One (video game)
A 3D platform shooter with a rage meter and cinematic level design.
One is a 1997 Sony PlayStation game in which the player controls John Cain, a man who awakens with amnesia and a gun replacing one arm. The game received mixed reviews, with praise for its visuals and cinematic feel but criticism for frustrating gameplay. It was later released as a PSone Classic on the PlayStation Network in 2010.
Quick Facts
- Developer
- Visual Concepts
- Publisher
- ASC Games (NA)
- Take-Two Interactive (EU)
- Capcom (JP)
- Director
- Scott Patterson
- Programmer
- Tim Meekins; Ronald Pieket-Weeserik
- Composer
- Mark Chosak
- Released
- December 11, 1997 (NA)
- March 1998 (PAL)
- March 25, 1999 (JP)
- Genre
- Third-person shooter
- Modes
- Single-player
Facts from the source article.
Gameplay
One is a linear 3D platform shooter with a dynamic camera that shifts perspectives automatically. Instead of power-ups, the player builds a rage meter by killing enemies, which increases abilities and sometimes is required to advance. The six levels each end with a boss, most of whom must be defeated using the environment rather than direct gunfire.
Plot
The player's goal is to discover the identity of John Cain, whose only clue is a barcode on his neck. He awakens in an apartment with a gun arm, no memory, and police helicopters firing through a window. Pursued by military and police who mistake him for someone else, Cain can use his arm cannon or punch and kick combos.
Development and release
Visual Concepts president Greg Thomas said the idea was to translate the fast pace of side-scrolling platform games into 3D. The game uses asynchronous loading to avoid pauses during play. It was published in Japan by Capcom on March 25, 1999. A planned sequel was cancelled due to financial troubles at ASC Games.
Reception
Critics were divided on One. Shawn Smith of Electronic Gaming Monthly called it a sleeper hit, praising the rage meter and comparing it to Contra games, while his co-reviewers found it good but flawed, citing frame rate, unfair difficulty, and predictable enemies. Adam Douglas of IGN felt the difficulty and infrequent save points undermined the graphics and premise, while Dave Toister of GameSpot called it terrific from beginning to end, noting its cinematic touches. Graphics, especially explosions and lighting, were widely praised, but jumping issues drew uniform complaints: poorly timed camera changes disrupted directional controls, and explosions blocked the player's view. Toister found the jumping difficult but surmountable. GamePro said the visuals and action outweighed the problems, calling it some of the most intense action since MDK. Next Generation said the game had promise but that graphics and control were not in sync.
More in Capcom Games of the 1990s
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