Posts Tagged ‘capcom’
Podcast: Code Room X

To wrap up our Resident Evil/Silent Hill series (for a while at least), the GH101 team (with special guest Vos) dive into Silent Hill 4: The Room and Resident Evil: Code Veronica. Oddly enough, while SH4 has often been regarded as not originally part of the franchise, it turns out it was always a Silent Hill game and developed by Team Silent but it is a different experience when compared to the games before it. In contrast, Resident Evil: Code Veronica was originally to be Resident Evil 3 and marks the ultimate form of what originally began with the traditional feel and “tank controls”. Fred, Jam, and Vos break down each game and what makes them significant iterations in each series.
Dino Crisis Was Going to be on Gameboy Color

According to the incredible web site Unseen 64, which is dedicated to revealing and discussing unreleased, canceled, and beta titles, Dino Crisis, much like other Capcom PS1 title Resident Evil, was going to be ported to the Gameboy Color. You can see in the posting that there were some impressive screenshots but I fear that much like the playable Resident Evil game, it falls quite short in terms of gameplay. Still very interesting, follow the link to check it out.
Remember Me Review
Remember Me is not a sum of its parts. That’s an important factor to keep in mind as you progress through this game, and frankly, is quite counter to a majority of experiences out there. This title is trying to tell a complex story in the world of interactive fiction, which has been tried before with varying results, and manages to keep its focus on the big picture instead of being bogged down by the limitations of a video game. As I played through it was fascinating to me how I wanted to keep note of the little gripes and problems I was seeing instead of paying attention to what was going on. This is the one large hurdle, or caveat if you choose to view it as such, that separates whether you will enjoy Remember Me or pitch it to the wayside as a product of the end of this cycle. Keep in mind it is by no means perfect, or even groundbreaking, but it offers a story and world that are unique and manages to maintain suitable gameplay that makes progressing the plot intriguing.
Resident Evil HD Remaster Review
Fred’s Take
After long last it appears that Resident Evil, specifically the Gamecube remake from 2002, is making a widespread appearance on modern consoles complete with increased resolution, performance, and controls. This is significant because the number of people who owned a Gamecube was relatively small and the Wii port had such a limited print run it was a bit difficult to find. Not only that, but at 12 years old, the game itself has plenty of dated setbacks that most gamers I talk to refuse to put up with. Thankfully this new version is digital only (no need to hunt down copies), adapted for today, and relatively inexpensive ($19.99 on all platforms). With all the tweaks made to this game it is so close to being worth the money I can’t see any fan of horror games or the original series not wanting to pick up this new version. Besides, it’s January, what else is coming out?
If you played the original to death – and pretty much anyone who owned the game back in 1996 did as we waited two whole years for the sequel – it’s a pretty rudimentary journey at this point. You know where everything is, you probably know most of the tricks, you don’t need to save often, and your completion time will be somewhere in the 3-6 hour mark. On the other hand, the limited release of this game and the cumbersome systems it can be found on means that you probably aren’t that familiar with it. This is no graphical coat of paint over the original design, it’s a brand new experience. The mansion’s layout has been changed, most of the puzzles are different, there are new enemies, and everything is scattered in completely different places. That doesn’t mean that experts of the original can’t jump in and easily conquer this title from start to finish, but it’s going to take you some time. Even more impressive is the fact that despite me completing the original at least once a year since it released, this version was able to get some tense and great jump scare moments out of me along the way. It’s a new Resident Evil and it’s worth replaying.
Talking Ports: Ghouls’N Ghosts on the Master System

I really wanted to write a article on this port but rather than doing an actual review I thought it may be more interesting just to discuss what this game does differently from the arcade version it is based on.
Several ports of Ghouls’N Ghosts came out from the microcomputers like the ZX Spectrum all the way to the consoles like the Sega Mega Drive (Genesis). For the time it was practically released on everything except Nintendo consoles – yep, look it up, this particular game has never graced a Nintendo console. One port that certainly deserved recognition is the attempt made on the Sega Master System.
Resident Evil HD Remaster First Look
Sorry this is going up on Sunday night. Normally Retro Game Night is recorded on Friday and goes up Saturday morning, but we had to delay recording a day and these HD videos take a lot longer to render and post to YouTube. Either way, the video speaks for itself, but Fred got a retail copy of Resident Evil HD Remaster on PS3 that will be coming to the US in “early” 2015 (according to Capcom). Well since there was another option, we grabbed it early. Enjoy!
Podcast: Ghouls, Ghosts, ‘N Goblins
This week Fred and Jam are discussing the Capcom series Ghosts’N Goblins (or Makaimura if you prefer). Easily one of the most punishing franchises ever created, the boys tackle the trials and tribulations of Sir Arthur on a never ending quest to save his girlfriend. Along the path he will traverse to various worlds, see terrible beings, and of course battle the many derivatives of the Devil.
Download this episode (right click and save)
Subscribe: RSS iTunes Google Podbean
And just for fun, have a video of me cussing out the original for two hours:
Retrospective: Resident Evil 4
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
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).
Review: Dino Crisis 2
Console: Playstation, Windows
Released: 2000
Developer: Capcom
Publisher: Capcom
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.
Review: Dino Crisis
Console: Playstation, Dreamcast, PC
Released: 1999
Developer: Capcom
Publisher: Capcom
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.


