Jak and Daxter
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Jak and Daxter: the Search for Player Two

This article is part of PS2 Week, a full week celebrating the 2000 PlayStation 2 console. To see other articles, go here. /// I hear him pad up next to me before I feel his whiskers tickle my ankles. A wet, impatient nudge tells me to hurry up already—there’s something I should see up ahead. Won over, I look down. “What is it, Dax?” His ears perk at my response before immediately shooting down to the ground with the rest of his body. Head low, eyes steady, he slinks forward to his new objective with laser focus. But, after reaching…

Shadow Hearts
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The immortal weirdness of Shadow Hearts

This article is part of PS2 Week, a full week celebrating the 2000 PlayStation 2 console. To see other articles, go here.  This article contains spoilers for Shadow Hearts, Shadow Hearts: Covenant, and World War I. /// Several famously grim prophecies were recorded in the run-up to World War I. “The lamps are going out all over Europe, and we shall not see them lit again in our life-time,” said Sir Edward Grey, turning a phrase better remembered now than his own role in the disaster. On the first day of the war, Henry James wrote privately of “the plunge of…

Shinobi
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Shinobi and the art of videogame “cool”

This article is part of PS2 Week, a full week celebrating the 2000 PlayStation 2 console. To see other articles, go here.  /// Shinobi (2002) begins with a cliché. Two honorable ninja warriors, a master and a student, face off in a duel. The winner will take a position as the leader of his clan. The other will die. Off to the side, a female member of the clan complains to an elder: Why does it have to be this way? “This is something they have to do,” he replies. Of course he does. Shinobi exists firmly in the cliché action…

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Final Fantasy XII and the glory of the grind

This article is part of PS2 Week, a full week celebrating the 2000 PlayStation 2 console. To see other articles, go here.  /// The first time I played Final Fantasy XII (2006), I didn’t get it. I liked it, I think—there was something unusually elegant about the game’s stern, philosophical conversations about honor, and the long loping lines of its battle system—but I got halfway through, hit a boss battle of five little goblins that wrecked my shit with a panoply of status effects, and called it a day. I believe winter break was ending, anyway. I mused over my failure…

Grand Theft Auto 3
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The false legacy of Grand Theft Auto 3

This article is part of PS2 Week, a full week celebrating the 2000 PlayStation 2 console. To see other articles, go here.  /// Up until Grand Theft Auto III (2001), it was standard to classify videogames by their central mechanics. There were stealth games, platformers, shooters, racing games, action-RPGs, turn-based RPGs, fighters, puzzle games, action-adventure games—and the expectation was that every game would feature a whole range of genre-informing actions and rules, typically interspersed with sections devoted to “story.” The problem is that this naming structure was a presupposition in itself: what if you wanted to do all of these things…

Haunting Ground
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Heart attacks and doggy treats: the PS2’s most bizarre horror game

This article is part of PS2 Week, a full week celebrating the 2000 PlayStation 2 console. To see other articles, go here. /// On the US release of Dario Argento’s 1977 film Suspiria, New York film critic John Simon panned it as “a horror of a movie, where no one or nothing makes sense: not one plot element, psychological reaction, minor character, piece of dialogue, or ambience.” I used to agree, but I’ve seen Suspiria a lot since then. It’s true that the film’s rather twisted internal logic requires a degree of good faith on the part of the audience;…

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A landscape of memory; returning to Shadow of the Colossus

This article is part of PS2 Week, a full week celebrating the 2000 PlayStation 2 console. To see other articles, go here. /// It’s hard to calculate the distance from the clifftop to the sea below. My body, my eyes, the trembling in my legs tells me it is far, too far. Yet I can make out the marbling of the dark water as the foam traces fractal patterns after every impact. The white spray flash-bulb frozen against grey stone. The glassy shapes traced by swirling currents. These details feel close, painfully close. Perhaps it is the rhythm, the yawning…

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PlayStation 2, the videogame console from outer space

This article is part of PS2 Week, a full week celebrating the 2000 PlayStation 2 console. To see other articles, go here. /// What makes a videogame console successful? Forget about software libraries and units sold, I’m talking about the design of the actual box that you hook up to your TV. At first blush, the Nintendo GameCube seems pretty notable. It’s downright adorable with its purple color scheme, cute miniDVD discs, and stout, blocky profile—and let’s not forget the notorious handle on the back to be used for carrying the console around like a Playskool oil lantern. The GameCube…

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The joys of taking a shower and sipping coffee in Indigo Prophecy

This article is part of PS2 Week, a full week celebrating the 2000 PlayStation 2 console. To see other articles, go here. /// In the men’s restroom of a New York diner, a dazed man stands over a corpse. He knows he killed the person but insists, to no one other than himself, that someone else was controlling him, that a moment of temporary possession had caused him to murder the restroom’s other occupant. Panicking, he struggles to hide the body in a stall, grabs a nearby mop to clean the red off the floor, washes the blood from the…