In
2007 or 2008, I was browsing the clearance rack at my local Walmart,
and I happened to see True Crime: New York City sitting on the shelf
with a $10 price tag attached. Previously, I had no interest in ever
owning or playing this game, but for $10 I decided what the heck, I
can get my $10 worth out of a Quote-unquote GTA clone.
I
had previously played a little portion of of True Crime: Streets of
L.A. At a friend's house, and I was rather underwhelmed by it at the
time. I know the game still has a cult-following among it's fans,
but, even going back to play it for this footage, It feels a little
janky, and glitchy, and the mechanics don't feel fleshed out as far
as they should have been. The episodic nature of the missions also
feels a little out of place in a sandbox game. Yes, I'm going to use
the older term Sandbox game instead of open-world game, as we used to
use it parallel to GTA style games.
When
I finally got to playing True Crime: New York City I was actually
taken aback at how good the mechanics in the game were. Many of the
mechanics in the game like the hand-to-hand fighting, and the aiming
and shooting feel better to use in this game than even San Andreas.
There are also a lot of other additions to the game that I really
enjoyed. While, like the previously mentioned San Andreas, you can
buy clothes and a new haircut, you can also go to a dojo and buy new
fighting techniques to switch to on the fly. For example, you can
switch from the brawler to taekwondo or Karate on the fly mid combat.
You
can also use your in-game cash earnings to buy new cars, new driving
techniques, new guns, and even new songs for the games excellent
soundtrack which consists of licensed music (which I had to mute for
this review footage). Top that off with the fact that almost any door
to any store, hotel, or apartment complex can be entered in the game,
and you have a game that feels incredibly expansive considering the
hardware it runs on. While being able to walk into random buildings
in a large, sandbox style game might not seem like a big deal in the
modern age, even with the game using only a couple of different
templates to simulate the inside of the buildings, this was an
incredibly impressive feat on the PS2, Gamecube, and Xbox.
Being
able to walk into any open store in the game really helps bring New
York city to life in this game. It's a small touch, but it adds an
extra layer of interactivity and exploration to the city. I remember
being blown away by the fact that you could enter a large percentage
of buildings in the game. I thought it was an awesome design idea,
especially since I was used to building doors mostly being there for
decoration in other sandbox games of the generation.
would
say, however, my favorite mechanic is the random active crimes.
Carried over from the original True Crime, Marcus is constantly being
notified of various crimes being committed in his vicinity. You can
either choose to engage in stopping the ongoing crimes (either
arresting or killing the perpetrators as needed), or ignoring the
calls. This is one of my favorite design ideas instituted in the
game, because it gives the player something engaging to do in the
times between missions. The crimes vary in variety from stopping a
domestic disturbance, a bomb threat, a car jacking, and many more. In
fact, the crimes, at first, have a good variety to them. Eventually,
they start to repeat over and over, but, at first, they feel quite
varied.
Later,
when I finally played Marvel's Spiderman Remastered on the PC, I
realized that Spiderman used a similar city-crime system in it's
design where Spiderman would intercept police chatter about active
crimes being committed in the area, and players could choose to
respond to the calls, or ignore them. I know Spiderman 2 on the PS2
had a similar system, but I've still yet to play Spiderman 2, even
though I have owned it for years. For me, when I first was
Spiderman's active crime system, it was a call back to True Crime in
my mind. It's an ingenious design idea that helps bring the
crime-fighting portion of each game to life, and gives the city more
life, feeling less static and lifeless as a whole in each game.
True
Crime: New York City follows the story of Marcus Reed, the son of a
New York Crime Kingpin, who, as the manual states: After a life of
hard Crime, has turned to Law Enforcement, only to watch his mentor
die in front of his eyes. Marcus is now drawn into a story of
deception, conspiracy, and double crossings.
The
introduction mission of the game introduces a young Marcus while he
was still in his life of crime, taking revenge for an attempt on his
father, and his lives. After that, the timeline shifts forward five
years where Marcus is now a police officer who's about to be promoted
to the organized Crime unit. The game sets up the story, and has a
quick forced training mode that does a good job at teaching the basic
combat and riving mechanics. Normally forced training modes annoy me
to the end, but this one isn't too bad as far as training modes go.
There are quite a few complex mechanics to the fighting and gunplay
in particular, but the training goes by pretty quickly overall. I
still hate forced training modes, and prefer the good old days where
they were an optional mode on the title menu, but this one isn't too
bad.
I've
found that whenever I play this game, my usual GTA urge to go on
crazy rampages isn't there. True Crime is actually kind of unique in
that you play as a cop. Now, you can certainly go an rampages if you
so choose, but the game does punish you for doing so. Players can
even choose to play the game as either a good cop or bad cop if they
choose. Choosing to do things like sell any crime evidence the
acquire at local pawn shops for cash instead of turning it in for
career points, extorting local store clerks for cash, or just
shooting every perpetrator when responding to crimes. The game grades
you with good points and bad points throughout.
In
the game, you can stop and frisk any of the NPC characters you want,
searching for drugs, weapons, and etc. his brings up another
addictive mechanic in the game. The more pedestrians you arrest who
are carrying these items, the more the crime rate goes down in each
neighborhood. When you get the crime rate down enough in each
neighborhood, stores that were previously boarded up are reopened, as
they were forced to close because of the high crime rate. There is
also less trash a debris floating around in the neighborhood as well.
I found myself kind of addicted to cleaning up each section of the
map. Plus, the stop and frisk feature allows me to be evil in other
ways beside going on a rampage.
I
like to stop and risk random pedestrians, hit them once, and then let
them go. If they turn to fight me, I beat them down, then arrest them
for assaulting an officer. See, there are other ways to be an evil
A-hole in this game that aren't rampage sprees. I also like to
randomly walk up to NPC's and punch them to see if they will attack
me, then I arrest them for it. It's my own way of being diabolical in
this game. Granted, most of them pull out tazers to taze you with for
attacking them, but I still find ways to skirt the rules and be a
little evil in the game.
I
also like other small touches in the game like, since Marcus is under
cover and in street clothes, if he is shooting or openly carrying a
gun, he has to identify himself as a cop to other police officers or
they will attack him. You can also randomly search the trunks of
parked vehicles for contraband if you want. There are a lot of small
details and quirks in the game's design that combine to a extra
layers of immersion to the game. Luxoflux really thought outside the
box on this game, and there are a tons of seemingly small design
choices that, when added together, give this game it's own unique
feel. It wouldn't be nearly as good without them.
The
main story missions can be beaten in 7 hours or less which is
relatively short. One thing I did notice in this run is there aren't
a lot of timed driving missions in the main story mode. There are a
couple of scenes here and there, but, to be honest, I didn't really
miss the Driver or Smuggler's Run style missions. There are still a
couple, but the game focuses more on the parts it excels at, and
that's the hand-to-hand combat and gunplay elements.
Coming
back to the hand-to-hand combat in the game feels rather clunky if
you're used to more fluid fighting systems. The hit detection feels
off, and it's best not to bother with the lock on system. For the
time, it was impressive for a GTA clone. It had a lot more depth than
the hand-to-hand combat in the GTA games. Coming back now, it might
feel janky to most modern gamers, but it still mostly works well
enough.
The
gunplay also feels better here than in GTA outside of the clunky
weapon switching interface on the D-pad. However, unlike San Andreas
where you have to hold down the lock-on button to get dual-stick aim,
True Crime has dual-stick aiming by default. You can also lock onto
enemies for fast targeting. Again, compared to the fluidity of modern
games, certain aspects of the combat and gunplay will feel a little
janky, but compared to it's contemporaries, there was a lot more
depth to True Crime's fighting system than even in the GTA series of
the day.
The
driving in the game is alright. The physics engine does a decent job.
The cars control decently. A lot of people complained about the
driving physics in the game, and while it's true that the GTA games
feel a lot better in this department as well. The driving isn't
terible in my book, but also doesn't feel great either. It's in the
middle of the road. There are also framerate issues in the game, but
I didn't notice them much. For some reason, when I am playing old
games on old systems, I barely notice framerate issues inless there
is massive slowdown. I just kind of already expect them to be there
by default. It is there, but, considering the hardware, it would be
more surprising if it wasn't.
The
main story missions have five major cases. Once you complete the
first major case, the Magdalena Cartel, you can then choose which of
the other three major cases you want to play next.
Outside
of the main story missions, there are side story missions like your
typical racing missions, taxi driver missions, and even a fight club
you can partake in. Completing the game 100 percent, or putting in
the cheat code like I did for this footage also unlocks a hidden mini
game called Redman Gone Wild.
The
original True Crime had an unlockable mini game featuring Snoop Dog,
but the one in New York City features the Rapper Redman. I haven't
actually played this mini-game until this playthrough. The point of
the game is to help Redman escape New york against an entire city of
people who are trying to kill him. You have pedestrians that try and
attack you hand-ton hand, armed NPCs, and even vehicles that try and
run you over. Every kill adds extra seconds to the timer, and life
and weapon pickups abound. Redman Gone Wild is actually really fun to
play. I was surprised at how much fun I had playing this mode. It's a
great addition to the game.
Graphically,
from a quality and polish standpoint, you'll have a hard time
recognizing that True Crime New York City was released in the same
generation as Grand Theft Auto: San Andreas, let alone the same
console. In San Andreas' defense, it's is gigantic in scale, even
when compared to True Crime, but True Crime New York City, aside from
being on the list of being one of the small handful of PS2 games that
support progressive scan, looks amazing, and is as faithful a
recreation of New York city as possible on the PS2. The map in the
game is said to be GPS accurate, but as I don't live in New York, and
have even even visisted, I have no idea how accurate it is to the
minute details in the city. Either way, for the size and scope of the
game, the graphics in the game look amazing for a PS2 game.
You
can tell that, by 2005, developers had really started to learn all
the little tricks of the PS2's architecture to either use certain
effects, or how to convincingly fake them. I guess the modern word
would be optimize, but in the olden days, it was less optimization,
and more how to think outside of the box to get a system with as
weird an architecture as the PS2 to produce things like say, the
beautiful, by PS2 standards, reflective surfaces when it rains, or
just having a shiny, reflective sheen on the roads that occur whether
it's raining or not.
The
texture quality is also excellent, as are the lighting effects, and
even the shdows after they stream in of the disk that is. Overall,
the game offers top-tier PS2 visuals. This is a great example of what
the system was capable of, graphically, in hands of the right
developemtn team.
However,
once area that falls into the graphics is the biggest flaw of the
game, and that is the abundance of technical glitches in this game.
There
are so many bugs in this game. For this run, I didn't have a lot of
glticthes occur while recording this footage, but in the past, I have
glitched through walls, fallen through floors, had tons of completely
other wonky things happen, like guys walking in the air. This is a
game you definitely need to save often in, because the game can just
freeze up on you at random.
I've
actually heard that the PS2 version is the least glitchy version of
the game. I remember when I posted this as an Underrated Gem in 2008,
one of the commentors informed me that the other two console versions
are even worse when it comes to glitching out. It's so bad that there
is even a in-depth glitch/error guide for the Xbox version on
Gamefaqs.com.
So
even though I really enjoy this game, I enjoy it despite it's
glitches. The game might be too glitchy and flawed for most people.
It's a shame that Luxoflux didn't spend more time trying to iron out
the glitches before the game shipped. I don't know if the game was
under a strick publishing deadline, so they shipped it in good-enough
state just to get it out the door on time, or if it was laziness on
the developer's part. Maybe they spent more time trying to make he
game look good than trying to get it to run good.
No
matter what the reason, it's still an utter shame the game has so
many technical problems. Constantly having to save your game after
everything you do out of fear of losing your progress isn't a fun way
to spend your time. Luckily, the game prompts you to save after every
completed mission, and you can also save anywhere from the pause
menu.
It's
just unfortunate that this is a game that you will either hate
because of, or enjoy despite of It's technical issues. When I see the
low review scores at the time for the game, I can certainly
understand why a lot of outlets heavily panned the game. That, and
they were probably directly comparing it to San Andreas at the time.
GTA isn't glitch free, but by comparison, True Crime: New York city
seems like a sloppy rush job.
Plus,
there's always a reviewer slant in each generation where sometimes
games get low review scores because they are being compared to games
like San Andreas instead of being judged on their own merit: Similar
genre, but doing different things. Yes, gamers would have been more
suited spending their hard earned cash on a GTA game over the clone
game that's riddled with bugs, and not nearly as much stuff to do.
Comparisons are helpful in reviews, but sometimes reviewers had a
tendency to go a little overboard in the comparisons and the entire
reviews come off as, “Game A is bad because it's not game B.”
There
are other glitches in the game like wonky AI, and NPC's that randomly
crash their cars into other cars or run you over when you are trying
to arrest a perp. There's enough here for someone to write a full
guide on Gamefaqs of bugs. As I mentioned earlery, there is slowdown
in the game to the point that a lot of user reviews complained about
it, but, again, I didn't notice it much. Yes, the cars move slower in
True Crime than they do in GTA, and you can tell the framerate
doesn't move as fast overall, but I didn't notice many large
framerate dips, just that the game, overal feels a little more
sluggish than GTA overall. Maybe that's where the framerate
complaints come from, or maybe the ones who complained were playing
the Gamecube or Xbox versions of the game.
It
really comes down to whether or not you can look past all the bugs
and enjoy the game, hoping you don't run into any game ending bugs
along the way, or if the myriad of other technical issues, or if the
technical problems are a deal breaker. I guess it comes down to your
tollerance of glitches. Even the user reviews for the game are split
on this issue. Some people, like me, really like the game despite
it's problems, while other absolutely hated it.
I
guess it also depends on whether you spent $50 on it when it
launched, or a mere $10 like I did. For $10, I really enjoyed my time
with the game, but those who paid full price for it when it hit, I
can understand why they might have enjoyed it as much as I do. Plus,
there were no day-one patches on the PS2. You got the game on the
disk and all the glitches were cemented in stone. No patches, not
fixes, the game was eternally in it's launch condition.
One
place the game doesn't lack in it's the sound department. It has an
excellent soundtrack with a variety of genres of music from rap to
punk rock, from Redman to the Misfits, the Ramones to blue oyster
cult. The music selection had songs for all musical tastes. I believe
the Xbox version of the game will even let you use custom
soundtracks. Remember, we used to rip CD's to our Xbox hard drives,
and some games would let you use them as background music in the
games.
The
voice acting is excellently done, and even has an all star cast with
names like Christopher Walken, Mickey Rourke, and Lawerence
Fishburne. The sound effects are decently done as well. The car
sounds, gun sounds, and other effects are all good. The only annoying
effect is that weird buzzing noise when the game freezes up on you.
The constant quips by NPCs in the game can also get annoying to some
people. Overall, the voice acting and soundtrack are the star of the
show, while everything else is good as well.
The
Bottom Line- True Crime: New York City has a ton of technical issues,
bugs, and glitches. This is a game that I've always found the fun and
interesting gameplay design outweighs the it's problems. I've always
really enjoyed this $10 clearance rack buy of mine, and I think that
forgiving gamers, who can look past the technical problems should
really look into this game if you've never played it before. I really
enjoy it's exploration elements, and the mixture of good design ideas
that I think improve the gameplay experience. I always play as a good
cop, but it's cool to have the option to play as a bad cop if you
choose.
I
find the stop and frisk elements where you get to troll the NPC's in
the game, the city crime system where you get calls for local crimes
being committed, as well as the ability to enter most shops in the
game to be addictive touches that add a lot to the core gameplay on
top of the story-driven missions and side missions. I really like
True Crime: New York City and I always have. That being said, I can't
suggest it to everyone because of it's myriad of problems that will
put many gamers off to it. It's many elements combine to make a great
quote-unquote GTA clone in my book. If San Andreas it a 10 on the
scale, True Crime: New York City is in the 7 to 8 territory by
comparison. It's a good game in my book, and I always have fun with
it. If you can look past the overall bugginess of the game, you might
want to look into this game. It's a flawed, yet still fun underrated
gem.
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Video Tags: True Crime: New York City,PS2 review,True Crime review,PlayStation 2 games,action-adventure games,open world games,crime games,gaming nostalgia,retro gaming,video game review,PS2 classics,True Crime series,gaming commentary,game mechanics,story analysis,character development,2000s video games,gaming history,crime drama games,video game nostalgia
So
I bought an Xbox for four games, none of which were Halo. A friend
had Halo, and by the time I picked up an Xbox in 2003, I had already
played enough Halo that the game didn't really interest me. My
friends never played lan parties or anything like that, and what
little split screen multiplayer we played, they were always trying to
stack the deck so they can win. By the time I picked up my Xbox, my
first PS2 had already died due to the dreaded disk read error, so the
Gamecube was the only current gen system I owned that worked. The
Xbox had dropped to a $150 price, so instead of picking up a new PS2,
I picked up and Xbox instead out of annoyance about console
unreliability.For a while during the 6th generation, I was
a Gamecube and Xbox gamer. I wouldn't pick up another PS2 until I
picked up my first slim in 2005.
Previously,
I had played Deus Ex on the PS2. This was my first exposure to the
Deus Ex series, which is why I still have a soft spot for the PS2
port of Deus Ex, I still love this version of the game, and there are
things I like about it more than even the original PC version which I
would later acquire used at EB games, and would get the game of the
year edition with a bunch of cheap Eidos games like Thief 2 that I
want to say were at Big Lots or some other dirt cheap store. The PS2
version was the version that first introduced me to my love of this
series, so I will always love the PS2 port of the game.
My
PC at the time was the first PC I ever owned, it was a hand-me-down
HP office PC with a slot 1 Pentuim 3 running at700 mhz. If you don't
remember, slot 1 processors were processors that clipped onto your
motherboard through a slot one socket like you would clip on a stick
of Ram or a graphics card. It was also passively cooled with a heat
sink and no fan. By that time my graphics card was an AGP slot Radeon
9000, the one I talked about in my Slave Zero review that my brother
bought for me at Walmart. Yes at walmart, which by the way, select
Walmarts have started to sell PC components again. I'm not sure how
many are, but it was trippy to walk into a Walmart Electronics
section and see Motherboards, power supplies, and 7800 X3D
processors.
So
while my Radeon 9000 would have run the game, and I had 512 mb of DDR
in the system so I had the Ram, however, the recommended CPU for
Invisible War was a 1.3 ghz processor. My dinky 700 mhz processor had
absolutely no chance of running running the game. My dinky little
hand-me-down Office PC wasn't capable of running the game, and I
couldn't afford a new PC with left me with one option.
Deus
Ex: Invisible War was one of the four games I bought an Xbox for,
along with Shenmue 2, Jet Set Radio Future, and Panzer Dragoon Orta.
As you can tell, it was Sega who mostly influenced me to buy an Xbox.
Personally,
I love Invisible War. I always have and always will, but it is
definitely a controversial sequel to one of the greatest games of all
time due to certain design choices made in the game. I think the
reason I loved it, despite, obviously, loving the original better is
that I played the Xbox version of the game and had the console
experience with it verses the PC experience. Eidos forced Ion Storm
to make the Xbox version the primary focus in development- meaning
the PC version felt like more of an afterthought, feeling more like a
console port rather than a PC sequel to one of the most celebrated PC
games of all time. The PC version came out buggy, having mouse lag
that made it, basically unplayable and a whole list of other problems
also making the PC version unplayable out of the box. I don't own the
physical PC version of the game, so I didn't go though to
frustrations that PC players went through with the game. With the
main focus on the Xbox port, and various technical problems, it's no
wonder that PC gamers are still the most ticked off at this game to
this day. Eidos really did do them dirty by prioritizing the Xbox
version over the PC version, but they were just a couple of years
ahead of the curve in that regard.
As
I said in my Doom 3 review, in the 7th gen, developers
started prioritizing consoles over the PC, even for long running PC
only franchises. The main reason was the rampant piracy taking place
in PC gaming. At one time, there was speculation that PC gaming was
going to die because of piracy. They were saying it wasn't even going
to exist in a couple of years time. Developers started shifting
toward the consoles as they weren't yet cracked or hacked, at least
not on a large basis, meaning that piracy wasn't going to interfere
with game sales. Luckily for PC gamers, Steam came along and pretty
much single-handedly saved PC gaming.
This
what I meant when I said the Half-Life 2, Doom 3, Quake 4, F.E.A.R.,
to Crysis era in PC gaming is, to me, the last great era in PC gaming
where the PC still had tons of great exclusive franchises that, even
if they did later get console ports, they were still primarily
PC-focused franchises. The console ports were hand-me-down ports, not
the primary focus. If you wanted to Play Doom 3, Half-Life 2, Quake
4, Diablo, Command and Conquer, Civilization, Crysis, and so many
more in their best and right way to be played, you needed a PC. PC
gaming had a separate, and distinct flavor from console gaming. It
was definitely a more sophisticated feeling platform with tons of
deep western RPGs, the best shooters around, the best real time
strategy games, and so many other golden era franshises like
Civilization, and Black and White. PC gaming had it's own seperate
and unique vibe.
Nowadays,
outside of the Switch, PC and consoles are flavorless download boxes
with all the same games available with few standout exclusives.
People playing the most popular PC games probably first played them
on consoles, but then wanted higher framerates so they could be even
sweatier in online games.
The
7th gen is the era of gaming where this flavorless
blending of platforms started. If you don't agree, that's OK, but
tell me, what was the first system you played Call of Duty 2-4 on?
What was the first system you played Fallout 3, Oblivion, or Skyrim
on? What about Diablo 3 or Red Alert 3? Instead of getting offshoot
ports or watered down ports, the consoles started to get direct
versions of mainline PC franchises developed alongside the PC
versions in the 7th gen which is a practice that has
largely carried on to this day. Invisible War was just a couple of
years early on this.
That
being said, beyond the technical problems and the console-first
focus, there were a lot of watering down, or “consoling up” as PC
gamers would call it, of the deeper RPG elements established in the
original. For example, instead of giving players skill points to
spend on various skills like lock picking or swimming, on top of the
augmentations like life recovery, and fast movement, Invisible War
simplified both the skills and augmentations into a single biomod
system. Hacking is no longer a skill to learn and level up through
skill points, it's simply reduced to a bio mod now. In order to make
the game more mainstream accessible, they stripped out a lot of the
more complex depth that made the original so good. I would say it's
definitely more streamlined, but yes, not as much depth, and, without
awarded skill points, there's a lot less reward in finding secret
paths in the game now. I would say it's definitely a valid complaint
against Invisible War, and it's not like xbox gamers who were already
versed in Morrowind couldn't handle more depth to the game, but
mainstream appeal means streamlining the depth out of a lot of games.
Some
of the other complaints PC gamers had, I didn't share in, because,
remember, I played the PS2 version before the PC version. In many
ways, the PS2 version of Deus Ex was the prototype for Invisible War
because a lot of the changes made in Invisible War first showed up in
the PS2 port. For example, moving to a simple health bar instead of
having individual limb damage was first done in the PS2 port. PC
gamers complained about this, but I, personally, don't miss having no
legs in the middle of a hostile area while being out of healing items
and having to snail crawl across the floor. The individual limb
health system was a cool idea, don't get me wrong, and it did lead to
some hilarious situations, but I've never found it to be that
practical. You can use a health pack on your entire body, or you can
use it entirely on your left leg so you can move again. Again it's a
cool idea, and I understand why some people really liked it's
implementation in the original, I just didn't miss it much in
Invisible War, personally.
I
also liked the simplified inventory system in the PS2 version and the
ability to install augmentations on the fly instead of needing to
find a medical bot to do it. In the PC version, I feel like I have to
stop every 30 seconds and drop the stupid combat knife everyone
carries in the game out of my inventory. The PS2 version has one slot
for every weapon in the game, once picked up, you never pick it up
again. The inventory is expanded and once you pick up the combat
knife, you never pick it up again, meaning there is no need to
constantly pause the action for inventory management. The ability to
install bio mods on the fly instead of having to hunt down a medical
bot was also very nice.
The
PC version is, obviously still better than the PS2 version and is
geared more toward realism with it's health and inventory system, but
I will always love the PS2 port of the game as well, even with it's
smaller areas that are redesigned due to Ram limitations, and a lot
more and longer load times. The PS2 port is still one of my favorite
PS2 games. It's still a master class in great game design.
As
I said, the PS2 port was the stepping stone for Invisible War which
was also hampered by Eidos' insistence that development focus on the
Xbox first, with the PC version being the hand-me-down port. I'm not
trying to make light of valid complaints fans had against Invisible
War just because I've always liked it. I can understand how and why
the game was a huge letdown to a lot of fans of the original. I'm not
trying to be dismissive of those complaints. It's not just the
watering down of the deeper elements, but also being a much shorter
game with smaller areas with more load times in between because the
game had to cater to the Xbox which had less ram and more limitations
to work with, and also the biggest, most valid complaint with the
universal ammo system where every weapon uses the same ammo gauge,
meaning that if you run out of ammo for one, you're out of ammo for
all of them, the game just doesn't feel like the original in most
ways outside of the multiple-path, open exploration elements in the
game.
The
exploration isn't open in a Morrwind sense, but that each level is
honeycombed with multiple paths that lead you to the same place. The
game is linear in the sense that the story narrative will take you to
the same areas in every playthrough, but your route to get there and
what other areas you explore along the way is entirely up to you. You
can stealth through vents, picking locks and hacking terminals, you
can enter the front of an area, going rambo if you choose, or you can
do multiple combinations of each. If you need to open a door, you can
pick the lock, blow the door up, or often times, there's is a hidden
back way into the room.
If
Invisible War in no other way maintains the feel of the original,
it's open-level designs do capture the spirit of the original Deus
Ex. In the end, there was no way Invisible War was going to live up
to the original. The original is one of the greatest games ever made
and following it up was going to be a tough task no matter what Ion
Storm did. None of the games in the series since can live up to the
original either. The original was as close to perfect as a game can
get. Invisible War didn't have a chance of holding a candle to it no
matter what they did. It was an impossible task.
That
being said, I still love this game. First and foremost, I associate
it with getting a brand new console. My early Xbox playing, outside
of playing games at a friend's place, was Invisible War, Sega games,
and Return to Castle Wolfenstein which was on sale for cheap when I
bought my Xbox. I would say that, those who first played Invisible
War on the Xbox probably have a higher opinion of the game than those
who first played it on the PC just on the merit of having a working
game out of the box. The game was also designed with the Xbox in
mind.
The
original Unreal engine had an amazing atmosphere to it. I can't
really describe it, something about the way it looked. The original
Unreal had an amazing gothic sci fi art direction, which is still
visually appealing to me to this day. The original Deus Ex also has a
uniquely different atmosphere about it. There's something about the
graphics in Unreal Engine 1 that seems to give every game that runs
on it an extra atmospheric look to them. Unreal 1 is still a
beautiful engine to me and it represents a golden age of PC gaming.
The original Deus Ex has an amazing atmosphere, helped along with an
amazing soundtrack to go along with it.
Invisible
War runs on a heavily modified Unreal 2 engine, and while the
atmospheric feel is definitely different from the original thanks to
the jump in technology, I also very much enjoy the atmosphere in
Invisible War as well. It doesn't capture the same atmosphere of the
original, but I still love that dark, sci fi atmosphere. That blade
runner aesthetic if you will. Dark, but futuristic. I love the
atmosphere in this game. There is little to no music in the game,
more ambient tracks at best, but maybe that helps the atmosphere.
It's a quiet, dark, dreary, futuristic world presented in the game.
While I would have loved more awesome tunes, like the amazing title
screen music in the game, the more low key soundtrack helps the
ambiance of the game in my opinion. As much as I would have loved
having as good a soundtrack as the original Deus Ex, I do like the
more low-key sound design of Invisible War.
Deus
Ex: Invisible War follows the exploits of Alex D, and takes place 20
years after the events of the first game. It continues the story-line
of one of the three choose-able endings of the original game. Like
the original, the game tells a tangled web of multiple, invisible,
factions at war with each other, allowing players to choose which one
to ally themselves with. The beginning of the game starts out with a
cool cut-scene where the entire city of Chicago is wiped off the map
in a terrorist attack, and starts from the safety of the Tarsis
academy in Seattle where Alex is evacuated to which quickly finds
itself under attack by a terrorist force. Alex escapes the facility,
and thus starts the rest of the journey. Like the original, the story
climaxes with multiple endings chosen by the player depending on
which faction they choose at the end of the game. There is a
possibility of four different endings in the game.
The
story telling is well done, and easy to follow, with multiple
mini-stories intertwined through NPC characters offering new side
missions throughout the game. For example, in Seattle, the pequads
coffe shop manager offers to pay you money to go down to lower
Seattle and destroy the coffee inventory for the rival Queequeegs
coffee shop. When you get down to lower Seattle, the Queequeegs
manager offers you a reward to hack the WTO zoning computer to allow
a Queequees shop to be opened in upper Seattle. This is a completely
optional side mission in the game where I like to go and destroy the
coffee supply of Queequegs to collect the reward from the Pequads
manager, but then I also screw over the Pequads manager by allowing
the zoning of Quequegs in upper Seattle. That way they all lose, but
I still get paid. The game is full of fun, but optional side missions
like this with each city center acting like it's own hub-world to
explore and interact with NPC characters, while also exploring and
finding hidden areas and secret paths to take.
While
I do agree with the complaint that the city areas feel way too small
and cramped, thanks to the Xbox-first focus of the development,
featuring small, cramped-feeling cities, instead of feeling like
major metropolitan areas, there is still a lot to explore and find in
this game. So while the game does fail to successfully simulate large
city landscapes, feeling more cramped and cozy in nature, the areas
are still honeycombed with hidden areas to explore. The level designs
are still excellent, and a lot of care and thought went into them. If
nothing else in Invisible War felt like the original, the level
designs did, even if they were smaller in scale.
The
story design also feels a lot like the original as well. I'll just be
straight, I am not a storyline gamer, especially as of late. If
anything, I suffer from what Gamepro forum alum Rade Six rightfully
pointed out to me was Story-Fatigue. Modern games are such
over-produced productions that throw hours upon hours of overdone
story sequences your way. Maybe I've gotten less patient as I've
gotten older, but I have quit playing whole games because they
slow-roll into the gameplay elements throwing overdone story element
after overdone story element your way. At which point, I find myself
yelling at the game “JUST LET ME PLAY THE FREAKING GAME ALREADY!”
So yeah, story-fatigue is a good name for it. I'm sick of the
overdone production, just let me play a game, especially since most
gaming storylines are forgettable anyway.
However,
even though I am not a story-focused gamer, the games that make
storyline a gameplay mechanic, taking advantage of the fact that
gaming is supposed to be an interactive medium, and not a static form
of visual story-telling like movies, are the games that do story line
right in my opinion. Like the original, how the story plays out
depends on which the decisions the player makes throughout the game.
The story is linear in the fact that you will always end up back on
liberty island at the end of the game, however, the story in between
is up to the player to uncover. Like the original, there are whole
side stories, and whole areas of the game you won't see or find in
your first or even second playthrough of the game. So while the main
narrative does end up in the same areas, it's all the smaller
sortylines or sidequests in between that the player must discover,
that make the storyline an interactive part of the game i.e. a
gameplay mechanic in itself. I prefer the games that offer an active
story experience instead of a passive one, making the player an
active participant in how the story unfolds verses passive storyline
that unfold identically every time. The kind that take the player out
of the gameplay experience and lay one thick, forced, overproduced
melodramatic story cutscenes, or piss-boring walking sims thrown on
otherwise mediocre third person shooter gameplay.
After
you escape tarsus, and are released upon Seattle, the open story
choices start appearing through each faction contacting Alex and
trying to get him or her depending in which player model you choose
at the beginning of the game to run missions for them. It is up to
the player to decide on which missions they take or what actions they
take on those missions, and even choose which missions or actions
they consider moral or not. An example of this is in Cairo where the
WTO asks Alex to destroy the Nassif greenhouse because it is
producing what they consider to be illegal food, that is, food
production they have no control over, yet it is the main source of
food for the local population. You can be the corporate stooge, and
destroy the food thus giving the WTO sole control of food production
in the area, or you can break into the greenhouse to explore it, and
pilfer any items you want, but choose not to destroy the food
production at the end.
Like
the original Deus Ex, another big factor of the open-choice design is
the freedom to make moral choices or not. You can choose to be evil:
killing everyone and everything, or try to play the game with a
mostly no-kill run: choosing to knock enemies out with the stun baton
or tranquilizer darts. I say a mostly no-kill run, because the
enemies at the end of the game give you no choice but to kill them
because they explode when their life is drained. I guess that's one
bad part about the game is, those who prided themselves on doing
no-kill runs in the original Deus Ex were unable to reproduce it in
the sequel.
On
top of the choice to kill or not kills, players can choose to be
stealthy, run in guns blazing, or a combination of both. The game's
level designs and specific problems also provide a multitude of
choices to the player. While I have played through the game enough I
have my own farovite bio mods and favorite routes to take, not only
do the bio mods allow the player to customize their attributes, using
either the official bio mods or black market bio mods which give you
things like hacking or having melee attacks that cause emp damage
against bots, but they also allow the player to cater to a stealth
approach verses a non stealth approach, or play as a good guy or bad
guy. Like the original, you can play it as a good guy, or as a bad
guy, going full GTA killing spree if you want. If you go the mass
murder route, the game will still prevent you from killing
story-important characters by protecting them behind glass or putting
them in areas where your weapons are disabled, thus preventing
players from not being able to progress the game by killing a
story-important character.
The
level designs also cater to how you choose to play. As I already
mentioned, there are always multiple routes into every area of the
game, so you don't have to take the most direct route if you don't
want to. There's usually a hidden ventilation shaft, an underground
sewer entrance, or a window you can use to enter any building
secretly. The choice is up to the player, and it adds a reward for
full exploration of each area, and a reason to play through the game
multiple times to see everything the game has to offer. The level
designs do recapture the open exploration elements that made the
designs in the original so good. Similar care and thought was put
into this game as the original.
Some
of the other specific problems in the game are also up to the player
to decide. As a quick example, the game may present you with a locked
weapon cabinet. You can use your multi-tools (which combine both the
multi-tool and lock picks from the original into one tool now) to
pick the lock on the cabinet, or you can just throw a grenade, and
blow the top off the cabinet. Doors can be blown off their hinges or
lock picked for stealth. Sometimes the codes to door keypads or
computer logins can be found in data cubes lying around, or computers
can just simply be hacked if you have the hacking ability. Like the
PS2 port, Invisible War takes away the requirement to manually enter
computer logins by hand, a feature that was a fun interactive element
of the original on the PC, they just automatically get entered in if
you find the data cube with the logins on them. This was another
stepping-stone feature the PS2 port of the original did that was
carried over to Invisible war. It definitely makes entering logins a
lot more convenient for the player, but I can sympathize with fans of
the original in how it kind of made you feel like a hacker to
manually type in logins and passwords in to a computer. I just always
found hacking more convenient myself. I guess it depends on how much
you liked this aspect of the original game as to weather
automatically filling in computer logins is a plus or a strike
against Invisible War.
Now
the biggest complaint against the game among fans is one I do agree
with. While I still love this game despite the watering down of the
deeper elements of the original and because I experienced it on the
Xbox and not the buggier PC release, I do agree that the universal
ammo system in the game is a terrible design idea. This was one of
the largest complaints, and rightfully so. Every firearm in the game
uses the exact same pool of ammo. If you run out of ammo with one
firearm, you run out of ammo with all of them, making guns like the
flame thrower impractical to use because of how fast it drains ammo.
The idea was to make it so players didn't have to juggle between
different ammo types for each individual weapon in the game and could
just use one ammo pool for all of them. This can lead to frustration
in the game, being completely out of ammo for your firearms in the
middle of a hostile environment, especially at the end of the game
where enemies are complete bullet sponges.
The
universal ammo was a dumb idea, however, it's never been a deal
breaker for me in the game, because, I tend to play the game as a
mostly no-kill experience meaning, I tend to run up on enemies, and
use the baton to thump them in the head until they are unconscious.
In fact, the melee weapons, the baton and Sword are the most
effective weapons in the game, and when paired with the EMP bio-mod,
which does damage to bots, makes them even more effective against bot
enemies than even human opponents. The EMP bio-mod, when fully
leveled through finding more black market canisters to upgrade it,
not only does damage to bots, but instantly reprograms them to be an
ally. Walk up to a turret or walking tank, tap it once with the stun
baton, and then watch as it takes out any enemies in the vicinity.
Generally, I save the ammo for shooting tranquilizer darts at enemies
to knock them out over a distance, or to use the SMG that's been
modded with a weapon mod that delivers EMP damage to quickly take out
turrets or patrol bots from a distance.
The
weapon mod system in the game is another cool feature which allows
players to add extra abilities to the firearms they find in the game.
For example, I like putting the silencer and a glass breaker mod on
my sniper rifle in the game. The silencer is self explanatory, but
the glass breaking mod silently disintegrates glass window panes when
they are shot. Certain windows in the game are setup will alarms that
go off when shattered, so adding the mod to the sniper is a silent
way to slip through windows in the game without arousing suspicion.
By the end of the game I do tend to collect more weapon and bio mods
than I have use for, however, this means that there is ample
opportunity in the game to change your mod choices multiple times
before the end.
Overall,
yes, this game doesn't live up to the original and didn't include a
lot of the features the devs were planning to implement during
development thanks to the Xbox version being prioritized. That being
said, I've still always enjoyed Invisible War. The Xbox version is
the most stable way to play the game. The load times are quite a bit
longer than the PC version, there are still some wonky physics here
and there, and the Xbox version freezes for a second every time a
spider-bot is thrown in the game, but, even when comparing it to the
PC version I bought off Steam, it is by-far more stable than the
Steam version of the game which is a shame because it was never given
backwards compatibility with the Xbox 360 or Xbox One. The Xbox
version still remains only on the original Xbox to this day. Even
Thief: Deadly Shadows is at least backwards compatible on the 360,
but Invisible War never got the same treatment.
I'm
not sure if there have been driver improvements that have made a
difference, but when I first bought Invisible War off Steam, the game
would black-screen after the intro video when starting a new game. I
was like, “Great, I just bought a broken game off Steam.” This is
why I laugh when I see tech channels, (which if you watch one tech
channel video, youtube will then forever suggest tech channel content
to you forever) in their PC verses console videos toute backwards
compatibility to thousands of old games as a giga-chad feature of
PC's verses plebeian console backwards compatibility (which is as
simple as holding onto your old consoles). Yes, there are still
plenty of old PC games that work just fine on modern hardware, for
example, Winquake which is Windows 95 Quake that installed and ran
just fine on my Windows 10 PC. However for every Winquake, there's an
Invisible War, a Knights of the Old Republic, or a Timeshift where
you purchase a game, and then have to scour the internet finding ways
to get the game to actually run on modern hardware.
Luckily,
Knights of the Old Republic has been patched recently and runs OK
now, and Invisible War has started running. I don't remember a patch
that fixed it, so maybe it was GPU driver updates that fixed it, but
it at least runs now on all my rigs whether I'm using and Nvidia or
AMD card. I even tried it on my Linux Mint PC I'm using to experiment
with Linux, and it runs now under the Proton layer. However, the
display is stretched too far, so I was unable to do things like drop
items from my inventory. It runs though.
On
all my three Windows 10 computers, it runs just fine now with two
caveats: No matter the rig I am running (the exception being the
Linux PC), the game now changes my desktop resolution to the game's
resolution, so 1600x1200, and with the exception of my laptop, it
also default changes the refresh rate to 30 frames per second. I took
me a month to figure out the refresh rate change the game made to my
windows settings, I could tell something was different with my
screen, I just couldn't tell what exactly it was when playing other
games or watching youtube. On my current rig, when running on my RX
7900 GRE with Radeon Super Resolution upscaling the game to 4K, I've
never seen the game look so good. The unfortunate thing being, it
doesn't run as good as it should because of the 30 hertz refresh rate
it defaults to. I haven't played around with the available visual
tweekers for the game to see if I can stop it from changing that
setting. I still find it perfectly playable in this form, because
it's not a fast-paced shooter. In fact the combat is pretty
straightforward and basic, but the combat wasn't great in the
original either, it was all the other stuff that made it great.
The
PC version of the game still does occasionally shut off for no good
reason, and has even wonkier physics than the Xbox version in parts.
Overall, it's less stable than the Xbox version, but with way faster
load times. Generally, I didn't run into a lot of freezups of the
game, it just randomly shut off on me here and there when recording
this playthrough. I am happy the game runs now, because I was super
bummed out when I first bought it and all it would do is black screen
after the intro. While there is still plenty of room for improvements
to be made in how it runs on modern hardware, I'm just happy it at
least runs.
It
runs well enough, it plays well enough, even with a lesser framerate,
and with modern GPU Upscaling whether Nvidia's upscaling or Radeon
Super Resolution it looks better than I've ever seen it look.
Graphically,
on the Xbox version, when I first got the system and the game, I
thought this was a beautiful game. I've seen some people comment that
it's an ugly game nowadays, but, for the time, a modified Unreal 2
engine with it's detailed textures, excellent lighting effects, and
all that glorious bump mapping or normal mapping, I was incredibly
impressed with the visual quality of the game. Aside from quality, I
really loved the atmosphere. It feels like a more quite, reflective
game than the original.
Invisible
War is still one of my favorite Xbox games to this day. And speaking
of Xbox, I thought I should shout out two other games that do similar
things in nature to Invisible War that you should also check out if
you have the chance.
The
first needs little introduction for Xbox fans, The Chronicles of
Riddick: Escape from Butcher Bay has some similar Gameplay elements
to Invisible War. Checking to see, it appears that Riddick is not
available on either Steam or Gog at the moment despite having a
physical PC release. However, it was included for free on the PS3 and
Xbox 360 versions of it's Sequel, Assault on Dark Athena. That's a
two-games-for-one deal. Riddick is one of the best games on the
orginal Xbox, and one of the best looking games as well.
The
other game is Tron 2.0: Killer App which plays a lot like System
Shock or Deus Ex in the Tron Universe. I recently bought the PC
version on Steam, and I'm surprised that I don't hear more about this
game from retro PC gamers. The Xbox version, which added multipleyer
and some other things over the PC version, I expect not to hear much
about as it slipped completely under the radar on the system.
Consider it an underrated or Hidden Gem for that system. However, the
PC version came out and got good review scores and a lot of attention
at the time, but people have, seemingly, forgotten about the game in
the years since. You hear about System Shock and Deus Ex a lot from
old school PC gamers, and rightfully so, but why so little love for
Tron nowadays? It's a solid System Shock style romp from Monolith.
The
Bottom Line: I think that fans of the Deus Ex franchise have come
back around to Invisible War recently and declared it as not as bad
as it was made out to be. Some people will never forgive this game,
but for others, once the initial disappointment subsided, they can
now come back to it and give it a fair shot. I still love this game,
but have yet to play any of the more recent Deus Ex games despite
owing Human Revolution and Mankind Divided now, so I can't rank it in
the series having still only played the first two games. That being
said, I've always enjoyed this game despite it's flaws and the many
ways it didn't live up to the impossibly high standard set by the
original game. Even with Eidos meddling in the development and making
the Xbox the focus, Ion Storm still managed to give us an excellently
designed, story-driven, open-exploration game where the player has
the ultimate choice in how to explore the world presented in it.
The
PC version is more glitchy and harder to run to this day. The Xbox
version is the more stable version, and we who experienced it on the
Xbox over the initial PC release probably had a much better time with
it. If you're one of those fans who will never forgive this game,
nothing I can say will change your mind. However, for the rest, Deus
Ex: Invisible War is a controversial sequel to one of the greatest PC
first person shooter/RPG hybrids of all time that certainly didn't
live up to the original, but still manages to be a great game in it's
own right. For some of you, you should give it a second chance if
it'll run right on your PC that is, for everyone else, you should
probably play the original game first in order for the story to make
sense. On a depth level, I would put it on the same gameplay depth
level as Bioshock in how it took previously complex gameplay designs,
and made them more accessible/watered down/mainstream to appeal to a
wider audience. Invisible War failed to live up to the original, but
also succeeds in some of it's design elements to recapture the
feeling of it. If you want something that's on the same level of
accessibility as the original Bio Shock, you'll probably find
enjoyment in this game.
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Video Tags: Deus Ex Invisible War,Deus Ex review,Invisible War review,PC gaming,Xbox gaming,Deus Ex series,action RPG,stealth gameplay,cyberpunk games,video game review,classic games,gaming nostalgia,game mechanics,story-driven games,immersive gameplay,Xbox classics,PC classics,game graphics,game soundtracks,role-playing games,Deus Ex franchise,game analysis,gaming community,retro gaming,game recommendations
I
remember being excited for Jak and Daxter before the game was ever
revealed. I don't remember which magazine I read the interview in,
probably PSM or Gamepro, but I remember Jason Rubin saying they were
developing a second generation game with third generation graphics. I
was excited to see what ways Naughty Dog was going to push Sony's
shiny new console after seeing the amazing things they were able to
pull off on the PS1. Plus, I was also excited to see what their next
project would be post Crash Bandicoot. The Crash Bandicoot brand was
owned by Universal Interactive Studios, and not Naughty Dog, so
moving forward from Crash, Naughty Dog would have to create a new IP.
On the same note, Spyro the Dragon was also owned by Universal
Interactive Studios, which is why Insomniac, moving forward, created
the Ratchet and Clank series, because they didn't own the rights to
Spyro either.
Jak
and Daxter released in North America on December 4th, 2001 as one of
the last hugely anticipated PS2 games released that year. 2001 was in
insane year for gaming. It was in insane year for other reasons, but
I want to cover it from a purely gaming perspective, ignoring the
other terrible events that took place the year. I want to take you
back to how insane a year for gaming 2001 was by going over 55 PS2
releases of that year from a North American perspective, with the
North American release dates. Some of these games are my own guilty
pleasures, games I like, but aren't for everyone.
But
first, I want to build the scene with a basic overview of that period
of time. The Playstation 2 released on October 26th, 2000
with a reported 500,000 units at launch. Suffice it to say that
supply did not meet the demand for the system as it's predecessor,
the PS1 had already reached around 100 million units sold, worldwide,
by the time the PS2 launched. If you think Ebay scalpers are a new
phenomenon in gaming, they go back to at least the year 2000, as
people were paying thousands of dollars on ebay to get their hands on
a PS2 after launch.
The
early drama of the PS2 from developers was how difficult the system
was to develop games for. It has such a difficult architecture that
caused so many headaches for early developers that the most famous
example of a developer calling it quits is Oddworld Inhabitants
canceling the PS2 version of Oddworld: Munch's Oddysee and moving
development entirely over the the Xbox which was an easier system to
develop for with a more traditional architecture that had hardware
features built in to save time and money. From what I've come to
understand in my limited tech knowledge is that PS2 was, essentially
a blank slate. For example, in this IGN interview that has lived rent
free in my head for 24 years as of making this video, titled Gamecube
Versus PlayStation 2 which
features Jason Rubin talking some trash on developers who complained
about the difficulty of PS2 Development, one example they use is the
Gamecube's hardware-based texture compression. The hardware already
had this feature built in, whereas the PS2 had no hardware texture
compression, meaning developers would have to code things like the
eight texture layers per pass, the Gamecube did by default in
hardware, by hand.
As
the CEO of Bioware at the time put it: "With PS2 you
have to write the code to do a lot of that stuff. But that's the
trick behind it. On the one hand the downside is that it's not done
for you. On the upside, if it's not done for you then you can do it
yourself, and potentially better -- more specialized to what your
specific application is. So it's really a double-edged sword. That's
the mystery of the system."
Even
before we ever knew what the PS2 was going to look like, the Sony
hype machine about it's graphical capabilities had started. I
remember hearing about the system's specs and capabilities throughout
a large portion of 1999. 70 million flat shaded polygons a second.
That's up to the quality of the cgi sequences in The Phantom Menace,
according to lucasarts. The hype train for the system's graphical
capabilites was going off the rails.
It
was going to take years for PC's to even catch up. The emotion engine
was a super computer CPU, faster than a Pentuim 3 even. It was 128
bits. That's literally four times the bits of the original
Playstation. FOUR TIMES THE BITS!!!!!! The whole hype for the
system's graphical capabilities is really silly in hindsight, but it
worked for them at the time. What can't be denied is that the jump
from PS1 and N64 graphics to PS2 graphics was massive. However, the
jump from the already released Dreamcast to the PS2 was, well, not
quite as dramatic as the PS2 wins in some areas, but the Dreamcast
wins in other areas.
The
launch crop of PS2 games hit, and most of them didn't look better
than Dreamcast games. They mostly looked like prettier PS1 games, as
most of them were sequels to PS1 games. The exceptions being games
like Tekken Tag, Madden, and SSX and a few others that were
noticeably or arguably to DC fans, better looking than what was
available on the Dreamcast. With even games like DOA2 looking better
on the Dreamcast then PS2.
By
this time, the magnum opus of Dreamcast graphics Shenmue was out, and
it's detailed textures and world still look good to this day. What
the Dreamcast lacked in Poly pushing power, particle effects,
physics, and large open-environments like those seen in Smuggler's
run, it made up for with a bright, color pallet, incredibly detailed
textures that I would argue were some the best looking textures out
of any console in the 6th generation, and progressive scan
output in most games through the VGA box making for a high definition
experience for those who owned the VGA box and a PC monitor.
I
remember epic fanboy arguments on the gamefaqs Dreamcast board
between a user named Fozzyfan the PS2 fanboy and Drsmoo the Dreamcast
defender. I would read through these incredibly long argument posts
between the two of them. They would link to screenshots (the internet
wasn't video friendly, so screenshots it was at the time), and argue
about the Dreamcast's 8mb of V-ram vs the PS2's measly 4 megabytes. I
remember reading things like high bandwith, small bus and nodding my
head like I even knew what that meant. I still don't know what that
means. Either way, the fanboy arguments at the time were epic, and
pretty tame overall compared to the fanboy flame wars of the seventh
gen till today. They would go back an forth arguing about things
like, according to Drsmoo, Test Drive Lemans on the Dreamcast has
better graphics than Gran Turismo 3 because it has 24 cars in screen.
They were pointless arguments, but they were entertaining.
So
this brings us to 2001. The PS2 launch had happened in October 2000
and the first generation of software with it. 2001 was to bring the
second generation of offerings to the system, where developers, who
had now had more time to figure out how to push the system further,
would start to showcase the system's true capabilities. The time for
hype was over, it was now time to see if the PS2 could live up to the
hype. Yes, it was shallow, and about graphics, but as someone who
spent most of 2001 playing and enjoying my PS1 and Dreamcast
collections, I wanted to see how powerful the PS2 really was. I was
younger, and I bought into the graphics hype, hook, line and sinker
at the time, a lot of us did, so now, past that launch window, and
onto the second generation of software it was time to see what the
PS2 was really capable of when pushed by the right developers.
2001
was one of the most insane years for gaming. In January, Sega Pulled
the plug on the Dreamcast, announcing their departure from the
console market. I got my Dreamcast sometime around this time myself,
picking up the model that came with Sega Smash Pack. Even though Sega
Called it quits, the Dreamcast still had quite a few high profile
releases in 2001 including: Sonic Adventure 2, Crazy Taxi 2, Phantasy
Star Online and Version 2, Unreal Tournament, Daytona USA, Record of
Lodoss War, and more. By the end of the year releases started to slow
down having games like NBA 2k2 and NFK 2k2 hit. The Dreamcast was a
dying system, but still had a ton great games released that year.
The
N64 had a really strong year 2000 as far as releases went, seeing
some great releases like Perfect Dark, The World is Not Enough,
Major's mask, Turok 3, Banjo Tooie, and WWF No Mercy. However, by the
end of 2001 the system was already in it's death throes. It saw it's
biggest release in March 2001 which was Conker's bad Fur day. Tony
Hawk's Pro Skater 2 would be another big release in August. However,
after Tony Hawk 2, releases slowed to a trickle at best. Checking the
new releases in issue 104 of Game Informer Magazine, I didn't see any
upcoming N64 games. There was a few months of not much to talk about
when it came to releases between Conker and Tony Hawk 2, and even
less to talk about outside of Madden, Blitz, razor freestyle scooter,
and a power-puff girls game. Eight months after even Japanese
publishers stopped supporting the system, Activision would publish
Tony Hawk's Pro Skater 3 in August 2002 for no conceivable reason,
making it the last officially published game for the system.
The
PS1 was still going incredibly strong in the year 2001. It was
lingering around the 100 million units sold mark. The system would
continue to see releases in North America until October 2004. Some of
the big releases in 2001 include games like: Tales of Destiny 2, Tomb
Raider Chronicles, Final Fantasy Chronicles, Spiderman 2: Enter
Electro, Castlevania Chronicles, Metal Slug X, and so many more,
topping the year off with Syphon Filter 3 which was the last big AAA
title hurrah of the PS1. Later in 2002, the US would get some other
great Pal conversions of games like The Italian Job and C-12 Final
Resistance. This was also the era of the $10 generic budget title
seeing games like Racing, Bowling, Boxing, and even great budget
kings like Board Game: Top Shop and Battle hunter.
The
game boy color was still alive an kicking with the Game Boy Advance
right around the corner, ready to be released on June 11th
of that year.
Some
high profile PC games released that year were- Command and Conquer:
Yuri's Revenge, Civilization 3, Giants: Citizen Kabuto, Black and
White, Fallout Tactics: Brotherhood of Steel, Red Faction, Serious
Sam, and many, many more.
By
the end of 2001, according to the same December issue of Game
Informer I referenced earlier, the PS2 had an Installed base of 20
million units sold. To further paint the picture of the incredibly
competitive season the Jak and Daxter released in, I'm now going to
go over 56 PS2 releases alone, and this isn't even every release on
the system. Technically, Final Fantasy 10 capped off the year as the
last hugely anticipated PS2 game to release in North America, making
it Just in time for Christmas on December 17th, but Jak
and Daxter was the second-to-last triple AAA title if you will (even
though the term tripple A wasn't widely used at this point in gaming
history) to end the PS2's year on an incredibly high note in one of
the most incredibly competitive years in gaming history.
Starting
2001 out, on January 3rd, Kengo: Master of Bushido was
released. Kengo has always been a niche title that I've always really
enjoyed. It came to us from the same people behind the Bushido Blade
series, but lacks the flash and story telling of the previous series.
It also did away with the one-hit deaths. I've always liked the
fighting system, and there is a quest mode to it where you challenge
other schools and do mini-games to improve your stats. Graphically, I
remember thinking the reflections on the wooden floors looked great,
but the rest was average. It's definitely not a game for everyone,
but if you can get into it, you'll find it to be enjoying and
engaging in it's own right.
On
January 29th Oni was released. Oni was the one and only
game Bungie released for the PS2. It got a lot of coverage and hype
before it released, but got completely panned in the review scores.
It had a unique art direction for the time, that mixture of anime
looking characters, but from a gameplay standpoint, I've only ever
found it to be average at best. I own it on the PC and the PS2. I've
played into it, but never beaten it but I've played far enough into
it to to say, it's OK. It's definitely not great, and definitely
didn't live up to the hype. I would say the 4's and 5's it received
were way too low for the time. I know this game has it's fans, but I
would say it's a C-tier game, not an F-tier game.
Ending
January, on the 30th, Rayman 2: Revolution was released.
Rayman 2 was one of those games that was ported to every available
system under the sun at the time, but Revolution was a remake of
sorts. It has the same levels as the previous versions, but adds a
hub world design to the game and unlockable mini games with brand new
graphics, and the english voice overs from the PS1 port of Rayman 2.
Revolution reviewed well and was the biggest January release. As you
can see, the PS2 started the year out pretty slow. You had the
excitement of launch and thereafter, and then quietness with a few
notable games trickling out.
On
February 5th, Rainbow studios released ATV Offroad Fury
which was the first game in the popular franchise. This footage is
from a demo disk as I don't own the original. After the second game,
development of the franchise would be handed over to Climax studios,
and Rainbow Studios would focus on the MX vs ATV series. There's
something about the voxelly landscape look of ATV Offroad fury, and
Smugglers run that just screams PS2 to me. I know that other consoles
and PC games also have this look, but the wavy, hilly, open landscape
look will always be a PS2 visual aesthetic to me. The Offroad Fury
brand is owned by Sony. It was popular on the PS2 and PSP, but is now
a dead IP.
Speaking
of that Voxelly-landscpe look, Star Wars: Starfighter was released on
February 19th. I've owned the Xbox version for years, and
have still yet to play through it. It's no Rogue Leader or Rogue
Squadron, but it's still a solid flight combat game based on the Star
Wars franchise. The missions are challenging, and yet, also rewarding
once you beat them. It's definitely worth playing if you're a fan of
Star Wars space-combat games.
On
March 5th, Squarsoft and Dreamfactory released The
Bouncer. The Bouncer got a lot of hype before it released, because it
was seen as a game that would finally show off the PS2's graphical
capabilities. The character models and overall graphics looked great
for the time. The character models were fleshed out with all those
polygons the PS2 could reportedly push, and there were small details
like flowing hair, and even Scion's hoodie that would sway as he
attacked. However, this was one of the first big flops for the PS2,
coming out to low review scores. Early tech demos showed tons of
environmental interactivity. I remember reading about breaking tables
and using pieces as weapons or pulling picture frames off the wall to
use in combat. There was none of that in the Bouncer. Instead, gamers
got a story-driven beat 'em up that could be beaten in 2-4 hours
depending on if you watched the story sequences or not. The game also
caused a split between Dreamfactory and Squaresoft. To be fair,
despite it's short length, I've always really liked The Bouncer. It
has an RPG stat leveling system where you can buy stats based on
points you earn during the fight sequences, a campaign that was
designed to be played through multiple times to finally fight the
final form of the last boss, and a fun 4-player battle mode. It's
short, but it's not as bad as it was made out to be.
On
March 6th, Konami released Shadow of Destiny which I don't
own, but always wanted to play, because it looked interesting to me.
I just thought it was worthy of mentioning. The PS2 version is still
lingering around $30 on Ebay at the moment. I'll pick it up someday.
It did, eventually, get a port to the Xbox in Europe, but not North
America as Shadow of Memories, and also had ports to the PC and PSP.
On
March 13th, Capcom Released Onimusha Warlords which had
the distinct honor of being the first PS2 game to sell 1 million
copies. Onimusha was a cool mixture of previous generation graphical
techniqes, prerendered backgrounds, with next gen character sprites,
and felt incredibly smooth to play. I've never played all the way
through it, despite meaning to for decades, but it definitely falls
into the same category of action game that Devil May Cry, Ninja
Gaiden, and even God of War would eventually define as well. It's
controls feel buttery smooth compared to all PS1 games with similar
tank controls and prerendered backgrounds, games like Soul of the
Samurai on the PS1 for example. I own Onimush 1-3 on the PS2, and I
really need to just sit down and play them all. I've played into all
of them, but never beaten them. I even own Genma Onimusha on the
Xbox, so I really have no excuse, especially since I know this is a
great series.
On
March 26th, MDK 2: Armageddon, Quake III Revolution, and
Zone of the Enders released.
-MDK
2: Armageddon was a port of either the Dreamcast or PC version of MDK
2. The PS2 version adds a difficulty setting to make it easier or
just as difficult as the Dreamcast port, and has worse textures, but
better particle effects than the DC version (A common theme with DC
to PS2 ports), and a lot of different control schemes to experiment
with to get the unruly controls as close to a modern control setup as
possible. Early PS2 control schemes were still experimental at the
time, and the modern dual stick movement and aiming setup wasn't set
in stone just yet. Solid shooter with some cool atmosphere and a
sniper helmet. I own it on both the PS2 and Dreamcast but have beaten
it on neither system, especially not the Dreamcast version which is
so difficult, it's actually a badge of honor among Dreamcast fans to
beat it.
-Quake
III Revolution may have lacked the Online play of it's PC and
Dreamcast counterparts, but it's still a fun arena shooter if you're
interested in couch coop. It's the same setup as the other versions,
the single player mode is just a series of bot matches. It's lack of
online play, keyboard and mouse support, and any kind of networking
(like using the I-link port on the PS2 for a local area network like
Unreal Tournament did) make it a game squarely aimed at split-screen
couch coop. I like Quake III Revolution. One cool part about the game
is you can now earn stat upgrades by completing the single player
mode, and you can then load your upgraded character into multiplayer.
It's default control scheme isn't good, but you can change the
control setting in the options to find the modern left-stick move
right-stick aim settings. Really the biggest flaw of the game is the
insanely long load times. I mean, it loads faster than Soldier of
Fortune on the Dreamcast, but that's not saying much.
Zone
of the Enders is a game I only recently picked up, so I haven't
played through it, but I enjoyed the demo disk gameplay back in the
day. Generally people complained that the game was too short, and
between the mainstream outlets and fans it got mixed reviews.
However, Zone of the Enders is incredibly significant to the PS2 in
2001 because it came with a demo of Metal Gear Solid 2 on a separate
disk. A lot of people at the time said the MGS2 demo was the only
reason to buy Zone of the Enders. I jokingly say Konami released a
$50 demo disk of Metal Gear Solid 2 with a free mech game on the
side. It goes without saying that the hype for Metal Gear Solid 2 at
the time was at a fever pitch. It was easily the most anticipated
PS2 game at the time, and gamers were excited enough to buy Zone of
the Enders just to play the demo. The demo's inclusion, no doubt,
helped the sales of Zone of the Enders. This wouldn't be the last
time a publisher released a demo of a hotly anticipated game with
the release of another game even in the same year. This was a wise
strategy that worked. I mean look at how well Crackdown on the Xbox
360 sold because it came with the Halo 3 online Open Beta. The sad
fact is, Zone of the Enders is best known for including the Metal
Gear Solid 2 demo.
On
March 27th, Winback: Covert Operations was released. This
was a port of the N64 game with improved graphics and some extra
multiplayer modes. Winback was the grandaddy of duck and cover
shooters, taking the wall leaning mechanic of Metal Gear Solid, and
allowing players to shoot around corners. It's controls definitely
feel a little awkward to go back and play, but overall, it's a solid
title.
On
April 23rd, EA Released Rumble Racing which was the
non-NASCAR-licensed sequel to Nascar Rumble. On top of keeping the
same Mario-Kart-inspired powerup gameplay, it also borrowed the
air-trick system from San Francisco Rush 2049, but gives a twist to
it where successfully landing tricks gives you a turbo boost. This is
easily, one of my favorite alternative racing games on the PS2. I
loved Nascar Rumble on the PS1, and Rumble Racing improved upon the
formula. It's worth playing if you've never played it.
On
April 30th, The Adventures of Cookie and Cream was
released, and it's still one of my favorite Underrated Gems for the
system. It's a combination Puzzle Platformer game that can be played
with one player, but is most enjoyable with a friend. I used to
describe this as crash bandicoot meets a puzzle game. Cookie and
Cream are always on opposite sides of the screen and the levels play
out like a platofrmer. There is a time limit on each level and taking
hits or falling down pits deducts time from the timer. The puzzle
elements come into play where either character has to do things like
hit switches, move logs, launch watermelons to attract a hippo, and
etc in order to open up the path for the character on the other side
of the screen. This game can be played single player where each
analog stick controls each character from the same controller, which
is a really cool idea, however, it's most enjoyable with a friend. I
have great memories of playing this game over a decade ago with a
close friend of mine who passed in 2020. I love this game, and I miss
you bro.
On
May 1st, Gauntlet: Dark Legacy hit the PS2. It's
essentially an expanded version of Gauntlet Legends. It came out of
low to medium review scores because, by that time, outlets were
already fatigued of Gauntlet Legends which outside of the arcade was
ported to the PS1, N64, and Dreamcast. Dark Legacy was an expended
version of Legends. However, don't listen to the review scores of
this game. Dark Legacy is an exceptionally fun game that's best
enjoyed with friends, but is still fun playing by youself. I've
always called it diet Diablo as it's essentially an arcade take on a
hack 'n slash RPG. It's a simplified hack 'n slash RPG which is way
more accessible to everyone. It's easy to jump into the game, start
killing things, gain levels, and have a blast doing it. What it lacks
in deep RPG depth, it makes up for in pure, addictive fun. I love
Gauntlet Legends, and I love Dark Legacy. It's best with friends, but
still incredibly fun by yourself nonetheless.
On
May 17th, reality finally sunk in for Sega fans when Crazy
Taxi was released on the PS2. The PS2 port was handled by Acclaim,
and if you ask Dreamcast fanoys, was inferior to the Dreamcast
version in every way. However, I think that's more than a little
overblown because unless you go into a Digital Foundry style
analytical review of the graphics, you won't notice much differences
between the two versions. I've literally played both versions at the
same time on two different TV's in the past, and I didn't notice much
differences between them. When it comes to gameplay, the PS2 version
still plays great. Crazy Taxi is a beloved classic, and it's fun no
matter the version you play, except maybe the Game Boy Advance
version which I haven't played and can't vouch for as being good or
bad, personally.
On
May 22nd, Red Faction released. For me, this was my first
introduction to Half-Life as I played Red Faction before Half-Life,
not realizing that, from a level design standpoint, Red Faction
Borrows a lot from Valve's masterpiece. That being said, Red Faction
is still one of my favorite first person shooters on the PS2. The
Geomod engine was an amazing piece of engine design. For those who
don't know, geomod stand for geometric modification. What this
translates to is real-time enviromental destruction. Certain walls,
tunnels, and other solid objects could be hit with explosives, and
they would deform in real-time. There was no scripted ways for the
envronment to deform, it depended on what angle the player either
placed the explosives, or shot the wall with a rocket. You could
spend hours creating your own tunnels and bridges in the game. It was
such an amazing engine. Top off the insane awesomeness of the geomod
engine with a really well-made half-life style romp, and some fun
2-player split screen bot deathmatches, and you had a great shooter
with a lot of features to keep you coming back. Red Faction is a
series where each iteration was a completely different game from the
last, Half-Life, Squad Shooter, Red Theft Auto, and whatever
Armageddon is supposed to be. However, in my opinion, the original
game is still the best game in the series by far, yes, even better
than Guerrilla if you ask me.
On
May 28th, Dark Cloud released to mixed reivews. At first,
the game was hyped by magazines like PSM as a Zelda Killer, but in
reality, it was a combination dungeon crawler, with city building
elements shades of actraiser, with a combat system that was similar
to Zelda. The point of the game is to grind in the dungeon, kill
enemies, and find spheres containing alta which is what you use to
rebuild the cities in the game. A lot of people found the game to be
tedious, and the weapon durability system in the game to be
frustrating. Dark Cloud was a bit of a disappointment overall when it
hit. It's sequel, Dark Cloud 2 would make up for it later.
On
June 18th, both Escape From Monkey Island, and Twisted
Metal Black released.
-Escape
From Monkey Island is the fourth monkey island game in the series,
and it ditched the point-and-click gameplay for a more controller
friendly interface. The Monkey island games were point-and-click
Adventure games, well Puzzle Adventure games to be more accurate,
that depended on storytelling with a ton of humorous dialog, and
heavy puzzle solving elements. Escape From Monkey Island takes the
format and shifts it to a controller friendly format to the chagrin
of a some Monkey Island fans. Overall, it may not be the fan favorite
game in the series, but I've always enjoyed the goofy humor and
puzzle solving elements in the game. It reviewed well in the
mainstream outlets, sold well on the PC, but the PS2 sales were said
to be abysmal.
-I
remember being incredibly excited to play Twisted Metal Black,
especially after hearing that Incognito, the development team behind
it, was comprised of members who worked on the first two Twisted
Metal games. Twisted Metal 3 and 4 were developed by 989 studios, and
not Singletrac, the original developers. Twisted Metal Black was
revamping the series and taking it into a dark direction. The
original developers were back, and they made the best Twisted Metal
game of all time, even if my personal slant is still to say that
Twisted Metal 2 is my favorite. Twisted Metal Black was one of the
first hugely anticipated heavy hitters to release on the PS2 in 2001,
and man did it deliver. This game is still awesome to this day. It's
Dark, it's twisted, it's twisted Metal.
On
July 9th, it hit. It hit hard. To Sum up the three most
anticipated killer apps for the PS2 (before GTA3 hit and became THE
killer app), I would say the three most salivated over games on the
PS2 in 2001 were Gran Turismo 3, Metal Gear Solid 2, and Final
Fantasy X. Other games were anticipated, but these three towered over
all the rest in hype and anticipation. There's a good chance that
most early PS2 adopters, bought the system waiting for one of those
three games. Gran Turismo 3 was the pack-in game for the PS2 I
received on Christmas 2001, and was the last GT game I personally
played hours upon hours into. The graphics were amazing, and finally
showed us what the PS2 was capable of. Yes, I had already seen
screenshots of the game, but screenshots aren't the same as seeing
this game in motion. The visuals looked photo-realistic to me at the
time. Everyone talks about Gran Trusimo 2 and Gran Turismo 4, but for
me, my GT experiences were GT1, and GT3. I don't play racing sims
anymore, I'm way out of practice as you can see from this footage,
but seeing and playing this game for the first time was an
experience. I never 100 percent-ed the game, but I put countless
hours into to it. This game was amazing, and not just because of the
beautiful graphics. It had so many features, and so many different
races, I mean, it's Gran Turismo, I don't have to describe it to you.
Twisted
Metal Black in June, and the Gran Turismo 3 in July, Sony was
starting to throw haymakers at the competition half-way through 2001,
ramping up for the holiday season, and the release of two
competitor's systems. The first six months of 2001 may have been slow
for the PS2, but the last six months of the year, the PS2 was about
to start throwing bombs at all their competitors, and it started here
with Gran Truismo 3.
On
July 23rd, Extermination released. Extermination is
another game I've played into, but never beaten. I remember playing
it off the demo disk and enjoying it. It's a survival horror with
more of an action focus, and that had way better aiming controls than
any other game in the genre up to this point. The game borrowed ideas
from The Thing, the movie not the later released game where enemies
don't just damage your health, they also infect you with an alien
infection, so you have to deal with both a health meter and infection
meter. It's been years since I've played into this game, but I
remember my first impression when playing the demo being how much
better the combat aspects felt in this game than any other game in
the genre up to this point. The aiming and movement alone felt a
thousand times more freeing in Extermination than any Resident Evil
or Silent Hill . Basically, the controls feel like Resident Evil 4
minus the over-the shoulder view. One day I'll have to sit down and
play all the way through this one. I know it got mixed reviews, but
based on what I have played of the game, I've always liked it.
On
July 25th, Klonoa 2 was released. Luckily, this game has
been re-released in recent years, because, at one time, this game was
lingering around the $200 mark. Klonoa 2 is the sequel to the PS1
original Klonoa: Door to Phantomile. It's a super addictive, and fun
2.5D platformer that, while it didn't do anything particularity new ,
was as refined as games of this type get. Klonoa 2 is an excellent
platformer that, unfortunately, sold terribly on the PS2. I am happy
to see they have re-released both Klonoa games in the Klonoa Phantasy
Reverie Series so more people can enjoy it. Like Robot Alchemic
Drive, the only copy of Klonoa 2 I ever saw on the shelf was the one
I bought.
On
August 21st, Resident Evil Code Veronica X hit the PS2. It
was a port of the Dreamcast exclusive Code Veronica, minus the really
cool health meter screen that showed on the VMU screen on the
controller. Personally, I stopped caring about Resident Evil after
Resident Evil 2, so I have started Code Veronica on the PS2 and
Dreamcast about a dozen times, but never saw it all the way through.
However, the initial release of Code Veronica X came with a playable
demo of Devil May Cry. I remember a friend of mine coming over with
his PS2 and Code Veronica X, and we played the Devil May Cry demo. I
was so blown away by the game, Devil May Cry was the first PS2 game I
bought, and the third game I ever owned for the system. Some day I
may play through Code Veronica X, but I do appreciate it for
introducing me to Devil May cry.
On
September 9th, Dave Mirra Freestyle BMX 2 released, and I
loved the Dave Mirra series. Dave Mirra 2 is excellent. For most
people, Tony Hawk was their game on the PS1, and while I enjoyed the
Tony Hawk Demo on the Summer '99 Jampack, it was Dave Mirra,
Freestyle BMX that I ended up playing as much as everyone else played
Tony Hawk. Dave Mirra 2 expanded on the ideas of the genre, and had
design elements that would later be perfected in Agressive Inline and
Tony Hawk 4. Dave Mirra 2 showcased why Z-Axis was the only serious
competitor to Neversoft. Too bad BMX XXX was crap, but all the rest
of Z-Axis' Extreme sports games were excellent. Activision liked
their games so much, they eventually bought Z-Axis and then disbanded
them in EA fashion.
On
September 24th, Ico, Silent Hill 2, and Spy Hunter
released.
-Ico
came out and slipped under the radar at the time. Everyone knows how
brilliant the game is now, but it took many years of word of mouth
and even EGM Hidden Gem Articles to get the word out about Ico. I
remember enjoying the demo of the game, and really enjoying the game
itself when I finally acquired it years later. The game is as much a
piece of artwork as it was an intelligently designed puzzle-heavy
action adventure game. The game is relatively short, but, as we all
know, is still a PS2 classic.
-Like
Code Veronica X, Silent Hill 2 is a game I have started a dozen times
over the years, but never got around to actually playing all the way
through it. I did watch a friend play through large portions of the
game back in the day, I really liked the improved combat, and, like
the original which I did play all the way through and enjoy, that
amazing atmosphere. I know the remake recently hit, but I'll stick
with the PS2 version for my first playthough of the game. The remake
really doesn't interest me, but the original still does. I remember
this game getting mixed reivew scores when it hit. PSM gave it a 7
out of 10 citing the convoluted story that is like “reading a
poorly written novel”, the sometimes cryptic puzzle solutions, and
the fact that it didn't really raise the bar for the genre as reasons
it was slightly disappointing.
-Spy
Hunter is a game I enjoyed playing the demo of years ago, but have
yet to get around to playing it since I've owned it. I've never even
beaten the required training mission, and I always say, I'll play
something else instead after I fail the mission. However, Midway was
on a roll in the PS2 era, remaking their arcade classic franchises
and publishing some of the most criminally underrated games of that
generation. Spy Hunter sold well enough to become a greatest hit, and
is fondly remembered among it's fans. Some day I'll beat that pesky
training mission and play the full game.
Ending
September, on the 30th, Guilty Gear X released. For the
longest time, the only two names worth caring about in in 2D fighters
were Capcom, and SNK, then Arc System Works released Guilty Gear on
the PS1 in 1998, and a new contender was born. In 2000, the released
the followup Guilty Gear X to the arcades and the Dreamcast with the
PS2 port of the game coming in 2001. I've never delved particularly
deep into the Guilty Gear games, but I've always had fun whenever I
boot X or X2 up in my PS2. The 2D sprite work is animation quality.
It really puts the low-rez, pixelated sprites in Capcom and SNK
fighting games to shame. The gameplay is excellent as well. As
someone who's only ever been a novice at this series, it's easy to
pick up and play, and feels incredibly smooth. This is definitely a
series I want to explore more in the future, and get better at,
because I can tell by the quality of the gameplay that it's a series
that is just as worth to be mentioned in the same sentence as Street
fighter, and the King of Fighters.
On
October 14th, Sony Santa Monica release Kinetica which is
one of my favorite futuristic style racers on the system featuring
human characters racing in Kinetic suits which allows them to race up
the sides of walls, and on ceilings. Players could earn boost by
completing tricks either on the ground or mid-air. It was a really
fun mixture of Wipeout and SSX. The game is really challenging, but
really fun. The graphics engine used in the game would later go on to
be used in God of War. Kinetica got promoted well through
advertisements and demo disks, but I'm not sure how well it sold.
Regardless, I've always really liked this game, and it also has an
awesome soundtrack to boot.
On
October 16th, the hotly anticipated Devil May Cry hit. As
I mentioned earlier, this was the thrid game I ever owned for the PS2
because I was super impressed by the demo that came with Code
Veronica. Before it hit, this game got tons of coverage, making the
cover of every major gaming magazine in the states. It wasn't until I
played the demo that I finally realized what all the hype was about.
Devil May Cry was a great game, and it not only kicked off one of
gaming's most popular franchises, but also the, I guess the modern
term used is, Character Action Genre. That's a term I've never heard
until five minutes ago as of writing this. Either way, that God of
War, Devil May Cry, Ninja Gaiden, Dante's Inferno, Bayonetta, Rygar,
Bujingai, and etc action genre. We all know that Rising Zan actually
did it first, but Devil May cry was the start of a new generation of
action game. I guess Onimusha also beat it to the punch in many ways,
but DMC still had the largest impact on the genre. Great game. I was
completely blown away by the graphics at the time, and the gameplay
was exhilarating and frustrating at the same time. DMC was another
huge release for the PS2 in 2001.
And
a quick note: Gamefaqs says GTA3 was released on October 22nd,
while Wikipedia says the game was released on the 23rd. I
scoured the magazine archives to find a preview of the game that had
the official release date, and couldn't find one, but since I have
been using the Gamefaqs release dates for this video, because I trust
them more, just know the release date could be a day off.
Once
in a while a game so important to the rest of gaming history comes
along that everything around it comes to a complete halt, pausing in
awe of what that game accomplished. OK, that's a little
over-dramatic, but on October 22nd, the most important PS2
game released in 2001 hit, that game was Grand Theft Auto III. GTA 3
came out of nowhere, surprising both gamers, and mainstream outlets
to become the biggest killer app for the PS2 going forward. I've had
arguments with people who said, “Nah man, the game didn't surprise
anyone. Everyone knew about it before it hit.” to which I
responded, the only major US gaming magazine to so much as give GTA 3
a cover story, and a nine-page special feature was The Official
Playstation Magazine. Maybe there was one other I missed, but that's
the only cover story on the game. Prior to release, there was little
interest in this game from the mainstream outlets. It's hard to blame
them, as, in a year as crazy as 2001, with three systems launching,
and tons of hugely hyped games, it would be hard to predict GTA3's
success. In the issue of Gamepro Magazine they reviewed it in, Jak
and Daxter got a full page review, Parappa the Rappa 2 got a full
page review, and GTA3 got a half-page review, which wasn't published
until their February 2002 issue which came out in January 2002.
That's not only a testament to how stacked the end of 2001 was with
game and console releases, but to also how little significance the
game was given by the majority of gaming outlets at the time. Like I
said, it snuck up on most of us. I did pour and exorbitant amount of
hours into this game back in the day, but I put the most GTA hours
into Vice City, which is still my favorite game in the series. GTA3
was the most important release for the PS2 in 2001. It was the game
we didn't know we needed until we played it, and it was a massive
system-selling killer app.
Project
Eden was also released on, October 22nd, and is still my
favorite Core Design release on the PS2. Project Eden is an up-to
four player action/puzzle game hybrid with a unique Blade-Runner
style atmosphere, and some technical glitches that can sometimes stop
progression. Every player in the squad has different abilities that
are used in solving the puzzles in the game, and switching between
them on the fly when playing by yourself is as simple as hitting the
D-pad. It's always found this game to be incredibly engaging. Flawed,
yes, but I've always really liked this game despite it's quirks.
On
Ocotober 30th, Smuggler's Run 2: Hostile Territory, and
Tony Hawk's Pro Skater 3 hit.
-Smuggler's
Run 2 featured more of the same intense mission-based driving
gameplay as the original Smuggler's run with graphical improvements.
I still haven't really played much of this game. I played quite a bit
of the original with a friend back in the day, but Smuggler's 2 has
that same addictive and infuriating gameplay that keep you coming
back for just One more try no matter how many times you fail a
mission. I own it on the Gamecube and PS2, and it's still fun.
Tony
Hawk's Pro Skater 3 was the next generation Tony Hawk game that fan
were salivating to have. I, personally, really haven't played Tony
Hawk 3. I played the original on the Dreamcast, somehow skipped the
next two, and played the crap out of Tony Hawk 4 on the Gamecube,
and haven't touched much of the series since. Tony Hawk 3 had
beautiful next gen graphics, and the coolest feature, online play
before Sony even released the network adapter for the PS2. If you
had a USB ethernet adapter, or 56K modem, you could play this game
online through gamespy servers. The PS2's official Network Adapter
wouldn't be released until mid August of 2002, so it was pretty
awesome that Tony Hawk's Pro Skater 3 had online play around nine
and a half months before the network adapter was released.
On
October 31'st, Soul Reaver 2 hit, and while I was definitely excited
to play it, because I loved the original, when I finally got around
to playing it years after it's release, I wasn't exactly enthralled
with the game. I never beat it, but I played a number of hours into
it, and, while I still adore the original Soul Reaver, the second one
just felt like it had a lot less, well, soul to me. The combat didn't
feel as rewarding, and while the graphics were good and a step up, it
lacked that same dark feeling atmosphere of the original. I really
need to come back and give this game another chance and a full
playthrough, because I really love the original, and maybe I didn't
give it a fair chance when I played it.
Coming
into November, the Christmas shopping season was upon us, and the
competition was going to hit a fever pitch with the launch of the
Xbox on the 15th, and the Gamecube on the 18th.
Before I get tot he PS2 releases, I'll briefly cover the Xbox and
Gamecube launch lineups. The Xbox came out swinging with one of the
best launch lineups in gaming history. I still say the Dreamcast had
the best launch lineup ever, but I wouldn't fault anyone who give the
nod to the Xbox. Standouts were Dead or Alive 3, Project Gotham
Racing, Oddworld Munch's Oddysee, Tony Hawk's Pro Skater 2X which was
a remake that combined the levels of the first two Tony hawk games
with next gen graphics, and of course, without exaggeration the game
that single-handedly launched the entire Xbox brand off it's back,
Halo: Combat Evolved. No Halo, no Xbox brand to this day. The game
was that important. The Xbox came out swinging, with an exceptional
launch lineup of games, and the first game in, outside of Grand Theft
Auto I would argue, the biggest franchise of the sixth generation.
The PS2 may have obliterated the Xbox in sales, but that in no way
diminishes the popularity of Halo. It was THE game to get for the
Xbox.
The
Gamecube launch lineup, which is hard to look up on the internet
nowadays, even going to magazine archives to figure out the exact
launch lineup is hard, because magazines had space requirements so
most of them separated the launch games between issues. I remember
the big games like Rogue Leader, Luigi's Mansion, Super Monkey Ball,
and Wave Race: Blue Storm, but the other launch titles like Crazy
Taxi, Madden, Tony Hawk 3, Dave Mirra 2, just kind of blend in my
mind. I mostly remember Rogue Leader, because, when I picked up my
Gamecube in summer 2002 using my high school graduation money, I made
sure Rogue Leader was the first game I bought. Off topic, does anyone
else remember that new Gamecube smell? I can't describe it, but it's
a heavy plastic smell, but a clean plastic smell. I'm pretty sure it
made my room smell like my gamecube for months, and even today,
sometimes I open a box with plastic packing materials and the
materials sometimes hit my smell memory, and reminds me of the
Gamecube. I might be crazy here, but I know I'm not the only one who
remembers the Gamecube smell.
Overall,
the Gamecube launch lineup in North America was a little weak.
Luigi's mansion was fun, Wave Race was fun, Rogue Leader was great,
but it was the December release of games like Super Smash Brothers:
Melee, and Pikmin where some better games would hit. The Gamecube was
a slow starter, kind of like the PS2, it was a system Nintendo fans
bought with the promise of those great Nintendo titles later down the
line, even if Nintendo had already revealed the Wind Waker version of
Link to much groaning by fans at the time. Spaceworld showed an
awesome deul between link and gannon, but they later revealed Hermy
the Misfit elf version of Link. Oddly enough, Wind Waker would win me
over after playing it, and it's still my favorite 3D Zelda of all
time...that I've played so far.
And
now back to the PS2 in November. On November 1st, Ace
Combat 04: Shattered Skies was released. The last time I tried
playing this game, the laser lens in the PS2 I was using had a big
chunk break off of it, so I have still yet to play through it.
However, what I have played of the game is excellent. It would have
been really exciting for fans to see this next-gen version of Ace
combat in action with brand new graphics with all the stunning visual
effects the PS2 was capable of, and now with a story narrative woven
into the game. The game reviewed well, and fans loved it. Some day
I'll play more of this game, hoping it doesn't break another PS2 on
me.
The
Original Burnout was also released on November 1st.
I actually don't own the original game in the series, but it's worth
mentioning, because it's sequels would become some of the best and
most beloved racing games on the PS2.
On
November 5th,
Splashdown and SSX Tricky were released.
-I
can't find my copy of Splashdown at the moment, so here's footage of
the trailer. Looking back, I actually played this game a lot and
really enjoyed it. It's Rainbow Studio' take on the Wave race
formula, but the tracks are full of shortcuts, or routes I would make
a shortcut. The graphics were beautiful for the time, the water
effects weren't as good as say Wave Race Blue Storm, but they were
still good. I really liked the soundtrack in the game too, and I
remember the first time I figured out how to submerge underwater and
them pop up to do a backflip in the game. Something that's
technically not even an available trick, but I would do it. I also
love the hilarity of the giant octopus that grabs you and launches
you across the map if you travel too far from the course which is a
rainbow studios trademark. I still need to get Rides gone wild,
because I really loved the original Splashdown, and had tons of fun
playing it.
-SSX
Tricky, I own on the Gamecube because a friend gave it to me for
free, but I had tons of fun playing it. It's really actually the last
SSX game I played. I spent a ton of time playing the original with a
friend, so I was incredibly excited to play tricky as well, and it
did not disappoint. It features a lot of the same tracks at the
original SSX, but modified, and added uber tricks where filling up
your boos meter allowed you to pull off super special tricks. The
original SSX was nearly perfect, being the best game at launch, but
Tricky's improvements over the original make it hard to go back and
play the original unless you have nostalgia for it. I spent so many
hour on this game, such a great game. I really need to play the newer
games in the series.
On
November 6th,
Capcom vs. SNK 2: Mark of the Millennium 2001 was released. The
original Capcom vs SNK was a fanboy dream come true after years of
fanboy arguments of who would win in a fight, Terry Bogard, or Ryu?
While it lacks the flash of other verses fighters, the combination of
SNK and Capcom fighting characters, surprisingly, blended together
amazingly well. I've become more of an SNK fanboy because The King of
Fighter 99 on the PS1 of all systems got me back in to 2D fighters
after years of playing 3D fighters, but Capcom did an excellent job
of combining these characters in an excellent 2D fighting game. I'm
not sure about balancing issues or any of that to a hardcore depth,
all I know is, 2D fighting game fun. This game would later get
released on the Gamcube and Xbox as Capcom vs. SNK 2 EO which added
one-touch special moves to make them easier to pull off. No doubt to
make of for the dismal D-pads on both system's controllers.
On
November 11th,
11-11, your wish was granted as Gearbox and Valve released Half-Life
on the PS2. This is the first version of Half-Life I ever played, so
I have a soft spot for the PS2 port. Even when going back and
comparing it to the modern PC version of the game, this is still a
great port of Half-Life, and one of the best PC-to console ports
ever, possibly the best of that era. The PS2 vastly improved the
graphics over the stock PC version from 1998. The HD pack would
release with Blue shift, and make the graphical improvements of the
PS2 version seem null and void, but it was impressive for the time.
Very rarely if ever had console ports actually improved over the PC
version's graphics. It was a big deal at the time, for two seconds.
On top of being a great port of one of the best games ever made with
tons of control options for controller or USB keyboard and mouse, and
some fun split screen deathmatch, it also added the Decay campaign
which was designed to be played coop with a friend, but is just as
playable by yourself. Another cool feature is, if you had the demo
disk from issue 57 of the Official Playstation magazine, you could
play the Half-Life Uplink demo on the PS2 with the PS2 graphical
improvements. The uplink demo was one of the earliest PC demos for
Half-Life that was almost impossible to play on modern PC hardware
until a recent update of Half-life on Steam made it available to play
again. Overall, the PS2 port of Half Life was an excellent port for
the time, and I still love this version of the game. I guess that's
why I still love the PS2 version of Deus Ex as well because that was
the first version of the game I played before getting the PC version
later.
Three
days before the Xbox released, and November 12th,
Metal Gear Solid 2: Sons of Liberty hit. As PSM Put it, this was “THE
game of 2001.” The hype and excitement for this game was massive.
It's not an exaggeration to say that most people who owned a PS2 by
this time in 2001, bought it specifically for this game. As Blake
Fisher in the January 2002 issue of Next Gen Magazine put it “No
other game in history has received the kind of overwhelming hype as
Metal Gear Solid 2.” It was that big of a deal, and the game's
November release date meant that it was reviewed in the same issues
as the entire Xbox Launch Lineup, and Gamecube launch games as well.
Most of the reviews, and all the previews leading up to the game's
release tactfully avoided what would become the biggest controversy
of the game, one that would split fans and eventually have a lot of
them against the game.
Spoiler
alert, granted this game is rapidly coming up on a quarter century
old, and has been re-released in ever subsequent console generation
since the PS2, so if you haven't played it yet, you probably were
never going to- Snake is only the main character for the beginning of
the game which takes place on the tanker. After that, Snake is
replace by Raiden, who is the actual main character of the game. He
only bumps into Snake along the way here and there, but Raiden
replaces Snake for the majority of the game. Me, personally, I did
think it was lame, but, I still love this game. It is probably my
second favorite Metal Gear Solid game, granted, I've only really
played the first three. I've been meaning to play MGS4 for years, but
the words 90 minute cutscene have stopped me from doing so. I gotta
be in the mood for that, and owning the game for over 15 years, I
still haven't been in the mood for that.
Either
way, the Raiden replacing snake aspect of Metal Gear Solid 2 is still
polarizing among fans to this day. I have a friend who is a massive
Metal Gear Solid fan, he literally bought every version of Metal Gear
Solid he could including the Pal version, the International version,
and the Document of Metal Gear Solid 2 just to name a few. He was so
mad about the change, he hated Raiden so much that after beating the
game all the way through a couple of times, he absolutely refused to
play the Raiden parts of he game. He would play the tanker portion
only and say, I beat it after completing the snake scene. People have
warmed up to Metal gear Solid 2 more in recent years, but replacing
Snake with Raiden was and always will be seen as a controversial
move.
On
November 13th,
James Bond 007: Agent Under Fire released. I really couldn't care
less about this game when it hit. Watching friends play it didn't do
much for me either. I was in the, if it's not made by Rare, who
cares. I looked at it as a less-good imitation of the Goldeneye.
However, playing games like The World is Not enough on the N64, and
later Bond games help me come around tot he fact that there were good
Bond Games released after Goldeneye. Coming back to play Agent Under
Fire, I've realized that it's a good game in it's own right. It's not
the best shooter ever, or even the best Bond shooter, it's fun for
what it offers. This isn't a bad game at all. If you're like me, and
turned your nose up to the game back in the day because it wasn't
made by Rare, it's worth giving it another chance. The gunplay is
solid, the level designs during the first person shooter elements
mirror the mission-based designs of Goldeneye and the addition of the
Bond moves for scoring is a nice touch. Solid game overall.
November
18th
saw the release of the Gamecube, and WWF Smackdown: Just Bring It. I
have fond memories of playing this game with my fellow teammates on
my High School Wrestling team my senior year. One of my coaches had
this game, and after an extra long practice, we all went to his house
and played four-player Tekken tag Tournament matches, and I watched
as they also played Just Bring it. Graphically, the game wasn't a
huge step up from PS1 graphics, but I was incredibly impressed by
features like being able to play the Hell in a Cell match. I played
more here Comes the Pain, but I have good memories of Just Bring it.
On
November 19th,
Harmonix released Frequency, which combined with it's sequel
Amplitude were the precursors to the Guitar Hero games. Frequency
plays like playing guitar hero with a controller, but instead of just
playing the guitar portions of a song, you rebuild the song one
instrument track at a time. Frequency is still incredibly fun, and it
gives you a weird tunnel vision after hours of play where even after
playing, you see movement, even if you are staring at a wall.
One
the same day, November 19th,
Sega and 2K released NFL 2k2 on the PS2. This would be the start of
the last great football rivalry in gaming between Madden and 2K. NFL
Gameday was previously in a cut-throat rivalry with Madden, but the
abysmal showing of NFL Gameday 2001 on the PS2, and the next couple
of years trying to rebuild that franchises' reputation meant that
Madden would have been completely unopposed on the PS2. I don't
normally play sports games, because I don't watch sports, but even I
loved the NFK 2K games. It was sad for Dreamcast fans to see this
port, but it was also exciting for Sega fans to know that, no matter
which next gen console they ended up buying, they would still be able
to play the best football franchise around.
On
November 24th,
EA published The Simpson's Road Rage which is essentially just Crazy
Taxi in the Simpsons universe. In fact, Sega agreed that it was
essentially Crazy Taxi to the point that Sega eventually sued
Vivendi/Fox and EA for patent infringement over this game and won,
forcing EA to stop the sales of the game which had already sold over
a million copies. My take on it is, at the time, Sega blatantly
stated their goal of wanting to be the number one third party
developer in the world, a spot taken by EA. This is just my opinion,
but I think Sega was being a bit petty, and decided to sue EA to take
them down a peg. It sets a bad precedent to sue over a game that
clones another game, because the whole industry would be in trouble.
As it stands though, even if you were a huge fan of this game,
there's almost no chance it will ever be remade or remastered. At
least, not without Sega's permission. Luckily, the game did sell over
a million copies, so it's not like it's ultra rare to find out in the
wild. You can still find Xbox and PS2 copies for under $20. The
Gamecube version is a lot more expensive, because the Gamecube market
is stupidly overpriced because it became the trendy console to
collect for.
On
November 26th,
Dynasty Warriors 3 was released, and even though Dynasty Warriors 2
was a great launch game, I would say that the third game is where the
series really kicked off the franchise. Would Koei milk this
franchise to death? Absolutely, but that never stopped diehard fans
of the franchise from buying every game. I'm a fan of the series, but
more of a casual fan, and I really enjoyed Dynasty warriors 3. My
brother ended up giving me almost the entire series on the PS2 later,
because he was a diehard fan of these games.
Starting
December out Strong, Baldur's Gate: Dark Alliance was released. PC
Baldur's gate fans would scoff as the watering down, or consoling up
of the franchise for console gamers, but it was still an excellent
hack 'n slash RPG in it's own right. It is also geared toward
two-player coop play, if a game like Gauntlet: Dark Legacy was too
shallow for your tastes, Dark Alliance would be the perfect bland of
depth, and playability. Graphically, the game looked amazing for the
time. The Snowblind engine was a beautiful engine for it's time, and
who can forget those awesome rippling water effects. The Snowblind
engine would be used in eight more games over the next decade,
running games like The Bards tale and Champions of Norrath. You can
always tell the engine by the water effects.
On
December 4th,
Jak and Daxter was released. My review of the game is still coming.
However, as you can see, this game was released in an insane season
of gaming. As I said, 2001, was an obscenely competitive year that
really laid the groundwork for the PS2 for the rest of it's life.
While not on the level of anticipation as Metal Gear Solid 2, Jak
still managed to be a hotly anticipated game in it's own right. Some
reviews panned it for being a kids game, a collect-a-thon, and so on,
but the game sold well, and is still beloved by fans.
On
December 11th,
Shadow Hearts released. I don't own any of the Shadow Hearts games,
but I remember hearing about how good the game were by avid fans of
the series. Physically, all three games in the series will run you
over a hundred dollars to get them in good condition. The series hit
under the radar, and has gone up in price as more people have
discovered it. The series has yet to be re-released anywhere as of
this video. It's definitely a noteworthy release worth mentioning.
As
I mentioned earlier, on December 17th,
Final Fantasy 10 was released. It was the last of the most
anticipated PS2 games in 2001, and it capped off one of the best
years for releases the PS2 ever saw. There were still plenty of great
years of releases for the PS2 to come, but Final Fantasy X was the
last big haymaker thrown at the Gamecube and Xbox by the PS2 in 2001.
With such a strong lineup of hotly anticipated games, GTA3's release,
and overall sales thanks to system availability, the Gamecube and
Xbox had no chance. The Gamecube would sell a little over 21 million
systems worldwide over it's lifetime, while the Xbox would sell over
24 million. If the PS2 was at 20 million sold by the end of 2001,
there was no catching it. As for Final Fantasy X, I enjoyed the game
quite a bit, but I didn't end up playing through it finally until
2011. I had owned it for almost 10 years at that point, but my RPG
backlog and RPG burnout by that time was strong. I'm not quite done
with 2001, there is still 2 more games on my list.
On
December 19th,
2001, Wizardry: Tale of the Forsaken Land was released. Wizardry is
an incredibly long running series that's a turn-based first-person
dungeon crawling RPG. I've never played very far into this game, but
I do enjoy what I have played of it. I appreciate the fans of the
game who brought it to my attention years ago so I was able to pick
it up cheaply as it's sitting around $70 on Ebay as of this video.
And
the Last game on this list came out on December 20th,
2001, and that game is Giants: Citizen Kabuto. This is a PC to PS2
port, and while I'm not sure what cuts were made from the PC version
in this port, I do know that I've always really enjoyed this
goofy-humor filled squad shooter. This is from the same team that
would go on to make Armed and Dangerous on the Xbox and PC which was
also a humor-filled shooter, underrated shooter gems. Both are
available on Steam and Gog for the PC, and I highly recommend them.
Fun gameplay, and some so many charming humor-filled moments. Giants
doen't take itself too seriously, despite being seriously fun.
Alright,
if you're still with me, that sums up notable, to me, releases for
the PS2 in 2001. If I missed a few releases that were worth
remembering, forgive me for that. This list was getting long enough.
I do know I missed a couple even I wanted to put on the list, but I
removed some games so I could get on to the review of Jak and Daxter.
For the review, most of the footage will be from the PS3 HD
collection of the Jak and Daxter Games.
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Sources for this video:
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