Archive for the ‘PC/Mac’ Category
Bioshock was released all the way back in 2007 (which seems like quite a while in terms of game releases), near enough the same time as the launch of the Xbox 360. Before I re-played this game for the Game Club, my last save on the 360 was dated August 2009. So would you kindly take a seat and read on, as we see if Rapture is still a city worth re visiting or if it should stay at the bottom of the ocean.
In Bioshock you play as Jack, a character who doesn’t really say much. After surviving a plane crash and swimming to a lighthouse, you find underwater transportation to the city of Rapture, a so-called underwater utopia created by a man named Andrew Ryan. You quickly learn that Rapture is not the magical gum drop land it was probably intended to be because most of the residents have totally lost their minds and want to murder you. People seem to be hooked on something called ADAM which changes your genetic code, giving the recipient special powers. The game does a great job of explaining the story through use of audio diaries, which give audio-based background to the game while you are still playing. The story is filled with regular twists and turns that will keep you interested right up to the end. Since there is so much depth to the plot, I found I understood more when going through the game multiple times (not to mention these are hidden items that you can drudge for when not on an initial playthrough).
Bioshock plays as a first person shooter with role playing elements. The game gives very clear goals and even a quest marker for where to go. Don’t worry completionists, you have plenty of opportunity to explore the world and discover secrets and additional information of Rapture. You also find plasmids which unlock super powers for your character such as shooting electricity or even bees out your hands if you choose it. Alternatively you can use plasmids for more passive results such as improving your melee damage, healing abilities, and several other traits.
You can also hack devices like vending machines to receive discounts or hack automated cameras and turrets, which will attack enemies instead of you. When you hack you enter a mini game, which is Pipe Mania basically, connecting the pipe parts together so the fluid flows to the right target. Unfortunately if you fail to do this in the limited time you will receive damage and possibly trip an alarm. Hacking is fun to begin with but gets quite tedious quickly, so fortunately like with most things in this game you also have the option to pay for a hack or use a auto hack tool to bypass the mini game entirely. Of course there is always the option to not be so nerdy and just not hack at all.
If you haven’t figured it out already, Bioshock allows you to play the game as you want. You can stealth or go guns blazing (the latter is more tricky on harder difficulties). You have a lot of choice into how to advance in the game, and even better, you can switch out your abilities should you want to change your gameplay style. The only potential issue is Bioshock can come across as quite easy on any difficulty. Even on hard mode, if you die you just get resurrected instantly in a close by vitality chamber. There is practically no penalty for this and you just continue on in the game. A hardcore mode was added in the first update for 360 and PC, so any of those that have online access and update – not to mention the port onto PS3 and iOS – will also have a Hardcore mode that will give you a game over with any death, but this is almost canceled by the game’s ability to let you save and load anywhere.
The graphics in this title are absolutely phenomenal. Rapture is unlike anything else you will probably see in other video games and a lot of thought clearly went into the art direction, which is consistently demonstrated when you pay attention to the consistent writing on the wall as well as items and bodies positioned in specific places. This can show you how far Rapture has probably fallen from grace. Bioshock is set in 1960 and the art style is inspired by Art Deco, but of course since Rapture isn’t like your typical city above the ocean things have been changed for this specific utopia. The water physics are also very impressive, water will flow down stairs and pour from the ceilings very much convincing you that you are in a underwater city. The game also makes excellent use of shadows; you will regularly encounter silhouettes of enemies projected on the wall making you kind of dread what could be round the next bend.
Character models and enemies are also very impressive. The most common enemies are splicers, which are disfigured people, and their reaction to you and the world very much mirrors a society gone wrong. Much like yourself, some of the splicers also have powers, like teleportation. The other most notable foe is the Big Daddy, giant creatures in a diving suit that protects a character called a little sister (but I’ll get to them shortly). These incredibly threatening creatures actually won’t harm you until you either attack the Big Daddy itself or get too close to the little sister. When that happens the brute goes feral and will attack you with full force. Consequently even to this day the Big Daddy is one of my most memorable characters in gaming. Returning then to the little sisters, these are little girls which have a parasitic sea slug in their stomach, allowing them to collect ADAM. Once you have taken down the Big Daddy protector you’re faced with the moral choice of harvesting the girl for maximum ADAM – this kills the girl in the process (you don’t see any child mutilation, but you can clearly tell what’s about to happen) – alternatively you can rescue the girl and receive a small amount of ADAM. Surprisingly choosing either path only leads to a different ending and has little effect on your progress in the game, which will call this further into question due to how the story progresses.
Bioshock still holds up to this day. The game has aged well, the graphics still look great on whatever system you choose to play the game on, and the gameplay doesn’t feel too dated. Bioshock is also very much a game you need to take your time with and just enjoy exploring the world of Rapture. Rushing through it will do little for your enjoyment and potentially hinder the experience. Each time you pick up the game you will probably play it differently and with the amount of player choice and gameplay style, it is unlikely two playthroughs will be the same (although the plot does remain consistent save for which of the two endings you receive). Bioshock was great in 2007, it is great today, and will likely stand the test of time for years to come. If you still have not visited the world of Rapture would you kindly do yourself a favour and play it.
Final Score: 5 out of 5 (review policy)
Bioshock was reviewed by a personal copy of the reviewer, no codes of any kind were provided. This review is based on the Xbox 360 version but it is also available on PC, PS3, and iOS devices with little content difference.
I was gonna write a retrospective on this, but honestly in podcast form we’ve covered Doom not once, but twice! From those episodes came a project that has taken six months and over six hours to put together in one near 15 minute video. I compare the PC, 32x, Jaguar, SNES, PS1, 3DO, Saturn, and GBA versions of Doom so you don’t have to, complete with bad language and snarky remarks (sorry parents). Check out this version of Versions for Doom, but fair warning: there is some adult language.
Now & Then is different from both a retrospective and a review. It tackles games you probably already know and is a place for gamers to discuss these games. Below is an overview of a game’s presence in the market then and now. Authors of these articles share their personal experience, so we encourage all of you to do the same in the comments.
Editor’s Note: Although I love classic games as much as the next guy, few games get to be restored as often as Resident Evil 4. Therefore, the recently released Ultimate HD Edition has the most cleaned up, 1080p native graphics to date and thanks to screenshot technology being what it is we were able to grab those assets directly from the game without any quality loss. We at GH101 have decided to feature screens from this version in the interest of clarity, despite the fact that they do not faithfully represent the graphical fidelity of the many previous versions. Hopefully purists will forgive us. – Fred Rojas
The Story of the Scrapped Versions
Whenever a game sits in development hell for too long, it has an adverse affect on everyone’s feelings for the game. The examples are too many to count but a couple quick mentions are the likes of Diakatana, Too Human, and of course Duke Nukem Forever. With a few exceptions, games that take too long to make can’t help but not live up to the hype and therefore disappoint an all-too-eager audience. One of these exceptions is Resident Evil 4. Originally announced in 1999, the concept was a Playstation 2 game with a brutally strong protagonist that was more action focused per the ongoing desires of Shinji Mikami (series creator that has been trying to go more action oriented since Resident Evil 2). This new iteration was appropriately tasked to Hideki Kamiya, notable for his director work on Resident Evil 2, and in connection with Noboru Sugimura, writer of Resident Evil 2. After a European trip that netted a Gothic art style and given the goals of the game it was decided that the camera would have to be dynamic and movable (much like Capcom had started in Dino Crisis) and thus ditch the traditional pre-rendered background in exchange for a fully rendered world. Much of the development style, tone, and even Kamiya’s direction involved a what was described as a “cool” world and eventually it got so far removed from the roots of both the survival horror genre and Resident Evil series and instead integrated demons and a new protagonist, Dante. A small fraction of the Capcom Production Studio 4, named Little Devils, converted this new concept with the juggling bug this team had seen in Onimusha: Warlords and eventually renamed the project to Devil May Cry in November 2000. While it spun off to a good game and an ongoing franchise that still lives today, Devil May Cry left Resident Evil 4 in a rut without a dev team (and some hardcore RE fans still refer to the game as Resident Evil 3.5 since the core concepts remained intact).
It wasn’t until nearly a year later, late 2001, that the large scale Capcom Production Studio 4 team regrouped to begin development on Resident Evil 4. Sugimura was still involved at this time and his scenario company Flagship and the original concept was Leon Kennedy breaking into Umbrella’s European headquarters to save a girl (who’s identity has never been revealed) while fighting various types of zombies and other creatures a la the original game. At this time the third person view was already the gameplay style although Leon was overcome by the Progenitor Virus, thus giving his left hand special abilities, and included first person action sequences like we saw hints of in previous games.
As time went on the concept developed into the demo that was shown at E3 2003 known as Maboroshi no Biohazard 4 (Hallucination Biohazard 4 in English), but it has been come to be nicknamed Resident Evil 4: Hook Man Version by those that talk about it in the RE circles (FYI: Resident Evil is Biohazard in Japan but not here due to the metal band’s trademark). Development of this version began when Flagship’s original scenario was dropped and Mikami brought in Yasuhisa Kawamura, scenario writer for Resident Evil 3, to make a scarier game. At first the movie Lost Souls was the template and it featured an unnamed female protagonist that found herself in an abandoned building with a killer on the loose. An in-between version re-introduced Leon as the lead, had him working with a mutated dog as a sidekick, and eventually making his way through Umbrella creator Spencer’s Castle to rescue a girl and fight his way out (with Hook Man as the killer and a newer version of the Nemesis character). Eventually this was adapted into a final version that would become the demo. In this version Leon was traversing a haunted castle, infected with a virus, and it was causing a mix of various jarring camera effects and hallucinations. To help with the goal of a scary atmosphere and merge the perspective of the player with Leon, an over-the-shoulder camera, laser sight, and quick time events (QTEs) were integrated, some of the more notable attributes of the final game. Enemies in the demo ranged from suits of armor that came to life and eventually a the Hook Man, a ghostlike zombie with a torn hook for a left hand, as a final enemy for the demo. You can find a 5 minute video of this build on YouTube (pardon if the link isn’t valid over time) that was found in the Biohazard 4 Secret DVD that came as a pre-order bonus for Resident Evil 4 on GameCube in 2005. Cost of development and technical obstacles forced Mikami to step in and assist in scenario writing and development, something Kawamura has gone on record saying he’s ashamed of, and completely scrapped the game. It was 2004 and Resident Evil 4 was back to square one. Fortunately you can find most parts of this version (aside from the demo video) in other Capcom games: many of these assets ended up in the PS2 game Haunting Ground, the Progenitor Virus concept was the base for Resident Evil 5, and of course the Spencer Estate concept was revitalized in the RE5 DLC Lost in Nightmares.
The Deal With Nintendo
In November 2002, Capcom announced a 5 game deal with Nintendo that would see five of the titles coming to the GameCube, known as the Capcom Five, and among those (despite some miscommunication) only Resident Evil 4 was to remain console exclusive. After rumors suggested that users and investors were adding pressure to move the game to the much more successful Playstation 2, Mikami even came out and claimed he would “cut his head off” if RE4 ever made its way to another console. In late 2003 Shinji Mikami took over directional duties and had a large part in scenario and writing duties to completely re-invent the series. He spread a massive campaign in interviews and told the Capcom Production 4 Team that the focus was to be on action and not horror. To assist with this he dropped the Umbrella involvement completely, created the Ganados concept, and clearly borrowed from many earlier versions of the game, including the new Dante-like look and personality for Leon. By E3 2004 Capcom locked down a January 2005 release for Gamecube and then to everyone’s shock an awe a Halloween 2004 announcement for 3 new Resident Evil PS2 titles revealed that a port of Resident Evil 4 with expanded content would be hitting the PS2 later in 2005. This made Gamecube fans livid, some of which admitted to purchasing the nearly dead console purely for the now three year prospect of finding the game only on Nintendo’s console. For the record, Mikami did not cut off his own head and the PS2 version did come out. I have never been able to find out if there was any action from Nintendo for breaking the exclusivity, although in those days it wasn’t always a paid or contractual deal so perhaps Nintendo had no leg to stand on.
After all that hype and pressure, it’s a miracle that Resident Evil 4 is as wonderful as it turned out to be. If you’ve never played it, the genius of Resident Evil 4 is that it sticks to the basics of game design while also offering a look and feel that is fresh. Easily one of the most gorgeous games from that generation, I still contest that the Gamecube version is the best looking from that time period, so if you have a choice that game really was developed for that console. Additionally the game was long, like 15-20 hours long, and didn’t feel as such. Each of the five chapters feel like complete games in and of themselves and while enemy types and bosses do reappear from time to time, the environments and scenarios are unique for the most part. Even more striking is the way that game develops alongside the player as a whole.
In the first act you are traversing the woods of Spain as Leon, completely unaware of what’s to come but you know it’s not going to be good. Eventually you get introduced the Ganados, who at this point are townsfolk that have established farming villages along the countryside, but of course they are violent toward you. After killing off a pair of cops that accompany you, the Ganados turn full attention on you and with the different ways they attack based on where you shoot them and how close you are too them, it’s clear that these are no zombies. Ganados will throw weapons at you (that yes, you can shoot out of the air), duck under your laser sight, run around you, and overall give you that sinking feeling of being entirely alone against the world. Not only that, but the world is quite jarring for the time, with the over-the-shoulder camera and focus with the laser sight on where to shoot everyone, it’s a steep learning curve. That’s why the first main area, a central town, is so pivotal and one hell of a demo. You enter into this town that is fully populated by Ganados that all give chase upon your arrival. You can go in and out of houses, down different paths, jump out of windows, and navigate a small space where you have almost no idea where to go next. Since your perspective only allows for what’s directly in front of you, a somewhat accurate interpretation of what being in that situation in real life is like, it’s dangerous to take a corner without knowing what’s going on and you always take a risk of being jumped when you dare look behind you. Sure it’s seen as somewhat tanklike controls today, but back then it was about as good as you were going to get out of Capcom. Then the chainsaw guy arrives, a larger sized villager with a potato sack on his head and eye holes cut out, and he begins to chase you at a much faster pace than the others. This doesn’t meant that the horde of Ganados back off either, you’re now thrown in the mix with all of them. No matter how many times you shoot Chainsaw Guy he won’t die for good and you have limited ammo at this point and most people will probably get caught by him at least once, which triggers and instant death where Leon’s torso is sawed diagonally across the sternum. It’s freaky and it demonstrates the biggest change in Resident Evil 4: you won’t be scared, you’ll just feel immense tension, which triggers a different kind of fear. When those church bells ring after a certain period of time and clear the town of danger, I had to literally take a break and step away from the game. My thoughts at the time were, “damn, that was close.” It was a great rush.
From there the game digresses into a somewhat interesting storyline that contains a mass of interesting and tactical scenarios. Whether it’s fighting the sea creature in the lake, tackling El Gigante for the first time, eventually meeting and dealing with Salazar, knife-fighting Krauser, and eventually unraveling the mystery of Las Plagas, Resident Evil 4 is a thrill ride. Each new area of the game will challenge the skills you had previously learned and try to force you to use them in new ways to the point that your cumulative skills make the initial Ganados fight seem like a walk in the park. When I completed the game for the first time after getting the game for my birthday in 2005 (I had a Gamecube for the few other Resident Evil games on the platform) and again that Christmas on PS2, it was fantastic and I couldn’t offer it up to enough people to experience. Capcom and Mikami had gambled big – the series was to be discontinued if a failure – and they had succeeded admirably. For better or worse, Resident Evil would never be the same.
It sold well. 1.6 million units on Gamecube and more than 2 million on PS2, not to mention eventual ports to the PC (terrible initial attempt) and Wii before receiving HD remakes on 360/PS3 recently and eventually the Ultimate HD Version on PC this year. I think the reason it keeps being remade is that Resident Evil 4 still looks amazing today, now with updated assets and filters, and the gameplay, while seemingly dated, is still that perfect mix of locked in time and tolerable to a modern audience. If you have yet to experience this game and are even somewhat of a fan of Resident Evil, you should pick this game up and give it a go. It was a steal at $50 back in 2005 and today it’s a reminder that not all re-invented games in development hell end up being underwhelming, dated messes.
This week Fred and Jam tackle the Bioshock game club. Irrational Games (as 2K Boston) follow up the System Shock series with a new underwater utopia gone wrong and plagued by warring factions. With inspirations from popular culture and depression era architecture, Bioshock proves that the devil really is in the details.
Console: Playstation, Windows
Digital Release? Yes, PSN version compatible with PS3, PSP, and Vita for $5.99
Price: $14.00 (disc only), $25.00 (complete), $50.00 (sealed) per Price Charting
Dino Crisis 2: The Lost World. Okay, it’s just Dino Crisis 2. Just a year after the first game, we get the second game from Capcom, and this time the developers decided to stray away from the survival horror gameplay and try take the series into a unique direction. This is where the series started to experiment and take a new direction in terms of gameplay and mechanics. So was the game a development success or should it be a forgotten fossil?
Dino Crisis 2 has a rather complex plot from its predecessor. A city has vanished in time which was working with “third energy” and the survivors are now having to put up with some rather hungry Dinosaur residents. Regina from the first game and a team called TRAT (another great Capcom name) are sent through a time portal to rescue survivors. Surprisingly you begin the game as Dylan a generic looking army guy from TRAT. Throughout the game you will swap between Dylan and Regina who both use their own unique weapons. The plot is explained at the end of the game in a very long cutscene but it’s unlikely you will particularly care, the story really comes across as an after thought in this game.
On your very first dinosaur encounter you realise the focus of the game has shifted to action over survival horror. Initial impressions of the game are positive, plus you now have a Hud which displays your health status and your ammo. You can also move not only with your weapon readied and while you shoot as well as having tons of ammo to cope with the ridiculous amount of enemies you’ll be blasting. In fact, its fair to say you see more raptors in the first segment of Dino Crisis 2 than in the entire campaign of the original game.
When you enter an area dinosaurs will spawn constantly and as opposed to running away you’re now encouraged to shoot everything. It can feel frustrating as the dinosaurs sometimes leap out of bushes and damage you, which feels cheap and unfair. You rack up “extinction points” and can even increase these points by getting combo kills and exiting an area without receiving any damage. Extinction points can be used at computer terminals which are scattered throughout the game. You can buy new weapons, ammo, upgrade the ammo capacity of a gun, buy health items and upgrade items for your character. You can also save at the terminals as well.
Controls are practically identical to the original game. The main differences are you can press L1 to aim at a different target thought I found this useless in the game and just didn’t seem to work. It was easier just to re press R1 and you would aim at the nearest target. As opposed to a primary weapon you now used a secondary weapon like a machete to attack enemies in close quarters. This was very useful especially when being attacked by multiple enemies. The game also mixes gameplay up with a few on rails turret sections which mix the action up and are a nice change of pace.
Puzzles this time around are essentially find a key and put it in the right door or buy a item from the computer terminal to progress through a section of the level. Though none are taxing on the mind some of the keys are hidden in horrible places that require you to backtrack through the game quite far to find them. The good news is I found on multiple play throughs you could pick these items up early if you know where to look.
The graphics return to pre rendered backgrounds in this game, so all screens are static and no more 3D models in the level environments. This probably was for the best as the game looks great. The environments are now a lot more varied, you’ll be running through jungles to larva filled caves. There is even one section where you will put on a diving suit and explore underwater which was very interesting. Of course occasionally you will hit a research facility to investigate but with the pre rendered backgrounds they look so much nicer this time around. The character models are as to be expected by this stage. The dinosaurs look fantastic especially with the variety of beasts you will encounter this time around.
Since the game is less about horror and more about shooting dinos in the face the game includes a full soundtrack. The music is surprisingly catchy and suited to the environment your exploring. Yes, the terrible voice acting returns with some really brilliant Capcom one liners this time around. The dinosaur sound effects are absolutely superb.
It’s very much worth pointing out both Dino Crisis 1 and 2 introduced mechanics that would become standard affair in later Capcom titles. Dino Crisis brought 3D environments, 180 turns and the dreaded quick time even. Dino Crisis 2 brought a point system which could be used to buy and upgrade weapons. As gamers we have a lot to thanks (and in some cases hate) the series for.
Dino Crisis 2 is not a very long game. You will probably finish the first time through in around six hours and this will significantly decrease with multiple playthroughs. The game is not particularly difficult but crank it up to the hardest setting and it will keep you busy for a while. There are no multiple endings but you unlock the Dino Colosseum this is a mini game which allows you to play as characters and even dinosaurs from the series in a mini game where you have to wipe out multiple waves of dinosaurs. You can also unlock a VS mode where you and a friend can choose a dinosaur and fight to the death. There is also Dino Files to collect through the main campaign finding all of these unlocks a special card which lets you play through the game with unlimited ammo.
Dino Crisis 2 is a fantastic sequel taking the series in a direction that is different but better. The game builds on practically everything from the original. More dinosaur types from 5 to 11 so your not just shooting raptors for a change. More weapons for each character. More varied environments and just generally more fun. What the game does focus less on is puzzles. Funnily enough the audience who may dislike this game are the hardcore survival horror fans, which is funny as that’s the audience I recommend the first game to. The game is entertaining and very simple to pick up and play. Even after your done it is likely you’ll occasionally re visit the game to casually playthrough again.
Final Score: 4 out of 5 (Review Policy)
Also be sure to check out the Gaming History 101 Podcast Game Club episode where we discuss both Dino Crisis 1 and 2.
Console: Playstation, Dreamcast, PC
Digital Release? Yes, PSN version compatible with PS3, PSP, and Vita for $5.99
Price: $7.50 (disc only), $10.00 (complete), $35.00 (sealed) per Price Charting
Dino Crisis really sounds like a winning formula if, like me, you are are fan of survival horror and dinosaurs. What could possibly go wrong? Well its time to revisit this Sony Playstation 1999 release and see if it stood the test of time or should have remained extinct.
Dino Crisis released when survival horror was hitting a peak in the industry, at least in terms of the “tank-like” control system. The Sony Playstation had plenty of games like it to offer. In the same year Dino Crisis released we also saw Silent Hill from Konami and Resident Evil 3: Nemesis also from Capcom. Interesting to note: Shinji Mikami – creator of the original Resident Evil – was heavily involved in the production of this game so much so his name was put on the front of the box in hopes it would sell the game. Clearly something worked as Dino Crisis managed to sell over one million copies.
Dino Crisis is set on Lisle Island and you play Regina, a member of SORT (Special Operations Rescue Team), because it wouldn’t be a Capcom game without a made up special unit. Regina, along with your team members Gail and Rick, are sent into the facility to hunt down Dr. Kirk who is a scientist working on a project titled ‘Third Energy”, which is believed to be linked to the production of dangerous weapons. Not long into the mission you find out most people in the facility are dead and the place seems rather empty, which should probably sound familiar for a survival horror game. Rather than the place being infested with a different common nasty, you find it’s dinosaurs that are responsible. So begins a survival tale of finding Dr. Kirk and getting out without becoming dino food. There really is not much to say on the story and it follows a very predictable path, even if you haven’t played other Capcom survival horror games. Still, if you hunger a more in-depth look at the complete plot, we did a game club on it that you’re welcome to listen to.
Dino Crisis is a survival horror game that uses the tank style controls that are really “love it or hate it” by this point. You have limited ammo and health items and are generally expected to run from enemies more than attack them. Dino Crisis does introduce some new mechanics to the mix as well. In this game you can ready your weapon and move at the same time, however when you shoot your weapon you still remain stationary. You can spin 180 degrees on the spot, which is handy for quick escapes in the game. There is also this unique mixing mechanic where you can combine ammo and health items to create special items to enhance your equipment. Another new health item allows you to continue from the room you left off, should you die, basically acting as extra lives without returning to the last room you saved in. This mechanic comes in very handy for some of the frustrating encounters. This game will, at times, allow you to make decisions on how the story progresses, triggered by the characters Rick and Gail giving you a choice on how to handle a particular situation. It’s a interesting mechanic that encourages more than one playthrough of the game and also helps you see the entire story – if you have any interest, that is.
A mechanic I didn’t care for in this game was the damage indication. There is no health bar, not even in your item menu. You are expected to watch Regina’s stature and movement to tell if she is injured. This sounds unique on paper, but most dinosaurs take a lot of health off especially on harder difficulties, making you more likely over use health items and get pretty irritated. Regina can also bleed, indicated by a small blood trail as you walk. Basically she will bleed out and die unless you stop the bleeding with a hemostat or health item that combines that effect. Surprisingly, these health items were pretty sparse.
The game feels much more puzzle-focused than action. You will regularly encounter puzzles which require you to find two discs and then enter a password by solving a logic puzzle. These are repeated throughout the game and get progressively harder. Though it is nice to see a game that asks you to use your head for a change, the backtracking through the environments to look for a single item gets very frustrating.
The graphics of the game are something new for the genre. The entire level design is now 3D rendered – this means all the items and environments are given their own 3D model – which is counter to what we’ve seen in the Resident Evil series that used pre-rendered backgrounds with single character models. Also occasionally the camera will follow Regina as she moves. It was probably a test what to expect from Resident Evil: Code Veronica, which used the trick often. Though the engine looks cool if you have a appreciation for game engines, to most gamers it will come across as ugly because the environments lack depth and detail when compared to pre-rendered environments used by most other survival horror games. This is to be expected due to the technical limitations of the time – early 3D provided you with flexibility or graphical quality, but almost never both.
Character models are standard affair, the dinosaurs really steal the show as they look very impressive especially considering this is an original Playstation game. It’s just a shame there is not more dinosaur types. You have the raptor, which is the main enemy you will face, pterodactyl which are just a pain, Compy which just chase you around, some four legged dino that does a hefty amount of damage. Then there is the T–rex, which just looks great and most encounters with it lead to one hit deaths unless you handle them properly.
There is not much music in the game just the occasional tension theme to add to the horror elements. The voice acting is absolutely awful, but why would you want it any other way for a Capcom game? The most memorable sounds are by far the dinosaur noises from the T-rex and raptor. Sometimes you’ll walk down a corridor and hear a raptor but it will never appear, a rare moment where the game actually felt scary.
To the games credit it really does try to make a game using Dinosaurs scary. The game introduces these “danger” segments where you walk down a corridor and a dinosaur essentially jumps you and the screen flashes “danger” you have to rapidly press any button on the controller to escape. It sounds like a good idea but like Quick Time Events (QTEs) in general these segments surprise you so suddenly if you don’t mash the buttons quick enough you die instantly.
I is not the longest game. Your first playthrough may take up to eight hours but that will significantly drop once you know where you are going. The game has multiple endings, harder difficulties and some extra modes unlocked once you have finished. Overall, Dino Crisis is a decent game that will absolutely appeal to fans of survival horror and gamers that have a appreciation for early game design choices like the 3D models. For everyone else it’s a hard sell even if you like dinosaurs because the game generally is not that memorable and doesn’t bring anything new to the table. I may have rated the game low but that’s only because I feel this won’t appeal to the mass market of gamers. Those that appreciate this game for what it brought to survival horror will be happy to add it to their collection.
Final Score: 2 out of 5 (our review policy and scoring can be found here)
This month’s game club is none other than the 2K Boston (Irrational Games) 2007 release Bioshock. Unlike many of the games in our game club, it’s not the first time we’ve touched this game so instead of the usual banter we focus on gameplay elements, historical development context, and of course the slew of minutia that makes this nearly 7 year old game seem timeless. Click on the icon above to view the video (embedding bypassed to improve home page load times). Due to a microphone balancing issue, my commentary is sometimes drowned out by the game’s audio
No it’s not a typo (just an inside joke), but we are actually talking about Data East and Data West. This includes the games they developed, published, and even the pinball titles available. It may not seem it, but Data East was a limited and significant developer of the mid-late 80s and just about all of the 90s.
Also be sure to check out the ASCII RPG/roguelike Sanctuary, for free, at the following address: http://blackshellgames.itch.io/srpg
One of this week’s Retro Game Night titles kicks off the June game club with 1999’s Dino Crisis. Click on the box art above to view the video. From Resident Evil creator Shinji Mikami, this game was simply put as Resident Evil meets Jurassic Park, even at the admission of the game’s characters. In this video we play the first hour with commentary and get you set up for an interesting take on the survival horror genre. We are doing both the first and second game for June, so watch for the sequel coming in two weeks.
How Tetris Has Been Used in Research To Help Health Problems
Tetris that famous game released in 1984. Beloved for its simplicity and addictive nature; but did you know that Tetris has actually been used in a variety of medical studies? There is plenty of research reporting the benefits of gaming despite the media having us believe playing video games turn us into serial killers and dysfunctional members of society. Today’s article focuses on the research studies performed using Tetris.
Tetris good for the eyes.
One interesting study carried out in America and even in the UK is using Tetris to treat Amblyopia. You may know this condition more as a “lazy eye”, where one eye is not seeing as well as the other eye and can be accompanied by an eye turn. It usually occurs at a very young age and current treatment involves patching the good eye to force the bad eye to work. Spectacles are also given to aid this treatment. Unfortunately not all treatments are successful and the lazy eye can remain into adulthood; treatment for a lazy eye in adults is usually ineffective.
A study in in Canada at the McGil Univesity found playing the game Tetris with both eyes open was more effective than patching the good eye¹. In the study participants wore special goggles. Some of the patients had their good eye totally occluded during Tetris play whilst the other participants had both eyes open and the goggles showed different images of the Tetris game.
The study found vision and depth perception improved dramatically and studies are now under way to see if the treatment can help children with a lazy eye.
Tetris curbs your addictions
The UK study on 119 people has found playing Tetris can reduce cravings for people with addictions. Published in Appetite, the study was designed to test Elaborated Intrusion Theory which suggests cravings are not just desire-based, but visual as well. The research hypothesized that performing a visual intensive task can reduce cravings. In this test participants had to describe their cravings before playing Tetris and once the game was complete they were asked to describe their cravings afterward.
Students who participated in the test found their cravings reduce more than 24 percent compared to people who did not play Tetris.
Tetris helps with Trauma
At Oxford University in the UK, Tetris was found to reduce the effects of traumatic stress³.
In this study 40 participants were exposed to distressing images and half were then given Tetris to play after a period of time. The experiment then looked into the number of flashbacks experienced by the participants. The half that played Tetris were found to have fewer flashbacks than the participants who did not.
It was believed playing Tetris helped disrupt the laying down of memories, therefore those who played the game had less flashbacks of the distressing images. Since Post Traumatic Stress Disorder relies on flashbacks like distressing sights, sounds, or smells of a traumatic event, the experiment worked on the principle that it may be possible to modify the way the brain forms memories in the hours after an event.
Of course it is important to point out all of these studies require more information and study to prove the theories. It does go to show that there really is proof that video games can actually be beneficial in helping several medical conditions. Of course that probably won’t change the bad press surrounding the media but who knows maybe in the future Tetris will be prescribed on the NHS and Doctors will be handing us Gameboys instead of pills.
1: lazy eye