David Crislip's
Top 10 Favorite Videogames
10. Silent Hill 2 (PS2,
Xbox): Between Akira Yamaoka's
creepy musical score, the disturbing voyeur scene
lifted right out of Blue Velvet and the overall "adult" nature
of the
narrative, I can't decide which of these features I feel is the definitive
one that lead to the inclusion on this list. Not without its flaws,
but worth every minute of play.
9. Phantasy Star (SMS):
This was the first RPG I ever played and I
fell in love instantly. Having grown up
poor, I didn't get a Master System until it was reaching
the end of its lifecycle (the Genesis had
already been released by then and SEGA
of America had wrested control of their North American distribution
from Tonka) and could be obtained for around $50. Phantasy Star
was my holy grail back then. A game that cost more than the hardware?
This was beyond the financial reach of a 13 year old kid. By the
grace of god, Children's Palace was going out of business back in that
summer of '89 and they had marked all their Master System games down
to $19.99. The unthinkable was suddenly within my grasp, and I seized
it.

Having grown accustomed to the
SMS's power when compared to the NES, I
knew games could look damn good on the little black trapezoid,
but I never really appreciated just how good they could look until
I fired up this 4 meg monster. Even today, the variety of backgrounds
and enemies astound, and Yuji Naka's 3D dungeons bitch slap even
modern RPGs in the headscratching department. My
twin brother and I had no idea how to play RPGs and wandered aimlessly,
spending several days falling victim to powerful fishmen until
we learned to avoid riverbanks like the plague. We kept no maps or
notes and we traded play sessions back and
forth so that each time one of us
started, we had no idea where the other had left off and what was in
our inventory. We even saved in the middle of fucking dungeons, hopelessly
lost with hit points in the single digits and little to no items
to speak of. It's a miracle we ever finished that game, but I don't
regret a single moment of that summer.
8. Space Harrier (ARC, SMS):
I practically grew up in arcades. Seriously.
My father is a confessed video game
junkie (first in line for the old Atari VCS) and each and every
visit to the mall (where else would a divorced dad take his kids on
Saturday?) entailed at least one hour in the arcade, where my brother
and I were each treated to $5 worth of shiny
quarters. The vast majority of
those quarters ended up in Altered Beast, but a good portion of them
also found their way into the coin basket
inside Yu Suzuki's psychidelic Neverending
Story inspired acid trip of a shooter. Needless to say, the superlative
home conversion was also one of the first SMS games I got my
hands on (along with Rastan). Forget Virtua
Fighter, Outrun, and even Shenmue—Space Harrier's refined pseudo-3D engine and graceful difficulty
curve, coupled with the unique design aesthetic incorporated into
both the enemies and the background elements (what other game features
herds of motionless one-eyed wooly mammoths taking shelter under
towering rainbow colored matsutake mushrooms alongside bootleg Gundam
and Macross mecha?) make this the crowning achievement in AM2's venerable
portfolio.

If you don't get goosebumps
when Squilla, the first boss, wriggles his segmented
dragon body across the screen while laying down a barrage of fireballs,
you either hate games or were born after 1990. Either way, you
suck. I owe this game my biggest video
game related taste quirk—to my eyes, scaling
will always look better than polygons.
7. Sonic the Hedgehog 2
(SG): Much like the Streets of Rage
series, this venerable franchise hit it's peak
with number 2 before starting a downward spiral. Sonic 2 took everything
special about Sonic 1 and added more length, more background gimmicks
to interact with, a two player mode, a new "spin dash" move,
and crisper, cleaner animation enhanced by
brighter colors. I was thrilled when I
picked up the NeoGeo Pocket Color version of Sonic
only to find that it was basically a port of
this game.
6. Street Fighter Zero 2
(ARC, SAT): I couldn't possibly get
through this list without mentioning a Capcom fighter.
But which one? For me, this decision was easier than you may expect.
Although 3 packs in tons more characters and boasts a more refined
and balanced system, something about the backgrounds (especially
Nash's) and music (Sakura's in particular) in
Street Fighter Zero 2 struck a chord
with me. I literally wore out the motor in my Japanese Saturn
playing the shit out of this game in college. If
I could only play one fighting game for the rest of my life, this would
be the one.
5. NiGHTS
Into Dreams (SS): Although
NiGHTS Into Dreams shares the same unfortunate role as the Panzer
Dragoon RPG as "the game no one has actually played but nevertheless
appears on numerous poseurs' lists to make it seem as if they
are hardcore gamers who loved the Saturn," it still deserves a
place on my list. By
the time this gem was released, the Saturn was on its last legs in the
States. Next Generation Gaming magazine had declared that SEGA itself
was soon to follow. As killer app after killer app appeared on Sony's
machine, the Saturn (especially in the States) had little to combat
the onslaught save for a handfull of competent, but far from perfect,
arcade conversions. Just when things looked their bleakest, Yuji
Naka pulled a miracle out of his ass and NiGHTS was born.

The
unique "racing game but not really a racing game" play system,
huge bosses, glorious soundtrack (I'll
admit that I've embarrassed myself trying
to sing the closing theme at many a karaoke club), cohesive design,
and the sort of simplistic story that strikes a chord with nearly
everyone (who hasn't dreamt of flying?), combine to make one of the
best games I have ever played or likely ever will.
4. Snatcher (SCD): What
do you get when you combine Blade Runner, a young(er) Hideo Kojima,
a cool character that looks like the dude
Sting played in Dune and goes by the
name "Random", Soviet robots, and a scene featuring a disemboweled
dog half impaled on a fence? You get
the adventure game to end all adventure games. Konami's well localized
English version sports one hell of a voice track and some killer
translation as well.
3) Streets of Rage 2 (SG):
The good ol' side scrolling beat 'em up was my
favorite genre for years and still
holds a place in my heart (I lost track of the amount of hours
logged into BeatDown and SpikeOut after it
reached 40...). What this game does
right that most others of the era didn't lies in the inclusion
of dozens upon dozens of instinctive and
accessible moves for each of the 4
characters. It's not a question of "can I beat these guys?" but
rather one of "what combination of moves
from my enormous catalog shall I use to
pummel these fucks into the dirt?" Yuzo
Koshiro's soundtrack and some really cool special effects used in the
background certainly don't hurt either, nor do the sheer number and
variety of stages and the bonus VS mode.
Although 3 had even more moves, along with
branching paths, weapon specific
specials, and cool demo scenes, the washed out color pallet, unorthodox
storyline, and headache inducing "music" make Streets of Rage
2 the undisputed king of the series by
default.
2) Revenge of Shinobi (SG):
This game shattered every preconception I harbored about games at the
time. I had played enough arcade games to
recognize the existence of parallax
scrolling. I had weathered attacks from sprites the size of my head.
I had witnessed lava levels, snow levels, sewer levels, and castles
of all shapes and sizes. I thought I was ready. I
wasn't.

Eschewing the usual pattern of
throwing arbitrarily themed levels your way,
this game instilled you with a real sense of progress by ushering you
through stages that connected with one another in a logical and cohesive
way. While other games force you to make your way through the forest
only to find yourself inside a volcano five minutes later before traveling
to a frozen glacier after that, Revenge of Shinobi took a decidedly
different route. In this game, you plow through a Japanese castle,
emerge near a waterfall, cross it, and move on to the boss. Other
segments see you working your way over piles of wrecked cars before
infiltrating the neighboring automotive factory, or scaling a modern
skyscraper (with cool parallax scrolling "reflection" effects)
and using it as a springboard to the elevated
highway system (populated by female
ninjas masquerading as nuns!), or fighting off soldiers in a military
base before boarding their flying air fortress.
The sheer variety
is staggering, and the way everything sort of fits together is almost
unmatched. This isn't the first game to do this (Strider certainly
comes to mind), but it's the first one that I recall really making
me feel as if I'd traveled to get where I was instead of suddenly
appearing on the scene because the game dictated that I needed to
be there. Add to all that a great
selection of bosses including a Terminator clone,
a Batman clone, an officially licensed Spiderman, and a Godzilla clone
100 times the size of your sprite, and you have one hell of a package.
Yuzo Koshiro's insane soundtrack pushed the envelope so far so early
in the life cycle of the Mega Drive that this game's music has only
been matched or surpassed by Koshiro himself.
1) Shenmue (DC):
For me, this game epitomizes everything that
is good about SEGA and games in
general. It is everything a game should be and is— in my eyes—completely without flaws. Created by a SEGA dream team led by Yu Suzuki
and including such SMS-era closing credits favorites as the illustrious
Bo, Shenmue rocks my world in 8 different directions at once.

An unmatched level of realism, gorgeous graphics, a solid fighting engine,
pulse pounding QTE events (it is interesting to note that while this
feature was balked at at the time, recent games such as RE4 and God
of War have made it the "in" thing
to include in modern games), an incredibly
deep, personal, and compelling story, a handful of playable classic SEGA
arcade games, intricately composed music, and a perfectly paced
story arc conspire to give you a sensual video game enema. There will
never be another game this good, and—frankly—I've given up on even
looking.
-- David Crislip
{01-06-2006}
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