Jamie O'Neill
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The widespread use of CD-ROM formats during the 32-bit era allowed space for decent retro game compilations on the PS1, but the potential of retro collections blossomed into larger libraries and extra features on the PS2 and PSP. The likes of Taito Legends, SNK Arcade Classics, and especially the various volumes of the Capcom Classics Collection set a new standard for any publisher compiling old games. Unfortunately, the messaging around Capcom Arcade Stadium is confusing from Capcom on PS4 by advertising it as a free download, with additional titles that are purchasable in three separate DLC packs. Ultimately, it's simpler to consider buying Capcom Arcade Stadium as a full, traditional retro collection, which continues in the spirit of the PS2 and PSP's compilations.
Republished on Wednesday 29th August 2018: We're bringing this review back from the archives following the announcement of September's PlayStation Plus lineup. The original text follows.
It's apparent that the PlayStation 4's 2015 gaming year will most notably be remembered for a handful of exemplary AAA open world games, but pulsating under the radar there has also been a fine array of pixel art 2D games released on the console this year. With examples like Shovel Knight and Super Time Force Ultra, this is partially the result of the cream of 2014's pixelated crop being ported and updated from other consoles. Games like Shantae: Risky's Revenge - Director's Cut stretch even further back – alternatively La-Mulana Ex is an instance of this on the PlayStation Vita – but regardless of the late arrival of these titles, they are still welcome additions to a retro inspired library. First released on the Nintendo 3DS and Steam in late 2014, Xeodrifter fits well within this list, and it can sit proudly beside its sprite-ly 2D peers.
When Tony Hawk's Pro Skater first landed on PlayStation in 1999 it was welcomed with open arms and scabby knees by skateboarders, as the first video game to capture what it felt like to skate. Neversoft embraced skate culture so vehemently that a number of their team became skilled at riding a real seven-ply deck and urethane wheels. A session on THPS felt like going for a skate, in that it recreated the mind-set of a skater in a gamer's head, where they would scan their home environment for ramps, ledges and skate lines, in a similar way to how a Tetris player organises tetrominoes, even when their eyes are shut.