4.6 • 2.3K Ratings
🗓️ 4 January 2016
⏱️ 17 minutes
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0:00.0 | With BT broadband and TV, you can say goodbye to boredom and hello to... |
0:04.6 | Huh? |
0:30.0 | This week in RetroNuts, Merry Christmas 1997. |
1:30.0 | This is the square soft of old. |
1:32.2 | The company still produces good games, but it rarely gives us anything as daring as 1997's |
1:37.3 | quote-unquote cinematic RPG. |
1:40.1 | Square and navigated to transition from 16 to 32-bit game design, perhaps more adeptly |
1:45.0 | than any other publisher in the world. |
1:48.0 | Nearly everything they developed or published for PlayStation was at the very least good and |
1:52.6 | frequently passed over into truly great. |
1:55.5 | These days people mostly remember Final Fantasy VII and its sequels, but the square soft |
1:59.6 | PS1 lineup offered a remarkable variety of games and concepts to complement its mega-hits. |
2:05.2 | From the viciously authentic samurai battles of Bushido Blade to the trippy 2D shooting |
2:09.7 | of Einhander, Square embraced the industry's move to Polygons, CD-ROMs, and 3D with remarkable |
2:15.9 | enthusiasm and skill. |
2:18.2 | Parasite E tends to fall in with those semi-forgotten creations, and given how dicey the game's |
2:22.9 | most recent sequel turned out, the third birthday for PSP, I could certainly be forgiven. |
2:28.2 | But even taken on its own intrinsic merits, the game feels very dated, like a product |
2:32.7 | of a very specific time and place. |
2:34.6 | It's a very mid-90s creation, even without the Merry Christmas 1997 ornament in the opening |
2:39.8 | cutscene to dated. |
2:41.8 | Square's driving concept behind Parasite E was to create the aforementioned cinematic |
... |
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