

Though the story of Coded Arms is far from emphasized and largely forgotten after the opening cutscene, it's at least there to explain why you're playing. If anything, it's a novelty Ц a look at a genre dominated by the West, done in the artistic and gameplay-first style of the East. That, and of course, getting adjusted to the N64 style controls. There's no doubt that Coded Arms has a unique style, and the Matrix like theme of 'jacking in' to a virtual reality is pretty neat, but your enjoyment of the game will largely based on whether you like old-school shootouts or new-school cerebral tactics. For some, this will be a refreshing, nostalgic experience, bringing back the days of playing Doom and shooting those damn aliens before they get you, and for others it will seem old, broken, and almost antiquated in comparison to recent entires in the genre like Halo 2, Half-Life 2, and Far Cry. Developed and published in Japan of all places by Konami, Coded Arms can only be seen as a throwback game Ц while there's a basic storyline, it's all about shooting stuff and moving from room to room in old-school corridor style, and of course, deathmatching against friends who own a PSP. Why the history lesson? Blame Coded Arms, the very first FPS for the PlayStation Portable. Along the line, the FPS genre has been revolutionized Ц games like Half-Life, Halo, and Riddick (amongst many others) brought the concept that you could kill lots of stuff and solve lots of puzzles while being immersed in a storyline strong enough to not be a backdrop or even a hindrance to all the shooting. In many ways though, that's just how it was in gaming back then, especially since the FPS genre was all about deathmatching via the Internets or with friends at this time. Aside from Bungie's Mac franchise Marathon (the forerunner of Halo, the similarities are uncanny), story had no place in FPS, it was all about the action. Storyline wasn't emphasized though there was some attempt to explain what was going on.

Back in the day, first person shooters were in their infancy, and though titles like Wolfenstein 3D, Quake, and Doom were intense FPS experiences, they were fairly straightforward 'corridor' shooters where the objective was to travel from room to room, kill everything in sight, use colored keycards to open doors, etc.
