Excerpt
If you booted up your PlayStation on any given day in November 1997, you took part in a ritual conducted by millions of others across the world. First, you released the mysteriously black-bottomed PS1 CD-ROM from its jewel case, then you popped the top of your cloud-gray PlayStation open and inserted the disc. The two-part soundscape of the PS1 boot-up sequence washed over you, as the Sony logos emerged into being on top of white, then black, backgrounds.
If your disc was scratched (or if you had a mod chip installed because crime is cool), waiting for the screen to turn from white to black was like watching God flip a coin. But everyone who played a PS1 game performed their own version of a start-up ritual. Playing that 16-second sound bite in public (like R&B singer/songwriter/visionary Frank Ocean did at the start of his 2012 album Channel Orange) is a quick way to identify Nerds of a Certain Age. Hell, my PS4 currently has a theme that mimics the PS2 boot-up sounds. Everyone's nostalgia has its own soundtrack.
After the logos and soundscapes, four unforgettable words greet you on the title screen of PaRappa the Rapper: The Hip Hop Hero. PaRappa stands in the middle of the screen, his paper-thin arms swinging and folding to the beat as he ushers the player to choose between "START" and "MENU." It's a high school doodle brought to life with a boombox, the perfect introduction to this game and its world.
The name "PaRappa" is a pun on Japanese words meaning "paper-thin," while also rhyming nicely with his title and profession, The Rapper. Every character in PaRappa is presented almost as a literal translation of their hand-drawn origins, and their bodies bend, roll, and fold like paper throughout the game. While later games adopting an arts-and-crafts visual style (like Paper Mario on the Nintendo 64 and, much later, Sony's own LittleBigPlanet on the PlayStation 3) opted to focus on the paper aspect as a key part of story and gameplay, in PaRappa, it's just a fact of life.
Once you hit START, you get to experience the hour-long reality of actually playing PaRappa the Rapper. It is a slice-of-life cartoon musical rhythm game that the player experiences through six playable songs bookended by relatively lengthy cutscenes that tell the bulk of the story.
On an objective level, that's the whole game. It's absolutely more than the sum of its parts, because everything about it—the fresh art and animation style, the charming slice-of-life story, the Simon Says/proto quick-time-event gameplay loop, the amount of time dedicated to cutscenes and music videos—was nearly unprecedented at the time of its release.
Since I didn't experience PaRappa at launch, it's worth exploring the landscape around the time it was completed, and what fans and critics were thinking at the time. And if there was one thing I was obsessive about in 1997, it was video game criticism.
As a child, I quickly found my passions and talents through a rapid-fire process of elimination, until I was left with the combo of reading, writing, and video games. I wanted to be a video game critic for almost as long as I knew that was a job. I'd pay for my trio of magazine subscriptions with money from my allowance and haunt my public library at the end of each month to read all the others I couldn't afford.
I pored over the reviews in Electronic Gaming Monthly (EGM) and compared them to the ones in GamePro. Even back then, a video game review was already given an inflated sense of prominence. Most magazines put their review scores in the final pages of each issue; your reward for sifting through ads and fold-out posters that doubled as level walkthroughs on the other side.
But the review itself? That was numbers, son. That was science.
I remember seeing games dissected in no more than 300 words in a tight column; the end result of years of collaborative labor broken down in metrics like Graphics, Controls, and Sound. (Not "Music," but Sound!) This format hasn't vanished, it simply moved online and became even more lucrative for both the companies that own today's gaming news websites, and the publishers that benefit from 24/7 coverage and discussion of their products.
At its best, art criticism attempts to translate extremely subjective emotional reactions in more universal terms, even if turning feelings into numbers fails to do anything of the sort. Still, many fans want that analysis communicated through a ten-point scale; more akin to something out of Consumer Reports than Roger Ebert. This struggle is still felt today, but at the time of PaRappa's release, numbers ruled the day.
James Mielke's reviews in EGM could always distill a piece of interactive art down to a paragraph and a point total; he was one of the first game critics I knew by name. As both a DJ and a seasoned veteran of both games journalism and development, he was well-versed in the culture around PaRappa's initial release.
"PaRappa was a standout because it was so crisp—it was so clean," he told me during a video call. "And the closest hip hop analogy I can make with PaRappa is that it was the [1989 debut album from De La Soul] 3 Feet High and Rising of video games, right? Because it's got that DAISY Age vibe."
According to Mielke, PaRappa "came out when Sony didn't honestly know what they were doing. So [game developers] could get away with a lot. [They] could be experimental," he says.
According to many in the game industry, the PS1 era was a wild west of new and strange games getting published as Sony tried to establish a toehold against Sega and Nintendo.
In this way, Mielke says that the novelty of PaRappa helped it to succeed. "What's interesting to me about PaRappa the Rapper is that… I don't think that it's the best game," he admits. "And the reason for that is the time and the technology." As a pioneer in its genre, PaRappa has its share of technical and gameplay wrinkles that made it hard for some players to appreciate it at launch.