Re: Izzy's 2024 gaming year in review.
Posted: Wed Feb 12, 2025 2:21 pm
#38 Aconcagua (PS1 - 2000) 3/5 (9 hours playtime)












Looking at some Japanese-only PS1 releases that seemed like they ought to have made it West, I happened upon Aconcagua, a point-and-click adventure released in 2000. The thing that caught my attention is that in its original form it was fully voice acted in English and had a Western theme and setting. It received an interface translation some time ago, and considering the odd mixture of elements - from a genre not common to the PS1 to a game that needed little in terms of localization -I was pretty curious. So I gave it a try in early 2024.
The premise of the story is that there is a rebellion towards the status quo in the fictional South American country of Meruza, where a leader named Pachamama is attempting to unite the people and overthrow the corrupt regime currently in power. In the opening, she is making her way somewhere via air travel on a commercial flight, and that's when everything begins to go wrong. The plane, at least part of it, explodes, which causes a crash landing in the Andes on the titular peak of Aconcagua. We begin in the shoes of a journalist named Kato who starts searching for survivors. He's found himself tossed onto the face of some spot on the snowy mountain, and, after discovering that he is unharmed, begins looking around to assess his circumstances. In the process of exploring, he eventually comes upon other survivors (as well as many who perished), and they eventually, and out of necessity, unite and try to work out their salvation from these harsh circumstances. But things are not as (relatively) simple as they seem. Despite the already long odds of these post-crash conditions, we soon discover that the central piece in this fiction is the rebel, Pachamama, and there are many (in power) who would like to see her end, along with the dissolution of her dream for a more peaceful and equitable homeland. There's mischief afoot to be sure, and the reason for the crash and the difficulties getting off the mountain will become clearly connected as we encounter the unfolding tale. Without going into specific spoiler territory, it's safe to say that just as in real life, if you try to turn over the apple cart of the status quo (corrupt or not), you best watch dat ass. The combination of the potential conspiracy along with trying to simply survive the harsh elements and accident (along with a possible mole among you) was an interesting setting overall, and the pacing and obstacles kept things moving and interesting as these survivors made their descent.
And speaking of the survivors, you'll eventually have 5 that become your central party for the bulk of the adventure. There's the aforementioned Kato and Pachamama along with Steve (an engineer), Julia, who makes the claim of having one background while evidence mounts that she has another, and Lopez, who is the final character that joins your group. The cool thing about this group is that they all have their own skills, which contribute to their goal of rescue. Kato is a climber and kind of the “hero”/leader of things; Pachamama speaks Spanish, which is crucial for some interactions and information gathering, both in terms of spoken and written communication; Julia is like Liam Neeson's character in 'Taken' - she has a particular set of “skills”; Steve is the technical and mechanical problem solver with his specialized toolbox, and Lopez is the “strong man” who comes into play when raw brute force is required. I really thought they did a good job of bringing a diverse set of characters together to make things feel like a joint effort. There was a real sense of team that developed because they all needed each other at various junctures on their journey together. And the puzzles revolved around who was the right person for the job and getting them in the position so that they could execute their specialty, often in conjunction as part of a larger group aim. This central dynamic remained interesting and drove the game throughout and was a real highlight of the experience.
In terms of presentation, I thought it looked quite good for the PS1. The cutscene character models were naturally more detailed, and the environments weren't really pushing things in a serious way, but overall, I liked the visual delivery. There was even a pretty good attempt at lip-syncing character dialogue, which really surprised and impressed. The mountain setting had a surprising variety of locations, both man-made and natural, and there were plenty of unique scenarios for the characters to show their worth. The score also deserves special mention as it really had a summer blockbuster film sort of quality. I thought it really helped carry the tone of the circumstances and made things feel tense, weighty, and appropriately epic.
I wish I could leave things here, but Aconcagua does have its fair share of missteps down the proverbial mountain as well. The voice work was mostly adequate, if a bit wooden, much of the time. But man, that whiny bitch of an engineer. I really wanted him to die. I wish I could have pushed him off the mountain myself, lol. Dude, when we get cold and hungry, we're going to cut you open and warm ourselves to your spilled essence and then eat your remains to survive!
He just wouldn't stop complaining! And his delivery was lacking any sublety - just too over-the-top silly in contrast with the rest. (I actually killed him on purpose at one point, only to find out that all 5, well, ultimately 4, must survive or it's game over, lol. I'll get you, oh I'll get you - one way or another.
) I read a developer interview after the fact, and they said that he (Steve) was their favorite character. I am now following these guys to make sure I never encounter another game in which they are responsible for character creation.
To be fair, he was useful and a critical team member in terms of functionality, but I would only have tolerated him until we were rescued in real life. I'm also not sure why they used a fictional South American country rather than Argentina, the setting of the real-life peak. I assume it was not to give any potential offense to a real-world nation, but it still felt a little odd in that contrast of real-world and fictional-world blending. Probably the worst problem was the sometimes awkward and imprecise controls and camera angles. You have to move a cursor to direct whatever character you chose to control - just like in PC point-and-click games with a mouse. But getting your character to follow your desired path was often troublesome. And lining them up to where the camera angle would shift for some interactions was sometimes infuriating to get just right. It's strange because I see no logical reason why you couldn't have just been given direct control via the stick and/or d-pad. There was nothing preventing that sort of technical execution, but for whatever reason we are forced to guide everything with a big green arrow that made things unnecessarily fumbly. And in terms of puzzles, they and the different scenarios were mostly fun to solve, but they were, on occasion, overly rigid in their expectations. For example, in one scenario, you needed to get a segment of pipe in order to repair a rail-switching lever that was broken. It was obvious what NEEDED to be done. However, when attempting to interact with this pipe, there was never an option to do anything with it - just an acknowledgment that it was there and sticking out. It turns out you had to use the engineer to inspect the broken track lever, then have him inspect the hanging pipe section, and then have a conversation with the “strong man” about bending it onto the tracks so it could be severed with a moving rail car. You had to do these exact things AND in the proper order, or it wouldn't trigger. I walked around that area much longer than was necessary due to utter confusion about how to trigger the utilization of the obviously necessary item. Very annoying. To be fair, there were no other cases where I felt utterly perplexed. I only consulted a walkthrough for that spot, but there were a couple others that I could see being a bit problematic depending on how you saw the situation. And, like many other point-and-clicks, there is no flexibility or creativity to solutions. In one case I needed to retrieve some gas from an (embedded) container on a vehicle, and so I needed a container of my own to transfer and carry the liquid. Well, I already had a pair of gloves on Kato's character, and so I tried, reasonably enough, I thought, to fill his gloves with the gasoline. Of course, in real life, I could have certainly done so or used a variety of other implements, but in the world of rigid game logic, it was a no-go. To be fair, this rigidity is a historical part of much of this genre, for better or worse, but it was also, as so often the case - even in the classics, frustrating here. There were also a few timed sequences that, combined with the imprecise inputs, could be problematic until you figured out what to do and executed without waste.
Overall, I would still say that Aconcagua was a good game. It was full of drama and had an interesting premise and execution. And I liked the narrative aspects of disrupting a corrupt system. And I'm certainly grateful to have gotten to experience this Japanese-only curiosity from the venerable PS1. It had a decent share of frustration mixed in with the peaks, but this mountain adventure was still a pretty decent trek. 3/5











Looking at some Japanese-only PS1 releases that seemed like they ought to have made it West, I happened upon Aconcagua, a point-and-click adventure released in 2000. The thing that caught my attention is that in its original form it was fully voice acted in English and had a Western theme and setting. It received an interface translation some time ago, and considering the odd mixture of elements - from a genre not common to the PS1 to a game that needed little in terms of localization -I was pretty curious. So I gave it a try in early 2024.
The premise of the story is that there is a rebellion towards the status quo in the fictional South American country of Meruza, where a leader named Pachamama is attempting to unite the people and overthrow the corrupt regime currently in power. In the opening, she is making her way somewhere via air travel on a commercial flight, and that's when everything begins to go wrong. The plane, at least part of it, explodes, which causes a crash landing in the Andes on the titular peak of Aconcagua. We begin in the shoes of a journalist named Kato who starts searching for survivors. He's found himself tossed onto the face of some spot on the snowy mountain, and, after discovering that he is unharmed, begins looking around to assess his circumstances. In the process of exploring, he eventually comes upon other survivors (as well as many who perished), and they eventually, and out of necessity, unite and try to work out their salvation from these harsh circumstances. But things are not as (relatively) simple as they seem. Despite the already long odds of these post-crash conditions, we soon discover that the central piece in this fiction is the rebel, Pachamama, and there are many (in power) who would like to see her end, along with the dissolution of her dream for a more peaceful and equitable homeland. There's mischief afoot to be sure, and the reason for the crash and the difficulties getting off the mountain will become clearly connected as we encounter the unfolding tale. Without going into specific spoiler territory, it's safe to say that just as in real life, if you try to turn over the apple cart of the status quo (corrupt or not), you best watch dat ass. The combination of the potential conspiracy along with trying to simply survive the harsh elements and accident (along with a possible mole among you) was an interesting setting overall, and the pacing and obstacles kept things moving and interesting as these survivors made their descent.
And speaking of the survivors, you'll eventually have 5 that become your central party for the bulk of the adventure. There's the aforementioned Kato and Pachamama along with Steve (an engineer), Julia, who makes the claim of having one background while evidence mounts that she has another, and Lopez, who is the final character that joins your group. The cool thing about this group is that they all have their own skills, which contribute to their goal of rescue. Kato is a climber and kind of the “hero”/leader of things; Pachamama speaks Spanish, which is crucial for some interactions and information gathering, both in terms of spoken and written communication; Julia is like Liam Neeson's character in 'Taken' - she has a particular set of “skills”; Steve is the technical and mechanical problem solver with his specialized toolbox, and Lopez is the “strong man” who comes into play when raw brute force is required. I really thought they did a good job of bringing a diverse set of characters together to make things feel like a joint effort. There was a real sense of team that developed because they all needed each other at various junctures on their journey together. And the puzzles revolved around who was the right person for the job and getting them in the position so that they could execute their specialty, often in conjunction as part of a larger group aim. This central dynamic remained interesting and drove the game throughout and was a real highlight of the experience.
In terms of presentation, I thought it looked quite good for the PS1. The cutscene character models were naturally more detailed, and the environments weren't really pushing things in a serious way, but overall, I liked the visual delivery. There was even a pretty good attempt at lip-syncing character dialogue, which really surprised and impressed. The mountain setting had a surprising variety of locations, both man-made and natural, and there were plenty of unique scenarios for the characters to show their worth. The score also deserves special mention as it really had a summer blockbuster film sort of quality. I thought it really helped carry the tone of the circumstances and made things feel tense, weighty, and appropriately epic.
I wish I could leave things here, but Aconcagua does have its fair share of missteps down the proverbial mountain as well. The voice work was mostly adequate, if a bit wooden, much of the time. But man, that whiny bitch of an engineer. I really wanted him to die. I wish I could have pushed him off the mountain myself, lol. Dude, when we get cold and hungry, we're going to cut you open and warm ourselves to your spilled essence and then eat your remains to survive!



Overall, I would still say that Aconcagua was a good game. It was full of drama and had an interesting premise and execution. And I liked the narrative aspects of disrupting a corrupt system. And I'm certainly grateful to have gotten to experience this Japanese-only curiosity from the venerable PS1. It had a decent share of frustration mixed in with the peaks, but this mountain adventure was still a pretty decent trek. 3/5