I’m in love with this book about the original PlayStation from Sony

Limited Run Games is a company that has found its niche. In our modern digital world, where many games only get downloadable versions, the company’s limited edition boxed copies provide a way for fans to enjoy the tangible and tangible pleasure of owning a game they love in physical form. Sometimes, Limited Run gives beloved classics the luxury treatment, offering them companion articles that put those games in context, unlike the Criterion Collection with the movies. However, today the company is announcing a new project, one that struck me as a logical progression to meet the needs of people who want to watch games given the attention they deserve and the treatment they deserve. Limited Run is moving into book publishing with its own imprint, Press Run, headed by former game journalists Jeremy Parrish and Jared Petty, and we have an exclusive excerpt from one of the label’s first books.

It is important to note that unlike the company’s games, while there may be collector’s editions of books that have already sold out, the books themselves are not designed to be “limited”. As Limited Run expressed in a letter to members of the press, “Press Run exists to keep great books in circulation for as long as people want to read, which means these publications will not necessarily be sold — if there is a benefit, we will publish second or even third editions.” The beginning of the label includes topics such as games on Virtual Boy, developer history Sunsoft, and a book on the launch and history of the original PlayStation.

An ad image from Limited Run Games depicting the book cover PlayStation: A Retrospective and stating that it will go on sale October 20th.

picture: Limited Running Games

Call Playstation: retroBelow, we have an excerpt from it. Originally published in 2011 by Jeremy Parish and GameSpet Crew to celebrate the console’s fifteenth anniversary at the time, it has been revised for this new version. I’ve had the opportunity to look at the entire book a bit, and my initial impression is that anyone with a real interest in the history and influence of the Sony grip console would love it. It combines a well-informed historical perspective on the business decisions Sony made that would forever change the video game landscape, with first-hand memories of many PlayStation games. Not just a glossy look at the console’s greatest successes, in its pages, like flawed games but great Strider 2 Get the same amount of consideration along with the likes Final Fantasy VII.

Below, I present to you an excerpt from the first pages of Playstation: retro, preface to the book section on the console launch, with all the glory Kinja can muster. It’s a great read that clearly reminds us of what Sony was jumping on with with the original PlayStation, which was in line with the Sega Saturn. However, instead of reading it below, You really should Click through this link And see this introduction (as well as subsequent pages, including part of the original text vampire) as you actually show in the book, because the book is gorgeous, beautifully laid out, and filled with photos, screenshots, and other artwork.

You can order Playstation: retro And other launch titles in the Press Run imprint Limited Run website.


After several years of development, Sony’s reimagined PlayStation was launched in Japan at the end of 1994. The three years between Nintendo’s general double crossover and the realization of the system saw many changes in the industry: Sega smashed Nintendo’s hammer in the US market; 3D graphics rendered through polygons emerged as a clear standard; Adventure games based on FMV (“Siliwood”) faded after a brief attempt to gain attention at the dawn of the CD era. The game industry in 1994 was a shattered and divided mess, as every major player (and many would-be giants) made forays into the post-16-bit world.

The PlayStation might just be another Jaguar, 3DO, or PC-FX game – another aimlessly costly failure – but Sony had a clear vision for its new console. Where Sony’s approach to gaming had previously been limited to publishing software of questionable value, largely as a secondary function of the company’s motion picture arm, PlayStation positioned them as hungry, ruthless leaders.

One need look no further than the immediate competitor of the PlayStation to see how far Sony has been ahead of the curve. Sega launched Saturn in Japan around the same time as Sony debuted, and for a short time Saturn was the most popular console. But in the end, the pendulum swung in Sony’s favour, because the design of the PlayStation hardware proved to be my expectation while Saturn was reactive. Sega has always excelled at designing 2D games and building Saturn to take advantage of that strength, but it soon became clear that the market was gravitating toward polygons. Allegedly, Sega leaders and engineers panicked and added a coprocessor that pushed the polygon to the system board. The result was a machine that produced great 2D that was able to outlast even the mighty (and very expensive) Neo Geo but that 3D was weak and difficult to work with.

On the other hand, Sony correctly anticipated the direction in which game design was going and built PlayStation to meet the needs of developers. The processor was powerful, capable of displaying hundreds of thousands of polygons per second, covering every surface with detailed texture, and producing gorgeous light effects. Unlike Saturn, the Achilles’ heel has proven to be a 2D graphics processing; According to some accounts, the device did not even have the capabilities to handle traditional symbols, which means that bitmaps had to be falsified by sticking them on polygons.

True or not, the hardware definitely lacked RAM compared to the Saturn – no problem pushing simple arithmetic objects, but very limited bitmap storage. Fighting games in particular suffered from the loss of animation frames needed to compress all that data into the system’s narrow memory tables. Of course, just as the top developers of Saturn were finally able to produce the likes Burning Rangers And the Panzer Dragon SagaPlayStation’s smart programming has resulted in some Saturn-quality 2D games like Castlevania: Symphony of the Night And the Street Fighter Alpha 3.

Screenshot of Tekken depicting characters Kazuya and Yoshimitsu fighting with trees, lake and mountains in the background.

screenshot: Namco / Running Games Limited

However, those developments were years away. In the short term, Sony hardware provided an arcade-quality transformation for Namco Ridge RacerAmazing fighting games like Toshinden And the Tekkenwhich is a new creative style on the platform in the form of Flash jump! (Amazing update of the mysterious X68000 game called Geographical seal), and even an old RPG in the form of arc boy. While the latter did not interrupt the release of the system in the United States – due to a mandate from Sony CEA against 2D games, although there are titles based on animation such as Raiden Project And the Rayman This comes down to the level of urban legend – the others arrived unharmed nine months later and helped PlayStation launch firmly in America.

The system was unlike anything anyone had seen at the time. Not only are its internals ridiculously robust (but it’s easy for developers to build, thanks to Sony’s extensive library of hardware documentation and software APIs), the console’s physical design also sets it apart. Slim, elegant and densely packed, the PlayStation was like a serious piece of consumer electronics; It had heaviness and solidity. Its casing was molded to a higher degree of plastic than would be expected of a game machine—neither the cheap, shiny materials Sega used in the Genesis nor the game-like material (very prone to aging and discoloration) seen in the Super NES, the PlayStation case felt pricey but far from about fragility. At the same time, it was even more interesting than the massive blackboard Sega introduced at Saturn. The shape of the case was distinctive, with a slim profile designed around torn right angles cut by circles gracefully reflecting the shape of the CD medium the games were played on: an aesthetic descendant of the Discman, but clearly a creature of its own.

Sony coped with the launch of the system in the US with calculated ease. At E3 2005, Sega announced the immediate debut of its console in an attempt to undermine Sony; The next day, Sony’s PlayStation launch press conference consisted simply of announcing the price – $100 less than the Saturn. Most gamers were willing to beat the three-month wait for the PlayStation launch to enjoy a premium lineup of software for less money.

Ultimately, the only real hurdle Sony had in launching the PlayStation was its baffling ad campaign, which drifted a bit too far in the slanted direction. UR NOT e—with the letter e printed in red, as in “Ready”—advertised, apparently telling customers they didn’t deserve the new device, which isn’t the most endearing style overall. But as crazy as these bare-bones and arrogant first ads were, their follow-up veered too far toward prose, with Sony crafting a tacky incantation in the form of a polygon man, a sloppy jumble of spikes whose purpose was seemingly to portray the system as the home of ugly 3D character models.

Even these ill-considered advertisements cannot derail the regime’s prospects. Hands-on gameplay was all it took for people to appreciate the ultimate power of PlayStation, and five minutes of WipEout was generally enough to sell potential customers based on the merits of the 32-bit slim and gray box. The PlayStation had a strong start, and even the ghost of a Nintendo Ultra 64 lurking in the wings couldn’t wrinkle Sony’s style.

Leave a Comment