Archive for the ‘Gamecube’ Category
This week we are tackling quite possibly the two most popular titles of survival horror: Resident Evil 2 and Silent Hill 2. Resident Evil 2 was scrapped only a few months before completion and completely redone, resulting in many of the staples that carried the franchise forward and stands as a fan favorite. Meanwhile Silent Hill 2 waited until the Playstation 2 hit the market and with one of the creepiest atmospheres of all times redefined what horror gaming could be. We openly discuss the notable aspects of both.
So after already saving the world in the first Buffy game on the Original Xbox, I was curious when the apocalypse beeped me for the sequel. My main interest was to see how the creators did and if they were able to improve on the issues of the first game. Developed by Eurocom, these guys had their work cut out for them as not only was this game released just a year after the Xbox exclusive, it was also multiplatform released on PS2, Gamecube and Xbox in 2003. Lets cut to the chase and find out if this game was doomed to the hellmouth or was it everything Buffy fans wanted?
Chaos Bleeds is set during season 5 of the TV series and is actually believed to be based on a lost episode of the show. This time the big bad is “The First” – anyone familiar with the TV show will know this nasty. The basic storyline is: The First has a bet with Ethan Rayne (another popular bad guy-who worships chaos) and they must each summon five heroes or villains to fight it out. The winner of the bet gets the ultimate prize of a nice little condo overlooking the sea. Naturally Ethan goes for Buffy and her Scooby gang, except they want to find a way to destroy The First so at present no one can win the bet. Once again the story is engaging and certainly feels like it could exist in the same universe as the TV show. It’s just a shame that much of the plot is ruined by some bad voice acting, but we’ll come onto that later.
As well as playing fan favorite Buffy, this time you control a whopping six characters throughout the campaign: Willow, Xander, Faith, Spike and Sid the dummy – who incidentally was only in season one for a single episode, but sure why not. While it was a nice idea to have you playing as other protagonists, there is little variation in the way each one controls. It really takes you out of the experience when Xander is just as strong as Buffy, but combat is switched up with Willow casting spells and Sid the dummy being small but not very combat savvy. There was an opportunity here to create a more unique experience for each character, such as a stealthier approach for Xander, but sadly that’s not the case.
The graphical style in some ways feels improved, the death animations of the vampires look really good this time around with added extra bones, however in another more prominent way the graphics also fail to hold up. A lot of the models for key characters appear off and don’t resemble a believable likeness to the actors. The game once again features areas from the TV series, but they just don’t seem quite right in comparison to the show. One little gesture of credit has to go to the developers who thought to put posters of films Josh Whedon had written like Alien Resurrection and Titan A.E in the Sunnydale cinema. This was possibly my favorite part of the game and a great bonus.
To the games credit they trim the awful platforming segments from the original game down to two segments. Instead, we get these small puzzle sections where you’ll quite often find yourself backtracking through levels to find certain items to complete. Along the way you will also have to check everything, as it’s never clear what can and cannot be interacted with. While doing your backtracking enemies will infinitely respawn making each segment more frustrating and an added obstacle this title could have easily done without. One major improvement is the game features checkpoints during levels which are reasonable and not too far apart.
Combat seems to be a lot easier than the original, but also similar in that you just beat up the bad guys a bit and stake them. Staking the bad guys has also been made a lot easier with the use of a single button. Even if you have another weapon equipped a press of L1 (left trigger on Xbox) will automatically switch to the stake and go for the heart. A lot of the times it will look like your character stakes the enemy somewhere else like the leg, but it still seems to kill them – kinda weird but apparently gets the job done. This even works for any other enemy, whereas before you’d just punch them till they died. Instead of throwing a few enemies at you, the game decides to just bombard you with enemies back to back. This makes it comes across as very cluttered especially when vampires, werewolves, demons and zombies seem to be teaming up to take you down. It gets boring pretty quickly and only suits to prolong the game experience; in this case the term “less is more” feels appropriate.
Chaos Bleeds also features a generous amount of boss battles and all the boss characters are infamous villains from the TV show. Most are pretty decent and require a little thought to conquer, however some go for the whole “lets throw tons of enemies at you while you are trying to do something important.” This leads to cheap deaths and game rage. Bizarrely, I found the final boss encounter in the game to be way too easy and possibly the easiest fight in the whole game. It’s almost as if the developers just gave up at the end. Even the end cut scene itself seemed pretty anti climatic, especially when you look back at the original.
The voice acting is a mixed bag. Giselle Loren once again fills in for Sarah Michelle Gellar as Buffy and a lot of the actual TV cast also lend their voice talent to the game. One huge mistake is the voice actor for Willow: Kari Wahlgren. I guess she tries to catch that nervous Willow feel from the show but instead comes across as really irritating and oddly sexually charged. If Willow didn’t talk much it would be easy to ignore but for some reason she is given a lot of dialogue and it just doesn’t work. This probably wouldn’t sit well with fans of the character in the TV show, especially since the Willow in series five has come into her own. The writers made the right move in reducing the repetitive puns from the first game but instead replace it with dialogue that occasionally just doesn’t fit to the scene.
Music is pretty forgettable in the game. The infamous theme is featured in the main menu but you aren’t treated to an awesome montage this time around. Occasionally through the game you would hear memorable scores from the TV show but not much else. The sound effects are ok, but the best part is still staking the vampires which gives the familiar death scream from the show.
The single player game will probably keep you busy for just over ten hours of game time and there’s only one difficulty setting. It’s not too difficult, though I recommend playing this in short gaming bursts due to the areas of frustration mentioned earlier. Once you’re done you probably won’t ever play this again unless you want to go back and search for every secret. There is also a multiplayer for up to four people and a couple of game modes like survival and bunny catcher, but I really didn’t give much time to this. What modes I did play came across as random and maybe something you would bring out at a gaming party for a bit of fun, somewhat similar to bringing out a bad film to watch with friends just to laugh at it.
Overall, I guess Eurocom did an impressive job making three ports of the game in a very short period of time. The sad part is the game feels like it could be something so much more with polish and a bit more time. What we have instead though, is a game with a decent story but cringe worthy voice acting. Gamplay elements have been improved from the original but have been substituted for many more problems which is a shame. Hardcore Buffy fans will look through the errors and play this game anyway for everyone else, this game just doesn’t seem to hold up not even in a guilty pleasure way.
Now-what is left to say but…Grrr-Aaarrg.
Final Score: 2 out of 5 stars
You can’t have grown up in the late 80s and not been struck by the Teenage Mutant Ninja Turtles. It apparently transcends geographic location as co-hosts Fred (@spydersvenom) and James (@Jamalais) both had similar experiences growing up in different parts of the world. In this episode we dissect TMNT’s roots, marketing, and obvious integration into video game culture, covering the games that made the surfer-style pizza-eating New York crime fighters a pop culture sensation.
This week Chip Cella (@CaptinChaos) and Andy Urquhart (@damien14273) from the Agents of Shieldcast join Fred to discuss retro titles featuring Marvel Characters. They learn that the distinction of titles early in gaming were almost nonexistent and perhaps Marvel having Disney behind it may actually be a good thing. Listen on true believers!
This week we are joined by Chip Cella (@CaptinChaos) to discuss listener William’s topic: What makes a successful console launch? It all ends up being more stories of console launches and discussions on killer apps, but we do manage to cover most mainstream consoles.
This week Fred is joined by Chip Cella of the B-Team Podcast to discuss one of the few colorful platformers born completely from the 3D generation, despite the first game playing on a 2D plain. Ubisoft’s Michel Ansel all but saved the then struggling developer/publisher and gave way to a challenging but fun series starring a character with no limbs.
Opening Song – Rayman Theme from the original Rayman on PS1
Closing Song – Madder by Groove Armada (Fred incorrectly refers to this song as Hoodlum in the show)
Video game consoles are one of the most interesting electronics items on the market for several reasons. Probably the most prolific is the fact that there are frequent hardware upgrades, which we call generations, that move home consoles forward. Because each new console is basically a piece of hardware frozen in time, the need to innovate and improve on future games demands that they be constantly updated. This works counter to movies or music, which see improvements from new hardware but don’t require the upgrade to enjoy the medium. Imagine if you could play Super Mario Bros. on the Wii but with drastically upgraded visuals or Dead Space on the original Playstation with the juxtaposed setback, this is exactly what we see when we watch Ghostbusters on VHS versus DVD versus Blu Ray. As a result new consoles come out all the time, typically in 5-8 year intervals, and usher in a more interactive experience – it’s important to note that the greatest difference between games and other media is that they are active, not passive experiences – and with it comes a new format for software.
Enter the concern of the consumer. It can be frustrating for both gamers and parents of gamers alike to purchase a new console, especially when it renders an entire collection on an older console useless. As retro gamers I’m sure we see the value in it, but for the majority there’s a want to move forward and never look back. Well, that is until there are enough new games to get me to migrate over. This is another slow start that prevents all but early adopters to purchase new hardware, which can then result in fewer sales. With fewer sales comes more canceled projects on new hardware, which then results in fewer sales of the hardware and the cycle continues until a console is considered dead in the water. Just look at the Virtual Boy, Jaguar, and possibly even the WiiU about this problem; developers have enough to worry about, they can’t also deal with poor penetration rate due to a false start console. One excellent solution to help usher in that awkward period between consoles is the concept of backwards compatibility, or a new console that can play a previous generation’s games.
Backwards compatibility started off as mostly an afterthought, typically triggered by a new console’s use of inexpensive available hardware for another component in a new console. For the most part this was sound boards – the Genesis used a Master System processor for sound as did the Playstation processor for PS2’s I/O port. That made it easy: either use a firmware initialization string or hardware bypass to force the sound chip to be used as the older hardware rather than its intended use. This isn’t always the case, though, and many consoles utilized such drastically new hardware or are so complicated in architecture that making a new console backwards compatible is impossible. All three main console manufacturers ran into this problem with the current generation and had to increase the cost of the machine to prevent lack of backwards compatibility from being an issue. In the case of Nintendo, extra components were installed to make Gamecube accessories and media possible, while the similar architecture of the Wii allowed it to become an overpowered Gamecube. Microsoft had an entire new hardware architecture and opted for software compatibility, which was terrible when it first launched and unnecessary when it was fully integrated. It still shocks me how many people don’t know the poor quality of many original Xbox titles on 360 and how many of the console’s best games are completely unplayable. Sony, fearful of what they saw with Microsoft and holding the largest console library of all time with the PS2, opted to just shove an entire PS2 motherboard into the PS3, making it the biggest console of all time (so far) and costing up to $600 at launch. This was the point at which both the industry and gamers found their limits and suddenly backwards compatibility may not have been all that important. At this point no one cares about backwards compatibility in modern consoles, it has been stripped from Wii and PS3 (which generated significant price drops), and the previous consoles are so cheap that they are worth re-purchasing if absolutely necessary.
It’s important to keep your eyes on the prize and prepare for the next generation of consoles, all of which will be available by this holiday season. Backwards compatibility is good, but rarely is it as good as the original and it will never be worth the expense. Before giving a used retailer your PS3 or 360 for a mere $50-$100 off your new expensive console, consider holding on to it just in case. Like a hard drive in a 360, you’ll surely find it saves you money in the long run. After all, isn’t it about time you joined this retro gaming revolution?
Okay, so here’s why you probably clicked on this article in the first place, the list of backwards compatible consoles. Below is not only the list, but an explanation as to how each console achieves it (mildly technical):
- ColecoVision: With an add-on, which provided the necessary chipsets to do so, the ColecoVision could become an Atari 2600, however there were almost no similarities in hardware (which explains the need for the add-on). This was legally allowed because Atari didn’t use proprietary hardware and thus it was like two manufacturers making the same specs on a PC. Unfortunately for Atari, this hit came twice as hard because the 5200 was not backwards compatible either. With the courts ruling in the favor of Coleco, they even created a clone system called the “Coleco Gemini” that was, chip for chip, an Atari 2600 and sold it in stores.
- Atari 7800: This was the first console to actually be backwards compatible and played both 7800 and 2600/VCS games, but not 5200. Atari fans were livid with the 5200’s lack of 2600 backwards compatibility, which made sense considering the 5200 contained updated versions of most of the 2600 library. The 7800 ran a SALLY 6502 processor, which could be slowed to 1.19 Mhz and thus operate like the stripped 6507 of the 2600, and then a television interface chip created graphics/sound while adapted chipsets allowed the 7800 to function with limits to the confines of the 2600. This would have been implemented sooner than the late release window of the 7800 had the console not been shelved for over two years after the video game crash.
Known Issues: Atari integrated a content lock-out chip that blocked adult 2600 games (Custer’s Revenge, etc).
- Sega Genesis/Mega Drive: The Sega Genesis may have used a 68000 processor for its “blast processing” but it also used the Master System’s Z80 processor for its sound chip. Thanks to an add-on called the “Power Base Converter”, which plugged into the cartridge slot and gave the Genesis a Master System cart/card slot, the 68000 was deactivated and the Z80 took over. This made the Genesis literally turn into a Master System, which was one of the first to do so thanks to the previous console’s co-processor chip.
- Gameboy Color: While it may seem to be a no-brainer, the Gameboy Color actually has significantly more processing power, RAM, and palette as its predecessor. This is why you cannot play Gameboy Color games in a Gameboy, it just can’t keep up. On the other hand, the Gameboy Color was backwards compatible with Gameboy thanks to a few of its similarities. For starters the Sharp LR35902 processor was merely an adapted (possibly overclocked) version of the Gameboy’s Z80 processor, screen resolution and cartridges were the same, and RAM was merely three of the Gameboy’s RAM chips. As a result the machine could be locked off into “Gameboy” mode, much like the 7800 could do for 2600 games, and the four hues of green on the Gameboy were adapted into multiple color pre-sets that the user could choose from.
- Gameboy Advance: Like many other consoles, the Gameboy Advance used a Z80 coprocessor for its sound chip. This allowed the console to play both Gameboy and Gameboy Color games by simply making the co-processor function as the only processor. Pressing L and R buttons allowed you to toggle between the original resolution and a stretched version in the larger GBA resolution.
- Playstation 2: It’s hard to find good techinical data on the topic, but I’m fairly certain that the I/O port processor, or the device that reads the media and transfers it to the hardware, utilized the PS1’s R3051 33 Mhz processor. This meant that when it was reading a disc and detected it was a PS1 game, it could stop sending information to the PS2 and simply function as a PS1 instead. Having no true knowledge about how these consoles work beyond that, I can’t tell you for sure how it was able to control all other aspects of the system needed to play PS1 games, but that’s how it was able to do so.
Known Issues: Due to the console not having the true hardware configuration of the PS1, there is a short list of games incompatible with the PS2 depending on your console. Oddly enough, the slimline model was even incompatible with some PS2 games.
- Nintendo DS: Nintendo definitely wants to keep its legacy alive, and repurposing the chipsets of older consoles is an inexpensive way to innovate, but the DS was the first console not compatible with all previous consoles. While it does technically have all the hardware needed to play all previous portables, the DS only has a cartridge slot for the Gameboy Advance and the later DSi and DSi XL models have removed that slot completely. Still, for those that have a DS or DS Lite (preferred), you can run any GBA game you like on it.
- Xbox 360: Light years had passed, technologically speaking, between the original Xbox and the 360 even though ironically only four short years had passed in actual time. The 360 and its predecessor were both basically streamlined computers and their hardware configurations were so diverse that it would be impossible to have the 360 function like an Xbox. Microsoft’s solution was software emulation. With a scant 733 Mhz Pentium III in the Xbox and a beefy 3.2 Ghz multi-core PowerPC in the 360 the console was basically running an emulator when it plays Xbox games. As with most emulators, especially early on, the results are scattered with lots of odd effects. It’s not true backwards compatibility.
Known Issues: Plenty. It was such a headache that after only two major updates Microsoft discontinued support. A large number of games will work, although the setbacks can be as simple as ghosting in Halo 2 and as drastic as the crawling framerate of KOTOR.
- Playstation 3: Sony’s answer shows the extensive hubris they had in the wake of the Playstation 2: jack the price of the console up $150 and slam an actual PS2 into it. There’s no reason to have the PS2 hardware in the console except to play Playstation 2 games, which accounts for the massive size and equally massive price tag. It has some value, though, because these early models provide significant graphical upgrades over the PS2 and are the best way to play its games. Eventually the PS3 dropped the hardware, resulting in a $200 retail price drop for the console, and attempted software emulation that came with a whole new batch of issues. Nowadays, and since 2009, the PS3 has had no PS2 backwards compatibility whatsoever. If you’re looking today, any launch 60GB and 20GB model is fully backwards compatible with PS2 because it has a literal PS2 built in. Any 2008-June 2009 80GB models are software backwards compatible, which is best tested by popping a PS2 game into the console and seeing if it plays. The gunmetal grey Metal Gear Solid limited edition 80GB console is also software backwards compatible. All models of the PS3, including the slim models, support PS1 games. There are PS2 games available on the PSN, which are re-programmed to support the PS3 hardware.
Known Issues: Original 60GB and 20GB have no issues, they are essentially PS2s as well. Software emulation has a long list of unsupported games and issues just as the 360 does.
- Wii: The age old joke is that the Wii is two Gamecubes duct taped together in the box. While this is not true, there is some truth behind it. The Gamecube and Wii use an IBM PowerPC processor and ATI graphics architecture in the same configuration, which basically means the Wii is a mildly souped up version. As a result, the Wii can easily re-create the Gamecube library by literally adjusting the processor speeds. In 2012, Nintendo discontinued Gamecube backwards compatibility, which can be determined by searching the outside of the console for Gamecube controller ports.
Known Issues: For the most part, none. All backward compatible Wiis are also Gamecubes. There are some limited hardware issues when trying to play hardware-specific games or integrate accessories like the Gameboy Advance cable.
This week Trees returns and we are talking about the Japanese developer Treasure, best known for some of the most impressive games on Sega’s consoles (Gunstar Heroes, Radiant Silvergun, Guardian Heroes, and Ikaruga) as well as Nintendo’s later consoles (Bangai-O and Sin & Punishment). We discuss the company origins, values, and of course the entire library of this impressive developer.
Below is a video of an unreleased (canceled) title, Tiny Toons: Defenders of the Universe. The beta that was presumably used as a trade show demo eventually leaked on the internet. We have acquired it and played it on an original, modded, PS2. Enjoy!
Released: October 24, 2003
Developer: Inevitable Entertainment
Publisher: Vivendi Universal
Instruction Manual: Not Necessary
Played it as a child? Yes
Value: $4-$10 (used), $10.49 (new) (pricecharting.com)
Other Releases: Yes – PS2, Gamecube, and PC and a modified version for the Gameboy Advance
Digital Release? No
No, sorry, this is not the ZX Spectrum game from 1983, but rather the more widespread console release from twenty years later, although I’ve never played the original so perhaps it’s garbage and this is the better choice. Back when the Lord of the Rings film trilogy was nearing its end, a slew of video games hoping to cash in on the wild success of Peter Jackson’s movies released. After sapping all of the film properties, the books themselves became source material for spin-offs and one of the first was based on Tolkien’s prequel book The Hobbit. As a mild fan of the series I always felt that The Hobbit was the better book and overall story, which explains the tale of how Bilbo Baggins became the first hobbit to embark on an adventure with 12 dwarves and wizard Gandolf the Grey. Not only that, but it introduces the ring, odd creature Gollum, and probably one of the only dragons in that universe, the unrivaled greedy dragon Smaug. Despite the semi-decent cartoon version of the book that I had seen in my youth, I was immediately drawn to the playful cartoon re-imagining of Tolkien’s book and despite some major snags in the gameplay department, I was pleasantly surprised.
The Hobbit was touted by Sierra as one of its newest “entertainment experiences” but it was really media company Vivendi publishing it for a developer Inevitable Entertainment (which would the following year be purchased by Midway and become Midway Austin for the Area 51 re-hashes). As a newer developer – Inevitable’s only other title was Tribes: Aerial Assault, which garnered quite positive reviews – and one that had only done a first-person shooter, The Hobbit was an odd choice as a 3D platforming adventure game. As a result the strengths and weaknesses learned from developing a title like Aerial Assault come through, like the platforming (a large part of the mobility focus of Aerial Assault), but hand-to-hand combat was weak to say the least. You can also tell this was a game that was planned first by the license and then adapted into gameplay form based on the developer’s ability to craft levels out of the story. In this regard, and I stress this as one who has read the book countless times, the decisions were quite odd. There are several levels where you’re jumping around caves and forests fending off creatures and insects while major plot points like an attack on the dwarven camp or a harrowing escape from Gollum get bypassed in cutscene. There is also an annoying save system that requires you to check into certain spots within a level and every death results in going back to your last save. Finally the overall campaign is stripped down in most levels to nothing more than a fetch quest or a killbox for a brunt of the adventure. Couple that with the fact that it’s clearly a licensed product cashing in on the success of another, there’s no reason this game is supposed to be good but to my surprise I like it.
Many of the areas in The Hobbit are set pieces we don’t see in the Lord of the Rings trilogy and the overall adventure spans fewer years and area, so it was a first glimpse at many of them. The focus on areas like the watertown or dwarven caves that are thriving (as opposed to the abandoned ones in Lord of the Rings) was also a welcome addition. I also like that the game is catered to a completely general audience, so there’s absolutely no fear of letting a child play or watching you play resulting in a devastating conversation or learning something inappropriate (unless you count the swearing that would undoubtably come out of my mouth when I die). It just has a bright atmosphere and charm that allows me to forget the game design is weak, which is a pass few other games (American McGee’s Alice also comes to mind) can get out of me. It’s a bit nipicky, but I also like that Gollum is the dark, drab cave-dweller that I always remembered him as in the books and cartoons as opposed to the pathetic faux-hobbit he was transformed to in the movies. I have ready the books many times and I don’t remember Gollum, even when he converted to Smegal, having such a drastic appearance change between the stories. My favorite level, the cinematic sneak to and battle with Smaug, is one of the best looking set pieces I’ve seen in a game to date (not necessarily from a tech perspective, but from an art design one).
The Hobbit was not well received back when it released. Although some would argue that a 5-6/10 is an “average” score, most venues of the time considered a 7 or higher to be as such, and from a critical level on simply the elements of the game and not the combination of all these parts I can see where they were coming from. It was a dark time for the 3D platformer – all games that weren’t Mario were getting sneered before the package was even opened and even Mario Sunshine couldn’t get through unscathed – so it doesn’t shock me that this licensed knock-off so-so platformer was bashed by review staff. I’m not suggesting that reviewers had pre-conceived notions and I understand how easy it is to look back and attack words from the past, but I remember even back then thinking that reviews and previews were a bit harsh on the title (there was plenty of Internet video game coverage by this time). Still, I think it holds up as a lighthearted collect-a-thon from the days of modern 3D platforming and I argue that the graphics competed with most games of the era. Just to make sure I haven’t been too blinded by memory, I replayed the game in its entirety (as I do with all the games covered here) and even captured it with commentary. I have included those videos below just in case you’re interested and I do warn that since they are “in the moment” gameplay commentary there’s a bit of swearing, but I keep the bad language somewhat to a minimum. It may not have been what most gamers wanted, but I feel The Hobbit was a great preparation for this week’s release of the film in theaters.