Re: PS2 Backlog Committee's Top 10 Games of 2018
Posted: Tue Jan 15, 2019 9:47 am
#11 SSX (PS3)

The SSX franchise appeared on the scene in a big way (no pun intended) in the early days of the PS2. It felt fresh, was super fun and had loads of personality. I only played the original and SSX3 - never Tricky, On Tour, or Blur (Wii) - and they're both great, but SSX3 is my favorite. At some point EA decided to reboot this series on the PS3 with the simple title of the original SSX. And there are definitely some things that carry over nicely from the previous generation of titles. The sense of speed is great. It's always fun to find that line and get into that "flow". Hitting jumps just right to launch yourself into the sky for some insane tricks is generally consistently thrilling. The various mountains look pleasing and the controls are responsive and pretty smooth. In many ways this reboot feels very much like the older entries in the series.
However, there are unfortunately some problems that prevent it from reaching that rarefied air the PS2 titles enjoyed. The most obvious issue is the lack of charm. The previous entries were full of color and life and a sense of fun. In this reboot, everything just feels soulless and drab. Gone is the character and identity that helped to makes the originals so unique. It feels like this was made as a job, granted a job done by talented people, but a job nonetheless. In addition to the feel of things, I don't know who decided it would be fun to have the player regularly have to deal with falling in crevasses, avoiding freezing by staying in the sun, or outrunning avalanches as you make your run towards the screen (a la some levels in Crash Bandicoot). None of these elements are fun, and in fact quite the opposite is true. They are tedious, break up the flow of the game and just make things unnecessarily cumbersome, taking away that lovely feeling of joy and freedom you get from descending a peak.
I don't want to be overly harsh. There is plenty to enjoy in this reboot, but it doesn't capture the essence of its glory days. When you'd rather play older entries in a franchise than spend time with the latest and "greatest", it's not a good sign. Certainly not a bad game, but I can't strongly recommend it unless you are just super curious. It's a 3/5 for me.
#10 RIME (PS4)

The world of "artsy" games has grown over the years, almost into its own distinct genre. Games like ICO, Shadow of the Colossus, Journey, Abzu, Flower and many others find their niche in beautiful visuals, affecting music, and often moving, if sometimes sparse and ambiguous, narratives. Rime was a game that seemed to find itself in this space when the first screenshots were released, and ultimately it does find itself in this group of art-house gaming experiences.
Right off, we are greeted with some stunning imagery. Initially on an island setting, everything is wonderfully colorful and the night skies are peppered with innumerable stars and a big bright moon. The architecture evokes an otherworldly and alien feel. The water is a mixture of blue-green hues and the lighting coinciding with the day/night cycles is particularly impressive. At first inspection things appear to be no more than a simple puzzle game, be it in an attractive setting, and that's what it is mechanically. But as things progress we encounter a wider variety of environments and learn that maybe things aren't so straightforward as a boy solving a sequence of minor mental challenges. For a while, everything felt like a series of connected rooms, lacking a cohesive totality, but it doesn't feel out of place given what is occurring narratively, even if things aren't entirely evident from the beginning. Speaking of the narrative, and I can't say much without spoiling things, but I will say that I did, by the end, find it a touching and poignant experience, and it was worth seeing things through to the finish, even if you aren't totally enamored with the nuts and bolts of the ride.
I can't say I loved every facet of Rime. I felt like things were too drawn out for what it offered mechanically. It felt longer than it needed to be, despite its relatively modest length. The puzzles were also pretty easy, although there were a couple of brief moments where I was not entirely sure what to do. The platforming, while mostly responsive, sometimes aggravated as the boy didn't seem to know when I was urging him to jump to a ledge opposite his position. And through much of the game, I felt like the music was always trying to establish a sense of climax which seemed out of place. Although I will say that an argument could be made in retrospect, it nevertheless could have been handled better, knowing that the player is in the dark about the full content of the experience for a while. Having a constant crescendo does little to establish any sense of meaning for the player, and it felt like it strained unnecessarily for the suggestion of sentimentality.
On the whole, I did enjoy Rime. I won't call it a must-play, but if you enjoy things that are striving for an emotional element or things that are artistic leaning in terms of their sensibilities, then I would say it's worth playing. I enjoyed my time with it enough that I didn't feel disappointed, but it didn't reach the heights of category icons such as ICO and Shadow of the Colossus. For me, it's a solid 3/5 that most certainly reaches its zenith if seen through to the conclusion.

The SSX franchise appeared on the scene in a big way (no pun intended) in the early days of the PS2. It felt fresh, was super fun and had loads of personality. I only played the original and SSX3 - never Tricky, On Tour, or Blur (Wii) - and they're both great, but SSX3 is my favorite. At some point EA decided to reboot this series on the PS3 with the simple title of the original SSX. And there are definitely some things that carry over nicely from the previous generation of titles. The sense of speed is great. It's always fun to find that line and get into that "flow". Hitting jumps just right to launch yourself into the sky for some insane tricks is generally consistently thrilling. The various mountains look pleasing and the controls are responsive and pretty smooth. In many ways this reboot feels very much like the older entries in the series.
However, there are unfortunately some problems that prevent it from reaching that rarefied air the PS2 titles enjoyed. The most obvious issue is the lack of charm. The previous entries were full of color and life and a sense of fun. In this reboot, everything just feels soulless and drab. Gone is the character and identity that helped to makes the originals so unique. It feels like this was made as a job, granted a job done by talented people, but a job nonetheless. In addition to the feel of things, I don't know who decided it would be fun to have the player regularly have to deal with falling in crevasses, avoiding freezing by staying in the sun, or outrunning avalanches as you make your run towards the screen (a la some levels in Crash Bandicoot). None of these elements are fun, and in fact quite the opposite is true. They are tedious, break up the flow of the game and just make things unnecessarily cumbersome, taking away that lovely feeling of joy and freedom you get from descending a peak.
I don't want to be overly harsh. There is plenty to enjoy in this reboot, but it doesn't capture the essence of its glory days. When you'd rather play older entries in a franchise than spend time with the latest and "greatest", it's not a good sign. Certainly not a bad game, but I can't strongly recommend it unless you are just super curious. It's a 3/5 for me.
#10 RIME (PS4)

The world of "artsy" games has grown over the years, almost into its own distinct genre. Games like ICO, Shadow of the Colossus, Journey, Abzu, Flower and many others find their niche in beautiful visuals, affecting music, and often moving, if sometimes sparse and ambiguous, narratives. Rime was a game that seemed to find itself in this space when the first screenshots were released, and ultimately it does find itself in this group of art-house gaming experiences.
Right off, we are greeted with some stunning imagery. Initially on an island setting, everything is wonderfully colorful and the night skies are peppered with innumerable stars and a big bright moon. The architecture evokes an otherworldly and alien feel. The water is a mixture of blue-green hues and the lighting coinciding with the day/night cycles is particularly impressive. At first inspection things appear to be no more than a simple puzzle game, be it in an attractive setting, and that's what it is mechanically. But as things progress we encounter a wider variety of environments and learn that maybe things aren't so straightforward as a boy solving a sequence of minor mental challenges. For a while, everything felt like a series of connected rooms, lacking a cohesive totality, but it doesn't feel out of place given what is occurring narratively, even if things aren't entirely evident from the beginning. Speaking of the narrative, and I can't say much without spoiling things, but I will say that I did, by the end, find it a touching and poignant experience, and it was worth seeing things through to the finish, even if you aren't totally enamored with the nuts and bolts of the ride.
I can't say I loved every facet of Rime. I felt like things were too drawn out for what it offered mechanically. It felt longer than it needed to be, despite its relatively modest length. The puzzles were also pretty easy, although there were a couple of brief moments where I was not entirely sure what to do. The platforming, while mostly responsive, sometimes aggravated as the boy didn't seem to know when I was urging him to jump to a ledge opposite his position. And through much of the game, I felt like the music was always trying to establish a sense of climax which seemed out of place. Although I will say that an argument could be made in retrospect, it nevertheless could have been handled better, knowing that the player is in the dark about the full content of the experience for a while. Having a constant crescendo does little to establish any sense of meaning for the player, and it felt like it strained unnecessarily for the suggestion of sentimentality.
On the whole, I did enjoy Rime. I won't call it a must-play, but if you enjoy things that are striving for an emotional element or things that are artistic leaning in terms of their sensibilities, then I would say it's worth playing. I enjoyed my time with it enough that I didn't feel disappointed, but it didn't reach the heights of category icons such as ICO and Shadow of the Colossus. For me, it's a solid 3/5 that most certainly reaches its zenith if seen through to the conclusion.