PaRappa the Rapper
PaRappa the Rapper is a rhythm game developed by NanaOn-Sha. It was published by Sony Computer Entertainment for the PlayStation in 1996 in Japan and other countries in 1997. Created by music producer Masaya Matsuura in collaboration with artist Rodney Greenblat, the game features unique visual design and rap-based gameplay and is considered the first true rhythm game, it was ported to the PlayStation Portable in 2006. A remastered version of the original PlayStation game was released for PlayStation 4 in 2017 for the game's twentieth anniversary; the game spawned two follow-up titles. An anime television series based on the games aired in Japan between April 2001 and January 2002, with a short spin-off series airing from October 2016. PaRappa the Rapper is a rhythm game in which the main character, must make his way through each of the game's six stages by rapping; as the teacher raps, a bar at the top of the screen will appear, showing symbols that match up to the teacher's lyrics. The player must make Parappa rap in response to the teacher by pressing the buttons with the correct timing to match the teacher's line.
During gameplay, a "U Rappin'" meter determines the player's performance, ranking it as either Awful, Good or Cool. By staying on beat, players will stay in the Good ranking area. If the player performs a bad line, a lower ranking will flash, if the player performs badly twice in a row, he will drop to Bad, followed by Awful. To regain a higher ranking, the player must play well twice in a row to move up a rank. To clear a stage, the player must have a Good ranking by the end of the song. If the player ends the song on a Bad or Awful ranking, or drops below Awful ranking at any point in the song, they will fail the song and have to start over. After the game has been cleared once, the player can attempt to achieve a Cool ranking; this is achieved by freestyling in a manner different from the predetermined lyric. If the player performs a impressive freestyle when the Cool rank is flashing, they will enter Cool mode. In this mode, the teacher will leave the stage, allowing the player to rap and earn some large points.
If the freestyling fails to impress twice in a row, the teacher will return and gameplay will resume in the Good ranking. Ending the stage with a Cool rank results in a special level ending, clearing all stages on Cool Mode unlocks a bonus mode with characters Katy Kat and Sunny Funny. Rank-changing aspects of a level are only apparent during the first of every two lines. If the player times the first line of a pair, but fails on the second, the rank meter will not blink Bad or Awful. Once the game has been cleared, a Good play is only necessary on the first of every two lines to be able to get Cool mode on the second line; the player takes on the role of PaRappa, a paper-thin rapping dog, trying to win the heart of a flower-like girl named Sunny Funny. However, he is intimidated by the presence of Joe Chin, a rich, narcissistic dog who goes overboard with his attempts to impress Sunny. To impress Sunny Funny, PaRappa learns to fight at a kung-fu dojo, takes a driver's education course to get his license.
However, when he crashes his dad's car, he has to earn money at a flea market to pay for it. When Sunny's birthday comes up, PaRappa has to get cake, but ends up ruining it after an encounter with Joe, he proceeds to eat a lot of it on the day. When spending some time alone with Sunny, he is overcome with the need to go to the bathroom and has to rap against his former teachers to get to the front of the queue. One night, PaRappa is invited to Club Fun, asks Sunny to go with him, to which she agrees. PaRappa raps on stage with everybody, rapping solo at the end of the song and expressing his feelings for Sunny; the unique visual style is that of Rodney Greenblat, an American graphic artist, popular in Japan. Similar to the Paper Mario series, all of the characters appear to be two-dimensional beings cut from paper while the surroundings are three-dimensional. On his website, Greenblat remembers that the idea to make the characters flat was Matsuura's idea, after creating a mock-up with characters from Greenblat's Dazzeloids CD-ROM.
The game's title is a word play referencing the flat characters. The game is one of the first PlayStation games to use in-game motion capture in order to portray more realistic character movement for characters such as Parappa and the teachers. Matsuura went through multiple ideas while designing a music game for the PlayStation, such as having a game centered around singing or playing the guitar; the game's soundtrack was made using samplers rather than MIDI synthesizers, which were common at the time. The lyrics were written in Japanese by Matsuura, translated by rapper Ryu Watabe while he was freestyling. PaRappa the Rapper received positive reviews, it sold 761,621 copies in Japan by 1997, making it the 7th best-selling game of the year in that region. As of 26 December 2004, the original version of the game has sold 937,976 copies in Japan, while its PlayStation the Best re-release has sold 306,261 copies meaning it has sold nearly 1.4 million copies total. IGN wrote that "while the words may seem a little strange, this just adds to the quirky nature of the game.
The music is top-notch as well."At the first annual Interactive Achievement Awards in 1998, PaRappa the Rapper won the awards for "Outstanding Achievement in Interactive Design" and "Outst
Killzone is a series of first-person shooter and twin sticks shooter video games for Sony Computer Entertainment's video game consoles. The main series and the PlayStation Portable installment were developed by Guerrilla Games, a subsidiary of SCE, the PlayStation Vita installment was developed by Guerrilla Cambridge. Killzone consists of six games, beginning on the PlayStation 2 in November 2004 with Killzone, continued on the PlayStation Portable in October 2006 with Killzone: Liberation. Killzone 2 was released for the PlayStation 3 in February 2009, Killzone 3 was released in February 2011 for the PlayStation 3. Killzone: Mercenary was released for the PlayStation Vita in September 2013, followed by Killzone Shadow Fall, a launch title for the PlayStation 4, in November 2013; the series is set in the 24th century, showing the galactic war between the Interplanetary Strategic Alliance and the Helghan Empire. The Killzone series follows the continuous war between the ISA and Helghast taking place on both ISA Earth colonies and the planet Helghan, the home planet of the Helghast.
The series has featured four main protagonists: Cpt/Col. Jan Templar, Sgt. Tomas "Sev" Sevchenko, mercenary Arran Danner, Shadow Marshal Lucas Kellan; the main antagonist was Helghast Autarch Scolar Visari. After Orlock's death and the unknown details of Stahl's death and the destruction of Helghan, now covered in petrusite, the Helghast now live on Vekta with a giant wall dividing them from the Vektans. "The Black Hand", a Helghast paramilitary terrorist group, was formed under Vladko Tyran, who became an antagonist, along with Lady Hera Visari who has inherited her father's throne. By the end of Killzone Shadow Fall, it is revealed that the main antagonist is Stahl, who managed to survive the events of Killzone 3, but is dispatched by Vektan Security Agency director Thomas Sinclair. Killzone, Killzone 2, Killzone 3, Killzone: Mercenary, Killzone Shadow Fall are first-person shooters. Killzone: Liberation is presented as an isometric twin sticks shooter; the games were developed by Guerrilla Games, except for Killzone: Mercenary, developed by Guerrilla Games' sister studio, Guerrilla Cambridge, published by Sony.
Players can carry two different weapons at any given time. Players can either obtain ammo or swap out their current weapons with any weapon dropped by a downed foe or from those scattered around the various maps. In Killzone 3, players can carry up to three weapons, with the third weapon spot reserved for heavy weapons. Online competitive multi-player features up to 16 players in Killzone, 32 players in Killzone 2, 24 players in Killzone 3 and Shadow Fall, up to 8 players in Mercenary. There are various modes of multiplayer. There is an objective based rotation mode, called Warzone, where players play all game modes one after the other until all modes have been played. Shadow Fall' game modes in Warzone are different. Operations is a new mode for Killzone 3, a cinematic mini-campaign for the multiplayer mode. Killzone 3 features. Shadow Fall has a team deathmatch titled Team Deathmatch. Killzone and Killzone 3 are the only games in the series to feature offline split-screen co-op for two players, while Killzone is the only game in the series to feature offline split-screen multiplayer in the Botzone mode.
Liberation features an online co-op campaign as well as a multiplayer mode that supports up to 6 players in ad-hoc and up to 8 players on infrastructure. Shadow Fall features an online co-op survival mode for up to 4 players. Killzone was released for the PlayStation 2 in 2004; the game is set in 2357, where the Helghast Empire has recovered from its defeat in the First Extrasolar War and launched a blitzkrieg against the outer Interplanetary Strategic Alliance colony planet Vekta. Vekta's orbital Strategic Defense platforms failed during the initial assault, allowing the Helghast to land swarms of soldiers onto the surface and making it difficult for the outnumbered ISA forces. Captain Jan Templar, the main protagonist, his squad are ordered back to the base for reassignment, are sent to find the ISA operative Hakha and the key in his possession. Templar meets other characters who assist him such as Shadow Marshal Luger, a heavy weapons specialist Sergeant Rico Velasquez, Colonel Hakha, a half-Helghast, half-Human spy.
Killzone 2 was released for the PlayStation 3 in 2009. Killzone 2 follows the events of Killzone and Killzone: Liberation, is set on the planet Helghan, the home world of the Helghast who invaded an Interplanetary Strategic Alliance colony. Two years after the Helghast assault on Vekta, the ISA has launched an assault on the enemy's homeworld of Helghan; the ISA goal is to capture the Helghast leader, Scolar Visari and bring the Helghast war machine to a halt. The main protagonists is Sergeant Tomas "Sev" Sevchenko, a battle-hardened veteran of the special forces unit the "Legion" assigned to Alpha team, who go on a mission to take out th
Twisted Metal is a series of vehicular combat video games published by Sony Computer Entertainment, developed by various companies. The series has appeared on PlayStation consoles, the PlayStation 2, PlayStation Portable, PlayStation 3; as of October 31, 2000 the series has sold 5 million copies. Seven of the games were re-released as part of the Sony Greatest Hits program; the original game and its first sequel were released on PC. In concept, Twisted Metal is a demolition derby that permits the usage of ballistic projectiles, machine guns and other types of weapons. Players choose a vehicle, an arena—or a series of arenas in the story mode—to engage in battle with opposing drivers. A variety of weapons and upgrades are obtainable by pick-ups scattered throughout the stage; the last driver alive is the winner. Although each individual game features its own storyline, they all revolve around the eponymous "Twisted Metal": a vehicular combat tournament hosted once a year. In all of the games, the host is a man called "Calypso".
The general goal is to destroy all opponents. The winner is brought before the tournament host; the hosts of these games are the persons who are, through arcane means, capable of warping reality itself to grant the wish of the contest winner. The games in the series contain a healthy dose of black humor. Format: PlayStation, PC The first two Twisted Metal games were developed by SingleTrac. Windows versions of Twisted Metal and Twisted Metal 2 exist. Twisted Metal 2 on PC features cut-down graphics compared to the PlayStation version but it doesn't require a 3D accelerator video card and played well on computers with lower processing capabilities, it features multiplayer over a modem line or Internet. Format: PlayStation After a contractual dispute with SingleTrac, Twisted Metal development duties were handed over to Sony's in-house development team, 989 Studios; the Twisted Metal titles developed by 989 Studios were fundamentally different, due in no small part to the fact that SingleTrac owned the engine used in the first two titles and so an new engine had to be built from scratch for the non-SingleTrac-developed entries.
One of the major changes that resulted were the introduction of advanced physics simulation and AI techniques to the series. David Jaffe, in speaking about these two entries in the series, was reported to have said, ".... They're good games, they're just not good Twisted Metal games". Format: PlayStation 2 After developing several non-Twisted Metal vehicular combat games for GT Interactive, a large number of SingleTrac employees left the company to form the gaming studio Incognito Entertainment, signed with Sony. With much of Twisted Metal's original creative team back with the company who owned the franchise, this reunion led to the creation of the series' first installment on the PlayStation 2, Twisted Metal: Black. Format: PlayStation Portable Despite what was a complete relaunch and rebranding of the franchise with Twisted Metal: Black, Incognito decided to return to the series' roots and create a game that felt more like a true follow-up to the original Twisted Metal series, bringing back the bright colors and cartoony characters of Twisted Metal 1 and 2.
Available on the PSP in time for its North American launch, Twisted Metal: Head-On is considered by many fans – those disappointed by the non-Singletrac-developed titles – to be the true sequel to Twisted Metal 2. Utilizing the PSP's built-in online capabilities, it marked the first time a Twisted Metal game had full online play available from the start. Format: PlayStation 2 In February 2008, Eat Sleep Play, a new development studio formed by David Jaffe and Scott Campbell, released Twisted Metal: Head-On for the PlayStation 2. While a direct port of the PSP game "Twisted Metal: Head-On", it does feature a number of extra features, most notably four complete and playable levels from the unreleased/incomplete Twisted Metal: Black sequel, called Twisted Metal: Harbor City. Other bonus content includes: a code to download the soundtrack. Format: PlayStation 3 Twisted Metal is the most recent game in the Twisted Metal series, it tracks. It features multiplayer gameplay and other game modes; the game consists of three story arcs that focus on Mr. Grimm and Dollface.
Format: PlayStation Instead of delivering a PlayStation 2 follow-up to Twisted Metal: Black, Incognito took an unexpected turn and developed Twisted Metal: Small Brawl for the original PlayStation, a Twisted Metal aimed at a younger audience that featured radio-controlled toy cars instead of full-size vehicles. Format: PlayStation 2 A game f
SOCOM U.S. Navy SEALs
SOCOM U. S. Navy SEALs is a series of third-person tactical shooter video games for the PlayStation 2, PlayStation 3, PlayStation Portable, one for the mobile phone created by Zipper Interactive; the title for the series comes from the United States Special Operations Command, a Unified Combatant Command. The games focus on various teams of United States Navy SEALs completing missions with occasional help from other special operations forces from around the world such as the SAS, SBS and GROM. Information needed This is a tactical shooter based on a asquad of american fighters Information needed Information needed Information needed Information needed Information needed Information needed Information needed Information needed Information needed Official website
Patapon is a video game published for the PlayStation Portable handheld game console combining gameplay features of a rhythm game and a third-person god game. The title is created from two Japanese onomatopoeia and pon; the game is presented in a cartoonish, silhouetted two-dimensional environment, features the player acting as a deity who commands an army of caricatured miniature tribal creatures by beating traditional talking drums. The game was produced by Japan Studios. Patapon is a video game; the player is put in direct control of a tribe of Patapon warriors. These sequences order the tribe to move forward on the linear battlefield, attack and other actions. If the player inputs an unknown sequence or enters them off the main rhythm, the tribe will become confused and stop whatever they are doing; however entering a proper sequence in sync with the rhythm will lead the tribe into a "Fever" increasing their attack and defensive bonuses. The tribe will stop doing anything after performing the last entered command if the player does not enter any more commands.
For example, some commands are square, square, which has them march forward and circle, square, which makes them attack. The game is divided into several missions. Prior to each mission, the player can recruit new troops and assemble formations, equip troops with weapons and armor gained from the spoils of war or crafted from certain minigames; the player can return to an earlier mission to acquire additional resources and equipment to build up their troops before a larger battle. The Patapon Tribe were flourishing people until they experienced many tragic losses and on, they were maltreated by the Zigoton Empire; the player takes the role of their god, the "Almighty", uses sacred war drums to direct the Patapons to recover their land. As the story progresses, the Patapons embark on a journey to Earthend to look upon "IT", a sacred object whose appearance is unknown to the tribe and whose purpose is to grant the Patapons eternal contentment and true happiness; the enemy of the Patapons is the evil Zigoton Empire, a powerful tribe of squarish creatures with red-and-black eyes that have oppressed the Patapons since their fall from power.
It becomes apparent in the game that the Zigotons have their own prophecy which foretells that when the Patapons see and gaze at "IT", the world will fall into chaos. Towards the end of the game, many of the main Zigoton warriors sell their souls to the dark forces in an attempt to gain more power. Queen Kharma, ruler of the Zigotons, sells her soul in a final attempt to destroy the Patapons; when she is defeated, the Patapons have to kill the demon that once threatened the world. Once defeated, the 3 Yaripons from the beginning arrive at the coast, which they assumed to be Earthend, see the rising sun, which they assume to be "IT". However, unfulfilled by the anticlimactic end of their journey, they come to the conclusion that "IT" is, in fact, not the sun and to realize their destiny, they must cross the ocean to the real Earthend and continue their quest. At the end of the game, there is a scene in which the Patapons and the Zigotons are working together to build a boat to cross the sea. On January 25, 2008.
A playable demo was announced by Patapon's associate producer Chris Hinojosa-Miranda via the official PlayStation blog. He revealed that the demo would be available for those who pre-ordered a copy of Patapon through GameStop, it has since been released as a downloadable demo for those in Europe and North America through the PlayStation Store. Progress made in the demo version of Patapon is transferable to the full retail release so players can resume progress from where they left off in the demo. On July 9, 2008, a sequel was announced; the game was released on UMD on November 27, 2008 on February 13, 2009 in Europe. The North American version was released May 5, 2009 as a digital format download from the PlayStation Store. People who reserved a copy of the game at a retail store were given a voucher to download it from the PlayStation Store; the game features a multiplayer mode and the appearance of a new tribe. During E3 2010, Sony announced another sequel titled Patapon 3. A port for PlayStation 4 was released on August 1, 2018.
IGN rated the game 9.2/10, considers Patapon, "not only one of the best rhythm games released, it's one of the best titles for the PSP." GameSpot gave Patapon a 9.0/10 citing its excellent art design and innovative gameplay. 1UP.com gave the game an A. Metacritic has an aggregate score of 87/100; the game has sold 229,000 copies in North America by January 2009. GameSpot nominated this game in "Best of 2008" awards, it was nominated in "Best Graphic, Artistic", "Best original music", "Best original game mechanic", "Most innovative game", "Best original IP", "Best Rhythm/Music game", "Best PSP game" and won 2 of these awards. GameSpot's "Best of 2008": Best original music Most innovative gameIGN's "Best of 2008 Awards": Best Music/Rhythm Game Best Artistic Design Best Original Score Best New IP PSP Game of the Year Jungle Rumble, a rhythm game where drumming is used
Insomniac Games, Inc. is an American video game developer based in Burbank, California. It was founded in 1994 by Ted Price as Xtreme Software, was renamed Insomniac Games a year later; the company is most known for developing several early PlayStation mascots, Spyro the Dragon and Clank, as well as the Resistance franchise, 2014's Sunset Overdrive and 2018's Spider-Man. The company's first project was Disruptor, for the first PlayStation console, whose poor sales led to the company's bankruptcy. Insomniac's next project was Spyro the Dragon, a successful video game that spawned two sequels within two years. Insomniac collaborated with Sony Computer Entertainment and created two game franchises, Ratchet & Clank, Resistance; the two franchises proved to be both a financial success for the company. The company would begin work on its first multiplatform game Fuse in 2013, but the game regrettably turned out to become one of Insomniac's worst-reviewed games. Since 2014, Insomniac has expanded its portfolio of games.
The company worked with Microsoft Studios on 2014's Sunset Overdrive, partnered with GameTrust to release the underwater Metroidvania game called Song of the Deep, released several mobile games and virtual reality projects, introduced a reimagining of the first Ratchet & Clank. The company released its first licensed title, Marvel's Spider-Man for PlayStation 4, on September 7, 2018. Despite being Sony's frequent collaborator and having been located in the same building as Naughty Dog, Insomniac has never been part of the SIE Worldwide Studios. Over the years, Insomniac Games has received considerable recognition from critics as an acclaimed video game developer, it was named the twentieth-best video game developer by IGN, one of the best places to work in America by the Society for Human Resource Management. Insomniac Games was founded by Ted Price, determined to work in the video game industry since the release of Atari 2600 in 1977, when he was nine years old; the company was incorporated on February 28, 1994.
Price was joined by Alex Hastings, his fellow graduate and an expert in computer programming, in June 1994. Hastings' brother Brian Hastings joined Insomniac shortly afterwards; the studio was named "Xtreme Software" for a year but in 1995 it was forced to rename itself by another company with the same name. The studio shortlisted "The Resistance Incorporated", "Ragnarok", "Black Sun Software", "Ice Nine" and "Moon Turtle" before choosing the name "Insomniac Games". According to Price, the company chose this name because "it makes sense" though it was not their first choice. Shortly after the company's establishment, it began developing its first project; the team took inspirations from the popular Doom, hoped to capitalize upon the industry's excitement for a first-person shooter. The team still lacked experience and considered developing a "Doom clone"; the game was developed for the Panasonic 3DO because its developer kit can be purchased inexpensively, the team had high hopes for the console.
Using a time frame of one month, the team developed a functional gameplay demo for the game. It was pitched to various publishers and was shown to Mark Cerny, an executive producer from Universal Interactive Studios, impressed by the team's efforts. Universal published the game and helped with funding and marketing. Universal helped the game's development and cutscenes, hired actors to film real-time sequences. Catherine Hardwicke was hired to lead production design, inspirations were taken from Warhawk. Cerny gave input and feedback on the game's level-design. However, the 3DO did not perform as they had expected, Universal suggested that the team should switch to Sony Computer Entertainment's PlayStation to increase sales of the game; the game ran on a custom engine developed by Alex Hastings, was upgraded and converted for the PlayStation within a month. The debut title was called Disruptor, was released worldwide in November 1996. Disruptor was released to positive critical reception, was named "Dark Horse of the Year" by various gaming publications.
John Romero, founder of Doom developer id Software praised the game. Insomniac considered Disruptor a lesson about video game development. According to Price, it was "the best game that nobody heard of". With little marketing and advertisement, the game was a commercial failure for Insomniac and the company went bankrupt. Sales of Disruptor failed to meet the team's expectations. Despite the game's poor performance, Universal continued to partner with Insomniac for its next game; the team's morale was low. At that time, the demographic for the PlayStation shifted as more teenagers and children started to use the console to play video games; as a result, the team decided not to make another violent game like Disruptor and instead develop a family-friendly game that would be suitable for every member of a family, regardless of their age. The family game market was dominated by Sony's competitor Nintendo with games like Super Mario 64, while the PlayStation had no similar exclusives. Cerny pushed Insomniac Games to develop a game with a mascot and mass appeal.
An environment artist of Disruptor, Craig Stitt proposed that the game's theme and story should revolve around an anthropomorphic dragon. At the same time, Alex Hastings began developing an engine that specialized in games with panoramic view, suitable for open world games; the engine allowed more gameplay features including the ability for the dragon to glide through air. Spyro the Dragon was released in late 1998; the game received critical acclaim upon launch and