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ONLY ON PLAYSTATIO­N

The console exclusives that propelled Sony to world domination

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METAL GEAR SOLID

PUB: KONAMI DEV: KONAMI

The success of Metal Gear Solid can be seen as the perfect storm of PlayStatio­n’s new technology, the popularity of Japanese games, and Hideo Kojima’s quirks. A threequal to games few in the West had ever played in 1998, MGS embraced PlayStatio­n’s newness and caught the imaginatio­n. The CD format ensured extensive voice acting while the memory cards and DualShock offered innovative fourth-wall-breaking gameplay. When Psycho Mantis started talking to you, not Snake, revealing your games collection and showing how powerful he was by making your controller move, you had to sit back and admire the genius at work.

RIDGE RACER

PUB: NAMCO DEV: NAMCO

Boasting ‘arcade perfection’, Ridge Racer was a dream for coin-op-obsessed gamers in 1994. Now you were promised that cuttingedg­e arcade game in your home, no 10p coins needed – and to an extent Namco’s racer delivered. By today’s standards this single-track racer built around time attack and perfecting powerslide­s is basic. But at PlayStatio­n’s launch there was nothing else like it; fast and requiring a mastery of every turn, Ridge Racer became an obsession. It was designed to work with Namco’s NeGcon controller, which had a split pad so you could twist each side to emulate the motion of turning into a bend, which added to the game’s popularity.

TEKKEN

PUB: SONY DEV: NAMCO

Another launch game that pushed its arcade credential­s, Tekken was PlayStatio­n’s Virtua Fighter beater – it was directed by Virtua Fighter’s designer Seiichi Ishii. The days of Street Fighter felt numbered as we could now dodge and roll in three dimensions, and this was the first fighting game to simulate a 3D space. In many ways the console edition trumped the arcade version, including things like FMV cinematics and unlockable characters. In the UK Tekken became the first PlayStatio­n game to sell over one million copies, and it has since become the best-selling fighting game series on PlayStatio­n.

FINAL FANTASY VII

PUB: SONY DEV: SQUARE

With its filmic FMV sequences, 3D graphics, a staff count of over 100, and an $80 million budget, Final Fantasy VII set a new benchmark for videogames and ushered in the modern era of production. In its debut weekend it made $16.5 million. By the end of the year it had sold 9.8 million copies, and was responsibl­e for a 60% rise in PlayStatio­n console sales. FFVII was the first Killer App.

CRASH BANDICOOT

PUB: SONY DEV: NAUGHTY DOG

Back in the ‘90s every console needed a mascot. In Naughty Dog’s often comically violent Bandicoot Sony found its hero. The side-scrolling platformin­g would often switch to 3D running stages, showcasing PlayStatio­n’s power to shift polygons. Selling 6.8 million units as of November 2003, Crash Bandicoot is PlayStatio­n’s seventh-best-selling game of all time.

GRAN TURISMO

PUB: SONY DEV: POLYPHONY DIGITAL

The original Gran Turismo set in place two trends for the series: extensive developmen­t time (it took five years to make); and massive sales (over ten million lifetime sales). As well as being a fine simulation of racing, its graphics were so good you’d invite friends over just to gawp at them. With 140 cars, 11 race tracks, a CD-quality soundtrack, and advanced AI, Gran Turismo was more than a visual showcase, it set the benchmark for racing games.

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