- Crysis (PC)
- Octodad (PC)
- Crysis Warhead (PC)
- Tomb Raider: Anniversary (PC)
- The Evil Within (PC)
- Torchlight (PC)
- Mass Effect (PC)
- The Vanishing of Ethan Carter (PC)
- Tomb Raider: Underworld (PC)
- Monument Valley (Android)
- Impossible Mission (Commodore 64)
- The Tender Cut (PC)
- Far Cry 3 (PC)
- LIMBO (PC)
- Fallout 3 (PC)
- Project Zero II (PlayStation 2)
- 3D Out Run (Nintendo 3DS)
- Castlevania: Aria of Sorrow (Game Boy Advance)
- Trine (PC)
- The Talos Principle (PC)
- God of War III (PS3)
- Castlevania: Symphony of the Night (PlayStation)
I bought this years ago on Xbox Live Arcade, but I do not like the block-o-vision of old games on LCD screens that they were never designed for, so I have been putting it off. I never bought it back in the day, because I also cannot stand the PAL squashing and slowness that the old-gen games suffer from, especially for this type of game.
I still have a 15" CRT TV around, however, and I recently reacquired an original first run model PlayStation, and it suddenly occurred to me that I should be able to download and burn the US version and play it using ye olde swap trick. Symphony of the Night as it was meant to be played at long last!
As for the actual game, suffice it to say its legendary status is well deserved. Just as enjoyable as and better looking than its many sequels on the Game Boy Advance, it shows off the underused 2D capabilities of the PlayStation, has great sound, and the music is just magnificent. It is also non-linear to a certain degree, but that works mostly great, as long as you are prepared to explore a little. Once you get to that point, the game does provide you with means to get around quickly.
It is not without its flaws, though. For example the item system is a bit useless, since you need to equip items in the menu, instead of say a shield, and then use them as an in-game action, and you only ever get very few of each of a rather large selection of items. But fortunately items can just be safely ignored, and so can the spells which are too hard to pull off. It does feel a bit like they threw everything at the wall to see what would stick, but the bits that do stick form a coherent and enjoyable game, and they were, unsurprisingly, the same that formed the basis for all the sequels.
I made it to the credits, but as was the case with Aria of Sorrow above, it obviously contains much more, and I do believe in this case I'll get right on that and see what I can discover.