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Resident Evil HD Remaster Under 3 Hour Speedrun

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Completing a longer game in a speedrun can be not only an accomplishment but also quite rewarding.  In the case of Resident Evil, completing the game in a speedrun is literally built into the programming with the expectation that after you’ve explored the game a couple of times you will jump right into it.  The recent Resident Evil HD Remaster came out and while I found the game quite difficult in my recent playthrough and it took me over 11 hours to complete, I dared leap into an under 3 hour speedrun (albeit with the gracious help of a guide from GameFAQs).  I also decided to capture it and offer voiceover so that you can not only enjoy watching a speedrun, but see what is done and why to somewhat bend the timeline of the game to be as short as it is.  I’ve embedded the first video below and you can see the entire playlist here.

Written by Fred Rojas

February 2, 2015 at 11:00 am

Retro Game Night: Crypt Killer and Mad Dog McCree

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This week for Retro Game Night we go all light gun shooters (yes, they can be captured and streamed).

First up is arcade 3D shooter Crypt Killer, which was horror themed and moved from arcades to Saturn and the PS1 (Saturn version shown).  Sorry about the sound on the game being much louder than my voice, it was live and no one told me.

Next up is the 1990 “classic” Mad Dog McCree, one of the first laserdisc arcade games that was almost perfectly ported to the Nintendo Wii.  Here it is in all its glory (and in 720p!)

If you want to check out Retro Game Night, we do it every Friday night at 11:30 pm est on our Twitch channel (twitch.tv/gh101).  You can also follow us for random live broadcasts and check that page for our ongoing replay of Resident Evil HD Remaster on the PS3, which comes to the US on January 20.

Written by Fred Rojas

January 10, 2015 at 12:12 pm

Podcast: Ready, Aim, Fire!

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This week Fred and Jam tackle the wonderful world of light gun shooters.  What started as a mere carnival game evolved into one of the more interactive – and for some of us fun – genres that has not withstood the test of time.  With the advent of newer screens, the technology that made light guns possible is now ruined by delays of no more than a fraction of a second.  In this episode we discuss the history, technology behind, and our fondest memories of the games that utilized the light gun peripheral.


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Written by Fred Rojas

December 17, 2014 at 11:00 am

Retro Game Night: Contra 3, Contra Hard Corps, and Contra Rebirth

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This week Fred goes 16-bit and beyond with his Contra.  Having spent literally decades conquering the first two, it appears he doesn’t fair so well into the next generation.

Written by Fred Rojas

November 23, 2014 at 3:22 pm

Review: Project Zero (Fatal Frame) 2: Crimson Butterfly

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pz2_boxff2_boxConsole: Playstation 2, Xbox, Wii
Released: 2003
Developer: Tecmo
Publisher: Tecmo
Digital Release? Yes, PSN version compatible with PS3 for $9.99
Price: $24.77 (disc only), $26.88 (complete), $56.88 (sealed) per Price Charting

Jam’s Take:

Project Zero 2: Crimson Butterfly is a sequel to the original horror PS2 hit that brings more of everything. More ghosts, more places to wander around and more pictures than a bachelors degree in photography. But is this game a picture worth hanging on your wall or maybe more suitable as a Christmas greeting card?

After surviving the mansion incident from the first game you find yourself now playing as a totally different character in a different setting. This time you play as a young girl called Mio Amakura and occasionally your messed up twin sister Mayu. After becoming lost in Minakami forest you stumble across a village. What could possibly go wrong here? Well it doesn’t take long for you to figure out that the place is haunted with the tortured souls of its dead inhabitants as well as that something weird is affecting your twin sister Mayo.  The plot is completely separate from the original Project Zero title. The only main link being that you find the Camera Obscura, which is the same device in the first game, as a weapon.  You use it to snap the things that go bump in the night – this time its an entire village as opposed to just a mansion.  The plot of this game is rather complicated and felt quite hard to follow. Like the first game, there are several documents littered around the place providing you with some background information on what happened to the village and its inhabitants.

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Written by jamalais

October 30, 2014 at 2:01 pm

Podcast: Crimson Butterfly

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This week Fred and Jam tackle a horror game that is often mentioned as one of the scariest and best horror games to ever release.  Oddly enough, neither of the guys have played it despite being self-proclaimed survival horror fans.  Regardless, they tackle this popular title about a pair of twin girls who descend upon the spirit-infested Lost Village and uncover the tragedies that happened there.


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Written by Fred Rojas

October 29, 2014 at 11:00 am

Retro Game Night: Splatterhouse

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This week Fred is playing two versions of Splatterhouse.  The first is the US Turbografx-16 port of the Japanese arcade title, slightly modified to avoid lawsuits in regards to lead character Rick’s similarity to Jason Voorhees from Friday the 13th.  The second was only released in Japan on the Famicom (NES) due possibly to some even more obvious legal concerns.  It was titled Wanpaku Graffiti.  Enjoy!

Written by Fred Rojas

October 4, 2014 at 11:22 am

Retrospective: Resident Evil 4

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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.

The Story of the Scrapped Versions

re4_boxWhenever 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 DiakatanaToo 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).

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Written by Fred Rojas

September 5, 2014 at 3:41 pm

How Product Design has Transformed the Amusement Industry

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The term “arcade game” these days conjures up images of cutting-edge graphics and sound, combined with innovative and interactive technology that can bring any concept to life.  However, good graphics and interactivity have not always been a necessity for a game that is both enjoyable and addictive. I dread to mention the recent phenomenon of the Flappy Bird app but it is an example of an outrageously faulty and basic game becoming extremely popular. This has been seen in the past with games like Space Invaders, Pac Man, Tetris and Asteroids following very basic concepts and graphics, but still being addictive and rewarding when completed.

The Really Early Days

The first arcade games kicked off at amusement parks and are still present at fairs and theme parks, but there’s nothing particularly sophisticated about them. Ring toss, throwing balls at stacked cans, shooting targets, and other simple challenges have been doing the rounds for hundreds of years and can still draw in the punters to this day. Just don’t go expecting an easy win. Perhaps this is what is indicative of a good game – making it appear simple whilst making it actually fiendishly difficult to win. Make it too hard, however ,and you are left with Zelda II.

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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