

This individualized discomfort seems to be one of the key elements of the story, but the character models alone do a better job of conveying this than any part of the formal plot in S&P. You control a guy who occasionally transforms into a giant mech-like monster and a girl who fights through an alternate future dream world and ultimately against the evil plot of their supposed-friend who I think they originally shared a common enemy with. So the story here, told mainly in non-interactive cutscenes, is nonsense that can be casually watched for awkward laughs, but thankfully skipped at will. As for the English voice acting, it's on par with some of the worst out there. All of these sloppy elements combine to create a broad feeling of camp that may have been awkward had this game actually been played in the US 10 years ago. S&P's overall presentation has aged both extremely poorly and extremely well, if that makes sense.


As with many elusive products, Sin & Punishment seems to be viewed by many critics through rose-colored glasses, glossing over the game's faults in favor of hardcore allegiances. To be fair, it does appeal to those tastes, but all in all it didn't live up to the expectations I've harbored for this game over the past decade. Perhaps the best news to come out of the Virtual Console version of S&P is that Nintendo plans for an international release of Sin & Punishment 2 for Wii this year. I have to imagine this sequel will control much more naturally given the light-gun style aiming that will be implemented into the Wiimote controls. The original Sin & Punishment still remains a stylistically unique, frantic shooting experience, but one would do well to keep their expectations in check before getting all huffy towards Nintendo for depriving US and European gamers of it for so many years.