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Podcast: Data Easy Meets West

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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.

Special thanks to Retronauts Episode 88 (1up Run), Brandon Sheffield (and his blog/podcast Insert Credit), as well as Topless Robot for your Data East and extensive Data West information.

Also be sure to check out the ASCII RPG/roguelike Sanctuary, for free, at the following address: http://blackshellgames.itch.io/srpg


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Written by Fred Rojas

June 25, 2014 at 12:50 pm

Video: Retro Game Night – Dino Crisis

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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.

Written by Fred Rojas

June 8, 2014 at 2:43 pm

Tetris Aid

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How Tetris Has Been Used in Research To Help Health Problems

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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.

le_tetOne 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.

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Written by jamalais

April 15, 2014 at 10:56 am

Posted in Features, Gameboy, NES, PC/Mac

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Podcast: Shmup Game Club

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This week we are joined by listener Jason (@albirhiza) to discuss our Shmup Game Club: Giga Wing 2, Velocity (Ultra), Radiant Silvergun, Power-Up, and Sine Mora.  Campaigns, tactics, high scores, and more are covered as we dissect some of the more contemporary additions to the genre.


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Podcast: One Disc to Rule Them All

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This week Fred (@spydersvenom) and Jam (@Jamalais) are celebrating the compact disc, or CD.  Aside from the various movie and music industry uses, commercial CD video games changed the face of gaming and drastically increased potential content in retail games.  Join us as we make new site announcements and celebrate one of gaming’s most pivotal technology upgrades.


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Written by Fred Rojas

March 19, 2014 at 1:02 pm

Retro Review: Dead Space

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Dead_Space_Box_ArtWhen you first read or hear about Dead Space, it may not seem to peak your interest as much as it should. In truth, Dead Space is an experience from start to finish. This game is going to suck you into a world that will literally take over your living room if you let it. Aside from that, the universe is big as well. You can currently pick up the graphic novel, telling the early story, and as of yesterday the animated movie also released, which tells of the events leading directly into the game. Couple that with the announcement that Dead Space 2 is officially in development and there’s no reason to skip this game.

In order to appreciate Dead Space, you want to play it at night, with surround sound (as sound seems like a bigger factor than visuals), and pair these factors with being alone. A high-def screen helps, but is in no way as necessary as surround sound for this game. From the very beginning to the tense ending, you will treat this game much like being the leader in a haunted house: at the edge of your seat.

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Written by Fred Rojas

February 28, 2014 at 7:00 pm

Retro Review: Call of Duty 4: Modern Warfare

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cod_boxCall of Duty is going someplace that no other World War II shooter franchise has gone before: modern day in a fictional Middle East country. The follow up to last year’s lackluster Call of Duty 3 (created by sibling developer Treyarch), Infinity Ward is back with its iteration to the franchise and suffice to say this game is impressive. Modern Warfare comes with a slew of tactical contemporary guns, a gripping new plotline, and easily the most gorgeous graphics I’ve ever seen. Look out Halo, you very well may have competition.

From the first mission where you are literally dropped into, boarding and clearing a large freight liner in the middle of the ocean during a rainstorm, this game is faster and more covert. Previous titles in the series focused around being the hero in a clutter of large scale battles, whereas much of Modern Warfare deals with a covert black ops feel. The change comes with additional tools like night vision, a melee knife attack and a short-burst run that are all, quite frankly, badass. In addition the campaign feels more like a team effort, with each member chipping in to do their part. Mind you, the AI won’t beat the game for you, but I had several instances where a random enemy that jumped in front of me was popped off by a teammate.

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Modern Warfare also integrates interactive scripted moments that make you feel even more like a black ops team behind enemy lines. Along with the impressive new graphics comes events that not only outline the horrors of war but really immerse you into a realistic experience. Without spoiling anything, lets just say you’ll never guess what happens half way through the campaign. The difficulty has also been tweaked a bit, dividing each difficulty with a much larger gap; you will immediately notice that normal difficulty doesn’t feel as tough as it did in COD 2 or 3, but the jump to veteran (hardest) seems wider. Regardless of what difficulty you play it on, it does seem that this game is on par with previous titles in terms of difficulty.

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Written by Fred Rojas

February 27, 2014 at 3:16 pm

Know This Developer: Ubisoft Montreal

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As I was looking into doing a history on this fantastic studio I came upon an excellent reference that was so good there’s no point in me doing one.  While it’s easy to rag on big media conglomerates, IGN’s Mitch Dyer did a fantastic story of the origins of Ubisoft Montreal that includes stories of Splinter Cell‘s origin, the reinvention of Prince of Persia, and the visual treat that is Far Cry.  It’s a fascinating story that documents the major franchises you can thank that studio for and a must read for gaming history buffs like ourselves.  Head on over and check out House of Dreams: The Ubisoft Montreal Story when you can.

 

Written by Fred Rojas

February 27, 2014 at 8:44 am

Edge Online Covers the Original Thief in a Great Retrospective

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I am one of those gamers that just didn’t do PC gaming when 3D cards hit the market (Voodoo, 3DFX, etc) and as a result missed out on some of the most interesting games over the decade that spanned the late 90s/early 2000s.  Much like today, it was a hardware hurdle of having the right motherboard, installing the card, and trying not to blow up the family computer in the process.  Now that I’m just getting started on the new Thief game I wanted to read up on the original title Thief: The Dark Project.  I found a rock solid article just written a few days ago on Edge Online and I recommend that all who either played or wanted to play the alternative view on the validity of the first person perspective check it out.

Written by Fred Rojas

February 26, 2014 at 2:17 pm

Posted in News, PC/Mac

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Review: Strider (2014)

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strider_boxYet another in a long line of modern re-hashes on cult favorites, I went into Strider with a bit more optimism than than other titles to date.  Aside from spruced up graphics the game appeared to be faithful to the arcade original, which my retrospective and the podcast last week contested is the best iteration of the series.  Couple that with the development being handled by Double Helix – a very popular developer with success not only in Killer Instinct 3, but also was purchased by Amazon for an unannounced project – and the open map MetroidVania game design, things were shaping up to success.  Having completed the game, I must admit that just like the anomaly of the original, Strider is a melting pot of prior series staples that gets it right from start to finish.

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The scale of the overall world is massive and can be stunning.

If you sit still too long in the original arcade game, you will die.  Best laid plans are to push forward (ie: to the right) and just attack anything in your path while trying not to fall off a ledge.  In the new game that theme is aggressively applied with herds of enemies so thick they will literally be a blocking point for you at times in the game.  As a member of the Strider clan, Hiryu is able to cut down most adversaries with the greatest of ease and the balance between enemy hit points and his acrobatic abilities result in a fast paced romp.  I never had down time in Strider and felt like a masterful ninja with frantic but controlled moves as I navigated the game’s massive map.  While I can concede to the basic MetroidVania label, I would say the game more closely resembles Rondo of Blood rather than the hybrid genre.  Even when you have a full moves list at your disposal these hiding places are more off the beaten path rather than the wide open areas you uncover in other titles of the genre.  What results is a game that is more linear than anything else, and despite it being a huge map the development team broke it up into different areas complete with a boss battle and new weapon at the core, so basically it’s just like having levels that you can return to.  Strider is no stranger to this method of map design, the original NES title was quite similar and a small following prefer it to the traditional “run to the right” design of the arcade title.  In the end I grew tired of looking too hard for too much because I was having such a blast following the marker to the next step of the main mission that I played it exactly like a linear game.

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Two bosses on opposing sides are no problem for Hiryu.

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Written by Fred Rojas

February 24, 2014 at 11:00 am