the site’s wallpa- sion make the best game they could,
per. In August, IGN published an in- Clarke found a compromise had to be
terview with former NYPD detective reached between reality and the na-
Bill Clark, who had previously served ture of videogaming;
as executive producer and techni- “Working on an entertainment ve-
cal advisor of NYPD Blue, and was hicle, and specifically working on a
now working as head technical advi- videogame where it is all action all
sor for True Crime: New York City. the time, you have to find a way to
Clarke has been with the NYPD for make the reality of police work fun
twenty-five years, seventeen in ho- within the context of the game. For
micide. During his time on the force, instance, in real life, an interroga-
he was involved in such major cases tion may take five to ten hours to get
as the Son of Sam investigation, and a tough perp to “flip” and tell you
the collapse of several of the “Five what really happened. Obviously,
Families”. Of his involvement with that doesn’t always make a good
the game, Clarke stated gaming experience. I tried to lend
“Activision approached me be- my expertise to describe all the ma-
cause it set out to create a really jor events and key interactions that
deep cop game in New York City and take place in “real life” police work
felt I could provide insight into what and then Activision finds a fun way
it is really like to be on the front lines to integrate this police work into the
and do police work in the city. They game. You’ll find interrogations, ci-
felt the more they knew about the tations, arrests, use of informants,
realities and details of the job, the undercover work, pursuits, and
better game experience they could more in the game. We also talked
make. Specifically, they wanted to about some of the more dubious be-
know everything - how interroga- haviors that have taken place in po-
tions work, how we use informants, lice work - cops going bad and tak-
what type of weaponry is available ing bribes, extorting, going rotten
to officers, how we train, the rank- - these types of events are also in the
ing system, how you become a de- game.”
tective, how precincts work, what
A work-in-progress build of
members of the Street Crimes Unit
the game was first shown on Septem-
do, how murder investigations
ber 7. Activision revealed the basic
work, what the badge looks like, how
plot and announced the branching
crime tracking stats work, how offi-
storyline system from Streets of LA
cers talk, the most dangerous parts
was not being used. Instead, when
of New York, the types of crimes I
the player fails a mission, they would
encountered, some of the stranger
simply be given the option to replay
situations I’ve encountered, the hu-
it, meaning story content wouldn’t be
morous stuff that happens on the
missed. They also announced several
job, what undercover cops wear, the
features new to the game, including
dangers of undercover and more. I
3276 • True Crime: New York City
a continuous day/night cycle, a more to Harlem and all the way down to
populated city than Los Angeles in Battery Park.” Activision also an-
Streets of LA, a much darker palette nounced that although the game had
than the first game, more cars and only one original song, it would fea-
vehicles, the ability to travel by taxi ture over eighty licensed tracks from
or subway, and the ability to enter artists such as Jay Z, Fat Joe, A Tribe
buildings beyond those related to Called Quest, The Ramones, The Vel-
plot. They also explained the precinct vet Underground, My Chemical Ro-
component of the game; if the player mance, The Bravery, and Bob Dylan.
ignores random crimes in particular As part of the video game’s
areas, shops will begin to close down, launch, PUMA announced a unique
the city streets will become dirtier sneaker mission within the game,
and buildings will be boarded up. It and the production of a special edi-
was also revealed the playing area tion sneaker. In the game, if players
would be 25 square miles (65 km2). find all of the True Crime RS-100
The Producer of the game, sneakers throughout the city and
Jim Hess, said in an interview; return them to real New York City
“With True Crime: New York City, retailers featured in the game, the
we wanted to remove it from the player unlocks an exclusive PUMA
more juvenile humor that we had in outfit for Reed. In addition, players
True Crime: Streets of LA. We don’t could purchase the limited-edition
have dragons anymore. We wanted True Crime RS-100 sneakers within
to give the audience more of a ma- the same New York City stores in the
ture flavored game. We really want- real world.
ed it to be like watching a crime On September 26, 2005, Raymond
drama on TV; The Shield, CSI, The Kelly (New York City Police Com-
Wire, good story, good feel, more se- missioner) and Patrick Lynch (presi-
rious tone.” dent of the Patrolmen’s Benevolent
The following week, the main Association of the City of New York)
voice cast was announced, includ- called for a boycott of the game, cit-
ing Laurence Fishburne, Mickey ing its depiction of law-breaking po-
Rourke, Christopher Walken, Maris- lice officers as damaging and offen-
ka Hargitay, Esai Morales, and Traci sive. In an interview with the New
Lords. Marcus Reed would be voiced York Daily News, Kelly stated “It’s an
by Avery Waddell. Details of the outrage. I think it disrespects all po-
soundtrack were released a week lat- lice officers.” Although the game was
er. The soundtrack’s headliner was made in conjunction with two for-
Redman, who was recording an orig- mer NYPD detectives, Bill Clarke and
inal song for the game, and would Tom Walker (author of Fort Apache:
also be an unlocakble character with The Bronx), and although the police
his own minigame, much as Snoop force in the game is called the PDNY
Dogg had in Streets of LA. Tim Ri- (as opposed to the real life NYPD),
ley, worldwide executive of music at Kelly stated “It’s totally inappropri-
Activision, stated “As an East Coast ate. It’s a tough job, a dangerous job,
artist who paid his dues performing and this undermines what police of-
in the clubs of New York City, Red- ficers try to do. I’m saddened that
man’s inspired rhymes bring the some former members of the depart-
gritty realism of the city to life in ment are linked to that video game.”
our game. His bold lyrics and hard- Lynch said of Clarke, “The cop who
edged funk beats capture the vibes of worked on this video should look in
the city, from Washington Heights the mirror. He makes it harder for
everyone working the job.” Clark re-
True Crime: New York City • 3277
sponded by commenting that police unions sub-par franchise.” He was critical of the recre-
“should stop worrying about video games and ation of New York; “textures look rather drab
spend more time getting cops more than a and plain, and the draw distance looks blurry
$25,000 starting salary.” and uninteresting [...] it really feels as though
True Crime did not sell well, falling consider- the development team failed to capture one
ably short of Activision’s expectations. In North of New York’s most distinctive traits: the raw
America, Streets of LA sold over 300,000 units humanity of it all.” Of the graphics, he wrote,
across all platforms in its first week. Ultimately, “the frame rate has a knack for chugging. Con-
it went on to sell over 3 million units worldwide sidering it’s a console and not a five year-old
across all platforms. By contrast, New York City PC running this game, it’s unacceptable. Out of
sold only 72,000 units in its first two weeks, nowhere, the frame rate will completely bot-
earning only $3.6 million. tom out while Marcus patrols the streets.” He
concluded by criticizing the game for being un-
New York City received mixed reviews, with re-
finished, arguing anyone who buys it will “have
viewers citing numerous technical and graphi-
dropped their hard-earned money to beta test a
cal glitches, leading many to speculate the final
truly unfinished game.”
stages of development had been rushed.
GameSpot’s Greg Mueller was extremely
IGN’s Chris Roper scored the console
unimpressed, scoring the GameCube and PS2
versions 7.8 out of 10, praising “how well your
versions 4.6 out of 10, and the Xbox version
general duties as a cop are tied into the game,
4.3 out of 10. He accused the game of being “so
working very well alongside your own per-
riddled with problems that it feels like it was
sonal investigations,” and finding the gameplay
rushed to make it to store shelves in time for the
and game mechanics superior to Streets of LA.
holidays.” He concluded “True Crime: New York
His main criticism was “it doesn’t really take
City should be avoided regardless of whether
any risks [...] it doesn’t feel like it’s an altogeth-
or not you enjoyed the first True Crime. The
er new gaming experience.” However, he wrote
gameplay has a few almost-decent spots, but
“True Crime’s strengths lie in the solid ways
the technical problems far outweigh any faint
that everything is put together.” He concluded
hope this game ever had of being enjoyable. If
“it’s a solid title through and through, but you
you’re curious about what a video game looks
won’t find a whole lot of water cooler moments
like before it goes through adequate testing and
in there [...] If you’re tired of the whole GTA
quality assurance, then by all means give this
thing and want more substance, this may not
one a try.”
be the game for you. For everyone else though,
TC: NYC is definitely worth checking out.” Its lackluster critical response and poor sales
Eurogamer’s Jim Rossignol scored the figures partially contributed to the abandon-
PS2 version 6 out of 10, writing “True Crime ment of the True Crime franchise. Originally
trips over its own inflated Nikes with just a few intended as the first of a two-part series set in
too many moments of lamentable emptiness.” New York and featuring Marcus Reed, after the
He was critical of the AI; “The perps you take game’s poor performance, Activision scrapped
down never suggest that they are anything oth- the direct sequel and put plans for future True
er than mindless automata ready to be slain, Crime games on hold. In 2007, they hired United
and exhibit an artificiality that could never be Front Games to develop an open world game set
described as ‘intelligence’.” He also compared in Hong Kong. By 2009, this game had become
the game unfavorably to Grand Theft Auto: True Crime: Hong Kong. However, in 2011, the
San Andreas; “while artistically more accom- game was canceled. The publishing rights were
plished, New York City lacks the personality of picked up by Square Enix several months later,
the big daddy. And there is little in the way of and True Crime: Hong Kong was ultimately re-
humour.” leased as Sleeping Dogs, which has no connec-
GameSpy’s Sterling McGarvey scored the tion to the True Crime series. In 2014, Activision
PS2 version 2.5 out of 5, writing Luxoflux have dropped the True Crime trademark completely.
“turned a slightly above-par GTA clone into a
3278 • Truck Racer
7.4 Truck Kyousokyoku
Developer Metro
Publisher Metro
Release date (jp) December 14, 2000
Genre Racing
Mode 1 Player
Truck Kyousokyoku is a linear against-the-clock
racing games with branching paths. The basic
premise of the game is to pick one of four truck-
ers and drive overnight to return home. The jour-
ney takes place over five stages with a strict lim-
it. Players also has to deal with an enemy truck
who turns up once a stage. Ramming the other
truck let players gain more time to complete each
checkpoint.
Truck Racer 6.7
Developer Nordic Games Publishing
Publisher Nordic Games Publishing
Release date (eu) June 25, 2009
Genre Racing
Mode 1-2 Players
Truck Racer is a one or two player racing game
where players race with trucks. Eight tracks in
eight countries are included, as well as different
trucks such as a firetruck, army truck or vans.
Players can race against seven AI opponents in
normal races or in the stunt arena. More progress
unlocks trophies and more content.
“mobygames.com”
3.0 Truck Racing 2
Developer Brain in a Jar
Publisher Midas Interactive Entertainment
Release date (eu) October 28, 2005
Genre Racing
Mode 1-2 Players
Truck Racing 2 is another racing game where
players race in trucks. The game feature season
championships, challenges and open race modes.
The ability to race day or night over 12 interna-
tional circuits. And unlock and race numerous
trucks, each with a different handling.
The game also feature a 2-player split screen
gameplay.
“mobygames.com”
True Fortune • 3279
True Fortune 4.0
Developer Enterbrain
Publisher Enterbrain
Release date (jp) September 25, 2008
Genre Visual novel
Mode 1 Player
True Fortune is a visual novel with an otome
(“maiden game”) setting. The gameplay involves
the player picking one or more fortune cards each
morning that describe events, then picking which
guy to that will take part in the ‘event’. After the
school is over, the events will happen, and the
player can try to go on a date with one of the guys.
The game feature character designs by Reine
Hibiki.
6.4
True Tears
Developer La’cryma
Publisher Sweets
Release date (jp) August 7, 2008
Genre Visual novel
Mode 1 Player
The game story follows the male protagonist who
is a high-school student. The story focuses on day-
to-day life of the student, thinking about dreams
and aspirations for the future until the time of
graduation. During his time as a student, he will
meet many friends, most of them being girls, and
lend them his hand in the time of need. As the
title implies, true tears come from worries and
troubles that students have to face and thinking
of their path in life after graduation.
It is a visual novel for the most part, meaning
players constant conversations with other char-
acters and occasional choices which, unlike the
typical story branching, are used to help girls in
need. Whether players give them advice, lend a
moral support or praise them, players can reduce
their stress and worry level which is displayed as
number of tears. Each week on the calendar play-
ers can select up to three days and characters they
wish to talk to and help them in their hour of need.
Players can see how stressed a character is by the
number of tears next to their character icon.
The original Windows game did not include adult
content, so there was nothing to be stripped for
PS2 port. In addition to the game, the port also
includes bonus Drama CD as well as School Grad-
uation Album booklet and event CG.
True Love Story 3 • 3281
5.8
True Love Story 3
Developer Enterbrain
Publisher Enterbrain
Release date (jp) April 5, 2001
Genre Visual novel
Mode 1 Player
True Love Story (トゥルー・ラブストーリー) is a se-
ries of dating sims. The True Love Story series are
notable for their gekō (下校), or walk-home sys-
tem. When the player asks a girl to walk home with
him from school, the game enters a special con-
versation mode. In this mode, in addition to the
usual long-term, strategic “love meter”, the girl
the player are conversing with has a short-term,
tactical “heartthrob meter” representing her level
of immediate interest in the conversation with Enterbrain Collection
the player. The player is given the choice of ap-
proximately 30 topics of conversation to choose
from, and the heartthrob meter will increase or
decrease based on the appropriateness of his se-
lections. High heartthrob can then be leveraged
to ask the girl out on a date, or simply to effect a
permanent increase in her love meter.
In True Love Story 3, players, as the protagonist,
is a junior high school student. He secretly have
a crush on Takane Aotsuki, the dream girl at the
school. She loves to take care of the school garden,
and broadcasting during the lunch break. Players
can also pursue the other 9 heroines, including
his twin sister.
Players will need to work their schedule around a
girl’s classes and life in order to meet them in op-
portune occasions.
True Love Story: Summer Days 7.9
Developer Game CRAB
Publisher Enterbrain
Release date (jp) July 24, 2003
Genre Visual novel
Mode 1 Player
True Love Story: Summer Days, and yet... is an-
other game in the True Love Story series about
the high-school life of schoolgirls. The game fol-
lows the same formula as the rest of the series and
is set in Hisaka High School. The game also fea-
ture a “redo” option for players to revert back a
day and play it over again.
This was the only title of the series with an anime
adaptation.
3282 • Triggerheart Exelica Enhanced
8.1 Triggerheart Exelica Enhanced
Developer Alchemist
Publisher Alchemist
Release date (jp) March 26, 2009
Genre Shooter
Mode 1 Player
Trigger Heart Exelica, a port of the 2006 arcade
game Triggerheart Exelica, is an arcade-style top-
down shooter composed of 5 stages. Most lev-
els take place in futuristic environments such as
sky cities and space stations. The player is given
a choice of one of the two Trigger Hearts at the
beginning of the game - Exelica, who emits a
wide fan of weak shots, and Crueltear, who fires
a narrowly concentrated barrage of projectiles.
Nendroid Super Set However, the firing pattern of guns matters little
during the game, as Trigger Heart’s Anchor Shot
is common to both models. By using the Anchor
Shot Trigger Hearts are able to grab, swing, use as
a shield, and hurl back any flying enemy vehicle
in the game, including the bigger enemy battle
cruisers. When thrown, the enemy cuts a path of
destruction across the entire screen, causing ex-
plosive chain reactions between adjacent ships
and occasionally even obliterating bosses in one
hit. The Anchor Shot is a tricky weapon to use, as
it requires the player to circle the analog stick in
order to give enemy ships more inertia while con-
tinuing to dodge enemy fire. The trajectory of the
released enemy is also somewhat difficult to pre-
dict. Another innovative feature of Trigger Heart
Exelica is AI-adjusted boss difficulty level, which
will cut more slack to the inexperienced player,
while attempting to punish the pros.
In addition to the original Arcade mode the home
version of the game includes a Story mode, which
adds fully voiced cutscenes, additional endings
and bosses throughout the game, and Arranged
Mode, which is just like the arcade mode, but is
limited to Normal difficulty, no continues, and
only two lives, and serves as a challenge to the
most experienced players.
The PS2 port includes a new opening movie, story
mode and CG sequences. TH44 Faintear is now
a player selectable fighter and The Triggerheart
Backupper C’r_na, originally only a story con-
cept, now appears in the game.
This deluxe box set includes the game along with
a Nendoroid figure of protagonist Exelica made
by Good Smile Company.
“mobygames.com”
Triple Play Baseball • 3283
Triple Play Baseball 7.4
Developer EA Sports
Publisher EA Sports
Release date (us) March 12, 2001
Genre Sports
Mode 1-2 Players
Triple Play Baseball is is part of the EA Sports line
of MLB Baseball sims released for the PlaySta-
tion, PS2 and Windows. It would be the last game
in the Triple Play series released for the PlaySta-
tion and Windows. However it was first game in
its series to be released on the PS2. It features the
2001 rosters and 2001 stats.
Like previous editions players can pick from any
of the teams in the National League or American
League. The new game featured a robust “create
a player” option and Big League Challenge Mode.
The players can play a single player game, a full
season, playoffs, or Home Run Derby. Team se-
lection and transfers come under player control.
On the PS2 version, Sean McDonough provide
the commentary.
IGN gave new version for the PS2 a 7.2 out of 10
with sparkling next gen graphics and improved
game play/game modes. Meanwhile the PlaySta-
tion version got a 7.2 out of 10 despite its many
problems remaining unfixed but it did get a rating
boost over the previous year due to its robust create
a player option and Big League Challenge Mode.
6.5
Triple Play 2002
Developer Pandemic Studios
Publisher Electronic Arts
Release date (us) March 11, 2002
Genre Sports
Mode 1-2 Players
Triple Play 2002 expands on its predecessors
with updated player graphics, including 3D face
scans of some major league players, and updated
major league ballpark graphics. Gameplay modes
include single game, season, and home run derby
(but no franchise mode). Triple Play 2002 features
voice commentary from familiar sports personali-
ties Bob Costas and Harold Reynolds. Triple Play
2002, like its predecessors, also includes the abil-
ity to customize the game by letting players create
their own teams and players to use along side the
2001/2002 Major League rosters.
“mobygames.com”
3284 • Tsugunai: Atonement
6.7 Tsugunai: Atonement
Developer Cattle Call
Publisher SCEI, (us) Atlus
Release date (jp) February 22, 2001
Genre Role-playing
Mode 1 Player
Tsugunai: Atonement (つぐない) is a role-playing
game developed by Cattle Call for the PS2.
The main character, Reise, is a Raven, a sort of
mercenary who takes dangerous jobs to earn a liv-
ing. The game opens as Reise climbs an ancient
tower to retrieve the Treasure Orb, a sacred arti-
fact. In doing so, he angers the gods, who retaliate
by separating Reise’s body and soul. In order to
atone for his sins, Reise must demonstrate kind-
ness and courage by assisting the denizens of a
small fishing village. He accomplishes this by pos-
sessing the bodies of those he needs to help, in
order to allow them to accomplish tasks that they
will not or cannot accomplish by themselves.
The game is broken up into around 35 differ-
ent “quests”. Some of them involve the principal
characters, while some are more peripheral and
lets the player explore the lives of some of the oth-
er characters in the village. All combat-oriented
quests involve the principal characters. Once Rei-
se meets the quest’s objective, the quest is solved
and the story advances, often changing the situa-
tion in the village and opening up new quests.
Even though the game involves many different
characters, the mechanics treat the characters
as equal, except in the case of the weapons they
can equip. Magic, supplementary equipment, and
items are carried over from quest to quest, re-
gardless of whom Reise possesses.
The musical score for Tsugunai: Atonement was
written by composer Yasunori Mitsuda, better
known for his earlier work on games in the Chro-
no series, Mario Party, Xenogears, and Shadow
Hearts.
Tsugunai: Atonement sold poorly, debuting at
number 19 on the Famitsu Japanese sales chart
and selling 6,261 units.
Upon its release in North America, the game was
met with a mostly average critical reception along-
side some mixed reviews. Tsugunai: Atonement
currently holds aggregate scores of 68.5% on Ga-
meRankings and 67 out of 100 on Metacritic.
Tsuki wa Higashi ni Hi wa Nishi ni: Operation Sanctuary • 3285
Tsuki no Hikari:
Shizumeru Kane no Satsujin
Developer Open Sesame
Publisher Victor Interactive Software, Marvelous
Release date (jp) May 23, 2002
Genre Sound novel
Mode 1 Player
Akagawa Jirou Mystery: Tsuki no Hikari - Shizu-
meru Kane no Satsujin is a sound novel based off
Akagawa Jirou’s book called Shizumeru Kane no
Satsujin. The game was released for both PS2 and
Nintendo DS.
The story puts players in a role of a high-school
teacher who due to a painful breakup leaves his
old workplace and comes to a far away place to
start a new job at Bell Garden school. The mystery
begins when he overheard a screaming woman.
Game progress advances as a mystery novel. As
the case becomes obvious players will investigate
and use deductive skills to find out the culprit and
the motive behind the crime.
Tsuki wa Higashi ni Hi wa Nishi ni:
Operation Sanctuary 8.1
Developer August
Publisher Alchemist
Release date (jp) October 7, 2004
Genre Simulation
Mode 1 Player
Tsuki wa Higashi ni Hi wa Nishi ni: Operation
Sanctuary is a console port of an adult visual nov-
el for Windows with the same name. This PS2 and
DC console port, however, has all the adult scenes
removed and dialogues adjusted.
The protagonist, Naoki Kazumi, is a boy whose
parents died in an accident five years ago, and
his memory went along with it. Since he had no-
where else to go, he lives with his cousin Matsuri
Shibugaki and her parents. The days goes by as
usual, until one day up on the school’s rooftop,
while Naoki is taking a nap, out of nowhere, a
girl falls out of the sky. This girl, called Mikoto
Amagasaki, comes from 100 years in the future,
and she went back in time with the intention of
finding her brother. When Mikoto sees Naoki, she
mistakes him for her brother.
3286 • Tsuki wa Kirisaku
5.2 Tsuki wa Kirisaku
Developer Idea Factory
Publisher Idea Factory
Release date (jp) February 24, 2005
Genre Visual novel
Mode 1 Player
Tsuki wa Kirisaku: Tantei Sagara Kyōichirō is a
detective adventure game in the veins of visual
novels featuring a third-rate private investigator,
Kyouichirou Sagara. After having a few drinks too
much, he hits off with a woman he met in a pub
and ends up going to his room. However, upon
coming back to his senses, he barely remember
how he got here or where here is, and to top the
suspense, he finds an unfamiliar woman on the
bathroom floor. Trying to think of a way out of his
predicament, he is caught by the police just as he
was about to step outside. As he skillfully wiggles
his way out of the interrogation room, he has a
case to work on, something which will get more
and more complicated as the story progresses.
The limited edition contains: the game, a special
drama CD and an artbook.
Twin Caliber
Developer Rage Software 5.2
Publisher Rage Software
Release date (eu) November 1, 2002
Genre Shooter
Mode 1-2 Players
Twin Caliber is a co-op third person rail shooter
for two players. One plays a police sheriff and the
other a criminal. They must band together to un-
ravel a dark mystery around a graveyard full of
zombies. The game comes with 26 levels, nine
level and a handful of different enemies, includ-
ing zombies, demons, slugs and cultists.
Twin Caliber‘s unique twist is to allow the player
to aim and fire two weapons at two separate tar-
gets at the same time. Each analog stick on the
PS2’s controller controls the aiming of one weap-
on, which has a full 360 degrees. As the game is
presented from a third person camera that chang-
es and shifts as the player progress, dotted lines
are drawn at all times to show where each weapon
is aiming. Points are awarded for killing enemies,
particularly multiple at a time from different an-
gles.
Tsuyo Kiss: Mighty Heart • 3287
Tsuyo Kiss: Mighty Heart
7.6
Developer Princess Soft
Publisher Princess Soft
Release date (jp) May 25, 2006
Genre Visual novel
Mode 1 Player
Tsuyo Kiss: Mighty Heart originally began as a vi-
sual novel eroge for Windows as Tsuyokiss (つよき
す Tsuyokisu) by developer Candy Soft.
The game is about the lives of a group of high
school students and the often comedic events that
occur in their lives. The main protagonist is an av-
erage boy named Leo Tsushima who is secretly in
love with the eldest daughter of the Kiriya Corpo-
ration and who is the student council president,
Erika Kiriya.
Later, a senior female student, Otome Kurogane,
knocks out several of the main characters one day
when they are trying to sneak into school after be-
ing late. Surprisingly, it turns out that she is Leo’s
cousin that he had not seen for years. Suddenly,
Otome decides to move into the same house as
Leo, whose mediocre life is changing into some-
thing a bit more exciting. In the PS2 version, Leo
begins to form relations with Sunao Konoe who is
an old acquaintance.
Tsuyo Kiss 2 Gakki: Swift Love
7.3
Developer Revolution
Publisher Revolution
Release date (jp) July 30, 2009
Genre Visual novel
Mode 1 Player
SwiftLove is the continuation to Tsuyokiss:
Mighty Heart and tells the story of a second se-
mester of Tsuyokiss series based on the anime
with the same title. At the beginning of the sec-
ond term, Leo has been worried about what to do
after graduation because he does not know what
his dream is. Then, Serebu Tachibana transfers to
his class and she sits down next to him.
SwiftLove is a port of a Windows game Tsuyokiss
2-gakki and came about a year later. Unlike the
original game which included adult content, this
PS2 port has sex scenes removed and story ad-
justed to work without it. Additionally, this port
features bonus scenario, new heroine, and new
CG event scenes.
Turok: Evolution • 3289
Turok: Evolution 6.1
Developer Acclaim
Publisher Acclaim
Release date (us) August 28, 2002
Genre First-person shooter
Mode 1-2 Players
Turok: Evolution is a first-person shooter and a
prequel to the 1997 game Turok: Dinosaur Hunt-
er. The game was the last to follow in the series
before it was rebooted by a 2008 entry in the se-
ries, called Turok. It was released for PS2, Xbox
and GameCube, with a later port for Windows.
Players take control of Tal’Set, the saviour of na-
tives of the River Village in the Lost Lands, who
must confront the evil Lord Tyrannus, leader of
the reptilian hordes. Tyrannus is bent on a “Holy
Mission” to purify the Lost Land through slaugh-
ter and misery. During the fight with his nemesis
Captain Tobias Bruckner in 1886 Texas, Tal’Set
were injured and sucked in to the Lost Lands.
After recovering in the village, he discover that
Tyrannus appoints a new general to his armies
–Bruckner. So Tal’Set begin the war in a land of
lush jungles, suspended cities, mysterious tem-
ples, reptile armies, and towering dinosaurs.
In the game players can also fly a fully-armed
winged Quetzalcoatlus, use the destructible envi-
ronment – such as trees and massive rocks – to
help their weapons, and order their troops to take
cover, establish strategic positions, and even sur-
render.
Turok: Evolution features four player split screen
multiplayer for Gamecube and Xbox and two
player for PS2. The game features at least 13 mul-
tiplayer maps, several of which contain dinosaur
AI bots.
Evolution received mixed reviews upon its re-
lease. Publications such as Play magazine and Ya-
hoo! Games praised its “fierce energy” and “gen-
eral violence and mayhem”. Common complaints
focused on what was called a weak storyline and
unimpressive AI. The PS2 version was more heavi-
ly criticized than the GameCube, Xbox and PC ver-
sions due to poor framerates and inferior graphics.
The game’s villain, Tobias Bruckner, lived on
through Electronic Gaming Monthly’s annual
Tobias Bruckner Memorial Awards, which “hon-
ored” what they perceived to be the worst in video
games, with categories specific to the games re-
leased in that year.
3290 • Twinkle Star Sprites
7.6
Twinkle Star Sprites
Developer Now Production
Publisher SNK Playmore
Release date (jp) July 28, 2005
Genre Shooter
Mode 1-2 Players
Twinkle Star Sprites - La Petite Princesse is a
2005 sequel to the 1996 arcade game, Twinkle
Star Sprites. There was a possibility that it would
be released in North America, but after some con-
sideration, at E3 2006, Ben Herman, president
of SNK Playmore USA, stated that the game will
not be published in North America The decision
was that it will not be marketable for the North
American audience.
SNK Best Collection
The game plays as a competitive vertically-scroll-
ing shooter, in which two players face off in sepa-
rated play areas and try to shoot and evade the
incoming enemies. Blasting said enemies in suc-
cession causes a special attack to be launched
towards the opposing player, which is based on
the character players selected and ranges from
meager fireballs to bosses and targeted attacks
depending on the power level and the amount of
combos players pull off.
The game uses completely polygonal graphics,
and features a story mode, which centers around
the adventures of the young witch Time, an ar-
cade mode in which players freely select which
character to use, and a 2-player Vs mode and sup-
port for online multiplayer. Also included is an
unlockable version of the original arcade game.
TT Superbikes Legends
Developer Jester Interactive
Publisher Jester Interactive
Release date (eu) November 28, 2008
Genre Racing
Mode 1-2 Players
TT Superbikes Legends is the third and final game
in the Suzuki TT Superbikes series. Unlike the
other two games, this version was only released
in Europe.
In the game, players can race on six race circuits.
Players can also compete in events that recreate
historic races and attempt to beat real records
in Race Now mode including practice, time trial,
fastest lap, AI race, and two-player race.
Typing Renai Hakusho: Boys Be... • 3291
Typing Kengo: Musashi no Ken
Developer Racjin
Publisher SunSoft
Release date (jp) January 17, 2002
Genre Edutainment
Mode 1 Player
Typing Kengo: Musashi no Ken is a typing game
based on the kendo manga, Musashi no Ken. The
game feature several scenes from the manga.
Players take control of the third year high school-
er and protagonist, Yusuke Natsuki, who will take
on several adversaries in Kendo matches.
By winning matches, players will ned to type the
on-screen words as fast as possible.
Typing Renai Hakusho:
Boys Be...
Developer Racjin
Publisher SunSoft, Sunset Entertainment
Release date (jp) March 14, 2002
Genre Edutainment
Mode 1 Player
Typing Renai Hakusho: Boys Be... is a typing
game based on the Boys Be... manga and anime.
As is usual in the genre, players will have to type
on-screen words that appear on-screen. Players
can choose from kana or roman alphabet.
The game follow the story of Boys Be.. and feature
different romance and dating scenes.
5.6 The Typing of the Dead:
Zombie Panic
Developer Sega
Publisher Sega
Release date (jp) December 22, 2004
Genre Edutainment
Mode 1-2 Players
The Typing of the Dead is a modification of Se-
ga’s 1998 light gun arcade game The House of the
Dead 2 in which the gun is replaced by a com-
puter keyboard. The player takes the role of a se-
cret agent in a zombie-infested Venice and must
quickly type letters, words and phrases in order to
kill fast-advancing enemies.
3292 • Twisted Metal: Black
9.1 Twisted Metal: Black
Developer Incognito
Publisher SCEA, (eu) SCEE
Release date (us) June 18, 2001
Genre Vehicle combat
Mode 1-2 (4) Players
Twisted Metal: Black is a vehicle combat game re-
leased for the PS2. It is the fifth installment to the
Twisted Metal series.
In concept, Twisted Metal: Black is a demolition
derby that permits the usage of ballistic projec-
tiles. Players choose a vehicle and an arena—or a
series of arenas in the story mode—to engage in
battle with opposing drivers. A variety of weap-
ons and upgrades are obtainable by pick-ups scat-
tered throughout the stage. The objective of the
game is to be the last one standing.
The basis of the plot follows the same structure
as in all the previous games: Calypso runs a car-
based contest called Twisted Metal (though in the
game the contest is never called that), in which
the various characters compete risking their lives
to claim the tournament’s prize - any single wish
they desire, no matter the difficulty, rarity or even
reality of such wish. It should be pointed out that
while Calypso is indeed malevolent, characters
who have malevolent wishes have their wishes
granted without him tricking them on the wishes,
while those seeking more noble ends find that Ca-
lypso usually has the last laugh.
In a somewhat different take from previous
games, each character has their own story, which
they narrate from their own point of view. Each of
them starts with them being visited by Calypso,
who knows what they desire and offers them in
his contest. More of the characters’ background is
revealed in their midpoint cutscene, presented as
a dream experienced when they briefly pass out
after the sub-boss Minion is defeated.
The game takes place within a single city known
as “Midtown”, with most competitors coming
from the city’s mental asylum, “Blackfield”.
Twisted Metal: Black has a diverse cast made up
from both new and returning characters, some of
which have changed drastically from their previ-
ous appearances. There are a total of fifteen se-
lectable characters, in which ten of them are se-
lectable from the very beginning and the other
five must be found and unlocked.
Twisted Metal: Black • 3293
By July 2006, Twisted Metal: Black dream come true.” Playboy gave it
had sold 950,000 copies and earned 90% and called it “Fun for the whole
$31 million in the United States. family!” The Cincinnati Enquirer
Next Generation ranked it as the 61st gave it four stars out of five and called
highest-selling game launched for it “a fight to the finish, so it’s impor-
the PS2, Xbox or GameCube between tant to keep moving and to quickly
January 2000 and July 2006 in that learn how and when to use each of
country. the weapons.”
Twisted Metal: Black garnered criti- Twisted Metal: Black was to have a
cal acclaim. It received a rating of sequel titled Twisted Metal: Black -
9.5 out of 10 from GameSpot and a Harbor City, though it was never offi-
rating of 9.6 out of 10 from IGN. In cially announced and the project was
GameSpot’s Best and Worst of 2001, later scrapped.
the game was nominated for Best Details on the game were re-
Shooting Game, and came in ninth in vealed in the Twisted Metal Head-
their Game of the Year category. On: Extra Twisted Edition. It was
Many critics praised its dark originally planned the levels of Har-
and outstanding storylines for each bor City to be greatly expanded and
character and its variety of weapons inter-connected with one another,
and unlockables, but its hover style giving a greater feeling of a single,
controls for not changing much from complete world rather than stand-
the previous installments and its un- alone levels.
balanced difficulty were noted criti- The four completed levels
cisms. Maxim gave the game all five were included in the game as a bonus
stars and called it “a road rager’s feature entitled Twisted Metal: Lost.
7.9 Twisted Metal: Black Online
Developer Incognito
Publisher SCEA, (eu) SCEE
Release date (us) August 27, 2002
Genre Vehicle combat
Mode 1(-8) Player(s)
Twisted Metal: Black Online is essentially the
same game as Twisted Metal: Black, except this
version is for online play ONLY. There is NO sto-
ryline or single-player game.
The game features 15 vehicles from Twisted Met-
al: Black, such as Sweet Tooth, Axel, Shadow, and
Mr. Grimm. It also features 20 levels from the
original game.
The are 4 modes of online play: Deathmatch, Last
Man Standing, Collector and Manhunt. In Death-
match the best player wins. Last Man Standing is
similar to Deathmatch but players do not respawn
immediately, they have to wait until someone
wins. In Collector, players have to collect items
called ‘artifacts’. In Manhunt, one of the players
becomes the prey and the others, the hunters.
3294 • Twisted Metal: Head-On - Extra Twisted Edition
7.3 Twisted Metal: Head-On
- Extra Twisted Edition
Developer Eat Sleep Play
Publisher SCEA
Release date (us) February 5, 2008
Genre Vehicle combat
Mode 1-2 Players
Twisted Metal: Head-On is a vehicular combat
game released for the PSP and later ported to the
PS2. Head-On is the sixth game released in the
Twisted Metal series.
Head-On is a direct sequel to Twisted Metal 2,
ignoring the events of Twisted Metal III and
Twisted Metal 4. Akin to other games in the se-
ries, Head-On revolves around the same theme of
a man named Calypso holding a vehicular com-
bat tournament called “Twisted Metal” with the
promise of granting the winner whatever they ask
for.
The PS2 port was developed by Jaffe’s newly
formed studio Eat Sleep Play and was retitled
Twisted Metal Head-On: Extra Twisted Edition.
It was never released outside of North America.
It contains extra features and bonuses such
as the live action end movies from Twisted Metal,
(which at this point, had never been officially re-
leased) a behind the scenes documentary, and a
concept art book. There is also a code to download
a Twisted Metal soundtrack. The game contained
an answer to a question Twisted Metal fans have
been asking for a long time. After fans deciphered
a message in the Dark Past documentary as read-
ing “Twisted Metal is coming on psthree”, Jaffe
confirmed it himself. The PS2 port did not have
online play.
In Sweet Tour, players can run around as Needles
Kane and explore a new level on foot and learn
facts about the Twisted Metal franchise from the
developers. This is simply a bonus feature and not
to be confused as a real game. Sweet Tour was go-
ing to be a new adventure mode to be included
into Twisted Metal: Black 2 (a.k.a. Twisted Metal:
Harbor City) before that game was canceled.
Head-On also includes minigames that players
can access via teleporters, which range in loca-
tion from the Eiffel Tower to the Great Pyramids.
These are small games where players must collect
power ups while circumventing obstacles that re-
quire a variety of tactics, including jumping over
chasms, and destroying helicopters using bombs.
Ty the Tasmanian Tiger • 3295
Ty the Tasmanian Tiger 7.0
Developer Krome Studios
Publisher Electronic Arts
Release date (us) October 9, 2002
Genre Action-platformer
Mode 1 Player
Ty the Tasmanian Tiger is the first installment in
the Ty the Tasmanian Tiger series. The game is
set on a fictional Australian island and follows the
titular character Ty as he searches for “Thunder
Eggs” to power a machine to locate five scattered
talismans and free his family, who are trapped in
an alternate realm known as “the Dreaming” by
the series antagonist, Boss Cass, a cassowary plot-
ting world domination.
Ty the Tasmanian Tiger is a platform game in
which the player controls Ty. The game takes
place in “Rainbow Cliffs”, which is divided into a
series of “zones”, each of which act as the hub ar-
eas of the game. Each zone contains three portals
which lead to a level, similar to Crash Bandicoot.
The goal of each level is to obtain Thunder Eggs,
which can be retrieved by either performing a cer-
tain task, completing a “Time Attack” challenge
that can be unlocked upon a level’s completion,
freeing five bilbies (a group of animals who raised
Ty after his parents were imprisoned), or by be-
ing found alongside the level’s set path. A level
is cleared either by collecting a select number of
Thunder Eggs and reaching the end of the path, or
beating certain mini-games, each will return Ty to
Rainbow Cliffs. When at least 17 Thunder Eggs in
a zone are obtained, the player navigates to a por-
tal leading to their original locations; inside these
portals, the player must fight and defeat a boss
before gaining access to a new zone.
Ty has the ability to jump into the air and uses
both biting and throwing his trademark dual boo-
merangs as his primary means of defense. The
player begins the game with two wooden boomer-
angs, but can gradually increase their collection
by finding secret areas, or collecting 15 “Golden
Cogs” scattered throughout each level. Another
method of retrieving a new boomerang is to com-
plete a boss level, which will give Ty a new “el-
emental boomerang”, each of which possess el-
emental powers that can be used to gain access to
a new zone.
The game received positive reviews from critics.
3296 • Ty the Tasmanian Tiger 2: Bush Rescue
7.1 Ty the Tasmanian Tiger 2:
Bush Rescue
Developer Krome Studios
Publisher EA Games
Release date (us) October 12, 2004
Genre Action-platformer
Mode 1-2 Players
Ty the Tasmanian Tiger 2: Bush Rescue was re-
leased for Game Boy Advance, GameCube, PS2,
Xbox and Windows.
The sequel is set in Southern Rivers, a rural coun-
tryside divided into many smaller areas, such as
Bush Rescue HQ, the town of Burramudgee, and
various other inhabited regions. Presented as a
non-linear open world game, the player is given
a degree of choice as to where to go and the or-
der of what missions to accomplish. While most
of the gameplay is on foot, the player is occasion-
ally given a selection of vehicles and weapons to
control, which include trucks, mechanical body
suits known as “Bunyips”, mortar launchers and
go-karts.
The game progresses by completing missions,
which can range from helping town citizens to
delivering items from one point to another, de-
stroying mission-critical objects, and defeating
certain enemies/bosses. After completing a hand-
ful of normal missions, the player is assigned a
plot-critical mission, which progresses the game
further and unlocks new areas upon completion.
Ty’s trademark weapons are his dual boomerangs,
which can be thrown individually or together to
defeat enemies, be used to perform a glide after
jumping or falling, manipulate objects, create/
clear pathways, and utilize objects for maneuvers.
Ty can also use a bite attack, which lunges him-
self at the nearest enemy, crate, or object with a
large jaw chomp. It also allows him to reach hid-
den areas of objects by chaining bites together
(Similar to the Homing Attack in Sonic games).
New boomerangs can be purchased using Opals,
the game’s currency, at Sly’s Boomerang Shop in
Burramudgee, each with varying differences in
combat effectiveness and functionality.
Multiplayer consists of Mario Kart style go-kart
racing, where players use various items to disrupt
other racers as they compete to reach the finish
line. The mode is playable split-screen with two
players.
Ty the Tasmanian Tiger 3: Night of the Quinkan • 3297
Ty the Tasmanian Tiger 3: 6.8
Night of the Quinkan
Developer Krome Studios
Publisher Activision Value, (au) Activision
Release date (us) October 12, 2005
Genre Action-platformer
Mode 1-2 Players
The overall gameplay remains similar to the
game’s predecessors, with the game’s introduc-
tion of Bunyip Stones being a new addition to the
series. These stones can be equipped to various
boomerang chassis to change their functionality
or elemental properties. The stones can be mixed
and matched to make unique boomerang com-
binations, (such as explosive Lasorangs or Mul-
tirangs that track enemies). At first, Ty has only
one boomerang chassis, and no Bunyip Stones
whatsoever. However, new boomerang chasis
and Bunyip Stones can be purchased using Opals,
the game’s currency, from various stores spread
across Southern Rivers. Bunyip Stones can also
be given as rewards for completing the game’s
various side-quests. With each boomerang chas-
sis having a limited number of Bunyip Stone slots,
the player is forced to strategize which stones he
or she should make use of and which boomerang
chassis to equip them to. Certain Bunyip Stones
also cancel each other out. Each stone’s effect can
also be stacked upon itself to increase its effec-
tiveness (two fire Bunyip Stones equipped to the
same chassis have a greater effect than a single
one does, for example).
Another major addition was that of a melee com-
bat system. Unlike in previous games, many
enemies are immune to damage from thrown
boomerangs. Therefore, unless the player has
a sufficiently powerful boomerang or a Bunyip
Mech, most enemies can only be defeated by me-
lee combat. Incorporating elements from beat
‘em up-style games, melee combat consists of a
5-hit combo, a move that throws enemies up into
the air, an arial juggle combo and the bite move
from previous games. Most enemies also possess
a health bar that decreases as they take damage,
with most taking multiple hits to defeat.
Multiplayer is present and consists of Cart Racing
(similar to Mario Kart) and Gunyip Dogfighting
(similar to Star Fox 64, although more restric-
tive).
3300 • Up
U-Move Super Sports
Developer Konami
Publisher Konami
Release date (jp) July 15, 2004
Genre EyeToy
Mode 1 Player
U-Move Super Sports is a Konami-developed
game for the EyeToy. The game features dozens
of mini-games, with sports such as Rugby and
Soccer being the main basis for levels.
The game is loosely based on the original EyeToy
game EyeToy: Play. Many of the games are very
similar and it plays much the same. Most levels
have a jungle setting with fitting music. Every level
is different from the last, and tests different skills.
Up
Developer Asobo Studio 7.2
Publisher THQ
Release date (us) May 26, 2009
Genre Action-adventure
Mode 1-4 Players
Up is a video game based on the Pixar film of
the same name. The story centers on an elderly
widower named Carl Fredricksen and an earnest
young Wilderness Explorer named Russell who
fly to South America in a house suspended by he-
lium balloons.
The PS3, Xbox 360 and Wii versions of the game
follow the film’s plot more tightly. The PS2 ver-
sion are a much looser adaptation, in which Carl
and Russell take longer detours through the jun-
gle to attempt to reach the end of Paradise Falls.
Consequently, those versions are over 20 levels
long.
Up follows the storyline of the film, featuring Carl,
Russell, and Dug walking through the jungles of
Venezuela. All of the characters are playable in
the game, and the player must switch between
them to take advantage of their unique abilities to
overcome obstacles, while being careful to avoid
injury as all playable characters share a single
health bar.
The PS3, Xbox 360 and Wii versions are fast-
paced platformers and plays similar to LEGO In-
diana Jones. The PS2 version are longer, giving
the player more opportunities to explore the vari-
ous terrain atop the tepui.
Uchuu Keiji Tamashii: The Space Sheriff Spirits • 3301
Uchuu Keiji Tamashii: 7.4
The Space Sheriff Spirits
Developer Digifloyd
Publisher Bandai
Release date (jp) May 25, 2006
Genre Action
Mode 1 Player
The Space Sheriff Spirits is an action game for the
PS2. This game is based on the Japanese live-ac-
tion TV series Space Sheriff trilogy produced by
Toei Company. The Space Sheriff trilogy was ex-
ported in European countries, renamed to X-OR,
such as France and Latin America.
Kenji Ohba and Hiroshi Watari reprised
their roles as Gavan and Sharivan, respectively.
Takuo Kawamura took over as the voice of Shaid-
er, as Hiroshi Tsuburaya died in 2001.
The different game modes include;
Gavan Mode, where players can play as Retsu
Ichijoji, and as Kojiro Aoyama in two stages, in
a story mode based on the Space Sheriff Gavan
TV series. The plot is followed by stills taken from
different episodes. The player has the ability to
pick up and throw items in this game mode.
Battle Royale Mode is a Versus mode. Players
selects one of the playable characters, within the
heroes side, and fights against a CPU controller
villain in a single-round fight. Small variations
are offered in this mode, like the ability to select
an ally or, to fight versus either a single or a cou-
ple of enemies. The player has the ability to pick
up and throw items in this game mode too.
Survival Mode (extra) where the player select
one of the five available characters, and have to
defeat 999 villains, including bosses appearing
in the Gavan Mode. CPU controlled allies from
the two story modes will briefly join the fight and
help the player. Exceptionally, this mode is a sin-
gle-stage one, located on the parallel world, also
no items can be used by the player. Beating this
mode will unlock videos in the Omake Mode.
Omake Mode is a theater mode which contains
five unlockable original TV commercials broad-
cast in Japan in the ‘80s. An extra “Making of 宇
宙刑事魂” 2006 footage is also selectable once un-
locked.
Weekly Famitsu rated the game 21/40.
3302 • Uchuu no Stellvia
Uchuu no Stellvia 7.9
Developer Bandai
Publisher Bandai
Release date (jp) January 22, 2004
Genre Adventure
Mode 1 Player
is based on the Stellvia, also known as Stellvia of
the Universe, anime series set in space.
In the game, the player assumes the role of a new
student who has enrolled at the Stellvia Space
Station Foundation. Each day he assigns various
commands on what to do such as studying or rest-
ing in the same type of gameplay that Tokimeki
Memorial has except for weekends since there is
no school then. At the weekends he may invite a
character on a date. There are various events to be
seen in the game and there are 10 multiple end-
ings.
The game resembles the aforementioned Tokime-
ki Memorial game series in many ways (though in
Tokimeki Memorial the player only assigns vari-
ous commands for the coming week and not for
each day).
4.7 Underworld: The Eternal War
Developer Lucky Chicken
Publisher Play It!
Release date (eu) January 9, 2004
Genre Third-person shooter
Mode 1-2 Players
Underworld: The Eternal War is based on the
movie of the same name. The storyline revolves
around the eternal war between the vampires and
lycans, and players can choose the side they’re
teaming up with. Players can either choose the
movie’s main character, the vampire Selene, or
the lycan Raze. They can also choose between a
selection of other vampires, other Lycans or the
hybrid.
The player is tasked with taking to the battlefields
where they must accomplish missions, whether
protecting someone, killing someone, getting an
item from somewhere, or simply attacking every-
one. Using different weapons, the player slaugh-
ters enemies throughout the action-based game-
play.
Unison: Rebels of Rhythm & Dance • 3303
Unison: 6.8
Rebels of Rhythm & Dance
Developer Tecmo
Publisher Tecmo
Release date (jp) November 30, 2000
Genre Music
Mode 1-2 (3) Players
Unison: Rebels of Rhythm & Dance (sometimes
known as simply Unison) is a rhythm game which
featured unique controls and graphics. It is heav-
ily inspired by J-pop, anime and the formation of
musical girl groups.
The game’s plot, taking place in the futuristic city
of Twin Ships, centers around the exploits of three
girls - Trill, Cela and Chilly - and mascot Friday
as they struggle against the dictatorship of a man
known only as Ducker.
At the start of the game, players choose whether
to directly control any one of the girls: Trill, Cela
or Chilly. This choice roughly corresponds to a
difficulty selection - Trill is Normal, Cela is Hard
and Chilly is Very Hard. Once a story cutscene
has introduced the song to be performed in the
next act, the game moves into a practice session
to teach the player the movements necessary to
successfully pull off the performance. Movements
are accomplished by following the on-screen
markers using the PS2’s analog sticks to mimic
the motions of arms and legs throughout a dance;
if a character on the screen is waving their right
arm, the movement is likely accomplished by roll-
ing the right analog stick like a waving arm.
For the practice session, the song can either be
learned in its entirety, or in portions. In the origi-
nal Japanese release, songs had to be successfully
learned in parts, and then as the entire number
before moving on. The US release made this pro-
cess much simpler by allowing the player to keep
the markers present throughout the entire game;
in the Japanese version, these would progressive-
ly be taken away, meaning the player had to com-
mit the dances to memory, making the practice
session much more necessary. In either version,
the game contains a total of twelve songs that can
be played in “Club Tecmo” mode (“Club Afro” in
the Japanese version) with up to three players by
using a PS2 multitap. The song lists have some
differences between the versions.
:) • The Ultimate TV & Film Quiz
5.3 The Ultimate Trivia Quiz
Developer Mere Mortals
Publisher Liquid Games
Release date (eu) February 24, 2006
Genre Trivia
Mode 1-4 Players
The Ultimate Trivia Quiz includes thousands
of quiz and trivia questions spanning different
realms of popular culture, natural history, the
arts and world knowledge.
It feature four different modes of play: first-to-the
buzzer, quiz “ladder”, strikes-and-you’re-out, and
sudden death, including the option of different
difficulty levels.
The Ultimate TV & Film Quiz
Developer Mere Mortals
Publisher Liquid Games
Release date (eu) 2005
Genre Trivia
Mode 1-4 Players
The Ultimate TV & Film Quiz is a quiz game for
three or four players/teams.
The questions are based on films and television
and there are four game modes:
Super Star: In this mode the game is played over
three rounds of eight questions. The winner is the
player with the most points and players each have
two ‘jokers’ to remove a wrong answer
Play or Pass: This is also played over three eight
question rounds. Players have three lives and lose
a life with each incorrect answer, they also have
one joker per round which they can use to pass
a tough question on to an opponent. If a player
answers their question correctly they can select
which opponent is asked the next question.
Shoot Out: A quick on the button round where
questions are not addressed in turn to each player
Quiz Trilogy: This consists of one round from
each of the above quiz modes.
This game is a little unusual in that players share
controllers, players one and two share controller
one with player one using the Cross,Square, Tri-
angle, Circle buttons while player two answers the
questions using the D-Pad buttons. Players three
and four share controller two in a similar way.
“mobygames.com”
The Ultimate Music Quiz • :)
The Ultimate Sports Quiz
Developer Mere Mortals
Publisher Liquid Games
Release date (eu) October 23, 2007
Genre Trivia
Mode 1-2 (4) Players
The Ultimate Sports Quiz includes thousands of
quiz and trivia questions based on football, golf,
tennis, rugby, cricket, Formula 1, snooker, among
others.
Four different modes are available: first-to-the
buzzer, quiz “ladder”, strikes-and-you’re-out, and
sudden death. All game modes support multiple
controllers (with multi-tap) or players can pass a
single controller.
The Ultimate Music Quiz
Developer Mere Mortals
Publisher Liquid Games
Release date (eu) October 14, 2005
Genre Trivia
Mode 1-2 (4) Players
The Ultimate Music Quiz i a single player, multi-
player and team-based trivia game covering over
thousands questions spanning decades and gen-
res. It can be played by up to four players.
Modes of play include: hit or miss, battle of the
bands and top of the charts. It also feature differ-
ent difficulty levels.
The Ultimate World Cup Quiz
Developer Mere Mortals
Publisher Liquid Games
Release date (eu) May 12, 2006
Genre Trivia
Mode 1-4 Players
The Ultimate World Cup Quiz is a soccer trivia
game for up to four players. It’s identical to The
Great British Football Quiz except it only includes
questions about the FIFA World Cup. It spans all
the way back to the original 1930 World Cup in
Uruguay. For each question the player gets four
alternatives to choose from. The four different
game modes include: Top of the League, Play or
Pass, Shootout and Football Crazy.
3304 • Uchu-jintte Naani?
7.2 Uchu-jintte Naani?
Developer Taito
Publisher Taito
Release date (jp) September 27, 2001
Genre Simulation
Mode 1 Player
Uchu-jintte Naani? is a simulation game where
players, working at an research station, will have
to learn to communicate with an alien called Chu-
jin and fint out what it wants. By examine and
communicate with it, players will eventually learn
words little by little.
Players can connect a cable to the PS2 and down-
load aliens into their phone using the i-mode.
Uchuu Senkan Yamato:
Iscandar he no Tsuioku 8.6
Developer Bandai
Publisher Bandai
Release date (jp) October 6, 2004
Genre Strategy, Action
Mode 1 Player
Continuing the story of the space battleship Yam-
ato after the 1999 PlayStation game, Saraba Uchū
Senkan Yamato: Ai no Senshitachi, Iscandar e no
Tsuioku adapts the third anime movie of the fran-
chise, Yamato: The New Voyage. When the holy
planet Iscandar becomes the target of the evil
Dark Nebula Empire, Earth and Gamilas have to
Limited Edition
put their enmity aside and work together to de-
fend Iscandar. The Yamato takes off for a new ga-
lactic odyssey, that will be a baptism of fire for the
rookie crew.
Developed by the same team as the two PlaySta-
tion games, Iscandar e no Tsuioku offers a very
different gameplay. The semi-turn-based tactical
battles are no more, as the game is now a real-
time strategy/action game, where the player con-
trols the Yamato and allied ships during 3D space
battles. While following the plot of the movie, the
game also includes some new twists, characters
and adventures on the way to Iscandar.
Like previous games of the series, the game fea-
tures character-design by Keisuke Masunaga,
based on the original characters created by Leiji
Matsumoto. The story is told both with animated
2D movies and fully-voiced in-games cutscenes.
Uchuu Senkan Yamato: Nijuu Ginga no Houkai • 3305
Uchuu Senkan Yamato: 8.3
Ankoku Seidan Teikoku no Gyakushuu
Developer Bandai
Publisher Bandai
Release date (jp) January 27, 2005
Genre Strategy, Action
Mode 1 Player
Uchū Senkan Yamato: Ankoku Seidan Teikoku no
Gyakushū is the second part of the “Dark Nebula
series”. It follows the events of the first part of the
fourth Yamato movie, Be Forever Yamato.
Uchū Senkan Yamato: Ankoku Seidan Teikoku
no Gyakushū features real-time space battles that
are very similar to its predecessor, but also new
third-person phases, where the player takes di-
rect control of a character and must navigate 3D
levels to accomplish specific objectives. Like pre-
vious games of the series, the game features char-
acter-design by Keisuke Masunaga, based on the
original characters created by Leiji Matsumoto.
The story is told both with animated 2D movies
and fully-voiced in-games cutscenes. The charac-
ters are rendered in cel-shading.
“mobygames.com”
8.9 Uchuu Senkan Yamato:
Nijuu Ginga no Houkai
Developer Bandai
Publisher Bandai
Release date (jp) April 7, 2005
Genre Strategy, Action
Mode 1 Player
Nijū Ginga no Hōkai is the third and final part of
the “Dark Nebula series”. It follows the events of
the second half of the fourth Yamato movie, Be
Forever Yamato.
Nijū Ginga no Hōkai is a very similar to the previ-
ous two PS2 games, and feature both the real-time
space battles and third-person phases, where the
player takes direct control of a character and must
navigate 3D levels to accomplish specific objec-
tives. Like previous games of the series, the game
features character-design by Keisuke Masunaga.
The game’s story is based on co-creator Leiji Mat-
sumoto’s original ideas and is quite different from
the movie, offering two possible endings.
“mobygames.com”
3306 • Ultimate Fighting Championship: Throwdown
6.8 Ultimate Fighting Championship:
Throwdown
Developer Opus
Publisher Crave, (jp) Capcom, (eu) Ubisoft
Release date (us) June 3, 2002
Genre Sports
Mode 1-2 Players
UFC: Throwdown, known in Japan as UFC: Ta-
pout 2 on the PS2 and UFC 2 Tapout Final Spec.
on the GameCube, is a is based on the Ultimate
Fighting Championship.
The game places players in the position as a re-
al-world fighter, utilizing various fighting styles,
such as Freestyle, Wrestling, Kickboxing, Ju Jit-
su, etc.
Each fighter has a variety of real-life moves, in
different categories. There are punches, kicks,
grapples and takedowns. There are also ways of
making the opponent submit, or “tapout”, to gain
a victory.
Players have the ability to perform combos, but
these combos are realistic; they can perform a
1-2-3-4 punch combo, or a punch-punch-kick, or
any variation of those. There are over twenty five
fighters in the game, each one based off of real-life
UFC fighters. The game includes fighter entranc-
es and authentic voices.
There are five different game modes; “Career”,
“UFC Mode”, “Arcade”, “Tournament” and “Exhi-
bition”. Career mode involves creating a fighter,
giving him a fighting style, completing a number
of “skill challenges” to build up his attributes,
then winning five sparring matches before play-
ers can enter an eight-man tournament. After the
tournament is over, the player picks a new fight-
ing style to learn, and completes the same process
until it has been done five times.
In UFC Mode, the player picks a heavyweight or
light-heavyweight fighter and must win four fights
before having a title match. On winning, the play-
er receives a silver belt, which can later become a
gold belt if UFC Mode is completed again with the
same fighter. There is also an open-weight divi-
sion, where the player can face fighters from out-
side their weight class.
In arcade mode the player selects a fighter and
must win ten consecutive fights. Up to eight peo-
ple can compete in the Tournament mode. Exhi-
bition mode consists of single 1 vs. 1 fights.
UFC: Sudden Impact • 3307
UFC: Sudden Impact 5.4
Developer Opus
Publisher Global Star, (jp) Marvelous Entertainment
Release date (us) April 21, 2004
Genre Sports
Mode 1-2 Players
UFC: Sudden Impact is a mixed martial arts game
featuring Ultimate Fighting Championship prop-
erties and fighters. It is the fourth UFC game re-
leased and the second and last on the PS2.
The gameplay in Sudden Impact is very similar
to that of the previous entries in the series. Each
fighter possess a fighting style that varies between
Boxing, Karate, Kung-Fu, Kempo, Muay Thai,
Ninjitsu, Sambo, Submission, Sumo, Pro Wres-
tling, Kickboxing, Wrestling, Brazilian Jiu-Jitsu,
and more. Each of the four face buttons on the
controller specifically controls one of the fighter’s
limbs. By hitting two buttons at once, the player
can perform a takedown, a grappling move, a sub-
mission move or other similar technique. An ad-
dition made to Sudden Impact’s gameplay is an
added focus on fence positioning. When backing
an opponent into the cage that surrounds the Oc-
tagon ring, attempting a grapple maneuver will
put the player into one of several different pos-
sible positions, including a standing face-off as
well as a special ground-mount, where the bot-
tom fighter’s head is literally pressed against the
cage. The overall gameplay is also slightly faster
in comparison to the previous games. Fights are
announced by Bruce Buffer and refereed by “Big”
John McCarthy.
In Arcade mode, the player choose a fighter and
fights against CPU controlled opponents for an
unlimited number of fights. On Versus, up to two
players fight against each other.
In Story Mode, the player can create his own
mixed martial artist. The player start as a street
fighter who is found by a MMA trainer. The train-
er sets the player on the path of making it to the
UFC within three years. The player then chooses
one dojo out of eight, each with their own fighting
styles.
In Tournament mode, the player can compete in
an eight-man elimination tournament that mir-
rors the early UFC events. The player has to win
two matches before reaching the final and win the
tournament.
3308 • UEFA Challenge
UEFA Challenge 5.0
Developer Infogrames
Publisher Infogrames
Release date (eu) June 29, 2001
Genre Sports
Mode 1-2 (4) Players
UEFA Challenge is European soccer with an of-
ficial UEFA license. The game features soccer star
players and their teams on 30 stadiums including
Old Trafford, Highbury, Anfield, and Nou Camp.
Each player has their own playing style.
There are more than 125 national and club teams
to choose from including Manchester United,
Real Madrid, Arsenal, Juventus, and Chelsea.
A multi-season mode is also included.
“mobygames.com”
UEFA Champions League
Season 2001/2002
Developer Silicon Dreams
Publisher Take-Two Interactive
Release date (eu) February 1, 2002
Genre Sports
Mode 1-2 (8) Players
The last game in the line of Silicon Dreams’ Cham-
pions League licensed titles (and only released in
European markets), Season 2001/2002 includes
all 32 teams qualified for the competition plus all
finalists since 1960. There is exclusive Champions
League footage to be unlocked and the in-game
commentary is done by Guy Mowbray, Barry
Venison and Gabby Logan.
The game allows the player to participate in
friendlies, Champions League matches, leagues
and cup tournaments. Players can also edit play-
ers and create teams with custom players. Tactics
can be modified to suit the team’s style and quali-
ties. The gameplay remains close to the previous
title, with free-flowing ball physics and the stress
on accurate passing. The new changes mostly re-
volve around set pieces (it is now possible to aim
to a player).
Graphically, it uses a new engine with features
such as volumetric grass and real-time lighting.
“mobygames.com”
UEFA Champions League 2004-2005 • 3309
UEFA Champions League 6.7
2004-2005
Developer Electronic Arts
Publisher Electronic Arts
Release date (eu) February 4, 2005
Genre Sports
Mode 1-2 (8) Players
After many years under Eidos/Silicon Dreams
ownership and development, EA releases the of-
ficial Champions League game for the 2004/2005
season.
The engine used in UEFA Champions League
2004-2005 debuted on FIFA 2003, and draws
most of it’s gameplay elements from the 2005
edition, but with some changes to gameplay such
as a slightly more aggressive AI on attack (reduc-
ing the need to constantly push players forward
using the Off The Ball controls, still present), new
refereeing aspects such as some deliberate errors
(as in occasional bad offside calls or throw-ins,
not cheating the player through mistakes), advan-
tage rule and handballs and a new set piece sys-
tem, which replaces the much criticized “target-
ing” and “push and shove” featured in 2005. This
system is much less rigid and less formulaic, as a
directional arrow and powerbars define how balls
are crossed and there are four player movement
setups, thus making each corner and indirect free
kicks different. For direct free kicks, players have
the option to take driven or curved shots or drop
a pass to a nearby player to explore a gap in the
defense. All options are available at all times, in-
stead of being determined by the distance to goal.
Many of these changes were later adapted into the
new FIFA 06 engine, and it was also chosen as
the match engine for subsequent Bright Future’s
FIFA Manager.
The presentation takes notes from real television
broadcasts, with goals, fouls and attempts on goal
being recapped not only in the full-time high-
light reel but also during game stoppages and PiP
popups. As the game is presented in a faux let-
terboxed format, next to the scoreline some sta-
tistics occasionally popup, allowing to keep track
of them for some missions. A very requested fea-
ture, the ability to see the energy bars of the clos-
est players to the ball of both teams, was finally
included, as well as icons for the special abilities
(speed, shooting, dribbling or tackling) of the best
players.
“mobygames.com”
3310 • UEFA Champions League 2006-2007
UEFA Champions League
7.2
2006-2007
Developer EA Canada
Publisher EA Games, (eu) EA Sport
Release date (us) March 20, 2007
Genre Sports
Mode 1-2 (8) Players
UEFA Champions League 2006-2007 focuses
on delivering the atmosphere of the 2006 - 2007
UEFA Champions League event it was released to
coincide with.
The game was developed with the same engine
used in FIFA 07, with slight graphical and game-
play adjustments, as well as the option to play a
new manager mode named The Treble. The in-
game commentators are Clive Tyldesley and Andy
Townsend.
This was the last game by EA Sports to include
the Champions League until FIFA 19 over eleven
years later. Konami held the Champions League
license in the interim, with the competition fea-
turing in all its Pro Evolution Soccer games from
Pro Evolution Soccer 2009 to Pro Evolution Soc-
cer 2018.
UEFA Euro 2004: Portugal 7.6
Developer EA Canada
Publisher Electronic Arts
Release date (us) May 4, 2004
Genre Sports
Mode 1-2 (8) Players
As a tie-in with the European soccer champion-
ship, held in Portugal on June 2004, EA Canada
created this spin-off of the FIFA Soccer series.
With a full license, players can choose any from
the 51 nations and duke it out in friendly match-
es, or follow the path to the championship’s final
through the qualifying stages, group stages and
eventually the play-off. Players can also create their
own team with players from different nations.
The game uses a tweaked and improved version
of the graphics engine from FIFA 2004 and in-
troduces many new gameplay features and game
modes to both the UEFA Euro and FIFA series, in-
cluding different weather types, a system to track
injuries and a dynamic morale system that fluctu-
ates based on individual and team performances.
UEFA Euro 2008 • 3311
UEFA Euro 2008 7.7
Developer EA Canada
Publisher Electronic Arts, (au) EA Sports
Release date (au) April 17, 2008
Genre Sports
Mode 1-2 (8) Players
UEFA Euro 2008 is basically FIFA 08 modified to
let the player experience this summer’s European
Championship.
Euro 2008 lets players control any European
national football team in several different ways.
For example, they can decide to create their own
character and play on their position on the field
in order to become good enough to captain the
team. This is basically a slightly modified version
of the “be a pro”-mode from FIFA 08.
Players can also try different challenges and tour-
nament modes in order to unlock extras or just
test their abilities. They can play through the full
championship experience, including the qualify-
ing stages, or they can skip ahead to the group
stages. Players can also play a very extensive chal-
lenge mode where they try to make their nation
the best in European soccer by clearing different
challenges against all the other European teams.
EA issued an apology after mistakenly using the
Soldier’s Song as Northern Ireland’s anthem
within the game, instead of God Save the Queen.
4.7
USA Racer
Developer Davilex
Publisher Davilex
Release date (eu) June 14, 2002
Genre Racing
Mode 1-2 Players
USA Racer contains 11 tracks in different locations
across the USA. Players can race in cities such as
Los Angeles, New York or Washington DC or can
take part in a race through the Grand Canyon or
Yellowstone. Next to Time Trial and Single Race,
the Tournament is the main event.
The tracks contain obstacles and jumps. Enemies
will try to push other cars off the road, and the po-
lice also make an appearance. Scattered around
the tracks are power-ups that repair the car, pro-
vide boost or cash. The money can be used to up-
grade the car, repair it or buy boost prior to the
race.
3312 • Unlimited Saga
4.5 Unlimited Saga
Developer SquareSoft
Publisher SquareSoft, (us) Square Enix, (eu) Atari
Release date (jp) December 19, 2002
Genre Role-playing
Mode 1 Player
Unlimited Saga is a role-playing a roulette wheel that may result in
game developed and published by a good or bad outcome. While navi-
Square for the PS2 as the ninth gating the game board, the player
game in their SaGa series. A spe- will also encounter enemy mon-
cial limited collector’s edition was sters that must be defeated in order
made available exclusively in Ja- to advance.
pan and was released alongside the Combat in Unlimited Saga
regular edition. takes place using a turn-based
Set in a fantasy world, the game system where the player must in-
follows the exploits of seven ad- put commands for each character
venturers as they travel the world individually, which are then car-
in search of the Seven Wonders, ried out in order in accordance
mysterious artifacts left behind by with their “speed” statistic. Parties
an ancient civilization that are said can consist of up to five characters
to bring about a new golden age of who are recruited either automati-
peace and prosperity when found. cally as part of the story, or once a
player has completed certain objec-
Players must navigate their char-
tives. After selecting a specific at-
acters through a number of envi-
tack to use each round, the player
ronments while completing story-
must then utilize the Reel System
based objectives in order to advance
to randomly decide whether the ac-
the plot. Players can assume the
tion will take place. Depending on
role of one of seven characters,
what icon the Reel lands on, an at-
each with their own strengths,
tack may land as intended, deal in-
weaknesses, and back stories, and
creased damage, or fail completely.
become involved in the narrative by
While characters will initially have
interacting with non-player char-
only a normal attack, they will
acters and exploring dangerous ar-
randomly learn new combat skills
eas. During the game, players will
based on their equipped weapon
explore towns which can be used to
by continually attacking enemies,
gather information and purchase
thus adding them to the Reel for a
goods to aid them on their journey
chance to use them in future bat-
before setting off for the wilds. Un-
tles. Any character may equip up
like previous SaGa series games,
to two different kinds of weapons,
rather than freely roaming through
which have their own set of skills to
dungeons, forests, and other envi-
learn. Players have the option to use
ronments, the game is structured
multiple Reels instead of just one
like a board game, referred to as
for a combo attack each round, al-
the “Map Movement System”,
lowing more than one character to
where players must move space by
attack an enemy at the same time.
space to reach the end. On some
By winning battles, characters gain
spaces, the player may encounter
increased statistics that allow them
objects such traps or locked doors
to battle progressively more diffi-
that can be overcome by using the
cult enemies.
“Reel System”, a device resembling
Unlimited Saga • 3313
Development lasted two years, and but Kawazu scrapped the charac-
involved a staff of around fifty people ter and incorporated existing con-
from Square’s Product Development cepts into Ruby’s narrative. Kawazu
Division 2. The game was directed thought up Ventus’s narrative after
and produced by Akitoshi Kawazu, seeing the narrative and gameplay
the creator of the SaGa series. The concepts for The Bouncer. Unlimited
character designs and art direction Saga was originally connected to the
were done by Yusuke Naora, who setting of the anime series Final Fan-
was the art director of Final Fanta- tasy: Unlimited, but these plans were
sy X. For the graphics, Square part- shelved during production. Kawazu
nered with Adobe Systems to create later stating that many of the simi-
“Sketch Motion” during battles. Us- larities were coincidental due to his
ing programs such as Photoshop and work on both projects.
After Effects, hand-drawn 2D de- The game was going to be part of a
signs were combined with 3D mod- world tour by Sony Computer Enter-
els to create a unique hybrid look. As tainment to promote the next gener-
with other games in the series, direc- ation of role-playing games, but the
tor Akitoshi Kawazu chose a non-tra- tensions between America and Iraq
ditional way of designing the game. at the time and the consequent risks
He stated, “As far as Unlimited Saga of a terrorist attack caused them to
is concerned, we said let’s tackle the cancel the trip.
basics of game design once again.
Unlimited Saga was a commercial
We didn’t try to emphasize the re-
success, having sold over half a mil-
alistic details, but rather symbolize,
lion units worldwide to date.
and cut out the parts we didn’t need.
We thought, let’s dare to do a ‘not ex- While the game was mostly well
press’ thing and we calmly [stuck] to received in Japan, it was largely
that route.” panned by critics in North America
When designing Unlimited and Europe for its unorthodox game-
Saga, Kawazu wanted to go back to play and high difficulty.
the mechanical roots of the early Electronic Gaming Monthly
portable titles, deciding to create a simply declared: “This game sucks.
game that focused almost entirely on Unlimited Saga exemplifies every-
its battle system. The “Reel” system thing that’s wrong with RPGs today
was based on rolling a dice in a ta- and throws it all together in one
bletop role-playing game. The board deluxe package for all to avoid like
game-like gameplay and progres- the plague.” Official U.S. PlaySta-
sion was intended by Kawazu as an tion Magazine largely agreed, stat-
evolution of his work on Wild Card, ing that the game “ruined the SaGa
a role-playing game for the Wonder- franchise” with its “excruciating dif-
Swan. The decision made Unlimited ficulty, obtuse mechanics, a stifling
Saga stand out from the rest of the lack of freedom, and a brutal mis-
SaGa franchise, which were tradi- sion structure that punishes you as
tional role-playing games. The basic often as it rewards you.” GamePro
narrative structure of seven major found the game generally lacking
threats facing the world was created in quality, but declared its biggest
by Kawazu based on concepts from hindrance to be its steep learning
his early game development career. curve and non-linear story, finding
The supporting character Iskandar that “[e]ven basic navigation is dif-
was to have been an eighth main ficult in this game—it will take you
character, confronting all the threats an hour or two before you have any
and joining the narrative together, idea how to get anywhere.”
3314 • Urban Chaos: Riot Response
7.3 Urban Chaos: Riot Response
Developer Rocksteady Studios
Publisher Eidos Interactive, (jp) Spike
Release date (eu) May 19, 2006
Genre First-person shooter
Mode 1 (-8) Player(s)
Urban Chaos: Riot Response is a first-person
shooter developed by Rocksteady Studios and re-
leased for the PS2 and Xbox.
The player controls Nick Mason, a member of
the newly formed “T-Zero” riot response squad,
in an unnamed modern American city that has
been overtaken by the notorious Burners gang.
The gang members, armed with cleavers, molotov
bombs and firearms are attacking civilians, para-
medics, firefighters and police officers, and it is
up to him to stop them. He must defeat them by
whatever means necessary in order to protect the
city, capturing gang leaders and rescuing injured
civilians along the way.
Most enemies are armed with meat cleavers, mo-
lotov cocktails, and sawed-off shotguns. Nick is
equipped with a riot shield that can be used by
holding the left trigger. It can absorb an infinite
amount of projectiles, but players cannot shoot
while they are using it. They can get the assistance
of firefighters to put out fires, and medics to re-
plenish their health.
Weapons can be upgraded by earning medals
during missions. Players can earn these medals
by scoring headshots, arresting enemies with the
taser (as opposed to killing them), collecting gang
masks, etc. Players can also unlock extra missions
and weapons by arresting gang leaders at the end
of each level, so that the police can interrogate
him and find out the gang’s next move.
Urban Chaos: Riot Response was known by three
different names in development, it was first called
Roll Call, a first-person shooter set in a run-down
city in the near future. The project became Zero
Tolerance, a first-person shooter following a
member of an elite anti-gang unit who must de-
fend a city under siege. The game was developed
using the Havok physics engine for in-game phys-
ics effects. ReplicaNet was used to supply the soft-
ware in the online and LAN multiplayer action.
Perforce Software’s Source Control Management
(SCM) System was used to manage the game’s
source code, documents, and digital asset devel-
opment.
Urban Reign • 3315
Urban Reign 6.0
Developer Namco
Publisher Namco
Release date (us) September 13, 2005
Genre Beat ‘em up
Mode 1-2 (4) Players
Urban Reign is a Namco-produced 3D brawler,
done in the tradition of Double Dragon and Final
Fight. The story follows Brad Hawk, a hired thug,
as he tries to find a gang member that was cap-
tured by a rival group.
Urban Reign features both single player and mul-
tiplayer action. The characters can move in the en-
vironment, pick up weapons, throw objects, give
instructions to AI partners, and pull off moves
on multiple opponents. There are low and high
grapples, air grapples, counters and recounters
each with its own animations for each character.
Although characters have optimal combo strings,
most combos start with three presses of the attack
button, the third of which will juggle an opponent.
Then the player has the choice of an air grapple,
special move, simply continuing the combo or
running away to pick up a weapon or reposition.
Neutralizing attacks by opponents is done with
a single button press that must be timed to the
moment of the attack. Also, if the player presses
up or down while pressing dodge at the correct
time, his character will reverse an attack, if pos-
sible. Even when cornered by multiple enemies, it
is possible to dodge all oncoming normal attacks.
Finally, “special arts” can be pulled off with a
press of two buttons. Special arts cannot be coun-
tered, reversed or dodged except by another spe-
cial move, and they can be buffered. Characters
have a “special arts meter” that must be at a cer-
tain level for a move to be attempted. The meter is
expended when a move is pulled off, and increases
when characters take damage, successfully dodge
attacks, or strike their opponents with attacks.
Initially, it is not possible for two players to
play through the single player missions together
(unless unlocked with a cheat code at the title
screen), but once unlocked, the game includes
game modes for multiplayer action, including
four-player brawls with a PlayStation 2 multi-tap.
Additionally, the characters from Tekken, Paul
Phoenix and Marshall Law, are unlockable char-
acters.
3316 • Urban Freestyle Soccer
6.2 Urban Freestyle Soccer
Developer Silicon Dreams
Publisher Acclaim
Release date (eu) February 13, 2004
Genre Sports
Mode 1-2 (4) Players
Urban Freestyle Soccer (known as Freestyle
Street Soccer outside Europe) is a sports game
developed by British studio Gusto Games, a com-
pany announced in 2003, made up from eleven
former employees of Silicon Dreams Studio, the
game’s original developer, which closed down in
September that year.
Urban Freestyle Soccer is rather simple to play,
as most sport-typed video games are. The player
navigates his teammates via the controller, pass-
ing the ball, dribbling the opponents, and even
playing dirty. The player can clash at opposing
teammates, knocking them down with kicks and
punches, and can also use the objects from the
environment of the playing field to throw at the
opponents (like trash cans).
The game itself offers a number of types of games
to play, from classical Freestyle matches up to
the longer Street Challenge mode. The Turf Wars
mode offers a player to pick a team, and begin a
Turf War, challenging other teams into playing on
their home pitches. Each team has a specific, per-
sonally themed playing area (from obvious things
like a skate park to warehouses, highschool pitch-
es etc.). After each game is finished, depending
on the outcome of it, the player obtains a certain
number of skill points, which they can use the im-
prove the statistics of their own team.
The campaign is partially linear, giving the player
options on which location/turf they will attack by
using a map of the city. After defeating all of the
“rival gangs” the Home Turf mode will become
active. In this mode, the player is tasked with ex-
actly the opposite of the Turf Wars mode. Here,
the opposing teams keep attacking their own
turf, and they are tasked to defend it by winning
matches on it. Once the Home Turf is complet-
ed, the final Street Challenge mode is unlocked,
where a player plays through a league, combining
points via scored goals, numbers of victories etc.
The VS Mode and Freestyle are simple, one-on-
one matches.
Urban Extreme • 3317
Urban Constructor
Developer Phoenix Games
Publisher Phoenix Games
Release date (eu) September 30, 2005
Genre Puzzle, Action
Mode 1-2 Players
Urban Constructor is a action-reflex game, where
the goal is to claim the most possible territory for
construction whilst being hindered by enemies,
other constructors, and other variables.
There are 3 different construction worlds, with
different objectives, enemies, bonuses and 50
unique levels.
4.0 Urban Extreme
Developer Data Design Interactive
Publisher Metro3D
Release date (eu) June 23, 2006
Genre Racing
Mode 1-2 Players
Urban Extreme is a racing game, in which players
drive muscle-cars, hot rod vehicles, or off-road
buggies.
When players win races they will earn prize mon-
ey, which they can use to unlock vehicles, each
with their own handling dynamic and strengths
and weakness on the road.
The game also feature a multi-player mode.
Uno 7.6
Developer Success
Publisher Success
Release date (jp) March 11, 2004
Genre Board
Mode 1 Player
Uno is a card game released in the budget Super-
lite 2000 series in Japan.
The aim of the game is to be the first player to
score 500 points. Players take turns matching a
card in their hand with the current card shown on
top of the deck either by color or number. Special
action cards deliver game-changing moments as
they help players defeat their opponents.
3318 • Ultraman
5.6 Ultraman
Developer Bitstep
Publisher Bandai
Release date (jp) May 20, 2004
Genre Fighting
Mode 1-2 Players
Based on the Japanese action hero series from
1966, Bandai’s Ultraman for PS2 is a fighting ac-
tion game starring the heroes and villains from
the show.
In addition to straight on fighting, the game also
offers a story mode that follows the plot from the
very first Ultraman adventure. The story starts
out with his battle against Bemular, the creature
that brought Ultraman to Earth in the first place.
The game feature a variety of Urutora villains and
culminates in a fight against Zetton. Players slip
into the role of Shin Hayata, Ultraman’s human
alter ego and fight their way through a variety of
modes and battle scenes.
“ign.com”
Ultraman Fighting Evolution 2
Developer Banpresto 7.6
Publisher Banpresto
Release date (jp) October 31, 2002
Genre Fighting
Mode 1-2 Players
Ultraman Fighting Evolution 2 the sequel to the
original Ultraman Fighting Evolution series re-
leased on PlayStation.
The game several feature different game modes;
In Arcade Mode players choose any monster or
Ultras as they fight against 8 characters.
In Story Mode players choose from 3 stories. If
they defeat a story, they will unlocked a character.
The stories include; The Prince of Monsters (from
episodes 26 27 of Ultraman). The Ultra Garrison
Goes West (from episodes 14 and 15 of Ultrasev-
en). And The Great Earth Invasion Operation (ex-
clusive to the game).
In Versus Mode players can select Ultramen and
Monsters to fight each other with another player.
In Training Mode, players can learn or train with
the game’s basics.
“ultra.fandom.com”
Ultraman Fighting Evolution Rebirth • 3319
Ultraman Fighting Evolution 3 7.5
Developer Banpresto
Publisher Banpresto
Release date (jp) December 2, 2004
Genre Fighting
Mode 1-2 Players
Ultraman Fighting Evolution 3 is a one-on-one
fighter like its predecessors. Ultraman Fighting
Evolution 3 brings back characters from the Ul-
traman universe, including Ultraman A, Ultra-
man Jack, Ultraman Leo, and Ultraman Taro,
while adding all-new characters like Ultraman
Cosmos and Gaia. Modes of play include Battle,
Training, Custom, and Tag, in addition to a View
Mode that allows players to explore the Ultraman
character models.
Ultraman Fighting Evolution 3 has the most
amount of playable characters out of the entire
Ultraman Fighting Evolution series, a total of 40
characters are available.
Ultra Mode is the main story mode. The player
battles as the Ultra Warriors in stories identical to
TV show episodes and movies.
7.4 Ultraman Fighting Evolution
Rebirth
Developer Banpresto
Publisher Banpresto
Release date (jp) October 27, 2005
Genre Fighting
Mode 1-2 Players
Ultraman Fighting Evolution is the fourth game
in the series, the third Fighting Evolution game
for the PS2 and the fifth PS2 Ultraman title over-
all.
Its Story Mode involves Alien Mephilas launch-
ing a massive invasion using EX monsters (more
powerful versions of the originals) and sending
three ‘Chaosroids’ (dark versions of Ultraman,
Ultraseven, and Ultraman Taro) to the Land of
Light.
One of the new features in this game is called
“Nebula Combo”. Each characters has their own
Nebula Combo. After Ultraman execute his Neb-
ula Combo, his attack and defense will be boosted
for 15 seconds.
3320 • Ultimate Pro Pinball
7.8 Ultraman Nexus
Developer Bitstep
Publisher Bandai
Release date (jp) May 26, 2005
Genre Action
Mode 1-2 Players
This 2005 installment in Bandai’s prolific Ultra-
man game series is based off the Japanese Ultra-
man Nexus movie. Playing as Ultraman, players
make use of special moves to fight against beasts
large and small. In addition to the main Nex-
us mode of play, the game features a Tag Battle
Mode, which allows for two players to cooper-
ate against enemies, and both versus and battle
modes for one on one fights.
Ultimate Pro Pinball 7.4
Developer Atomic Planet Entertainment
Publisher Empire Interactive, (jp) Taito
Release date (eu) July 22, 2005
Genre Pinball, Compilation
Mode 1-4 Players
Ultimate Pro Pinball contains three tables that
were previously released as stand alone products;
Timeshock!, Big Race USA and Fantastic Jour-
ney. The first part of the series, Pro Pinball: The
Web, is not included.
There are various changes made to the options
available to the player in each of the tables.
The game was never given a US release.
3.7 Ultimate Board Game Collection
Developer Jack of All Games
Publisher Valcon Games, SCEA, (eu) Empire Interactive
Release date (us) July 11, 2006
Genre Board
Mode 1-6 Players
This collection includes 20 different board and
table games. Each game contains a trophy that
can be unlocked by completing a specific goal. De-
pending on the game, up to six players can com-
pete by passing around a single controller.
Some of the game included are; Parcheesi, Naval
Battle, Chinese Checkers, 3D Tic-Tac-Toe, Dice,
Reversi, Snakes and Ladders and more.
Ultimate Spider-Man • 3321
Ultimate Spider-Man 7.4
Developer Treyarch
Publisher Activision, (jp) Taito
Release date (us) September 22, 2005
Genre Action-adventure
Mode 1 Player
The Ultimate version of the Spider-Man mythos
revamps the franchise, bringing in edgier (and of-
ten younger) versions of superheroes and super-
villains. The Human Torch, Wolverine, Electro,
and Green Goblin are some of the Ultimate char-
acters who make appearances. Ultimate Spider-
Man features a fully rendered, cel-shaded Man-
hattan open to exploration.
In Ultimate Spider-Man, the player can experi-
ence a free-roaming city environment that covers
Manhattan and Queens. The player starts in sto-
ry-mode where the game automatically switches
between Spider-Man and Venom. Spider-Man
travels by web swinging, but the player must shoot
the web at an actual building to swing, much like
in the previous game, Spider-Man 2. Spider-Man
uses acrobatic attacks. Venom travels by using his
symbiote to pull himself and by performing mas-
sive jumps. Venom attacks using his claws and
tendrils. Venom can also throw cars at targets and
perform much more brutal attacks, including eat-
ing people in order to gain health.
As the game progresses, Spider-Man and Venom
will have certain “City Goals” to accomplish in or-
der to continue the storyline. There are additional
activities throughout the game such as finding se-
cret tokens, landmark tokens, comic book covers,
and competing in races.
Spider-Man plays similarly to his Spider-Man 2
incarnation, using his trademark web shooters as
his main method of transportation and combat,
while Venom has to resort to jumping for long
distances. Spider-Man’s attacks are also generally
weaker than Venom’s. Venom can also leech life
from enemies and civilians. The player has to do
this constantly, as Venom’s health is continuously
depleting, even when he is not being attacked (the
suit is feeding on Eddie, so he uses other people to
feed it instead). Also, if Venom tries to eat a boss,
then the boss would damage him from the inside.
The limited edition, exclusive to the PS2, includes
an interview with Stan Lee, “Making of”, biogra-
phies, developer tricks and tips, a comic book.
3322 • Under the Moon: Crescent
3.4 Ultimate Sky Surfer
Developer Toka
Publisher Idea Factory, (eu) Midas Interactive
Release date (jp) April 20, 2000
Genre Sports
Mode 1 Player
In Ultimate Sky Surfer, players jump out of a
plane, maneuver to control points, use upwinds,
and open the parachute early enough before hit-
ting the ground. While falling, players can do
tricks for points. The game also offers training
modes above a huge fan, where players will have
to try and collect as many balloons as possible.
The European release has more scenarios than
the Japanese release.
Under the Moon: Crescent 8.8
Developer Dimple Entertainment
Publisher Dimple Entertainment
Release date (jp) June 25, 2009
Genre Visual novel
Mode 1 Player
Under The Moon ~Crescent~ falls under the cat-
egory of “otome games” aimed at a female audi-
ence. In this game players take the role of Ashe,
daughter of the King of Devils. Ashe is a pure,
innocent demon girl that’s never left the demon
realm before and doesn’t know much about guys.
However she is too weak magically to take over
the demon throne so it becomes Ashe’s accidental
mission to find a potential successor.
7.5 Umisho
Developer Alchemist
Publisher Alchemist
Release date (jp) November 22, 2007
Genre Visual novel
Mode 1 Player
Umisho is a visual novel based on the Kenko Ze-
nrakei Suieibu Umisho manga, about the swim
team at the Umineko Shougyou High School. The
game features a storyline that mixes the manga’s
plot with original events unique to the game.
Players take control of Kazuki Okiura and play
through the game with the usual visual novel
gameplay. The game feature multiple endings.
Under the Skin • 3323
Under the Skin 5.5
Developer Capcom
Publisher Capcom
Release date (jp) August 5, 2004
Genre Action-adventure
Mode 1-2 Players
Under the Skin, known in Japan as Meiwaku Sei-
jin: Panikku Mēkā, is an action-adventure video
game by Capcom. It was developed by the com-
pany’s Production Studio 4, and released in 2004
for the PS2.
Containing science fiction and comedy elements,
the main character of the game’s story is an extra-
terrestrial named Cosmi, sent from Planet Mis-
chief to Earth to generally wreak havoc.
The game features cameos from some of the cast
of one of Capcom’s other games, such as an entire
level that functions as a parody of Resident Evil
3: Nemesis. In that level players battle Nemesis,
who this time is entirely cel-shaded, just like the
rest of the game.
Since Cosmi is vulnerable in his small alien form,
he must first beam up a nearby earthling in or-
der to create a disguise for himself. Once he has
beamed a person up, he can change his form by
stepping under a UFO. Each earthling has a dif-
ferent ability that can be used for causing mis-
chief, such as boomboxes, vacuum cleaners or
bazookas. Successfully knocking over earthlings
yields coins that are required to complete the
goals set in each level. Once pranked, the earth-
lings will become hostile towards Cosmi and try
to attack him. While disguised, Cosmi can take
two hits, the first leaving him in underwear (a
possible homage to Ghosts ‘n Goblins), while the
second one reverts him to his vulnerable alien
form. Earthlings will continue to chase and attack
Cosmi, forcing him to lose coins, until he can find
another UFO to change into another disguise. At
certain points in the level, a Panic Time will occur
where something crazy in the stage happens for a
short amount of time.
The game received “mixed” reviews according to
the review aggregation website Metacritic.
3324 • Unreal Tournament
7.7 Unreal Tournament
Developer Epic Games
Publisher Infogrames
Release date (us) October 21, 2000
Genre First-person shooter
Mode 1-2 (4) Players
Unreal Tournament is a first-person Items such as Body Armor
shooter developed by Epic Games (which reduce damage taken),
and Digital Extremes. The second health packs (which heal players),
installment in the Unreal series, it and Damage Amplifiers are scat-
was first published by GT Interac- tered across levels. Levels are set in
tive in 1999 for Windows, and later a variety of environments, includ-
released on the PS2 and Dreamcast ing spaceships, outposts, and build-
by Infogrames in 2000 and 2001, ings such as castles and monaster-
respectively. Players compete in a ies. Many contain features such as
series of matches of various types, elevators (lifts) and teleporters,
with the general aim of out-killing and obstacles such as water and
opponents. lava. The PS2 version supports the
Unreal Tournament is completely use of a USB keyboard and mouse,
different from Unreal: it is now enabling players to play in a similar
mainly based on multiplayer, like manner to the PC version.
Quake 3. The game is an arena For team matches, bots are
first-person shooter, with head-to- used to fill the roles of the player’s
head multiplayer deathmatches be- teammates. The player can choose
ing the primary focus of the game. the bots’ skill level or have it au-
The single-player campaign is a se- tomatically adjust to the player’s
ries of arena matches played with performance. Bots can be further
bots, where the player competes customized by changing attri-
for the title of Grand Champion. butes such as names, appearance,
The player moves up the tourna- and weapon preferences. In team
ment ladder in order to challenge matches, players can give orders to
the current champion, Xan, a mys- bots on their team.
terious being with exceptional skill. Game modes include;
Also available is a Practice mode. Assault: This game type is played
Match settings (such as score with two teams, one assaulting a
and time limits) can be custom- “base” and the other defending it.
ized. Also available are “mutators” The map is set up with objectives
which drastically alter gameplay which the attacking team must
aspects, such as “InstaGib”, the use complete (usually in sequence)
of which makes players compete such as shutting down a power
with instant-kill weapons instead generator, or entering an area. The
of the normal ones. Weapons in- team who first attacks then de-
clude Enforcers, Rocket Launchers, fends, and attempts to defend for
and Rippers, which fire ricocheting the entire time they attacked. If
blades. Most weapons have two fir- they accomplish this, they win. If
ing modes which have different ef- the team defending first assaults
fects: for example, Rippers can also the base faster than the other team,
fire non-ricocheting blades which they win. If both teams defend for
explode on impact. A special weap- the maximum amount of time the
on is the Redeemer, which causes a match is a tie. The Dreamcast ver-
very large and powerful explosion. sion does not feature this mode.
Unreal Tournament • 3325
Capture the Flag: Players compete with online play. At some point dur-
to capture the other team’s flag and ing its development, it became clear
return it to their base. Competitive that the number and extent of the
teams must use a great deal of te- changes to the Unreal codebase that
amplay. Both teams must defend the Epic was required to make made UT
base from incoming attackers and too incompatible with Unreal. In fact,
get into the other team’s base, take according to Epic founder Tim Swee-
their flag and return to base. ney, the game has between 200 and
Deathmatch: A classic every-man- 300 C++ classes. Thus the expansion
for-himself player vs. player combat. pack was broken off from Unreal and
The objective is to out-kill all oppos- made into a standalone game. The
ing players. game contains nearly all of the con-
Domination: Two teams compete tent present in Unreal, except for the
to control various control points to maps and music.
earn points. Standard maps con- Unreal Tournament has two console
tain three control points. Control of versions, each one with its own fea-
these points is initially accomplished tures. The version for the PS2 con-
through occupation (physically oc- sole was first hinted by Tim Sweeney
cupying the space), but control of a on July 16, 1999, and developed in-
point continues until a player from house by Epic Games themselves. Ac-
another team occupies the space. The cording to Mark Rein, the game was
first team to reach the point limit, or created with the purpose of showing
that has the most points when a time a product running under the Unreal
limit has expired, wins. Engine for the console in order to
Last Man Standing: Similar to be able to license the engine to in-
Deathmatch, the player’s objective terested third parties. While it took
is to remain alive longer than their some time for them to get used to the
opponents, putting an emphasis on Playstation2 development tools, by
number of deaths rather than kills. February 2, 2000, they managed to
Players start with all weapons (ex- get a bare-bones engine for the con-
cept the Redeemer) available, fully sole, and input, file management and
loaded, and have a set number of scripting were integrated some time
lives. Power-ups, including health later. The first public demonstration
and ammunition packs, are unavail- of this version took place at the GDC
able. Once a player runs out of lives, 2000, where it was also confirmed
they lose. that UT won’t have online multiplay-
Team Deathmatch: Up to four er, as the development team hasn’t
teams compete to out-kill the oppo- received the Internet documenta-
nent teams. tion from Sony’s behalf. Local mul-
The game was officially announced tiplayer was, however, confirmed
by publisher GT Interactive on No- the days prior to the E3 2000, sup-
vember 3, 1998, as part of a two-game porting up to 4 players in a single
deal that also included Unreal II: The machine, with them playing on split
Awakening, though development on screen. Around this time, there was
the game had already started after also consideration for updates to be
Unreal was finished. It was originally downloaded onto the console’s mem-
planned as just an expansion pack ory cards by connecting the PC to the
under the name “Bot Pack”, when it PS2 via USB port, as well as support
was realized that the multiplayer as- for custom user content.[35] During
pect of Unreal was popular and some- this time, there was also some con-
thing that people sought after, so the troversy regarding the PS2 version of
first priority was to fix the problems the game running on PC rather than
3326 • Unreal Tournament
PS2 at this event. Another late confirmation, The PlayStation 2 release did not fare as
this time by Epic’s VP Mark Rein, was that the well as the PC and Dreamcast versions. GameSpy
game could be played with mouse and keyboard, criticized the graphics of the PS2 version, saying
although support for the Dual Shock 2, the con- “Graphically, the PS2 version of Unreal Tour-
sole’s main controller, was the priority. Eventu- nament seems uninspired.” Its conclusion stat-
ally support for USB modems and four-player ed “Sluggish gameplay, somewhat washed out
split-screen play were dropped, though Epic still colors and textures”. IGN praised the replay-
managed to get Ethernet support for the game, ability, and stated that the sound is faithful to
though not on launch, and cross-play with the the PC version. Gamezilla criticized the PS2 ver-
PC version was still under consideration. The sion’s lack of multiplayer support compared to
game was released on October 26, 2000, as a the PC version along with Game Informer, who
launch title for the console. said despite its flaws, the game “holds its own
The Dreamcast version was as one of the best FPSs out there.” On
developed by Secret Level, who had the other hand, the port scored 3 out
to drop Assault mode, along with of 10 in the television show The Elec-
many larger maps, due to the Dream- tric Playground (now EP Daily), with
cast having insufficient memory. the reviewer lauding the audio and
Many maps had to be removed graphics but feeling that the controls
from the game, but as a counterbal- could have been better implemented,
ance, there were plenty of new maps stating: “Control, or lack thereof, is
for them as well the biggest thorn in the side of Unreal
Characters in the console ver- Tournament. The game simply does
sions (especially PS2) are more de- not play well with the Dual Shock
tailed and have more polys to them. controller. Epic has implemented a
This is because James Green, credited dual analog layout (one stick con-
with creating the models and anima- trols movement while the other stick
tions, didn’t like their designs, so he controls aim) which sounds good in
redid them for the console versions. theory, but is horrid in practice. We
In the United States alone, Unreal tried to use the Dual Shock layout
Tournament sold 100,998 copies for a solid hour and ended up do-
by the end of 1999, according to PC ing nothing more than walking into
Data. By November 2001, Unreal walls and spinning around wildly.
Tournament’s total sales were close The other Unreal Tournament con-
to 2 million units. testants probably thought that our
character was possessed.”
Upon its release, Unreal Tournament
received universal acclaim from crit- The success of the original Unreal
ics, earning an overall score of 92 out Tournament spawned four sequels,
of 100 on Metacritic. Mainstream including Unreal Tournament 2003
press reviews lauded the title for its graphics, and Unreal Tournament 2004, Un-
gameplay, and level design, with Computer and real Tournament 3, and the upcoming Unreal
Video Games concluding “Unreal Tournament Tournament reboot. The yearly naming struc-
is nothing short of a technical and game-play- ture, based around marketing the franchise as
ing marvel destined to hold you - as it did us a competitive sports title, was abandoned be-
- wailing with happiness and wasting far too fore the launch of the third sequel. Digital Ex-
many precious hours hammering keyboards. tremes announced Dark Sector in 2000, which
An absolute joy to behold.” In March 2000, Un- was planned as a spiritual successor to Unreal
real Tournament was second on a list of best- Tournament.
selling games in Computer Dealer News trade
magazine. However, the development team be-
lieved sales would have been higher if the game
was released in October 1999.
3328 • Usagi: Yasei no Topai - Yamashiro Mahjong-Hen
8.0 Usagi: Yasei no Topai
Developer DigiCube
Publisher DigiCube
Release date (jp) June 27, 2002
Genre Board
Mode 1 Player
Usagi: Yasei no Topai is a mahjong game based
on a manga. The game includes a Story mode,
where characters can use special abilities to turn
the match around, Free match and Expert mode,
which is suitable for advanced players who can
beat the game with special rules.
The game also feature the “Fantai Makoto Ito Gal-
lery” that can also be printed on a PS2 compatible
printer.
Usagi: Yasei no Topai 8.1
- Yamashiro Mahjong-Hen
Developer Sammy Studios
Publisher Sammy Studios
Release date (jp) November 27, 2003
Genre Board
Mode 1 Player
This is the second mahjong game based on the
manga series. The story mode follow the story
from the manga up to the 7th volume.
The game feature more than 20 characters and
three types of modes. In Legend mode, players
can follow the story in a comic-style rendition.
Challenge mode let players changes rules. And a
free mode.
7.5 Usagi: Yasei no Topai
- The Arcade
Developer DigiCube
Publisher DigiCube
Release date (jp) March 27, 2003
Genre Board
Mode 1 Player
Usagi: Yasei no Topai - The Arcade, published by
DigiCube and released in Japan in 2003, is an-
other game based on the mahjong manga. Unlike
other mahjong games, this is is a tag battle where
players play in team against another team.
The characters also posses a special ability that is
unique to each character.
Ueki no Housoku: Taosu ze Robert Juudan!! • 3329
Usagi: Yasei no Topai 7.9
The Arcade - Yamashiro Mahjong-Hen
Developer Warashi
Publisher Taito
Release date (jp) September 16, 2004
Genre Board
Mode 1 Player
Usagi: Yasei no Topai The Arcade - Yamashiro
Mahjong-Hen (兎 -野性の闘牌- ジ・アーケード 山城麻
雀編 “Samurai-Battle of the Wild-The Arcade Ya-
mashiro Mahjong Hen”) is the fourth game in the
Usagi: Yasei no Topai series.
Like the previous three games, this is a mahjong
game based on the manga.
8.8 Ueki no Housoku:
Taosu ze Robert Juudan!!
Developer Bandai
Publisher Bandai
Release date (jp) January 26, 2006
Genre Action
Mode 1 Player
Ueki no Hōsoku: Taosu ze Roberuto Jūdan!! is
based on the anime and manga The Law of Ueki.
The game is a 1-player brawler and follows the
story form the anime.
Players will have to kick and punch trough en-
emies to complete a level. After a level is com-
pleted, players may upgrade their character with
more moves and special attacks.
US Open 2002
Developer Strategy First
Publisher Taito
Release date (jp) February 6, 2003
Genre Sports
Mode 1-2 Players
US Open 2002 - A Usta Event is a tennis game,
developed by Strategy First and published by Ta-
ito Corporation, which was released in Japan in
2003.
Players can take part in the 4 major tournaments
in the world and feature 10 pro tennis-players.
The game also feature more than 6 different game
variations.
3330 • Uragiri wa Boku no Namae o Shitteiru
6.0 Utau * Tumbling Dice
Developer Ecole
Publisher Reindeer
Release date (jp) August 26, 2004
Genre Visual novel
Mode 1 Player
Utau * Tumbling Dice is a love adventure/busi-
ness simulation hybrid. The game tells the story
of a protagonist who happens to inherit an in-
debted karaoke shop from its late former owner.
Since the latter has not paid off his debts, it is up
to the protagonist and the three daughters of the
predecessor to get the karaoke shop back on track
and pay off the outstanding bills.
“rpgfan.com”
Uragiri wa Boku no
Namae o Shitteiru
Developer Kadokawa
Publisher Kadokawa
Release date (jp) October 28, 2010
Genre Visual novel
Mode 1 Player
Uragiri wa Boku no Namae o Shitteiru is based
on the shōjo manga by Odagiri Hotaru. The game
feature an original story by the same writer of the
manga.
The game feature characters from the manga and
follows the usual Visual novels gameplay where
players read text then choose answers which leads
to different outcomes.
8.1 Utawarerumono:
Chiriyukusha e no Komoriuta
Developer Flight-Plan
Publisher Aqua Plus
Release date (jp) October 26, 2006
Genre Turn-based strategy, Role-playing
Mode 1 Player
In Utawarerumono, the player takes the role of
Hakuoro, a mysterious masked who takes the role
of an emperor after a rebellion.
The game is a turn-based tactical RPG with ele-
ments of a visual novel. Battles occur as dictated
by the narrative. The player navigates the charac-
ters on the battle field, attacking enemies when
they are in range.
3332 • V-Rally 3
8.2
V-Rally 3
Developer Eden Studios
Publisher Atari
Release date (eu) June 21, 2002
Genre Racing
Mode 1-4 Players
V-Rally 3 focuses on the unique career mode,
where the player races against bots in various
rallies across an endless number of seasons, ulti-
mately trying to become the champion. Alterna-
tively, the game offers a quick race mode, where
the player can play time attacks on the stages pro-
vided by the game or compete in one of the five
different challenges it offers.
The game features 24 tracks and 20 official ve-
hicles from the 2000 to 2002 World Rally Cham-
pionship and the 2001-2002 Super 1600 Junior
World Rally Championship, including the Mit-
subishi Lancer Evolution VII WRC 01’, the Subaru
Impreza WRC 01’, Toyota Corolla WRC, and (the
game’s “flagship” car) 2000 Peugeot 206 WRC.
There are four unlockable vehicles, which can be
unlocked once the player has achieved a goal (like
claiming the 2.0 L Championship).
V-Rally 3 received generally favorable review from
video game publications. GameSpot criticized the
game’s overly-sensitive and poor controls, but
nevertheless highlighted its “deep” career mode
due to its realistic damage-modeling system and
ranking system, which is based on staff morale,
car reliability, season performance, and budget.
Van Helsing 6.4
Developer Saffire
Publisher Vivendi Universal Games
Release date (us) May 6, 2004
Genre Third-person shooter
Mode 1 Player
Van Helsing is a third-person shooter based on
the 2004 action horror film of the same name by
Stephen Sommers. The game features voice talent
from the movie including Hugh Jackman.
Starting off with the killing of Mr. Hyde in Paris,
the player must use the character of Van Helsing
to hunt down Dracula in Transylvania.
Van Helsing is equipped with several weapons, in-
cluding his signature grappling hook that will work
both as a tool to move around and as a weapon.
V.I.P. • 3333
2.1 V.I.P.
Developer Ubisoft Shanghai
Publisher Ubisoft
Release date (eu) August 30, 2002
Genre Action
Mode 1 Player
V.I.P. is based on the TV series of the same name.
V.I.P. is a bodyguard agency that protects its cli-
ents in Hollywood, Beverly Hills, and Los Ange-
les. Pamela Anderson stars as Vallery Irons, the
boss of the Vallery Irons Protection bodyguard
agency.
In the game, the player controls one of the V.I.P.
bodyguards (Vallery Irons, Tasha Dexter, Nikki
Franco, Quick Williams, Johnny Loh), in a mis-
sion to rescue a plastic surgeon from LA’s most
famous mobster. In addition to the main story,
the game includes different minigames.
The player controls the character simply by press-
ing the buttons in correct order; this will control
the character to kick or hit opponents. After com-
pleting a mission, the player can unlock video
clips or photos in the photo gallery.
“mobygames.com”
Victory Wings: Zero Pilot Series 8.2
Developer Opera House
Publisher Sammy Studios
Release date (jp) December 9, 2004
Genre Simulation, Shooter
Mode 1 Player
Victory Wings is an arcade-style flight-sim game
set in the European Theater of World War II, of-
fering a wide variety of planes to fly from both
sides of the conflict. The Campaign Mode fea-
tures ten missions starting with an air raid on
London that must be repelled, leading all the way
up to the fall of Berlin. Each mission has differ-
ent objectives and requirements, and may involve
mid-air dogfights against enemy planes, torpedo
attacks on naval targets, or bombing runs on stra-
tegic targets.
There is also a Free Combat mode there the player
can practice the campaign missions, duel 1-on-1
against the computer or another player, go on
bombing runs or various other types of missions.
There is also a training mode available to explain
how to complete each type of mission.
3334 • Valkyrie Profile 2: Silmeria
8.4 Valkyrie Profile 2: Silmeria
Developer Tri-Ace
Publisher Square Enix
Release date (jp) June 22, 2006
Genre Role-playing
Mode 1-2 Players
Valkyrie Profile 2: Silmeria is the one, it will affect that enemy party,
second installment of the Valkyrie while not affecting any others. If
Profile series. placed in a shell, the Sealstone’s ef-
Taking place hundreds of years be- fect is negated completely.
fore the original game, the story re- Unlike the first game, there
volves around two characters living are no “periods” or time limits for
in the same body named Silmeria progression. Chapters end after
and Alicia. Together, the two char- specific story moments are reached
acters work to stop a catastrophe rather than at the player’s press of
that could cause war between the a button. Overall, the game is more
people and the Gods. linear than its predecessor.
Valkyrie Profile 2: Silmeria, contin- Combat takes place in a real-time
ues and substantially builds upon 3D battlefield using the Advanced
the gameplay that the first game Tactical Combination (ATC) battle
was known for. Unlike many oth- system. Combat uses attack points
er JRPGs, Valkyrie Profile 1 and (AP) which are needed to act in
2’s dungeon and town exploration battle. Points are consumed by at-
takes place on a 2D plane similar tacking and dashing, and are re-
to a sidescroller. Alicia is the only plenished by defeating enemies, by
character that can jump, swing a being attacked, by using the charge
sword, and shoot photons. Pho- function, or by moving around as
tons can bounce off the ground and time passes. Time only flows when
walls, temporarily freeze enemies the player is moving which allows
and objects in crystal, and switch players to stop time and plan out
places with crystallized enemies; where they will move next, and pre-
they are used to solve many puz- dict where enemy units may attack.
zles. Alicia can also engage an en- Once an attack occurs, the screen
emy in battle by attacking them or zooms in on the party, allowing the
by coming into contact with them. player to coordinate their attack or
When attacking enemies, Alicia re- defense. The party can also conduct
ceives the first move in combat with a leader assault, in which destroy-
a full attack point gauge. By coming ing the enemy leader will cause the
into contact with an enemy, there is others to retreat, ending the battle
a chance that the player will be at quickly and earning bonus experi-
a disadvantage and start with an ence.
empty attack point gauge. Characters have multiple
Sealstones are items with attacks and can be assigned up
special effects hidden atop daises to three of them for use in battle.
and shells within dungeons. Seal- Stringing attacks together adds
stones on a dais will affect enemies to the heat gauge. When the heat
within that daisy’s radius of in- gauge reaches 100% in one turn,
fluence, as well as expanding the characters can perform their soul
range of Sealstones. If Alicia carries crush special attack, which causes
a Sealstone, it affects the whole par- more damage and refills the heat
ty. Similarly, if an enemy possesses gauge.
Valkyrie Profile 2: Silmeria • 3335
Crafting is a major new el- On December 9, 2005, the game’s
ement in the game. Merchants development for the PS2 was re-
throughout the game have a hand- vealed along with another entry for
ful of special stock that can only be the PSP titled Valkyrie Profile: Len-
purchased after selling the necessar- neth. The game was designed to have
ily materials to him. Materials can be a similar battle system to the original
equipment, consumable items, or in- Valkyrie Profile, but allow players to
gredients gained from fighting mon- move their characters around during
sters. Each monster has breakable combat to create more strategy.
parts, such as a tail, horns, wings, or The game’s music is com-
a carried weapon. When such a part posed by Motoi Sakuraba of Star
is broken off in battle by the player’s Ocean. Prior to the release, a special
party members dealing sufficient artifact box was released which in-
damage to it by physically striking cluded a copy of the game, ten musi-
it, there is a chance of the player re- cal tracks, a keychain, and a figurine.
ceiving an item. Each monster has In 2012, characters Rufus and Alicia
exactly one possible item for each were added to the Square Enix card
of its breakable parts. Some parts game Lord of Vermillion Re: 2.
are harder to break off than others, Valkyrie Profile 2: Silmeria was the
as they may be small or difficult to top-selling game during the week of
reach with most attacks, so a player its release in Japan, selling 281,510
seeking to break certain enemy parts copies. It sold over 400,000 copies
should consider the hit box of their in Japan by the end of 2006.
characters’ selected attacks and the
The game was well received by critics,
resultant combo they intend to per-
with an 84/100 rating at Metacritic.
form to ensure that they manage to
Famitsu scored the game a 34 out of
connect their hits on the enemy part
40. GameSpot gave it an 8.0/10, call-
sought.
ing it a “refreshingly different and
With a second controller, a
very challenging example of a Jap-
second player can also control one or
anese RPG” that “looks great,” with
more party members in combat.
a “fun and exciting” combat system.
Optional additional party members They praised the game for its depth
can be found in the many villages and variety but found the skills and
and dungeons in the form of inani- equipment interface convoluted and
mate objects whose attached spirit noted that its high difficulty “ham-
Alicia can materialize into Einher- pers the pacing of the storyline.”
jar. The character class is fixed, but IGN was highly complimentary of
oftentimes the individual character the game, citing its beautiful graph-
players obtain is randomly selected ics and 3D combat as standout fea-
from a pre-set list with up to 4 pos- tures, while citing its characters and
sibilities. These Einherjar can also be voiceovers as being less compelling
“released” once they’ve gained a few than the original title. 1UP.com high-
levels, which rewards the player with ly praised the game, calling out the
rare stat-boosting items according exquisite attention to graphical de-
to a couple of factors, including how tail in the games environments and
well-equipped the released Einherjar the cut scenes, as well as calling the
was. soundtrack “stellar”.
The game received IGN’s award
for “Best Game No One Played” in
2006.
Vampire Night • 3337
6.5
Vampire Night
Developer Wow Entertainment
Publisher Namco, (eu) SCEE
Release date (us) November 14, 2001
Genre Light-gun
Mode 1-2 Players
Vampire Night is a port of an arcade game re-
leased in 2000. Players take control of two Vam-
pire hunters. The game is a rail shooter in the
same vein as The House of the Dead and Ghost
Squad in which players must kill vampires in their
weak point and save victims before they become
vampires.
Improvements over the arcade version includes
a special training mode, an adventure mode, and
other hidden features for players to unlock. The
game was also sold as a bundle with the GunCon
2 included.
Vampire Panic 7.0
Developer Alfa System
Publisher Sammy Studios
Release date (jp) June 24, 2004
Genre Action
Mode 1 Player
Vampire Panic is a third-person action game with
minor adventure and stealth elements. Control-
ling one of three ISLA agents, the player must
eliminate the vampire infestation in the small
town of Insel and escort as many residents as
possible to safety outside the town. Vampires can
attack by biting either the player or friendly vil-
lagers, causing them to start turning; if the trans-
formation completes before the affliction can be
Limited Edition
healed, villagers will turn into enemies and can
no longer be saved, while the player turning re-
sults in an immediate game over. The game’s sto-
ry will change depending on which and how many
villagers the player is able to rescue.
The player can control three different ISLA agents,
switching freely between them at designated safe
locations. Rusty is a young swordsman who is rel-
atively inexperienced with vampire combat, but is
highly skilled with a blade. Mary uses her fists to
fight, and her special technique is a transforma-
tion that increases her speed and power. Last, Ab-
bey is a highly-experienced ISLA agent who uses
a revolver.
3338 • Vampire: Darkstalkers Collection
Vampire: Darkstalkers
8.2
Collection
Developer Capcom
Publisher Capcom
Release date (jp) May 19, 2005
Genre Compilation, Fighting
Mode 1-2 Players
Vampire: Darkstalkers Collection is an accumu-
lation of 5 different arcade titles from Capcom’s
Darkstalkers series. It includes the first three
entries to the Darkstalkers series, Vampire: The
Night Warriors (Darkstalkers: The Night War-
riors), Vampire Hunter: Darkstalkers’ Revenge
(Night Warriors: Darkstalkers’ Revenge) and
Vampire Savior. The two upgraded titles, Vam-
CapKore
pire Hunter 2 and Vampire Savior 2 are also in-
cluded.
All the games include an arcade, versus, training
and option modes. When conditions are met, al-
ternate or arranged versions of Vampire Savior,
Vampire Hunter 2 and Vampire Savior 2 can be
unlocked. In the arranged versions the console
exclusive characters become playable along with
the new character Dee. An “Art Gallery” mode al-
lows players to unlock 192 illustrations featuring
characters and concept artwork.
IGN called it “one of the finest compilations ever”
and a “true, wait-free arcade perfection.” How-
ever, according to Siliconera, “the fighting engine
has aged considerably. It’s really designed for
people who love the series and Capcom’s more
traditional 2D fighters.”
Vegas Casino 2
Developer Mere Mortals
Publisher Phoenix Games
Release date (eu) March 25, 2005
Genre Casino
Mode 1 Player
Vegas Casino 2/Vegas Casino II is a gambling
game, published by Phoenix Games, which was
released as a budget title in 2005 exclusively for
Europe.
The game is set in a Las Vegas Casino and feature
8 different casino games; Blackjack, Baccarat,
Roulette, Keno, Poker, Twenty One, Slot Machine
and Craps.
Venus & Braves: Majo no Megami to Horobi no Yogen • 3339
Venus & Braves: 8.0
Majo no Megami to Horobi no Yogen
Developer Namco
Publisher Namco
Release date (jp) February 13, 2003
Genre Turn-based strategy
Mode 1 Player
Venus & Braves: Majo to Megami to Horobi no
Yogen (“Venus and Braves: The Witch and the
Goddess and the Prophecy of Destruction”) is a
tactical role-playing game and a pseudo-sequel to
the 2D RPG Seven: Cavalry Troop of Molmorth.
The game takes place in the same fantasy world
and revolves around an immortal warrior named
Blood Boal who is sent by a goddess to save the
world from destruction in a hundred years’ time. PlayStation 2 the Best
The story itself takes place during the ensuing
century and beyond.
Venus & Braves uses a “Rotation Battle System”
in which seven characters are placed on a 4 block
by 3 block isometric grid, and fight enemies in a
similar pattern on the opposite grid. The abilities
of characters are geared towards different rows;
some may attack from the back row, while others
may heal ally characters in the same row. Battle
takes place automatically, with the player decid-
ing whether to send the front row to the back at
the end of the turn, thus “rotating” the field. As
the field is rotated, the second row is sent to the
front lines, and so on. If a character dies, they are
permanently removed from the game. Premium Box
The effectiveness of a character is deter-
mined by a number of stats, including an “assis-
tance” attribute for attack and defense, and re-
covery attributes that affect the speed of a unit’s
healing and allow them to heal allies. There are
over 50 individual unit types and 17 unit catego-
ries, and certain combinations of characters pos-
sess special abilities.
Weapons can become stronger if they are
continuously used by a certain character. These
weapons retain their power if they are bequeathed
to a younger party member and not merely re-
moved from their previous user.
The game includes both a single player mode and
multiplayer PlayStation Network battles.
IGN called the battle system of Venus & Braves
“complex and enjoyable”, with “an intriguing
storyline” supplementing the element of strategy
in character formations.
3340 • Vexx
8.6 Velvet File Plus
Developer Seta Corporation
Publisher Seta Corporation
Release date (jp) March 29, 2001
Genre Turn based Tactical role-playing
Mode 1-2 Players
Velvet File Plus is a Japan-only sequel/update to
Robot Warlords. This release fixed several bugs
and fixed the overall balance of the game, making
it more user-friendly for new players.
The game also includes support for the Sony PS2
PrintFan that let players print out robots from the
game and make paper models.
Vexx 6.3
Developer Acclaim Studios Austin
Publisher Acclaim
Release date (us) February 11, 2003
Genre Action-platformer
Mode 1 Player
Vexx is a 2003 platforming game released for the
PS2, GameCube and Xbox. The objective consists
of collecting magical hearts and unlocking more
worlds to play, defeating enemies and jumping
across platforms. Vexx is armed only with the
legendary Astani war talons, which give him the
power to defeat his enemies, as well as fly and
swim under water.
Vexx received “mixed reviews” on all platforms.
Video Poker & Blackjack
Developer Black Ops Entertainment, System 3
Publisher Play It!
Release date (eu) November 26, 2004
Genre Casino
Mode 1 Player
Video Poker & Blackjack is a gambling game. Vid-
eo Poker combines Slot Machines with the skill of
playing Poker.
Games feature different recreations of slot ma-
chines, including; Jacks or Better, Deuces Wild,
Joker’s Wild, Kings or Better, Double and Triple
Bonus Games. The gambling machine simulates
the programming used in the real machines.
Vib Ripple • 3341
Vib Ripple
7.0 Developer NanaOn-Sha
Publisher SCEI
Release date (jp) May 27, 2004
Genre Music
Mode 1 Player
Vib Ripple is the second in a series of data im-
portation-reliant games created by NanaOn-Sha.
Unlike its music CD-driven prequel, Vib Ribbon,
however, Vib Ripple instead focuses on digital
photography. Playing as the wireframe rabbit
Vibri once again, players must uncover hidden
characters and objects embedded inside photos
while avoiding enemies. In addition to the sam-
ple photos included on the disc, Vib Ripple also
includes the ability to import photos from other
sources, including USB cameras.
In order to uncover the hidden treasures within
the photographs, players must have Vibri jump on
them as though they were a trampoline. When an
area within the picture changes to deeper shades
of one color, that’s Vibri’s cue to keep jumping
there harder and harder to free the hidden item.
The level ends when all of the concealed objects
have been uncovered, although enemies are pres-
ent in some photographs to impede the player’s
progress.
“giantbomb.com”
Volleyball Xciting
Developer Success 5.8
Publisher Success, (eu) Agetec
Release date (jp) January 30, 2003
Genre Sports
Mode 1-2 (4) Players
Volleyball Xciting features an all girl cast of cell-
shaded manga girls, starting out with 8 teams but
more are added as players unlock them along with
more courts to play at as they progress through
the game.
The game contains several modes of playing, such
as World Exhibition and Beach Volleyball, and
players can play as many as 4 people at the same
time with the aid of a multi-tap.
Players never have to move the players around
the court as they do it themselves, and players
just have to time the shots with the correspond-
ing button to make them whack the ball across
the net.
3342 • Victorious Boxers: Ippo’s Road to Glory
7.5 Victorious Boxers:
Ippo’s Road to Glory
Developer ESP Software
Publisher Empire Interactive, (jp) ESP Soft., (ko) AK C.
Release date (jp) December 14, 2000
Genre Sports, Fighting
Mode 1-2 Players
Victorious Boxers: Ippo’s Road to Glory features
a mix of simulation and arcade style boxing. The
storyline, which unfolds in the story mode, takes
place in six linear segments that originally over-
lapped in the manga. The game’s fights mirrored
the fights from the manga series. The beginning
of the game focuses on Ippo Makunouchi’s rise to
the Japanese Featherweight championship, and
later switches to Ippo’s fellow gym mates’ careers.
The controls of Victorious Boxers were designed
to give more realistic movement to characters.
Characters can dash, bob and weave in all eight
directions. The punches are divided into left and
right jabs/hooks. When punches are used in con-
junction with “technique” and “special” buttons,
extra types of punches can be executed. Combina-
tions and counter-punches are also possible. By
combining upper body movements with punches,
players can duck down and hit to the body or lean
back and throw a quick punch to the head.
Victorious Boxers does not use a damage or life
meter. Instead, visible damage can be seen on a
boxer’s face. Another sign of damage is the char-
acters’ speed of movement throughout the fight.
The characters begin to move slower and the con-
trols become less responsive to simulate fatigue.
The more a boxer is hit or uses special moves, the
more their stamina is affected. Distance is a factor
in determining a punch’s damage.
The game features 44 playable boxers—42 box-
ers and two duplicate characters that have handi-
capped abilities. The protagonist is Ippo Maku-
nouchi, but the story shifts to his friends and
fellow contenders as well. The game features most
of the boxer up to the 53rd volume of the manga.
The different boxers span five different weight
classes; most boxers have a special move derived
from the manga series.
Victorious Boxers was met with mixed reception,
with the visual style being poorly received, but its
accuracy to boxing being praised. It was commer-
cially successful in Japan, but did poorly in North
America.
Victorious Boxers 2: Fighting Spirit • 3343
Victorious Boxers 2: 6.1
Fighting Spirit
Developer Grandprix Inc.
Publisher Empire Interactive, (jp) ESP Software
Release date (jp) December 28, 2004
Genre Sports, Fighting
Mode 1-2 Players
Victorious Boxers 2: Fighting Spirit is the North
American sequel to Victorious Boxers: Ippo’s
Road to Glory. In Japan, it is actually the third
game in the series to be released on the PS2. Be-
cause of this, it is sometimes confused with the
actual second Japanese game, Hajime no Ippo 2:
Victorious Road. Like its predecessor, it is based
on the anime and manga series Hajime no Ippo.
The fights in the game mirrored the fights that
took place in the manga series. The beginning of
the game focuses on Ippo Makunouchi’s rise up
the Japanese Featherweight ranks, and includes
the fights of Ippo’s fellow gym mates. The story-
line, which unfolds in the story mode, takes place
in various linear segments in the game.
The controls are very similar to its predecessor.
There are both offensive and defensive types of
moves. Defensive moves include dashing, bob-
bing, weaving and guarding. Offensive moves in-
clude standard boxing maneuvers like jabs, hooks
and uppercuts. The game features over 70 boxers.
Game modes include;
The story mode is a single player mode that fol-
lows the boxing careers of the main characters
from the manga/anime series.
The exhibition mode is a multi player versus
mode where players can compete against each
other. Initially, only a small number of characters
are available, but more characters become avail-
able by playing through the story mode.
In tournament mode player(s) can compete in
tournament style gameplay with either 4, 8, or 16
fighters.
Like the first Victorious Boxers, this game had a
relatively unknown release. Though very similar
to the first, it did not receive as many positive re-
views. PALGN rated it an overall 6.5 and stated
that it was a “reasonable boxing title” that could
have done better if released earlier. They also
stated that fans of the anime and manga would
enjoy it. Famitsu rated the game a 28/40.
3344 • Viewtiful Joe
9.0 Viewtiful Joe
Developer Clover Studio
Publisher Capcom
Release date (jp) September 9, 2004
Genre Beat ‘em up
Mode 1 Player
Viewtiful Joe is a side scrolling beat at the top of the screen. The meter
‘em up originally released in 2003 slowly empties when an ability is
for GameCube as a part of the Cap- in use. Once it depletes, Viewtiful
com Five. The game was later port- Joe changes to normal Joe, low-
ed to the PS2 by the same design ering his attack and defense and
team under the name Clover Stu- leaving him temporarily devoid of
dio, subtitled in Japan Aratanaru VFX Power. The first VFX Power
Kibō. is “Slow”, which slows time, caus-
The game’s story concerns Joe, an ing the player’s attacks to be more
avid movie-goer whose girlfriend powerful, increasing Joe’s reflex-
Silvia is kidnapped during a film es, and allowing him to dodge at-
starring Joe’s favorite superhero, tacks more easily. The second VFX
Captain Blue. Joe is shortly there- Power, “Mach Speed”, allows Joe
after thrust into Movieland, where to move at a faster speed, creating
Silvia is taken by the villainous multiple after-images of him when
group known as Jadow. After ac- he unleashes a flurry of attacks on
cepting a special V-Watch from all enemies on the screen. The last
Captain Blue, Joe transforms into VFX Power, “Zoom In”, causes a
the tokusatsu-style persona “View- camera close-up of Joe, powering
tiful Joe” and sets out to rescue her. up his normal attacks, granting
him a set of new attacks, and para-
Viewtiful Joe’s core gameplay is
lyzing all lesser foes in proximity to
similar to a traditional side-scroll-
him. Any two VFX Powers can be
ing beat ‘em up. Taking control of
combined.
Joe, the player is mostly limited to
Defeating enemies gives
moving left, right, up, and down on
the player “V-Points” in the form
a fixed 2D path. The game contains
of small and large coins, while us-
platforming elements such as the
ing special attacks gives them “V-
ability to jump and double jump.
Marks”, or “Viewtifuls”, which can
Combat consists of fighting multi-
be converted into V-Points. Viewti-
ple enemies on screen at once. Joe
fuls can be quickly gained by using
has the ability to punch, kick, and
combos or long chains of attacks.
dodge—which he can do by leap-
Each stage in Viewtiful Joe consists
ing upward or ducking. Dodging
of several interconnected missions,
enemies’ attacks successfully tem-
or scenes, that the player must com-
porarily dazes them, leaving them
plete in order to advance. When
wide open for attack.
completing the stage, the player is
Viewtiful Joe features
graded on the number of V-Points
unique gameplay elements in the
earned, the amount of time taken,
form of Joe’s “Viewtiful Effects
and how much damage Joe took. V-
(VFX) Power”, which is designed
Points can be used between stages
to emulate camera tricks seen in
to purchase new abilities, expend-
films. VFX Power is used in both
able weapons (which include the
battling enemies and solving vari-
“Voomerang” and “Shocking Pink
ous puzzles. These three powers are
Bombs”), more health, and health-
limited by the “VFX Gauge” located
restorative items. Clearing the
Viewtiful Joe • 3345
game on various difficulties allows ern industry shying away from 2D
players to play as different charac- graphical formats, Inaba said, “We
ters such as Silvia, Captain Blue and have been able to breathe new life
Alastor, with the PS2 version also al- into the genre because we are using
lowing players to play as Devil May a new stylistic way that hasn’t been
Cry’s Dante. seen before.” The team chose the
Viewtiful Joe was developed by the GameCube as its platform because
design staff “Team Viewtiful”, a part of their target audience and because
of Capcom Production Studio 4. The it lent itself well to Viewtiful Joe’s
game was announced in late 2002 as gameplay.
part of the Capcom Five, a line-up The musical score for View-
of five then-upcoming GameCube tiful Joe was co-composed by Ma-
games to introduce new content to sakazu Sugimori and Masami Ueda.
the console. It was directed by Cap- Both the North American and Japa-
com alumnus Hideki Kamiya, whose nese releases of Viewtiful Joe feature
previous credits include the planning English voice acting in order to keep
of Resident Evil and Resident Evil 2 a “western comic book feel to [the
and the direction of Devil May Cry. It game].” Voice actors for the game
was produced by Atsushi Inaba, who include Dee Bradley Baker, Christina
previously worked on the Ace Attor- Puccelli, Gregg Berger, Mikey Kel-
ney series and Steel Battalion. In its ley, Roger Rose, and Kevin Michael
earliest stages of development, View- Richardson. Director Hideki Kamiya
tiful Joe went under the working title provides the voice for Six Machine.
“Red Hot Man”, but the name was It is said that Director Kamiya
changed due to copyright conflicts based Joe’s run animation on how
with the American rock band Red he got to work, and the bosses of the
Hot Chili Peppers. Viewtiful Joe’s game are based on Capcom execu-
development team initially consisted tives.
of six people working under a twelve- A budget re-release of the game for
month deadline. As work continued, the GameCube titled Viewtiful Joe:
the size of the team grew, and de- Revival was released in Japan in late
velopment ended up taking a full 21 2003, adding a “Sweet Mode” to de-
months to complete. The game was crease the difficulty setting from the
conceived as a “staff-focused proj- original game’s “Kids Mode”. A PS2
ect” aimed at increasing the skill of port of Viewtiful Joe was released
its creators, specifically director Ka- by Clover Studio in 2004. It was re-
miya. leased in Japan with the subtitle A
Inaba stated, “We wanted to New Hope. The PS2 version does not
create a challenging game with stun- feature progressive scan seen in the
ning visuals and fluid gameplay”. As GameCube version.
a lifelong fan of superheroes, Inaba’s The game was a minor commer-
aim was to combine traditional Japa- cial success. In Japan, the Game-
nese tokusatsu with American comic Cube version of Viewtiful Joe sold
books. The character designs created through its initial shipment of less
by Kumiko Suekane were inspired than 100,000 copies during the week
specifically by 1960s and 1970s Jap- of its release. Preorders of the Game-
anese-costumed tokusatsu television Cube version sold out on Capcom’s
shows such as Kamen Rider and Ul- North American website prior to its
traman. Graphically, the game ad- ship date, and Viewtiful Joe debuted
opted a 2D side-scrolling style mixed as the tenth best-selling game in the
with 3D cel-shaded animation. De- region. The PS2 version sold a poor
spite many games in the then-mod-
3346 • Viewtiful Joe
9,912 units in its first week of release in Japan. that the player can perform. Reviewers have
Worldwide, sales of the game reached 275,000 also criticized the lack of progressive scan in the
copies on the GameCube and 46,000 on the game’s PS2 port. IGN and Eurogamer have ad-
PS2. Sales of the game in both North America ditionally pointed out that the PS2 port suffers
and Europe were lower than what Capcom had slowdown in later stages of the game.
predicted, but due to its small budget, the game Viewtiful Joe garnered a number of awards and
was considered by Inaba to be relatively suc- nominations from various magazines, popular
cessful commercially. gaming websites, and video game award pro-
The GameCube version of the game currently grams. IGN named Viewtiful Joe “GameCube
holds a GameRankings aggregate score of 92%, Game of the Year” and “Best Action Game of
while its PS2 port holds a score of 88%. The 2003”. At GameSpot’s Best of 2003, the game
game’s graphics, gameplay, and challenge have was nominated for “Best Artistic Achievement in
all been common areas of praise among many a Game”, “Coolest New Character”, “Best Game-
reviewers. IGN gave Viewtiful Joe an “Out- Cube Game”, “Readers’ Choice Best GameCube
standing” rating, noting that the beautiful cel- Action Game”, and “Readers’ Choice GameCube
shaded graphics and high-intensity action make Game of the Year”. Viewtiful Joe won “Most
it one of the best action games on the GameCube Innovative Game Design” in Nintendo Power
and PS2. Likewise, Eurogamer called it “imagi- magazine’s 2003 Player’s Choice Awards. It won
native, beautiful, engaging and above all else “GameCube Game of the Year” awards for 2003
entertaining”. Game Informer praised it as “a from both USA Today and GMR. The game was
completely original and highly entertaining nominated by the Academy of Interactive Arts &
work of art”. Criticisms about Viewtiful Joe Sciences for “Platform Action/Adventure Game
have been few but consistent among reviews. of the Year” in 2003 and was nominated for
IGN complained of the game’s lack of boss va- three ‘BAFTA) ‘Awards including “Best Design”,
riety. GameSpy has concurred, noting that the “Best Intro/Animation”, and “Best GameCube
bosses were too easy due to a powerful attack Game”.
Viewtiful Joe 2 • 3347
Viewtiful Joe 2 8.5
Developer Clover Studio
Publisher Capcom
Release date (us) December 7, 2004
Genre Beat ‘em up
Mode 1 Player
Viewtiful Joe 2, known in Japan as Viewtiful Joe
2: Secret of the Black Film, was released for the
GameCube and PS2. The game’s story begins pre-
cisely where the original Viewtiful Joe left off, with
the beginning of an alien invasion of Movieland
by a villainous organization called “Gedow”. The
group is led by an unseen being known as the
“Black Emperor”, whose proclaims his goal to col-
lect the special Rainbow Oscars, seven statuettes
which contain the “power of the happy ending”.
Straight from their previous adventure, super-
hero Viewtiful Joe and his girlfriend Sexy Silvia
quickly charge themselves with stopping Gedow’s
evil plans.
Very similar to its predecessor, Viewtiful Joe 2 is
a combination of 2D and 3D cel-shaded graph-
ics with action, platforming, and beat ‘em up
gameplay elements. Joe has “VFX Powers” such
as Slow, Mach Speed, and Zoom at his disposal.
He is joined by girlfriend Silvia, who has also ac-
quired VFX powers. However, Silvia has “Replay”,
which allows her to record and repeat an event
three times in succession, instead of Joe’s Mach
Speed. The Replay power must be used wisely, as
although it allow the player to do three times the
amount of damage on an enemy, being hit while
using it will incur three times the amount of dam-
age to the player.
During the game, the player utilize a game-
play mechanic called “Viewtiful Switch” in order
to swap between Joe and Silvia at any time. The
two characters share both their amount of health
and the VFX meter. Holding the switch button
down for a certain amount of time enables the
two player characters to use a special attack in-
volving the transformable robot Six Machine.
Aside from the main game, Viewtiful Joe
2 also contains an optional gameplay extra called
the “36 Chambers of Viewtiful”, a series of stages
which test the player’s skills.
Akin to the original game, Viewtiful Joe 2 sold
modestly but garnered considerable praise from
critics due to its stylish graphics and gameplay.
3348 • Vietcong: Purple Haze
4.8 Vietcong: Purple Haze
Developer Coyote Developments
Publisher Gathering
Release date (us) September 15, 2004
Genre Tactical first-person shooter
Mode 1 Player
Vietcong: Purple Haze is a compilation pack that
bundles the original Vietcong game alongside its
expansion pack Vietcong: Fist Alpha. For the PS2
and Xbox version this is the first and only release
of the game; the individual game and its expan-
sion were not available separately.
Vietcong, originally released for Windows in
2003, was developed by Pterodon in cooperation
with Illusion Softworks. It is set during the Viet-
nam War in 1967.
The player takes on the role of Sergeant First
Class Steve R. Hawkins, assigned to the United
States Special Forces camp at a strategic location
of Nui Pek in South Vietnam near the Cambodian
border. Hawkins and his A-Team carry out a se-
ries of various missions against the Viet Cong and
North Vietnamese forces.
Vietcong has the player take part in military op-
erations against the Viet Cong and later also the
North Vietnamese Army. Some levels are highly
linear, while others take place in more open out-
door environments, allowing for more tactical
freedom. Missions typically require the player to
sabotage weapons caches or simply clear areas
of enemies - usually not all objectives need to be
achieved in order to complete a mission. Game-
play mostly revolves around open combat in the
jungle, tunnels and other locations typical for the
setting but the player occasionally also has to tra-
verse longer passages without encountering ene-
mies during which punji pits and other traps pose
the main threat.
Vietcong aims for a high level of authenticity and
realism. AI characters make frequent use of cov-
er but change the latter often, making it difficult
for the player to anticipate enemies’ specific lo-
cations and encouraging a tactical approach. All
weapons’ aim sights can be used to increase aim
but a sway is present which simulates a shooter’s
shaking hands. The game avoids the use of health
packs and rather has the player use bandages,
which briefly exposes him, or have a medic treat
his wounds.
Violet no Atelier • 3349
Violet no Atelier 7.5
Developer Gust
Publisher Gust
Release date (jp) June 26, 2003
Genre Role-Playing
Mode 1 Player
Atelier Viorate: The Alchemist of Gramnad 2, of-
ten spelled Atelier Violet due to the spelling of the
main character’s name in Trinity Universe, is the
fifth release in the official Atelier series, and the
final game in the both Gramnad series and the
wider “classic timeline”. Like the four games be-
fore it, Atelier Violet was exclusively released in
Japan.
The game takes place about 20 years after the
events of its predecessor Atelier Judie: The Alche- Gust Best Price
mist of Gramnad, and thus roughly a year after
the end of Atelier Elie.
The goal of the game is to run a store and increase
Karotte Village’s population. From the start, the
game has a three years in-game-time limit, but it’s
possible to get an extension for two more years.
The game allows the player to choose the wares
for Violet’s store to sell, or the player can leave
it to the game. The player can let Violet herself
be the clerk, or hire one of Violet’s friends. The
game also feature facilities, that makes new ways
to produce or store items available. Facilities can
be placed in the workshop.
The player can take quests from every Limited Edition
town. The quests can involve hunting a certain
enemy, or reporting in one or several certain
items. Quests will increase the popularity of the
shop in the respective town or city the quest was
taken from.
With the synthesis system, the player can
combine different items to create a new item.
More items becomes available through obtaining
recipies. Recipies can be found or bought.
The battles are turn-based and the player
will enter battle with Violet and two optional and
changable party members. In battle, the player
can use synthesized or bought items from the bas-
ket.
The game has 11 possible endings, with 2 of them
being exclusive to the PSP re release. The game’s
ending will be decided by the players actions and
the development of Karotte Village.
“atelier.fandom.com”
Virtua Fighter 4 • 3351
Virtua Fighter 4 9.4
Developer Sega AM2
Publisher Sega, (eu) SCEE
Release date (jp) January 31, 2002
Genre Fighting
Mode 1-2 Players
Virtua Fighter 4 is the fourth game in the Virtua
Fighter series. The game was first released in ar-
cades on the NAOMI 2 board in 2001. In Japan,
Virtua Fighter 4 is famous for spearheading and
opening the market for internet functionality in
arcades.
Virtua Fighter 4 became much more streamlined
and user friendly than its predecessors, while ex-
panding on old ideas and adding new techniques.
The evasion system was revamped from Virtua
Fighter 3, the evade button was removed, and
evades were split into two types, successful and
unsuccessful. A new move type called a Sabaki
was added; an attack that also doubles as a rever-
sal versus one or more move types.
The game feature 14 characters and two new char-
acters, Vanessa Lewis and Lei-Fei. Vanessa Lewis
is a black Vale Tudo/Muay Thai kickboxer with
two completely separate moves sets that can be
switched between on the fly, and Lei-Fei, a Sha-
olin monk, employs many stances that flow into
one another. Taka-Arashi, one of the new charac-
ters added to Virtua Fighter 3, was omitted, ap-
parently due to the developers not being able to
make him work properly with the Virtua Fighter
4 system mechanics.
The fighting arenas reverted to the old Virtua
Fighter style of flat and square, as opposed to Vir-
tua Fighter 3’s wild and undulating stage designs.
The reason behind this was to make the game less
random, and more balanced and competitive in
nature. Walls, however, were kept and expanded
upon with a wall stagger/juggle system and sev-
eral wall types including high + unbreakable, low
+ breakable, and low + unbreakable + open cor-
ners.
Virtua Fighter 4 introduced a comprehensive
training mode. The mode consisted of an ency-
clopedia of fighting game terms, complete char-
acter command list walkthroughs, tips on all of
the game’s mechanics, recommended character
combos, alternative options for failed combos,
detailed command input timings, and other train-
ing tips.
Virtua Fighter 4: Evolution • 3353
Virtua Fighter 4: Evolution 9.3
Developer Sega
Publisher Sega
Release date (jp) March 13, 2003
Genre Fighting
Mode 1-2 Players
Evolution was an updated version of Virtua Fight-
er 4. The game introduced two new characters
and adjusted every other character as well. The
two new characters were the Judoka-assassin
Goh Hinogami and the Muay Thai boxer Brad
Burns. With the addition of Brad Burns, Vanes-
sa Lewis’s alternate Muay Thai style from Virtua
Fighter 4 was removed and replaced with a Vale
Tudo “Offensive” style; making her a solely Vale
Tudo brawler.
A unique feature in Evolution was the ability to
play in a tournament quest mode, where the con-
cept was that the player was competing by travel-
ing to various arcades, as opposed to role-playing
as the player’s chosen fighter. This mode was very
popular due to the ability to buy cosmetic items
to customize a character, as well as the ability to
name a character. Many players of fighting games
have unique styles; with the combination of vari-
ous items allowing for vastly differing appearanc-
es a new depth of uniqueness was added.
Virtua Fighter:
10th Anniversary 7.5
Developer Sega AM2
Publisher Enterbrain
Release date (jp) November 28, 2003
Genre Fighting
Mode 1-2 Players
With the 2003 PlayStation 2 release of Virtua
Fighter 4: Evolution arriving in time for the se-
ries’ 10th anniversary, a remake of Virtua Fighter,
Virtua Fighter 10th Anniversary, was released ex-
clusively on the PS2. While the music, stages and
low-polygon visual style were retained from the
first game, the character roster, animations, me-
chanics and movesets were taken from Evolution.
In Japan, the game was included as part of a box
set with a book and a DVD. In North America, the
game was included within Virtua Fighter 4: Evo-
lution, and in Europe it was only available as a
promotional item; it was not sold at retail.
3354 • Virtua Pro Football
5.3 Virtua Quest
Developer TOSE, AM2
Publisher Sega
Release date (jp) August 26, 2004
Genre Action role-playing
Mode 1 Player
Virtua Quest is a 3D action game with roleplay-
ing elements and spin-off from the Virtua Fighter
series. There’s fighting included as well, although
it takes the form of 3rd person street brawls with
the character facing off against multiple enemies.
The player takes control of a boy named Sei, who
has been convinced by his friend Hayami to start
treasure hunting in the virtual world known as
the Nexus. He and others can enter this digital
world that resembles the real world via a network.
Sei stumbles across a conspiracy inside the online
realm, and now must fight to save himself and
his world. Luckily, data of the legendary fighters
from the classic Virtua Fighter tournaments has
made it into the Nexus stream, and by studying
from these masters in the online realm, he’ll have
the skills to defeat the enemy.
Virtua Pro Football
Developer Sega Sports Design
5.7
Publisher Sega
Release date (jp) June 1, 2006
Genre Sports
Mode 1-2 (4) Players
Virtua Pro Football, known in Japan as World
Football Climax, is a soccer game. The game is
more similar to the FIFA and Pro Evolution Soc-
cer series than the more arcade based games in
the Virtua Striker series.
Controls work as can be expected and include
short and long passes, crosses, shots and differ-
ent defence options. The game features a special
one on one mode where offensive players can
challenge and dribble past a defender. Some of
the movement options that are possible are lunge,
feint and nutmeg.
The game features over 250 teams in twelve
leagues (including three licensed ones; Dutch
Eredivisie, Gouden Gids Divisie and Spanish LFP
Primera Division). Competitions that the player
can compete in are domestic leagues, club cups,
international cup and custom leagues and cups.
Virtua Cop: Elite Edition • 3355
Virtua Cop: Elite Edition
7.3
Developer Sega AM2
Publisher Sega, (eu) Acclaim
Release date (jp) August 15, 2002
Genre Compilation, Light-gun
Mode 1-2 Players
Virtua Cop: Elite Edition, known as Virtua Cop
Re-Birth in Japan, is a compilation for the PS2
containing enhanced ports of Virtua Cop and Vir-
tua Cop 2. It was not released in North America.
The game is compatible with Namco’s G-Con 2
light gun.
Players take control of the policemen Michael
“Rage” Hardy and James “Smarty” Cools, who
must face that organization led by Joe Fang and
his followers Kong, the King, and the Boss.
Enemies pop out from behind most objects and a
reticule lights up around them to let players know
they are armed and dangerous. Players have to
have quick reflexes as innocent people pop up
which need to be protected.
There are 6 levels in all, 3 from each game and
these levels have multiple stages. With the three
difficulty levels on offer, along with the modifica-
tions players can make in the options setup such
as the number of continues and auto reload and
taking off the enemy indicator. There are multiple
paths on some levels so there is some incentive to
replay the levels.
There is a 2 player co-operative mode which can
be played with two light guns or the gamepad.
Training is also available.
“mobygames.com”
VM Japan
Developer Falcom
Publisher Asmik Ace Entertainment
Release date (jp) February 3, 2005
Genre Turn-based strategy
Mode 1-2 Players
VM Japan: Vantage Master - Mystic Far East is a
hexagonal turn-based tactical RPG set in feudal
Japan by Nihon Falcom that supports both sin-
gle-player and multiplayer.
In battle, players can summon the spirit called
Natial, which is divided into 4 attributes; earth,
water, fire, and heaven, and each of the attributes
are superior or inferior to one another depending
on the elements.
3356 • Virtual View
Virtual View
Developer Pony Canyon
Publisher Pony Canyon
Release date (jp) July 17, 2003
Genre Simulation
Mode 1 Player
Virtual View is a series of three game in which players take the role of a photographer.
The games each feature a different model who are displayed via a 360 degree video.
Players can manipulate the camera all around the model(s) as they move, taking pic-
tures from every angle. This was done by using multiple cameras, in a technique simi-
lar to the Matrix’s bullet time.
Virtual View feature 32 minutes of MPEG 2, 30 fps video, but no BGM. In an attempt
to realistically mimic a photoshoot, the only sounds will be that of the ‘production
staff’ and the girl herself. The games also hold photo galleries which comprise a sort of
‘making of’ for the game.
Virtual View:
Megumi Eyes Play
Megumi Furuya (古谷 仁 Furuya Megumi, née
Yamano (山野), born September 25, 1981), bet-
ter known by the stage name Megumi (めぐみ), is
a Japanese tarento, actress, singer and gravure
idol. She was raised in Kurashiki, Okayama, but
was born in Matsue, Shimane.
Virtual View:
Nemoto Harumi Eyes Play
Harumi Nemoto (根本 はるみ Nemoto Harumi,
born July 28, 1980) is a Japanese gravure idol
from Chiba Prefecture, Japan. She has had a col-
umn since October 2007 in the monthly manga
magazine Manga Life.
Virtual View:
R.C.T. Eyes Play
Instead of only focusing on one model, Virtual
View: R.C.T. Eyes Play feature five Japanese mod-
els, including the idol girl Nemoto Harumi, who is
featured in the Nemotu Harumi Eyes Play.
Visual Mix: Ayumi Hamasaki Dome Tour • 3357
Visual Mix: Ayumi Hamasaki 7.6
Dome Tour 2001
Developer Avex
Publisher Avex
Release date (jp) December 13, 2001
Genre Music, Miscellaneous
Mode 1 Player
Fully based and generally created from Ayumi
Hamasaki’s Dome Tour 2001, this title gives play-
ers the option to play with the music videos and
re-mix some of the songs to their preference, with
ability to save everything for later listening.
The main part of the package is “A Visual Mix”
which features five full music videos by Hamasaki
Ayumi, which are respectively: Evolution, Never
Ever, A Song for XX, Vogue, and Trauma. Each
of them will roll with ‘auto change’ option, which
players can set to ‘manual change’ at any time,
and take control of the corresponding cameras
and visual effects. Depending upon the song and
the setting, they’ll be able to change the view posi-
tion of the camera, zoom in and out, rotate it by
360°, and slide from one side to another. Holding
either of L1, L2, R1, or R2 button while switching
cameras will create an extra morphing effect. In
addition to that, players can create various visual
effects with the analog stick by moving it to one
of the four major sides. These effects also vary on
scene and song, and vary from various picture dis-
tortions, lightning and fire effects, falling leaves,
stars, flying butterflies, to golden dust traces Ayu-
mi can leave as she moves while singing.
The second part is “Ayu-Mix Studio” which con-
tains two tracks: Unite!, and Endless Sorrow, re-
spectively. There players can play with audible
part of the songs, and can follow the rhythm of
drums, bass, synth, and switch it as they like.
Players can also try to re-mix the song fully by
themselves and create the new mode, or can se-
lect one of the three preset version each song has.
In addition to that, there is also “Ayu Browser”
with is a web browser with a “super futuristic
design” and decorated with some Ayumi’s pics.
Players also have a management function of their
email (receiving and sending emails). But this
doesn’t make much use if the players don’t have
internet access.
This game/software is most suitable for fans and
collectors of Ayumi Hamasaki.
“mobygames.com”
3358 • Vitamin Z
Vitamin X 6.4
Developer HuneX
Publisher D3Publisher
Release date (jp) March 29, 2007
Genre Visual novel
Mode 1 Player
Vitamin X is an otome visual novel in which the
player takes the role of Yuri, a young teacher
working at Seitei Gakuen. After an promotion,
she finds herself assigned as homeroom teacher
to the infamous Class X. A particular group of stu-
dents known as the B6 (Baka 6) give the class its
bad reputation.
As Yuri, must choose a student and improve their
Limited Edition
academics while pursuing a relationship. Each
character has two endings, which are determined
based on how many Love or Study points the play-
er has accumulated over the course of the school
year. Throughout each route, the boys have lines
that are inaccurate or completely false. When the
player spots such a line, they have two options:
letting it slide earns the player Love points, while
correcting the mistake earns Study points.
“mobygames.com”
5.4 Vitamin Z
Developer HuneX
Publisher D3Publisher
Release date (jp) March 26, 2009
Genre Visual novel
Mode 1 Player
Vitamin Z is the sequel to Vitamin X, taking place
after the events of the previous game. Former pro-
tagonist Yuri Minami leaves the school to study
abroad, and her position of teaching the infamous
Class X (now known as Class Z) is taken by new
teacher Manami Kitamori. Manami, having just
graduated college, is eager for the job until she
learns of the A4 (Aho 4): the four most trouble-
some students of Class Z who refuse to take school
seriously. Limited Edition
As in the prequel, Manami must choose a student
to tutor and then collect a combination of Love
points and Study points in order to obtain the
best of a possible three endings. The B6 (Baka 6)
make a return as teachers, with one assigned to
each student in order to aid Manami in handling
them.
3360 • W: Wish
7.4 W: Wish
Developer Oaks Soft
Publisher Princess Soft
Release date (jp) September 30, 2004
Genre Visual novel
Mode 1 Player
W Wish (W〜ウイッシュ〜 pronounced Double Wish)
is a visual novel. An anime series based on the
game was also released.
The story revolves around Junna Tōno and his
twin sister Senna. He is an ordinary student at
Sakurahama Private High School. However, in the
past, a traffic accident deprived him of his parents
and his memory. Junna survived the accident and
since then, he lived only with his sister, though Limited Edition
he’s been looked after by his relatives.
Even though his present life with Senna is
pleasant, he begins to recall the memories he lost
in the accident. He enjoys the happy and pleasant
days, but he is tossed by his past, his present, and
his future. A hidden truth is starting to emerge
from his memory.
This First Print Limited Edition release comes in
a cardboard slipcase which contains: The game
and a Secret Book hardcover bonus booklet which
contains 20 pages of character sketches and art-
work, and 10 colored postcards embedded as pag-
es of the book.
Wacky Races
starring Dastardly & Muttley 6.8
Developer Infogrames
Publisher Infogrames
Release date (eu) June 29, 2001
Genre Racing
Mode 1-2 (4) Players
Wacky Races is based on the cartoon series Wacky
Races which features 11 vehicles all racing over
various landscapes to win first place. The vehicles
are put into 5 groups, based on their acceleration,
speed, and handling.
The game includes two modes: Arcade and Ad-
venture. Arcade mode features normal racing
across various tracks. In Adventure mode, the
player races on tracks to win gold stars or Wacky
Trial clocks to unlock more tracks, abilities and
challenges.
Wacky Zoo GP • 3361
Wacky Races: Mad Motors 5.9
Developer Coyote Console
Publisher Blast! Entertainment
Release date (au) June 21, 2007
Genre Racing
Mode 1-2 Players
Wacky Races: Mad Motors is a 2007 racing game
developed by British studio Coyote Console. Mad
Motors is similar to the previous Wacky Races
PS2 game. Players drive through different levels,
but in this game, Dick Dastardly and Muttley is
plotting against the players and the other compet-
itors, setting traps and trying to hinder the drivers
to complete the race. The player must collect pick-
ups to counteract the traps and winning the race.
Wacky Zoo GP
Developer Phoenix Games
Publisher Phoenix Games
Release date (eu) 2007
Genre Racing
Mode 1 Player
Wacky Zoo GP is a Phoenix Games racing game
with only a single-player mode. In the game, play-
ers can choose from different characters and race
around on cartoon levels. Players can pick up dif-
ferent weapons to fight of other opponents.
The game feature a Quick Race mode, Time Trial
and a Tournament mode.
The game is a semi-rare Phoenix Games title.
Wakeboarding Unleashed 8.3
Featuring Shaun Murray
Developer Shaba Games
Publisher Activision
Release date (us) June 10, 2003
Genre Sports
Mode 1-2 Players
Wakeboarding is part of Activision’s line of Ex-
treme Sports titles. Players rides a surf board that
is pulled along the water by rope at high speeds
by the boat up front, and must pull of tricks ei-
ther by jumping of jumps or using the wake left by
the boat itself. Co-operative mode has one player
driving the boat while the other hangs on behind.
3362 • WALL-E
6.7 WALL-E
Developer Asobo Studio
Publisher THQ, (us) SCEA
Release date (us) June 24, 2008
Genre Action-platformer
Mode 1-4 Players
WALL-E follows the Disney/Pixar movie of
the same name. The player takes control of the
main protagonist, Wall-E and his friend EVE.
The gameplay has Wall-E explore various levels
through basic platforming by picking up power-
ups, defeating enemies by picking up objects and
throwing them at enemies and solving puzzles to
reach areas that are normally inaccessible to the
player due to Wall-E’s small stature and limita-
tions.
The player control EVE in a series of flying stages
where the player uses EVE to fly into constricted
areas and avoid falling objects and stationary ob-
stacles in the way of the player. While the game
does feature environments from the movie, it also
has added environments and characters made ex-
clusively for the game.
This version differ from the released on PS3, Wii,
and Xbox 360. This version feature the same con-
trol setup, but has a different developer and in-
cludes eighteen different worlds to play, while the
other only has nine. Players can also use music in
this version to summon assistance during a level.
Publisher THQ, in collaboration with the Emi-
rati company Pluto Games, released a localized
edition of the game in the Middle East, making
the game the first Western video game to be of-
ficially translated into Arabic. This was done as
a strategy to appeal to the local gamers in their
mother tongue, and commit to releasing more lo-
calized games in the region in future. The Arabic
translated edition is available on the PS3, PSP,
and Xbox 360, even though the game in general is
still available on all other platforms (DS, Mac, PC,
PS2, and Wii). The Arabic translated edition was
released on June 27, 2008.
The PS3, Xbox 360, and Wii versions of the game
met with reviews ranging from average to poor.
As of July 30, 2008, the game has sold over one
million copies. It was nominated as one of the
“Most Surprisingly Good Game” and “Best Use of
a Creative License” by GameSpot’s “Best of 2008”
awards, but did not win either.
Wallace & Gromit: Curse of the Were-Rabbit • 3363
Wallace & Gromit 6.7
in Project Zoo
Developer Frontier Developments
Publisher Bam! Entertainment
Release date (eu) October 3, 2003
Genre Action-platformer
Mode 1 Player
Wallace & Gromit in Project Zoo is a platform
game and the first video game featuring Aardman
Animations’ characters Wallace & Gromit. It also
features the voice of Wallace, Peter Sallis repris-
ing his role.
The game is an action-platformer, with sever-
al puzzles and side quests. The player controls
Gromit the dog, and must cooperate with Wal-
lace to complete tasks such as fixing machines or
pulling switches. The main goal of each of the six
levels is to free 3 trapped baby animals. Doing so
opens up new areas and allows Gromit to contin-
ue to the next area. In addition, there are hidden
bonus levels and coins to collect that unlock video
clips from the animated shorts.
“mobygames.com”
6.8 Wallace & Gromit:
Curse of the Were-Rabbit
Developer Frontier Developments
Publisher Konami
Release date (us) September 29, 2005
Genre Action-adventure
Mode 1-2 Players
This game is based on the film of the same name by
Aardman Animations and DreamWorks Anima-
tion. The main characters, Wallace and Gromit,
whose new company, Anti-Pesto, is charged with
keeping rabbits away from the upcoming Giant
Vegetable
The game is divided into four districts that in-
cludes at least one “arena”, an area which Anti-
Pesto must clear of pests. Wallace, Gromit, and
the rabbit Hutch each carry a primary pest catch-
ing device, The BunGun. The BunGun is used
to suck up pests and shoot them into a drain. At
nightfall, Gromit and Hutch can use the BunGun
as a weapon to destroy were-creatures with a
swing of the gun. Once dead, their “were energy”
is stored in the BunGun, and can be used to de-
stroy more creatures. The were energy can also be
used to stun the Were-Rabbit.
3364 • Walt Disney’s The Jungle Book: Rhythm N’Groove
Walt Disney’s The Jungle Book: 5.6
Rhythm N’Groove
Developer Ubisoft Shanghai
Publisher Ubisoft, (eu) Buena Vista Games
Release date (us) February 4, 2003
Genre Music
Mode 1-2 Players
The Jungle Book Groove Party is a music rhythm
game featuring similar gameplay to the Dance
Dance Revolution series. The game features char-
acters and songs from Disney’s The Jungle Book.
It came packaged with a dance pad.
The Jungle Book Groove Party loosely follows
the story of The Jungle Book film, going through
Mowgli’s journey to the Man Village and the crea-
tures he encounters along the way. The story mode
takes Mowgli through nine levels, including two
boss levels. The game also features a two-player
mode allowing two players to battle against each
other.
The game is played in the style of Dance Dance
Revolution with some differences, and can be
played with either a standard controller or a dance
pad. Arrows come down the top of the screen and
the player must step on the corresponding arrow
in time to the music. Power-ups can be activat-
ed by entering input commands in between ar-
rows. These range from beneficial bonuses, such
as point multipliers or automatically clearing ar-
rows, to offensive items that hinder the opponent,
such as blocking their view.
7.6 WeAre*
Developer Kid
Publisher Kid, CyberFront
Release date (jp) July 27, 2006
Genre Visual novel
Mode 1 Player
WeAre* is a sci-fi love adventure set in a wartime
Tokyo in the near future where people have ESP
(supernatural power) abilities. The game depicts
the everyday life of people living under wartime.
The game is set in a high-school where the pro-
tagonist lives with his aunt and a girl who tried to
commit suicide before being taking in by his aunt.
The game takes part under the summer vacation.
Wand of Fortune: Mirai e no Prologue • 3365
Wand of Fortune
Developer Design Factory, Idea Factory
Publisher Idea Factory
Release date (jp) June 25, 2009
Genre Visual novel
Mode 1 Player
In the world of Wand of Fortune players con-
trol Lulu, a new student at Mirus Clare School of
Magic where she meets various students, all with
different attributes. The goal of the game is find
Lulu’s attribute before she graduates from the
school. If she fails, her magic power will need to
be sealed.
The game was also released in a twin pack with
Mirai e no Prologue.
Wand of Fortune:
Mirai e no Prologue
Developer Idea Factory
Publisher Idea Factory
Release date (jp) February 25, 2010
Genre Visual novel
Mode 1 Player
Wand of Fortune: Mirai e no Prologue is a fandisk
to Wand of Fortune and can essentially be seen as
a sequel. The game continues the story from the
open-ended ending where Lulu ends up with none
of the characters. She becomes all elementental
and the game branches off into a storiy where she
ends up with a character.
“sandeian.wordpress.com”
Wangan Midnight 7.8
Developer Genki
Publisher Genki
Release date (jp) March 28, 2002
Genre Racing
Mode 1-2 Players
Wangan Midnight is a port of the first Wangan
Midnight arcade game by Namco. It is based on
the manga of the same name created by Michiha-
ru Kusunoki back in 1992. Basic game modes are
the Story Mode that follows the manga’s plot ac-
cording to the main characters point of view. The
Time Attack Mode is based on time trials, and the
Free Run Mode allows the user to drive the Shuto
Expressway without racing.
3366 • War Chess
War Chess
Developer Artificial Mind and Movement
Publisher XS Games
Release date (eu) January 1, 2005
Genre Board
Mode 1-2 Players
War Chess is a basically a chess game with a un-
usual presentation. All the set pieces for the game
are substituted for the character of the High Fan-
tasy setting. Whites are pictured as joined armies
of humans and elves, while blacks are mostly rep-
resented by the undead forces. The player has the
ability to choose from 11 various location for the
match to take place, including Forest, Desert, Ice
and Lava, Dragon Cave, among others. All the
environments and pieces are rendered in full 3D
with a fully rotatable camera.
For the single playing experience the game pro-
vides a difficulty slider to account for gamer’s
proficiency skill. Additionally War Chess offers a
multiplayer mode for two players to battle each
other.
The game obviously takes it inspiration from
the Battlechess series, however doesn’t provide
unique animations for each type of encounter on
the chessboard. Each piece has a double set of
animations: one for attacking, another for dying.
Those do not differ depending on the type of the
opposing piece.
“mobygames.com”
Wheel of Fortune 5.6
Developer Atari
Publisher Atari
Release date (us) November 11, 2003
Genre Trivia
Mode 1-3 Players
Wheel of Fortune is based on the TV game show
of the same name. The game can be player with
up to three players. They have the option of play-
ing with or without computer players giving con-
testants the ability to go head to head in a game
against another players. The game also features
a “sample contestant exam” that plays like a tu-
torial. The game is presented by Vanna White.
The game also gives players the ability to compete
at different venues for a change of scenery with
3,200 puzzles in total.
WarJetz • 3367
WarJetz
5.9
Developer 3DO
Publisher 3DO
Release date (us) June 27, 2001
Genre Action
Mode 1-2 Players
WarJetz (sometimes called World Destruction
League: WarJetz) is an air combat game and the
successor to World Destruction League: Thunder
Tanks, released the year before.
The game takes place in a fixed third-person per-
spective as the player pilots a variety of futuristic
aircraft in order to do battle with enemies on the
ground and in the air while collecting power-ups
and in-game currency known as “bux”. Players
can take two different jets into battle and switch
between them using a collectable power-up. In
all, there are nine different airplanes, thirty-three
arenas, and five game modes. Most of the game
modes fall into common categories such as search
and destroy along with capture the flag.
The game version received “mixed” reviews ac-
cording to Metacritic. Frank Provo, writing for
GameSpot, said of the same console version that
the developers deserved credit for “creating a
dog-fighting system that is simultaneously in-
tuitive and diverse”. He went on to criticize the
graphics, specifically, “muddy textures, 2D ex-
plosions, blocky structures, disappearing poly-
gons, and frequent slowdown”. David Smith of
IGN shared similar sentiment with regards to the
graphics.
Welcome to Universal Studios
Japan
Developer Konami
Publisher Konami
Release date (jp) September 18, 2003
Genre Adventure, Mini-games
Mode 1 Player
The game is based on the theme park, Universal
Studio Japan, and contains a collection of 8 mini
games, each one based on a theme attraction in
the theme park.
Players can earn coins from the mini games, col-
lect different kinds of souvenirs and unlock bonus
features.
3368 • War of the Monsters
8.0 War of the Monsters
Developer Incognito
Publisher SCEA, (eu) SCEE, (jp) Capcom, (ko) SCEI
Release date (us) January 14, 2003
Genre Fighting
Mode 1-2 Players
War of the Monsters is a 3D fighting game. The
game is set in the aftermath of an alien invasion of
Earth where their hazardous fuels have spawned
giant monsters that battle one another in city en-
vironments. The game pays homage to Kaiju and
1950s science fiction films.
In War of the Monsters, players take the roles of
large monsters in city environments. The game
plays as a fighting game yet works differently from
the traditional one-on-one structured rounds. In-
stead, fights can include up to 4 players in a four-
way simultaneous fighting structure. The camera
is in third person perspective, allowing the player
to focus solely on their character.
Unlike most fighting games, players are allowed
to roam freely within the city area, which allows
climbing of jumping from buildings and cliffs.
Monsters can use the environment to deal out
damage to their foes by making weapons of vari-
ous objects found within the city, such as vehicles
and rubble as projectiles, steel girders and stone
columns as clubs and radio antennae as a spear to
impale others, temporarily stunning them. There
are also some environment pick-ups, which can
increase health or stamina. Buildings can be de-
stroyed if a monster directly attacks or is thrown
into it. In some cities, taller buildings can topple
over sideways that can crush other monsters, kill-
ing them instantly. In the Adventure mode, along
with a series of set fights with other monsters,
boss battles are also present. They are much larg-
er than the standard playable monsters and re-
quired certain strategies to defeat. “Tokens” can
also be earned through Adventure mode, which
can be spent at the “Unlocks” shop to unlock more
cities, monsters, and monster skins. And you also
can unlock mini-games like dodge ball or city de-
struction.
War of the Monsters received “generally favor-
able reviews”. Most reviewers praised the game’s
style and monster roster, being a homage to clas-
sic monster movies. In Japan, Famitsu gave it a
score of 27 out of 40.
3370 • The Warriors Magazine Article
GANGS OF NEW YORK
by: Luke Reilly@ PlayStation 2 Official Magazine (AU) June 2005 #41
Rockstar is bringing ‘70s cult favourite
The Warriors to a PS2 near you. Can you dig it?
Of the top five best-selling PS2 fresher with the film the night be- The Warriors was actually
games in Australia - three of them fore we left, everything about the made in 1979. Those who haven’t
belong to Rockstar. Out of the hun- game was a complete mystery. forgotten how to add yet will tell
dreds of titles released on PS2 in However, even though we didn’t you that makes it 26-years-old.
this country over the past few years, know what to expect from the Since the The Warriors has earned
one company has three of the five game, we certainly had no reason somewhat of a cult status among
spots stitched up. Think about that to expect anything less than some- fans across the world and has had
for a moment. That’s not luck. No, thing amazing. a noticeable impact on hip-hop cul-
Rockstar doesn’t dominate the top And allow us to say: at this ture. In fact, in the Hip-Hop Hall of
of the charts by accident. stage, The Warriors is looking like Fame, The Warriors is second only
You’d be forgiving for something amazing. to Scarface on the list of all-time
thinking it can do little wrong and influential flicks.
honestly, with its enviable reputa- So the game is based on the
tion it’s hard to think otherwise. film, right? Well, almost.
The prospect of seeing the latest “This is not to take away
round in the Rockstar revolver from the movie at all, but the mov-
before anyone else was tempting ie takes place in the course of one
enough to make us dig up our coats night, and there’s three fights, and
and beanies, pack our bags and there’s a lot of running. So although
head for chilly Manhattan. we have that in our game, the mov-
We don’t want to lie - NEW YORK, NEW YORK ie is a two-hour experience, you sit
Rockstar could be adapting Dirty If you’re not familiar with the film, there and watch it and it’s over,”
Dancing into a game and we’d still don’t fret - you’re probably not said The Warriors producer Jeroni-
be interested, but when we heard alone. Set in the late ‘70s neon un- mo Barrera. “We have to obviously
Rockstar was working on a game derground of New York City, The give the player a lot more than two
based on the film The Warriors we Warriors is the story of a gang hours, so that’s why we expanded
were a little surprised. A licensed from Coney Island, unsurprisingly on it. It would’ve been very easy
game is a little unusual, and the called the Warriors. A city-wide for anybody else to make this game
guys at Rockstar are the first to ad- gang meeting of unprecedented and just say, ‘Okay, here’s the
mit it. scale has been arranged by Cyrus, move game’ whereas we’re saying
“We don’t typically do li- the leader of the biggest gang in ‘Here’s the Warriors’ world.’ That’s
censed games. It’s not really our the city - the Gramercy Riffs. Nine what I think is going to make this
thing,” says Rockstar New York’s representative from 100 different game really hit.”
Chris Carro. “But we felt pretty gangs are present as Cyrus explains Rockstar Toronto, the de-
special about this one.” his vision to the assembled crowd velopers of The Warriors has cre-
Indeed, The Warriors has - a vision of one, united gang that ated an entire world for the game.
been a favourite movie of the folk would rule the city. Unfortunately Sticking too closely to the big
at Rockstar for some time now, so for Cyrus, he’s shot dead - and un- screen inspiration will more often
we guess developing The Warriors fortunately for the Warriors, the that not come at the cost of game-
game would be somewhat of a la- shooter frames them as the gang play, or length - or both. However,
bour of love. It would certainly ex- responsible. Trapped in the Bronx, Rockstar has expanded on the sto-
plain why it’s already looking like the Warriors need to get back to ryline of the original film to the
one of the best games of the year. their own turf at Coney Island. point where you won’t actually ar-
We had no idea what to ex- That’s 20 miles with every cop and rive at the point where the film be-
pect when we entered the Rockstar gang member in the city out for gins until you’re substantially into
fortress. Aside from a quick re- their skin. the game. The game itself starts
The Warriors Magazine Article • 3371
some months before the gang meet- ibility of The Warriors, especially
ing and Cyrus’ shooting. amongst the film’s cult fan base.
“We wanted to take the ex-
perience of the movie and deliver RUMBLE IN THE BRONX
the interactive version,” says Bar- We all know there’s a lot more to
rera. “We’ve expanded on the story a game than just stunning visu-
so people who are familiar with the als. You can’t have a great looking
movie are going to get to do every- game and expect it to be success-
thing from the movie, but we took ful with shoddy gameplay. At least
it to the next level where you get Rockstar can’t anyway - admitted-
to be in the Warriors and live basi- ly we can think of plenty of other
cally a slice of their life.” games that fit nicely into that de-
The Warriors is essentially scription. Just like courting a mem-
a brawler, but it’s considerably ber of the finer sex, when the good
deeper that you’d expect. looks wear off and you find your-
Rockstar Toronto has built self walking up beside the same
an utterly authentic recreation and package every day - you’d better
highly stylised version of Man- hope they’re still fun to play with.
hattan in the late ‘70s, spending a Well, The Warriors certain-
great deal of time in and around ly looks like it’ll keep you up till
New York City, taking thousands the wee hours of the morning.
of photographs for reference. The Buried in The Warriors is
result is an amazingly realistic de- an uncharacteristically deep com-
piction of the The Big Apple. bat system that’s instantly accessi-
The textures of the streets ble for beginners, yet very reward-
and buildings we saw were all ing for hard-core gamers who’ll
based directly on photos taken on take the time to learn the intricacies
location. The attention to detail of the fist-fighting.
reaches as far as duplicating exact- The first level we saw took
ly how the ferris-wheel cars swing place some months before the film
on the Wonder Wheel at Coney Is- with Rembrandt, the tagger. At this
land. New York was a very differ- point he’s just a local zero. hang-
sent place in the late ‘70s - there ing around Coney Island. He wants
weren’t enough police, a lot of the to join the Warriors, but joining the
ones they had were under trained, Warriors isn’t like signing up for
and the city was on the verge of a sunday yacht club - he needs to
bankruptcy. The dilapidated feel prove himself worthy. Rembrand’s
runs throughout the game and re- initiation into the Warriors will
ally seems to have an incredible double as your tutorial on how to
effect on the atmosphere and over- get a handle on the combat.
all tone. The levels may feel a lit- A few punches into our
tle small to begin with but they first experience we knew there
become significantly larger, espe- was something very different here.
cially once you begin to go beyond There’s nothing glorious or glam-
Coney Island. The Warrior’s great orous about gang fighting - it’s bru-
looks don’t stop with the environ- tal, quick and desperate. Intsead
ments either; each on of the nine of a frenetic brawler packed to the
main Warrior is a near picture- gills with extravagant Matrix-style
perfect recreation of their celluloid martial arts, Rockstar is aiming to
counterpart - costumes, hair, facial deliver a gritty, visceral and real-
features, body structures, every- istic backstreet brawler caked in
thing. It adds infinitely to the cred- blood, snot and sweat. In fact, it’s
3372 • The Warriors Magazine Article
so real that afterwards we found stab, crush, thump and wallop riors, but the chances of you having
ourselves checking we’d left the your way through the armies of seven shades of shite beaten out of
room with all our teeth. the night. The tools in The War- you are high - so finding a safer
There’ll be three different riors are weapons of opportunity way is probably your best bet.
fighting styles to come to grips so don’t expect AK47s and rocket Your Warriors will take pro-
with, street fighting, brawler and launchers. Expect bricks, bro- gressive damage while brawling,
kung fu, so the amount of moves ken bottles, baseball bats, cinder ranging from minor swelling and
seems fairly staggering. Anything blocks, blades, pipes and those le- scratches to major bruises and cuts.
goes in The Warriors - the only thal chunks of wood with the nail If you want to mend yourself you’ll
thing on the agenda is to win at any in the end. have to get some Flash. Problem is
cost. Want to grab an assailant by Number two is Rage Mode. Flash doesn’t come cheap and the
the hair, lay into him as the’s dou- As you fight you’ll build up your Warriors aren’t exactly sleeping on
bled over and finish him off with a Rage meter and once you’re angry mattresses filled with $100 bills.
kick to the love spuds? No worries. enough you can enter Rage Mode. If you want to make some dough
Want to hurl some poor sucker over This allows you to perform ex- you’ll have to go about it the only
your back and rearrange their face tremely powerful moves and clear way the Warriors know how - steal-
with your foot as they lay sprawled the area quicker. We’re pretty sure ing it.
on the deck? Go ahead. How about it was one of Rembrandt’s wince- A Warrior gets his bread
dragging him, kicking and scream- worthy Rage moves that involved by mugging, stealing car stereos
ing, then lobbing him into a wall? casually breaking a man’s leg and smash and grabs. All of these
Why not? If it’s vicious, no-holds- where the stood. Whammy... will yield cash that you can spend
barred action you’re after, The The good news is that it on Flash. You won’t just need it to
Warriors could be the answer to all looks like you’ll rarely, if ever, be heal yourself either - if you’re out
your prayers. going at it alone. in the field and your Warriors go
The fighting system in- “Because you are in a gang, down, if you’ve got none on you,
cludes something for every occa- we want you to feel part of a gang,” you’ll be on your own.
sion. There are quick snap attacks, says Carro. “So you can command
slower but stronger attacks, throw- the Warriors who are out with you.” ADULTS ONLY
ing moves and even gang fight- Full gang control means Rockstar certainly isn’t shy when it
ing moves where you can work you’ll be able to tackle the lev- comes to violence in videogames.
together with your fellow Warrior els in your own preferred way. As ‘Gratuitous’ is a word thrown
to gang up on opponents and take War Chief you’ll be able to order around quite a lot without anyone
them out cooperatively. There’ll your gang to follow you, hold up really knowing what it means. It
be multiple variations of combos or trash everything. Stealthy play- means unwarranted, or not called
to use and eventually you’ll figure ers may make liberal use of the for. Now, we don’t doubt select
out wich ones seem to take down hold up command, carefully scout- members of the righteous right
enemy gang members most effec- ing ahead solo for potential threats, will bandy around terms like ‘gra-
tively. From our first impression while others may discover the trash tuitous’ until the proverbial cows
tough, a knee in the balls seems to command and go crazy. When you come home, but there’s nothing
send them down like a sack of shit order your Warriors to trash eve- unwarranted about high level vio-
every time. Along with the swag of rything, that’s what you get. Cars lence in a game about high level vi-
attacks you can also expect defen- will be totalled, stores will be ran- olence. There’s no pretentiousness
sive manoeuvres like reversals and sacked and everything not nailed about The Warriors - it’s a game set
floor-fighting moves, so if you’re down will be in serious jeopardy. against a nasty backdrop of gang
having your skull mashed into the But unlike other street violence in a time most New York-
pavement you won’t have to grin brawlers, running around exposed ers would like to forget. Accusing
and bear it. all the time is not advised - The The Warriors of being too violent
You’ll be taking on some Warriors is a little deeper than that. would be like saying The Sound
hardened gangs on the sidewalks of Say you run into a group of a dozen of Music has too much singing.
New York, so you’ll be able to even gang members. You can take them Musicals have music, and a game
up the odds in two ways. Number on, and you might be lucky enough about gang warfare has brawling.
one is the use of melee weapons to to win with just a few other War- We don’t expect The Warriors to
The Warriors Magazine Article • 3373
breed the same sort of contempt in to really feel like this world is real, the nine of them they all have
ignorant conservatives that games and the only way we were able to unique styles, so not everybody
like Manhunt and the Hitman se- achieve that was with the extensive has the same attacks. Some of them
ries have, but we’re sure we’ll research we’re done with the peo- share basic jabs and stuff like that,
have to put up with at least some ple here in New York. Whether it’s but for the most part you’ll see that
aimless criticism. Nevertheless, graffiti from the time to the politics there are guys that are a little bit
once you’re in the Warriors’ world that were involved during that time slower but do more damage, there
in September - you’ll be having so in New York, the architecture, the are guys that are better to grapple
much fun you won’t hear a word neighbourhoods and just every- with and there are guys that are
they say. It’s amazingly cinematic, thing - we went crazy with the pre- more Kung Fu style that have quick
hopelessly addictive and the pres- production of this game. attacks but might no be as power-
entation is looking super-stylish. ful. We’ve taken a lot of the com-
OPS2: So you’ve been working on
Then again, you’d have to be crazy bat directly from the film. The film
this game for some time now?
to expect anything less. Can you has about three fight scenes and we
JB: We’ve had the license for a
dig it? actually looked at what the stunt-
long time actually, but by the time
men are doing and said, “Okay, we
A WARRIOR WITHIN it’s released in September it’ll have
need this move here - a guy grabs
Sitting in the Rockstar’s office been in production for about three me and I throw him over and stomp
drinking iced tea, OPS2 had an in- years. on his head.” That’s in the film, so
terview with The Warriors’s pro- OPS2: Now we’ve been told the it’s in our combat system. The rest
ducer Jeronimo Barrera. combat will be both accessible for of the combat we had to make up
OPS2: First up - it looks, from beginners but at the same time of- and its definitely more Hollywood-
what we’ve seen, that you’ve had fer hardcore gamers a much deeper style.
a great deal of access to The War- experience. Could you explain this OPS2: For a brawler, The Warri-
riors film. The music, the character a little more? ors is much more deeper than it ap-
likenesses and some of the voices JB: My analogy is learning how pears to be. Is this something that
all seem to have been lifted straight to play a guitar. You can get on a you’re proud of?
from the film. How did this come guitar and you can jam on it and JB: I definitely think its cool, I
about? pretend you’re a rock star and look
mean there are similar fighting-
JB: Basically, we have a really pretty cool. Same thing with this style games out there - you know,
good relationship with Paramount game - you can get on it and just your Def Jams and your Tekkens...
Studios and they’ve been very help- start riffling the buttons and you’re and there is an element of that in
ful in getting us all the material that gonna look badass. But if you take our game, but again we’re not fo-
we needed - but we’ve had to actu- a little time to learn the chords cused just entirely on arena-style
ally dig even deeper - The movie is you can play some pretty cool fighting which a lot of these fight-
26 years old now, so we did a lot stuff. Same thing with this - in the ing games are. Honestly, I can’t
of work investigating the fan sites, game we want the player to have think of another game like this out
the web sites - and we found all this lots of control over the environ- there, and I think that’s what we’re
stuff that people collected over the ments. These are gang fights, we most proud of. It’s very unique and
years. Whether it was scenes that want you to control the space - so it very much is a Rockstar game.
were cut from the movie [to] all the you’ are able to do a lot of crazy There’s a creative thread that runs
articles written by people involved stuff like grab a guy, put him on the all our games, whether it’s Red
in the movie. We literally go as far ground, pick him back up, throw Dead Revolver, Midnight Club,
into detail as the cinematographer, him against a wall, punch him, do Manhunt, GTA - The Warriors just
Andrew Iaszlo. He wrote a book a combo, get into rage mode, do a fits nicely into that. In terms of
and it has a couple of chapters of death blow - there’s a lot of control. where we have to be with this prod-
what they did. So we take inspira- Different people will play it differ- uct, the bar is an internal bar be-
tion from wherever we can find it. ent ways, so it’s very easy to pick cause we have the best games out
I think that’s true for a lot of our up but there are a lot of moves. Re- there, or at least that’s what I think.
games - if you know the amount of member, through the game you get So we constantly have to raise the
detail we go into. We want people to play as all of the Warriors at least bar ourselves.
once - all of the main Warriors. Of
3374 • The Warriors Magazine Article
OPS2: We noticed that the sound the way the narrative is done, the just like the move and then expand
design is already very impressive, use of radio-girl and hyper-realis- it to all the different locations that
and some people just don’t realise tic scary environments, you feel you get to go to in our game.
that quality sound does a lot for a claustrophobic - just like you’re
OPS2: Admittedly it’s an old li-
game’s atmosphere and can make looking at a panel in a comic book.
cense, so for a target audience who
or break titles. Has there been a big Trying to mimic that in the game
may not have even been born when
effort to get the sound right? was one of the bigger challenges,
the film was released or at the very
JB: Man, its been constant. The mostly to get the vibe that you’re
least were still eating dirt in the
combat was one of the first things in these different neighbourhoods.
backyard, do you think the game
we started on and we started the Even though most of the game
stands above the license.
sound design as soon as we started takes place at night you have to
JB: Do you have to be familiar
the combat. We at Rockstar pride make it look unique enough so
with the movie to enjoy the game?
ourselves in the audio portions of that the player knows that, “Okay,
Of course not. But The Warriors
our games so we are pretty crazy I’m in Bensonhurst” or “I’m in
fans are a hardcore bunch and the
about getting the sound just right. the Bronx” or “I’m in Midtown”
scariest thing about the game was
Obviously, we’re going to make it - whether it might be that you end
that we stay true to the vibe of
better and better and better but we up. The way we got that was a lot
what The Warriors has become in
have a great sound guy in Toronto. of work from out artists who came
people’s heads... It is kind of hard
out here on several occasions to
OPS2: Aesthetically speaking, to figure out the fine line of where
go to all the neighbourhoods, go
The Warriors is an amazing look- we’ve gone too far with it and
to them at night, do all the texture
ing game - even by Rockstar stand- where we are actually being, for
collection, I mean, we literally took
ards. How much work is involved gameplay reasons, too close to the
thousands of photos for reference
in making a game look this good? film. It’s a tough balance but I think
to get the textures. And you know,
JB: We’re really pushing the PS2 we’ve done a really good job of it.
some of these guys are going into
to its limits and we’re doing some We still have some time left so we
some pretty scary areas in the mid-
crazy tricks just to get it to look are constantly tuning and making
dle of the night, but we made a lot
like the film. The film itself has sure that the stuff is fun.
of effort to get the environments
an almost comic book feel to it -
3376 • The Warriors
8.4 The Warriors
Developer Rockstar Toronto
Publisher Rockstar Games, (us) SCEA
Release date (us) October 17, 2005
Genre Action-adventure, Beat ‘em up
Mode 1-2 Players
The Warriors is a beat ‘em up re- In this prequel segment, The
leased for PS2, Xbox and was later Warriors’ headquarters serves as a
released for PSP. The Warriors is hub. From inside, players can train
based on the 1979 movie of the same (10 ranks of physical fitness such
name (which in turn, is based on as, sit-ups, press ups, chin ups, and
the 1965 novel of the same name), heavy bag, that increase the stam-
and features large scale brawling ina), talk to fellow gang members,
in 3D environments interspersed play through rumble mode and
with other activities such as chase other bonus material, walk outside
sequences. to Coney Island for extra missions,
The game takes place in gritty 1970s or begin the next level of the story
New York City. The story follows a proper. The player is presented
street gang known as the Warriors, with mission objectives such as
who have been accused of a mur- beating up a certain number of
der they didn’t commit, and must enemy gang members or stealing
return to their home turf in one a certain amount of items, with
night, although the game begins more complex and creative tasks
three months prior to the film’s like winning a graffiti competition
events. The actors from the film it- in SoHo, stealing goods to plant on
self reprised their roles to perform crooked cops and rival gang mem-
the voices of their original charac- bers, and wild chases away from
ters. baseball bat wielding members of
the Baseball Furies. Fighting takes
The Warriors is an action-adven-
the form of gang rumble style ac-
ture, survival game which focuses
tion with the player being assisted
heavily on brawling. Like most
by other Warriors at the same time
games from Rockstar Games, sev-
(a minimum of 1 and a maximum
eral minor gameplay elements are
of 8). Combos are performed with
mixed into the experience, such
2-3 button chains for weak attacks,
as the ability to use spray paint to
strong attacks, holds and throws.
mark turf or to insult other peo-
Grab attacks can be used for the
ple. The playable characters are
playable character to perform their
the Warriors leader Cleon, Cleon’s
own unique power attack that
lieutenant Swan, heavy muscles
will quickly decrease the enemy’s
Ajax and Snow, Cleon and Swan’s
health. The game sees the Warriors
friends Vermin and Cowboy, the
fight their way through the ranks,
scout Fox, Harlem native Cochise,
building a heavy rep and getting
and Rembrandt, the Warriors graf-
their colors out in force, until they
fiti artist. Cleon, Swan, Ajax, and
get an invite to a meeting of all of
Rembrandt are the most heav-
the gangs of New York City, which
ily featured characters. An arcade
is where the movie (and the last few
game called Armies of the Night
missions of the game) begins.
is unlocked after players complete
The game progresses lin-
the main storyline of the game. The
early from one mission event to
playable characters are Swan and
the next, usually presented as a
Ajax.
cutscene. Combat in The Warriors
The Warriors • 3377
occurs in real time and involves During The Warriors, there are a col-
pressing buttons to initiate at- lection of levels which the player must
tacks. Combat techniques include progress through. Eighteen can be
2-3 combos, wall smash, grab and accessed, along with six more bonus
throws, charges, body cross attack, missions, known as “Flashbacks”,
snap attacks, weapon attacks, and which show how the Warriors were
counter-attacks. In addition, players formed, and how each member of the
can choose to mug people, receiving Warriors came to join the gang, and
money, flash, and spray. Each level to unlock an arcade machine that
contains items the player can collect will allow players to play Armies of
or steal, such as car radios and jewel- the Night. The setting in the game for
ry. Completing these actions earn the the Warriors is their home territory,
player points, which count towards Coney Island. However, throughout
unlocking soldiers, arenas and game the game, the player travels to other
modes for Rumble Mode, the game’s areas of New York City visiting oth-
free-for-all multiplayer mode. er gangs’ territories in the process.
The playable character has a Completing the missions/game al-
health bar and grappling stamina. lows the player to replay levels, to
The characters also has a rage meter, improve on the player’s score, and
which, when filled, allows the player unlock new characters, and a game
to pull off a variety of combos and mode called Fury Mode where you
styles. In rage, the player will become play as the Baseball Furies.
temporarily invincible, using fin- The design and casting of the
ishing moves and inflicting serious characters was very faithful to what
damage on the opponent. The play- was seen in The Warriors. Each char-
er’s allies, if they are knocked out, acter is still portrayed as their respec-
the player can use flash to replenish tive role from the film ― Cyrus, the
their health. However, if the playable Riffs leader, inhabits Van Cortlandt
character loses all of their health, the Park, where the meeting took place.
mission ends and the player will be Luther, the Rogues leader, is based
prompted to resume from the check- out of his hearse, The Baseball Fu-
point or restart the mission from the ries’ territory is Riverside Park, The
beginning. Defeating enemies will Lizzies’ their apartment, with other
cause items to fall from their bod- smaller gangs based around the city.
ies; flash to restore health; spray to When starting a mission, the War-
spray over enemy gang territories; riors will occasionally stay at their
and money which can be used to pur- home turf or travel to another place
chase items from dealers. via train to use as a starting point.
The player can choose to help Missions and events normally
other people in Coney Island. In re- begin at the Coney Island headquar-
turn for helping these people, the ters, which is also used as a launch-
Warriors will learn new abilities, ing point throughout the game, and
such as defeating policemen to re- the player can also travel to places
ceive cuffs to subdue and arrest any- all across New York City, including
body, cuff-keys that will allow the Tremont and Riverside Park. The
player to free Warriors with keys in- Warriors’ hangout features a ma-
stead of breaking cuffs, escape from chine resembling a pinball table, the
cuffs themselves with cuff-keys, in- “Rumble Mode” which upon com-
crease flash capacity, and earn brass pletion of missions, unlocks special
knuckles and steel-toed boots to in- stages where the player can fight all
flict more damage to the enemy. of the gangs in New York City.
3378 • The Warriors
In the story mode of the game, there are a total entirely different way, while staying very faith-
of 18 missions. Missions 1-13 take place three ful to the original source material and main-
months before the meeting and missions 14-18 taining the high standards we set for ourselves
cover the movie itself. The player can only con- as a developer.”
trol one specific character in each mission, while Look and presentation of the game are
the others are computer-controlled. During each similar to Grand Theft Auto: San Andreas, Man-
mission, the Warriors will meet and face off with hunt, and Red Dead Revolver. Despite coming
other gangs in New York. In most missions, they from different production houses, each devel-
will take the subway train to the other gang’s oper shares their toolsets and proprietary tech-
turf. Although they are featured and mentioned nologies with each other on a consistent basis A
in the game, the Electric Eliminators, the Pan- combination of the company’s biggest hits like
zers and the Van Cortlandt Rangers are the only State of Emergency and Manhunt, The Warriors
gangs that the Warriors do not meet. The De- successfully mixed multi-character co-op brawl-
stroyers are the only gang that are not featured ing with stealth action. All nine playable fighters,
in the film. Completing each mission unlocks while similar, have their own unique selection of
gangs, arenas and mini-games. moves and strengths and offer slightly different
During each mission, there are 6 commands takes on the same concept. Due to the PSP being
that the Warchief can issue out to his fellow a handheld platform, differences to gameplay
Warriors. came about as a result of the port, such as the
- Wreck ‘Em All - The Warriors focus their ef- control configuration receiving a drastic change.
forts on attacking and getting weapons. During the review, a spokesman had stat-
- Mayhem - The Warriors smash anything in ed “the audio, on the other hand, is on the other
sight. side of the scale”. Many of the original actors
- Let’s Go - The Warriors follow their Warchief. from the film have returned to voice their char-
- Scatter - The Warriors separate and hide from acters—at least, most of the ones that are “still
cops or enemy gangs. alive”. Michael Beck, James Remar, and Dorsey
- Watch My Back - The soldiers defend their Wright once again were praised in their excel-
Warchief. lent performances (despite sounding quite a bit
- Hold Up - The Warriors stop and defend their older than the 20-something characters they
ground. play), and the remaining voice cast delivers, too.
The spokesman further explains “it helps that
Rockstar Games began working on The Warriors
the dialogue is well written, but there’s hardly
in 2002. The PS2 and Xbox versions of the game
a bad voice actor in the bunch; the one weird
were developed by Rockstar Toronto, who were
previously known as Rock-
star Canada. Promotion of the
game was aided by its appear-
ance at E3 2005. The game
was later ported to the PSP,
and developed by Rockstar
Leeds. Rockstar Leeds worked
with original developers Rock-
star Toronto in order to make
the port easier. A spokesper-
son had said “We have worked
closely with Rockstar Toronto
to maintain the extremely
high standards they’ve set for
this game,” said Gordon Hall,
President of Rockstar Leeds.
“The PSP system allows us to
deliver the experience in an
The Warriors • 3379
thing about the voice work, though, “The Warriors immerses you in a
is that a lot of it is made up of world that feels at once authentic
lines directly from the film.” As the and highly stylized, and it might just
spokesperson further explained he be the best game adaptation of a film
said: “To begin with the voice act- ever in terms of capturing the mood
ing for all characters in the game is of the original movie. Fans will no-
very, very good. From all the main tice that all of the iconic scenes of the
characters to plain NPCs, each and film are recreated almost shot for
everyone is done amazingly. On the shot. In addition, Rockstar Toronto
subject of sound effects in the game has gone to the trouble of creating a
it’s also very good. Every little thing completely new storyline that shows
makes a sound and does it well.” players how the Warriors came to-
Upon its release, The Warriors re- gether, and the events leading up to
ceived critical acclaim from critics. the start of the film.” The reviewer
Many praised the game for its deep went on to applaud the developers,
combat and control, stating that the saying they “Tried to stretch the con-
game helped breathe life into the ventional formula for what’s consid-
brawler genre. The game was also ered a “brawler”.
praised for its unique seedy under- Game Informer stated “The
belly style, along with its story and fighting engine itself is fairly deep,
music. Critics praised the audio as it allowing you to pull off some very
“really shines above all else”, with a brutal moves with a modicum of
replicated soundtrack and voice act- button presses (including some cool
ing by many of the original actors co-op maneuvers). You’ll definitely
who starred in the film. Rockstar feel cool kicking ass as a Warrior,
Toronto has gained the most media whether hand-to-hand or with any
coverage for its development of The of the numerous weapons. However,
Warriors, which overall received I found the feel of the combat to be
positive reviews, and made about sluggish and chaotic at times, espe-
$37 million worldwide. “Like the best cially when fighting large numbers
of Rockstar’s games, ‘The Warriors’ of enemies.” He recommended that
immerses you in a world that feels “turning on the option that makes it
at once authentic and highly styl- stay in split-screen, but even that is
ized, and it might just be the best hampered by your very narrow field
game adaptation of a film ever in of vision.”
terms of capturing the mood of the In 2006, Roger Hill, who played
original movie.” 1UP admitted “As Cyrus in the movie, filed a lawsuit
fanservice, The Warriors is a treat of $250,000 against Take-Two for
for anyone who loves the movie, using his voice and depiction in the
and as a beat-em-up, it outclasses game without his permission. He
recent efforts from competitors. Yet claimed that it would not have been
as a complete package, it’s some- difficult for Take-Two to pay, since
what inconsistent. But with bonus the game made $37 million.
missions, multiplayer rumbles, and A spiritual sequel was planned by
a very fun 2-player co-op mode...we Rockstar, which was to be unrelated
can most definitely dig it”. The War- to The Warriors. The game was to be
riors received a score of 7.4 for the titled We Are The Mods and was to
design, the story received 8.5, while be set in 1960s England during the
the gameplay received 7.9. mods and rockers brawls.
Game Informer praised the
feel and style of the game, stating
3382 • Warhammer 40,000: Fire Warrior
Warhammer 40,000:
6.4 Fire Warrior
Developer Kuju Entertainment
Publisher THQ
Release date (eu) September 26, 2003
Genre First-person shooter
Mode 1-2 (8) Players
The game is a first-person shooter, where the
player takes the role of a Tau Fire Warrior named
Shas’la Kais, seeking to rescue his leader and de-
fend his race from the aggressive Imperium of
Man and forces of Chaos.
The game offers a twenty-one mission single
player story as well as multiplayer death matches,
team death matches and capture the flag for up
to eight people online. Players can use and pick
up a wide variety of weapons of both Tau and ex-
traterrestrial origin including a sniper rifle as well
as healing capsules, to confront both men and ve-
hicle enemies.
In October 2003, Black Library Publishing re-
leased a novelization of the game under the same
title. The book explores the plot of the game in
much greater detail, as well as a close look at Tau
culture.
Fire Warrior received mediocre reviews from the
majority of the gaming press sites on the PC ver-
sion, receiving an average score of 6.0 from sites
such as IGN and GameSpot. The PS2 version was
better received by critics and fans all around,
earning it a 7.1 on GameRankings
Whiteout 5.0
Developer Vicarious Visions
Publisher Konami
Release date (us) November 24, 2002
Genre Racing
Mode 1-2 Players
Whiteout is a snowmobile racing game. The game
engine simulates the real physics of a sled on dif-
ferent kinds of surfaces, such as snow, ice, mud
among others, making the player pay attention to
where and how to accelerate, break and turn in
order to win a race. AI engine uses a complicated
model that simulates behaviors making NPCs op-
ponents fall asleep on fanfares or get reckless in
a race.
“mobygames.com”
Warriors of Might and Magic • 3383
Warriors of Might and Magic 4.9
Developer 3DO
Publisher 3DO, (jp) Success
Release date (us) March 17, 2001
Genre Action role-playing
Mode 1 Player
Warriors of Might and Magic is an action role-
playing game and centers around the protagonist
Alleron, who is wrongfully accused of committing
necromancy by the Grand Inquisitor, and is exiled
in result. He is forced to wear the Mask of the Ac-
cused as a punishment for his crimes, which acts
as a magnet to monsters. It is difficult to deter-
mine when the events of Warriors of Might takes
place in the Might and Magic timeline. However,
it’s speculated that it takes place in between He-
roes of Might and Magic III and Heroes of Might
and Magic IV.
The gameplay style is similar to that of the Play-
Station game Crusaders of Might and Magic. The
player navigates Alleron through predominantly
dungeon-like environments, fighting enemies in
action-based combat, executing various melee
moves (including blocking), and casting spells.
Development started soon after Crusaders of
Might and Magic had been completed. The team
learned from their mistakes and had wished to
create a bigger and better game, development was
troubled as the team often clashed with The 3DO
company.
The game initially started development as
a sequel to Crusaders of Might and Magic, how-
ever since Crusaders performed poorly in sales,
3DO opted to start with a new fresh idea. They
thought that a new name and a new character
might redeem their spinoff in the eyes of the fans,
which would lead to better sales.
When creating the story the developers
were interested in depicting the origin of the An-
cients and Kreegans that appeared in previous
Might and Magic games and attempted to recover
continuity with the Might and Magic series. This
was done by selecting enemies and spells that had
appeared in previous iterations in the Might and
Magic series of games.
The PlayStation version was mixedly received. It
in particular has received a cult following status.
However, the PlayStation 2 version holds
a generally unfavorable averaged review score of
49% on Metacritic.
3384 • White Van Racer
White Van Racer
5.0
Developer Phoenix Games
Publisher Phoenix Games
Release date (eu) February 9, 2007
Genre Racing
Mode 1 Player
White Van Racer is based on “White van man”,
a stereotype used in the UK for a smaller-sized
commercial van driver, typically perceived as a
selfish, inconsiderate driver who is mostly pe-
tit bourgeois and often aggressive. According to
this stereotype, the “white van man” is typically
an independent tradesperson, such as a builder,
plumber or locksmith, self-employed, or running
a small enterprise, for whom driving a commer-
cial vehicle is not their main line of business, as it
would be for a professional freight-driver.
In White Van Racer, players are given the chance
become a White Van Man of their own. Selectable
vans range from nondescript models to ice cream
trucks, mobile burger shops, or business vehicles
for painters and window cleaners. While there is
no civilian traffic on the roads, drivers compete
against up to 4 other computer-controlled vans
in a dash for the finish line. There is a total of 12
linear stages, set in 2 scenarios and consisting of
variations (direction, time of day) on 4 basic road
sections. True to the White Van Man disposition,
pushing and shoving competitors is a necessary
tactic for the successful driver. Apart from quick
race and time trial modes, three championships
allow players to unlock more stages and vans.
“mobygames.com”
8.1 Warship Commander
Developer Koei, Inis
Publisher Koei
Release date (jp) April 5, 2001
Genre Simulation, Action
Mode 1 Player
Kurogane no Houkou: Warship Commander is the
prequel to the PS2 game, Naval Ops: Command-
er. The games are related to Naval Ops: Warship
Gunner and Naval Ops: Warship Gunner 2.
Features for the game include three difficulty set-
tings, four different countries to play as, four sets
of weaponry types, and various ship-construc-
tion elements that allow users to customize their
craft’s hull type, engine, armory, and more.
Warship Gunner 2 • 3385
Warship Gunner 2
6.2
Developer Micro Cabin
Publisher Koei, (us) SCEA
Release date (jp) February 23, 2006
Genre Simulation, Action
Mode 1 Player
Naval Ops: Warship Gunner 2, released in Japan
as Warship Gunner 2: Kurogane no Houkou, is
a vehicle simulation game and a direct sequel to
Naval Ops: Warship Gunner Koei that debuted
in 2003. The games is a subseries alongside the
Warship Commander subseries within the overall
Kurogane no Houkou series.
In Warship Gunner 2, the player take control of
huge naval forces in an alternate 1940’s, with the
ability of not only using traditional weapons of
the times, such as huge deck guns and cannons,
but also more advanced technology such as giant
lasers.
The player has the option to choose which ship
they would like to use, using the analog controls
to aim weapons and move the game camera to see
more of the battlefield as well as using the d-pad
to steer their ships. They can also research tech-
nology to build bigger and better weapons and
build their own custom ships from the ground up
with over a 1,000 customizable parts to use.
Players can employ anything from destroyers,
battleships, cruisers as well as submarines to de-
stroy their enemies and has 100 missions to play
in as well.
“mobygames.com”
Women’s Volleyball 3.2
Championship
Developer Spike
Publisher Spike, (us) Agetec
Release date (jp) October 25, 2007
Genre Sports
Mode 1-2 Players
Women’s Volleyball Championship, known as
FIVB Volleyball World Cup: Venus Evolution
in Japan, let players choose from twelve inter-
national teams and six venues from around the
world. Players must manage the teams roster on
and off the court for better performance. Players
can also create and train their team in different
skills including spiking and serving.
3386 • Warriors Orochi
5.5 Warriors Orochi
Developer Omega Force
Publisher Koei, (jp, eu) Koei Tecmo Games, (us) SCEA
Release date (jp) March 21, 2007
Genre Hack and slash
Mode 1-2 Players
Warriors Orochi (無双オロチ Musō Orochi) is a
beat ‘em up game for PS2 and Xbox 360, and later
ported to PSP and Windows. It is a crossover of
two of Koei’s video game series, Dynasty Warriors
and Samurai Warriors (specifically Dynasty War-
riors 5 and Samurai Warriors 2) and the first title
in the Warriors Orochi series.
The events of the game begin when the Serpent
King Orochi created a rift in time and space. By
creating a twisted new world and bringing togeth-
er warriors from the Three Kingdoms era of Chi-
na and the Warring States period of Japan (more
than 1,000 years apart in history), Orochi wished
to test the might of the warriors of these two eras.
Players will battle the demon Orochi, and hack
and slash his armies with a team of three warriors
they can rotate between at any time. The two in-
active teammates will recuperate during their
downtime. If the active character dies, however,
players have to restart the mission or load a saved
game. A total of 79 playable characters from Dy-
nasty Warriors 5, Samurai Warriors 2 and two
new combatants are available to choose from. The
new Weapon Fusion technique allows players to
combine a particular character’s different weap-
ons into a single stronger one.
Players can choose from four unrelated story
campaigns, Shu, Wei, Wu, and Samurai Warriors
Story, with different unlockable characters, weap-
ons and items in each. In the game’s Free Mode,
players can use any character in any stage they’ve
already completed.
The game also feature split screen co-op.
Warriors Orochi was met with average to very
mixed reception. GameRankings and Metacritic
gave it a score of 65% and 62 out of 100 for the
PSP version; 57% and 53 out of 100 for the Xbox
360 version; 54% and 55 out of 100 for the PS2
version; and 52% and 51 out of 100 for the PC ver-
sion.
As of May 21, 2008, the game sold over 1.5 million
units worldwide.
Warriors Orochi 2 • 3387
Warriors Orochi 2 5.2
Developer Omega Force
Publisher Koei, (eu) Koei Tecmo Games
Release date (jp) April 3, 2008
Genre Hack and slash
Mode 1-2 Players
Warriors Orochi 2, known in Japan as Musō Oro-
chi: Rebirth of the Demon Lord (無双オロチ 魔王再
臨 Musō Orochi: Maō Sairin, lit. Unmatched Oro-
chi: Rebirth of the Demon Lord), is the sequel to
Warriors Orochi. The game was for the Xbox 360
alongside the PS2. The game was later ported to
the PSP.
Warriors Orochi 2 starts with the defeat of Orochi
at the end of the first game, the new land consist-
ing of the warriors from the Three Kingdoms Era
of China and the Warring States period of Japan
found peace. It was, however, not destined to last.
Former officers under the Orochi army broke
away and formed their own armies, while others
not affiliated with Orochi began to create armies
of their own as well. All the while, an evil plot is in
motion behind the scenes, to revive Orochi.
The game features similar gameplay to the pre-
quel, like unlockable characters, upgradable
weapons and multiple stages to play through. Also
seeing a return is the team mate system, which
allows players to rotate between three different
warriors. Players can choose these three warriors
from over 90 playable characters, and use them to
battle with as they strive to defeat the vast armies
of their opponents.
New features include Dream Mode, which tells
more of Orochi’s story, and new unlockable char-
acters and weapons not seen before in the series.
The North American release of Warriors Orochi
2 also contains 10 additional Dream Mode stages
and two additional characters, Benkei and San
Zang from Musou Orochi Z, a Japanese only PS3
exclusive.
Warriors Orochi 2 was met with very mixed to
negative reception. GameRankings and Metacrit-
ic gave it a score of 58.75% and 56 out of 100 for
the PSP version; 54.17% and 52 out of 100 for the
PS2 version; and 44.64% and 44 out of 100 for the
Xbox 360 version.
As of July 9, 2008, the game has sold 946,131
copies in Japan, according to Famitsu, which also
gave the Xbox 360 version a score of 34 out of 40.
3388 • The Waterhorse: Legend of the Deep
The Waterhorse:
7.4
Legend of the Deep
Developer Atomic Planet Entertainment
Publisher Blast! Entertainment
Release date (eu) March 14, 2008
Genre Action
Mode 1 Player
The Water Horse: Legend of the Deep is based on
the movie by the same which in turn is based on
a children novel by Dick King-Smith. It’s a tale
about a young boy, Angus MacMorrow, who on
the shores of Loch Ness finds an egg which hatch-
es into a water horse.
The game feature different gameplay methods
where players will control both Angus and the
water horse Crusoe. In some levels, Angus is con-
trolled from a top down perspective and has to
sneak around a farm and steal food. Angus can
use different objects to help him progress.
Players will control Crusoe during different stages
of growth. Depending on which stage he is in the
gameplay will differ. In the baby stage he needs
to eat to grow. In most levels, Crusoe is swim-
ming around and eating. Gameplay also consist
of quick-time events and different mini-games.
The Weakest Link 5.4
Developer Activision
Publisher Activision
Release date (eu) November 2, 2001
Genre Trivia
Mode 1-7 Players
Weakest Link is based on the TV show, where
playing as one of the 24 selectable characters
players will have to answer questions, bank prize
money and vote tactically to become the winner.
Anne Robinson, the main host, features in the
game throughout gameplay.
Questions are presented in a multiple choice for-
mat with only the first letter of the answers dis-
played. Difficulty settings can be changed so that
all the answers are shown fully, or for the Junior
setting there is only a choice of 2 answers.
The game supports single and multiplayer op-
tions for the main game plus there a longer single
player championship mode where players must
play and win 4 shows to succeed.
Who Wants to Be a Millionaire 2nd Edition • 3389
Who Wants to Be a Millionaire 5.5
2nd Edition
Developer Eidos Interactive
Publisher Eidos Interactive
Release date (eu) December 7, 2001
Genre Trivia
Mode 1-2 (4) Players
Who Wants to Be a Millionaire Second Edition
is the second game based on the TV game-show.
Players have to answer fifteen questions, slowly
going up to the one million mark. If they have
trouble, there are three lifeline they can use to
help them: Phone a friend, 50/50 and ask the au-
dience.
“mobygames.com”
Who Wants to Be a Millionaire:
6.3
Party Edition
Developer Climax Solent
Publisher Eidos Interactive
Release date (eu) November 24, 2006
Genre Trivia
Mode 1-2 (4) Players
Who Wants to Be a Millionaire: Party Edition is
based on the TV show and varies it to be more
suited for multiplayer. The basic rules are still
the same: Players takes the role of a candidate
and has to answer 15 questions by choosing the
correct answer out of four given possibilities.
For every right answer they receives money but
they also loses money when choosing poorly. The
game also feature the usual lifelines: 50/50, ask Buzz bundle
the audience and phoning a friend. In the game
the latter is a prerecorded conversation.
The game has a more comical look as in the for-
mer game versions because players has to choose
between different characters which are present
during the game and give humorous statements.
New are also the three difficulty levels: while “nor-
mal” represents the regular rules described above
the “easy” mode add three lives which are basi-
cally second chances when answering a question
wrong and in “hard” mode players has no access
to lifelines. In the “quick fire” mode the player
needs to answer as much questions as possible.
Multiplayer mode feature different gamemodes:
quick fire, play-or-pass, millionaire remix and
multimillionaire (team-based).
3390 • Way of the Samurai
7.4 Way of the Samurai
Developer Acquire
Publisher Spike, (us) Bam Entertainment!, (eu) Eidos
Release date (jp) February 7, 2002
Genre Action adventure
Mode 1-2 Players
Way of the Samurai, known in Japan as 侍 “Samu-
rai”, is a PS2 action-adventure. Set in 19th cen-
tury Japan, the player takes on the role of Kenji, a
rōnin, who wanders into a remote village and be-
comes involved in a conflict between rival clans. A
notable feature of the game is the branching sto-
ryline, which allows player decisions to radically
alter the course of the story.
Aside from the player’s direct involvement in
choosing the plot, gameplay in Way of the Samu-
rai focuses heavily on combat. Fighting is done al-
most entirely with various samurai swords avail-
able in the game. Way of the Samurai features
over 40 different types of swords, however the
player begins with access to only one. By defeat-
ing enemies, the player can then take the fallen
character’s sword to add to his or her own inven-
tory. The player may only carry a maximum of
three swords at a time. Once per game, the player
may leave one additional sword with the sword-
smith, Dojima, and have it delivered to his or her
sword collection.
The player will often have the choice of whether or
not to engage in combat with a specific NPC, how-
ever once combat is engaged the player is likely to
be forced into fighting several opponents at once.
Kenji has a basic set of moves that are
available with all weapons, consisting of a regular
attack, a strong attack, a block, and a kick. There
are numerous variations and combinations of the
basic moves available depending on the particu-
lar sword equipped at the time. By defeating op-
ponents or collecting special items Kenji can also
unlock special attacks and combinations specific
to each weapon. There are also several differ-
ent fighting stances, depending on the particular
sword equipped, each of which comes with its
own fighting style.
This is the only installment in the series so
far that offers a versus mode for 2 players.
On release, Famitsu magazine scored the game a
31 out of 40.
Way of the Samurai 2 • 3391
5.9
Way of the Samurai 2
Developer Acquire
Publisher Capcom, (jp) Spike
Release date (jp) October 9, 2003
Genre Action adventure
Mode 1 Player
Way of the Samurai 2 (侍道2 Samurai Dou 2) is a
prequel to Way of the Samurai. The player starts
as a starving rōnin who collapsed at the gate of a
famous trading island-city called Amahara. Soon
thereafter, a little girl shares her riceball with the
ronin, giving him (or her, depending on the play-
er’s choice) energy. A choice appears, introducing
the player to the diverse life of a samurai.
The combat system from the original Way of
the Samurai are carried over, albeit with some
changes. Amongst them are the inclusion of
“stance-breaker” attacks on nearly every weapon,
a simplified guard/parry system, and instant kill
techniques.
Players can obtain as many as 60 differ-
ent swords and, with the proper equipment and
practice, perform more than 100 different spe-
cial moves. Also as in the original, the ronin must
choose his/her own path through the plot lines,
and the decisions they makes can drastically af-
fect the outcome of the story.
The game feature a day and night cycle and vari-
ous strategical elements. Players can talk to vari-
ous characters, accept tasks and shop for new
items. Decisions influence the relationships with
the different groups.
Wonder Zone
Developer SCEI
Publisher SCEI
Release date (jp) October 10, 2002
Genre Music, Miscellaneous
Mode 1 Player
Wonder Zone is based around the all-female
rock band, Zone. Zone has been categorized in a
new genre called “bandol” (a portmanteau of the
words band and idol). The group has officially
ended in 2013.
The game plays similar to the Visual Mix: Ayumi
Hamasaki Dome Tour 2001 game, where players
can listen to different music videos, change cam-
era angles and add effects.
3392 • Wave Rally
Wave Rally
6.2
Developer Opus Corp
Publisher Eidos Interactive
Release date (us) November 26, 2001
Genre Racing
Mode 1-2 Players
Wave Rally, also known as Jet Ski Riders, pro-
vides players with both a Jet Ski and runabout
on which to race. Five modes of play are offered:
Arcade, Championship, Time Trial, Multiplayer,
and Freestyle. The Championship mode awards
points based upon the player’s final position in
each race. The Arcade mode forces the player to
reach checkpoints within a given time limit. The
freestyle arena requires the player to perform
various tricks with the aid of waves and ramps
scattered around the open area. Tricks are judged
according to composition, appeal and technical
merit, among others.
Dynamic waves which vary in frequency and
height can help or hinder the progress during the
race. Races take place during different times of
the day and in variable weather conditions. A cast
of eight selectable characters, consisting of female
and male riders, makes up the field for each race.
5.8 Whirl Tour
Developer Papaya Studios
Publisher Crave, (eu) Vivendi Games
Release date (us) November 25, 2002
Genre Sports
Mode 1-2 Players
Whirl Tour plays out on scooters. Different but-
tons allow players to perform various tricks.
There are six different modes to play in, eight dif-
ferent levels, seven unlockable characters and ten
unlockable scooters. In each Story Mode and Co-
op Story Mode level, there are seven objectives to
finish. There are simple objectives like to perform
a certain trick in a certain spot or topple over
something while grinding. Other objectives in-
clude getting a certain score, recovering 3 music
discs, defeat the two bosses and destroy the gen-
erator. Race levels where the player is put against
the computer are unlocked by destroying the gen-
erator in a level. Special Bonus Levels can be un-
locked by finishing all objectives in one level.
Wild Wild Racing • 3393
Whiplash
6.6
Developer Crystal Dynamics
Publisher Eidos Interactive
Release date (us) November 18, 2003
Genre Action-platformer
Mode 1 Player
Whiplash is a platform game where a long-tailed
weasel named Spanx and a rabbit called Redmond
finds themselves chained to one another and fol-
lows their adventures as the pair endeavor to find
a way out of the warehouse of the product testing
corporation known as Genron.
The game is a 3D platformer, with Spanx being
controlled by the player for the majority of the
game, and Redmond used more in combat or as
a means of traversing the world. Although Red-
mond and Spanx are chained together, the game-
play is much like any other platformer. Spanx has
most standard platforming abilities, while Red-
mond is completely indestructible and so can be
hurled into security guards, jammed into machin-
ery, and used as a grappling hook, among other
uses.
Before the game was released in the UK, the Royal
Society for the Prevention of Cruelty to Animals,
the Research Defence Society, the chairman of the
British House of Commons and the Police Federa-
tion of England and Wales were deeply shocked at
the level of cartoonish cruelty in animal product
testing, despite the whole premise of the game as
being against this.
Wild Wild Racing 6.4
Developer Rage Software
Publisher Interplay, (jp) Imagineer
Release date (jp) September 14, 2000
Genre Racing
Mode 1-2 Players
Wild Wild Racing is an off-road racing game
released as a launch-title for the PS2 in the US
and Europe. The game allows players to compete
in all-terrain vehicle races in various countries
around the globe. There are five locations in the
game: United States, India, Iceland, Mexico and
Australia.
In addition to the off-road racing circuits, Wild
Wild Racing includes a series of mini-games that
allow the player to upgrade and access new ve-
hicles.
3394 • We Love Katamari
8.6 We Love Katamari
Developer Namco
Publisher Namco, (eu) Electronic Arts
Release date (jp) July 7, 2005
Genre Puzzle, Action
Mode 1-2 Players
We Love Katamari, known in Japan katamari’s power grows, allowing it
as Minna Daisuki Katamari Dam- to pick up “vaulting boxes, pencils,
acy, is the sequel to the previous erasers, postcards, ramen, robots,
year’s sleeper hit, Katamari Dama- cows, sheep, this girl, that boy,
cy. This is the last game in the se- moms and dads, bicycles, motor-
ries that had involvement with the bikes, homes, buildings, rainbows,
series creator Keita Takahashi. clouds, islands, hopes and dreams”.
We Love Katamari tells two sto- Once the level is successfully com-
ries: a self-referential story of how pleted, the katamari and the Prince
the King of All Cosmos is reacting (or cousin) are judged by the King,
to the unexpected success of Kata- who launches the katamari into
mari Damacy, and an origin story space for it to become a planet,
of how the King of All Cosmos be- satellite, or other celestial object,
came the King of All Cosmos, met if deemed acceptable. If the planet
his wife, and had his son. has already been created, the kata-
mari can replace it or be shattered
The concept for this game is as id-
into “stardust”. If the King does not
iosyncratic as its predecessor. Since
approve of the katamari, he pun-
the release of the original game, the
ishes the Prince by scolding him
King of All Cosmos and his son the
and shooting him with lasers.
Prince have acquired a fan base.
The sequel adds many new
The Prince receives a request from
objectives, including: making the
a fan at the start of the game. The
katamari as large as possible with
objective of the game is to have the
a limited number of objects, col-
Prince fulfill each fan’s request,
lecting objects for their monetary
which will make more fans (stag-
value, rolling a sumo wrestler over
es) appear until the whole game is
food items to gain body mass (and
mobbed with fans. Upon fulfilling
then into his opponent to win the
each fan’s request, the Katamari
match), pushing a snowball around
is given to the king, which he uses
to create the head of an enormous
to create a new planet in the cos-
snowman, and a number of “fast
mos, this continues until there are
as possible” time attack challenges.
enough planets in the cosmos to
Many levels have both a “big as pos-
roll up the sun using the Earth as
sible” and a “fast as possible” ob-
a katamari. Constellation data can
jective, and some even have three
be loaded from Katamari Damacy
similar objectives of increasing dif-
to help with this task.
ficulty or size.
The gameplay follows the same core In the previous game, find-
mechanic: To gather material, the ing the prince’s cousins only un-
Prince pushes around his katamari, locked them for use in 2-player
a magical, highly adhesive ball ca- mode. We Love Katamari allows
pable of grabbing anything smaller the player to switch to the cousins
than itself. Initially, the katamari in the 1-player game as well. Ad-
can only pick up smaller items like ditionally, two Royal Presents can
loose change and discarded pen- now be worn: one on the head or
cils. As more items accumulate, the face, and one on the body. The ap-
We Love Katamari • 3395
pearance of presents may differ de- Unlike Katamari Damacy,
pending on the character that wears battle mode maps are drawn directly
them. from the single-player world (albeit
In addition to the standard, single- with fewer objects due to technical
player mode, this game features a limits as to how many polygons can
two-player cooperative gameplay op- be rendered at once), offering a wide
tion, in which each player controls variety of diverse regions in which to
half of the katamari. Players must compete.
work together to effectively maneu- The soundtrack consists of eighteen
ver the ball. Any stage in the game songs from Namco composers Yuu
can be completed in solo or coop- Miyake, Hiroshi Okubo, Hideki To-
erative mode; however, in coopera- beta, Asuka Sakai, Akitaka Tohyama,
tive mode, some extra time is usually Yuri Misumi, Katsuro Tajima, Yoshi-
added to the game clock to compen- hito Yano, Tomoki Kanda, and Jun
sate for the difficulty in coordinating Kamoda.
the players. As this is the first game in the series
In the Snowman level, which to be released in the PAL regions, two
has no time limit, this method of bonus movies from the original Jap-
play is eschewed in favor of a more anese Katamari Damacy can be un-
traditional one: each player rolls one locked: the introduction movie from
half of the snowman. Similar to the the game, and the Hoshino family
single-player version of the stage, cut scenes edited together as a single
the snowman is completed as soon movie, along with the dubbed ver-
as the two players collide; however, sions in English, Japanese, and Ko-
because the bottom half is also being rean. These scenes are also included
rolled by someone, players are not in the Japanese version.
limited to forming the snowman in The NTSC Greatest Hits re-
the middle of the area. lease has a Japanese spoken and a
In the Japanese and PAL ver- second unlock Korean spoken Eng-
sion of the game each player’s game- lish subtitled version of the Hoshino
pad is depicted on-screen, illustrat- family episodes.
ing how each player is currently
We Love Katamari was met with
manipulating the dual-analog sticks.
positive reception upon release. The
This feature was omitted from the
Sydney Morning Herald gave the
American version due to copyright
game all five stars and stated that
issues.
“The way the scale changes seam-
As in the original game, there is lessly is incredibly cunning with ar-
a two-player competitive mode, eas becoming accessible and later
wherein the opposing players each off-limits again according to the
control their own katamari. Control size of your flotsam-encrusted orb.”
of the katamari is identical to the The Times gave it a favorable review
regular game, and the objectives are and stated that “what’s most impor-
similar. The winner is the player who tant about We Love Katamari is
most fulfills this objective, which is that it represents a move in which
either to collect the most of a small Electronic Arts, the world’s biggest
object (such as pencils in the House, games publisher, has been prepared
or pudding in the Town) or to have to release a title that is new, enter-
collected a single large object at the taining, and ultimately original.”
end of the game (such as a Ginkgo
leaf in the House or a ghost in the
Town).
3396 • White Breath: Kizuna
6.1
White Clarity:
And, the Tears Became You
Developer Princess Soft
Publisher Princess Soft
Release date (jp) December 29, 2005
Genre Visual novel
Mode 1 Player
The story takes place in a land where once upon a
time there was an albino human race which were
believed to be the messengers from the moon.
But 50 years ago, the new government, which was
established by the revolution. The faith in albino
was a part of an old government and as such has
been proclaimed highly punishable. It was said
the albinos are the work of devil.
Limited Edition
The protagonist of the story is a young boy called
Yuu. He grew up in an orphanage. Once day, he
was asked to work in the house of Semon. Semon,
though respected by the locals, is an eccentric who
settled settled on the outskirts of town. Days have
passed as Yuu was performing his daily duties at
his master’s mansion. One day, he got a hold of
a key to the basement. He decides to check the
basement in secret and find an albino girl with
white hair and skin.
The game features multiple endings which may be
attained by selecting different routes in the story.
Some routes become available only after finishing
the game.
White Princess the Second
6.2
Developer Kid
Publisher Kid
Release date (jp) August 25, 2005
Genre Visual novel
Mode 1 Player
White Princess the Second is the follow-up to the
romantic sim originally released on Windows in
Japan. The game takes place in a school and has
the player falling in love with different girls. The
PS2 version added new scenarios and three new
heroines. The port also includes new voices and
characters.
The game begins at the start of the second semes-
ter of the second year of high school. Players take
the role of Keisuke Shibahara and work on their
relationship with nine heroines.
“ign.com”
White Breath: Kizuna • 3397
White Breath: Kizuna
Developer Kid 7.7
Publisher Kid
Release date (jp) November 22, 2006
Genre Visual novel
Mode 1 Player
This PlayStation 2 port is released roughly two
years after the original Windows version, but is
stripped of all the adult graphics. The story prem-
ise remains the same, however. The protagonist
of the story is Tsukasa Sagami, a high-school stu-
dent who had miraculously recovered from a fatal
illness when he was a child. Over time he became
fairly popular in school and somewhat of a soc-
cer star. But the illness returned and he was di-
agnosed with very little time left to live, probably
not even until the graduation.
The game progresses through the calendar, day by
day, letting players decide which characters they
want to meet. Namely, they can only select among
five different girls, most of which will exclude one
another as the places and activities happen at the
same time in a different place. The game then
progresses as a visual novel where players read
the story and occasionally select an action when
the choice presents itself.
“mobygames.com”
Wild Water Adrenaline
7.1 featuring Salomon
Developer Fresh 3D
Publisher Pinnacle, (jp) RED Entertainment
Release date (eu) March 3, 2006
Genre Sports
Mode 1-2 (4) Players
Wild Water Adrenaline is based on whitewater
kayaking and rafting. Up to four players, in single
kayaks or controlling a raft together, can play si-
multaneously to go down rivers, conquer rapids
and drop off cliffs. The player especially needs to
pay attention to the steering, which is controlled
through the analogue sticks, one for each of the
character’s arms, to avoid a variety of obstacles.
This is done by constantly moving them in a cir-
cular motion.
The game is endorsed and has been developed in
collaboration with Salomon, a manufacturer of
articles for outdoor sports.
3398 • Wild Arms 3
7.8 Wild Arms 3
Developer Media.Vision
Publisher CEI, (us) SCEA, (eu) Ubisoft
Release date (jp) March 14, 2002
Genre Role-playing
Mode 1 Player
Wild Arms 3, known in Japan as Wild Arms Ad-
vanced 3rd, is a sequel to Wild Arms and Wild
Arms 2.
The story follows Virginia Maxwell, an amateur
Drifter (adventurer) looking for adventure on Fil-
gaia, a desert planet with wild west motifs. After
foiling an attempted train robbery of a valuable
treasure, Virginia joins forces with three other
Drifters as they travel the world and unravel a
mysterious plot involving the ancient history of
the planet.
This game continues the tradition of two previous
games, adding a stronger emphasis on the fantasy
wild west atmosphere. Characters have the ability
to attack using ARMS (projectile weapons), use
special abilities, use items or cast Arcana (magic).
From the beginning of the game, each of the four
characters has an introductory chapter before be-
coming a party and traveling together. The battles
are random, with a FP gauge which fills while at-
tacking and defending, and usage of Arms and
magic which require FP, similar to the second
game of the series. Later on, special vehicles fea-
ture their own type of battle system.
Unlike traditional RPG’s, locations on the world
map are not immediately visible. In order to dis-
cover new towns and dungeons, the player must
ask for information or learn of them during the
plot and then manually search for them using a
GPS-like system. The world map, which the play-
er must buy, assists the players in finding new lo-
cations.
A new feature is a dialogue based on key words,
similar to a system commonly used in adventure
games, which allows a more flexible use of dia-
logue options.
Wild Arms 3 received generally positive reception
from critics. Critics praised the cel-shaded graph-
ics along with the deep story and characters, while
criticizing the frequent battles and world map
searching system. On release, Famitsu scored the
game a 32 out of 40. GameSpot gave it a score of
7.5 out of 10. GameRankings gave it 78%.
Wild Arms Alter Code: F • 3399
Wild Arms Alter Code: F 7.3
Developer Media.Vision
Publisher SCEI, (us) Agetec
Release date (jp) November 27, 2003
Genre Role-playing
Mode 1 Player
Wild Arms Alter Code: F is an enhanced remake of
Wild Arms that was released in Japan in 1996 for
the PlayStation. The game is a Western-themed
role-playing game The original is noteworthy for
being one of the first role-playing games on the
PlayStation, as well as one of the few to feature a
Western American setting and motif.
Taking place in the fantasy world of Filgaia, Wild
Arms follows the adventures of a band of mis-
creants and adventurers called Dream Chasers
who scour the world in search of excitement and
fortune. The player assumes control of a young
boy named Rudy who has the ability to operate
powerful weapons called Ancient Relic Machines
(ARMs), forbidden remnants of a lost age that re-
semble firearms. Along with his companions Jack
and Cecilia, the group must use their respective
skills to navigate through the vast wastelands and
dungeons of Filgaia and prevent an otherworldly
threat from reviving their lost leader and destroy-
ing the world.
The remake features entirely new 3D environ-
ments, five new playable characters and many
other improvements. The game features more
characters than just the original trio. Other char-
acters such as Jane Maxwell, McDullen Harts
(called Magdalene Harts in the remake), Emma
Hetfield, Mariel, and Zed will be able to join and
the player may switch them into the battlefield.
All of the dungeons have completely different
puzzles and layouts.
The game now has 3D graphics both in and out of
battles. The soundtrack has been heavily remixed
or replaced entirely with new music. Numerous
FMVs have been added at key points in the game
and for the guardian summonings. The encounter
cancel system from Wild Arms 2 and 3, which al-
lows a player to skip a random battle, is present.
The game’s North American release was post-
poned several times until it was finally released on
November 15, 2005. The North American version
comes with a bonus DVD featuring the first epi-
sode of the Wild Arms anime series, Wild Arms:
Twilight Venom.
3400 • Wild Arms 4
6.9 Wild Arms 4
Developer Media Vision
Publisher 505 Game Street, (jp) SCEI, (us) Xseed Games
Release date (jp) March 24, 2005
Genre Role-playing
Mode 1 Player
Wild Arms 4, known in Japan as Wild Arms the
4th Detonator, is the fourth installment in the
Wild Arms series. The game’s overall look and feel
is a departure from the Wild West feel of the previ-
ous games in the series, to a more modern look.
Players take the role of a young teenager named
Jude Maverick who have grown up in an isolated
town called Ciel, which is completely enclosed in
a large sphere floating thousands of feet above the
surface of Filgaia. His sheltered world changes
forever when he sees the sky “tear” and ships en-
ter his homeland.
After the invading army attacks Ciel and
brings the sphere crashing down, Jude join forces
with two other characrters, Yulie, Raquel and Ar-
naud who travel the war-torn land of Filgaia in
search of truth, their own identities, and their
separate paths to adulthood.
Action elements on the field map such as double-
jumps, using the new “Accelerator” ability to ma-
nipulate time, and equipping items to solve puz-
zles maintains the excitement between battles.
Movie events are presented in a distinctive use of
polygons and shading with voice-actors. Dialog
takes place using various character illustrations
that change and reposition frequently.
Dialog takes place using various character illus-
trations that change and reposition frequently
like a digital comic book, making it easier to deep-
ly understand the emotions of each character.
The HEX battle system is composed of seven
hexagons on the battle field, with random begin-
ning placement for all characters and enemies.
What makes the HEX battle system so unique is
that it is area based instead of character based.
This means that any attacks or spells given to cer-
tain hexagon, or HEX, will affect all characters on
that HEX. Multiple allies or enemies can occupy
a single HEX, but enemies and allies can’t occupy
the same HEX.
The PAL version is known to crash in certain plac-
es when played in 50 Hz mode, leaving those ar-
eas potentially impassable to players whose tele-
vision does not support 60 Hz PAL signals.
Wild Arms 5 • 3401
Wild Arms 5 7.1
Developer Media Vision
Publisher Xseed Games, (eu) 505 Game Street, (jp) SCEI
Release date (jp) December 14, 2006
Genre Role-playing
Mode 1 Player
Wild Arms 5, released in Japan as Wild Arms:
The Vth Vanguard, is the fifth game in the series
and celebrates the series’ 10th anniversary by fea-
turing cameo appearances of characters from the
previous games.
Like every game in the Wild Arms series, Wild
Arms 5 takes place on the world of Filgaia. Hu-
mans are currently being ruled over by the Veru-
ni, an alien race that landed on Filgaia 100 years
ago. Dean Stark, the protagonist of the story,
lives in a secluded village away from all the tur-
moil. He dreams of becoming a hunter of golems,
which are huge, ancient machines that were once
built to serve mankind. Along with his childhood
friend Rebecca Streisand, and Avril Vent Fleur, a
mysterious girl who falls from the sky, Dean sets
out on an adventure to chase his dream of becom-
ing a golem hunter and to help Avril recover her
memories.
Wild Arms 5 is a third-person role-playing game
where the player explores the world and fights
battles in turn-based combat sequences with up
to 3 characters in the party. The playing field dur-
ing combat is split in seven hexagonal sections,
of which some have special properties. Players
can use guardian beasts, combination arts (team
work), chain attacks, original attacks and others.
Just like the previous game, these are based on a
force meter, which increases when characters at-
tack or are being attacked.
In the exploration mode, Dean and his party can
use vehicles or run around, and during dungeon
exploration there are two modes: Action (jumps,
slides, interaction) and Shooting (through ARMs,
Dean can choose from various cartridges to inter-
act with the environment, destroying or manipu-
lating it).
In the United States, the first print run of Wild
Arms 5 came in a commemorative “Series 10th
Anniversary” box and included an art book featur-
ing character art from all five Wild Arms games.
The European version was released in two differ-
ent versions: a limited edition, including an 80-
page art book, and a standard edition.
3402 • WinBack: Covert Operations
WinBack: Covert Operations 6.6
Developer Omega Force
Publisher Koei, (eu) Midas Entertainment, (us) SCEA
Release date (jp) December 21, 2000
Genre Third-person shooter
Mode 1-2 (4) Players
WinBack, known as Operation: Winback in Aus-
tralia and Europe, is a third-person shooter. The
story follows one Jean-Luc Cougar, a secret agent
infiltrating a laser satellite’s command center.
Gameplay revolves around its innovative cover
system, in which the player takes cover behind
corners and then ducks out to shoot. The player
cannot move while shooting; instead, the control
stick is used to aim, a task made easier by the fact
that every weapon is equipped with a laser sight.
WinBack’s cover system eventually went on to
influence several later shooters, including Metal
Gear Solid 2: Sons of Liberty, Resident Evil 4 and
Kill Switch, which in turn influenced games like
Gears of War. The cover system has since become
a staple of third-person shooters.
4.8
WinBack 2: Project Poseidon
Developer Cavia Inc.
Publisher Koei
Release date (us) April 25, 2006
Genre Third-person shooter
Mode 1-2 (4) Players
WinBack 2: Project Poseidon centers around the
exploits of a crisis response team which consist
of The Craig Contrell, Nick Bruno, and Mia Ca-
brera The game have no related storyline to the
first game.
Besides a graphical update and new cast of charac-
ters, the major new feature in this game is playing
as two different characters per level. The player
operates as a Route A person and a Route B per-
son, e.g. Craig and Mia, Nick and Craig, etc. The
partner in Route A offers a supporting role to the
main partner in Route B, to unlock doors and as-
sist in eliminating enemies for their benefit. After
finishing each level for the first time, the player
goes through it a second time as the partner.
There is also a multiplayer mode for up to four
players, featuring several game mode including
deathmatch and sniper battles.
Wind -a breath of heart- • 3403
7.5 Wind -a breath of heart-
Developer Alchemist
Publisher Alchemist
Release date (jp) December 18, 2003
Genre Visual novel
Mode 1 Player
The game follows Makoto Okano as he returns
to his hometown after 10 years away. Before he
left, he and Minamo Narukaze made a promise to
each other to meet again. She told him she will
keep on playing the harmonic and even though he
may be too far away to see it, the wind will carry
the melody, hopefully all the way to his place.
Ten long years have passed, and together with his
younger sister, Hinata Okano, Makoto returns to
his hometown. One evening, after school class-
es, he hears a melody that attracts his attention,
which in turn leads him to the roof where he sees
a girl with a purple hair, playing a harmonica. Not
realizing at first who she is, the truth soon be-
comes clear that the girl is Minamo, and promise
of their reunion has been fulfilled via serendipity.
“mobygames.com”
Winx Club
Developer Konami 7.1
Publisher Konami
Release date (eu) March 17, 2006
Genre Third-person shooter
Mode 1 Player
Winx Club is a 3D action adventure game based
on the Italian cartoon series of the same name. It
loosely retells the story of the first season of the
television series.
There are “action” and “adventure”levels. In
the adventure levels gameplay consists of find-
ing items for specific NPCs and playing various
mini-games. In the action levels the player has to
jump, climb, and fight enemies. The main char-
acter, Bloom, has a magic shield and two attacks
that improve during the game. She can also cast
a number of spells that can aid her in finding the
items she needs. During boss battle Bloom chang-
es to her Winx form in which she is more power-
ful and can fly. During the levels there are vari-
ous items to be picked up which improve Blooms
health or attacks or unlock new outfits that can be
worn.
“mobygames.com”
3404 • Without Warning
4.5 Without Warning
Developer CiRCLE Studio
Publisher Capcom
Release date (eu) October 28, 2005
Genre Third-person shooter
Mode 1 Player
Without Warning is a third-person shooter. Set
in a vast chemical plant, during a brutal terrorist
plot, the game follows the actions of the six play-
able characters; three Special Forces members, a
security guard, a secretary, and a cameraman. Set
over twelve hours, the feel of the game, storywise,
is similar in style to the TV series 24.
Gameplay of Without Warning varies depending
on which character is being played. In the case
of the Special Forces members and the security
guard, gameplay is generally fast-paced, as is of-
ten the case with arcade-style shooters. While the
game features a dedicated cover system, there is
little emphasis on tactical combat, with the best
approach often being simply to eliminate all en-
emies as quickly as possible. Despite the core
gameplay of the four characters being largely
alike, they all have small differences between
them. These involve exclusive objectives for each
character, making their gameplay differ slightly
from each other. There are also minor differences
between the weapons of each character, which in
turn affects the gameplay of each as well.
The remaining two characters rely far more on
stealth over action. The secretary has only the op-
tion to stun enemies either with pepper spray or
a fire extinguisher, rather than killing them out-
right. This is often largely ineffective, and as such,
generally the secretary must proceed throughout
the chemical plant without alerting the terror-
ists. The gameplay for the cameraman is largely
the same, although with this character, the player
has the option to attempt to kill terrorists with a
gun. A more notable difference, however, is that
the cameraman is required to film various activi-
ties committed throughout the chemical plant by
the terrorists using his camera, exposing himself
to danger.
Without Warning was developer Circle Studio’s
only video game, before the company began focus-
ing on DVD games as opposed to console games.
Upon release, the game received generally nega-
tive feedback by most game critics.
Woody Woodpecker: Escape from Buzz Buzzard Park • 3405
Woody Woodpecker: 6.4
Escape from Buzz Buzzard Park
Developer Eko Software
Publisher DreamCatcher Interactive
Release date (eu) December 7, 2001
Genre Platform-adventure
Mode 1 Player
The game plays similar to other toon-based games
like Bugs Bunny & Taz: Time Busters and Disney’s
Donald Duck: Goin’ Quackers.
For much of the adventure, the player is Woody
Woodpecker. During the absence of Woody’s
nephew Knothead and niece Splinter were ab-
ducted by the Machiavellian Buzz Buzzard, which
requires an exorbitant ransom for their release.
Unwilling to pay, Woody goes in search of the
missing by venturing into the huge and danger-
ous amusement park built by Buzz Buzzard.
The game consists of twenty-one levels of type
platform. The progress in the game is based
primarily on the skill and dexterity needed to
overcome obstacles that present themselves or
unblock access to the following level by manipu-
lating objects.
6.0 Wreckless: The Yakuza Missions
Developer Stealth Studios
Publisher Activision
Release date (us) November 13, 2002
Genre Racing
Mode 1-2 Players
Wreckless: The Yakuza Missions, known as Dou-
ble S.T.E.A.L. in Japan, is a driving game set in
Hong Kong, in which the player completes mis-
sions.
This game is the updated port of the original
Xbox version of Wreckless: The Yakuza Missions,
and adds several new features. Missions are now
ranked based on how quickly they are complet-
ed, and fast times reward medals. A free mode
is available now too, allowing the player to drive
through the city without worrying about a time
limit. Finally two new features have been added
to the cars: an adrenaline feature that slows down
time, and a limited supply of short-range missiles.
Different modes are available, such as a mode
where the trailing car attempts to ram the leading
car, or a normal racing mode.
3406 • Wordimagesoundplay
Wordimagesoundplay
Developer Tomato
Publisher Sony Music
Release date (jp) March 10, 2004
Genre Miscellaneous
Mode 1 Player
Wordimagesoundplay is not really a game, but an
art project released by tomato for the PS2. This
obscurity not only remained unpublished outside
of Japan but was also distributed in limited quan-
tities – a few thousand – in the only country it
was available.
While the game is Japan-only, its developer –
called tomato – is actually British. It’s not a video
game studio; rather, it’s an art collective founded
in 1991 that comprises artists, designers, musi-
cians and writers who dabble in different domains
of the digital world, either for artistic expression
or commercial creation. They have taken part in
a lot of exhibitions and have produced a substan-
tial amount of short films. The collective is also
intrinsically connected to a music act – Under-
world, a progressive electronics group, which was
actually responsible for wordimagesoundplay‘s
soundtrack along with the now-defunct down-
tempo band Johnny Conquest. The members of
this group, Karl Hyde and Rick Smith happen to
be the founders of tomato.
This software is made up of four main parts: Mir-
acles & Wonders - a story is told in a three-dimen-
sional space, which can be traversed infinitely.
The music is a collection of remixed Underworld
tracks, lasting more than 20 minutes.
Sleeping eye - find the hidden links between 15
different compositions. Graphics and sound pro-
vided by Tomato.
LatLongStories - two separate stories are told on
the screen, one vertically, and one horizontally
(representing latitude and longitude). The stories
merge together and the intersection becomes a
hyperlink.
phonology - eight people appear on the screen and
each one can be used as a channel of sound. The
people are all members of Tomato, performing
strange actions while a sound is played. This cre-
ates amusing visuals with a surreal soundtrack.
Wipeout Fusion • 3407
Wipeout Fusion 8.3
Developer Studio Liverpool
Publisher SCEE, (eu) Bam! Entertainment
Release date (eu) February 8, 2002
Genre Racing
Mode 1-2 Players
Wipeout Fusion (stylised as wipEout fusion) is
the fifth instalment in the futuristic racing game
series. It was also the first Wipeout game to be
published on the PlayStation 2.
Wipeout Fusion is set in 2160 and revolves
around players competing in the F9000 anti-
gravity racing league. Players control anti-gravity
ships owned by large racing corporations (collec-
tively referred to as “teams”). Overall, the game
contains 45 race tracks, 32 ship models, and 26
weapons. There are eight teams in Wipeout Fu-
sion, each having a lead pilot and second pilot
– players can choose which pilot and team they
want to use before a race. Each ship has its char-
acteristics; depending on the team selected, a ship
will vary in terms of speed, acceleration, manoeu-
vrability, and shield strength.
The game has four race modes. Arcade mode in-
volves a standard single race, in which the player
must race against opponents and finish first to earn
a gold medal; securing second or third place will
reward the player with a silver or bronze medal,
respectively. The AG League contains ten tourna-
ments; each tournament has four races with six-
teen competitors. Money is awarded at the end of
each tournament as a result of time, damage, and
skill bonuses. Players can use money to upgrade
the appearance or performance of their ships. The
other two race modes are “Zone” mode, which re-
volves around survival as the player’s ship auto-
matically accelerates to extreme speeds; and time
trial mode, where the player may record best lap
times.
In addition, the game features a variety of weap-
ons which can be utilised to destroy other op-
ponents or for self-defence. Offensive weapons
include rockets, plasma bolts, missiles, and gre-
nades, whilst defensive weapons range from
deployable mines to energy shields. Every ship
is also equipped with a standard energy shield
which will protect the player from damage caused
by collisions or weapons fire. If a shield runs out,
the ship will explode and the player in question
will be eliminated from the race.
3408 • Wipeout Pulse
8.0 Wipeout Pulse
Developer Studio Liverpool, Spiral House
Publisher SCEE
Release date (eu) June 19, 2009
Genre Racing
Mode 1-2 Players
Wipeout Pulse (stylised as wipEout will vary from ordinary races to
pulse) is the seventh instalment tournaments. Once the player fin-
of the Wipeout series and is set in ishes the event in a single cell,
2207, ten years after the events of they will earn “completion points”
Wipeout Pure. needed to progress to the next grid.
As with its predecessor, the game Clearing a cell will unlock addi-
revolves around players compet- tional cells adjoining it. Returning
ing in the FX400 anti-gravity game modes from Wipeout Pure
racing league. Players pilot anti- includes single races, tournaments,
gravity ships owned by racing cor- time trials, and the “Zone” mode,
porations. There are eight teams in which involves the player’s ship au-
Wipeout Pulse, with one ship avail- tomatically accelerating to extreme
able for each – although the player speeds. A returning game mode
will have the ability to change the from Wipeout 3 is “Eliminator”,
appearance of their ships. Each which revolves around a group of
ship has different characteristics; competitors attempting to destroy
depending on the team chosen, its each other the quickest in a set
ship will vary in terms of handling, amount of time.
speed, acceleration and shield While the game only ships
strength. with twelve tracks, these can be
Every ship is equipped with driven both forward and back-
an energy shield which will protect wards; the race’s direction is
the player from damage sustained marked by the suffix “White” or
from weapons fire or colliding with “Black” on the race’s title (i.e. “Tal-
walls, although energy is taken on’s Junction White”) and may
away if this happens. In addition, show subtle variations depending
the player’s ship is equipped with on which way they are driven.
air brakes which can be used for ma- Players are rewarded for us-
noeuvring through difficult corners ing the same team’s ship over and
at high speed. The game features a over via a “Loyalty” system which
number of weapons which can be unlocks new ship skins.
utilised to destroy other opponents Wipeout Pulse was developed by
or for self-defence. Defensive weap- Sony Studio Liverpool (formerly
ons range from shields—which known as Psygnosis). Colin Berry,
make the player’s ship invulnerable the lead designer of the game, stat-
to damage for a short period—to ed in an interview that the team
land mines and stationary bombs. had received a lot of positive feed-
Offensive weaponry vary from ma- back from Wipeout Pure, and was
chine guns, missiles, plasma bolts, willing to use parts of the feedback
and a “quake” – which comes in the to “help shape some elements of
form of a devastating earthquake Pulse”. According to Berry, some
that will damage all opponents. people had felt that the previous
The campaign mode features six- game was too difficult; the ships
teen grids divided into cells, each were considered too fast and the
containing a separate event which AI too advanced, whereas others
Wipeout Pulse • 3409
thought that the game was too easy The game features sixteen licensed
and they wanted “something more music tracks in addition to customis-
challenging to keep them coming able soundtracks from techno artists,
back”. The development team also including Aphex Twin, Kraftwerk,
took steps to decrease the feeling of DJ Fresh, and Skream.
repetition, which was often cited as The game received positive reviews
one of the main complaints of Wipe- upon release. Critics unanimously
out Pure. In addition, the team al- praised the game’s visuals and pre-
tered the game’s difficulty settings sentation. Jeff Haynes of IGN stated
so that players were given the choice that the game was “Wipeout at its
to change the speed of the game at purest”, praising the visual presenta-
any time, in the event that they “got tion of the courses, cities, and other
stuck”. Reflecting on this, Berry said: environments. Gabe Graziani of
“We want the people who buy it, to GameSpy thought the graphics were
see all the game, we do not want to beautiful and also commended the
lock them out”. design of the tracks. Eduardo Zacar-
During development, the team ias of GameZone stated that Wipeout
decided early on to focus on creat- Pulse was a “very visually pleas-
ing new content rather than bring- ing game with some solid visual ef-
ing back old race tracks which were fects”, and also praised the detailed
featured in previous Wipeout games. tracks and ships. A reviewer from
Berry stated that by the end of Wipe- Game Revolution considered the
out Pure, Sony Studio Liverpool had game’s level of detail to the tracks
designed almost 100 tracks as poten- and smooth framerate to be “stag-
tials to include in subsequent games, gering” on a handheld. The reviewer
although the team were only satisfied also praised the “meticulously con-
with 32 of them. The remainder of structed” backdrops and “incredibly
the tracks were either disregarded or styled” presentation. Guy Cocker
amalgamated into other games. Ber- of GameSpot said that the visuals
ry reflected that the tracks using the were “superb”, though he thought
same 3D computer graphics software that many aspects were similar to
as its predecessor meant that certain its predecessor, Wipeout Pure. A re-
repetition appeared and caused the viewer from Edge described the visu-
team to “dry up on ideas”. The de- als as “even smoother, brighter, and
velopers recognised that track design sharper than Pure’s”.
was an important aspect to the game, The various aspects of game-
and also accepted the difficulty in play were mostly praised, although
designing a track that is both memo- some reviewers criticised the game’s
rable and enjoyable. Berry felt con- repetitiveness and difficulty. Tom
cerned that the team were starting to Bradwell from Eurogamer praised
repeat design features, and thus de- the new “Elimination” mode, stat-
cided to create new variables to the ing that it was initially “alarming”
track design: as a result of this, the and frustrating, but admitted that it
team conceptualised the “mag strip” “grows to be rather good”. Cocker
– a section of a track which would enjoyed the new tracks and the dif-
feature artificial gravity so that a ficulty levels. Game Revolution’s re-
player could safely circumnavigate viewer surmised that Wipeout Pulse
loops, steep slopes, and upside down was a more refined version of Wipe-
sections. out Pure, stating that despite all of
the solid and reliable gameplay, the
game did not revolutionise the series.
3410 • Winning Post 4 Maximum
Winning Post
Winning Post is a thoroughbred horse racing simulation
game series from Koei Tecmo (originally Koei) debuting in
1993. The series is distinct from Koei’s other horse-racing
franchise, G1 Jockey, and Tecmo’s Gallop Racer series.
As of 2019, the only version of the game to be released
outside of Japan was the Sega Saturn port of Winning Post
EX, released in North America as Winning Post. All of the
other games have only been released in Japan.
Winning Post 4 Maximum 7.3
Developer Koei, Inis
Publisher Koei
Release date (jp) September 28, 2000
Genre Sports
Mode 1 Player
Winning Post 4 Maximum (ウイニングポスト4 マキ
シマム) is the sequel to Winning Post 3. This game
introduced a more advanced AI where horses
would cut each other off in races. Players could
also import mares from overseas, giving players
a more breeding combinations when breeding
horses.
Players can also take part in overseas champion-
ships.
7.1 Winning Post 4 Maximum 2001
Developer Koei, Inis
Publisher Koei
Release date (jp) March 22, 2001
Genre Sports
Mode 1 Player
Winning Post 4 Maximum 2001 (ウイニングポス
ト4 マキシマム 2001) is a update to Winning Post 4
Maximum and was developed by Inis and pub-
lished by Koei, which was released in Japan in
2001.
The game is similar to the prequel but updated
with stats from the 2001 program.
Winning Post 5 Maximum 2002 • 3411
Winning Post 5 6.5
Developer Koei, Inis
Publisher Koei
Release date (jp) December 22, 2001
Genre Sports
Mode 1 Player
The main game mode in Winning Post 5 let play-
ers compete against rival horse owners. Players
will have to go against different owners, who each
have their own algorithms tailored to their poli-
cies and preferences. There are those who active-
ly take in horses from abroad, or buy foals from
champion parents, and those who breed up a lin-
eage of champions, are just some of the ten char-
acters that players compete against in the game.
8.2 Winning Post 5 Maximum 2002
Developer Koei
Publisher Koei
Release date (jp) September 19, 2002
Genre Sports
Mode 1 Player
Maximum 2002 is an updated annual release of
Winning Post 5, which includes complete race
programs, jockey rosters, and horse data for the
2002 race season.
Also included are a comprehensive edit mode for
both jockeys and horses, the ability to race against
famous historic champions, and the new option
to choose from three difficulty levels.
“mobygames.com”
Winning Post 5 Maximum 2003 7.0
Developer Koei
Publisher Koei
Release date (jp) May 29, 2003
Genre Sports
Mode 1 Player
Maximum 2003 is an updated release of Winning
Post 5, featuring race programs and rosters up-
dated for the 2003 race season.
Compared to the previous edition, the jockey
training system has been modified to add addi-
tional options, and two more additional difficulty
levels have been added.
“mobygames.com”
3412 • Winning Post 6 Maximum 2004
8.4 Winning Post 6
Developer Koei
Publisher Koei
Release date (jp) August 28, 2003
Genre Sports
Mode 1 Player
Winning Post 6 is the 6th numerical release in
Koei’s horse racing simulation series. The game
was developed and published by Koei, and re-
leased in Japan for the PS2 on August 28, 2003.
An enhanced PC port of the game, which includes
a “power-up kit”, was also released in Japan on
November 21, 2003.
“giantbomb.com”
Winning Post 6 Maximum 2004 7.4
Developer Koei
Publisher Koei
Release date (jp) May 20, 2004
Genre Sports
Mode 1 Player
Winning Post 6 Maximum 2004 is a upgrade to
Winning Post 6, featuring 2005 race and team
data.
Players can import data from the previous install-
ment in the series, access a libary of more than
150 real horses, create new horse types, engage
in versus races, competitions, and an enhanced
Series Mode.
“ign.com”
7.8 Winning Post 6: 2005 Nendoban
Developer Koei
Publisher Koei
Release date (jp) February 24, 2005
Genre Sports
Mode 1 Player
Winning Post 6: 2005 Nendoban (ウイニングポスト
6 2005年度版) is a Winning Post 6 Maximum 2004.
The game feature a more advanced races than it’s
previous release with a higher degree of rotation
algorithm.
Both horses and it’s trainers also age over time,
making the game more strategic.
The game correspond to the race data from 2005.
Winning Post 7 Maximum 2006 • 3413
Winning Post 7 8.0
Developer Koei
Publisher Koei
Release date (jp) August 25, 2005
Genre Sports
Mode 1 Player
Winning Post 7 continues the tradition of simula-
tion titles in which players raise a derby stallion.
Offering a look at recent racing history, the game
starts off in 1984, twenty-one years before Sym-
boli Rudolf became the current racing sensation
that he is. A number of real horses appear for the
first time in a videogame with this title. The game
is up to date with stats for the year 2005.
“ign.com”
Winning Post 7 Maximum 2006
Developer Koei
Publisher Koei
Release date (jp) March 16, 2006
Genre Sports
Mode 1 Player
Winning Post 7 Maximum 2006 (ウイニングポスト
7 マキシマム 2006) is equipped with the 2006 JRA
horse racing data that includes information on
existing racehorses, jockeys, trainers, stallions
and breeding mares.
The game includes real racehorses, early stal-
lions, and editing functions for people (jockeys,
trainers, owners and pastures).
Winning Post 7 Maximum 2007
Developer Koei
Publisher Koei
Release date (jp) March 29, 2007
Genre Sports
Mode 1 Player
Winning Post 7 Maximum 2007 was the first of
Koei’s horse racing series for the PS3. The Maxi-
mum 2007 update to Winning Post 7 adds 2007
stats, including the year 2007 JRA racing pro-
gram. It also includes the Summer Sprint Series,
Summer 2000 Series, and overseas racing se-
ries like the Asia Mile Challenge and the Global
Sprint Challenge. The update also adds a new
race course.
3414 • Winning Post Kouryaku Box
8.4 Winning Post 7 Maximum 2008
Developer Koei
Publisher Koei
Release date (jp) March 13, 2008
Genre Sports
Mode 1 Player
Winning Post 7 Maximum 2008 (ウイニングポスト
7 マキシマム2008) is a multiplatform horse racing
simulator published by Koei for the PS2, PS3, Wii
and Windows.
The game is a continuation of the Winning Post 7,
but includes the latest data and various updates.
The game includes different championships such
as the G1 victory in Japan and overseas races.
Winning Post World
Developer Koei
Publisher Koei
Release date (jp) April 2, 2009
Genre Sports
Mode 1 Player
Winning Post World is another game in the se-
ries, but without the numbering attached to the
title. The game is basically divided into two game
modes; Scenario mode, where players chooses a
occupation, from horse owner, trainer and jockey,
and experience different game modes compared
to what occupation they choose. In World mode,
players choose a character and play in a scenario
mode.
4.6 Winning Post World 2010
Developer Koei
Publisher Koei
Release date (jp) April 2, 2010
Genre Sports
Mode 1 Player
Winning Post World 2010 (ウイニングポストワー
ルド 2010) is a part of the long running Winning
Post series. It is the fifteenth game in the Winning
Post series and the second game in the Winning
Post World sub-series.
Developed and published by Koei, Winning Post
World 2010 was released in Japan for the PS2,
PS3, PC, Xbox 360, and Wii.
“giantbomb.com”
Wizardry: Tale of the Forsaken Land • 3415
Wizardry: 7.0
Tale of the Forsaken Land
Developer Racjin
Publisher Atlus, (eu) Ubisoft
Release date (jp) November 15, 2001
Genre Role-playing
Mode 1 Player
Wizardry: Tale of the Forsaken Land is a PS2
role-playing game and a spin-off of the Wizardry
series. It was released in Japan under the title
Busin: Wizardry Alternative.
Tale of the Forsaken Land takes place in the king-
dom of Duhan, which was recently struck by a
disaster known as The Flash. The Flash not only
killed thousands, but also left Duhan in a state of
perpetual cold, and separated from the outside
world. On the outskirts of town lies the Labyrinth
of Duhan, which the player-created protagonist
must explore, whether for treasure, the truth
about his own past, or for the kingdom.
Despite its Japanese origins, Tale of the Forsaken
Land is very similar to early Wizardry games. Like
the other games in the series, it uses a first per-
son perspective. Other elements such as classes,
races, class changes, and magic resembling Wiz-
ardry I-V are implemented as well. The classes,
Warrior, Priest, Thief, Sorcerer, Bishop, Samurai,
Knight, and Ninja, all have initial requirements
that must be met in order to choose them, such
as attributes and alignment, making some classes
possible only after one has gained enough experi-
ence in the dungeon. Thieves can unlock chests
and disarm traps, which is done by participating
in a mini-game that involves repeating a pattern
of buttons within a time limit.
The game’s environments consist of the town,
where the player can recruit characters into the
party, rest and buy supplies, and the vast maze-
like 3D dungeon. The bulk of the gameplay is ded-
icated to exploring dungeons, trying to find the
right way through the maze, collecting treasure,
triggering scenes, and fighting enemies in turn-
based combat. The environments are varied, with
NPCs spread about such that it is difficult to get
lost in the earlier levels. There is an automap and
plenty of transfer potions that one can buy, ensur-
ing that after the first few hours, the player will
have the ability to come and go from the Laby-
rinth with relative ease.
3416 • Wizardry Empire III: Haoh no Keifu
Wizardry Empire III:
7.2 Haoh no Keifu
Developer Starfish
Publisher Starfish
Release date (jp) December 25, 2003
Genre Role-playing
Mode 1 Player
The story Wizardry Empire III revolve around
three countries that are prosperous until an as-
sault by three demon lords throws everything into
precarious balance. A party of warriors is sum-
moned to set things right by toppling the demonic
hordes.
The game may be played with standard PS2-
powered graphics but can also be played in wire-
frame mode where the dungeons are represented
by white lines on a black background and nothing
else - just like in the first games. Old and familiar
monsters return along with 40 new creatures.
“ign.com”
Wizardry X: Zensen no Gakufu
Developer MichaelSoft 7.3
Publisher MichaelSoft
Release date (jp) February 24, 2005
Genre Role-playing
Mode 1 Player
Wizardry Xth: Academy of Frontier is a spin-off
of the Wizardry series and a prequel to Wizardry
X 2: Mugen no Gakuto.
Taking place in a military school in Europe, the
player is cast into the role of a student, who’ll
have to battle demons through randomly-gener-
ated dungeon levels along with fellow students as
part of their training. The party, of maximum six
students, can be formed from a variety of 10 rac-
es, 15 professions and a few alignments; certain
traits will influence the party’s stats and abilities
through a compatibility system.
The battles, in Wizardry fashion, are turn-based,
but make use of a time system, where enemies
change between elemental forms as time pro-
gresses.
When not crawling through dungeons, the par-
ty will visit the school grounds, each are of the
school providing some form of assistance. Also
here, useless items found in the dungeons can be
synthesized and recombined into new items.
Wizardry X 2: Mugen no Gakuto • 3417
Wizardry X 2: 8.0
Mugen no Gakuto
Developer MichaelSoft
Publisher MichaelSoft
Release date (jp) March 23, 2006
Genre Role-playing
Mode 1 Player
Wizardry Xth: Unlimited Students is the sequel to
Wizardry Xth: Academy of Frontier, refining the
party compatibility system (compatibility can be
improved by using certain skills during combat),
as well as certain changes have been made to the
item creation process and the dungeon layout.
As in the previous game, the game takes place at
the academy, where students from around the
world hone their skills in adventuring, in order
to tackle the various mazes and labyrinths which
appeared in recent years. Available characters re-
main the same, with 10 races, 15 professions and
3 alignments.
Battles are turn-based and the dungeons, as in the
first game, are pre-generated, but enemies and
items are randomly placed upon entering them.
“mobygames.com”
7.4 Wizardry Summoner
Developer Taito
Publisher Taito
Release date (jp) April 21, 2005
Genre Role-playing
Mode 1 Player
Wizardry Summoner is an Japanese only entry
to the Wizardry series, originally released for the
Game Boy Advance in Japan in 2001 and North
America in 2003. The PS2 port was released in
2005.
The game took a different approach from its fore-
runners, presenting players with a number of 3D
dungeons to navigate and conquer in order to ob-
tain the Forbidden Book. The reason for this quest
was purely monetary; the king of Ossakaputisu
was offering a hefty reward for the return of the
artifact. Many adventurers had come from all the
corners of the planet in an attempt to locate the
Book; none had returned from this venture.
In the game, players assemble a team of six party
members to explore multi-floored 3D dungeons
and take part in menu-based battles.
3418 • Will O’ Wisp
5.4 Wizardry Gaiden:
Sentou no Kangoku
- Prisoners of the Battles
Developer Taito
Publisher Taito
Release date (jp) August 3, 2006
Genre Role-playing
Mode 1 Player
Wizardry Gaiden: Sentō no Kangoku: Prisoners
of the Battles (ウィザードリィ外伝 戦闘の監獄) is a
spin-off of the Wizardry series. The game return
to the core rules of series with simple, but deep
gameplay.
The game was later relased on the iOS and An-
droid platforms.
Will O’ Wisp 5.4
Developer Idea Factory
Publisher Idea Factory
Release date (jp) September 6, 2007
Genre Visual novel
Mode 1 Player
The game is set in 19th century London, where
there are dollmakers who can make sophisti-
cated, human like dolls who talk and have feel-
ings. The protagonist, Hanna, is a dollmaker in
training who can see and hear things no one else
can. When her guardian dies, she sees this as a
chance to sneak into his private chambers and
look around. The story begins after finding a se-
cret coffin with a sleeping doll inside.
4.9 Will O’ Wisp: Easter no Kiseki
Developer Idea Factory
Publisher Idea Factory
Release date (jp) October 9, 2008
Genre Visual novel
Mode 1 Player
Easter no Kiseki is a sequal to the previous game.
The game play similar with the only difference is
that players can now date Emily and there’s a se-
cret character.
Easter no Kiseki plays just like the prequel. Play-
ers talk with characters and pick a dialog answer
when they are prompted, with the option of be-
coming romantically involved with one of the
characters in the game.
World Championship Paintball • 3419
World Championship Cards 3.4
Developer Crave
Publisher Crave
Release date (eu) September 7, 2007
Genre Cards
Mode 1 (-8) Player(s)
World Championship Cards features over 30 dif-
ferent varieties of classic card games including
Bridge, Gin Rummy, Solitaire, Cribbage, Hearts,
Spades, Crazy 8’s and more. The game also in-
cludes a create-a-character mode that allows vari-
ations of personalities, skin tone, hair, clothing
and hats to choose from. The multiplayer capa-
bilities allowed up to 8 players to challenge others
online.
2.5 World Championship Paintball
Developer Coresoft
Publisher THQ
Release date (us) January 7, 2008
Genre First-person shooter, Sports
Mode 1-2 (10) Players
In this paintball game, players can take part in 6
different styles on over 20 different fields, or use
the Playfield builder to continually generate new
fields.
Players could also play in an online multiplayer
mode with teammates and opponents from oth-
er parts of the world. The online mode featured
leader-board and voice chat support.
World Championship Rugby 7.0
Developer Swordfish Studios
Publisher Acclaim
Release date (eu) September 2004
Genre Sports
Mode 1-2 (4) Players
WCR: World Championship Rugby is an action-
oriented translation of the rugby sport. Playing
modes are single matches or a world cup cham-
pionship using one of the 20 teams which partici-
pated in the 2003 World Cup.
The game also features most of the official rugby
rules, the original names for the teams of England
and Wales and commentary by Miles Harrison
and Stuart Barnes.
3420 • World Championship Poker 2: Featuring Howard Lederer
6.0 World Championship Poker
Developer Coresoft
Publisher Play It!, System 3, (us) Crave
Release date (us) November 18, 2004
Genre Cards
Mode 1 (-6) Player(s)
World Championship Poker is a poker simulation
featuring twelve types of poker (Texas Hold’em,
Omaha, Pineapple, Crazy Pineapple, Tahoe,
Double Flop Hold’em, Super Hold’em, Five-Card
Draw, Seven-Card Stud, Triple Draw, Billabong
Poker, and Shanghai).
In addition, the game features the ability to create
a custom character, by adjusting the appearance
of various features.
World Championship Poker 2: 6.7
Featuring Howard Lederer
Developer Point of View
Publisher Crave, (eu) Oxygen Interactive
Release date (us) November 8, 2005
Genre Cards
Mode 1 (-8) Player(s)
The sequel to World Championship Poker was
released a year later and improved upon some of
the criticism found in the previous version. The
game feature fourteen types of poker, including
Texas Hold’em, Five Card Draw, Seven Card Stud
and Pineapple.
Using WiFi, players can use the PSP version to
play against PS2 players.
5.3 World Championship Poker:
Featuring Howard Lederer - All In
Developer Point of View
Publisher Crave, (eu) Oxygen Interactive, (au) 505 Games
Release date (us) August 29, 2006
Genre Cards
Mode 1 (-8) Player(s)
This is the third game in the series. It feature 19
poker variations from Texas Hold’em and Five-
Card Stud to Deuce-to-Seven Triple Draw and
Razz, including six new themed poker environ-
ments.
Reviews for the game were mediocre, receiving an
overall score that was lower than its predecessors.
World Series of Poker • 3421
World Poker Tour 6.0
Developer Coresoft
Publisher 2K Sports
Release date (us) October 18, 2005
Genre Cards
Mode 1 (-6) Player(s)
World Poker Tour is a Poker tournament game
with six tour-exclusive casinos to choose from. It
also feature the possibility to create custom pok-
er games with editor or choose from 15 different
community poker game types.
Players can either play against 1000 different AI
characters or go on-line and battle other players.
“mobygames.com”
4.6 World Series of Poker
Developer Activision
Publisher Activision
Release date (us) August 31, 2005
Genre Cards
Mode 1 (-9) Player(s)
The official game of the premier poker tourna-
ment, World Series Of Poker allows players to
take on different poker players in 26 different
poker games.
During tournaments, players take part in several
tables en route to the final table. Each table con-
sists of 8 players that are automatically replen-
ished with new players when numbers dwindle,
all the way down to the final table.
World Series of Poker: 6.8
Tournament of Champions
Developer Activision
Publisher Activision
Release date (us) September 21, 2006
Genre Cards
Mode 1 (-8) Player(s)
The second installment in the series takes a story-
based approach, as players are guided through
the circuit under the tutelage of a renowned pro-
fessional poker player, Chris Ferguson. Players
can test their Hold’em skills against over 30 pro-
fessional players, competing in circuit events to
qualify for the Tournament of Champions at the
Rio Resort in Las Vegas.
3422 • World Championship Pool 2004
8.2 World Series of Poker 2008:
Battle for the Bracelets
Developer Left Field Productions
Publisher Activision
Release date (us) September 25, 2007
Genre Cards
Mode 1 (-9) Player(s)
Poker star Phil Hellmuth headlines this game
along with 32 other famous pros including Mike
Matusow, Annie Duke and Clonie Gowen.
Texas Hold’em, Omaha, Seven Card Stud, and
Razz are featured in all World Series of Poker
events, including the cash games. This game also
features a custom Create-a-Player, and interac-
tive tutorials by Phil Hellmuth.
World Championship Pool 2004 6.0
Developer Blade Interactive
Publisher Jaleco Entertainment
Release date (us) April 27, 2004
Genre Sports
Mode 1-2 (8) Players
World Championship Pool 2004 is a pool game
similar to the World Championship Snooker se-
ries and working under the same engine.
Both single-player and multiplayer gameplay are
available, with six different play modes to choose
from. It is possible to compete against real-world
pool players, or create custom players to take
through the tournament. Also included are off-
beat bonus games such as Minefield.
7.5 World Championship
Snooker 2002
Developer Codemasters
Publisher Codemasters
Release date (eu) September 28, 2001
Genre Sports
Mode 1-2 (16) Players
The game features a career mode, quick start,
single match, tournament, and a special mode
that adds new rules to the game. The career mode
starts with a training that explains all the basics.
Players can turn on a variety of aiming guides
that let them view what way they are aiming and
where the balls will bounce.
World Championship Snooker 2004 • 3423
World Championship 7.1
Snooker 2003
Developer Blade Interactive
Publisher Codemasters
Release date (eu) June 27, 2003
Genre Sports
Mode 1-2 (16) Players
The 2003 edition features more than 25 profes-
sional players, including every world champion
from the last 11 years. Players can create their
own characters and compete in all the major tour-
naments in Career Mode, earning ranking points
and unlocking new features as they progress. It is
also possible to play 8 or 9-ball Pool, a Coaching
Mode, mini-games, and a Trickshot Challenge.
7.0 World Championship
Snooker 2004
Developer Blade Interactive
Publisher Codemasters
Release date (eu) June 25, 2004
Genre Sports
Mode 1-2 Players
This edition includes over 30 snooker champions
and 10 official tournaments.
The LG Tour is the campaign of the game in which
Players can create their own characters and play
against different poker players with the goal of
winning the championship. Also included is a tu-
torial which teaches players everything from the
rules to the right angle for a shot.
World Snooker 7.4
Championship 2005
Developer Blade Interactive
Publisher Sega Europe, Sega
Release date (eu) April 15, 2005
Genre Sports
Mode 1-4 Players
Like its predecessors, it features professional
players; this time the 100 top players from all
over the world. Authentic locations, including the
Crucible Theatre, from the 2004/2005 season
are represented in the game. There are multiple
game modes to play with, including an unlockable
League of Champions which allows players to re-
play past events.
3424 • World Quiz 2009
World Pool Championship 2007
Developer Blade Interactive
Publisher Sega Europe, (au) THQ
Release date (eu) January 12, 2007
Genre Sports
Mode 1-2 Players
The game recreates 20 real-life snooker tourna-
ments. Players can create their own character and
compete against (or play as) professional snooker
players such as: Shaun Murphy and Earl Strick-
land. Game modes include Snooker, 8 Ball, 9 Ball
and Trick-shot.
This edition includes improvements on the visual
aids the player can turn on. The player is now able
to see where the cue ball will end up after his shot.
World Quiz 2009
Developer SCEE
Publisher SCEE
Release date (as) August 3, 2009
Genre Trivia
Mode 1 Player
World Quiz 2009 is an Indian exclusive PS2 trivia
game developed and published by Sony Comput-
er Entertainment Europe.
The game feature different questions on several
different topics, including Sports, Arts, Science,
Geography, Mathematics, Politics, Economics,
Indian as well as international, of contemporary
as well as historical relevance.
7.6 World Tank Museum For Game
Developer Success
Publisher Success
Release date (jp) December 1, 2005
Genre Action
Mode 1 Player
Players take the role of Rudolph, a commander in
the German army. Following failure at Stalingrad,
he take command of the remaining German forces
and face off in battle with the Russians. The game
makes use of tanks pulled from the World Tank
Museum line of toy tanks and offers customiza-
tion options based on performance during battle.
The battle system offers overhead strategy, with
buildings having an effect on attack range.
World War Zero • 3425
World War Zero
7.1
Developer Rebellion
Publisher Ubisoft
Release date (eu) August 6, 2004
Genre First-person shooter
Mode 1-2 (4) Players
World War Zero: Iron Storm is a update of the
2002 Windows game, Iron Storm. Set in an alter-
nate history in which World War I never ended,
the game takes place in 1964, the 50th year of the
war, and focuses on an Allied soldier’s mission to
stop the Russo-Mongolian Empire from develop-
ing nuclear weapons and his later efforts to end
the war.
The game displays a mix between World War I
siege tactics, such as trench warfare and the use
of mustard gas, and some World War II-style
weapons such as machine guns, mortars, tanks,
and rocket launchers of that era, as well as more
contemporary technology such as helicopters,
wireless communication, spy satellites, anti-per-
sonnel mines, and unmanned turrets.
The player character cannot take much
damage before dying, and there are many en-
emies equipped with powerful weapons such as
sniper rifles or anti-tank rifles.
While few things were added to the actual game-
play on the PS2 version, the graphics were updat-
ed and many bugs from the PC version were fixed,
and some new weapons were introduced, such as
the flamethrower and the minigun. The PS2 ver-
sion was ported back to the PC in 2005 as World
War Zero.
World Racing 2 7.2
Developer Synetic
Publisher Synetic
Release date (eu) January 27, 2006
Genre Racing
Mode 1-2 Players
Compared to its predecessor, Mercedes-Benz
World Racing, where players could only drive
different Mercedes Benz cars, this sequel allows
them to control over 90 different cars from 17 dif-
ferent manufacturers.
The core of the game is the career-mode with 120
races which take players all around the globe,
from Italy to Florida, where players can earn their
‘Speedbucks’ to buy new cars and tuning options.
3426 • World Heroes Anthology
5.3 World Heroes Anthology
Developer SNK Playmore
Publisher SNK Playmore, (au, eu) Ignition Entertainment
Release date (jp) October 18, 2007
Genre Compilation, Fighting
Mode 1-2 Players
World Heroes Anthology is a game compilation,
which includes all four games from ADK’s World
Heroes series, which were a part of the early Neo
Geo titles from SNK. The four games presented
here World Heroes, World Heroes 2, World He-
roes 2 Jet, and World Heroes Perfect.
The main storyline is based around Dr. Brown
who has created a time machine able to bring to-
gether fighters from various times in history, with
the goal of determining the greatest fighter of all
time. As the games focus on different time frames
throughout history, most of its characters are
based on real people.
World Heroes was first released for arcades in
1992. It was ADK’s first game in the fighting game
genre, as well as their earliest attempt in the fight-
ing game trend of the ‘90s that was popularized
by Capcom’s 1991 arcade-hit Street Fighter II.
There are eight playable characters in the roster.
World Heroes 2 was released for arcades in 1993.
The game feature fourteen playable characters in
all.
World Heroes 2 Jet was first released for arcades
in 1994. New additions include three new char-
acters and new and modified moves and fighting
statistics added to the playable characters return-
ing from the first two World Heroes titles. Also,
the word “Jet” in the title not only refers to faster
movement, but also the ability to perform forward
and backward dashing.
World Heroes Perfect was first released for ar-
cades in 1995. This was the fourth and final title
of the World Heroes series.
The game also allows players to remap controls,
edit the character colors, choose between an
original or an arranged soundtrack, and access a
special training mode. Another new feature is the
ability to see the character’s move list while play-
ing the game.
The Japanese version of the game allowed players
to play against other users via the KDDI Match-
making Network. This feature was not available
outside of Japan.
World Soccer Winning Eleven 5 Final Evolution • 3427
World Series Baseball 2K3 8.7
Developer Blue Shift
Publisher Sega
Release date (us) March 17, 2003
Genre Sports
Mode 1-2 Players
World Series Baseball 2K3 is the successor to
World Series Baseball 2K2 and the last to carry
the World Series Baseball name.
The game includes several new features: The new
ESPN broadcast license allows improved replay
and cutscenes. Hall of Fame legends join the com-
plete list of MLB teams, players and coaches. And
some of the classic ballparks from yesteryear are
fully featured.
7.5 World Soccer Winning Eleven 5
Final Evolution
Developer Konami
Publisher Konami
Release date (jp) December 13, 2001
Genre Sports
Mode 1-2 (8) Players
World Soccer Winning Eleven 5 Final Evolution
is a Japan-only update of Pro Evolution Soccer.
The game was released just a month after the re-
lease of PES in Europe. The commentators are
Jon Kabira and Katsuyoshi Shinto.
Famitsu gave the game a score of 33 out of 40.
World Soccer Winning Eleven 6 9.3
International
Developer KCET
Publisher Konami
Release date (jp) April 25, 2002
Genre Sports
Mode 1-2 (8) Players
Pro Evolution Soccer 2 features six game modes,
including single matches, training, various cup
tournaments, and a Master League, in which the
player can select a team to compete in various
competitions. A total of 40 unlicensed club teams
and 56 unlicensed international squads (expect
for Japan which is the only fully licensed team in
the game) are available.
3428 • World Soccer Winning Eleven 7
7.3 World Soccer Winning Eleven 6
Final Evolution
Developer Konami
Publisher Konami
Release date (jp) December 12, 2002
Genre Sports
Mode 1-2 (8) Players
This release an updated and improved version
of the Japanese version of Pro Evolution Soccer 2.
Whereas in the European versions Konami’s changes
are often rough and out of balance, the Final Evolution
is a balanced and much-improved final version with
many finely tuned nuances. Updates also includes the
correct rosters, graphical updates and some new play-
ers in the various National and Club teams.
World Soccer Winning Eleven 7 7.8
Developer KCET
Publisher Konami
Release date (jp) August 7, 2003
Genre Sports
Mode 1-2 (8) Players
World Soccer Winning Eleven 7 is the sequel to
PES2 and was only released in Japan. The west-
ern release came with improvements and addi-
tions.
The game feature a new graphics engine with im-
proved gameplay, control, ball physics, animation
and AI.
The game feature multitap gameplay with up to 8
players.
9.3 World Soccer Winning Eleven 7
International
Developer KCET
Publisher Konami
Release date (eu) October 17, 2003
Genre Sports
Mode 1-2 (8) Players
Pro Evolution Soccer 3 Includes a Master League.
Because it’s so big, it’s split it into 4 zones, with 2
divisions & cup competitions in each zone. Other
than most of the Italian teams, club names are fic-
tional, as are many of the players. However, the
game has an improved edit mode, so players can
edit the team’s name, flag, logo, the team shirts,
stadium.
World Soccer Winning Eleven 8 International • 3429
World Soccer Winning Eleven 8
9.1 International
Developer KCET
Publisher Konami
Release date (jp) August 5, 2004
Genre Sports
Mode 1-2 (8) Players
Pro Evolution Soccer 4 (World Soccer: Winning
Eleven 8 in Japan and World Soccer: Winning
Eleven 8 - International in the United States) was
the 4th instalment in the series. This is the first
Pro Evolution Soccer game to feature full leagues,
namely the English, French, German, Spanish,
Italian, and Dutch top divisions, though with full
league licences only for the latter three.
The gameplay has improved from Pro Evolution
Soccer 3 (though not as much of a significant leap
as its predecessor) with improved AI, tweaked
play-on advantages and better throughballs.
Dribbling is tighter with the players, plus free-
kicks have been changed to allow lay-offs.
The gameplay was criticised for its relatively easy
scoring opportunities, as players can pass their
way through opposing defenses, or hold on to the
ball at the edge of the penalty area and simply wait
for the opposing defenders to move away and thus
give him space to shoot. The Master League also
included enhancements such as player develop-
ment, so many players over 30 would see certain
attributes decline as the game progresses.
The game also includes an “International Cup”
and four regional Cups.
World Soccer Winning Eleven 8: 7.9
Liveware Evolution
Developer KCET
Publisher Konami
Release date (jp) March 24, 2005
Genre Sports
Mode 1-2 (8) Players
Winning Eleven 8: Liveware Evolution marked
the PES series to feature online play for the PS2.
Within online play, statistics and league points
are stored on the server for each game played.
While Winning Eleven 8/Pro Evolution Soccer 4
does not features it until Winning Eleven 9/Pro
Evolution Soccer 5.
3430 • World Soccer Winning Eleven 9
World Soccer Winning Eleven 9 7.9
Developer Konami
Publisher Konami
Release date (jp) August 4, 2005
Genre Sports
Mode 1-2 (8) Players
Pro Evolution Soccer 5 (known as World Soccer:
Winning Eleven 9 in North America and Japan,
sometimes mislabeled as World Soccer Winning
Eleven 9 International) is part of the Pro Evolu-
tion Soccer series.
With featuring Arsenal and Chelsea it is the first
release of the series which offered fully licensed
clubs from the Premier League, which is one of
the 3 unlicensed leagues of the game. There are
also 3 licensed leagues just like in the predeces-
sor PES4. The game also includes 3 fully licensed
leagues, which are the Spanish Liga Española, the
Dutch Eredivisie and the Italian Serie A (with the
exception of Cagliari).
As with previous versions, the game features
an edit mode allowing the player to edit certain
elements of the game. It was the last release to
feature the German Bundesliga (in the game as
German League) for Pro Evolution Soccer Install-
ment before it was replaced by a generic league
because of losing the license for the following re-
leases.
The game was the first in the western series to
feature online play for the PS2. Within online
play, statistics and league points are stored on the
server for each game played.
World Soccer Winning Eleven 9:
Liveware Evolution
Developer Konami
Publisher Konami Digital Entertainment
Release date (ko) March 09, 2006
Genre Sports
Mode 1-2 (8) Players
World Soccer Winning Eleven 9: Liveware Evolu-
tion (위닝일레븐9 라이브웨어 에볼루션) was a Korean
only release.
This version feature some differences between
PES5 and WE9. WE9LE has better Goal Keppers,
different shooting system, less fouls (which is the
most noticeble difference) and more freedom and
overall a more polished version.
Winning Eleven: Pro Evolution Soccer 2007 • 3431
Winning Eleven: 8.6
Pro Evolution Soccer 2007
Developer Konami
Publisher Konami
Release date (jp) April 27, 2006
Genre Sports
Mode 1-2 (8) Players
Pro Evolution Soccer 6, also known as World Soc-
cer: Winning Eleven 10, and Winning Eleven: Pro
Evolution Soccer 2007 in North America, is the
6th edition of the PES series for the PS2.
As with previous versions, the game features
an edit mode allowing the player to edit certain
elements of the game. It was the last release to
feature the German Bundesliga (in the game as
German League) for Winning Eleven Installment
before it was replaced by a generic league because
of losing the license for the following releases
from Winning Eleven 2008 Onwards.
A Bundesliga license was supposed to be
a feature of the game for PES Installment but
Konami were forced to remove the teams, which
means the Bundesliga is not present in PES6, not
even as a series of unlicensed teams, with the ex-
ception of FC Bayern Munich who were fully li-
censed with the omission of their shirt sponsor T-
Home. From then on, no further games featured
the Bundesliga, with the participation of German
teams restricted to a few of its teams appearing
in separate blocks (like the UEFA Champions
League teams without their own league). It is also
the last Pro Evolution Soccer game to use a sequel
number, being replaced with the year featuring in
the title from then on.
New to PES6 is the Random Selection Match.
In this mode, the user can pick up to either four
clubs/nations or one region/league. Once se-
lected, the computer picks a random selection of
players from the teams or region for the player’s
squad. The lineup is selected automatically, al-
though players can choose to let the computer to
pick another random selection.
The game was met with positive to mixed recep-
tion. The PS2 version got a perfect 10/10 score in
Official UK PlayStation 2 Magazine, which beat
FIFA 07 (9/10 in the same magazine). The Times
gave it a score of all five stars and stated that “you
can make a sliding tackle and come up with the
ball, and the AI has been greatly improved.”
3432 • World Soccer Winning Eleven 2010: Aoki Samurai no Chousen
World Soccer Winning Eleven 10:
Liveware Evolution
Developer Konami
Publisher Konami Digital Entertainment
Release date (ko) January 18, 2007
Genre Sports
Mode 1-2 (8) Players
World Soccer Winning Eleven 10: Liveware Evo-
lution is another Korean-exclusive version in the
PES series.
The game feature online-capabilities, better im-
provements in A.I. and gameplay.
World Soccer Winning Eleven 2010:
Aoki Samurai no Chousen
Developer Konami
Publisher Konami
Release date (jp) May 20, 2010
Genre Sports
Mode 1-2 (8) Players
World Soccer Winning Eleven 2010: Aoki Samu-
rai no Chousen World Cup is based on the World
Cup, held in South Africa. Players can pick a play-
er and form them into their team or develop their
own character in the Legend mode. In the Team
mode, players will arrange their team and take
them through the stages, as their trainer.
Winning Eleven Tactics:
European Club Soccer
Developer KCET
Publisher Konami
Release date (jp) December 9, 2004
Genre Sports, Strategy
Mode 1-2 Players
This is a tactical soccer simulation manager game
based on the Winning Eleven series. The game in-
cludes a total of 116 teams, 6 European Leagues
and the italian, spanish and dutch licences.
Players can watch their team in action using the
Winning Eleven engine or switch to management
mode with top-down view of the pitch on which
all of the players are represented as circles.
World Tour Soccer 2002 • 3433
7.7 World Tour Soccer 2002
Developer SCEE London Studio
Publisher SCEE, (au) SCE Australia, (us) SCEA
Release date (eu) September 28, 2001
Genre Sports
Mode 1-2 (8) Players
World Tour Soccer 2002 continues the World
Tour Soccer (This is Football) series. Features in-
clude a full season mode with promotion, relega-
tion and qualification for European tournaments,
as well as 320 Club and International teams. The
game is endorsed by FIFPro, the International
Federation of Professional Footballers.
The game has four levels of difficulty, matches
can range from four to twenty minutes and can
be played during the day or at night in a variety
of weather conditions. The player can play one
or two player exhibition matches or compete in
either national seasons or international compe-
titions. The international competitions are the
World Cup, Euro Cup, South America Cup, Amer-
ica Cup, Africa Cup, and Asia Oceania Cup.
“mobygames.com”
World Tour Soccer 2003
Developer SCEE London Studio 7.8
Publisher SCEE, (au) SCE Australia, (us) SCEA, (jp) SCEI
Release date (eu) October 4, 2002
Genre Sports
Mode 1-2 (8) Players
World Tour Soccer 2003 allows players to play
with or against teams from 15 different national
leagues including over 13,500 FIFPro players
from 700 international and league teams. Play-
ers can also compete in a total of 10 different sta-
diums from around the world with weather and
daytime options.
Features include creating their own custom team,
playing whole seasons, player careers, tourna-
ments, or international and challenge modes.
All matches can be played in four difficulty set-
tings and matches can be from four to twenty
minutes long, other configuration options are
available. The trophy room allows the player to
collect all trophies, there are twenty seven vacant
slots available for an English Premier division
club, at each of the game’s difficulty settings
“mobygames.com”
3434 • World Tour Soccer 2006
6.8 World Tour Soccer 2005
Developer SCEE London Studio
Publisher SCEE, (us) SCEA
Release date (eu) March 26, 2004
Genre Sports
Mode 1-2 (8) Players
World Tour Soccer 2005 features over 900 In-
ternational teams, as well as over 18000 differ-
ent players from 30 different divisions and 22
leagues. It also has classic teams to choose from,
such as 1990’s Barcelona Team, 1980’s Milan
team and the 1970’s Liverpool Team.
There are four modes to compete in: Exhibition,
Season, Career and Challenge as well as compet-
ing in World and Euro Cups.
World Tour Soccer 2006 5.6
Developer SCEE London Studio
Publisher SCEE, (us) SCEA
Release date (eu) October 1, 2004
Genre Sports
Mode 1-2 (8) Players
World Tour Soccer 2006 feature EyeToy func-
tionality and over 19,000 players and 32 leagues,
eight international tournaments and 28 stadi-
ums. It feature multiple modes of play including
Exhibition Match, Season, Career, League and
Challenge Mode.
The game also feature crowd chants sampled from
over 200 club and international teams including
real colors and flags in the stands.
6.8 World Fantasista
Developer SquareSoft
Publisher SquareSoft
Release date (jp) June 6, 2002
Genre Sports
Mode 1-2 Players
World Fantasista features real professional play-
ers from different countries, including Hiroshi
Nanami, Patrick Mboma and Jose Luis Chilavert.
In addition, there are 36 real Japanese players,
world soccer teams from 35 countries, and the
ability to create your own team.
Takeharu Ishimoto was the composer for the
game.
World of Outlaws: Sprint Cars 2002 • 3435
World of Outlaws: 8.0
Sprint Cars 2002
Developer Ratbag
Publisher Infogrames, (eu) Ignition Entertainment
Release date (us) March 26, 2002
Genre Racing
Mode 1-2 Players
World of Outlaws: Sprint Car Racing 2002 is
a game that focuses on the niche motorsport of
sprint car racing. The game is for the most part a
simulation of real-life racing, with a career mode
and a number of customization options. The game
had a limited sales run; it developed a large fol-
lowing and it was widely requested at video game
stores.
The game has a number of different modes to
choose from. The most basic of these are the time
trial and single race options, both of which are
self-explanatory. There is also an arcade cham-
pionship mode. The career mode is the most in-
depth of all the options, as it puts players in the
shoes of an aspiring sprint car driver. The goal is
to winning races and building their reputation as
a racer.
5.5 World Super Police
Developer Suzak
Publisher Jaleco, (eu) Midas
Release date (jp) November 3, 2005
Genre Vehicle combat
Mode 1 Player
World Super Police is a single player police pur-
suit game. The story behind the game is that nor-
mal police cars cannot catch criminals in really
fast cars so, in order to combat increasing car
crime, the World Super Police (WSP) have been
formed.
The object is to keep the car on the road, travel as
fast as possible while avoiding traffic, and take-
out enemies with whatever weapons the player
equipped their car with. This involves racing for
a minute or so until the target show up on the ra-
dar at which point the enemies must be stopped
before they reach the border. Some missions are
solo and unarmed, while in others the player is
accompanied by fellow WSP in super cars and
they can switch between offensive and defensive
formations.
3436 • Winter Sports
5.0 WTA Tour Tennis
Developer Konami
Publisher Konami
Release date (jp) September 27, 2001
Genre Sports
Mode 1-2 (4) Players
WTA Tour Tennis, also known as Pro Tennis WTA
Tour, was released for PS2, GameCube, Xbox and
Game Boy Advance.
Players can choose from 20 professional tennis
players such as Serena Williams, Martina Hingis,
and Jelina Dokic and play on grass, clay, and hard
surfaces.
GameSpot gave it a 6.9 out of 10 or a “fair” rating.
Winter Sports 4.8
Developer Oxygen Interactive
Publisher Oxygen Interactive
Release date (eu) February 9, 2006
Genre Sports
Mode 1-4 Players
Winter Sports (no connection to the 49Games se-
ries) is a typical winter sports game, featuring 10
nations competiting in the usual events - down-
hill, cross country, slalom, ski jump, biathlon and
snowboarding.
Game mode include tournament (where the play-
er is in a race for points in all events in sequential
order), multiplayer (against up to players) and
practice.
6.0 Winter Sports 2008:
The Ultimate Challenge
Developer 49Games
Publisher RTL
Release date (us) November 30, 2007
Genre Sports
Mode 1-4 Players
This is an arcade-oriented 3D simulation of 15 dif-
ferent disciplines in 9 different sports like skiing,
bobsleigh, speedskating, ski jumping, figure skat-
ing and curling. In campaign mode players can try
to master all of the 42 challenges to unlock more
levels. The competition mode offers an Olympic
event with opening and medal ceremony.
Winter Sports 2: The Next Challenge • 3437
4.9 Winter Sports 2:
The Next Challenge
Developer Crave, 49Games
Publisher Conspiracy Entertainment, (eu) RTL
Release date (us) November 18, 2008
Genre Sports
Mode 1-4 Players
This is a light simulation of winter sports, includ-
ing alpine skiing, snowboard half-pipe, ski jump,
speed skating, biathlon, luge, bobsleigh, skeleton,
figure skating and curling, for a total of 18 differ-
ent events.
While not as complex as the specialized games
developed by the German company (there’s no
waxing the skis, for instance), the game features
a solid physics engine, which provides more real-
ism than some of the more arcadish approaches
to the genre. Gameplay varies by event, with the
player being in full control of the athlete in most
events like alpine skiing and half-pipe, while oth-
er modes feature an higher focus on rhythm, like
speed skating and figure skating.
Wrath Unleashed
6.4
Developer Double Helix Games
Publisher LucasArts, (eu) Activision
Release date (us) February 10, 2004
Genre Turn-based strategy
Mode 1-4 Players
Wrath Unleashed is a chess-like game that com-
bines strategy with combat. The basic idea of the
game is there is a war between the gods of the four
elements, which shattered their homeworld into
an asteroid belt, sustained by their powers. In
the game, one god attempts to claim the territory
of another god with their army of mythical crea-
tures, which move over a “board” of hexagonal
spaces (each space representing a type of terrain).
When two opposing troops occupy the same hex-
agonal space, gameplay shifts to an arena, where
the troops must battle to the death for the right to
occupy the space. The point of the game is to po-
sition the one’s troops over spaces which contain
the enemy’s temples.
The characters in Wrath Unleashed are divided
into Light (good) and Darkness (evil), as well as
Order (intelligence, thought) and Chaos (combat,
battle).
3438 • Worms Blast
5.8 Worms Blast
Developer Team 17
Publisher Ubisoft
Release date (eu) March 28, 2002
Genre Action, Puzzle
Mode 1-2 Players
The gameplay of Worms Blast is similar to that of
Puzzle Bobble/Bust-a-Move, but with several key
differences taken from Worms games. Instead of
releasing and matching bubbles, the player has
to color blocks on a hexagonal grid. Unlike most
Bust-A-Move variants, the player character can
move right and left, sailing in a boat. Various
weapons, such as bazooka, grenades, dynamite,
and others, can be used to fire at the blocks, col-
? oring them on impact. Like in the main, artillery-
based Worms games, holding down the fire but-
ton increases the power of the weapon, affecting
the distance it travels.
If the player hits a block that is either the
same color as the missile fired, that block and any
other same-colored blocks adjacent to it will be
destroyed. Differently-colored blocks will not be
affected by shooting at them; however, if they are
held solely by a group of blocks of the same color,
they will fall into the water when that group dis-
appears. Blocks with rainbows on them can count
as any color. Unlike Puzzle Bobble, there are no
walls in single-player mode. If the player aims
the weapon outside of the screen, a heavy object
might fall on the player-controlled boat, damag-
ing it.
The game’s main mode is called “Puzzle mode”:
the player completes various stages, the goal be-
ing different in each (e.g. shooting down certain
forms of blocks, avoiding hostile blocks that move
around the screen, etc.). Beside this mode, the
game features a single-player tournament mode
with high scores, as well as a variety of multiplay-
er modes. The action component is particularly
noticeable in this mode, since the walls between
the areas will periodically open, allowing players
to use this opportunity to shoot at each other’s
boats.
The game is played with nine characters (three of
them must be unlocked) and most of the charac-
ters are actually animal weapons from the pleg-
mant Worms. Every character has a unique boat,
and differing stats for Amount of Health, Boat
Speed, Speed of Aiming Reticle, Turning Speed,
and Boat Size.
Worms 3D • 3439
Worms 3D 7.0
Developer Team 17
Publisher Sega, (us) Acclaim
Release date (eu) October 31, 2003
Genre Turn-based strategy
Mode 1-4 Players
Worms 3D is a 3D artillery turn-based tactical
game in the Worms series. The game was the first
in the series to be in 3D and also featured several
new weapons. Additionally, some of the weapons
operations are substantially different from previ-
ous Worms titles.
The gameplay itself is mostly unchanged from
its predecessors, with the exception of the three-
dimensional view, which allows the player more
freedom, and more possibilities, to complete the
task at hand. Modes such as Campaign and Quick
Match return from previous versions. The game
also features a multiplayer feature, as well as the
ability to edit and create teams. The objective of
most of the matches is to eliminate the opposing
forces’ worms, whereas the Campaign mode gives
the player sets of specific goals which he needs to
complete.
The Campaign consists of 35 small mis-
sions in which the player has to utilise their
worms to complete a certain task, like destroy en-
emy worms, collect a certain crate, or even unique
missions, such as having to detonate 16 hidden
landmines in a certain time.
All of the missions give awards depending
on how well the player does. Gold medals usually
unlock bonuses as for example maps, challenge
missions, information about weapons, or voice
banks.
In the Challenge missions, the player has
to use a weapon/utility to collect targets that add
to their timebank, which increases steadily. Get-
ting a gold medal here unlocks maps or locked
weapons.
The Campaign mode contains several film refer-
ences and moments. The level “Place Holder” is
an homage to the Jaws series. Players can also ob-
tain the Holy Hand Grenade of Antioch, a refer-
ence to Monty Python and the Holy Grail.
The game received generally positive reviews. De-
spite this, most reviewers criticized the 3D cam-
era system, that often places behind the objects
in landscape with the worm being hidden in front
of those.
3440 • Worms Forts: Under Siege
6.3 Worms Forts: Under Siege
Developer Team 17
Publisher Sega
Release date (eu) November 19, 2004
Genre Strategy
Mode 1-4 Players
Worms Forts: Under Siege is a 3D artillery tacti-
cal game. Like the previous Worms game, it is in
complete 3D and showcases new features, such as
buildings. While the primary method of victory is
to destroy the opposing team, victory can also be
achieved by destroying the opposing Stronghold,
the most important building in the game.
Players can build a variety of structures or build-
ings to increase efficiency. Players can also fire
from these structures, and buildings can be un-
locked based on players’ performance. Different
structures can provide different benefits; while
most provide upgraded buildings, some provide
extra bonuses such as generating weapons crates
that can be collected for more weapons.
Worms 4: Mayhem
Developer Team 17 7.1
Publisher Codemasters
Release date (eu) July 29, 2005
Genre Turn-based strategy
Mode 1-4 Players
Worms 4: Mayhem is a 3D artillery tactical and
strategy game. It is much like its 3D predeces-
sor Worms 3D, except that players can customize
their worm’s appearance (hats/helmets, glasses,
facial hair, gloves/hands) as well as create their
own unique weapons in a new feature called “The
Weapon Factory”. The game also contains a shop
where players can buy various items, using points
won by completing story missions, challenges,
or unlocking trophies. Shop items include new
maps, new accessories and attire, personality
banks (voices) and game styles. There are several
new weapons and utilities included in the new
game such as Bubble Trouble, Icarus Potion, Poi-
son Arrow, Sniper Rifle, Inflatable Scouser, Tail
Nail and Starburst.
Unlike previous Worms games, Worms 4: May-
hem provides cutscenes before each story mission
to reveal background information.
World Rally Championship • 3441
World Rally Championship 8.0
Developer Evolution Studios
Publisher SCEE, (jp) Spike, (us) Bam! Entertainment
Release date (eu) November 30, 2001
Genre Racing
Mode 1-2 Players
World Rally Championship is the first rallying
game to be officially licensed by the FIA World
Rally Championship and is based on the 2001
WRC season.
WRC features 21 drivers representing 7 teams and
all 14 venues from the season. Game modes fea-
ture quick rally, single rally, championship and
time trial. Each car is made from around 8000
polygons.
In addition to the normal driving controls and
feedback common to most racing games, the game
adds a simple car damage system that affects the
visual appearance (muddied paint, busted lights)
of the vehicles and the gameplay. A particularly
brutal race for instance, might leave the car list-
ing and handling poorly towards the end of the
event.
7.1 WRC II Extreme
Developer Evolution Studios
Publisher SCEE, (jp) Spike
Release date (eu) November 29, 2002
Genre Racing
Mode 1-4 Players
WRC II Extreme is the sequel to WRC World Ral-
ly Championship. The game features improved
graphics and visible damage to the cars. It con-
tains 115 stages across 15 different countries with
officially licensed WRC cars. An action replay
mode is made available which includes a wide
range of camera angle shots. All 14 rallies from
the official 2002 WRC calendar appear on the
game.
21 drivers and 7 teams appear on the game. Al-
though Citroën did not participate in a full season
in 2002, they are featured on all events in the game
and are therefore eligible to score team points in
championship mode. Because Colin McRae had
his own video game series at this time, Sony could
not acquire the license for him to appear, so he
was replaced on the game by François Duval.
3444 • WRC 4
WRC 3
7.4
Developer Evolution Studios
Publisher SCEE, (jp) Spike
Release date (eu) November 21, 2003
Genre Racing
Mode 1-4 Players
WRC 3 features 17 drivers from 7 teams. Although
Mitsubishi did not participate full-time in the
championship this season, they appear on every
event in the game and are therefore eligible to
score team points in championship mode. Like-
wise, Hyundai appeared in each event despite
withdrawing from the championship in real life
towards the end of the season. All 14 rallies from
the official 2003 WRC calendar appear on the
game.
Game modes are Quick Race, Time Trial, and
WRC. In the last mode (WRC), the player may en-
ter a simple race or championship either with solo
or multiplayer settings. It is also possible to test
cars. Gameplay is almost the same of the previous
opus, WRC II Extreme.
The game received “mixed” reviews according
Metacritic. In Japan Famitsu gave it a score of 32
out of 40.
7.4 WRC 4
Developer Evolution Studios
Publisher SCEE, (jp) Spike
Release date (eu) October 22, 2004
Genre Racing
Mode 1-4 Players
The 4th game of the WRC series, WRC 4: The Of-
ficial Game of the FIA World Rally Championship
contains all the official races, drivers and cars of
the 2004 season.
The player can compete in a championship mode,
a quick race mode, and a time trial mode. Players
can also play the Pro Driver Challenge in which
players can experience a career in WRC as they
race through the key events in a driver’s journey
from beginner to the top. Also, a new type of race
appears called the Super Special. This unique ral-
ly event pits the player against another rally car
in a two-lane rally across the super special stage.
The game received “generally favorable reviews”
according to Metacritic. In Japan Famitsu gave it
a score of 32 out of 40.
World Destruction League: Thunder Tanks • 3445
7.4
WRC: Rally Evolved
Developer Evolution Studios
Publisher SCEE
Release date (eu) October 28, 2005
Genre Racing
Mode 1-4 (16) Players
World Rally Championship 5: Rally Evolved in-
cludes licensed cars and authentic courses from
the 2005 WRC season, based on satellite imagery
of the landscapes.
It feature the usual game modes: quick races,
single rally, and full championship. New modes
include Rally Cross, a race on a multi-lap track in
solo or multi-player. Another new mode involves
challenging the multiple French world champion
of WRC, Sebastien Loeb, in a list of races where
the player starts with a time handicap. A final
mode gives the ability to free-run on a big com-
plex on different kinds of road in the middle of
a big oval track to test more than forty rally cars,
coming from past, present and future.
This installment of the series has enhanced fea-
tures compared to the previous game. Navigator
voice acting is more precise, and gameplay has a
new feature: environmental hazards that affect
the race, such as fire, rocks, animals or other com-
petitors, which must be avoided.
World Destruction League:
6.5
Thunder Tanks
Developer 3DO
Publisher 3DO
Release date (us) December 20, 2000
Genre Vehicular combat
Mode 1-2 (4) Players
World Destruction League: Thunder Tanks is a
vehicular combat game with similar gameplay
to the Twisted Metal and Vigilante 8 series. The
player must obtain “powerups” and defeat enemy
vehicles, while capture the enemy flags in order to
win. However, all of the vehicles are tanks, hence
its name.
The game itself is short, making it unpopular
among some gamers. It was also one of the very
first PS2 titles to be released. It is considered a
spiritual successor to the Battletanx series, since
it has similar gameplay to that as well, and is
made by the same company, The 3DO Company.
3446 • WWF SmackDown! Just Bring It
7.6 WWF SmackDown! Just Bring It
Developer Yuke’s
Publisher THQ, (jp) Yuke’s
Release date (eu) November 16, 2001
Genre Sports
Mode 1-2 (4) Players
WWF SmackDown! Just Bring It, released as
Exciting Pro Wrestling 3 in Japan, is part of the
WWF SmackDown! (later renamed WWE Smack-
Down vs. Raw, then WWE and now WWE 2K)
series based on the World Wrestling Federation
(WWF) professional wrestling promotion. It is
also the sequel to WWF SmackDown! 2: Know
Your Role. This was the first game in the series to
be featured on the PS2. It is also the last game in
the series named under the “WWF” banner.
This was the first game in the series to feature
commentary, with Michael Cole and Tazz fea-
tured as the announcers. One improvement in
this game is the appearance of six-man tag team
matches, as well as six-man and eight-man battle
royals (elimination matches; the latter being the
only game in the series until the release of WWE
2K18). Additionally, this was the first game of the
series to give each wrestler two finishing moves,
as well as the first to allow editing of the in-game
wrestlers’ move sets. Just Bring It was also the first
game in the series to feature authentic, complete
ring entrances. The game features several venues
from 2000 and 2001, including the arena for Raw
Is War and both the original and new arenas for
SmackDown! (Ovaltron and the Fist stages).
Rather than the Season Modes presented in the
previous SmackDown! games, Just Bring It has a
Story Mode. The player is given more control over
their wrestler’s activities in Just Bring It’s Story
Mode, such as having the ability to choose which
WWF title to go after. Throughout Story Mode,
the player is able to attain unlockables, including
additional superstars.
The game ended up selling more than 400,000
units in North America, to which it was added
to the Sony Greatest Hits collection for the PS2.
However, when the game was given the Sony
Greatest Hits label, it was renamed to WWE
SmackDown! Just Bring It because of the World
Wrestling Federation’s recently lost worldwide
court battle to the World Wildlife Fund, to which
the World Wrestling Federation was renamed to
the World Wrestling Entertainment (WWE).
WWE SmackDown! Shut Your Mouth • 3447
WWE SmackDown! 8.2
Shut Your Mouth
Developer Yuke’s
Publisher THQ, (jp) Yuke’s
Release date (us) October 31, 2002
Genre Sports
Mode 1-2 (6) Players
WWE SmackDown! Shut Your Mouth, released as
Exciting Pro Wrestling 4 in Japan, is the sequel
to Just Bring It and the first game in the series
named under the “WWE” banner.
Season mode was lengthened to two in-game
years and features the Brand Extension featur-
ing Ric Flair’s Raw and Vince McMahon’s Smack-
Down! For the first time, only WWE superstars
could participate in “season mode”. Players com-
pete exclusively on the show they are drafted to for
the first few months of year one, consisting of four
Raw or four SmackDown! events, plus a monthly
pay-per-view event. Eventually, the player will be
booked on the two major TV shows, appearing
on two Raw and two SmackDown! shows and the
PPV event. One of the featured storylines is based
on the nWo of early 2002 that included Hulk Ho-
gan, Kevin Nash, and X-Pac (who replaced the re-
leased Scott Hall).
Like its predecessor Just Bring It, Shut Your
Mouth’s championships cannot be contended for
in “exhibition mode” and can only be defended in
“season mode”. All of the major titles of the time,
except for the WWE Women’s Championship, are
included in the game: WWE Undisputed, Inter-
continental, European, Tag Team, Cruiserweight,
and Hardcore championships. Various unlock-
ables such as alternate player attires, extra mo-
vesets, and arenas be unlocked through “season
mode”.
This is the first game to feature superstars on
different brands, Raw and SmackDown!. In this
game, all the superstars, including champions
are eligible to be drafted on both brands. This
also marks the first WWE video game appearance
of Billy Kidman, Brock Lesnar, Chuck Palumbo,
Diamond Dallas Page, Jazz, Lance Storm, Maven,
Randy Orton, Rico, Torrie Wilson, and Rob Van
Dam.
Superstars models include realistic facial fea-
tures. Fully animated entrances for each charac-
ter are featured and their respective themes play-
ing in the arena.
3450 • WWE SmackDown! Here Comes the Pain
8.5 WWE SmackDown!
Here Comes the Pain
Developer Yuke’s
Publisher THQ, (jp) Yuke’s
Release date (us) October 27, 2003
Genre Sports
Mode 1-2 (6) Players
WWE SmackDown! Here Comes the Pain, re-
leased as Exciting Pro Wrestling 5 in Japan was
the first SmackDown! game to feature a catch-
phrase not linked back to The Rock. It was also the
final WWE game to solely use the SmackDown!
name, as it was succeeded by WWE SmackDown!
vs. Raw series in November 2004.
The game introduced a more complicated grap-
pling system, while retaining the series’ fast
gameplay.
Also included with this new grappling sys-
tem were body damage displays, submission me-
ters (for both the person applying the move and
the person breaking out of the move), as well as the
ability to break the submission hold when touch-
ing the ropes, and individual character scales that
consisted of statistics (such as strength, endur-
ance and speed). This game marks the first time
the Elimination Chamber and the Bra and Panties
Match would be featured in a wrestling game.
Much like every WWE game before it, WWE
SmackDown! Here Comes the Pain features over
50 Superstars who were active members of the
WWE roster at the time of the game’s release. In
addition to the playable Superstars current at the
time, it also featured a variety of legends such as
Jimmy “Superfly” Snuka, “Rowdy” Roddy Piper,
and The Undertaker (with his 90’s gimmick), and
more. This also marks the final time that Stone
Cold Steve Austin and The Rock would appear in
a SmackDown! game as non-legends.
Season Mode was much like the game before
it, where players starting off with the Backlash
Pay Per View and fighting their way through the
months, ending with WrestleMania. Instead of
being able to roam free around the arena, this
version of Season Mode had it so that all of the de-
cisions were made on a menu screen in the locker
room. In the General Manager’s room, players
can ask for title shots and brand switches. There
are multiple titles to go after depending on if they
go to SmackDown! or RAW.
WWE SmackDown! vs. Raw • 3451
WWE SmackDown! vs. Raw 8.0
Developer Yuke’s
Publisher THQ, (jp) Yuke’s
Release date (us) November 2, 2004
Genre Sports
Mode 1-2 (6) Players
WWE SmackDown! vs. Raw, often shortened to
WWE SvR or SVR 2005 and known as Exciting
Pro Wrestling 6: SmackDown! vs. Raw in Japan,
was the first under the SmackDown vs. Raw name.
The game is largely similar to its predecessor, but
adds some key features.
Several new gameplay features are intro-
duced, including pre-match and in-match mini-
games. The pre-match mini-games are random-
ly chosen before every singles match, Test of
strength, Stare down and Shoving match. Several
in-game mini-games include the chop battle and
a spanking mini-game for female wrestlers in bra
and panties matches. The meter mechanic from
the chop battles are retained, but the player must
perfectly time the button press three consecutive
times to win. If the player does so, a cut scene of
the two female wrestlers kissing is played.
The ability to sustain a submission till the
count of 5 once a rope break had been reached
was also implemented. The game features sever-
al arenas that WWE held events at in 2003 and
2004; there are also arenas based on each WWE
television show.
Also added to the game was the Clean/
Dirty system, which influenced each wrestlers
tactics. Players can choose if the wrestler is clean,
dirty or neutral. A clean or dirty wrestler has a
meter that can be filled up by performing special
clean/dirty actions or moves.
WWE SmackDown! vs. RAW also includes
a redone WWE Pay-Per-View mode from its past
games where the player can play sample PPVs
from 2004, or create a PPV of their own by book-
ing matches choosing matchtypes and any su-
perstar, legend or created superstar in the game.
Created Championships could be waged in the
created PPVs.
The game Create-A-Wrestler mode from
previous games was improved. Stables could be
created featuring any wrestler game and entranc-
es could be customized.
The game received a “Platinum” sales award from
the ELSPA, indicating sales of at least 300,000
copies in the United Kingdom.
3452 • WWE SmackDown! vs. Raw 2006
8.4 WWE SmackDown! vs. Raw
2006
Developer Yuke’s
Publisher THQ, (jp) Yuke’s
Release date (eu) November 11, 2005
Genre Sports
Mode 1-2 (6) Players
WWE SmackDown! vs. RAW 2006, Exciting Pro
Wrestling 7 in Japan, continues the Smackdown
vs. Raw era, which at this time uses a yearly date
in the title, similarly to other sports titles.
The game includes an updated roster of wrestlers,
as well as many classic superstars like Bret Hart
or British Bulldog. It also includes many new are-
nas from recent Pay-Per-Views, as well as a clas-
sic arena from Wrestlemania 9. A new recorded
dialogue for many of the wrestlers is featured in
the storyline, as the player goes through many
different plots in the Season Mode, chasing the
championship belts.
Gameplay has been slightly enhanced, with a
larger list of moves available to each wrestler, and
pre-match mini-games to start your fight off with
and determine who has the upper hand.
Another addition is the General Manager Mode,
where the player takes the role of a GM trying to
book a weekly show. Taking into account costs
to contract wrestlers, keeping a chosen wrestler
happy and healthy, and putting on matches and
setting up feuds to keep the ratings for the show
high are the objectives of this mode.
It is also possible to earn Smackdown Dollars in
the game, which the player can use to buy new
moves, new create-a-wrestler items, Legends
wrestlers, and even furniture to customize a lock-
er room. The player can also earn trophies for his
trophy case by completing challenges and beating
the GM Mode.
The game was praised by some critics for its depth
of content. A GameSpot reviewer mentioned “the
sheer breadth of content makes it an easy choice
for any wrestling enthusiast, and quite possibly
the best wrestling game available for the sys-
tem.” Comparisons with the game and the highly
acclaimed Nintendo 64 game WWF No Mercy
were made, with some reviewers putting the game
on par with No Mercy. It became the best selling
game for the PS2 out of the series.
“mobygames.com”
WWE SmackDown vs. RAW 2007 • 3453
WWE SmackDown vs. RAW 8.0
2007
Developer Yuke’s
Publisher THQ
Release date (eu) November 10, 2006
Genre Sports
Mode 1-2 (6) Players
WWE SmackDown vs. Raw 2007 introduced a
few key new features including an analog con-
trol system. Grappling moves are now affected by
analog control, in contrast to the button-based
system from preceding games. Much like the pre-
vious game, one can also move around the ring
by analog control instead of using the D-pad. The
chain reversal system has also been improved and
now involves grapples as well as strikes. Other
features include interactive hotspots, and fighting
within the arena crowd. Signs and objects from
the crowd can be used to beat down the opponent.
The game also included several improvements
on the previous game’s existing match types and
modes.
WWE SmackDown vs. Raw 2007 marks the video
game debuts of 16 superstars.
The tables match has also undergone a complete
overhaul, requiring players to build up momen-
tum for a finisher and damage their opponent
enough before being able to put them through a
table, and making one of an opponent’s limbs red.
This also marked the first game since WWE
SmackDown! Shut Your Mouth to not feature a
diva-specific match stipulation with the Fulfill
Your Fantasy match from the previous game re-
moved.
The game received praise for presentation and
the high amount of content, but was criticized
for glitches, including commentary and ring an-
nouncing problems, and collision detection is-
sues, with wrestlers being able to skip climbing
an occupied ladder, making the Money In The
Bank match extremely difficult. The match com-
mentary and ring announcing were problematic
in some arenas, such as WrestleMania and the
Royal Rumble.
This is the last game in the series to feature Chris
Benoit. Initially, he was supposed to be in the fol-
low up game WWE Smackdown vs. Raw 2008 be-
fore the double murder and suicide in June 2007.
3454 • WWE SmackDown vs. Raw 2008
7.1 WWE SmackDown vs. Raw
2008
Developer Yuke’s
Publisher THQ
Release date (eu) November 9, 2007
Genre Sports
Mode 1-2 (6) Players
WWE SmackDown vs. Raw 2008 is the ninth edi-
tion of the long-running WWE SmackDown vs.
Raw series. It is the first WWE game to include
the promotion’s ECW brand. It is also the first
WWE game to be available for all seventh gen-
eration video game consoles. The graphics and
gameplay are similar to the previous years in the
PS2 versions of SvR series.
The game also features a new struggle submis-
sion system, new weapon choices including gui-
tars, and eight superstar fighting styles, including
Showman, Powerhouse, High-Flyer among oth-
ers. Each player can now choose a primary and a
secondary fighting style. It continues the legend
trend and new arenas, such as Wrestlemania 23,
Unforgiven and Summerslam as well as the clas-
sic superstars like Undertaker, Shawn Michaels
and Ric Flair. The roster largely depends on the
platform, and some versions include wrestlers
not available in the other ones.
The season and general manager modes of the
previous games have been merged into the WWE
24/7 mode, allowing to create a new superstar,
play as an existing one or choose to manage some-
one.
There is also a new Tournament mode with vari-
ous challenges. Some of the features match types
are Iron Man, Battle Royal, Hell in a Cell, Tables,
Ladders, and Chairs match, Hardcore, Ladder,
Elimination Chamber and Royal Rumble.
The PS2 version received a “Platinum” sales
award from the ELSPA, indicating sales of at least
300,000 copies in the United Kingdom.
This is the first game in the series not to feature
Chris Benoit after his double murder and suicide.
All material related to Benoit were removed or
made unavailable through normal means, includ-
ing all versions of the crossface and diving head-
butt.
WWE SmackDown vs. Raw 2009 • 3455
WWE SmackDown vs. Raw 7.8
2009
Developer Yuke’s
Publisher THQ
Release date (au) November 6, 2008
Genre Sports
Mode 1-2 (6) Players
The 2009 edition features improvements on the
tag team action, including a new Hot-Tag mode,
tag team finishers, and new actions to help in the
match. All versions beside the PS2 feature online
play.
As with the previous game, the roster includes
over 60 superstars from Smackdown, Raw and
ECW. To keep the roster up-to-date, the game in-
cludes a roster editor allowing players to change
the superstars on it, as well as change their ap-
pearance from face to heel. However, this is also
the first game in the Smackdown series since Here
Comes the Pain not to feature any legends.
Another new feature is Create-a-Finisher, which
allows players to create their own unique finish-
ing move out of over 500 different animations.
The game includes two different story modes:
Road to Wrestlemania and Career mode. Road
to Wrestlemania mode allows the player to expe-
rience six unique stories involving the wrestlers
Triple H, CM Punk, Chris Jericho, The Under-
taker, John Cena, and a co-op storyline featur-
ing Batista and Rey Mysterio. Career mode is the
replacement of GM Mode from previous games.
This mode allows the player to make a career for
superstars and upgrade custom wrestlers.
Other features include the Highlight Reel, which
lets the player create videos from his matches,
new Inferno and Gauntlet matches, as well as new
positions in the backstage brawl.
Critics generally praised the Road to WrestleMa-
nia. IGN was, however, more critical of the game,
calling the gameplay “noticeably stale” from pre-
vious games and citing the Highlight Reel and
Create-A-Finisher modes as limited. GameSpot
gave the game 7.5 out of 10, lauding the game’s
graphics and the large number of moves, match
types, single player modes and improved AI.
Some aspects of the game’s presentation were
criticized, particularly movement animations,
clipping issues and weak sound effects.
3456 • WWE SmackDown vs. Raw 2010
7.7 WWE SmackDown vs. Raw
2010
Developer Yuke’s
Publisher THQ
Release date (us) October 20, 2009
Genre Sports
Mode 1-2 (6) Players
WWE SmackDown vs. Raw 2010 was the last
game to feature ECW in its title. Similar to pre-
vious games in the series, WWE SmackDown vs.
Raw 2010 involves players competing in various
professional wrestling matches, either as one of
the in-game characters based on WWE’s roster or
as a character created in the Create-a-Superstar
mode. The Create-A-Finisher feature now has
aerial techniques, with jumping trajectory and
speed customization.
The game adds several new features that primar-
ily enable customization, such as a Story Design-
er allowing players to create their own playable
WWE storylines and Road to Wrestlemania.
Unlike the previous year, the 2010 edition fea-
tures a Diva-based story involving Mickie James
and a story specifically for one of the player’s cre-
ated wrestlers. A co-operative storyline, titled
“Brand Warfare”, features Triple H and John
Cena. The remaining three stories involve Edge,
Shawn Michaels, and Randy Orton respectively.
This year’s Road to WrestleMania mode also in-
cludes storylines that branch out through inter-
active cutscenes before and during WrestleMania
XXV.
The game features 67 in-game superstars and
divas. The roster is split into six classifications:
Raw, SmackDown, ECW, WCW, legends and
free agents. Like the previous game, players can
choose to change the character’s classification
in a roster editor called Superstar Management.
SmackDown vs. Raw 2010 marks the video game
debuts of 13 superstars.
WWE SmackDown vs. Raw 2010 was met with
mostly positive reception from numerous video
game publications. The majority of positive re-
views were for the Xbox 360 and PlayStation 3
versions, however, IGN reviewer Greg Miller gave
the PS2 versions 8 out 10, praising the gameplay
and additional content featured in the game.
WWE SmackDown vs. Raw 2011 • 3457
WWE SmackDown vs. Raw 7.7
2011
Developer Yuke’s
Publisher THQ
Release date (us) October 26, 2010
Genre Sports
Mode 1-2 (6) Players
WWE SmackDown vs. Raw 2011 is the seventh
game in the series and the last game under the
SmackDown vs. Raw name, with future install-
ments simply being named WWE. It was the last
WWE game to be released on the PS2.
One of the main changes in the game is the in-
corporation of a new physics system that allows
objects to be used more realistically, such as ob-
jects involved in the Tables, Ladders, and Chairs
match. For the first time since the original WWE
SmackDown! vs. Raw game, chairs can be thrown
at the player’s opponents.
The Hell in a Cell match is revamped with ex-
panded cell walls, weapons underneath the ring,
steel steps near the poles, and the cell door is re-
moved. In addition, the game adds new ways to
escape the steel cage.
The game’s new “WWE Universe” mode replaces
the career mode from previous games. The mode
builds storylines, and integrates cut scenes and
rivalries between wrestlers based on the matches
that are wrestled. These cut scenes appear ran-
domly before, during, and after the match.
Road to WrestleMania mode has been modified
to include new features such as backstage roam-
ing, mini-quests, and further interaction with
other Superstars. Playable storylines involve Rey
Mysterio, John Cena, Christian, and Chris Jeri-
cho. Along with that is the new storyline in which
players choose Kofi Kingston, John Morrison,
Dolph Ziggler, R-Truth, or a created superstar
in a quest to end The Undertaker’s undefeated
WrestleMania Streak. Like previous iterations,
the game features several storylines starting dur-
ing the card leading to the Royal Rumble, a time
period dubbed the Road to WrestleMania (26th
annual).
The game was met with positive to mixed recep-
tion upon release. GameRankings and Metacritic
gave it a score of 80% and 80 out of 100 for the
PS2 version.
3458 • WWE All Stars
7.2 WWE All Stars
Developer THQ
Publisher THQ
Release date (us) March 29, 2011
Genre Sports, Fighting
Mode 1-2 (4) Players
WWE All Stars features the current and former
WWE wrestlers competing in fast-paced wres-
tling matches. It is the last WWE video game to
be released on the PS2. The game has 3 modes
which are Fantasy Warfare, Path of Champions
and Exhibition.
In contrast to the simulation-based WWE Smack-
Down vs. Raw series, WWE All Stars features
arcade-style gameplay along with over-the-top
animation and wrestlers bearing a more exagger-
ated look. The game is a combination of a fighting
game and a wrestling game, with combos playing
a major factor in gameplay, both on the ground
and mid-air. Characters perform exaggerated
moves, such as John Cena’s Attitude Adjustment,
in which he leaps high into the air and Triple H’s
Pedigree with shock waves running across the
ring. The game features commentary from Jim
Ross and Jerry Lawler, who is also a playable
character.
In Path of Champions, players compete in a
10-match gauntlet against the WWE Legends, Su-
perstars and Tag Teams. Along the way, the story
progresses with cutscenes from Undertaker, Ran-
dy Orton and D-Generation X. Path of Champi-
ons presents three unique storylines in a ladder-
style tournament: Path of Champions Legends
– The Undertaker, Path of Champions Superstars
– Randy Orton and Path of Champions Tag Team
– D-Generation X.
Fantasy Warfare is a game mode which involves
a series of 15 WWE dream matches that pit Leg-
ends of the past against a characteristically simi-
lar modern-day Superstar. Each match begins
with a video promo to introduce the competitors
and has a personalized storyline based on the his-
tory of those involved.
In Exhibition mode players can play their own
matches with chosen superstars and opponents.
In Create-a-wrestler mode players can create
their own superstar, using the moveset of another
wrestler, including their finisher.
WWE Crush Hour • 3459
WWE Crush Hour 5.6
Developer Pacific Coast Power & Light
Publisher THQ
Release date (us) March 17, 2003
Genre Vehicular combat
Mode 1-2 Players
WWE Crush Hour is a vehicular combat game
published by THQ and released in 2003 for
the GameCube and PS2. An Xbox version was
planned but canceled. Despite what its title might
imply, WWE Crush Hour is not a wrestling game.
It takes wrestlers of World Wrestling Entertain-
ment into a ring of rocket fire and engine fumes.
The game is often compared to Twisted Metal.
WWE Crush Hour features the audio commen-
tary by Jim Ross.
The plot of the game consists of Vince McMahon
ending up having control over all of the televi-
sion networks, making WWE superstars feature
on any TV show or commercial that he wants. His
newest project, titled “Crush Hour”, a demolition
derby-style show featuring weapons.
The game feature over 30 of the WWE superstars
in their own custom cars (for example, Stone Cold
Steve Austin drove a monster truck while The Un-
dertaker drove a three wheel chopper) with guns
on them (Primary Weapon), and foreign objects
(Optional Weapon) to enhance the destruction
of the opponent’s vehicles, and a “Special Move”
which will inflict significantly more damage than
the other aforementioned weapons. The in-game
arenas were based on both WWE television shows
and matches
Game modes range from a simple defeat-the-en-
emy style to challenges that have the player char-
acter holding the championship belt for the lon-
gest amount of time without blowing up, or taking
out the most opponents in the limited amount of
time. Multiplayer support is also included.
WWE Crush Hour was officially announced on
May 16, 2002 by JAKKS Pacific and THQ. It was
released on March 17, 2003 in North America,
and on May 15 in Europe. The game was a bud-
get title, and retailed for much less than other li-
censed games.
The game received “mixed” reviews on both plat-
forms according to Metacritic.
3460 • WWC: World Wrestling Championship
WWC: 1.1
World Wrestling Championship
Developer Phoenix Games
Publisher Phoenix Games
Release date (eu) 2006
Genre Sports
Mode 1-2 Players
In World Wrestling Championship or simply
WWC players can choose between a single player
mode or a one-on-one match with another player.
At the start of the game players can only choose
from 6 different wrestlers that have vague simi-
larities to licensed characters but there are 30
more wrestlers to fight against. Game modes in-
clude Challenge, Friendly Bout and Practice.
Wrestle Angels: Survivor
6.0
Developer Success
Publisher Success
Release date (jp) August 24, 2006
Genre Sports, Strategy
Mode 1-4 Players
Wrestle Angels Survivor is a wrestling manage-
ment simulation and a reboot of the Wrestle An-
gels series. The player takes the part of a wrestling
association president, recruiting and training
wrestlers, sending them to matches and other
events, and even directing them during matches.
The main mode is the Association mode, where
the player must build a team of wrestlers and
their company from scratch. The player sets the
number of rival associations, the length of the Good Price
campaign in years, and the number of players.
The game is broken up into months, which each
have an office/gym phase and an event phase.
In the first phase, the player can recruit or retire
wrestlers, schedule training and events, directly
coach individual wrestlers, and do a variety of
training and business-related tasks. In the event
phase, the scheduled events are played out, in-
cluding exhibition matches and tournaments,
and each player can choose to either direct their
wrestlers directly with a card-based battle system.
Other modes allow the player to set up free
matches of multiple types, including Exhibition,
Tournament, and League, with any of the more
than 70 wrestlers in the game.
“mobygames.com”
Wrestle Kingdom • 3461
7.5 Wrestle Angels: Survivor 2
Developer Success
Publisher Tryfirst
Release date (jp) November 6, 2008
Genre Sports, Strategy
Mode 1-4 Players
Wrestle Angels Survivor 2 follows the same ba-
sic template as the previous title, again focusing
on the Association mode where the player must
recruit a team of wrestlers, training them into
the world’s top wrestling association. The free
match and gallery modes from the original game
also return. Compared to the previous title, there
are numerous tweaks and updates to the training
system, as well as many new wrestlers to recruit
bringing the total cast to over 100, but the basic
gameplay and progression are identical.
All preorders included a “Doki Doki Angel Voice”
character voice CD. The first-print limited edition
also includes a bonus “Panic Live Angels” music
and drama CD, and comes packed in a cardboard
slipcase with different artwork.
“mobygames.com”
Wrestle Kingdom
Developer Yuke’s 7.5
Publisher Yuke’s
Release date (jp) July 20, 2006
Genre Sports
Mode 1-2 (4) Players
Wrestle Kingdom is a licensed professional wres-
tling game by Yuke’s. The game combines the top
stars of New Japan Pro Wrestling, All Japan Pro
Wrestling, Pro Wrestling Noah, and freelancers.
Wrestle Kingdom uses a modified engine seen in
previous Yuke’s games, the WWE Day of Reckon-
ing series. While not as simulation-based as its
Japanese contemporaries, it is also not as frantic
and arcade-like as its American counterparts.
Wrestle Kingdom has the basic wrestling video
game matches, including singles, tag teams, triple
threats, fatal four ways, and battle royals. No spe-
cialty matches are featured.
The defining mode in Wrestle Kingdom is the
Drama mode. In this mode, players must create a
wrestler and train under one of the top stars from
each promotion. As they go, they must train to
improve their stats.
3462 • Wrestle Kingdom 2: Pro Wrestling Sekai Taisen
7.6 Wrestle Kingdom 2:
Pro Wrestling Sekai Taisen
Developer Yuke’s
Publisher Yuke’s
Release date (jp) May 10, 2007
Genre Sports
Mode 1-2 (4) Players
The sequel to Wrestle Kingdom feature three dif-
ferent game modes as well as a create a wrestler
option and a variety of unlockables. Wrestle King-
dom 2 features licensed wrestlers for New Japan
Pro Wrestling and All Japan Pro Wrestling, as well
as a number of freelance workers and legends, but
differs from the first installment by not including
characters from Pro Wrestling Noah.
The game features three separate modes for game
play. Unlike the previous game, there is no drama
mode nor anything that resembles a story or sea-
son mode.
The player can select a variety of different match-
es. The types of matches include Single Match,
Tag Match, Three Way Match, Handicap Match,
Four Way Match, Five on Five Team Battle, and
Gauntlet. The four preset match types are Nor-
mal, Hardcore, Shoot Rules, and MMA Rules. The
match rules can be altered to make other types of
matches, for instance turning off all match finishes
but submission creates a submission match, but
the match style does not vary. There are no cage
matches or other similar matches that involve
more alterations than just changing the rules of
a normal match. By winning singles matches with
certain wrestlers, video interviews are unlocked.
When winning a championship players unlock a
photo and history of that championship. Winning
a championship with certain wrestlers unlocks
hidden wrestlers. The championships available
are the IWGP Heavyweight Championship at the
G1 Climax, the IWGP Junior Heavyweight Cham-
pionship at Best of the Super Juniors, the Triple
Crown Heavyweight Championship at Champi-
on Carnival, and the World Junior Heavyweight
Championship at the Super J-Cup.
Wrestle Kingdom 2 features a variety of extra ma-
terial. In the trophy section you can view wrestler
bios and as the game progresses you can view un-
lockables like video interviews and title histories.
The bios include character stats, championship
history, and in some cases digital autographs.
WWII: Battle Over The Pacific • 3463
WWI: Aces of the Sky 7.2
Developer Naps Team
Publisher Midas Interactive Entertainment
Release date (eu) September 1, 2006
Genre Action
Mode 1 Player
WWI: Aces of the Sky vehicle based shooter set
during World War I in which the player will con-
trol a biplane.
The game offers thirty missions witch take place
above both land and sea. Players will take on en-
emy aircraft like bombers as well as ships on the
sea and trains on land. During missions it’s pos-
sible to land on airfields where the plane can be
repaired, get new fuel or switch planes.
6.1 WWII: Battle Over The Pacific
Developer Naps Team
Publisher Midas Interactive Entertainment
Release date (eu) September 29, 2006
Genre Action
Mode 1 Player
WWII: Battle Over the Pacific is a World War II-
themed arcade-style flight simulator. The player
takes control of a pilot fighting for the Allies to
dominate the Pacific. The action is viewed from
a third-person perspective. The protagonist fights
enemy aircraft, tanks and battle ships, as well as
bomb enemy installations. It is possible to land
on carriers for rearming, repairing and switching
to another aircraft type.
WWII: Battle Over Europe
Developer Midas Interactive Entertainment
Publisher Midas Interactive Entertainment
Release date (eu) October 19, 2007
Genre Action
Mode 1 Player
WWII Battle Over Europe is the sequel to Pacific
Warriors II: Dogfight set during the European
theater of World War II.
The game is played from a third person perspec-
tive in and lets the player control a fighter plane
from either Germany or Britain. Both the British
RAF and German Luffwaffe have their own cam-
paign in which the player will battle over Britain
and Normandy among others.
3464 • WWII: Tank Battles
WWII: Soldier
4.7
Developer Midas Interactive Entertainment
Publisher Midas Interactive Entertainment
Release date (eu) November 11, 2005
Genre First-person shooter
Mode 1 Player
WWII: Soldier is a single player first-person
shooter in which the player has to rescue a cap-
tured American general during World War II.
The general is being held in a castle located in the
Swiss alps deep in enemy territory and apparently
holds vital information regarding the war.
The game can be played on three difficulty levels:
easy, normal or hard. Weapons include: a rifle,
single or twin pistols, grenades and a sub-ma-
chine gun. Useful items can be found by searching
killed German soldiers.
“mobygames.com”
WWII: Tank Battles
Developer InterActive Vision Games 5.5
Publisher Midas Interactive Entertainment
Release date (eu) April 28, 2006
Genre Action
Mode 1 Player
WWII: Tank Battles is a single player third person
shooter game in which the player controls a Allied
or German tank and will take on various missions
set during World War II.
The game is divided into 2 campaigns: Western
Allied (particularly American and British) and
German, each with ten missions. In each level
players can choose historically accurate tanks,
of which there are five for each side, including
lightweight scouts, Tiger tank and Sherman tank,
among others.
Missions takes place in Normandy, the Ardennes
and North Africa, as well as other places. Missions
range from protecting ground units to finding en-
emy bases and can be played on three difficulty
levels: rookie, veteran and elite.
By completing missions players will be given to
upgrade points to boost tank power and defensive
armor.
“mobygames.com”
X-Men: Next Dimension • 3467
X-Men: Next Dimension 6.1
Developer Paradox Development
Publisher Activision
Release date (us) October 15, 2002
Genre Fighting
Mode 1-2 Players
X-Men: Next Dimension (alternatively titled X-
Men: Mutant Academy 3) is the third installment
in the X-Men: Mutant Academy fighting game se-
ries, following X-Men: Mutant Academy and X-
Men: Mutant Academy 2.
Next Dimension expands upon the concept of the
first two games by adding several new characters,
3D maps, and a story mode, which allows the
player to fight a series of battles in between short
movies that move the plot along.
The game’s plot serves as a sequel to the events
of the comic story “Operation: Zero Tolerance”.
Narrated by Patrick Stewart (reprising his role as
Professor Charles Xavier from the X-Men mov-
ies), the story is built around the Prime Sentinels
retrieving the head of Bastion, and Bastion’s sub-
sequent attempt to wipe out mutant-kind.
X-Men: Next Dimension is a fighting game in
which the player can choose between up to twen-
ty-four available characters. The game features
an extensive combo system, including normal
chains, air juggles, and air launchers. Beside the
basic blocking system, characters have various
counter-attacks available, specific to the type of
attack the player is countering. In addition to
standard attacks, the player can execute super
attacks by pressing two punch or kick buttons
simultaneously. These include blasts or beams,
some of which can stun an opponent, as well as
physical attacks that have special effects. There
are several different types of super attacks, each
having four different levels of power.
While in Story Mode, only a limited set of char-
acters are available for each battle; Arcade Mode
allows the player to select from any of the play-
able characters in a series of eight battles. The
Two-Player Versus Mode also allows players to
choose from any of the unlocked characters. The
game also features a Survival Mode, in which a
single player is pitted against a never-ending flow
of computer-controlled opponents in a test of en-
durance.
3468 • X2: Wolverine’s Revenge Magazine Article
CLAWS ‘N’ EFFECT
by: Dean Evans@ PlayStation 2 Official Magazine (AU) October 2002 #07
Scowling superhero and sometime X-Man Wol-
verine is set to star in his own 3D adventure from
Activision. But games based on comic books
haven’t had the best of reputations. OPS2 visits
Genepool Software, developer of Wolverine’s Re-
venge, to discover if justice will be done to every-
one’s favourite hirsute mutant.
Of all the X-Men, Wolverine is arguably the most
videogame-friendly. He’s a man with a mysterious
past, and therefore comes with a ready-made ‘who
am I?’ plot. As a one-time assassin, his abilities peg
him as perfect 3D adventure material - an expert in
close-quarters combat, incredible healing properties,
enhanced senses, an adamantium-laced skeleton and
retractable claws. A game based on fellow mutant
Cyclops would simply be a shallow 3D shooter while
Jean Grey’s telepathic abilities only lend themselves
to a giant X-men version of Tetris. Something based
on Storm could be interesting; the ability to unleash
Colin McRae Rally 3-style weather effects would be
very pretty, but it’s hardly got the makings for lasting
gameplay. with Wolverine’s Revenge Genepool is trying to do
Wolverine, on the other hand, is a one-man something a little bit different from the rest of the
army. In his current comic incarnation, and like Hugh pack. Designed to embrace Wolverine’s abilities, the
Jackman’s portrayal of him in the X-Men movie, game features a powerful superhero storming his way
Wolverine is less a spandex-clad vigilante and more a through a massively forefront, backed by an intrigu-
scowling biker anti-hero. Wolverine’s Revenge hopes ing and surprising story line. In the game, Wolverine
to take advantage of this moody magnificence. While discovers that the same shadowy Department H that
the game mechanics sound like standard fare [third- laced his bones with adamantium also implanted him
person view, jumping, fighting, object collection] the with a fall-safe killer virus. Due to his natural mutant
game itself is anything but. Even now this 3D com- healing, Wolverine has not been aware of its exist-
bat adventure is blessed with fantastically detailed ence. However, at the beginning of the game the virus
graphics, a dark design and an intuitive, satisfying- has become active and with only 48 hours to live, he
ly acrobatic combat system. The game’s developer, returns to seek the scientists that created him in the
Genepool Software, is building eight huge levels, hope for finding a cure...
each one dotted with puzzles, populated by enemy
guards (with night-vision goggles, body armour and X-CITEMENT
so on) and protected by super villains. A criticism that’s often been levelled at 3D combat
Although Wolverine’s Revenge isn’t due adventures is that the way you play one level is the
for release by Activision until 2003, OPS2 went to method you use to play them all. There are few sur-
Genepool HQ for more information. There we talked prises. So the most important design element in de-
to Development Manager Craigh Housten about his veloping Wolverine’s Revenge is variation. “We’ve
latest project. planned eight levels, including both indoor and
outdoor environments - claustrophobic prisons and
X-MAN caves on the one hand, sprawling military bases and
The 3D adventure game is an overcrowded one, so forests on the other,” explains Houston. “Throughout
X2: Wolverine’s Revenge Magazine • 3469
the game, Wolverine has access
to a range of standard and special
moves - big, choreographed com-
bat sequences that can be executed
quickly and easily. The characters
on the early levels are generally sol-
diers and guards, mere mortals. But
as the game progresses, Wolverine
starts to encounter tougher charac-
ters - enhanced humans, then robots
[Void Droids] and an array of super
villains ‘bosses’ which include arch-
enemies Sabretooth, Magneto and
Juggernaut.”
X-HILARATION
“One of the elements we’re most
proud of in Wolverine’s Revenge is Craig Houston
the combat. We found that a lot of
3D adventures often have a simplistic
fighting system. It’s just bash-bash-
bash, using the same button or a combination of sev- cruelly throw them onto a minefield to detonate the
eral buttons. When you get a character like Wolverine explosives. “We’ve also designed points where Wol-
who is extremely agile and can do all sorts of moves, verine can remotely control robots or man gun em-
you want to add special attacks to the basic punch and placements, adding a projectile element to the game-
kick arsenal.” The key was to devise a control system play which the character wouldn’t normally have.”
that offered variety without becoming too complex X-PERIENCED
and unwieldy. In Wolverine’s Revenge the developers In addition to his fighting skills, Wolverine has
has implemented the use of a single action button to heightened senses. At different points during the
pull off a range of special pre-choreographed moves. game the player can take advantage of these senses
“These moves are only available at certain times,” in a variety of ways. Using his enhanced vision, for
continues Houston. “When a directional indicator ap- example, Wolverine can make out footprints on the
pears on the floor and the word ‘Strike’ flashes up on ground, highlight buried mines, even see the heat
the screen, then something special is available. These glow around a hidden enemy. Wolverine also has the
big combat sequences are based on the context of power to sense the location of objects that are needed
those around you. There are moves for dealing with to solve puzzles. With these abilities in mind, some
two or three people and for enemies attacking from levels are darker and slow down the action to the
different angles. So Wolverine might pull off a flying tense pace of a survival horror.
head-butt, a spinning drop-kick, or a savage multiple Unfortunately, Wolverine can’t use his mu-
stabbing, it depends on the situation.” tated senses while fighting. Some levels are better
X-TREME played using stealth where you sneak past guards and
“Wolverine is a though character, with the ability to bypass security systems rather than fighting. “Our
fight with or without his deadly claws extended. So next job is to develop a controller rumble for Wolver-
we had to deal with the fact that he should be able to ine’s senses, so you can ‘feel’ danger before you can
decimate his human opponents. It became clear that see it,” says Houston.
we needed to put a lot of them in. Obviously these X-PANSION
guys realise they won’t get far attacking Wolverine Wolverine’s Revenge also has a cerebral side. “On
on their own, so the AI will make them gang up or the game’s prison level, Wolverine can use a guard’s
attack with bigger weapons - flamethrowers or rocket uniform to move around undetected, unless you do
launchers for example.” Wolverine can also pick up something aggressive like pop his claws out. On an-
his human opponents, use them as weapons, or even other level, Wolverine can stand in a freezer compart-
3470 • X2: Wolverine’s Revenge Magazine Article
ment to lower his body temperature, enabling him to special Wolverine move,” continues Houston, “you
sneak past a thermal security scanner. There are little earn points. You’ll eventually be able to exchange
puzzles throughout the game.” And to point Wolver- these for rewards on the front-end, such as additional
ine in the right direction, Professor Xavier (voiced costumes, galleries or production art. That blue and
by Patrick Stewart) offers advice as you progress. yellow costume might also be there...”
“There’s nothing worse in a third-person adventure Conveying the sheer scale and ferocity of
than running around wondering where to go or what the character’s abilities was always going to be a big
to do. We’ve tried to avoid that as much as possible.” challenge, but Wolverine’s Revenge already has a va-
riety to its gameplay that hasn’t really been seen be-
X-PERIMENTATION
fore in this type of game. On top of the core adventur-
It’s hard not to spot some influences from Spider-
ing, the game features puzzle-solving and action with
Man, particularly because it’s also a superhero game.
an emphasis on spectacular superhero combat. Boss
Houston and his team also acknowledge this: “The
original Spider-Man game on the PSone was the first battles add different combat elements again, pitting
one that didn’t compromise the character. Usually the Wolverine against arch-enemies such as Juggernaut,
Sabretooth and Wendigo.
problem with superhero games is that people find all
sorts of devices to impose gameplay strictures, for “We’ve designed a dynamic camera system
to keep all of the combatants in view, and a dynamic
example, ‘Superman’s lost his powers, pick up the
coins to earn the right to fly again...’ Staying true to musical score to heighten the sense of tension as you
the comic book character, his powers and limitation, play. Even now the results are great fun to watch -
is something that Spider-Man did very well. In con- our artists and animators are doing a stunning job!”
trast, Batman never seems to appear in a good game, Houston is certainly confident in his creation, and if
although Batman: Vengeance was a reasonable at- our first look is anything to go by, there’ll be claws
(“Ba dum tss!”) for celebration when it lands on PS2s
tempt. That was a game we looked at quite a lot.
I’m quite the fan of the animated series on which it around the world.
was based and we used it as an inspiration for some
of our cut-scenes. But Vengeance over-complicated
everything. The developer tried to incorporate all of HAPPY AS LARRY
Batman’s abilities, so it was very stop/start in nature. The script of Wolverine’s Revenge is penned
We’ve had to be very aware of this pitfall.” by comic industry veteran, Larry Hama.
X-PECTATION Hama began his writing/editing career work-
Wolverine’s Revenge is currently at an early devel- ing on Crazy Magazine at Marvel. From this
opment stage and isn’t due for release until 2003. humble beginning, he went on to write all 166
There’s a long way to go, but the game is already issues of GI Joe: A Real American Hero be-
changing from the team’s original vision. “Certain el- tween 1982 and 1994. After the roaring suc-
ements have evolved and become a much bigger part cess of GI Joe, Hama was asked to breathe life
of the game than we first thought,” explains Houston. into the slumping Wolverine series and was
“The big moves, for example. We originally thought responsible for much of the detail concerning
that we might go for a more traditional Tekken-style the character’s history, Department H and the
combat system with the special moves hidden away Weapon X program.
in combos. But when you have so many buttons After stints on Daredevil, Conan, Bat-
that are required for other Wolverine controls such man and Gen X, Hama plans a new four-shot
as activating his senses and whipping out the claws, Wolverine series entitled Logan, Year Zero.
a combo system wasn’t really suitable. We felt that Trivia buffs may be interested to learn that
complex controls don’t let you do what you want to Hama played a Korean soldier in an episode of
do the most. That is, to pull of the spectacular su- M*A*S*H (‘Korean Surgeon’) and has been
perhero moves Wolverine is known for.” Because quoted as saying that his dream comic project
you’ll want to be able to do everything straight away, would be a fantasy series entitled The Ghost Of
Wolverine’s Revenge lets you do everything straight Elvis vs The Killer Bimbos From Beyond the
away. You don’t need to discover buried actions or Bermuda Triangle.
learn them along the way. “Every time you pull of a
3472 • X2: Wolverine’s Revenge
5.8 X2: Wolverine’s Revenge
Developer GenePool
Publisher Activision
Release date (us) April 14, 2003
Genre Action-adventure
Mode 1 Player
X2: Wolverine’s Revenge was released as a pro-
motional tie-in to X2 but featured an original sto-
ry by famed comic book writer Larry Hama, and
does not take place in the continuity of the film
series, but had a closer resemblance to the Marvel
Universe instead.
In X2: Wolverine’s Revenge, the player helps
Wolverine fight his way past the heavily guarded
areas of the Weapon X Facility to piece together
fragmented clues to Wolverine’s murky past and
to save his life. Wolverine has 48 hours to find an
antidote to the deadly Shiva Virus circulating in
his bloodstream and the clues point to the Weap-
on X facility, the Canadian fortress where he had
his skeletal structure fused with adamantium.
The action is played from a third-person perspec-
tive as players fight a number of armored soldiers,
mutant creatures, and archenemies such as Sa-
bretooth, Magneto, Wendigo, Lady Deathstrike,
and Juggernaut. While Professor X is able to as-
sist Wolverine with powers of telepathy, Wolver-
ine must ultimately carry out his adventure alone.
To that end, players must use Wolverine’s unique
talents to overcome all manner of obstacles. Wol-
verine will be able to hunt and track his prey us-
ing his heightened sense of smell and ability to
detect body heat. As Wolverine makes his way
through the military compounds, he will need to
avoid defense systems and guards, and find ways
into locked rooms to discover the information he
needs to survive.
Bonus objectives include finding hidden Wolver-
ine comic covers and dog tags to unlock secrets
such as new costumes and improved abilities.
A significant feature has Mark Hamill provid-
ing the voice-over for Wolverine in game. While
Hugh Jackman’s likeness is on the cover and pro-
motional material, the character model in game
is based on the comic books. Patrick Stewart re-
prises his film role as Professor X in game.
The game received generally mixed reviews upon
release, with reviewers praising the voice acting,
while criticising the slow combat, lack of mid-lev-
el checkpoints, and for being too hard.
X-Men Legends • 3473
X-Men Legends 7.9
Developer Raven Software
Publisher Activision
Release date (us) September 21, 2004
Genre Action role-playing
Mode 1-2 (4) Players
In X-Men Legends, players can play as one of fif-
teen X-Men characters, with the ability to switch
between four computer- or human-controlled
characters at any time.
The game follows Alison Crestmere, a young mu-
tant who has the ability to summon and control
volcanic activity. As Alison is taught to control
her powers at the X-Mansion, the X-Men are sent
on several missions. Eventually the X-Men learn
of Magneto’s plan to cover the Earth in darkness
from his base on Asteroid M.
X-Men Legends is an action role-playing game.
Players choose a team of up to four characters
from a larger group of X-Men. As players pro-
ceed through the game additional X-Men are un-
locked. Up to four players can play in the coopera-
tive campaign, with the ability to add or remove
players at any time. Cooperative play features a
refined combat system and the ability to interact
with NPC’s. The game also features a skirmish
mode, which allows players to fight against each
other or against waves of computer-controlled
enemies.
As characters gain experience points play-
ers can upgrade their four main powers and other
abilities unique to that character. Items found
during gameplay can also be equipped to further
enhance a character’s abilities. Characters can
combine attacks to create a combo, in which two
or more players use their mutant powers on a sin-
gle enemy at the same time.
The initial concept for the game featured turned-
based gameplay, similar to a Final Fantasy game.
However, Raven Software concluded that players
would prefer more action that allowed control of
the character’s super powers. The genre switch
proved problematic to maintaining the team as-
pect of gameplay.
X-Men Legends received generally positive re-
views from critics. Reviewers praised Raven’s
variation on cel-shaded graphics. The gameplay
was also lauded for its role-playing elements,
character powers and melee combat, but review-
ers found that the AI was lacking.
3474 • X-Men Legends II: Rise of Apocalypse
8.2 X-Men Legends II:
Rise of Apocalypse
Developer Raven Software
Publisher Activision
Release date (us) September 20, 2005
Genre Action role-playing
Mode 1-2 (4) Players
X-Men Legends II: Rise of Apocalypse is set af-
ter the events of X-Men Legends and features the
mutant supervillain Apocalypse as the primary
antagonist.
The developers intended the game to have a great-
er sense of scale than its predecessor, and writers
created a story where the villains known as the
Brotherhood of Mutants would need to ally them-
selves with the heroic X-Men to defeat a greater
threat. High quality cinematics were created by
Blur Studio. Online multiplayer was also added.
The player controls a party of four characters,
though only one at a time can be controlled di-
rectly. Beside switching the characters for combat
purposes, the player is often obliged to do so, be-
cause some of the tasks in the game require the
specific abilities of a certain mutant. For exam-
ple, Iceman can put out fire, Magneto can gener-
ate a metal bridge across a gap, etc.. Most of the
time, however, is spent in combat, collecting loot
and acquiring experience points. Unlike the first
game, items dropped by enemies are random.
The character will level up, become stronger, and
learn new skills. The player can opt to allocate all
the experience and skill points manually.
Each character has several different skills based
on their mutant powers. These include melee,
boost, projectile, traps, and others. Each charac-
ter can also learn powerful super skill: for exam-
ple, Cyclops has a super beam attack that can hit
multiple targets; Wolverine has a spinning attack
that inflicts heavy damage; Magneto has a metal
attack, crushing everything in sight by manipulat-
ing metal objects in the environment, etc.
New in the sequel was the on-line multiplay-
er with both co-operative and six competitive
modes. Four players can play on a single console
by plugging in additional controllers at any time.
The game was well received by gaming critics.
Critics felt that the inclusion of online play, addi-
tional mutant powers, and a larger cast made the
game an improvement over its predecessor.
X-Men: The Official Game • 3475
X-Men: The Official Game 5.2
Developer Z-Axis
Publisher Activision
Release date (us) May 16, 2006
Genre Beat-’em-up
Mode 1 Player
X-Men: The Official Game is a tie-in video game
to the 2006 film X-Men: The Last Stand. The
game covers the events between the films X2 and
X-Men: The Last Stand, specifically following
the characters of Wolverine, Iceman, and Night-
crawler. It also bridges the gap between the two
films, explaining why Nightcrawler is not present
for The Last Stand, and also introduces new foes
to the X-Men film canon, such as HYDRA.
Players control the actions of several X-Men re-
lated characters, most notably Wolverine, Night-
crawler, and Iceman, as they uncover a plot to
eradicate mutants. The three playable characters
have distinct fighting abilities. Wolverine fights
from a fixed third-person view; players essential-
ly has to “button mash” their way through hordes
of soldiers and X-Men villains as Sabretooth and
Lady Deathstrike. Iceman can fly; his abilities are
widely used when he traverses the ice bridge to fly
out and save places such as a nuclear power plant
and the Statue of Liberty. As Nightcrawler, the
player views the world from a free third-person
perspective; he possesses a teleportation ability,
which allows him to drop on his enemies while
getting the missing Cerebro parts and saving the
Brooklyn Bridge from Mirror Man.
The game uses several voice actors from the X-
Men film franchise. From the films, returning are
Hugh Jackman, Alan Cumming, Shawn Ashmore,
Patrick Stewart, Tyler Mane, and Eric Dane.
Zak Penn and Chris Claremont co-wrote the sto-
ry for the game. Penn is the co-writer of X-Men:
The Last Stand, and Claremont was a longtime
writer of the X-Men comic books, establishing
the personae for many of the “new” X-Men team,
which featured then new members Storm, Night-
crawler, Colossus, Banshee, and Wolverine. Cla-
remont is perhaps best known for the Dark Phoe-
nix Saga.
X-Men: The Official Game, along with most other
games published by Activision that had used the
Marvel licence, was de-listed and removed from
all digital storefronts on January 1, 2014.
3476 • X-Men Origins: Wolverine
5.1 X-Men Origins: Wolverine
Developer Amaze Entertainment
Publisher Activision
Release date (au) April 29, 2009
Genre Beat-’em-up
Mode 1 Player
X-Men Origins: Wolverine is a hack and slash
action-adventure game loosely based on the film
of the same name. The story is a combination of
the Wolverine backstory explored in the film and
an original plot created by Raven Software, which
was influenced by major events in the X-Men
comic series.
The game release coincided with the release of the
film for the PS3, Xbox 360, Windows, Wii, PS2,
Nintendo DS, and PSP. The game was developed
primarily by Raven Software through the use of
Unreal Engine technology. Amaze Entertainment
developed the Wii and PS2 ports and Griptonite
Games developed the PSP and DS ports.
X-Men Origins takes influences from games such
as God of War and Devil May Cry with a third per-
son perspective.
Combat relies on three options - light at-
tacks, heavy attacks, and grabs. Another form of
attack is the lunge, which allows Wolverine to
quickly close the distance to an enemy. Wolverine
can also use the environment to his advantage,
such as by impaling foes on spikes. During com-
bat, Wolverine’s rage meter builds up, and when
full allows him to use more devastating attacks,
like the claw spin and a berserker mode, which in-
creases Wolverine’s claw strength until his Rage
Meter empties. XP is collected from defeating
enemies, destroying elements and accumulating
collectibles. The XP is used to level up, and each
new level results in gaining skill points, which are
used to purchase upgrades.
The PS2 and Wii versions are less graphic, with
less language and slightly different combat. Feral
senses are still obtained, which can detect doors,
traps, enemies and sentinel observers, and lunges
must be performed at closer distances.
The different reception based on the game port
was confirmed by the review aggregators Gam-
eRankings and Metacritic. While the ranking for
PC, PS3 and Xbox 360 on both aggregators was
around 75/100, the Nintendo DS’, PS2’s, and
Wii’s rankings stood significantly behind, with
the PSP port ranked around the middle.
X-Squad • 3477
X-Squad 6.4
Developer Electronic Arts
Publisher Electronic Arts, (jp) Electronic Arts Victor
Release date (jp) August 3, 2000
Genre Third-person shooter
Mode 1 Player
X Squad, released as X-Fire/Crossfire in Japan,
is a third-person 3D squad-based shooter. THe
game was released as a launch title for the PS2.
Players take control of Ash, the leader of X-Squad,
along with his teammates Maya, Melinda and
Judd. Set in 2037, W-Squad has been defeated,
Doctor Bianca Noble has been kidnapped and her
experiment Project Medusa has been stolen.
The player directly controls Ash; his three com-
panions are controlled by the AI, but the player
can issue general orders to them. Ash can crouch
and roll to evade enemy fire. The gameplay is pre-
dominantly action-oriented; Ash and his friends
have to deal with enemy soldiers, automated guns,
and boss enemies. Other tasks are usually con-
fined to hitting switches in order to open doors.
On release, Famitsu magazine scored the game a
30 out of 40.
7.1 X-treme Express
Developer Vingt-et-un Systems
Publisher Syscom, (eu) Midas Interactive Entertainment
Release date (jp) February 21, 2002
Genre Racing
Mode 1-2 Players
X-treme Express is about racing trains, which
vary from North America, Europe and other parts
of the world.
The goal in Grand prix mode is to get to the fin-
ish line first, although on each track players race
to the end and then in reverse in two different
races. The other modes are Tour, in which play-
ers complete a number of tests and scenarios to
unlock more trains; Free mode, where players can
choose what track they race on and the time of
day the race is on; and VS mode, where players
can play against other players. The difficulty set-
ting can be changed to suit the player’s skill level.
There over 80 trains in the game, some of which
are themed, and 10 tracks to race on.
3478 • X-treme Quads
X-treme Quads
Developer Phoenix Games
Publisher Phoenix Games
Release date (eu) March 4, 2005
Genre Racing
Mode 1 Player
X-treme Quads is a single player racing game
developed and published by Phoenix Games in
2005.
Players can choose from twelve XTreme Quad
bikes and race on nine different XTreme racing
tracks that players will have to win to complete
the championship. The tracks feature different
terrain and jumps.
Xiaolin Showdown
Developer BottleRocket Entertainment 4.2
Publisher Konami
Release date (us) November 14, 2006
Genre Action-adventure, Beat ‘em up
Mode 1-2 (4) Players
Xiaolin Showdown is based on the animated se-
ries of the same name from Warner. It is a fighting
game where players take the role of the four main
characters of the show; Kimiko, Omi, Raimundo
and Clay. The game supports 4 simultaneous
players in story mode. If there is only one player,
the other 3 are controlled by the computer. Play-
ers can also unlock 2 additional characters: Jack
Spicer and Chase Young.
The players must defeat waves of enemy robots to
collect Shen Gong Wu artifacts to increase their
power and defeat series of enemies, until they are
able to face Mala Mala Jong and put an end on
the plans of the evil boy genius, Jack Spicer. Each
Shen Gong Wu provides a new power, like lock-
ing nearby characters or punching the ground for
area damage. Additional Shen Gong Wu can be
bought using coins collected during the game.
The gameplay is inspired by party fighting games,
like Power Stone and Super Smash Bros. You can
chain combos with button combinations, jump
and give flying kicks.
Between the game levels, there are showdowns,
where the characters have to bet a Shen Gong Wu.
The one that wins the challenge chooses a Shen
Gong Wu from the player who lost.
Xena Warrior Princess • 3479
Xena Warrior Princess 4.0
Developer EM Studios
Publisher Blast! Entertainment
Release date (eu) December 15, 2006
Genre Hack and slash
Mode 1 Player
Xena: Warrior Princess is a hack and slash action
game based on the television series, Xena: War-
rior Princess, which aired from 1995 to 2001.
The game’s story involves the evil sorceress Ka-
labrax, who escapes after centuries of imprison-
ment and plots revenge against the world, and
against the gods who imprisoned her. She must
sacrifice a queen for her spell to gain maximum
power. With help from her allies, Kalabrax cap-
tures Gabrielle, the Queen of the Amazons. Xena,
the warrior princess, embarks on a journey to res-
cue Gabrielle, while facing various villains along
the way.
The game is played from a third-person perspec-
tive and consists of linear hack and slash and ac-
tion gameplay, with some platform-jumping and
puzzle-solving sections.The game features 21 lev-
els.
The player controls Xena, who must defeat all
enemies and complete tasks to proceed through
each level of the game. Xena can carry out numer-
ous attacks through a combination of button com-
mands performed by the player. If the attack is
executed successfully, Xena lets out her signature
warrior scream. Xena can run, jump, kick, slash,
and block enemy attacks, as well as perform groin
kicks and cartwheels.
The player can also use power-ups found
throughout the game. Power-ups can replenish
the player’s health, as well as provide armor up-
grades or additional attack abilities. The player
can also use Xena’s chakram, a weapon featured
on the television series. The chakram can be used
against enemies, as well as cutting chains and
flipping switches. Optionally, the player can also
steer the chakram while it is in mid-air, for a bet-
ter chance of hitting a target. Xena can also use a
sword. Both weapons can be upgraded by collect-
ing power-ups.
If the player merely beats up an enemy rather
than kill it, karma is added to Xena’s karma me-
ter. When the karma meter becomes full, the
player receives temporary invincibility.
3480 • Xenosaga Episode I: Der Wille zur Macht
Xenosaga Episode I:
8.3 Der Wille zur Macht
Developer Monolith Soft
Publisher Namco
Release date (jp) February 28, 2002
Genre Role-playing
Mode 1 Player While navigating environ-
Xenosaga Episode I: Der Wille zur ments, enemies are visible within
Macht is the first entry in the Xeno- the environment, with engage-
saga trilogy, and forms part of the ment being optional. If the player
wider Xeno metaseries. chooses to engage, some environ-
mental elements such as combus-
Set far in the future when human-
tible objects can be used to alter
ity has left Earth, the plot follows
an enemy’s statistics and grand the
Shion Uzuki, an employee of Vector
player an advantage in battle. The
Industries; and KOS-MOS, a battle
combat is governed by a turn-based
android design to fight the hos-
battle system. Each character has
tile alien Gnosis. Forced to escape
access to melee and ranged stan-
a Gnosis attack and head for the
dard attacks, can use items to affect
planet of Second Miltia, Shion and
the party or enemies, and guard
KOS-MOS are pulled into a fight
against attacks. The player party’s
between the Galaxy Federation and
attacks are determined through
the hostile U-TIC Organization.
button combinations, with differ-
With others who join them as they
ent combinations triggering differ-
head to safety, they face a deeper
ent attack sequences that can have
mystery surrounding U-TIC’s goals
secondary effects on the party and
and the plans of the immortal Al-
neighboring enemies. Attack com-
bedo Piazzolla.
binations can be customized by the
Xenosaga Episode I is a role-play- player between battles.
ing game; the player controls a par- Each attack uses AP. Spe-
Limited Edition (jp)
ty of characters, navigating them cial moves for each character are
through a variety of environments. unlocked by building up AP over
Exploring environments, the party several turns. When a minimum
can collect a variety of items, some of three AP are available, a char-
of which can be used in gameplay acter can perform an exclusive ac-
to boost a character’s statistics or tion which deals high damage to
restore health. During the course their opponent. More powerful at-
of the game, a database is unlocked tacks can be performed with higher
that documents the game’s story amounts of AP. In addition, char-
events and terminology. The play- acters can perform Ether moves,
er can access several mini-game powerful attacks and support ac-
“plug-in” systems through Shion’s tions which drain their Ether Points
portable console, and an e-mail (EP). Both player and some enemy
system that allows players to make party members also have a “Boost”
playful decisions that have little meter, which when full allows that
significance to the main plot. The character to perform an additional
console can also be used to access action while taking away an oppo-
to cleared areas of the game; these nent’s turn.
grant access to side quests separate
from the main storyline.
Xenosaga Episode I: Der Wille zur Macht • 3481
The party has access to mecha, staff to focus solely on creating the
which can be equipped by surrender- game. Following this agreement,
ing a turn. Mecha have their own Namco helped in the development
set of moves and boast more power- and marketing of the game. While
ful attacks than the main party, but production of the game began follow-
also carry over damage between bat- ing the foundation of Monolith Soft
tles. Following the victory, the party in 2000, Takahashi had been work-
is awarded with in-game currency ing on the game’s concept since 1999,
which can be used to purchase items intending it as a spiritual successor
and accessories at shops. The party to Xenogears rather than a remake
is also awarded experience points or sequel. Production at Monolith
which raise a character’s experience Soft took two years. The develop-
level, along with a variety of skill ment budget apparently reached ¥1
points. These are divided into EP to billion—approximately $7,700,000.
fuel Ether abilities, along with Skill Xenosaga Episode I was de-
Points (SP) and Tech Points. SP are veloped by a core team of between
assigned to activate passive effects 60 and 80 people, expanding to over
drawn from different accessories, 100 people at its most active develop-
while Tech Points raise the effective- ment period. Among the staff, twenty
ness and power of Tech attacks un- of them had previously worked on
locked as the character’s experience Xenogears. The biggest issue faced
level rises. when building the team was that they
Xenosaga Episode I was the debut were developing for the PS2, a con-
game title of Japanese developer sole with far more power than any
Monolith Soft. Company founder Tet- previous console they had worked
suya Takahashi acted as director and on. A major improvement in Taka-
co-writer. Takahashi had previously hashi’s view over his work on Xeno-
worked at Square on the PlayStation gears was that he was able to make
RPG Xenogears. Initially planned as the entire game using 3D graphics,
a six-part series and despite there be- something he had been unable to do
ing concept work for a sequel, Xeno- with Xenogears. Due to the amount
gears was left as a standalone proj- of preparatory work and getting ac-
ect while Square decided to focus on customed to the new hardware, ac-
their established franchises such as tual development did not start until
Final Fantasy. Another stated rea- 2000, lasting approximately a year.
son was that Square said they did not Namco provided development sup-
have the money available to invest in port with the motion capture tech-
his concept. Following his departure nology. Takahashi later noted that
from Square due to disagreeing with the sheer number of young and in-
their strategy, Takahashi searched experienced developers in Monolith
for another company which could Soft negative impacted development,
help him create the game he and oth- with the graphics engine being com-
ers from the Xenogears project envi- pleted only six months before the
sioned. According to producer Hiro- game’s release. Prior to its announce-
hide Sugiura, most of the companies ment, the game was developed under
they contacted suggested forming the working title “Project X”.
Monolith Soft as an independent de- Character designs were co-
veloper, with only Namco suggesting operatively handled by Kunihiko
that they become a subsidiary, and Tanaka and Kouichi Mugitani, while
was willing to both fund the produc- mecha designs were handled by Mu-
tion and manage the logistics and gitani and Junya Ishigaki. Mugitani
marketing, allowing Monolith Soft also worked on the game as produc-
3482 • Xenosaga Episode I: Der Wille zur Macht
tion designer. The art director was Yasuyuki
Honne, who had previously worked on both
Xenogears and Chrono Cross, while charac-
ter motion was handled by Norihiro Taka-
mi. Honne collaborated with Takami in cre-
ating the character motions for cutscenes.
When creating the designs, Tanaka was
given an outline of a character by Takahashi
in addition to comparisons with real-life
actors, and then created the designs from
that. Tanaka’s art style—which gave charac-
ters large eyes dominating their faces—pro-
vided a challenge for the team as Takahashi
wanted to be as close to the original artwork
as possible, but the expressive power of
the large-eyed facial design could easily be
“destroyed” by the wrong lighting. Takami
worked hard on character models to make
sure the large eye styling was preserved
without upsetting the model’s balance. Mu-
gitani and Ishigaki respectively handled the
designs for Vector staff and the Federation.
KOS-MOS was initially designed by Tanaka,
but he had considerable trouble finalizing
her design. Mugitani then contributed, cre-
ating something close to KOS-MOS’s final
design, which was then polished by Tanaka.
Tanaka also had difficulty creating Shion’s
design, giving her glasses as an easy way of three parts all featuring the dual figures of KOS-
showing her personality. MOS and chaos. The character of KOS-MOS was
The scenario for Episode I was co-writ- created by Takahashi. While human characters
ten by Takahashi and his wife Soraya Saga. To created by Takahashi and Saga were typically
ensure development of the game remained fo- shown as strong despite having fragile bodies,
cused, Takahashi consulted the entire staff on KOS-MOS was designed to be the opposite; an
the script’s direction before the main production “unbreakable” person with a fragile spirit. The
began. Takahashi initially planned Xenosaga to names of KOS-MOS and chaos were deliberate
span six games, with a narrative divided into plays on the philosophical concepts of order and
chaos in the universe, tying into elements of
Zen incorporated into the world structure.
The game made heavy use of Biblical my-
thology, a trait shared with later entries in
the series. The game’s subtitle is taken from
the native title of The Will to Power, a collec-
tion of notes by German philosopher Fried-
rich Nietzsche. The use of Nietzsche’s works
and concepts was a recurring element in the
series; within the context of Episode I, the
subtitle directly reflects the game’s charac-
ters and the strength of their will. The Fed-
eration’s military structure was based on the
United States Army with some elements from
the Imperial Japanese Army mixed in. In ad-
Xenosaga Episode I: Der Wille zur Macht • 3483
dition to references to Nietzsche, Japanese magazine Famitsu posi-
Takahashi incorporated referenc- tively noted the world and charac-
es to Richard Wagner such as the ter development, while GamePro
ship name Woglinde due to Wag- stated that the story and char-
ner’s historic association with Ni- acters “[rivaled] that of a good,
etzsche. hard, science-fiction novel or the
The game was localized for the best anime series available”. Greg
West by Interone Inc, with English Kasavin of GameSpot enjoyed the
dubbing handled by ZRO Limit narrative, but felt that the Biblical
Productions and Animaze. The lo- elements were only there for shock
calization process took over a year. value rather than being meaning-
While all blood, gore, religious ref- ful additions. IGN’s Jeremy Dun-
erences and adult language were ham was highly positive about
retained in the Western release, the story and the development of
one scene between the adult Al- characters, but noted that some
bedo and the childlike MOMO had might be dissatisfied with the un-
its more erotic elements toned resolved story elements held over
down for the Western release. The to later games.
North American version, with the GamePro noted that the
English voice work and additional game was enjoyable despite it ap-
costumes and bonus features, was pearing “convoluted at first, even
later released in Japan under the for RPG [veterans]”. Kasavin ap-
title Xenosaga Episode I Reloaded. preciated the lack of random en-
counters and enjoyed the strate-
The music was composed by Ya-
gic flow of battle, while Christian
sunori Mitsuda, who had previ-
Nutt of GameSpy appreciated
ously worked with Takahashi on
both the game’s challenge and its
the score of Xenogears. Mitsuda
deep mechanics. Dunham praised
worked as both composer and or-
both the ease of gameplay follow-
chestrator. Mitsuda was almost
ing its introductory stages and the
unable to collaborate on the proj-
customization options available.
ect due to a tight schedule, but
He was less positive about most
they were able to bring him in. As
of the mini-games available. The
opposed to most RPG scores at the
A.G.W.S. mechs were seen by sev-
time, Mitsuda collaborated with
eral reviewers as a lackluster ad-
Takahashi to create tracks for spe-
dition to the gameplay. The me-
cific scenes in the game rather than
chanic used to enable the player
a smaller number of repeating
to revisit dungeons was also fre-
tracks. Due to the game’s religious
quently seen as contrived.
references, the score incorporated
Kasavin called Episode I “a
Gregorian chants. The score was
great-looking game” despite some
performed by the London Philhar-
lip-synching issues, and praised
monic Orchestra.
the cinematography and graphics
While no exact figures were given, used in cinematics. Nutt called the
Namco reported that Episode I environments “pure visual pleas-
was one of their games that had ure” and the character models
seen commercial success interna- “both varied and uniformly excel-
tionally. In July 2003, Namco an- lent”.
nounced that the game had sold
The game received an anime ad-
over one million copies worldwide.
aptation which aired in 2005, and
was re-imagined as part of Xenos-
aga I & II for the Nintendo DS.
3484 • Xenosaga Episode II: Jenseits von Gut und Bose
7.3 Xenosaga Episode II:
Jenseits von Gut und Bose
Developer Monolith Soft
Publisher Namco, (eu) SCEE, (au) SCE Australia
Release date (as) June 21, 2004
Genre Role-playing
Mode 1 Player The AGWS mech battles
Xenosaga Episode II: Jenseits von are still present in the second epi-
Gut und Böse is the second entry sode, but it is no longer possible to
in the Xenosaga trilogy, and forms switch to AGWS at any point, as it
part of the wider Xeno metaseries. was in the first game. Instead, these
battles are dictated by the plot and
Continuing directly from the events
require the player to exploit the
of Xenosaga Episode I, Xenosaga
unique abilities of the mechs. An-
Episode II sees protagonists Shion
other game aspect removed from
Uzuki and Jr. continuing to combat
the first game is money, as well as
the plots of the U-TIC Organization
shops, weapons, and armor of any
and the insane Albedo Piazzolla.
kind. The only items in the game
The second episode con-
are healing items or keys that un-
tinues to be heavy on story devel-
lock the ability to learn high level
opment, and also has a signifi-
skills. The skill system has been re-
cant amount of non-interactive
designed, each character possess-
cutscenes. Character graphics un-
ing his or her own “tree” of unique
derwent an aesthetic change: the
skills they can gradually learn. Like
characters look now somewhat
in the first episode, the dungeons
more realistic and less influenced
contain environmental and logical
by anime visual style.
puzzles to solve.
The gameplay in general and the
Following the release of Episode I
battle system in particular are simi-
in 2002, the Xenosaga project was
lar to that of the first game. All ene-
reevaluated and staff reshuffled to
mies are visible on screen, and field
allow newer staff members a chance
objects can be destroyed in order to
to handle the series. Series creator
attract the attention of the enemy
and Monolith Soft co-founder Tet-
or to create a zone that will weaken
suya Takahashi stepped down as di-
it. The turn-based combat again
rector, taking on other responsibili-
features two types of basic attacks,
ties within the company in addition
which now inflict different damage
to being given wider creative input
on enemies of different height. Spe-
on projects. Takahashi’s explana-
cial attacks can suspend enemies
tion was that he did not want to
in the air or flatten them on the
limit the scope and direction of the
ground, which makes them more
Xenosaga series, and that his style
vulnerable. Enemies can also be
of direction as seen for Episode I
“broken” by specific combinations
could result in the development
of attacks, which are in many cases
period becoming extended expo-
the only key to victory. Another ad-
nentially. During this period the
dition is the ability to wait two or
Xenosaga series, originally planned
three turns in a battle, accumulat-
by Takahashi as a six-part series,
ing energy for a stronger attack,
was rearranged into a trilogy, with
which can be used tactically when-
the possibility of further episodes
ever the opponent is in a weakened
should the series meet continued
state.
success. The new director was Koh
Xenosaga Episode II: Jenseits von Gut und Bose • 3485
Arai, while Tomohiro Hagiwara be- and turn them into a workable game
came lead producer, both of whom script, something which required
had worked on Episode I in minor parts of the planned scenario to be
roles; Takahashi on an executive role condensed or cut. According to Arai,
overseeing Episode II, in addition to the changes were made in consulta-
keeping the staff informed with the tion with Takahashi, with them treat-
lore of Xenosaga. ing his plan as a novel and the game
Development on Episode as its movie adaptation. In a later in-
II took approximately two years, terview, Saga said the changes made
worked on by a staff of 60 to 100 peo- to the overall scenario for Episode
ple. The staff was divided into three II resulted in subsequent changes to
teams; “scene”, “battle” and “quest”. the planned Xenosaga plotline. The
During production, Hagiwara and game’s subtitle is taken from the na-
the other new staff aimed to turn Xe- tive title of Beyond Good and Evil,
nosaga into an evolving series rather a novel written by German philoso-
than a static one. The gameplay was pher Friedrich Nietzsche. The use of
mainly carried over from Episode I, Nietzsche’s works and concepts was
but with adjustments and additions a recurring element in the series; in
designed to streamline the system the context of Episode II, the subtitle
and increase playability. The battle was said to represent the blurring of
system was adjusted based on feed- boundaries between concepts of right
back that the first game’s battle sys- and wrong, in addition to symbol-
tem was too complicated. The art izing the complex relations between
director for the game was Norihiro Jr. and Albedo. As with the other Xe-
Takami. While the character designs nosaga titles, the game made heavy
of Episode I were stylized, the cast use of Biblical mythology.
were redesigned for Episode II to ap- The game was localized by Namco’s
pear much more realistic. This was internal localization department.
done to increase the expressiveness Dubbing was handled by Cup of Tea
of the characters during cutscenes. Productions; Xenosaga Episode II
The graphics engine was completely was the company’s very first project.
rebuilt for the second game. The new For Episode II, several actors were
E.S. mecha were designed by Kouichi recast including the voice actress for
Mugitani and Junya Ishigaki; each KOS-MOS.
wanted to emulate the design choices
The music for Episode II was com-
of Episode I while also creating some-
posed by Yuki Kajiura and Shinji Ho-
thing unique to Episode II. Mugitani
soe. The two worked respectively on
also resumed his role from Episode I
the cinematic and gameplay tracks;
as production designer.
they did not collaborate on any tracks,
The concept and scenario
or even meet during the game’s pro-
draft was written by Takahashi and
duction. The original game’s com-
his wife Soraya Saga. Episode II was
poser Yasunori Mitsuda refused to
the last main Xenosaga game worked
return to the series due to both a
on by Saga prior to her leaving the
busy schedule and a clash of inter-
project in 2005. Their draft was then
ests with Namco over the direction
turned into the game’s full script by
of the game. Hosoe, whose previous
Norihiko Yonesaka, who was allowed
work included Street Fighter EX and
by Takahashi to handle the story-
the Ridge Racer series, was forced
line of the Xenosaga series following
to greatly restrict his compositions’
Episode I using his extensive notes.
quality due to working with the lim-
According to Takahashi, Yonesaka’s
ited sound hardware on the PS2. He
role was to take his and Saga’s notes
3486 • Xenosaga Episode II: Jenseits von Gut und Bose
felt that both the sound quality and overall di- Parkin noted that the character models
rection of the soundtrack were faulted because were “sexed-up” from the previous game, while
of this. Kajiura, whose previous work consist- GamePro generally praised the overhaul to the
ed mostly of anime scores, felt that the game’s game’s graphics and character design. Massi-
soundtrack was different from her earlier work milla praised the more realistic character de-
due to the different pieces linking with each signs and polished visuals. Dunham noted that
other, although some tracks were split up by the increased visual quality and redone charac-
the production team when she composed them ter designs helped in the game’s presentation,
to merge as a single melody. She also found it though he found the soundtrack lacking when
easier working from Mitsuda’s rather than cre- measured against the first game’s score. He also
ating a completely original score. The realistic criticized the replacement of some characters’
art design also influenced Kajiura’s work, as she English voices.
wished to complement it. Famitsu enjoyed the higher speed of bat-
While Episode I was not released in Europe, tle compared to Episode I. Parkin echoed these
Namco partnered with Sony Computer Enter- sentiments while also noted how mechanics
tainment Europe to release Episode II on Oc- such as Boost and the addition of side quest con-
tober 28, 2005. A Special Edition exclusive to tent made the game better than its predecessor.
Europe released alongside the normal version, GamePro positively noted that the first game’s
containing a movie DVD detailing the events mechanics had been made more approachable
leading up to Episode II. It is the only Xenosaga for series newcomers, while Massimilla felt that
title to be released in the region. the simplified nature of the character growth
system brought down the experience in addition
During its first week on sale in Japan, Xenosa-
to being shorter than other RPGs available at the
ga Episode II reached second place in gaming
time. Nutt felt that the alterations made battles
charts, selling around 186,000 units. According
far more enjoyable despite the character growth
to Namco’s fiscal report in their 2005 fiscal year
system lacking any meaningful customization
report, Episode II was one of Namco’s better-
options.
selling titles in North America, although no ex-
act sales figures were given. According to a later
report, Episode II underperformed commercial-
ly, reaching just over 50% of Namco’s projected
sales target.
Japanese magazine Famitsu felt that the charac-
ters and world view was enjoyable, but felt that
some scenes were “forced” and the cutscenes ran
too long. Simon Parkin of Eurogamer praised its
characters and plot, but found the story uncom-
fortably long and complicated, requiring too
much foreknowledge of the original game to be
enjoyable for series newcomers. GamePro, while
noting that the cinematics might be too long for
some, enjoyed the story and its continuation of
the first game’s narrative. Bethany Massimilla
of GameSpot enjoyed both the narrative and
its focus on the cast, and GameSpy’s Christian
Nutt praised the narrative’s revelations despite
pacing issues and a lack of meaningful progress
with the overarching narrative. Jeremy Dunham
of IGN found the shift from Shion to Jr.’s narra-
tive to be jarring, but generally enjoyed the over-
arching narrative and the new characters.
Xenosaga Episode II: Jenseits von Gut und Bose • 3487
3488 • Xenosaga Episode III: Also Sprach Zarathustra
8.1 Xenosaga Episode III:
Also Sprach Zarathustra
Developer Monolith Soft
Publisher Namco, (us) Namco Bandai Games
Release date (as) July 4, 2006
Genre Role-playing
Mode 1 Player Development of Episode III began
Xenosaga Episode III: Also Sprach in 2004 during the final develop-
Zarathustra is the final entry in both ment stages of Episode II. While
the Xenosaga trilogy and the larger Xenosaga was initially planned as a
Xenosaga series, which forms part six-part series, changes at develop-
of the Xeno franchise. er Monolith Soft resulted in series
creator Tetsuya Takahashi giving
Concluding the narrative of Xeno-
guidance of the series to younger
saga Episode I and Episode II, Epi-
developers within the company.
sode III sees Shion Uzuki and the
During this period, the team de-
battle android KOS-MOS search
cided to turn the Xenosaga series
out the origins of the hostile alien
into a trilogy, resulting in changes
Gnosis while being hunted by
to the planned scenario and some
Shion’s former employers and four
elements being turned into side
powerful humans called the Testa-
projects such as Xenosaga: Pied
ments.
Piper. The director was Koh Arai,
The third episode retains the com- who had previously directed Epi-
bat basics of the two previous sode II. Takahashi drafted and su-
games, resembling more the sys- pervised the scenario, which was
tem of the first episode. Weapon written by Episode II writer Nori-
and equipment management re- hiko Yonesaka. One of the main
turns, and the complex break sys- goals when developing Episode III
tem from the second chapter has was not only to bring a satisfactory
been simplified. Once again, there end to the Xenosaga storyline up to
are two kinds of combat, in human that point, but to address criticism
form and piloting giant robots. The of the short length of Episode II’s
usage of ether attacks, boost gauge, story, while also addressing general
and other typical Xenosaga game- problems noticed with both Epi-
play elements are also present in sode I and Episode II. Namco Ban-
this game. Robot combat is more dai later stated in an interview that
prominently featured and is han- the game’s final form was based on
dled somewhat differently, the gi- both fan feedback and the wishes
ant gears having a wider variety of of internal staff, with the final game
attacks at their disposal. Both play- being “something very close to
er-controlled and enemy parties what [they believed] to be the orig-
have now a special bar that renders inal ideal”.
them immobile when filled. Ex- According to original Xeno-
ploiting this feature is yet another saga writer Soraya Saga, the chang-
strategic addition to the combat. es to the original narrative plan for
There is an in-game database Episode II resulted in several nar-
listing all events, people, items, rative shifts within Episode III, de-
monsters and locations. Next to the viating from Takahashi and Saga’s
main storyline, there are 60 puzzle original draft. The scenario for
mini-games. The game includes an Episode III includes narrative ele-
editor to create these custom puz- ments Takahashi originally created
zles and share them with friends. for Episode II, which had been cut
Xenosaga Episode III: Also Sprach Zarathustra • 3489
from Episode II due to time con- The music for Episode III was com-
straints. As with the rest of the tril- posed by Yuki Kajiura. Having previ-
ogy, the game made heavy use of ous contributed to the score of Epi-
Biblical mythology. The game’s sub- sode II by composing the cimenatic
title was taken from the native title of tracks, Kajiura was brought back to
Thus Spoke Zarathustra, a novel by compose the entire score. Despite
German philosopher Friedrich Ni- the increased work load of handling
etzsche. The use of Nietzsche’s works an entire game’s soundtrack, Kajiu-
and concepts was a recurring ele- ra found the difficulty similar to the
ment in the series. The original char- work she did on Episode II. She drew
acter artist for Xenosaga, Kunihiko inspiration from the game’s artwork
Tanaka, was replaced by Kouichi and impression of the setting when
Mugitani, who also acted as produc- creating the score. Takahashi, in ad-
tion designer as he had for the previ- dition to his other roles in produc-
ous Xenosaga games. The character tion, acted as coordinator for the
designs were adjusted to balance be- score.
tween the designs of Episode I and While the game was praised by critics
Episode II, expressing both realism and went on to sell over 340,000 cop-
and an exaggerated “cute” artstyle. ies worldwide, the mixed response to
While most of the designs were adap- the Xenosaga series as a whole left
tions of Tanaka’s earlier work, Mugi- Monolith Soft staff in a state of low
tani also designed a new version of morale, partially leading to the de-
KOS-MOS and multiple new mechs. velopment of Xenoblade Chronicles.
Mugitani’s mech and armor designs Famitsu enjoyed the narra-
drew from both the Gundam fran- tive’s presentation, but noted the
chise and the 1997 film adaptation of lack of a focused narrative due to the
Starship Troopers. number of story threads needing ad-
For its western release, all scenes dressing. Eduardo Vasconcellos of
where blood was visible were cen- GameSpy found the story long-wind-
sored: the blood was removed, but ed, while IGN’s Jeremy Dunham
all other elements remained un- found the narrative to be one of the
changed, resulting in visual and au- best aspects of the game. Both Parkin
dio inconsistencies. The game was and GameSpot’s Bethany Massimilla
localized for the West by Namco criticized the censoring of blood and
Bandai and 8-4; Xenosaga Episode its negative effects on the story’s
III was one of 8-4’s earliest projects. more dramatic moments.
English dubbing was handled by Cup Famitsu praised the short-
of Tea Productions, who had previ- ened loading times, and GamePro
ously worked on Episode II. Several praised the graphics and art design
original voice actors from Episode I, while criticizing the voice acting
including KOS-MOS’s original Eng- quality. Massimilla positively noted
lish actress Bridget Hoffman, were the game’s art design, cutscene ani-
brought back after the recasting for mation, and music and sound de-
Episode II. Unlike Episode II, Epi- sign. Both Dunham and RPGamer’s
sode III was not released in Europe. Josh Martz praised both music and
While Episode III was in- voice acting.
tended as the conclusion of Shion’s This would be the last game Mono-
story arc and potentially the series, lith Soft made for the PlayStation 2
the team were willing to continue the before they were purchased by Nin-
series if the game was a commercial tendo.
success.
3490 • Xenosaga Freaks
7.9 Xenosaga Freaks
Developer Monolith Soft
Publisher Namco
Release date (jp) April 28, 2004
Genre Miscellaneous
Mode 1-2 Players
This game followed the release of Xenosaga Epi-
sode I. It is a supplementary disc and features a
visual novel segment featuring multiple charac-
ters from the game, a minigame dubbed XenoPit-
ten, a dictionary that explains the game’s termi-
nology, and a demo for Episode II.
The visual novel is a humorous adventure game
set during the same timeframe as Episode I. It fol-
lows several series characters as they try to stop
the out-of-control robot KOS-MOS and discover
why she’s been acting up.
XenoPitten is a word-based puzzle game with a
Xenosaga theme.
Freaks was part of a movement with the Xeno-
saga series to turn it into a multimedia franchise,
with the project growing substantially larger than
previously planned.
XII Stag
Developer Triangle Service 6.6
Publisher Taito, (eu) 505 Game Street
Release date (jp) March 20, 2003
Genre Shooter
Mode 1-2 Players
XII Stag is a vertical scrolling arcade shooter.
The player controls a futuristic aircraft and tries
to reach the end of each stage, where a boss fight
waits.
There are several different types of attacks: a
regular shot, which can be upgraded five times by
power-ups dropped by enemy ships; a side attack
that involves pushing the control stick quickly left
and right to destroy enemies to the left or right
of the player’s ship. The ship’s exhaust can also
be put to use by damaging enemies that come
up from behind. The final weapon is the barrier,
which creates a protective ring around the player.
XII Stag also has checkpoints in each level, which
compare the current player’s score to the high
score at this point in the game.
“mobygames.com”
Xyanide: Resurrection • 3491
Xyanide: Resurrection 5.0
Developer Playlogic
Publisher Playlogic, (jp) Ertain
Release date (eu) July 31, 2007
Genre Shooter
Mode 1-2 Players
Xyanide Resurrection is a sequel to the Xbox
game Xyanide. It takes place after the happenings
of the first game. The evil space witch Aguira is
still alive after having escaped her death sentence.
It’s once again up to the executioner Drake to find
her and bring her to justice. Aguira has used the
xyanide to create a strange world that Drake has
to travel through and battle countless of enemies.
Xyanide Resurrection is a third person shoot ‘em
up, similar to a rail shooter. The player controls
a spaceship travelling through space. Forward
motion is automatic but the player can move the
ship up and down and left and right to avoid the
fire of the incoming enemies. The player can also
rotate the view as the enemies attack from all an-
gles. As enemies are destroyed they drop pieces
of xyanide that the player can collect. Xyanide re-
stores health but it can also be used to purchase
upgrades and new weapons in the store between
levels. Three extra weapons can be bought: shot-
gun, laser and rockets.
The game’s story mode consists of five levels that
have to be completed sequentially.
“mobygames.com”
7.8
XxxHolic:
Watanuki no Izayoi Souwa
Developer Tenky
Publisher Marvelous
Release date (jp) August 9, 2007
Genre Visual novel
Mode 1 Player
The protagonist in ×××HOLiC ~Watanuki no
Izayoi Sowa~ is Kimihiro Watanuki, a high school
student who is constantly haunted by monsters,
ghosts and spirits who are magically attracted to
him because of his blood. These monsters are in-
visible to people without power, so other people
brand him as weird or crazy when he is haunted
by the spirits. Everything changes when he goes
into a store that sells wishes.
“xxxholic.fandom.com”
3492 • XIII
7.3 XIII
Developer Ubisoft Montreal
Publisher Ubisoft, (jp) Marvelous Entertainment
Release date (us) November 18, 2003
Genre First-person shooter, Stealth
Mode 1-2 (6) Players
XIII, (pronounced “thirteen”) is a and first aid boxes are scattered
first-person shooter. Loosely based throughout the map. People can
on the first five volumes of the 1984 be taken as hostages or as human
Belgian graphic novel series XIII, shields, preventing enemies from
the protagonist Jason Fly (XIII) is firing on the protagonist. Lock
a confused and amnesic man who picks are used to unlock doors and
searches for his identity through- grapnels to climb on walls. Through
out a comic book-style, cel-shaded the “sixth sense”, XIII can hear en-
world. Found stranded on a beach emies behind walls with the aid of
by a lifeguard, Fly is accused of “tap-tap-tap” signals. Stealth oper-
having killed the President of the ations include strangling enemies
United States. The accusation later or hiding dead bodies. Comic strip-
transpires as mistaken, as Fly finds style insets pop up at the top when
himself facing a gang of 20 conspir- a headshot is performed or serve as
ators (“The XX”) who aim to over- clues or tips for the player.
throw the government. The multiplayer hosts a maximum
XIII is a first-person shooter with of 16 players. The game features
elements of stealth and action in three standard game modes along
certain missions. The game centers with modes: Team Deathmatch,
on the main character, XIII, who Deathmatch, Capture the Flag, The
uses a variety of weapons and gad- Hunt, and Power-Up. Depending
gets to uncover the mystery of his on the platform, players in online
identity throughout the 13 chap- and offline modes (against bots)
ters and 34 missions. The charac- range from 4 to 16. The player can
ters and weaponry in XIII are cel- choose from among 10 different
shaded, giving a deliberately comic character appearances.
book style appearance, including In Deathmatch, all players
onomatopoeic words contained in compete against each other and the
bubbles for sound effects. It uses strongest player wins. Team Death-
Unreal Engine 2 because it was “re- match is similar, but players form
ally strong for level design” and two teams. In Capture the Flag, a
allowed development “across all player must retrieve the flag from
platforms using one engine”. The his enemy’s base, and bring it to
graphics were compared with Jet his own team’s base. In The Hunt,
Set Radio Future and Auto Model- players must shoot ghosts, which
lista. The developer felt that the ap- become gradually smaller after re-
pearance reflected the comic book ceiving hits. The player only has
and innovated in its portrayal of one weapon, the hunting gun, with
violence; even blood splatters are which he can also shoot human op-
shown in a cartoon manner. ponents. Power Up is a deathmatch
XIII includes 16 weapons, game, in which boxes containing
from a knife to a bazooka, an Uzi special, temporary abilities, such
to an M60. Objects such as bottles, as invisibility and higher speed, are
chairs, or brooms may be used found throughout the map.
as weapons. Kevlar gear, helmets
XIII • 3493
The singer, actress and model Eve of the year because, sadly, this isn’t
was the voice for major character it”.
Jones. Ubi Soft’s vice president of GamesTM said “It’s one of
marketing, Tony Kee, stated that she those mixed-bag situations – flash-
was the perfect choice for the role, es of genius and genuinely enjoy-
admitting that she has “a combina- able moments of success, occasion-
tion of style, sexiness, and attitude— ally mired by unbalanced weapon
perfect attributes that describe the damage, clumsy AI and the odd bit
Jones character.” XIII is voiced by of unfair level design that requires
David Duchovny, while Adam West astounding feats of memory”. Eu-
voiced General Carrington. rogamer called XIII “a flawed mas-
The Thirteen Soundtrack was com- terpiece. A game brimming with va-
posed by several artists from the San riety and a freshness lacking from
Francisco-based music label Future most of the factory farmed franchise
Primitive Sound. 13 tracks were pro- exercises that pass through our offic-
duced, all of which were initially un- es with crushing regularity”. Game
named. According to the booklet, the Revolution complimented the game’s
DJs are connected with the charac- story, graphical style, voice acting
ters, such as DJ Faust and Shortee and soundtrack, while criticising the
with XIII, DJ Zeph with Carrington gameplay as “about as straightfor-
or J-Boogie’s Dubtronic Science with ward – and in some cases boring
Mongoose. – as it gets for an FPS”. Electronic
Gaming Monthly scored the game
XIII received “mixed or average” re-
6.5/6.5/6.5: Joe Fielder, the first re-
views, according to Metacritic.
viewer, said, “You’d be hard-pressed
Reviewers often praised the
to find a more visually stunning
game’s graphical style and presenta-
game than XIII”, but complained
tion, while criticising the gameplay.
that “numerous frustrations pile up
GamePro called it a “rejuvenating,
to make XIII more chore than thrill”.
jaw-dropping experience”. IGN said
The magazine’s Greg Ford, who pro-
“XIII has a great story-driven sheen,
vided the third review, said that its
but at its core, it’s weighed down by
“style, cut-scenes, and story are all
some occasional bewildering flaws,
great, [but] the actual gameplay
in addition to the lackluster weap-
is pretty mundane”; he concluded,
ons and simple combat”. GameZone
“But if all you need is a solid shooter
also criticised the combat, stating
fix, XIII will do just fine. It has no fa-
“If not for the graphics to carry the
tal flaws, and the conspiracy-laced
game through, XIII would have
story should keep you going”.
been a boring game. Gunfights are
the best part of the gameplay. It also Sales performance for XIII was lower
happens to be the most unbalanced than expected. In 2010, UGO ranked
part”. Edge said XIII had “true artis- it #7 on the list of the games that
tic merit: it never gets stale; every need sequels.
episode has been drawn with minute While the anticipated sequel on ma-
care and attention. It would have jor gaming platforms remained unre-
been an incredible achievement if alized due to poor sales of the original
the gameplay had matched the out- title, Gameloft released a follow-up
standing art direction”. GameSpy on mobile phones titled XIII ²: Co-
criticised the graphics and the mul- vert Identity in October 2007, which
tiplayer mode, and concluded “When was a side-scrolling game rather than
it comes right down to it, XIII is a a first-person shooter.
fine game...Just don’t expect the FPS
3494 • XGIII: Extreme G Racing
XGIII: Extreme G Racing
8.1
Developer Acclaim
Publisher Acclaim, (jp) Acclaim Japan
Release date (us) August 21, 2001
Genre Racing
Mode 1-2 Players
XGIII: Extreme G Racing, also known as Extreme-
G 3, is a futuristic racing game for the GameCube
and PS2.
It follows a simulator-style look into team racing
of the 23rd century, specifically, the existence of
Extreme-G racing. Players are one of two riders
in one of six teams, all of which vie for glory in the
Championship. One starts a career in the slowest
class, 250G, and eventually compete their way
into the 1000G cup, the fastest in the game.
The sound-barrier conventions from Ex-
treme-G 2 are transferred here.
10 tracks are included, with twists, drops, and
sharp turns, as well as 11 different opponents.
Extreme-G 3 handles weaponry differently, re-
sulting in a significant change in gameplay from
the first and second games. While in the first and
second games, the player could pick up weapons
on the track, and firing these weapons would not
consume their primary weapon bar, in the third
game, the player purchases weapons with mon-
ey won, and firing weapons consumes a small
amount of the weapon bar for each shot. Com-
pared to the previous games, Extreme-G 3 offers
fewer weapons.
XS Junior League Soccer
Developer Wahoo Studios
Publisher XS Games
Release date (eu) 2004
Genre Sports
Mode 1-2 Players
XS Junior League Soccer is part of the XS Junior
League series.
The player can choose from 20 characters to play
as at four different areas; The school yard, the
sandpit, the carpark and at a construction site.
Two modes of gameplay are available, Arcade and
Tournament.
XGRA: Extreme-G Racing Association • 3495
XGRA:
6.8
Extreme-G Racing Association
Developer Acclaim Studios Cheltenham
Publisher Acclaim
Release date (us) September 11, 2003
Genre Racing
Mode 1-2 Players
XGRA: Extreme-G Racing Association, also
known as simply XGRA, is a futuristic racing
game, and the fourth in the Extreme-G series,
following Extreme-G 3. This game features more
tracks as well as a brand new weapon system.
Gameplay is similar but slightly different to pre-
vious games in the series. XGRA features a wide
range of riders, tracks and bikes that can accel-
erate at an incredibly rapid rate, going from 0 to
300 mph (483 km/h) in a matter of seconds. A
returning feature is the ability to break the sound
barrier: upon reaching 750 mph, all sound effects
will cut out, except for item collection sound,
other rider’s taunts, weapons firing, and in-game
music.
XGRA allows players to race for 8 different teams,
with each team’s bike having their own advan-
tages and drawbacks such as Regeneration, Han-
dling, Speed, Acceleration and Shielding.
Players start as a new rookie for a team and have
to work their way up through leagues of increasing
difficulty with various racing modes: Endurance,
Peacekeeper, Speed Limited, Extreme Weather
Races, Burn Off and Warmonger.
7.2 Xtreme Speed
Developer Phoenix Games
Publisher Phoenix Games
Release date (eu) October 8, 2004
Genre Racing
Mode 1 Player
Xtreme Speed is a one-player racing game, de-
veloped and published by Phoenix Games, which
was released in Europe in 2004.
The different game modes include; Speed Freaks,
Street Style Blitz, GT Team Rally and Classic
Challenge. The game feature a few different cars
to race, each with different color design, and the
option to race with automatic or manual gear
shifting.
3496 • The X-Factor: Sing
The X-Factor: Sing
Developer Milestone S.r.l
Publisher Lago S.r.l
Release date (eu) October 21, 2005
Genre Music
Mode 1-8 Players
X-Factor is a single and multiplayer karaoke game
based on a TV show. Like most of these games,
songs appear on the screen and players have to
sing the right words at the right time. Onscreen
indicators inform them what pitch they need to
maintain at any given time.
Apart from the standard more, it also contains
Party modes in which players compete by playing
a selection of mini-games.
The X-Files: Resist or Serve
Developer Black Ops Entertainment 6.7
Publisher Sierra Entertainment
Release date (us) March 16, 2004
Genre Survival horror
Mode 1 Player
The X-Files: Resist or Serve is based on the televi-
sion series The X-Files (1993–2002). The game is
set during the seventh season of the television se-
ries, and the story is presented as three new “epi-
sodes” in which FBI Special Agents Fox Mulder
and Dana Scully investigate mysterious deaths in
Colorado, where they learn about an alien artifact
used to resurrect deceased people. The agents’
investigation ultimately leads them to Tungus-
ka, Russia, where they discover a spaceship that
crashed there nearly 100 years earlier.
The game is a survival horror game played from
a third-person perspective that is viewed by the
player through fixed camera angles that change
as the character enters each new area. The player
chooses to play as either Mulder or Scully; both
go through most of the same locations, but they
encounter different obstacles and characters that
result in a different gameplay experience.
Boss enemies are encountered in each
level and must be killed by the player before pro-
ceeding. Puzzles must also be solved to progress
through the game. Throughout the game, Mulder
and Scully write notes about their investigation
that may be viewed by the player at any time.
3500 • Yakuza
7.5 Yakuza
Developer Amusement Vision
Publisher Sega
Release date (jp) December 8, 2005
Genre Action-adventure
Mode 1 Player
The story of Yakuza, known in Ja- The Battle Mode includes
pan as Ryū ga Gotoku (Japanese: 龍 the Underground Arena which is
が如く, “Like a Dragon”), follows a located in Kamurocho’s Purgatory
yakuza named Kazuma Kiryu, who, area. Cutscenes are enabled after
after spending ten years in jail for completing specific actions or beat-
a crime he did not commit, learns ing a certain character during the
that 10 billion yen has been stolen Adventure Mode. They also intro-
from the Tojo clan, which the crim- duce the chapter’s objectives. Vari-
inal underworld is searching for. ous minigames are available within
He finds an orphaned girl named ‘Adventure Mode’ in the form of ar-
Haruka who is being targeted by cade machines scattered through-
the clan, as she is believed to have out the game world. These include
the key for their lost money, and he a claw crane, a batting cage, a ca-
resolves to protect her. The game sino (baccarat, blackjack and rou-
takes place in Kamurocho, which is lette), toba and pachislot.
a realistic recreation of Tokyo’s Ka- The game was first hinted at in Au-
bukicho. gust 2005 as “Project J.” Later that
Yakuza is a third-person action-ad- month, details were announced.
venture with role-playing elements, Producer Toshihiro Nagoshi ex-
set in an open world environment. plained “For a while now, I’ve
The player gains experience from wanted to create a powerful, grit-
combat, which can be used to level ty drama where you feel the sense
up Kazuma’s stats and increase his of humanity,” Nagoshi explained.
fighting capabilities. “After a lot of thought, this is the
The game is composed of product that we’ve arrived at.” The
three distinct yet connected modes budget of the game was 2.4 billion
called Event, Adventure and Battle. yen (approx. $21 million).
The player controls former yakuza Most of the team members
Kazuma Kiryu from a third person are from different backgrounds,
camera perspective, through a city such as developers that have their
full of missions and side quests. roots in the arcade with titles such
The main character randomly en- as Virtua Fighter 3 and Super Mon-
counters foes on his path, in En- key Ball, as well as team members
counter Battles. Winning the battle having experience in novel console
nets the player some cash, which titles like Panzer Dragoon and Jet
can be used to purchase equipment Set Radio. The team members all
or healing items, and experience, felt that they went against their
which can be used to buff Kazuma’s careers considering that the new
stats. Sometimes, defeating the game didn’t match anything they
leader of an Encounter Battle will had previously done. Nagoshi felt
end the fight, even if some hench- that this was an advantage, making
men remain. Yakuza utilizes quick them all play on even playing field.
time events during the fights. Anything that was done had to go
through Nagoshi first, since only
he had a concrete idea of how the
game is going to end up.
Yakuza • 3501
During development, the tion, the ages of Makoto Date and
team researched hostess clubs, Kazuma Kiryu were modified. Writ-
which are prominently featured in ing the subplots did not prove chal-
the story, even attending hostess lenging, as there was not a strict pat-
clubs themselves, including Roppon- tern to follow. The team wanted all
gi and Kabukicho. The fictional set- subplots to keep the feeling from
ting of Kamurocho in the game was the main storyline. Several ideas did
closely based on the red-light district not make it into the game because
of Kabukicho in Tokyo. The devel- the staff members found them silly.
opment team wanted to accurately One subplot that made the final cut,
portray yakuza, especially such as which involves a man who tried to
their obsession with jingi, their code commit suicide when he was rejected
of honor. Originally the game had by a girl, was nearly removed from
scenes where pinky fingers were cut this game for this reason.
off, a traditional punishment, but In localizing the game, Sega funded
these scenes were removed so that an aggressive web and print advertis-
CERO would give Yakuza a favorable ing campaign, as well as an English
rating. Though using the gameplay voice cast composed almost entirely
schematics of one of Nagoshi’s ear- of cult performers like Michael Mad-
lier titles, Spikeout, as basis for the sen, Eliza Dushku and Mark Hamill.
combat, Yakuza utilized an entirely Localization producer Kevin Frane
new engine crafted for the game. recalls “When we released the origi-
The game’s development team was nal Yakuza, we knew that the game
divided into two groups: one writing had been a hit in Japan, and we
the main plot and the other writing wanted to make sure that we put our
the subplots. Novelist Hase Seishu best foot forward in releasing a new
was the lead writer of the central and unique product to the Western
plot. Seishu was brought on board market that would draw just as
two years before the game devel- much acclaim.” However, techni-
opment started. Seishu had been a cal limitations of the format made
gamer since the days of Space In- it impossible for the team to include
vaders, but over the past four or five both audio tracks on the disc. Scott
years, he had lost interest, as he was A. Steinberg at Sega of America com-
less concerned with 3D visuals and mented “in bringing the game to the
gameplay than he was with story. U.S. market, we wanted to ensure
Yakuza caught his attention, and he that the subtle nuances of the game
decided to accept the project even were brought to life.”
though it came at the busiest point There were also problems
of his professional writing career. with promoting Yakuza before its
Nagoshi wanted players to get enjoy- English release. Frane added that
ment from merely walking through the first trailer for the game “was
Kamurocho. Nagoshi reveals that the constructed using an old scratch
game’s title, which translates to “Like track [an unfinished soundtrack].
a Dragon,” was his creation; Nagoshi This made the rounds fairly quickly
felt that dragons have a strong im- across gaming fan sites, highlight-
age, which would evoke Kazuma’s ing what was considered poor qual-
strength and manliness. ity, but this trailer actually wasn’t at
Although Sega did have a all representative of the voice qual-
plot in mind when they approached ity of the finished product. The dam-
Seishu, they hoped that he could age had already been done, though,
add realism and emotional weight for the most part, and so a lot of fans
to the scenes. Under Seishu’s direc- probably still don’t realize that.”
3502 • Yakuza
In order to both support the game’s expensive with a rose cover art instead of white (a.k.a. リ
production, including making Kamurocho a re- パッケージ版, ripakkeji han lit. “repackage edi-
alistic recreation of Tokyo’s Kabukicho, Sega tion”) and a bonus DVD with the trailer of Ryu
contracted a tie-in campaign with famous Japa- Ga Gotoku Kenzan!, a voice cast message and a
nese companies. As a result, some in-game lo- 20-minute producer interview.
cations, such as the Don Quijote discount store There were no special editions of the
and the Club Sega game centers are modeled af- game released outside Japan, but Sega Europe
ter the real life buildings. and America did use online marketing. A flash
Sega also used product placement, and game, “CodeYakuza.com”, was created and an
introduced ads within the game. This includes a English subtitled version of the game’s 2006
collaboration with the Japanese Suntory group live-action adaption directed by Takashi Miike,
which advertises in-game with ad banners, Boss Like a Dragon: Prologue, was freely download-
Coffee ads and vending machines are also visible able on the game’s official website.
in Kamurocho; cans are purchasable within Ka- The game was heavily acclaimed in Japan for
murocho stores. Since the group produces local combining innovative gameplay with cinema-
drinks and is a distributor of foreign alcohols, like story telling and character development
all brands appearing in Kamurocho’s bars and on the back of Japan’s criminal underground.
pubs, being Whiskey, Jack Daniel’s Bourbon or Yakuza received generally positive reviews
Carlsberg Beer, are real brands of Suntory. In among Western critics earning a 77.67% in Ga-
promoting the game, Sega hired Takashi Miike. meRankings. IGN praised its combat system and
A member from the team had previously worked sense of style but criticized its tedious gameplay.
with Toei Company on V-cinema. Sega ap- Newtype USA called it “the adult-themed spiri-
proached many companies to try to secure prod- tual successor to the Dreamcast’s Shenmue se-
uct placement, like car companies and fashion ries” and found that the fighting system would
companies. But because of the mature nature of interest many players. GamePro similarly com-
the Yakuza game, they were rejected by most of pared it with Shenmue based on the amount
them. The whiskey distributor Suntory accepted, of subscenarios. 1UP.com saw the potential of
however, since they felt the game’s demographic the fighting as it often earned the player money
meshed nicely with the whiskey-drinking demo- which can be used to buy items in the city. Ga-
graphic. meRevolution criticized the number of random
Other product placements include encounters which resulted in a large amount of
Shogakukan’s Sabra magazine, Fujisankei Com- loading times. He also criticized the simplicity of
munications Group’s SPA! magazine and Panini the fighting system and few notable issues with
Group’s World Club Cup stickers. The latter ap- GameTrailers agreeing on the difficulty in cen-
pears in a TV ad, together with a Suntory drink tering on an enemy. The amount of sidequests
and a Sega mahjong game, which is displayed in available received generally favorable response.
the Kamurocho theater wall screen. Sega’s UFO The game has been praised for the design
Catcher crane game machines are included as a of the city and delivery of the English voice act-
minigame, and arcade cabinets of Virtua Fight- ing. GameRevolution also praised it as “From
er 4 and SpikeOut can be seen in the Club Sega an audio/video standpoint, Yakuza is excep-
game centers. tionally well-produced. Although the cut-scenes
As part of the pre-ordering campaign, the Jap- are all use the in-game engine, the complicated
anese first edition was bundled with two lim- facial expressions are shockingly intricate and
ited items, a Tojo Clan lapel pin replica and a colorful, while some of the floral tattoos look
monography called Kamutai Magazine (Decem- too good to be true.”
ber 2005 issue). Since then a new issue of Ka- According to Toshihiro Nagoshi “[Ryu ga
mutai Magazine is bundled with each franchise Gotoku was successful] because there were only
episode pre-order. a few titles which directly portray original Jap-
The original PS2 the Best edition in- anese culture. Also, there is no other title which
cluded a bonus DVD with the trailer of Yakuza attempts to represent such a Japanese world
2, while the reprint which was released during view with a big budget title.”
the production of the spin-off was repackaged
Yakuza 2 • 3503
Yakuza 2 7.7
Developer Sega
Publisher Sega, (eu) Sega Europe
Release date (jp) December 7, 2006
Genre Action-adventure
Mode 1 Player
Yakuza 2 is the sequel to Yakuza. The game fo-
cuses on the former yakuza Kazuma Kiryu who
receives a request for help from his former group,
the Tojo Clan, to keep relationships with the east-
ern group, the Omi Family, stable. Across Kazu-
ma’s journey he learns of a Korean mafia group
linked with the Omi Family and becomes the rival
of the Omi’s “Kansai Dragon”, Ryuji Goda.
The main gameplay idea also remains the same
- on-foot exploration of urban environments,
hand-to-hand fighting, and role-playing ele-
ments, somewhat similar to the kind of game-
play that was introduced in Shenmue games. The
sequel features some technical improvements,
such as the ability to rotate the camera during the
fights. It also contains more side missions and
mini-games, ranging from playing pool and mah-
jong to running a club and dating women.
Yakuza 2 was announced in August 2006 with
Sega promising an improved fighting system
and further exploration. Nagoshi commented on
some of his goals with Yakuza 2. In addition to
providing a deeper dramatic storyline over what
was found in the original, the game also has some
themes that were not in the original, including an
adult love story. The Sega team considered fan in-
put when making changes to Yakuza 2. One of the
main aims in developing Yakuza 2 was improving
its fighting engine. Accounting for fights against
multiple opponents was one of the most impor-
tant things that were considered when improving
the fighting engine. It was made much easier, for
instance, to attack foes that come at the player
character from multiple directions, and to switch
targets in the middle of a combo in order to quick-
ly take out someone who may have snuck up on
your flank. As a result, the fighting system was
polished and the staff believed they succeeded. In
localizing the game, the Japanese audio was kept
instead of producing an English dub. This proved
no difficulties. The team also added more Heat
moves to make the fights more exciting.
Critical reception to Yakuza 2 was positive, with
reviewers praising the presentation and fighting
system.
3504 • Yamiyo ni Sasayaku: Meitantei Kyouichirou Sagara
Yamiyo ni Sasayaku:
4.9
Meitantei Kyouichirou Sagara
Developer Idea Factory
Publisher Idea Factory
Release date (jp) February 9, 2006
Genre Adventure
Mode 1 Player
Anya ni Sasayaku: Tantei Sagara Kyouichirou
(Eng. “Whisper in the Night: Detective Kyouich-
irou Sagara”) is a mystery adventure game featur-
ing detective Kyouichirou Sagara, and a sequel to
Tsuki wa Kirisaku: Tantei Sagara Kyouichirou.
This time, the mystery takes place on a luxury
liner, when the protagonist are trying to solve
the mystery behind the disappearance of girls on
board the ship.
Unlike the typical visual novel style, players will
have a several new commands they will be able
to use to search the locations more thoroughly.
Players can look around, talk to NPCs, check the
items in their inventory, check the location map,
or manually use cursor to look at interesting plac-
es and objects to interact with while searching for
clues.
“mobygames.com”
Yourself!Fitness 7.1
Developer Respondesign
Publisher Respondesign
Release date (us) April 11, 2005
Genre Sports, Miscellaneous
Mode 1 Player
Yourself!Fitness is a fitness game that includes
over 500 types of exercises led by a virtual per-
sonal fitness coach named Maya.
There are five areas in which players can fo-
cus their exercise: Weight Loss, Cardio, Upper
Strength, Core Strength, and Lower Strength.
Players can also do Yoga and many healthy reci-
pes are included in the game. The game starts
with a fitness assessment where the intensity
of the training is determined by comparing the
player’s resting heart rate with the heart rate after
performing a set of jumping jacks. External ele-
ments such as an exercise ball, hand weights, an
exercise step, or a heart rate monitor can be in-
corporated in the game.
“mobygames.com”
Yatohime Zankikou • 3505
Yatohime Zankikou
Developer Nine’s Fox
Publisher Nine’s Fox
Release date (jp) July 26, 2007
Genre Visual novel
Mode 1 Player
Yatohime Zankikou: Tsurugi no Maki is a PS2
port of the Windows game Yatohime Zankikou.
It was released two years after the original game.
The PS2 port tunes down the adult and erotic
scenes. It is a visual novel adventure game set in
modern day world that mixes fantasy elements
and supernatural.
The protagonist is Yuuma Nagamine, a regular
high-school student with some extraordinary
powers he was not aware of. Lately he’s been
plagued by dreams and nightmares, bordering
between illusion and reality. Soon he will find out
there’s more to that, and what he considered just
a bunch of strange dreams might be visions of
things to come. Around the same town, a strange
series of murders started to occur in the town. A
mysterious girl wielding sword might be behind
the recent events, who might also be the one
that Yuuma has seen in his visions. Pretty soon,
he’s about to get involved in more than he ever
thought.
“mobygames.com”
Yumemi Hakusho:
Second Dream
Developer Princess Soft
Publisher Princess Soft
Release date (jp) October 30, 2008
Genre Visual novel
Mode 1 Player
The protagonist of this visual novel is Yuuto
Yumekawa, who finally mustered courage to con-
fess his feelings to his childhood friend and the
girl he love, Tamaki. But when he came to the
point of admitting his love, he couldn’t do it. Later
that day, on her way back home, Tamaki was hit
by a car and passed away. Gnawing at the cruel
reality and the fact he could never tell her how he
felt now, Yuuto fell in despair. While he was mad-
ly thinking “what if...”, God of Death in a form of a
girl came to him and offered him a second chance.
One that may even bring Tamaki back to life.
3506 • Your: Memories Off Girls Style
7.5 Yotsunoha:
A Journey of Sincerity
Developer Gadget Soft
Publisher Gadget Soft
Release date (jp) August 28, 2008
Genre Visual novel
Mode 1 Player
The game focuses on four female protagonists.
They were reunited after being separated for three
years during the closure of the academy they were
all attending together. They soon find out that the
time capsule they buried prior to going separate
have been dug up and instead, they find a note
saying that their former teacher took it. The four
of them decide to find that time capsule.
Your: Memories Off Girls Style
Developer 5gk
Publisher 5gk
Release date (jp) January 31, 2008
Genre Visual novel
Mode 1 Player
Apart from the usual games in the Memories Off
series, this is an otome game targeted at female
gamers.
The story is about a girl named Tsukioka Umi
who’s in her last year of high school. After meet-
ing a band at her part time job at a cafe she ends
up joining their band as their lead singer.
7.1 Yetisports Arctic Adventure
Developer Pirate Games
Publisher JoWooD Entertainment
Release date (eu) July 22, 2005
Genre Mini-games
Mode 1-4 Players
Yetisports Arctic Adventure is based on a online
flash game popular in 2004. The PS2 version is a
compilation of 7 Yetisports games, however they
are quite different from the original flash games
because the games are played in 3D environments
as opposed to the 2D environments. Each game
contains 3 levels, and the game can be played with
up to 8 players. The game also contains a cam-
paign mode that can be played with 1 or 2 players.
Yanya Caballista: City Skater • 3507
5.8
Yanya Caballista: City Skater
Developer Cave
Publisher Koei
Release date (jp) July 5, 2001
Genre Action-platformer, Sports
Mode 1-2 Players
Yanya Caballista: City Skater, known in Japan as
Yanya Caballista featuring Gawoo, is an extreme
sports skating game similar to Jet Set Radio in
feel and look.
The game was packaged with a fingerboard.
The fingerboard is placed on top of both of the
analogue sticks and will be controlled on top of
them to resemble controlling a skate board on its
wheels.
Each stage is populated with various alien crea-
tures called Gawoo, and the only way to get rid
of them is to pull skateboarding tricks. The color
and shape of the Gawoo tells players what tricks
are their favorite, so they must pull those tricks
and combo nearby to get rid of them before the
timer runs out.
The game has 3 different modes; a practice mode,
a “ramp” mode, and a campaign mode. Both the
practice mode and the ramp mode allow the play-
er to unlock one of 7 characters.
The campaign mode consist of 5 different stages,
divided in sections that unlock if the player elimi-
nated all Gawoos in the previous section. Once all
Gawoos in the level is eliminated the player will
have to beat a boss, unusually powerful Gawoos
with unique abilities and above average life bar.
Yomigaeri: Refrain 5.8
Developer Tomcat System
Publisher D3Publisher
Release date (jp) March 25, 2004
Genre Adventure
Mode 1 Player
Based on the works of novelist and short story
writer Shinji Kajio. Taking the plot from the no-
vella of the same name, Yomigaeri: Refrain deals
with the questions of life and death - and what
would happen if the dead returned.
Released by budget publishing house D3, the in-
teractive novel was only available in Japan.
3508 • Yo-Jin-Bo: Unmei no Freude
6.8 Yo-Jin-Bo: Unmei no Freude
Developer TwoFive
Publisher TwoFive
Release date (jp) October 26, 2006
Genre Visual novel
Mode 1 Player
Yo-Jin-Bo: Unmei no Freude is a port of the Win-
dows game Yo-Jin-Bo (The Bodyguards). The
game is mainly targeted at teenage girls, and falls
in the category of otome games. The explanation
for this name is a pun, as “yojinbo” itself means
“bodyguards” in English, and three of the main
characters have nicknames that make up this
phrase (Yo, Jin, and Bo). Incidentally, these three
characters are the ones that seem to be naturally
grouped by themselves, and the reader sees them
all at a festival together at the introduction of the
story.
The story focuses on the main character Sayori,
who is a high school girl. She finds a mysterious
pendant while out helping with an archeological
dig (she’s in the high school history club, so she is
forced to attend), and later has a strange dream—
it seems that the scene is from about a hundred
and fifty years ago, during the last days of the
samurai, and she sees Hatsuhime, princess of the
Mochizuke clan, assassinated!
It gets even more strange when the scene
changes, and Sayori realizes that she’s in Hat-
suhime’s body; that she has somehow seen how
things were, and the situation has somehow “re-
set”, giving her the chance to avert the princess’s
terrible fate.
Yakiniku Bugyou Bonfire! 7.4
Developer Media Entertainment
Publisher Media Entertainment
Release date (jp) August 14, 2003
Genre Simulation, Action
Mode 1-2 Players
Yakiniku Bugyou is a arcade cooking simulator in
a grill restaurant where players fry meat to feed
visitors to this restaurant. They must follow the
process of roasting meat and turn the meat on
time to the other side so that the meat does not
burn. If the meat is not fried or overcooked, then
the visitors will become angry and players will
lose points.
Yoshinoya • 3509
Yoshinoya 7.3
Developer Success
Publisher Success
Release date (jp) May 27, 2004
Genre Simulation, Action
Mode 1 Player
Yoshinoya is a restaurant simulation/action
game, licensed by the Japanese Yoshinoya “beef
bowl” chain. Players take the role of an employee,
taking and fulfilling orders behind the counter,
which involves pushing buttons according to what
dishes people order. The game is split into differ-
ent stages, each set in a different branch of Yoshi-
noya. Each stage has sub-levels for the morning,
afternoon and night crowd. If players clear each
stage, a special boss characters will appear. In
these sections players have to prepare a beef bowl
according to the character’s requirements.
The game features a variety of playable char-
acters, mission mode and free mode, as well as
a quiz session that asks different sorts of trivia
questions regarding the more than a century-old
company.
“ign.com”
Yumemishi
Developer Princess Soft
Publisher Princess Soft
Release date (jp) December 28, 2006
Genre Visual novel
Mode 1 Player
The protagonist, Hirou Yumemura (夢村 広宇) is a
high-school student, living with his grandmother
after his parents died in a car accident. One day,
he starts to experience deja-vu, reliving the events
of the previous day. As he meets new people and
notice various accidents happen around him, he
starts to use his new found ability to try and pre-
vent those events, some of which are done auto-
matically, while others are determined by player’s
choices.
The story features three chapters, each focus-
ing around a different character. Only the first
chapter is unlocked on the first play, and unless
finished with a good ending, following chapters
remain locked. Certain mysteries in the story get
answered in the sequel, Yumemi Hakusho: Sec-
ond Dream.
“mobygames.com”
3510 • Yumeria
7.4 Yumeria
Developer Namco
Publisher Namco
Release date (jp) April 24, 2003
Genre Visual novel
Mode 1 Player
Yumeria is a romantic adventure game released
by Namco for the PS2 in 2003. The game had a
12 episode anime series produced by Studio Deen.
Tomokazu Mikuri, the main character, turns 16
years old and has led a dull life without girls. On
the night of his birthday, he dreams of a strange
world in which he sees a young girl in a blue outfit
fighting against an unknown enemy. Waking up,
he is shocked to see the girl from his dream, Mone,
in bed next to him. Soon Tomokazu, his classmate
Mizuki Agatsuma, Mone, Neneko, Nanase, and
her sister Kuyou enter the dream world Moera to
destroy the alien race known as the Feydooms,
who are attempting to break through the dream
world and take over the real world.
Yoake no Mariko
Developer SCEI 5.7
Publisher SCEI
Release date (jp) December 6, 2001
Genre Simulation, Music
Mode 1-2 Players
Yoake no Mariko is a voice acting simulation
game designed by Spümcø, a cartoon animation
studio founded by The Ren & Stimpy Show cre-
ator and animator John Kricfalusi. Artwork and
character design were undertaken by Spümcø for
both games and music was performed by such no-
table musicians as Eric Gorfain.
To play Yoake no Mariko, players must provide
voice acting to correspond with a movie scene
that unfolds before them. There are six levels (or
scenes) in the game which include such genres as
the western drama, the horror flick, and the Kung
Fu action flick. As the background film clip plays,
on-screen cues inform players when to deliver
their lines and how to modulate their vocal in-
tonations in a manner similar to karaoke games.
The spoken lines are then graded by an in-game
algorithm and the players are scored on their per-
formance. Specifically considered are the players’
timings, volumes, and tones.
Yukigatari Renewal Edition • 3511
Yoake no Mariko 2nd Act 6.0
Developer SCEI
Publisher SCEI
Release date (jp) January 24, 2002
Genre Simulation, Music
Mode 1-2 Players
The sequel to Yoake no Mariko is another voice
acting simulation game designed by Spümcø. The
game feature similar gameplay and music per-
formed by Eric Gorfain, among others. Like be-
fore, players must speak the lines of the on-screen
actor to progress.
The game requires a headset. The prequel was
bundled with it.
Yukigatari Renewal Edition
Developer Takuyo
Publisher Takuyo
Release date (jp) July 28, 2005
Genre Visual novel
Mode 1 Player
Originally released for Windows as hentai visual
novel in 2001, the PS2 version feature added re-
newed artwork, a new scenario events and new
characters. It also includes bonus scenarios and
various unlockable as well as already unlocked
bonus content accessible via main menu.
The game takes place in a snowy mountain area,
where the protagonist takes part in a skiing course
where he ends up with a lot of female company.
Youki Hime Den 6.1
Developer Idea Factory
Publisher Idea Factory
Release date (jp) August 30, 2007
Genre Adventure
Mode 1 Player
Youki Hime Den is a game in the genre of action
visual novel with elements of RPG. The game in-
cludes battles with enemies and a level-up system
similar to those found in role-playing games.
Players take control of Ryuichi Sugawara, who,
alongside with five heroines, will battle demons.
Between battles, the game follows the visual novel
gameplay where players can interact with charac-
ters and deepen their relationship with them.
3512 • Yamasa Digi World 2: LCD Edition
6.2 Yamasa Digi World 2:
LCD Edition
Developer Yamasa
Publisher Yamasa
Release date (jp) January 24, 2002
Genre Gambling
Mode 1 Player
This was the first game in the slot machine series
for the PS2. The game feature recreations of the Time
Cross A, Kyurogos and Trigger Zone machines.
Yamasa Digi World 3
Developer Yamasa
Publisher Yamasa
Release date (jp) July 25, 2002
Genre Gambling
Mode 1 Player
This release includes Cyber Dragon, King Pul-
sar and Time Park, along with 5 different game
modes and different view modes.
6.4 Yamasa Digi World SP
Developer Yamasa
Publisher Yamasa
Release date (jp) September 26, 2002
Genre Gambling
Mode 1 Player
This release celebrates the 10 years of Yamasa’s
Digital Slot World slot machine line. The game
comes with different machines and different
game modes.
Yamasa Digi World 4 6.4
Developer Yamasa
Publisher Yamasa
Release date (jp) February 20, 2003
Genre Gambling
Mode 1 Player
This was the final numbered entry in the Yamasa
Digi World series recreates the machines; Pen-
guin Paradise, Crazy Sherman R, Zak Sachsen
Ryowa R, Destroyer XX and King Pulsar.
Yamasa Digi World SP: Umi Ichiban R • 3513
Yamasa Digi World SP:
Umi Ichiban R
Developer Yamasa
Publisher Yamasa
Release date (jp) May 1, 2003
Genre Gambling
Mode 1 Player
This release includes a recreatinon of the Umi
Ichiban R machine. The game includes two
modes; simulation and challenge.
5.3 Yamasa Digi World SP:
Neo Magic Pulsar XX
Developer Yamasa
Publisher Yamasa
Release date (jp) November 6, 2003
Genre Gambling
Mode 1 Player
The game includes the Neo Magic Pulsar XX ma-
chine, which is the successor to the pulsar series,
such as the New Pulsar and King Pulsar.
Yamasa Digi World SP: 8.0
Moe yo! Kung Fu Lady
Developer Yamasa
Publisher Yamasa
Release date (jp) April 27, 2006
Genre Gambling
Mode 1 Player
This is another pachi-slot game in the Yamasa
Digi World SP series which includes different
modes and different settings.
6.8 Yamasa Digi World SP:
Giant Pulsar
Developer Yamasa
Publisher Yamasa
Release date (jp) September 7, 2006
Genre Gambling
Mode 1 Player
This game is based on the Giant pulsar machine,
which is part of the larger pulsar pachi-slot series,
which include different settings and game modes.
3514 • Yoake Mae Yori Ruriiro na: Brighter than Dawning Blue
4.0 Yamasa Digi World:
Collaboration SP Pachi-Slot Ridge Racer
Developer Namco Bandai Games, Yamasa
Publisher Namco Bandai Games
Release date (jp) June 5, 2008
Genre Gambling
Mode 1 Player
This pachi-simulation is based on a machine
which in turn is based on the Ridge Racer series.
The game also includes a museum mode and a
challenge mode, among others.
Yoake Mae Yori Ruriiro na:
Brighter than Dawning Blue 8.8
Developer ARIA
Publisher ARIA
Release date (jp) December 7, 2006
Genre Visual novel
Mode 1 Player
This romance visual novel is a port of the Windows
game, Yoake Mae yori Ruriiro na, also known as
Crescent Love. The ps2 version removed the adult
elements of the game and introduced two addi-
tional heroines.
At some point in the past, colonists from Earth
established the Kingdom of Sphere on the Moon.
Tensions between the Lunarians and the Earth-
Limited Edition lings led to the Oedipus War, a conflict that left
both sides badly mauled. Since that time, the
Earth (now unified under the United Nations
banner) and the Kingdom of Sphere have shared
an uneasy peace.
The protagonist, Tatsuya Asagiri, is enam-
ored with the moon. Ever since he was very young
and met a girl who claimed to be from the moon,
he has always wanted to travel there. Fate then
drops an almost literal meteor on him when it is
revealed that, in an effort to further normalize re-
lations between Earth and the Moon, the Princess
of Sphere, Feena Fam Earthlight, will be staying
at Tatsuya’s house and attending his school as an
exchange student.
There are seven main plot lines that the player
will have the chance to experience, one for each
of the heroines in the story. To view all plot lines
in their entirety, the player will have to replay the
game multiple times and choose different choices
to further the plot to an alternate direction.
Yoshitsune Eiyuuden Shura: The Story of Hero Yoshitsune Shura • 3515
Yoshitsune Eiyuuden: 7.6
The Story of Hero Yoshitsune
Developer From Software
Publisher From Software
Release date (jp) January 13, 2005
Genre Beat-’em-up
Mode 1 Player
Yoshitsune Eiyūden is based on the legendary
samurai, Minamoto no Yoshitsune.
The game displays a 3rd person view of the area
surrounding the player in a real-time strategic
setting, similar to Koei’s Dynasty Warriors. There
are many stages in which the goal is to guide the
troops safely across the battlefield while protect-
ing them.
6.7 Yoshitsune Eiyuuden Shura:
The Story of Hero Yoshitsune Shura
Developer From Software
Publisher From Software
Release date (jp) October 27, 2005
Genre Beat-’em-up
Mode 1-2 Players
Yoshitsune Eiyūden Shura (shura meaning “may-
hem” or “carnage”) is a update to Yoshitsune
Eiyūden, featuring new content.
Next to a number of new stories not found in the
original, the biggest feature is the addition of new
scenarios such as “Story of Kiso no Yoshinaka”
and “Story of Heike”. The game also includes two-
player cooperative or competitive modes.
Yoshitsune-ki 8.0
Developer DreamFactory
Publisher Banpresto
Release date (jp) December 1, 2005
Genre Action
Mode 1 Player
Yoshitsune Ki focuses on weapon fighting action
similar to Samurai Michi. Players can learn a vari-
ety of special attacks, and be accompanied with a
CPU controlled partner. Players can use different
kinds of dual attacks depending on their partner.
The game is based on the life of the 12th Century
samurai and military commander of the Minamo-
to clan, Minamotono Yoshitsune.
3516 • Ys
Ys
Ys (イース) is a series of role-playing games developed by Nihon Falcom. The
first game in the series, Ys I: Ancient Ys Vanished, was released on the NEC
PC-8801 in 1987. Ys games have also appeared on the Sharp X1, MSX2, FM-7,
NEC PC-9801, Sharp X68000, Master System, Sega Genesis, Sega Saturn, Fam-
icom, NES, Nintendo DS, Windows, PS2, PSP, TurboGrafx-CD, Apple IIGS,
mobile phones, SNES, PlayStation Vita, PS4, Nintendo Switch, and Xbox One.
As of 2017, the series had sold over 4.8 million copies worldwide.
Ports of the games to console platforms have usually been handled by various
other licensee companies, such as Hudson Soft, Tonkin House and Konami. In
terms of the number of game releases, the Ys series is second only to Final Fan-
tasy as the largest Eastern role-playing game franchise, as of 2011.
The Ys series chronicles the adventures of Adol Christin, a young man with a
zest for adventure and an uncanny knack for being in the right place at the right
time. Gameplay usually revolves around Adol, though his comrade, Dogi, is a
frequent companion in his travels. Thus far, Adol has visited the regions of Este-
ria, Ys, Celceta, Felghana, Xandria, the Canaan Islands, and Altago.
A feature of the early Ys games is the Darm Tower (or Dahm Tower in some
translations). In the story, it is an unfinished and deserted tower, built with the
intention of touching the sky. The tower houses a small annex, titled “the Tower
of Rado” (or simply “Rado’s Annex”) three quarters of the way up. According to
in-game lore, the normally immortal ancient Ys aged because humans overused
the magic power of an ancient artifact, known as the Black Pearl. The result of
this misuse was evil magical energy bringing forth millions of cruel demons. The
people of Ys fled to the Palace of Solomon and used the Black Pearl to lift the
palace into the sky, creating a safe haven. The demons, focused on controlling
the Black Pearl for their own intentions, began building the Darm Tower, day
and night, attempting to connect to the Palace of Solomon with their construc-
tion. As in-game-events transpired, however, the demons’ efforts were thwarted.
Later games feature a variety of plots but frequently begin with a shipwreck. A
stranded Adol then gets involved in the new area’s events and adventure ensues.
Until 2005, only three Ys games were available in North America: Ys I: Ancient
Ys Vanished (Master System, MS-DOS, Apple IIGS), Ys I & II (TurboGrafx
CD), and Ys III: Wanderers from Ys (SNES, Genesis, TurboGrafx CD). The
original PC-8801, PC-9801, X1 and MSX2 versions, as well as the Famicom
ports remain exclusive to Japan. English ports of the Japanese PC game Ys VI:
Ark of Napishtim were released by Konami in 2005 and 2006 for the PS2 and
PSP, respectively, marking the first English release of the series in 13 years.
Ys I & II Eternal Story • 3517
Ys I & II Eternal Story 7.9
Developer DigiCube
Publisher DigiCube
Release date (jp) August 7, 2003
Genre Action role-playing, Compilation
Mode 1 Player
Ys I & II (イースI・II) is an action role-playing
compilation originally released for the Turbo-
Grafx-CD in 1989. It consisted of enhanced re-
makes of the first two Ys games, Ys I: Ancient Ys
Vanished – Omen (1987) and Ys II: Ancient Ys
Vanished – The Final Chapter (1988), which was
first released for the PC-8801 home computer in
Japan. The TurboGrafx-CD release was one of
the first video games to use CD-ROM, which was
utilized to provide enhanced graphics, animated Limited Edition
cut scenes, a Red Book CD audio soundtrack, and
voice acting. The game’s English localization was
also one of the first to use voice dubbing.
In both games the player controls a red-haired
swordsman named Adol Christin. In the first
game he must seek out the six Books of Ys. These
books contain the history of the ancient, vanished
land of Ys, and will give him the knowledge he
needs to defeat the evil forces currently sweeping
the land of Esteria.
In Ys II Adol is transported to the floating
civilization of Ys, and begins a quest to unravel
the secrets of the land, and finally rid it and Este-
ria of evil.
The PS2 version is based on the 1997 Windows re-
lease, Ys Eternal, which includes updated graphics
and FMV sequences. The PS2 version introduces
an additional mode that re-balances the leveling
system for a smoother transition between the two
games. It also contains a bonus “Magic World”,
which contains new characters, a few sub-quests,
as well as access to artwork gallery and sound
test. Voice acting has been added as well.
This version also introduces changes to
the weapon system. In all previous releases of the
games a more powerful sword rendered weaker
ones useless. In this version, each sword has ad-
ditional properties: for example, the initial Short
Sword can now stun enemies.
A later improved version was released, dubbed
Ys I & II Chronicles Plus, was released in North
America and Europe through Steam and later
GOG.com in 2013.
3518 • Ys III: Wanderers from Ys
7.4 Ys III: Wanderers from Ys
Developer Falcom
Publisher Taito
Release date (jp) March 24, 2005
Genre Action role-playing
Mode 1 Player
Ys III was initially released for the PC-8801 and
PC-9801 in 1989, and versions for the MSX2 and
X68000 soon followed. In 1991, a number of con-
sole ports were produced: versions for the Turbo-
Grafx-CD, Famicom, SNES, and Sega Genesis. A
port for the PS2 was released by Taito Corporation
in 2005. The TurboGrafx-CD, SNES, and Genesis
ports, as well as the PSP and Windows remake,
Ys: The Oath in Felghana, have received official
Limited Edition English-translated releases. After completing Ys
III: Wanderers from Ys, Hashimoto and Miyazaki
left Nihon Falcom and founded Quintet.
In the game, Adol Christin’s long-time friend,
Dogi, wishes to return to his home town of Red-
mont after hearing about strange disturbances
that are happening there. Always looking for an
adventure, Adol joins him and soon finds out the
cause of this new evil.
Ys III: Wanderers from Ys breaks away from the
“bumping into enemies” battle system of the first
two games, allowing Adol to control his sword in
a variety of directions. Beside changing the battle
system, the game’s perspective switches to a side-
scrolling view, as opposed to the top-down one of
the previous games. Adol also has the ability to
jump now. New to the series is the use of magi-
cal rings, which give Adol different powering-up
abilities such as healing and shielding. The game
also uses various key items found along the way to
solve minor puzzles and progress the story.
Like the original, the PS2 release has 2D graph-
ics, with character sprites and hand-drawn back-
grounds. The visuals have been redone in higher
resolution and with new artwork. Character por-
traits and voice acting have been added.
The game retains the story, locations, and
general gameplay mechanics of the original re-
lease. The default difficulty level is lower than in
the earlier version. Also, enemies get stunned for
a short while when hit, granting the player char-
acter a short period of invulnerability. On the oth-
er hand, it is no longer possible to hold the attack
button to hit several enemies at once.
“mobygames.com”
Ys IV: Mask of the Sun - A New Theory • 3519
Ys IV: Mask of the Sun 6.6
- A New Theory
Developer Arc System Works
Publisher Taito
Release date (jp) May 26, 2005
Genre Action role-playing
Mode 1 Player
Mask of the Sun was one of two games released
under the title of “Ys IV”, the other being Hud-
son Soft’s Ys IV: The Dawn of Ys for the PC En-
gine. The two games share the same basic story,
but many changes were made in the Hudson-pro-
duced Dawn of Ys. Of the two, Mask of the Sun
was the official Ys IV storyline before the release
of Ys: Memories of Celceta.
Ys IV takes place between the events of Ys II and
Ys III: Wanderers from Ys.
After returning to the town of Minea, Adol
comes across a message in a bottle. The message
is from the far-off land of Celceta, asking for help.
Adol decides to take the offer and boards a ship to
the land of Celceta.
In this version of Ys IV, Adol’s departure
occurs immediately at the start of the game; there
are no initial events occurring in the actual town
of Minea, as there were in The Dawn of Ys.
Ys IV returns to the style of play used in Ys I and
II. Adol is viewed from a top-down perspective,
and he attacks enemies by running into them to
cause damage. Adol gains experience from de-
feating enemies, and gaining experience serves
to raise his strength, as in the previous games. A
new Magic system is introduced as well, in which
Adol can equip elemental swords to cast various
types of attack spells.
The PS2 version is visually similar to Ys VI: The
Ark of Napishtim, having character sprites and
3D environments, unlike the fully 2D graphics of
the original release.
The “bumping” combat style of the earlier
version has been replaced by the more common
system that requires the player to press an attack
button to hit the enemy. There are three levels of
attack strength for the swords, as well as new el-
emental weapons and magic spells. The general
plot is the same as in the original version, but sev-
eral events have been altered or added.
The PS2 remake of Mask of the Sun only
used the original Ys IV music, with none of the
tracks composed for the Super Famicom version
being present.
3520 • Ys V: Lost Kefin, Kingdom of Sand
7.5 Ys V:
Lost Kefin, Kingdom of Sand
Developer Arc System Works
Publisher Taito
Release date (jp) March 30, 2006
Genre Action role-playing
Mode 1 Player
Falcom released Ys V was originally released as
a Super Famicom exclusive. A standalone title,
it gave Adol a jump and manual attack. It was
criticized as being too easy; in response to this,
Falcom put out Ys V Expert, a harder version of
the game. The PS2 remake of Ys V by Taito was
released 2006 in Japan.
In the game, Adol is travelling through new lands,
in search of more adventure, when he hears of the
vanished desert city of Kefin. He sets off to inves-
tigate this ancient city’s disappearance.
The RPG-style statistical elements of the previous
games are retained in Ys V. As in Ys III, there is
no auto-attack; the player must press a button to
swing Adol’s sword. Adol is also given the ability
to jump and defend with his shield.
A new magic system is introduced in Ys
V as well, which requires the player to charge up
spells by holding a button before they can be cast.
Adol must level up physical skills and mag-
ical skills separately.
The PS2 remake of Ys V: Ushinawareta Suna
no Miyako Kefin retains the general story of the
original version, though a few events have been
altered (for example, characters are introduced
to the plot at a different time, etc.). Location lay-
out is generally preserved, though there are a few
changes in the overworld area.
The remake utilizes 3D background graph-
ics, similarly to Ys VI: The Ark of Napishtim. It
adds voice-overs to the dialogue. The magic sys-
tem has also been re-designed, requiring the play-
er to equip various stones on swords to execute
spells.
Japanese publication Famitsu gave the original
SFC version of the game a score of 26 out of 40.
Famitsu also scored the PS2 release of Ys V a 28
out of 40.
A fan translation of the Super Famicom version
was released by Aeon Genesis in 2013.
Ys: The Ark of Napishtim • 3521
Ys: The Ark of Napishtim 7.2
Developer Falcon
Publisher Konami
Release date (us) February 22, 2005
Genre Action role-playing
Mode 1 Player
Ys VI: The Ark of Napishtim was first released in
2003 for Windows. Not counting the remakes of
Ys I & II, it was the first new Ys game released by
Falcom in eight years. The name Napishtim is a
reference to the character Utnapishtim from the
Epic of Gilgamesh.
The story begins after Adol’s ship is attacked by
a fleet of Romun ships. Forced to sail into an un-
known area, they encounter a large storm. Adol is
swept off the vessel while trying to rescue a fellow
sailor and washed ashore by the vortex that sur-
rounds the Canaan Islands. He is found, uncon-
scious, by the nieces of the chieftain of the nearby
Rehda village, Olha and Isha, who are the daugh-
ters of his brother that died when battling with fel-
low Redha against the Wandering Calamity. The
girls take him to their village and lay him to rest
in their Uncle Ord’s house. Adol hears them talk-
ing about him and wakes up briefly, afterwards
going back to sleep because of his exhaustion. His
adventure then begins.
Ys VI expands on the mechanics introduced in Ys
III and V in that players are given much more con-
trol over Adol including the ability to jump and
control his attacks and various magics. Areas are
presented in 3D graphics. Character, monster and
minor bosses are presented using pre-rendered
3D sprites, which is 3D models in the PS2 release.
Konami made several additions and changes
when porting the game to the PS2. The most
notable were the inclusion of both English and
Japanese voice acting to all characters (including
NPCs) and several new optional areas referred
to as “Alma’s Trials.” While the Japanese voice
acting could be selected in the NTSC-U version,
the PAL version had all Japanese voice acting re-
moved. Konami also added new FMV sequences,
though the original animated sequences could still
be selected through a code. Blood and gore effects
were removed due to console games requiring
a rating. Lastly, they changed the character and
monster graphics from pre-rendered 3D sprites
to fully polygonal 3D models. While this allowed
for much better animation, it also changed Adol’s
appearance based on his equipment.
3522 • Yu Yu Hakusho: Dark Tournament
The Yamanote Sen:
Train Simulator Real
Developer Ongakukan
Publisher SCEI
Release date (jp) October 4, 2001
Genre Simulation
Mode 1 Player
This train-simulator is based on the real life Ya-
manote Line, a railway loop line in Tokyo. The
game was developed in cooperation with the East
Japan Railway Company (JR East).
Game modes include; “training school”, “run
test”, and “normal work”, where normal work is
the main mode where players take the role of a
train conductor.
Yu Yu Hakusho:
Dark Tournament 5.6
Developer Digital Fiction
Publisher Atari
Release date (us) September 21, 2004
Genre Fighting
Mode 1-2 Players
Yu Yu Hakusho: Dark Tournament is a fighting
game based on the manga and anime series YuYu
Hakusho created by Yoshihiro Togashi.
Dark Tournament follows the protagonist Yusuke
Urameshi, a rebellious teenager who dies and is
brought back to life in order to serve as a “Spirit
Detective”, solving cases involving apparitions
and demons within the living world. Dark Tour-
nament retells the story arc of the same name.
After accepting an invitation by a seemingly in-
vincible demon named Toguro, Yusuke and his
companions travel to a deadly, demon martial
arts tournament where the winners may claim
any prize desired.
Dark Tournament is a 3D versus fighting game
where the player progresses by completing spe-
cific objectives tied to a combat system. These ob-
jectives range from following simple commands
to full-out battles with opponent characters. Each
unique character can utilize a number of basic
moves as well as stronger “spirit” attacks.
Critical reception for Dark Tournament has been
average or mixed.
Yu-Gi-Oh! The Duelists of the Roses • 3523
Yu Yu Hakusho Forever 6.9
Developer Matrix Software
Publisher Banpresto
Release date (jp) May 19, 2005
Genre Fighting
Mode 1-2 Players
Yu Yu Hakusho: Forever is set after the events of
the Dark Tournament. As Yusuke and his friends
return home they discover a man named Sensui
plans on destroying the Earth by making his right
hand man Itsuki open the demon plane into the
human plane. After defending the world from de-
struction, Yusuke and his friends join the Demon
World Tournament to fight the Three Kings.
There game includes 20 playable characters.
Yu-Gi-Oh!
5.9
The Duelists of the Roses
Developer Konami
Publisher Konami
Release date (jp) September 6, 2001
Genre Turn-based strategy
Mode 1-2 Players
Yu-Gi-Oh! The Duelists of the Roses is based on
the Yu-Gi-Oh! series. This was the first game from
the series to be released on PS2.
Like most other Yu-Gi-Oh! video game adapta-
tions, this is a strategy card game. The duels of the
game take place on a 7x7 table; each player com-
mands a “Deck Leader”, who acts as the represen-
tation of the player character’s hit point, as well
as the central square on the map around which
cards can be placed. Monsters can be navigated
freely on the board, with the goal of surrounding
and defeating the opponent’s Deck Leader. Vari-
ous field bonuses and card fusions are also pres-
ent.
Upon its release, Yu-Gi-Oh! The Duelists of Roses
received mixed reviews from most game critics,
with many critics praising the game for its graph-
ic design and appeal, but criticizing its tedious
gameplay and lack of fair challenge.
The game was a commercial success though, being
recognized as one of the best-selling PS2 games to
date, selling over one million copies worldwide. In
mid-2006, The Duelists of the Roses was named a
PS2 Greatest Hits title.
3524 • Yu-Gi-Oh! Capsule Monster Coliseum
6.2 Yu-Gi-Oh!
Capsule Monster Coliseum
Developer WinkySoft
Publisher Konami
Release date (jp) July 29, 2004
Genre Turn-based strategy
Mode 1-2 Players
Yu-Gi-Oh! Capsule Monster Coliseum was re-
leased for the PS2 in 2004. Unlike other Yu-Gi-
Oh video games it focused on the lesser known
Yu-Gi-Oh! Capsule Monsters Collectible Figure
Game featured in the manga. This was before the
release of the Capsule Monsters anime spin off.
The game is a 3D board game which consists of a
series of duels, which are played with cards. The
game has been split up in a Campaign Mode, in
which players take on all levels of the Monster
Coliseum on their own, a Free Battle Mode where
they play skirmish matches against enemies de-
feated in the campaign, and a versus mode to take
on another player. Before starting, players have to
choose a symbol, assign parameters to it (based on
monster points, action points and power points)
and buy a starter kit card deck.
In a typical campaign game, players start in the
entrance hall, where they manage their cards and
monsters. To duel, they choose one of the four
areas with five levels each, and defeat the oppo-
nents. New monsters are acquired by winning the
match. The turn-based duels are played as a card
game. Both characters start with a deck of cards
and a number of health points. When a health sta-
tus reaches zero, the battle is over. Players attack
the opponent by summoning monsters and as-
signing abilities to them. Trick cards can be used
to gain both offensive and defensive advantages.
Before each duel, players have to pick a monster
that is up for ante, and the fighting is influenced
by various parameters, including the land form
they are playing on.
On the game board, each monster is bound by a
certain movement range and attack range. They
can level up, evolve, or fuse to form more power-
ful creatures. The goal is to become King of Cap-
sule Monsters, the highest rank in the Coliseum.
If you have cleared the four areas, the final area,
King Coliseum, will appear.
“mobygames.com”
Yu-Gi-Oh! GX: The Beginning of Destiny • 3525
Yu-Gi-Oh! GX: 4.9
The Beginning of Destiny
Developer Konami
Publisher Konami
Release date (jp) December 6, 2007
Genre Turn-based strategy
Mode 1 Player
Yu-Gi-Oh! GX Tag Force, known in Japan as Yu-
Gi-Oh! Duel Monsters GX Tag Force is based on
the Yu-Gi-Oh! GX anime series. It is was origi-
nally released for the PSP as the Yu-Gi-Oh! series’
debut on the system and the first game in the Tag
Force series. The PS2 version is a port. Three pro-
motional cards came packed with the PSP game
- “Phantom Beast Cross-Wing”, “Phantom Beast
Thunder-Pegasus” and “Phantom Beast Wild-
Horn”.
Yu-Gi-Oh! GX Tag Force is a card game, follow-
ing the TCG rules (OCG in Japan) and based on
the first season of the Yu-Gi-Oh! GX anime series.
The player controls a young boy who enrolls at a
foreign student at the Duel Academy. The game
includes characters from the anime, as well as
characters exclusive to the video games.
The game is divided in three parts. In the first one
the player has to team up with one of the charac-
ters from the anime. There are different conversa-
tion options and each Sunday a Tag Duel is held
with one of the chosen partners. Affection needs to
be built up through conversations and gifts until
a partner has six hearts. Eventually the Tag Force
Tournament at the end of July needs to be won
and that is where the second part starts. A final
partner is chosen and the characters much prog-
ress through duels to acquire 90 GX Medals and
make it to the final round of the tournament. In
the third part all Shadow Riders (Steven Stars in
Japan) must be defeated that have brainwashed
other characters.
The protagonist starts with a water deck and
gains cards, which can be purchased from the
store with DPs, as time goes by. After completing
the game it an be restarted with another character
to gain DPs. The duels are played from an almost
top-down view with turn-based card desk battles.
“mobygames.com”
3528 • Zapper
Zapper 5.6
Developer Blitz Games
Publisher Infogrames
Release date (us) November 3, 2002
Genre Platformer
Mode 1-2 (4) Players
In Zapper: One Wicked Cricket the player con-
trols a cricket on a mission to save his brother.
The player’s aim is to traverse over eighteen levels
as Zapper. Along the way the player must collect
six eggs in each level. The player can jump or zap
through the levels. If Zapper touches an enemy or
falls into an environmental hazard, Zapper will
lose his life and will respawn at the last collected
egg checkpoint. Zapper has turn-based enemy
movements, but the gameplay is similar to Frog-
ger, which instead has vehicles moving indepen-
dently. It is described in the GameSpot review as
“basically just Frogger without the license”.
Zapper received average scores from reviewers,
with GameRankings listing its average review
score from a variety of sources being between 56
and 59.5%.
4.3 Zathura
Developer High Voltage Software
Publisher 2K Games
Release date (us) November 2, 2005
Genre Action-adventure
Mode 1 Player
Zathura is a third-person platformer based on
the 2005 fantasy science fiction film of the same
name. After an argument with his brother Walter,
Danny goes into the basement of his house and
finds an old mechanical board game. When they
start to play the game, their house is catapulted
into space, they get a large battle robot, and visit
other planets in order to complete the game and
return home.
Players control in turn as either one of the broth-
ers or the robot. Walter can melee combat with
a wrench and shoot projectiles while Danny has
a slingshot, and the robot can shoot lasers or a
charged shot, and can charge an enemy and jump
high. As they progress through the different lev-
els cut-scenes advance the story. They can grab
power-ups and need to fight boss enemies as well.
Zipang • 3529
6.5 Zipang
Developer Artdink
Publisher Bandai
Release date (jp) May 26, 2005
Genre Strategy
Mode 1 Player
Zipang is a strategy game based on the manga and
anime. A modern Japanese battleship finds itself
transported back in time to World War II, and the
crew must decide where their allegiances lie in
the past.
The game is set up as a series of real time mis-
sions surrounded by conversation sequences that
advance a storyline. The goal of each missions is
to avoid loss of life, with the game evaluating the
players performance based on how much of their
crew they protect. During a mission, players can
get a fix on the surroundings from three different
perspectives: the bridge, the deck and the radar
room. In addition to making decisions based off
clues from these areas, players will also need to
make use of intercepted enemy messages.
“ign.com”
Zoo Puzzle
Developer Buddiez
Publisher Success, (eu) 505 Game Street
Release date (jp) February 12, 2004
Genre Puzzle
Mode 1-2 Players
Zoo Puzzle, also known as Zoo Keeper, is a fast-
paced tile-matching game. The objective is to
remove the animal tiles that fill up the screen by
aligning three or more in a row or column. Levels
ends when a pre-determined number of each ani-
mal tile has been removed.
There are five varied game play modes: Normal,
Tokoton, Quest, Time Attack and 2P. Normal
mode has players clearing a set amount of animals
each level before progressing to the next. Toko-
ton is similar to Normal, but has all the animal
amounts set to 100 before they’ll level up. Quest
has players playing ten set stages with specific
goals (such as only capturing animals of a certain
type) that they must attempt to achieve. Time At-
tack has players aiming to get the highest score
possible in the time limit. 2P has two players bat-
tling it out against each other.
“mobygames.com”
3530 • Zatch Bell! Mamodo Fury
4.0 Zatch Bell! Mamodo Fury
Developer Mechanic Arms
Publisher Bandai, (us) Namco Bandai Games
Release date (jp) December 2, 2004
Genre Fighting
Mode 1-4 Players
Zatch Bell! Mamodo Fury is a fighting game based
on the Zatch Bell! franchise. The story revovles
around a tournament that takes place every 1000
years to decide the most powerful Mamodo. This
time, Zatch Bell is determined to win. The only
problem is that he can’t fight alone. Assisting him
is the human Kiyo, who, by reading spells from a
book, can activate Zatch’s powers.
Players can control Kiyo, or one of 19 other char-
acters, each with a associated Mamodo. They can
either attack their opponent directly, or have the
Mamodo attack with a spell. (Four attack spells,
one defensive spell, and one super spell.) Players
can also switch control to the Mamodo directly,
though this leaves them defenseless.
Zatch Bell! Mamodo Fury features a rather long
story mode, stage select mode, 1 and 2 player vs.
mode, arcade mode, and several types of mini-
games, for 1 to 4 players.
The game includes several different between the
Japanese to the US version. Among some of the
changes are cosmetic changes to the HUD. Cer-
tain story mode levels have been given different
objectives. The two games also feature different
songs for the intro, battles and credits.
The two versions also have graphical dif-
ferences. The character models are given thick
outlinings and slightly brighter coloration in the
Japanese version. There are also few differences
on how certain spells look, although they are mi-
nor differences.
The voices in the Japanese version are
of much higher sound quality. The US version’s
voices are quite low quality and sound grainy.
Also, the lip syncing does not match the charac-
ter’s voices in the US version.
The battle against Vic-
toream is also much more
difficult in the US version.
Victoream has two times
more defense in the US ver-
sion as opposed to the Japa- Original Japanese Version US Version
nese version.
Zatch Bell! Mamodo Battles • 3531
5.6 Zatch Bell! Mamodo Battles
Developer Eighting
Publisher Bandai
Release date (jp) March 24, 2005
Genre Fighting
Mode 1-2 Players
Zatch Bell! Mamodo Battles, known as Konjiki no
Gash Bell!! Yuujou Tag Battle 2!! in Japan, is a
3D fighting game. The game depicts the storyline
of the manga and anime just prior to the Ancient
Mamodo arc.
There is a story mode where the player can choose
one of six characters to use and play through a
unique campaign for each character. The game
also has a time attack mode that scores the play-
er after battling eight opponents, and a practice
mode that allows the player to train against a
dummy opponent.
As the player progresses and spends time in the
game, they earn points that can be used to unlock
upgraded characters. Points can also be used to
purchase unlockable cards.
ZooCube
Developer PuzzleKings
Publisher Midas Interactive Entertainment
Release date (eu) July 21, 2006
Genre Puzzle
Mode 1-2 (4) Players
ZooCube is a puzzle game that involves matching
parts of animals to eliminate them and get points.
Players score points by matching animal heads
that fall towards the faces of a rotatable cube. The
player also needs to make matches quickly so that
heads don’t build up too much on the cube which
can cause the player to lose, in a similar fashion
to Tetris.
Power-ups can be used to destroy animal parts,
get points, or to make life more difficult for the
player’s opponents, such as by speeding up the
rate at which animal parts fall to their cube, or
reduce how fast their cube can spin.
ZooCube received mixed to positive reviews. It
has a score of 67% on Metacritic. Game Inform-
er wrote that ZooCube was “everything a puzzle
game should be: simple, fast, hard, fun, addic-
tive and serviceably pretty.”
3532 • Zill O’ll - Infinite
7.4 Zill O’ll - Infinite
Developer Koei
Publisher Koei
Release date (jp) June 23, 2005
Genre Role-playing
Mode 1 Player
Zill O’ll Infinite (Zill O’ll ~infinite~) is a fantasy
role-playing game and a remake of the PlaySta-
tion game Zill O’ll.
The game is set on the continent of Bioscian in
the year 1200 in the timeline of the Vyashion
continent. The evil Emperor Balor, ruler of the
Dyneskal Empire, has been defeated, and an
era of relatively peaceful co-existence between
the continent’s various races began. However, a
Premium Box new threat arises when the sleeping Dragon King
awakens beneath his secluded island. Supervis-
ing the life of humans, the Dragon King prefers to
keep them in a state of perpetual war, so that no
faction would gain the upper hand, believing that
is the only way to uphold balance. An adventurer
who possesses the unique gift of the Infinite Soul,
granting him or her the greatest power of choice,
rises to the challenge of shaping the fate of hu-
manity.
The game is a Japanese role-playing game with
several distinguishing characteristics. The basic
mechanics follow the convention of the genre,
with simple turn-based combat (against enemies
Koei the Best
visibly walking on-screen during exploration)
and semi-automatic leveling. Player-controlled
character can also learn various skills and raise
elemental affinities which play a role in combat.
Defeating enemies quickly bestows benefits on
the party.
The game’s unusual features lie in its sce-
nario system. The player creates the main char-
acter by choosing his or her gender, answering a
few moral questions, and choosing the initial lo-
cation. Depending on these combinations the ini-
tial quest will be different, though after a while all
the prologues merge into a single main plot. De-
spite being largely linear, this plot can be affected
to a degree by decisions made by the player. Loca-
tions can be visited by selecting a destination on
the world map. Each trip takes a certain amount
of time, which must be taken into consideration
in conjunction with the events of the main plot.
The player is also free to complete quests in
any order. Plot-dictated events (e.g. outbreak of a
war) will normally occur regardless of the player’s
Zill O’ll - Infinite • 3533
The player is also free to complete quests In the PS2 port, Zill O’ll Infinite, the gameplay
in any order. Plot-dictated events (e.g. outbreak system and the layout of the locations remain
of a war) will normally occur regardless of the unchanged. The graphics are technically more
player’s input. Important characters may stay advanced, with more detailed 3D character
alive or die depending on the player’s choices models and sharper-looking pre-rendered back-
and level of involvement in their personal quests. grounds. A few events have been altered, and in
In addition, towns offer guild quests coming in some cases different requirements must be met
five varieties - delivery, escort, discovery, slay, to advance relationships with certain charac-
and rescue. These quests may open new areas ters. This version also introduces new charac-
and grant the party experience as well as special ters, raising the amount of possible endings to
Soul points, which are used to steer a character 48 (as opposed to 24 in the original release). It
in a direction corresponding to a certain class. also has a New Game+ feature which effectively
The lead character also has unique attri- adds a new opening scenario to the story.
butes such as bravery, kindness, etc. These at- The original Zill O’ll which was released in 1999
tributes may be affected by the player’s choices was heavily compared (unfavorably) to Final
and also influence the hero’s relationships with Fantasy. GameSpot’s Christian Nutt stated that
other characters. These relationships are mea- “While it’s not bad, it’s not really good either,
sured according to the emotion of the character and there’s just no room for it on this side of the
in question, ranging from hatred to adoration, ocean.”
and eventually determine the character’s fate “mobygames.com”
during the story’s conclusion.
3534 • Zero no Tsukaima: Shou-akuma to Harukaze no Concerto
Zero no Tsukaima: 7.6
Shou-akuma to Harukaze no Concerto
Developer Marvelous Entertainment
Publisher Marvelous Entertainment
Release date (jp) February 15, 2007
Genre Visual novel
Mode 1 Player
This is the first of three Familiar of Zero visual
novels. The story is a separate continuation from
the anime and follows the adventures of Saito and
Louise after one day they stumble across a girl
who is knocked out and laying on the side of the
road. It turns out this girl is Haruna Takanagi, a
classmate of Saito’s back on Earth. The three set
out to solve the mystery of how Haruna ended up
in Halkeginia and how to get her back to Japan as
well as catch a culprit behind mysterious terror
attacks in Tristain.
“pcsx2.net”
8.1 Zero no Tsukaima:
Muma ga Tsumugu Yokaze no Nocturne
Developer Marvelous Entertainment
Publisher Marvelous Entertainment
Release date (jp) November 29, 2007
Genre Visual novel
Mode 1 Player
The story follows the adventures of Saito and Lou-
ise after becoming friends with Christina Vasa
Ricksell Oaksenshelluna, the new transfer stu-
dent at the Tristain Academy of Magic. Strangely
Christina claims to be a samurai, which surprises
Saito as samurai are something from Japan and
not Halkeginia. Saito and Louise set off on a new
adventure to find out more about Christina and
why she has come to the academy as well as a Limited Edition
strange dream Saito is having.
Zero no Tsukaima: Fantasy Force
This is a bonus disc side-scrolling shooter bundled
with Limited Edition Zero no Tsukaima: Muma
ga Tsumugu Yokaze no Nocturne. The game ap-
pears only in this bundle.
Players control Louise as she flies through and
shoots down a barrage of enemies in a 2D hori-
zontal shooter inspired by games of the 8 bit era.
Players can collect powerups, use screen clearing
magic and try to make it to the end of each stage.
Zero no Tsukaima: Maigo no Period to Ikusen no Symphony • 3535
Zero no Tsukaima:
Maigo no Period to Ikusen no Symphony 7.7
Developer Marvelous Entertainment
Publisher Marvelous Entertainment
Release date (jp) November 6, 2008
Genre Visual novel
Mode 1 (-2) Player(s)
The third game follows the adventures of Saito
and Louise when they are tasked with checking
out a library after reports of ghosts inhabiting it
arise. After Louise lost her memory, the librar-
ian tells them they will need to go into the various
books in the library to recover her memory.
Notable changes from the other entries in the se-
ries include the “tsundere meter” being reworked
Limited Edition
from a notched bar to a gradient circle gauge,
while also lacking the turn based combat sections
from the first entry.
Zero no Tsukaima:
Fantasy Force 2nd Impact
This is another bonus disc side-scrolling shooter
bundled with Limited Edition Maigo no Period to
Ikusen no Symphony. The game appears only in
this bundle.
The game is similar to the previous Fantasy Force
game, but with 16-bit graphic. The other notable
differences are a switch to vertical gameplay and
the addition of a second character, Tabitha, al-
lowing for 2 player co-op.
“pcsx2.net”
8.0 Zoku Segare Ijiri
Developer Enix Corporation
Publisher Enix Corporation
Release date (jp) June 27, 2002
Genre Puzzle, Miscellaneous
Mode 1 Player
Zoku Segare Ijiri is the sequel to the PlayStation
game, Segare Ijiri. The concept of the game is to
create characters out of various heads and bodies,
and then involve them in mini-games and vari-
ous types of movies - with animation styles from
pencil-and-paper flip-book pieces to live action/
computer graphics hybrids. The mini-games in-
cluces a shmup, a soccer game, among others.
3536 • Zone of the Enders
7.8 Zone of the Enders
Developer KCEJ
Publisher Konami
Release date (jp) March 1, 2001
Genre Third-person shooter, hack and slash
Mode 1-2 Players
Zone of the Enders, officially ab- as grabbing and throwing enemies,
breviated as Z.O.E., is a third-per- deploying an energy shield, and
son shooter hack-and-slash based using booster jets to move quick-
around mecha combat in outer ly and dodge enemy attacks. It is
space. equipped with an energy sword, an
The story is set in the space around energy projectile, and various sub-
Jupiter and follows a young colo- weapons. As the player progresses,
nist named Leo Stenbuck, one of Jehuty’s arsenal grows and its abil-
the few survivors from his colony ities expand by obtaining programs
after it was attacked by the military alongside their respective code. Ev-
force BAHRAM. The player con- ery time Jehuty defeats an enemy
trols the Orbital Frame known as it gains experience; after gaining a
Jehuty. Surviving using a mecha, determined amount of experience,
Leo is on a mission to return Jehu- it levels up, improving most of its
ty to the Space Force and uses the qualities.
Frame to protect civilians. Upon completion of the game, a
The player takes follows Leo Stean- Versus Mode is unlocked. The play-
buck, a child who becomes the pilot er can use it to compete with the AI
of the advanced mecha, or Frame, bots or another player while con-
known as Jehuty. Jehuty is capable trolling two Frames.
of three-dimensional movement, Zone of the Enders entered devel-
flying, and hovering. Leo uses Je- opment for the PlayStation and
huty to travers across different ar- PC, but in actuality Konami had
eas of a space colony orbiting Ju- no intentions of releasing them for
piter while attacking rogue Orbital those platforms. The game’s focus
Frames using its advanced weap- is on anime-style robots with an
onry. In some stages of the story, emphasis on realism compared to
there is also the objective of mini- common sci-fi works. Development
mizing damage to nearby buildings staff were advised by professionals
and civilians, encouraging more who had done scientific research
strategic combat. Players are given for other anime series. Director
ranked depending on how many and scenario writer Noriaki Oka-
buildings and civilians were de- mura wanted to write a serious sto-
stroyed or spared. This grading af- ry featuring people with complicat-
fects the ending sequence outcome. ed lives; its main theme examines
Additionally, the player is given the purpose and nature of life, as
options to first take different areas reflected in Leo’s hardships during
where to fight in order to avoid lin- the game. To support this message,
earity. In order to restore Jehuty’s multiple endings for the main nar-
health, an item known as Metatron rative were avoided, although side
Ore can be found and used in every quests could feature different end-
area. ings. Despite this, two other end-
In battle, Jehuty locks-on to ings can be unlocked depending
a single enemy Frame and is able to on the player’s performance when
perform advanced maneuvers such protecting civilians. In contrast to
Zone of the Enders • 3537
other 3D games, the team worked to The Japanese edition premium
give players the sensation that they package contains an original video
are controlling a fast robot; this de- animation titled ZOE: 2167 IDOLO;
manded a year of camera work to produced by Sunrise, it is set five
achieve. years before the events on the game.
Okamura designed Zone of Okamura was satisfied with Sun-
the Enders to tell a story through rise’s work, noting their experience
gameplay sequences, rather than in producing robot anime. During
during cutscenes. As such, the staff the animation’s production, Shinka-
focused on adding details such as the wa suggested a design for the titular
destroyed buildings to inform the Frame, IDOLO, to ensure style con-
player’s objectives. Character design- tinuity between the animation and
er Nobuyoshi Nishimura expressed the video game. The English versions
difficulties in designing characters were originally sold packaged with a
who would both fit the mechas and preview demo of the then-upcoming
the 3D models. In order to take ad- Metal Gear Solid 2: Sons of Liberty.
vantage of the 3D space, Nishimura During 2001, it was the 81st bestsell-
sought to move the camera as often ing game in Japan, with a total of
as possible. He tried not to “go over- 120,658 units sold. It was the sixth
board” during cutscenes to empha- best selling game in North Ameri-
size the appeal of the mechas during ca during March 2001; sales were
gameplay. During development of boosted by the inclusion of a demo
the game, producer Hideo Kojima for the highly-anticipated Metal Gear
assisted the team. Solid 2.
Yoji Shinkawa was in charge
The critical reaction to Zone of the
of designing the Orbital Frames, the
Enders was positive. While the com-
games mechas. Initially, the Frames
bat and graphics were generally well
were to feature unique transforma-
received, its short length and poor lo-
tions, but he determined that flying
calization were the areas most com-
and skating with Jehuty was enjoy-
monly receiving criticism.
able on its own. As a joke, Shinkawa
The story has also been dis-
placed the cockpit in the Frames’
liked by some reviewers with Da-
crotch region. The staff first had
vid Smith, writing for IGN, finding
the idea of naming a Frame Anubis
the main characters inferior to the
based on Egyptian mythology; this
ones from other mecha series such
led to the name Jehuty for the main
as Mobile Suit Gundam whereas
Frame, a reference to the Egyptian
Snackdawg from GameZone disliked
deity, Djehuti. LEVs were intended
the story as he stated that despite its
to appear during the gameplay as
dark parts such as the deaths of Leo’s
weak, easy opponents that would tar-
friends, his father and his friend be-
get Jehuty and the Raptors; however,
ing shot, it instead made everyone
they ultimately appeared only during
“simply seems whiny”.
cutscenes.
According to director Oka- The game was re-released for PS3
mura, the music in the game is calm and Xbox 360 alongside its direct
during normal situations, with new sequel, Zone of the Enders: The 2nd
tracks added in combat situations to Runner, in 2012 as part of the Zone
increase the complexity of the music of the Enders HD Collection.
while fighting.
3538 • Zone of the Enders: The 2nd Runner
8.2 Zone of the Enders:
The 2nd Runner
Developer KCEJ
Publisher Konami
Release date (jp) February 13, 2003
Genre Third-person shooter, hack and slash
Mode 1-2 Players
Jehuty by collecting Metatron, and
xxx
Zone of the Enders: The 2nd Run- save their progress at the beginning
ner, known in Japan as Anubis: of each stage. The player can level
Zone of the Enders, is the sequel up by destroying enemies, and col-
to Zone of the Enders and is based lects “sub-weapons” by defeating
around mecha combat with the bosses. Depending on the player’s
player once again controlling the storyline progress, the capabilities
“Orbital Frame” Jehuty. Unlike its of Jehuty can change. After certain
predecessor, the game is now cen- missions, the player’s performance
tered on action elements with the is ranked with a letter rating; the
player not needing to protect ci- entire game is given a score as well.
vilians in need and instead Jehuty The player can unlock “Ex-
contains more weaponry than in tra Missions” during the course of
the previous game. the game, as well as replaying the
The plot is set two years after the game with any incarnation of Jehu-
events from Zone of the Enders and ty. The game also includes a single-
focuses on Dingo Egret, a former and multiplayer versus mode.
member from Mars’ military orga- The game also includes an unlock-
nization BAHRAM whose leader able 3D remake of the original
Ridley “Nohman” Hardiman wants Gradius arcade video game called
back with him. Nohman shoots Zoradius. In Zoradius, the player
Dingo following his rejection but uses the Vic Viper in fighter mode,
the agent Ken Marinaris saves Din- flying through a tunnel and shoot-
go by connecting his body to Jehuty ing down various non-humanoid
and forces to work in order to de- enemies from the game to gather
feat BAHRAM. powerups to increase the Viper’s
Throughout Zone of the Enders: firepower and shields. Roughly
The 2nd Runner, the player controls halfway through the stage, the play-
Jehuty, the Orbital Frame piloted er has to fight through an area full
by Dingo, from a normally behind- of ring-shooting Moai heads, also
the-back third-person viewpoint a staple of the Gradius series. The
that centers itself between the game ends in a Boss fight against
player and enemy when locked on. the Train boss, also from the main
Jehuty now possesses the ability to game. The music and sound effects
attack several enemies at the same used in Zoradius are taken from the
time and interact with the environ- first Gradius arcade game, com-
ment by grabbing objects and use posed by Miki Higashino.
them as weaponry. The gameplay Although Zone of the Enders had
is linear, eschewing the “world an open ended ending, director
map” of Zone of the Enders in fa- Noriaki Okamura claimed there
vor of consecutive stages in which were no plans for a sequel to the
the player must defeat large num- original game. However, in May
bers of robotic enemies, as well as 2002 Konami announced Zone of
other Orbital Frames and combat the Enders: The 2nd Runner. The
vehicles. The player can fully repair team behind The 2nd Runner had
Zone of the Enders: The 2nd Runner • 3539
a different director, scriptwriter and designed, he requested Shinkawa to
game designer. This was done to cre- develop it as Ken’s Frame. Leo’s new
ate a “whole new Z.O.E.” Shuyo Mu- mech, Vic Viper, was based on the
rata, who previously did the cinemat- space ship with the same name from
ics for Zone of the Enders, wrote an the Gradius scrolling shooter games.
idea for the sequel which involved Shinkawa had the idea of making
Jehuty surviving to an addiction to Vic Viper being Leo’s mech and that
Metatron, the game’s energy. Pro- it would be able to transform which
ducer Hideo Kojima liked this idea Murata was approved. Additionally,
so much that he appointed Murata the character Lloyd and the Frame
as the sequel’s director. However, no Inhert were designed by Kazuma
elements from Murata’s plan were Kaneko of Megami Tensei fame.
used in the game. Kojima stated that The game was released in Japan in
most of the game’s credit is owed to both a regular edition and a limited
Murata. edition. The Special Edition of Zone
The Konami staff worked in of the Enders: The 2nd Runner is the
the game’s graphics to make it stand localized European and Oceanian re-
out within other games released for lease of the game. In addition to the
the PS2. Several staff members from base game as it was released in the
the Metal Gear series worked in the US and Japan, it contains a number
special effects. In order to give it an of improvements and additions:
“anime feel,” the team implemented A variety of weapons, enemies,
a “quasi-toon-shade” to the explo- and boss battles have been added
sions. The action was improved so to the game. It also featured a vari-
that the player could fight several ety of additions and extras, includ-
enemies at the same time unlike in ing new VR Training options, added
the prequel where fights were one- scenarios, more difficulties, a music
on-one. In order to the deliver this video featuring a remixed “Beyond
action feature properly, the team the Bounds” theme, improved anti-
spent a year working on a new 3D aliasing and graphical optimizations,
camera. In response to criticism, the and new Orbital Frames for Versus
team avoided backtracking and went Mode, among other improvements
through a more linear game design. to the game. This version was later
The variety of enemies also were in- released in Japan as Anubis Zone of
creased to avoid monotonous game- Enders Special Edition alongside a
play. The game offers several mis- CD soundtrack.
sions in which the player is assisted There is no regular European
by non-playable characters in the version of the game.
form of LEVs. The new main char-
The game received generally favor-
acter Dingo Egret was made a for-
able critical response due to the im-
mer soldier in order to contrast with
provements it has in comparison to
the previous games protagonist Leo
the previous game. Critics praised
Stenbuck who was a reluctant hero.
the game’s graphics and gameplay el-
Kojima referred to theme of the game
ements but criticized its short length
as “Awakening.”
and presentation. Despite the posi-
Most mecha were designed by
tive critical reaction, the game suf-
Yoji Shinkawa, the character and me-
fered mediocre sales.
chanical designer for the Metal Gear
series who had previously worked in A remaster, The 2nd Runner M∀RS,
the prequel. For the previous, Shinka- was released for Windows and PS4,
wa had made rough sketches of a cof- featuring enhanced graphics with 4K
fin-shape mech. As Murata liked the resolution and VR headset support.
3540 • Zoids Infinity Fuzors
6.7 Zoids Struggle
Developer Eighting
Publisher Tomy Corporation
Release date (jp) November 18, 2004
Genre Action, Fighting
Mode 1-2 Players
Zoids Struggle is based on the science fiction me-
dia franchise that feature mecha called “Zoids”.
A Zoid is essentially a large mechanical animal,
with designs being based on animals.
The game includes a story mode which loosely
followed the television series. Zoids in this game
were also customizable allowing the player to up-
grade parts by earning points in other areas of the
game.
Zoids Infinity Fuzors 7.6
Developer Shoeisha
Publisher Tomy Corporation
Release date (jp) February 17, 2005
Genre Action
Mode 1-2 Players
Zoids Infinity was released in Japan on the PS2 in
2005 as a port of the original arcade game. Play-
ers can choose a Zoid based on design, speed and
mobility. The game allows players to take con-
trol of Zoids machines in battle while they collect
parts by defeating Zoids.
The story mode follow a pilot named Lance in his
quest to become the ultimate Zi-Fighter.
7.5 Zoids Tactics
Developer Tomy Corporation
Publisher Tomy Corporation
Release date (jp) August 11, 2005
Genre Turn-based strategy
Mode 1 Player
Zoids Tactics is a strategy RPG in which the play-
er controls an army of Zoids and plays through
the plot line.
While the game offers a large selection of Zoids it
is not like the VS. and Saga game, in which Zoids
are regularly bought. Tactics is more story ori-
ented than the others. Each level has an objective,
and a primary target that must be defeated.
“zoids.fandom.com”
Zero Pilot: Zero • 3541
Zero Pilot: Kosora no Kiseki 7.3
Developer Opera House
Publisher Sammy Studios
Release date (jp) December 11, 2003
Genre Action, Simulation
Mode 1-2 Players
Zero Pilot: Kosora no Kiseki is a game in Japa-
nese fighter plane flight simulator series where
players take part in air battles with fighter planes.
The game was developed by Opera House and
published by Sammy Studios, which was released
in Japan in 2003.
The game includes a mission mode, where players
go through each mission, and a matching mode,
where players take part in instant aerial dogfights.
5.7 Zero Pilot: Zero
Developer Opera House
Publisher Sammy Studios
Release date (jp) July 27, 2006
Genre Action, Simulation
Mode 1-2 Players
Zero Pilot: Zero was the final PS2 release in the
Zero Pilot series. It was developed by Opera
House and published by Sammy Studios, which
was released in Japan in 2006.
The game is an action flight game with Japanese
fighter planes where players will have to destroy
hundreds of enemy aircraft.
The game also includes a story mode and an ad-
ditional mini-games mode.
Zero Shikikan Josentoki Ni 8.5
Developer Marionette
Publisher Taito
Release date (jp) February 23, 2006
Genre Action, Simulation
Mode 1-2 Players
Zero Shikikan Josentoki Ni is a flight-sim set in
WWII. Missions takes place in the bombing of
Pearl Harbor, the sinking of the Yamato battle-
ship, among others, for a total of 35 runs.
The Limited Edition included a Taito exclusive
Mitsubishi A6M5 Zero model which is made to
1/100 scale. Everything is mounted on a display
base. According to the literature, the Zero hails
from the 203rd Air Group.
3542 • Zwei!!
7.8 Zero 4 Champ Series:
Drift Champ
Developer Hudson
Publisher Hudson
Release date (jp) November 21, 2002
Genre Racing
Mode 1-2 Players
Zero 4 Champ Series: Drift Champ is a hybrid
racing RPG game and part of the Zero 4 racing
game series. The game feature anime-heavy story
modes, resembling the anime Initial D and other
street-racing franchises.
The game also features various sport-grade Jap-
anese cars such as the Toyota MR2-GT, and the
Honda NSX Type-S Zero.
Zwei!!
Developer Nihon Falcom 6.2
Publisher Taito
Release date (jp) August 26, 2004
Genre Role-playing
Mode 1 Player
Zwei: The Arges Adventure is an action role-play-
ing game reminiscent of dungeon crawlers. The
game’s plot centers around Pokkle and Pipiro and
their quest to track down six goddess statues sto-
len from their village.
Players control two characters, Pipiro and Pokkle,
and can swap between them at any time. When
controlling one character, the other is handled by
the AI. Pipiro uses magical projectiles while Pok-
Taito Best kle fights with a drill-like close-combat weapon.
Elemental and combo attacks can be used to ex-
ploit enemy weakpoints and force them to drop
better items.
The player accesses individual locations from
the overworld. Most of them are labyrinthine
dungeons with multiple levels populated by en-
emies. Experience points are obtained from food
dropped by enemies or found in the game world.
Food items can be combined in a restaurant to
create more powerful ones with a higher experi-
ence count. The player can also acquire a pet ani-
mal (a cat or a dog), who follows the protagonists,
helps them collect items, and unlocks specific
combo attacks.
An English version of the game was released for
Windows by Xseed Games in January 2018.