Tuesday, March 31, 2015

Three Things - two of them movies.

I apologize for the lack of proper postage, today.  Duty has required my attention elsewhere, but it has afforded me access to my hot new cell, and thus the internet.  In my sojourn across these digital wilds, there are three things I'm compelled to bring to your attention.

Well, four.  It's totally awesome that you can deflect bullets in Bloodborne. 

Three, the new Mad Max trailer is, as usual, the hotness.  Plot seems... thin.

"I'm a human being, not an object!  I'm wearing all white so you know I'm good!"

"My object-ladies have, strangely, fled.  Let us pursue them via an awesome chase sequence muahahahahahaaaah I'm evil."

Second, It Follows appears to be the next horror movie I need to see.

And finally, April's PS+ lineup has been announced and there's some doozies.

I get to try out indies Tower of Guns and Aaru's Awakening, I get a digital copy of the sublime spiritual sequel to Thief, Dishonored, and I get Monsterbag, which I was gonna' buy anyway.

Sweet.  G'night.

The Scythian - Positive Female Characters in Games.


Monday, March 30, 2015

The Alter Selvaria Bles 1/7 Valkyria Version.

Whenever I see a copy of Valkyria Chronicles for a decent price in a store, I buy it. It could be tomorrow - walk me through a store with a $20 copy of Valkryia Chronicles, and I will buy it. I'm like Mel Gibson in that... one with Julia Roberts... I forget the name, but it's like a compulsion.

When Kayla and I were unpacking everything, I put my games library into alphabetical order, and discovered that compulsion has brought me up to seven copies of VC on PS3.

Ten days ago I had the sudden realization that I'm really, really happy to be able to collect ridiculous video game/anime figures from Japan, and really, really lucky to have a partner who accepts and actually encourages this (admittedly) strange behavior.  I told myself, then, that I would start saving up for Selvaria Bles, who has become my Figure Grail.

Like Momohime, like Gwendolyn, Alter's Selvaria Bles (Valkryia Version, not Swimsuit Version) is one of those figures I've seen around for years and never made a move on because I wasn't one of those figure collecting guys.  Well, I sure as hell am now.

So I told myself I would start saving up.  I did not save up.  I fired my credit card at Amazon.ca and paid way too much.  Like, 300% of what folks on FigureGAF tell me is a good price, but Amazon deals in English and I was assured it was a new, unopened figure.

It wasn't new or unopened.

Someone had clearly gone through the entire thing - the box was torn where it opens on one side, taping throughout the internal shell had obviously been removed and re-taped, and none of the protective soft plastic was within.  I got seriously fleeced by this Amazon seller, and I encourage you not to believe Amazon seller "Fast japan ca" when they list something as new.

Now, that being said, she's arrived, and I now own the single figure I've wanted the longest.  Selvaria was released years before Gwen or Momo, and I've had my eye on her ever since.

Kayla describes her as "pretty fucking awesome," and I concur.  Oh!  Also, my Satsuki Nendo showed up today, so the Kill la Kill gang is all here!

...I think I'll go fiddle around with placement... get a better angle on Selvaria going.

Yeahhh figures.  RIP wallet.

[update] So I go to rate the Amazon seller at 2 stars and Amazon prompts me to get in touch with them before I do.  Pfft.  Fine. 

ANGRY CUSTOMER: This item is not new. The box had been opened (and damaged) prior to shipping. The plastic shell inside the box had clearly been opened. All the contents of the box are present, intact, and of fine quality, but I paid very handsomely for an item that was advertised as new, and that is not what I received.

This was unsealed. This was not new, as advertised.

Contact Thank you.
This time is sorry for the inconvenience to you.
Product might be long-term storage is a reason.
Would you reach a settlement in CDN $ 100 refund?
Please reply.


Contact Thank you.
This time is sorry for the inconvenience to you. I will refund CND $ 100.
Thank you for your understanding.


Sunday, March 29, 2015

I backed my first Kickstarter today.

This is actually... a timely post, given that the last one was about Broken Age.  Anyway!

After failing to Kickstart the orgasmic gaming bliss that is Darkest Dungeon, I promised myself I would never again let a Kickstarter that sparked my imagination (and had a good chance of actually keeping its promise) go un-funded, by yours truly.  I haven't suffered much, by way of temptation, since making that promise, but on Friday Kotaku highlighted a book that I want a copy of. 

Chainmail Bikini is a 200-page paperback book of gaming comics from the perspective of female gamers.  It covers LARPing, tabletop roleplaying, and of course video games.  For $10 you'll get a .PDF of all the comics as soon as the Kickstarter ends on April 2nd.  For $25, you'll get the .PDF and paperback copy of the book when it appears later this year, and for $35 you'll get it shipped to Canada because your ancestors decided to drop anchor in the wrong damned country.

But still - if I saw this thing in a bookstore, saw a price tag of $30, and acknowledged I'd have to pay another $5 in tax to see it safely home?  I would buy this book.

So I did.

And y'know what?  I am.

I am the best.

Chainmail Bikini's Kickstarter closes in three days, so get in there if you want your copy.

Friday, March 27, 2015

Hahaha Kayla doesn't know what Broken Age is.

Kayla's evolution, as a gamer and geek has come in great leaps, throughout the course of our relationship.  When we met, Kayla had no problem telling you that she loved Call of Duty and Assassin's Creed - which I had to admit, all alone, was a pretty cool aspect of an all-around pretty cool lady.  I told her so, and we began dating shortly thereafter.  At the time, she was one of the mass-market gamers.  One of the gamers who ensure Call of Duty: This Year breaks records, and keeps Ubisoft's coffers full - but the word "Ōkami" or the phrase "Shin Megami Tensei" may as well have been... well, Japanese.

Through me, Kayla's been introduced to gaming as we know it (and, honestly, I love being able to share this passion with her).  The somewhat-insane degree to which folks like you, dear reader, and I consume, absorb and retain information about this industry has permitted (and, often, required) her to become familiar with games she would have never, otherwise, heard of.   After being forced to watch me play it, for example, she went out and bought herself Dark Souls.

That's some hardcore shit, right there. But part of what we, dear reader, do is parse huge quantities of information, chat about the super important stuff, and ignore the rest.  Hideo Kojima's leaving Konami?  Yawn.  That'll be important when he hooks up with Platinum and makes Anything Other Than Metal Gear: A Hideo Kojima Game.   Broken Age exists?  That's cool - but Broken Age is coming to Vita?

Well, shit, that's worth talking about.  And for all the Kaylas out there who read the phrase "Broken Age" and are unfamiliar with its implications - this one's for you.

Once upon a time there was a very nice teddy bear of a man named Tim Schafer.

Tim Schafer was a developer at a studio named LucasArts, which - in addition to (some pretty gott-damned awesome) stuff like TIE Fighter and other Star Wars titles - was an industry leader in the adventure game genre.  Y'know those games, heavily story-driven, lots of comedy in the writing, where you move your little hero around a room, examining stuff, and you find a wrench, and with that wrench you can manipulate a motor in the next room which will turn on a light which will frighten a bat which will drop a key which will let you into the next room?  Games like that.  Between Sierra Entertainment (which was later purchased and subsequently euthanized by Activision) and LucasArts, the adventure genre was big business, and the two publishers put together some of the most cherished titles of all time.

From Sierra came King's Quest,  Space Quest,  Quest for Glory and Police Quest.  Sierra wasn't big on creativity, when it came to their titles.  Lucasarts, meanwhile, put out stuff with a bit more... flavour.

The Secret of Monkey Island, Manic Mansion: Day of the Tentacle, Full Throttle and Grim Fandango - all written or directed by Schafer - were instant classics, which are referenced to this day as (in the case of Grim Fandango in particular) the greatest adventure games of all time.

In 2000, a few years before LucasArts was shut down, Schafer left the company to found his own.  He started Double Fine productions, which... had some trouble finding a hit.  It's not that they didn't make great games - they made amazing games - incredible, fun, creative stuff like Psychonauts and (personal favoriteBrütal Legend.

But they never made much money.  Critics loved it, but Double Fine never struck into that infinitely-lucrative vein of popular consciousness that Activision and Ubisoft enjoy.  The studio began toying around with smaller projects - endearing, download-only stuff like Costume Quest and Stacking - and by then, 2012 was rolling around.

Schafer went to Kickstarter and put up a video that basically said "I'm the guy who made Monkey Island, Day of the Tentacle, Full Throttle and Grim Fandango, and I'd love to make another adventure game like the ones you grew up with - but publishers keep telling me you don't want one, and won't fund one.  If you want one, give me enough money to make the game, and I'll make a new one for you!  I have no idea what the game is or what it's about, yet, but I'll do my best."

He asked for four hundred thousand.  The internet gave him about three and a half million.

It shattered all previous records, established Kickstarter and crowd funding as a legitimate avenue for creators,  and remains one of the largest hauls of any crowd funding venture ever.  Double Fine then got to work on what would become Broken Age.

Gorgeous art direction, clever writing, lovely animations, triple-A voice talent (Elijah Wood, Jennifer Hale, Pendleton Ward - yes, that Pendleton Ward), Schafer reckoned the funding would permit him to exceed all of his previous ambitions for the game.  He pulled what some still argue may be a dick move - splitting the game into two chapters - and released the first half of Broken Age in January of 2014.

It was well-received by critics (though not as well-received as Grim Fandango), and the consensus was that Broken Age is a title that manages to be both funny and heartfelt, and a welcome return to a cherished genre.

On December 6th, 2014, Schafer announced that Sony's Third Party Productions would bring the game to the PlayStation 4 and Vita in 2015, and yesterday it was announced that the launch date is April 28th - about four weeks away!

When it drops, it'll come with the full game - both Act I and Act II - coinciding with the release of Act II on PC.  If you long for the days of point-and-click adventure games with zany plots, endearing characters, funny writing and beautiful worlds, Broken Age was made for you.

And I think Kayla will love it.

In our new living situation, she's been able to indulge her gamerness a bit more than before - she snagged South Park: The Stick of Truth when it was down to $5 on PSN and burned through it in a week.  The other day, we had an email conversation about a work friend who'd asked her to recommend a great upcoming PS4 game, and she said "Bloodboooooooorne!"

It occurred to me that that... may not be the best advice, for someone who's never played a Souls game, so I asked her,
DAVID: Something just occurred to me, Your friend who asked if any good PS4 games are coming up and you recommended Bloodborne... did you mention that it’s incredibly hard? ‘Cause I suddenly realized if someone had recommended a Souls game to me without explaining that part, I might feel a bit burnt.

KAYLA: Yeah I did – I explained that it was going to be incredibly difficult and he might get really pissed off at it but to keep at it because how you feel after getting through a particularly difficult section is worth it.

DAVID: That... is a perfect explanation. 

And I have not yet played it.  Picked it up on Tuesday, and refused to touch it.  I had the Dying Light review to write, and I knew - I knew in my bones that if I took one step into Yarnham, it would become my all-consuming obsession.  That I'd try to write about Dying Light after playing it, and find it impossible - and that would be a great disservice to Techland's latest orgy of gaming pleasures.

But the review is writ.

But it's Friday night.  And this plague of beasts must be addressed.

I bid you goodnight, dear reader.  I go to my death.  And my death.  And my death.  And victory.

Chie-chan, sugoi! Kawaii, neh?

Damnit.  Chie Satonaka.  My now and forever waifu.

I think I'm buying a rhythm game.

Thursday, March 26, 2015

A GIFfy REVIEW - Dying Light.

Polish team Techland have said that their ambition for Dying Light was to produce the studio's first triple-A game.  For fifteen years, the developer has slaved away on a lot of forgettable titles, but they struck upon something, in 2011, with Dead Island.  Specifically, they created a game with exceptional first-person melee Vs. zombie combat, and its fun factor is nothing less than profound.

They beat the same drum (to similarly successful effect) with 2013's follow-up, Riptide, but by then Techland were feeling the bootheel of publisher Deep Silver upon their collective throats.  Deep Silver own the Dead Island property, and would have been content to squeeze every last drop from that stone - but Techland had other plans.

They created their own, new intellectual property which took what the studio did best - first-person open-world zombie bludgeoning - and combined it with that wonderful first-person free running we all loved to death in Mirror's Edge (2008), without letting it be quite so finicky.  It's still open-world.  It's still a co-op action-RPG with a very real sense of progression, but unlike the Dead Island titles, it is not harried by bugs, mid-tier production values or a story you'll be itching to skip.

This is, indeed, Techland's first triple-A game.  It is the deadly, elegant love child of Dead Island and Mirror's Edge.  Dying Light is

It's not a game that lives up to its promise the first time you pick up the controller. You're dropped into the besieged city of Harran with a sliver of a stamina meter and little in the way of combat and platforming mechanics.  You can run, you can jump, you can climb, and you can swing a pathetic weapon - but you'll find yourself tired out just taking a single zed down and oh my God there's three more behind it eek!

And you run, boy.  You run.  You get to know its platforming mechanics well - you get to know the feel of it - and while you could pull some crazy hairpin wall-running stuff in Mirror's Edge, what Dying Light lacks in mad depth it more than makes up for in breezy player expression.

The first lesson is anything in the world that looks climbable is climbable.

You have total freedom of movement at almost any time, and are soon flying across the city's slums in some of the best platforming since inFamous 2.

It avoids the limp, meaningless auto-parkour of Assassin's Creed.  Every leap between rooftops, every fall broken with a lifesaving roll, every obstacle slid under is chosen by the player's press of a button - it's meaningfully under your full control - and it feels wonderful, in the hand.  The city of Harran is your sprawling jungle gym, and Dying Light becomes one of those lovely titles you play just for the very sake of play.  You lift a treasured, vicious weapon, point your sights to the horizon and set about flowing over the scenery as quickly and elegantly as possible, to discover what trouble you can get in to today.

You'll come across random encounters, here - other friendly survivors being attacked by zombies or the thugs of the local warlord, or precious humanitarian aid supplies that can be returned to the local quartermaster.  You'll want to get involved, not just because each life saved, enemy foiled and care package grabbed nets you a huge experience boost (and thus, more powerful skills), but because it's always fun to come flying off a building to take out your chosen target in one beautiful strike.

Imagine an air assassination from Assassin's Creed in first person, without any of the auto-pilot.  You see a problem on your minimap, and pivot towards it.  You tap R1 and go soaring off the roof, slightly adjusting your course mid-flight to line things up and snap down the right trigger at just the right moment to execute a drop attack.  You yank the sword out of its chest, stand, and accept the money the civilian offers in return for your efforts, along with the experience.

And then you're off!

The slums of Harran - all claustrophobic alleys and shanty towns - feel comfortable and easy-going. Few rooftops are more than two storeys worth of climbing above you, and there are no blind alleys (though it's a wonderful sprawl - beaches and caves, rail yards and highway overpasses).  Things become far more dangerous - more interesting, and even more fun - when the game's second half dumps you into Old Town, an upper-class neighbourhood of taller buildings and huge, open plazas thick with the undead.  Buildings that'll kill you, if you fall off them unintentionally - plazas that are death traps, if you aren't entirely sure of what you're doing.

The first time you stumble your way through Old Town, you may want to turn around and get right back to the easy-going Slums, but it is here that Dying Light keeps its promise, and becomes the game you and Techland want it to be.

In the slums you run.  In Old Town, you fly.

The fact that Techland pulled this off is an accomplishment that cannot be overstated.  I'm of the opinion that the platformer is the single funnest genre of video game in existence - any game that lets you enjoyably run and jump between one platform and another, slightly higher platform is a beautiful thing.  Monkeying around in inFamous 2, Mark of the Ninja, Rayman Origins or Gravity Rush tends to be the most purely fun game experience in any given year, and it is here that Dying Light actually bests Mirror's Edge.

Moving around its world is just more fun.  It's less gritty, but it's smooth and supple and still requires your complete attention.  It's wonderfully fun, and then... you also get Techland's patented, phenomenal first-person combat in the same game.

Techland's patented, phenomenal first-person combat, it's worth noting, produced some of the funnest games of the past decade, without the benefit of a meaningful jump button.

"It is perhaps best described as the Yin to Bethesda's Yang. One accepts the middling combat of Oblivion and Fallout because the world, its narrative and your effect on it are so compelling. Here, one shrugs and accepts the amateurish narrative because it is the thing that permits you to wander off into its world and get in awesome fights with zombies - and these fights are awesome.

Lose your head and they are a frantic, panicked affair - desperately swinging your bludgeon at a swarm of grasping, cold and rotting hands that will tear you limb from limb in two shakes of a lamb's tail. Keep your cool and you are a grim reaper of dead souls."
-from the Dead Island review-
It's simultaneously larger and faster than Dead Island combat - your enemies have greater reach, and you have far greater abilities to skirt out of the way and zip back in to strike.  At first, it feels like your standard (classic) kick doesn't give you nearly enough of a stun when you smack an enemy in the face with your heel, but it's tuned precisely to what Dying Light requires - and it requires you to be quick like a little ninja bunny.

You find that kicking an enemy in the face in fact gives you a very generous window of time - enough, for example, to slip behind them and perform a stealth kill.

I don't want to belabour the point of Techland's combat - this is what the studio does best, and they're second to none at it - but again, it doesn't reveal itself to be quite so spectacular until after the game's opening hours, when you've invested a bit in your upgrade trees and have become so comfortable with its controls and your repertoire that you're chopping dudes out of thin air, lopping off heads without looking, tossing enemies to the ground in one quick move and nonchalantly kicking them in the face so hard their skull explodes.  When you're soaring between rooftops to transition into a drop-kick that sends your target flying.  When a zombie comes and you pull a sweet judo move on him, and use his momentum to throw him off a bridge (rarrrrrrrr sploosh).  When you go dashing down a street in Old Town and hear one of the warlord's men call "it's Crane, get him!" and you don't hesitate.  You don't flinch.  You run right towards him.

You run up him, leap off his face, do a one-eighty in mid air and come crashing down on him blade-first.

(Jazzy hands!) Dying Light.

From a gameplay standpoint - as a pure opportunity to dive into a virtual world and have some fun - Dying Light is spectacular.  It is the most purely fun game I have played on the PS4, as of March 26th, 2015.

Beyond the significant overhaul in mechanics and sky-high fun factor, though, Techland are offering what is, by far, their most polished title from every angle.  There's the (very effective) whole day/night cycle, which sees you cowering beneath the sun at the beginning of the game, terrified to go out after dark, and sleeping through the day towards the end to ensure you only wander the streets at night - when it's far more dangerous and far more rewarding.  There's the three skill trees, each with their on experience bar.  There's the ridiculous amount of weapons to find and custom mods to build - and all that's lovely - but I'm talking more about the effectiveness of the world Techland created, this time around.

Dying Light takes place in a more interesting, more cohesive, more... painterly reality than the studio has ever created before.

The world feels like a more thoughtful reflection on what might happen when everything goes to hell than some of the weirdness you'd see in Dead Island.  Here, you'll come across heavily-barred shops, staffed by lone, grizzled men surrounded by expensive, lovely-looking weapons.  You'll find tiny patches of civilization, where guards man the gates and children play under the watchful eye of survivors. You'll come across little tableaus of how a families decided to go out - "dungeon" sequences that see you diving into the interior of an apartment building or a hotel, where the game's atmosphere turns thick as lead and it suddenly feels like a straight-up horror title.  You move from room to room, piecing together what happened here - the bodies tell the tale of which ones turned and which ones died fighting - and unlike any of Techland's previous efforts, you find you remember their stories.

There's a woman in the water just off the coast in the slums.  She didn't turn.  She's not bitten.  Maybe she drowned?  Maybe she threw herself off the cliff above.  Maybe she was thrown, but she died alive.

I can't help but feeling she went out better than most in Harran.  Like maybe it was her call, and she made it.  Either way, she didn't turn - that's better than Dawud.

Dawud was a resident of the tower.  He convinced me to find him a gun in return for the key to his pawn shop, so he could fight his way out of Harran and get his family to safety.  Stupid of me to believe him.

He took his son, abandoned his wife, shot his way out of the tower and left without a plan.  A day later, I get a call on my radio.  It's Dawud - that rat - begging for help.  Says he's been bitten... says the boy's still with him and he can't stop himself from turning...

I find him.  Still wearing that ratty suit, his lips peeled back in death.  His eyes sunk.  His breathing ragged - standing in front of the closet he made his son hide in before he turned.  He warned the boy not to come out - that Daddy would hurt him if he did.

I made it quick, and clean.

As clean as it gets, in Harran.

The fact that there are children in Harran lends it a very real and doubly tragic edge.

Techland did such a lovely job, with this.  This is the zombie apocalypse I've always wanted to play through.  It's almost luxurious.  The art direction is solid, the graphics are excellent, the vistas are gorgeous, the framerate is smooth, and sometimes - just sometimes - when you take a zombie's head clean off?

They stumble around for a second, like a decapitated chicken.  They take a few more steps and those dead hands lash out, one last time, before the body gives up and collapses.

That is awesome.  And it's not even canned.  The post-swipe fall is driven by physics!

There's never been anything quite like Dying Light before.  
  • Incredibly fun
  • excellent combat
  • excellent platforming
  • adrenaline-pumping chases at night
  • excellent graphics
  • super-immersive
  • solid framerate
  • a huge, well-drawn, well-designed world to play in
  • a ton of collectibles and challenges
  • memorable quests and characters
  • "incredibly fun" is worth two
  • so is "excellent platforming," particularly in an open world
  • you can slap a blowtorch on a machete, and then use it to kill zombies.
Instant classic.  Buy this game. 

Mortal Kombat X Shaolin trailer.

  • Liu Kang
  • Kung Lao
  • Some other dude I don't know, I can't read Russian
Maxim Russia... That's an odd one, to get an exclusive trailer.

Wednesday, March 25, 2015

I can only open the door. You're the one who has to walk through it.

Another all-around awful day, today, and another trip to our favorite geek shop, Galaxy Comics.  I snagged myself Dr. McNinja: Timefist, which effectively completes my Dr. McNinja print volume library.  Woo!

We were there because last night, as she poured over her Facebook, Kayla saw something.  Something that made her light up on the inside like a Roman candle.

It was, naturally, a Nendoroid that had just come in to stock at Galaxy.  This Nendoroid, to be specific.

Mahou Shoujo Taisen - Aoba Naruko - Nendoroid #460

I asked her if she wanted to go to Galaxy, but she kept trying to evade it, saying "no, no, we shouldn't..." When I pointed out that we'd both had egregiously stressful days and then asked if we should go, she finally consented.

We entered, and the young lady who tends to help us out asked if we needed anything.  "Do you have any new Nendos in?" I asked.

"We do have one," she said, peering over at the Nendo shelf. "...but I don't see it out there.  It might be sold already."

"Good, then I won't be tempted!" Kayla replied.  But the nice young lady offered to check in the back for it, and I helpfully showed Kayla some of the Sword Art Online Nendos. She expressed disinterest in each in turn, and by the time we were through them, the young lady had returned.

"We do have it, but it looks like it's been reserved for someone else," Young Lady said.


"...unless your name is Kayla?"

Kayla turned to me.

"You asshole."

Kayla now has precisely as many Nendos as I do - four.

Totes adorabubs.

That training under Ramzeltron paid off.  I dub myself Sir Enabler - enabling all who suffer the unrealized temptation of extraneous possessions, and living free of the squares who insist money should be spent on things like food, and daily necessities.

Oh, also, I'll work on that review tomorrow night.

MonsterBag drops on Vita April 7th.

Endearing art style.  Stealth/puzzle/action platformer.  Sublime animations.

Crap, I'm in.

Broken Age comes to PS4 & Vita April 28.

Source.  Fifteen bucks.  Gonna' have to day-one this.  My gaming cup runneth over, but the art, the pedigree, the voice talent... Day one.

Tuesday, March 24, 2015

Haven't played Bloodborne.

Workin' on the Dying Light review.  And, of course, I'm absolutely dying to play Bloodborne, but Dying Light is a game that really deserves a review.  I refuse to let it go the way of Far Cry 4.

Here's a small taste.

Monday, March 23, 2015

Devil May Cry 4 Special Edition lets you play as Lady.

Also Trish and Vergil, for a total of five characters (along with original DMC4 heroes Nero and Dante) - but Lady!  Awesome.  Here, have a trailer.

"Lady, who is a playable character for the first time in the series, has a fighting style that is conceptually quite different from that of the other DMC4 characters, with a special emphasis on firearms. Lady’s focus on long-range fighting will feel like a completely different way to take on the action."

Saturday, March 21, 2015

This weekend's PSN flash sale is ridonkulous.

There are 81 games for around a buck or just under a buck on PSN this weekend.

The PSN has finally heat Steam Sale territory - and there's some awesome stuff, like Telltale Games titles, SCE first-party PSN titles, and PS1 classics.  Let's take a gander, shall we?  Here's the standouts, in alphabetical order...

Back to the Future: The Game (full series - PS3)
The game that got Telltale Games (The Walking Dead, Game of Thrones, A Wolf Among Us) foot in the door can be owned, in its entirety on PS3, for eighty cents.

Breath of Fire IV (PS1 classic - PS3/PSP/Vita)
One of the great old JRPGs, Breath of Fire IV is ninety-six cents.

Dead Nation
The horror-themed twin-stick shooter from legendary genre developer Housemarque (Super Stardust, Resogun) can be had on PS4 for $1.65 on PS4, or $0.88 on PS3 or Vita.

The game is great.  If you don't have it, if you've ever been the least bit curious about it, now's the time.

Dino Crisis 1 & 2 (PS1 classic - PS3/ PSP/Vita)
Capcom tried to recapture the lightning in a bottle which was Resident Evil by cross-breeding it with Jurassic Park in these classics - just ninety-six cents each.

Game of Thrones (PS3)
It's not Telltale's Game of Thrones, unfortunately - it's that sub-par RPG from a few years back - but I had some friends who loved it, and for eighty cents, you may too.

Gravity Rush (Vita)
Still one of the best games on Vita, Gravity Rush is a must-own, and if I could buy it again at eighty-one cents to cement my digital license of the game (which is currently granted only through my PS+ membership), I totally would.

If you haven't tried this game yet, you have no further excuses.

Home: A Unique Horror Adventure (PS4 or Vita)
One of Sony's indies that never really took off, you can give Home a try for ninety-five cents.

Jurassic Park: The Game (full season - PS3)
Another of Telltale Games' early works, for eighty cents.

Katamari Damacy (PS2 classic for PS3)
The original classic for ninety cents.  I'm buyin' this just for Kayla to try.

Megaman X 4, Megaman X 5 (PS1 classic - PS3/ PSP/Vita)
Ninety-six cents each.  Hell yes.  Bought.

Mortal Kombat Arcade Kollection (PS3)
It's Mortal Kombat 1, 2 and 3's original arcade ports, on the PS3, for ninety cents.

Payday: The Heist (PS3)
The first game in the co-op shooter franchise, for ninety cents.

Sam & Max: Beyond Time and Space (full season - PS3)
Another Telltale adventure, for eighty cents.

Sam & Max: The Devil's Playhouse (PS3)
Yet another Telltale adventure for eighty cents!

Surgeon Simulator: A&E Anniversary Edition (PS4)
Wacky medical hijinks, for ninety-one cents.

Syphon Filter (PS1 classic - PS3/ PSP/Vita)
Aw man, I still remember trying Syphon Filter at a friend's house and just marveling at the tazer.  Yeah, you remember the tazer.  We all do. Ninety-six cents.

Tales From Space: Mutant Blobs Attack!!! (PS3 or Vita)
Before they made the absolutely fabulous Guacamelee, Drinkbox Studios made the pretty-darn-good platformer Mutant Blobs Attack.  A launch window game on Vita, it's absolutely worth picking up for less than a buck.

Tales of Monky Island Bundle (PS3)
Telltale Games!  An adventure!  Eighty cents!

Tokyo Jungle (PS3)
That crazy/weird generational survival/action game from SCEJ is just ninety cents - and definitely worth grabbin'.

Wild Arms, Wild Arms 2 (PS1 classic - PS3/ PSP/Vita)
Like Breath of Fire, Wild Arms are some seriously beloved PS1 classics - just ninety-six cents each!

Zeno Clash 2 (PS3)
Deeply surreal first-person brawling can be yours for just ninety cents.

So, I think I... am gonna' go nab Breath of Fire, those Megaman X titles and Katamari Damacy.