Here’s a quick trip down memory lane for four games that each turned a year older this week. Point Blank arrived on PlayStation in 1998 and showed us that headshots never get old. Six years later Crusader Kings launched on PC letting us play kingmaker in medieval Europe. Killer 7 landed on GameCube and PS2 in 2005 bringing its surreal style and quirky shooting. Finally God of War III Remastered made its debut on PS4 in 2015 reminding us why we love smashing gods. So much gold to celebrate today. Let’s get to it…
POINT BLANK (PS1, 1998)
At A Glance
Point Blank was Namco’s answer to the question: what if a shooting gallery became a video game and then swallowed a box of Fruit Loops? Originally released in Japanese arcades under the name Gun Bullet, the home version hit Australian shelves in 1998 and brought the arcade experience home with startling accuracy. Armed with the G-Con 45 lightgun, players were dropped into a barrage of challenges that tested reflexes, hand-eye coordination and sometimes just pure dumb luck. Whether it was shooting ghosts, defending a toy castle or carefully avoiding innocent targets, every round felt different from the last. No plot. No excuses. Just colour, chaos and competition.

Gameplay Gist
Rather than delivering a story-driven campaign, Point Blank was a compilation of micro-challenges. Each game lasted under half a minute and focused on a single task. Hit only blue targets. Don’t shoot civilians. Destroy as many objects as possible before the timer runs out. Courses were themed around difficulty or style, and players could attempt them solo or in versus mode. The G-Con 45 made the whole thing sing. Unlike the old NES Zapper, Namco’s gun used CRT scanlines for pinpoint accuracy. It was responsive and surprisingly durable. Playing with a controller was technically possible but nobody with any self-respect did that twice. The real joy came from the feel of pulling the trigger and watching the screen explode in cartoon mayhem.
Connoisseur Cheat Sheet
Point Blank was more than a lightgun shooter. It was a rhythm game, a reflex test and a comedy sketch all rolled into one. Its design was modular and fast-paced, which made it oddly similar to WarioWare years before Nintendo came up with the concept. Unlike serious shooters, it rewarded humour and chaos as much as accuracy. Every mini-game was a quick lesson in how players process visual information under pressure. Also, it was a party game before party games were common; a lightgun title that invited everyone to join in, not just the bloke who fancied himself a sharp-eyed hero.

Behind the Scenes Trivia
- In arcades, Point Blank used modified Namco cabinets built off the Time Crisis hardware.
- The G-Con 45 was exclusive to PlayStation and used timing cues from CRT screens to track accuracy. This is why the game is nearly unplayable on modern TVs without heavy modification.
- Dr. Don and Dr. Dan, the game’s chaotic mascots, were intended as placeholders but tested so well with players that Namco brought them back for every sequel.
- The home version included Training and Endurance modes not found in the arcade original, along with extra unlockable mini-games for solo players.
Kinda Similar
Time Crisis (1997), Police Trainer (1996), Virtua Cop 2 (1995)
Where To Play It Today
CRUSADER KINGS (PC, 2004)
At A Glance
Published by Paradox Entertainment and running on their Europa Engine, Crusader Kings offered a fresh take on grand strategy gaming when it launched in Australia in 2004. Instead of controlling countries directly, players assumed the role of a medieval noble and guided their dynasty through centuries of political turmoil.
The game’s core was personal and intimate, focusing on marriages, alliances, betrayals and the messy drama of succession. Across medieval Europe and the Middle East, players negotiated feudal contracts, managed relations with the Church and fended off threats from rivals and invaders. The graphics were straightforward but clear, supporting the game’s emphasis on complex systems and emergent storytelling. Though challenging and obtuse at first, it captured the hearts of strategy veterans who craved political intrigue over battlefield spectacle.

Gameplay Gist
Rather than directing armies on the battlefield, Crusader Kings had players manage their realm through vassals and family ties. Players raised levies and declared wars but depended on their nobles to carry out orders. Managing succession was a constant headache. Different inheritance laws could splinter a kingdom upon a ruler’s death, making grooming a suitable heir essential. Marriages were political tools used to forge alliances or claim titles, but they could also bring trouble if a spouse had dangerous ambitions or traits.
The game ran in real-time with pause and speed controls, punishing mistakes harshly. Religion mattered deeply. Maintaining favour with the Pope and navigating heresies could justify holy wars or invite excommunication. Every noble had personality traits that influenced their actions and relationships. Characters aged, married, had children and sometimes died unexpectedly, shifting the game’s power dynamics. Intrigue played a major role. Players plotted assassinations, spread rumours and bribed courtiers. Battles were resolved through calculated outcomes based on troop strength and commanders rather than direct control. Success demanded patience, cunning and a flair for drama.
Connoisseur Cheat Sheet
- Dynasty over Country: You manage individual nobles and their families, not just borders or armies.
- Succession Laws: Different inheritance systems can split or consolidate your realm after a ruler dies.
- Vassal Management: Keep your nobles loyal to avoid rebellions and internal strife.
- Intrigue Mechanics: Plot assassinations, spread rumours or bribe courtiers to manipulate power behind the scenes.
- Religion: A key diplomatic and strategic resource, influencing alliances and war justification.
- Abstract Warfare: Battles are resolved by calculations based on levies, commanders and terrain, not direct control.
- Emergent Storytelling: Complex character interactions create unique narratives in every campaign.

Behind the Scenes Trivia
- Crusader Kings was inspired by Paradox’s earlier Europa Universalis series but shifted focus from countries to characters, pioneering the “character-driven” grand strategy subgenre.
- The game’s event system allowed thousands of scripted and random occurrences, creating emergent narratives that players loved to share.
- The original release was considered inaccessible due to poor tutorials and documentation, but passionate fans developed extensive guides and forums that grew the community.
- Paradox later built on Crusader Kings’ foundation with Crusader Kings II and III, refining mechanics and narrative depth, turning it into one of their flagship series.
- The game’s use of traits and relationships influenced later games that blend strategy and role-playing elements.
Kinda Similar
Europa Universalis III (2007), Mount & Blade (2008), Total War: Medieval II (2006)
Where To Play It Today
- Get it on eBay via this link
KILLER7 (GC, PS2, 2005)
At A Glance
Killer7 was the brainchild of visionary designer Goichi Suda, also known as Suda51. Released in Australia in 2005 for GameCube and PlayStation 2, it broke the mould with its striking cel-shaded art style and cryptic, fragmented narrative. Players controlled a group of seven assassins who shared one body, each wielding unique weapons and abilities. The game blended on-rails shooter mechanics with exploration and puzzle-solving, all wrapped in a surreal, noir atmosphere filled with political conspiracies and psychological horror. Its visuals combined anime aesthetics with stark black-and-white contrasts, crafting an unforgettable and unsettling experience that divided audiences but earned cult status.

Gameplay Gist
Gameplay in Killer7 involved controlling different members of the Killer7 assassin squad, switching between them to exploit their individual weapons and skills. Movement was on rails during combat segments, giving it a distinct arcade feel, but between gunfights, players explored static environments, gathered clues and uncovered cryptic plot threads. Combat was fast and unforgiving. Enemies were deadly and required precise timing and strategy, and with only one life per character, mistakes were costly. The control scheme combined twin-stick aiming with a lock-on system that demanded player focus and quick reflexes. The game’s structure was deliberately disorienting, weaving together surreal dreamscapes with real-world conspiracy elements. Players had to piece together the story themselves, often relying on cryptic dialogue and symbolism rather than straightforward exposition. This layered storytelling created a unique experience that split audiences between confusion and admiration.
Connoisseur Cheat Sheet
- Seven Assassins, One Body: Switch between the Killer7 members, each specialising in different weapons and tactics.
- On-Rails Combat: Movement is mostly fixed during gunfights, emphasising precision shooting over exploration.
- One Life System: Each character has a single life; death means switching to another assassin.
- Puzzle Exploration: Non-combat segments focus on environmental puzzles and cryptic dialogue.
- Layered Narrative: Story told through fragmented dialogue, symbolism and abstract cutscenes demanding player interpretation.
- Stylised Visuals: Bold cel-shaded graphics combine noir and anime aesthetics for a striking presentation.

Behind the Scenes Trivia
- The game was directed by Suda51 with heavy collaboration from Shinji Mikami, creator of Resident Evil.
- Killer7 was originally planned as a PlayStation 2 exclusive but was later ported to GameCube due to fan demand.
- The title’s surreal tone was inspired by Japanese avant-garde cinema and graphic novels.
- Its complex narrative was considered so dense that official guides and fan forums became essential for understanding.
- The soundtrack blends jazzy tunes with eerie soundscapes, enhancing the game’s unsettling atmosphere.
Kinda Similar
No More Heroes (2007), Viewtiful Joe (2003), Hotline Miami (2012)
Where To Play It Today
- Check eBay for physical copies via this link
GOD OF WAR III REMASTERED (PS4, 2015)
At A Glance
God of War III Remastered was Sony Santa Monica’s way of giving the brutal and bloody finale of Kratos’ original trilogy a second life on PlayStation 4, hitting Australian shelves in 2015. The remaster upgraded the visuals to stunning HD and improved frame rates without sacrificing the original’s visceral combat and cinematic scope. The game follows the vengeful Spartan warrior Kratos as he wages war against the gods of Olympus in a sprawling, epic adventure loaded with savage battles, elaborate puzzles and massive set-piece moments. It mixed hack-and-slash brutality with mythological storytelling, and with its remastered release, it introduced a new wave of players to one of the most defining action games of the PlayStation 3 era.

Gameplay Gist
Combat in God of War III Remastered is fast, fluid and deeply satisfying. Kratos wields his iconic Blades of Exile and gains access to a variety of weapons, magic powers and devastating finishers. Players battle mythic creatures and gods alike, employing combos, quick dodges and strategic use of the environment. The game also features intense platforming sections, environmental puzzles and large-scale boss fights that often double as cinematic set pieces. The upgrade to PS4 meant smoother frame rates, making the already fluid combat feel tighter and more responsive. The challenge level is unforgiving, requiring players to learn enemy patterns and master timing. Exploration rewards players with upgrades, health boosts and new abilities, encouraging careful traversal of sprawling, beautifully crafted environments. The story is told with cinematic flair, with Kratos’ rage and tragedy at the heart of every battle.
Connoisseur Cheat Sheet
- Blades of Exile: The signature chained blades offer fast, sweeping attacks and brutal finishers.
- Magic Powers: Players unlock and upgrade elemental magic like Poseidon’s Rage and Cronos’ Rage for area damage.
- Combo System: Mastery of light, heavy and magic attacks is key to overcoming enemies and bosses.
- Platforming & Puzzles: Seamless integration of action and puzzles creates varied gameplay pacing.
- Epic Boss Battles: Massive foes require learning patterns and exploiting weaknesses, mixing skill with patience.
- Upgrades & Collectibles: Collect orbs and hidden items to enhance health, magic and combat abilities.

Behind the Scenes Trivia
- The remaster was developed to celebrate the PlayStation 4’s launch window, boosting resolution to 1080p and frame rate to 60fps.
- Many of the original voice actors returned, including Terrence C. Carson as Kratos.
- The original God of War III pushed the PS3 hardware to its limits, making the remaster an opportunity to show off its combat and graphics in their full glory.
- The game’s design was inspired by Greek mythology but took creative liberties to craft its unique narrative and characters.
- Some boss fights, like the battle with Poseidon, required months of testing and tweaking to balance difficulty and spectacle.
Kinda Similar
Darksiders (2010), Bayonetta (2009), Devil May Cry 4 (2008)
Where To Play It Today
Physical copies can be found on eBay via this link