RF Generation.  The Classic and Modern Gaming Databases.RF Generation.  The Classic and Modern Gaming Databases.

Posted on Oct 16th 2012 at 11:34:36 PM by (noiseredux)
Posted under Saturn, Sega

[img width=550 height=798]http://www.rfgeneration.com/images/games/U-060/bf/U-060-S-00560-A.jpg[/img]


So here's the thing. I knew very little about D. I knew it was a survival horror game with a cool cover, and not a whole lot more. Yesterday I received it in a trade from fellow RFGenner Barracuda and figured I'd throw it in to make sure it worked. I fired up the Saturn, and opened the manual to see how it worked. "Due to its story, this game has a two hour time limit," I read. "In keeping with the time limit, this game does not contain a pause feature." ...Interesting.

And what began with me testing the game out, turned into me being totally sucked in. Two hours (or a little less really) later, the game had reached its conclusion. I suppose that if I had bought this game when it was first released, then I may have been upset. I mean, two hours? A game that has a linear story, and puzzles I had solved the first time. Surely there'd be little re-playability. I would have maybe felt that I had spent $50 on a game that had run its course in one sitting. Right?


[img width=640 height=448]http://img.gamefaqs.net/screens/d/0/a/gfs_54839_2_4.jpg[/img] [img width=640 height=448]http://img.gamefaqs.net/screens/f/b/f/gfs_54839_2_15.jpg[/img]


But who knows how I would have really felt then? All I can tell you is how I feel now. I feel thrilled to have played this game. I feel thrilled that I've discovered this series. There are some games out there that go so far beyond being just a fun game -- they are experiences to be had. Special games that you hold close to you forever and are willing to play again and again because of how they affected you. Games like Shadow of the Colossus or Heavy Rain come to mind. These are games not so far removed from an engrossing cinematic experience. Like a favorite movie that you can watch over and over again finding new tiny nuances to latch onto with each new viewing.

D starts off with an amazing cinematic cut scene that puts you in a deserted hospital -- the scene of gruesome murders committed by your father, a doctor. Suddenly the hospital turns into a big abandoned castle-esque mansion. It soon becomes clear that reality isn't part of this story. Instead, it is a story mostly told through mood somewhat akin to a David Lynch film.


[img width=640 height=448]http://img.gamefaqs.net/screens/b/0/e/gfs_54839_2_18.jpg[/img] [img width=640 height=448]http://img.gamefaqs.net/screens/0/c/f/gfs_54839_2_10.jpg[/img]


The controls may take a few moments to get used to. The point-of-view is first person most of the time, though interactions with the environment take place in the third person. Much of the game consists of solving various puzzles in order to access new areas, somewhat reminiscent of Myst. However the gruesome flashbacks and other bits of disturbing imagery are all far removed from the somewhat relaxing tone of a game like Myst. Indeed this is a creepy game. One where although very little happens you can't help but feel a certain sense of dread (and perhaps urgency from the imposed two hour limit).

Though actual bits of story are told through some rather laughable voice acting, it is nonetheless an incredible experience. One that I won't spoil for you. None of the puzzles are brutally hard. In fact your biggest downfall may well be over-thinking some of them. But at just two hours there's really no excuse for you to not experience this game. After beating it myself I started doing some research and it turns out I got the "bad" ending. Luckily enough D was so compelling to me that I have no problem with the idea of playing through it again just to see the "good" ending. If you are a fan of the macabre, or just fascinatingly unique games in general, I highly urge you to seek out D.



Posted on Oct 7th 2012 at 02:39:38 PM by (noiseredux)
Posted under Sega CD, Sega

[img width=550 height=787]http://www.rfgeneration.com/images/games/U-048/bf/U-048-S-00160-A.jpg[/img]



I've always had a bit of a soft spot for the Sega CD. Perhaps because I was one of the kids that bought into the hype and begged my parents for the pricy add-on that Christmas season. And although its library is riddled with some pretty awkward and crappy games, they are often also quite interesting. Case in point, Bram Stoker's Dracula -- an attempt at combining classic side-scrolling action with the digitized actor craze of the Mortal Kombat days as well as the Full Motion Video craze that the Sega CD brought with it.

Certainly you're all aware of the film from which this game was adapted. Bram Stoker's Dracula was huge in 1992 -- directed by Francis Ford Coppola and starring the likes of Gary Oldman, Keanu Reeves, Anthony Hopkins and Wynona Rider. The film went on to win three Academy Awards. But why should we care about any of that here? Well because whereas earlier games licensed from film properties simply took characters from the movie, made some sprites that looked like them and asked you to platform around collecting stuff, Sony Imagesoft actually used clips of the film and digitized actors. (See if you can guess which of these pictures below is the film and which is the game!)


[img width=401 height=320]http://2.bp.blogspot.com/-5rfXLvTJP1k/Tw5ENKlpkRI/AAAAAAAACZU/G4mqjAtI0Yg/s1600/oldman+dracula.jpg[/img] [img width=640 height=480]http://img.gamefaqs.net/screens/2/7/d/gfs_56503_2_29.jpg[/img]


Now here's the thing -- Dracula isn't completely terrible. But it is bad.

First let's take a look at what this game did well. The first thing that jumped out to me was the music. Thanks of course to the CD-ROM format, we're blessed with wonderful gothic chamber music throughout the game. It's really a fantastically fitting soundtrack that couldn't have been replicated via chiptunes. There's also some very cool 3D scrolling effects where you change direction of the path you're taking, all the while continuing on a 2D plane. It's a bit hard to describe, but looks impressive when you experience it unexpectedly in the game.


[img width=640 height=480]http://img.gamefaqs.net/screens/d/d/2/gfs_56503_2_15.jpg[/img] [img width=640 height=480]http://img.gamefaqs.net/screens/3/a/9/gfs_56503_2_30.jpg[/img]


However if there's one major downfall of Dracula, it would be that Sony was just a bit too ambitious with this project. Really they had some great ideas, and were perhaps really onto something which is great when talking about a licensed property. They were smart enough to at least attempt to emulate another great vampire-killer game (that was no doubt inspired by the Dracula story itself), Castlevania. But the problem here is that Castlevania and all its primitive sprites controlled so much better than this. Indeed the digitized actor here moves incredibly slow. And his jumping, punching and kicking are also slow and clunky, which seems pretty unfair when enemies are moving quickly and swarming at you from all directions on the screen. Sadly though you'll be inclined to want the game to better than it is and see it to the end, you'll often find yourself frustratingly losing all your fifteen lives before the second level is even over.

With that said, I'd recommend Bram Stoker's Dracula to fans of the macabre who must horde such games, or those curious about the Sega CD format's growing pains. But beyond that this is probably one best left overlooked.



Posted on Sep 20th 2012 at 12:02:13 AM by (noiseredux)
Posted under Dreamcast, Sega

[img width=640 height=616]http://image.gamespotcdn.net/gamespot/images/box/8/6/8/197868_50344_front.jpg[/img]


Street Fighter II.

...and now that I have your attention, I'll tell you a bit about my love of 2D fighting games. You see it all really began with Street Fighter II. Sure I played other fighters back then -- your Fatal Furies or Mortal Kombats -- but Street Fighter II would remain the standard for me. It's one of those games that I've bought over and over again in many different forms. Over the years I've owned multiple versions of SFII on SNES along with ports to Game Boy Advance, PlayStation 2, PlayStation 3, XBox 360 and so on. And while in many ways I feel that Street Fighter III (and perhaps even IV) are ultimately better games, it all comes back to II as the one I have the fondest connection with. So while I was away for gaming for much of what Capcom delivered post-SFII, it was with great enthusiasm that I went back discovering many of these amazing games I had missed once I fell back in love with IV.

Some of you may know about my love for the Darkstalkers series, which of course was Capcom's "macabre Street Fighter" game. Once I had discovered the series, the doors opened up to me to start investigating the various Capcom Vs. games which included Street Fighter and Darkstalkers characters in the roster amongst other Capcom notables. Though I dabbled a bit with Marvel Vs. Capcom 2, it was really the third game in the series that got me excited as a current-gen fighting game. But this past week I've been spending some time with the first Marvel Vs. Capcom on Dreamcast. Of course the roster is smaller, the visuals aren't high-def and there's no online play. But the truth is, I'm probably enjoying it even more than MVC3.


[img width=480 height=360]http://image.gamespotcdn.net/gamespot/images/screenshots/8/197868/marvcap_screen001.jpg[/img] [img width=480 height=360]http://image.gamespotcdn.net/gamespot/images/screenshots/8/197868/marvcap_screen011.jpg[/img]


Upon booting the game up I was greeted to some excellent music, which got me excited as I perused the roster. My first impression was how small the roster was compared to the third game in the series, or even other Capcom Vs. titles I've played. But when I looked closer, it seemed like that wasn't necessarily a bad thing. See a lot of the characters chosen are ones I'm fond of -- Morrigan, Chun-Li, Wolverine to name a few. I'm still on the look-out for a legit Dreamcast fight pad, but I do have a Total Control adapter so for now I'm using my Nubytech Street Fighter II anniversary pad released for PS2. With no tweaking to controls whatsoever in the options menu, this sets the six face buttons to classic Capcom style light-medium-strong attacks. Perfect!

I jumped right in using Morrigan and Chun-Li as my tagteam, who I've used as a team in other Vs. games many times before. Right away I was impressed with how visually stunning the sprite-work looked on the Dreamcast hardware. I've never played this game on the original arcade cabinet, so I can't speak much for how "100% arcade perfect" the game is as claimed on the back artwork. But I will say that everything is smooth and fast.


[img width=480 height=360]http://image.gamespotcdn.net/gamespot/images/screenshots/8/197868/marvcap_screen052.jpg[/img] [img width=480 height=360]http://image.gamespotcdn.net/gamespot/images/screenshots/8/197868/marvcap_screen092.jpg[/img]


Once I started playing for a while, there was one thing that caught me off guard:  this game is hard. Or maybe I'm just rusty? Captain Commando and Mega Man both seem pretty ruthless in this game. Notice I said "ruthless" rather than "cheap." That's because as brutal as they and some of the other characters' AI can be, it always seems fair. If you put the time in to get good at Marvel Vs. Capcom, you will get good at it. Luckily the Dreamcast manual (remember those?) has pretty thorough move-lists. And before I knew it I was pulling off screen-filling specials that made me feel like a force to be reckoned with. That said, I'm still not able to beat the game on "a dollar's worth" of credits yet. But that's fine because much like the younger version of me playing Street Fighter II, this is the kind of fighter that you can sit and play for hours and have a great time doing so.



Posted on Aug 24th 2012 at 01:43:41 AM by (noiseredux)
Posted under Dreamcast, Sega

[img width=602 height=600]http://image.gamespotcdn.net/gamespot/images/bigboxshots/8/250618_50584_front.jpg[/img]


As a fan of B-horror films, it kind of goes without saying that I'm a fan of the Resident Evil series. Silly plots, bad acting, over-the-top violence... it's a lot of what I adore. However, I've never been a die-hard fan of the series either. I've always been the type to pick and choose specific titles to play from the series. It all started for me with the original Resident Evil on PS1. I'm talking the original original, pre-Dual Shock version. I vividly remember borrowing the game from a friend during Summer vacation. I was 16 if I'm remembering correctly. I'd wait until my parents went to bed, bring my PlayStation downstairs on the big (whopping 27 inch!) TV to play the game alone late at night while everyone slept. And certainly I got my fair share of jumps, be it the infamous "first zombie scene" or the dogs jumping through windows.

As much as I loved that game, I somehow managed to miss out on the second and third games in the series. This is made even odder by the fact that I would actually go on to play the glorious GameCube remake, along with the slightly tweaked analog-enabled PS1 edition. But as far as the series went, I mostly overlooked it. I'd eventually get into the extremely awesome GBC game Resident Evil Gaiden, which took cues from series inspiration Sweet Home, and finally the absolutely incredible Resident Evil 4. The fourth game blew my mind -- like many a gamer -- but also seemed to change many of the things that made the original what it was. Gone was the claustrophobia and in was the vast rural landscape. Tension was pushed to the side for high energy action. And really in a way the whole Night/Return of the Living Dead vibe was replaced with something much more akin to HP Lovecraft's "Shadow Over Innsmouth" (or perhaps more specifically Stuart Gordon's film adaptation Dagon).

So to finally delve into Code: Veronica has been something of a revelation -- a reminder of a simpler, and more riveting era of gaming. I should go on to remind you here that these recent blog posts chronicling my slow discovery of the Dreamcast's library was meant to be done so with the intention that I would put in some serious time with each game before writing about each. I confess that at this point I've only played two hours of Veronica. Two hours, and I've made very little progress. I don't even have a save on my VMU at this point. And yet I was driven to write about it now.


[img width=540 height=404]http://img.gamefaqs.net/screens/7/e/0/gfs_50584_2_3_mid.jpg[/img] [img width=540 height=404]http://img.gamefaqs.net/screens/3/1/1/gfs_50584_2_15_mid.jpg[/img]


Let me walk you through my experience with the game thus far. I was first greeted to an amazing CGI intro that reminded me once again at the processing power of the Dreamcast. Watching the intro I found it hard to believe that this wasn't a DVD. Everything was so detailed, so believable from the visuals to the soundtrack. And then I was dropped into the game, in a dark room in need of a light. I thought for a moment that my monitor needed some tweaking. I played with the brightness, contrast, etc. Nothing. After several minutes I finally figured out that I had a lighter in my inventory. Duh.

Once I could see where I was going and the game actually began I was reminded of something:  Tank Controls. Oh how disheartening. I had forgotten just how utterly terrible the whole tank control scheme was. I checked the options menu, but sadly there was no alternate control setting. So tank controls it was. Certainly it took me a while to re-acclimate myself with this affliction. But soon enough I was on my way picking up a knife, some bullet shells for a gun I had yet to find, green herb for healing and -- oh no! -- a typewriter ribbon. There it was, the other horrible device that made the original RE such a pain. Set save-points. I took a gulp, and ventured on.


[img width=577 height=463]http://image.gamespotcdn.net/gamespot/images/screenshots/8/250618/biohazard_screen013.jpg[/img] [img width=577 height=463]http://image.gamespotcdn.net/gamespot/images/screenshots/8/250618/biohazard_screen021.jpg[/img]


Now let me just side-track for a moment in case it sounds like I'm complaining too much. Here are two devices that I've processed to hate about the series; two devices that were alleviated by the time RE4 hit. Yet I can't say they are without their merit. Personally, as a gamer I hate tank controls because I just find them impossible to wrap my brain around consistently. I can never do what I want without thinking long and hard. And I personally, as a gamer hate set save-points because I just don't have the same time I had when I was a teenager. I hate making a bunch of progress only to realize that I need to get to bed and can't find a place to save. Yet as a game fan, I think tank controls are sort of brilliant within the survival horror genre. They create a sort of fumbling confusion that can really elevate the tension in those fight-or-flight moments. And again, as a game fan the set save points force you to really think about when you should save instead of always playing it safe. These are at least interesting devices within the genre.

Continuing on I made it to the first zombie encounter. It's within a graveyard where you are surrounded by five zombies. This is where I first died. And then I died again. And again. And again. I swung that puny knife so many times, fumbling around with my tank controls, flailing and almost never making contact with zombie flesh. It took me maybe five continues before I realized I could just run my way out of that graveyard and right into a cut-scene that would give me a handgun. I should also note at this point I was on eBay researching whether or not a Code Veronica strategy guide was published for the Dreamcast. Sadly, it looks as though any of them were for later ports of the game, and really I'm not one to collect strategy guides under normal circumstances but have kind of warmed to the idea of Dreamcast ones. Oh well.

From here the game started to open itself up a lot more. The path was far less linear. The "right" door was less obvious. I staggered, bleeding down a long alley before realizing there were more zombies than I wanted to deal with ahead. When I started to make my way back I was startled by zombie dogs! And just like in the original game, I jumped you guys. I mean really jumped and let out a yell that I think startled my poor wife who was trying to relax with a book. I just barely killed the dogs and made my way back to a porch that had a green herb for me. After healing up I headed inside and was forced to battle some more zombies. I cleared the room and searched it for goods before making my way into a bedroom lined with bunk beds.

And there I froze up. I'm not being dramatic when I say this, I was too tense to play any further tonight. The thought of what could pop out at me while investigating this bedroom was just too stressful. I felt it best to just turn the system off, and try again another night. Now this might sound like I don't like the game, but quite the contrary. I am by no means new to the horror genre. As stated previously, I am a huge fan of horror films. I've played my fair share of horror games outside of the Resident Evil series. But wow, this game is generally scary. I look forward to venturing on (howlongtobeat.com says it'll take me at least ten hours) and seeing just how badly it can scare me in the coming months.





Posted on Aug 19th 2012 at 12:51:30 AM by (noiseredux)
Posted under Dreamcast, Sega

[img width=640 height=640]http://image.gamespotcdn.net/gamespot/images/bigboxshots/9/250599_17998_front.jpg[/img]


My recent desire to get back into Dreamcast collecting (thanks OatBob) isn't just to watch piles of games stack up on my shelves. Nope, I want to actually spend time with these games. I want to delve into the library and find out first hand everything the Dreamcast did right, wrong, and just downright bizarre. So to start with, let's talk about a game it did very, very right: King of Fighters Evolution.

Evolution is actually a port of King of Fighters 99, though the Dreamcast port of KOF 98 was confusingly titled 99. All title-weirdness aside, it is an absolutely fantastic game. But before I get into all that, I should tell you a bit of my history with the KOF series to put things into context. Growing up, I was a huge fan of Street Fighter II as I'm sure most of you reading this can relate to. My first introduction to SNK's breed of fighting games came via a Neo Geo cab at a convenience store a few blocks from my house. The game was Art of Fighting, and I popped some quarters into it whenever I had a chance. Not long after I added Fatal Fury to my collection via its SNES port. I found both games to be fun -- with their bright colors and large, expressive sprites. But ultimately, neither would prove as memorable to me as Street Fighter II. And for the most part, I wouldn't touch another SNK fighter until just a couple years ago when I finally played King of Fighters 98: Ultimate Match on PS2.

King of Fighters 98 UM I actually blogged about here and basically complained about its difficulty. It seemed to me an exercise in pure frustration. But of course this had a lot to do with its gigantic roster of characters I was completely unfamiliar with. That and y'know... KOF 98 is pretty damn hard. But for some strange reason I stuck with SNK. And really, I'm glad I did. Subsequent titles I'd check out were oddly amazing (Neo Geo Battle Colessium) or just downright incredible (Garou Mark of the Wolves, King of Fighters XIII). And slowly I started to branch out from just using my staple Terry Bogard, and started to really learn some new favorite characters (Athena rules).


[img width=480 height=360]http://image.gamespotcdn.net/gamespot/images/screenshots/9/250599/kof99_screen016.jpg[/img] [img width=480 height=399]http://image.gamespotcdn.net/gamespot/images/screenshots/2000_4/00_0405_vg_kof99/screenshot_screen008.jpg[/img]


So now that we're all on the same page, let's talk KOF Evolution. First off, the roster is large but not outlandish, topping off at just over 30 characters. And luckily many of the series' fan favorites are present -- including some of my favorites like Terry, Mai, Athena, Kasumi, Choi and so on. Graphically the game is stunning. 3D backgrounds mesh beautifully with the 2D sprites and the music is fantastic and bordering on the darkside. Even more interesting is the strange storyline -- something about a conspiracy and an evil organization who has infiltrated the King of Fighters tournament to capture "data" in the form of the winners' fighting styles. It's all a bit over-the-top in a really awesome way.

There are many King of Fighters games out there, so certainly it can be a daunting task to know where to start. Certainly I've yet to make my way through all of them. But I would certainly suggest this one as a good place to start. The final boss is difficult, but lacks the infamous SNK Final Boss Difficulty that many have known as a reason to break windows with controllers. And while it uses the series' usual three-character teams, it also incorporates a fourth Striker character (including a couple exclusive to the Dreamcast release) that can jump in during a match similarly to the Marvel Vs Capcom series. What's even better is that this particular title is not overly expensive, especially if you're interested in the Dreamcast port, so you've got every reason to give a try.



Posted on Sep 4th 2011 at 03:21:27 AM by (noiseredux)
Posted under Dreamcast, Sega

[img width=309 height=317]http://images.wikia.com/mightandmagic/en/images/5/50/Dreamcast_logo.jpg[/img]



A lot of my gaming friends on the interwebs seem to totally adore the Sega Dreamcast. And to an extent, I've always understood why. I mean, it was short-lived, but it was certainly an exciting period in gaming. It was a console that embraced new things like online gameplay and strange accessories. It was also a dream machine for arcade gamers, with 2D fighters, shmups and racing games galore. But more interestingly it was home to some seriously strange experiments. Games like Seaman, Space Channel 5 and Shenmue. But something kept me away for a long time. It was nothing personal against the Dreamcast, I just didn't feel like I needed another console to collect for.

That being said, I've always kept an eye on Dreamcast news. I always found it an interesting and respectable console. And then something weird happened. I found myself with a considerable amount of retro-store game credit, and nothing in particular to spend it on. And then somebody offered to trade me a Dreamcast for an Xbox which I had saved from a yard sale, but let collect dust for several months. I knew this was it. This was time for me to finally bite the bullet and explore the Dreamcast world proper rather than just read about it.



Continue reading The Sega Swirl



Posted on Feb 10th 2011 at 08:47:16 PM by (Ack)
Posted under Condemned, Xbox 360, Monolith Productions, Sega, Modern Gaming

Condemned: Criminal Origins



Its been a while guys, sorry about that.  Life sometimes interferes, but there is lots more horror goodness I haven't yet shared that needs to be played, both retro and not.  And in this case, this games not...though admittedly it might as well be due to its release date.

Condemned: Criminal Origins was developed by Monolith Productions and published by Sega, releasing to the masses as a Microsoft Xbox 360 launch title.  Actually, that is not entirely accurate.  Condemned actually preceded the 360s release, coming out on Nov. 15, 2005, which means its older than the oldest console in this generation (the 360s official launch date was Nov. 22, 2005, in the US).  Of all the 360 launch titles, this was the one that generated the biggest personal interest and was my first game purchase on the console, though admittedly I bought the machine specifically for Dead Rising.  I'm glad I picked up Condemned by itself, as I managed to give it the time it truly deserved.

Condemned is an interesting approach to the traditional survival horror.  While it visits the same dark locales and features what is effectively a supercop as the main protagonist a la Resident Evil, this guys a little different.  Ethan Thomas is tough, has highly 'acute senses, and goes after a particularly disturbing type of criminal: serial killers.  Ethans disturbingly good at this, but it seems it comes with a price that Ethan doesn't even know must be paid, and his life is not exactly as it appears.  Early on in the game he finds himself up against a similar individual on the other side of the law, a super serial killer labeled only Serial Killer X who hunts his own kind and kills them based upon their own methods.  Unfortunately for Ethan, X gets the drop on him, steals his gun, kills two cops with it, and knocks Ethan out a window before escaping.  Ethan wakes up in his apartment with family friend Malcolm Vanhorn, who warns Ethan that hes now wanted for the murder of those policemen.

[img width=390 height=246]http://criticscorner.weebly.com/uploads/6/0/0/0/600001/5925765.jpg[/img]

So Ethan must now evade the police, take down X, and prove his innocence.  To do that, he'll have to crawl through every nasty back alley and condemned building in the city while hunting for evidence.  Sounds simple, right?  But there are a couple of problems: it seems the city's homeless are becoming increasingly violent while creatures and events are beginning to appear around him which are twisted enough to make Ethan question his sanity.

While the plot gives a reason for all of the bizarre occurrences and gives a reason for the hordes of angry and freakish individuals you'll find literally bludgeoning each other to death with whatever they can find, its unfortunately not very coherent.  Ethan has some similar qualities with the character Will Graham from Thomas Harris book Red Dragon.  In Red Dragon, its hinted that Graham might easily have become the same type of monster that he hunts so easily; Ethan suffers a similar problem.  The issue comes in presentation: much of the story goes unexplained unless the player bothers to read the loading screens between levels and manages to piece them all together.  And even then there are several important points which the game never quite gets out, such as exactly what the character known only as The Hate actually is or where it came from.  It takes the sequel to really find out whats happening, and the sequel, well, that's a discussion for another day.  There are scenes where Ethan has to use his police equipment to investigate crime scenes, but as per the norm with television forensics units, it happens absurdly quick and relatively easily.  Its a nice little touch that helps break up the action, but its not very realistic, so if this happens to be a pet peeve of yours about police dramas, you've been warned.

Anyway, Condemned: Criminal Origins features a very different perspective from most survival horror titles; its entirely first person, though not a true FPS.  While you do find guns, they're few and far between, are limited to the amount of ammunition you find in them, but are also realistically powerful.  Some enemies also carry guns, which are subject to the same rules.  Fight an enemy with a revolver who fires off two shots, and the gun will come with only 4 rounds.  Ethan does have a handy rechargeable taser, but its primarily for stunning and does little damage.  Still, its great for thinning a crowd.  Most combat revolves around melee, and Ethan's quite resourceful, so he makes a point of arming himself with just about anything he can find: locker doors, old signs, sledgehammers, mannequin arms, metal pipes, fire axes, loose boards, paper cutter blades (a particular favorite of mine), electric conduits, if it can be pried off the wall and used to bash in someones skull, Ethan is willing to use it.

[img width=400 height=300]http://2.bp.blogspot.com/_s4nTEmqXngQ/S72MqfeNgAI/AAAAAAAABF8/FAor1zy1CFQ/s1600/s26690_pc_64.jpg[/img]

But then again, so will the hordes of enemies between him and the truth.  Enemies will break off a fight long enough to pry a board or rip off a street sign to beat down you or each other with.  The AIs actually not bad, with enemies taunting you, breaking off to run away when hurt, and hiding in corners or behind doorways while they wait for you to pass so they can ambush you.  In one particularly fun but scripted scene, a bum charges you from behind with a monkey wrench, and you only see him coming because you're looking at a bathroom mirror at the time.

To add to the combat, while there's no combo system, there is an execution system, which involves grabbing an opponent who has fallen to his knees and using whatever you have to smash in his face, snap his neck, or whatever else you happen to do.  It even zooms in on their faces so you have to look them in the eyes before you curb stomp them.  Its not a pleasant feeling.

Condemned is also very dark and dreary.  There really aren't very many clean locales you'll visit, instead hitting up subways and sewers, a dilapidated school, an old house out in the country, or even my particularly favorite level, an abandoned shopping mall that's been overrun by squatters which dress like mannequins so they can get the drop on you from store displays.  Its a terrifying feeling to walk into a display room and see one obviously bating you at the far end, because you can't be sure which mannequins in the room are real, and which ones are murderers pretending so they can lash out at you from behind.

[img width=500 height=313]http://img690.imageshack.us/img690/2382/83385883.jpg[/img]

There are also unlockables, based on messing with TV sets and collecting bird corpses and metal plates stuck to the wall and surrounded by charcoal drawings of eyes starring at you.  It adds replayability to the game, which is good as its not too terribly long.

I had a lot of fun with Condemned: Criminal Origins, and when I am asked about modern survival horror, its always a title I heartily recommend.  The controls are excellent, the combat felt quite good once I got the hang of it, and the environments were solidly put together and delightfully creepy.  But it is not easy to get through at times, with its convoluted and mishandled plot, unrealistic forensics, and its overemphasis of violence.  The game was actually so violent, it has since been banned in Germany, with all copies confiscated.  Seriously, its illegal to possess or sell it, similar to Manhunt 2 in New Zealand.  For the rest of us, its thankfully pretty cheap, generally going for less than $10 on eBay.

[img width=570 height=321]http://clutch.mtv.com/wp-content/uploads/2010/10/condemned-criminal-origins.jpg[/img]

For those interested, here's a taste, the intro video from the level Bart's Department Store:





Posted on Nov 2nd 2010 at 05:20:48 PM by (Crabmaster2000)
Posted under Shining the Holy Ark, RPG, Saturn, First Person, Sega, Dungeon Crawler

[img width=467 height=650]http://i280.photobucket.com/albums/kk189/Crabmaster2000/holyarkcover.jpg[/img]




Continue reading Unloved #20: Shining the Holy Ark



Posted on Jun 28th 2010 at 06:40:20 PM by (noiseredux)
Posted under Game Boy Advance, Sega, Classic Gaming

[img width=300 height=300]http://imgur.com/utMbIl.jpg[/img]

July's game for the Together Retro game club at http://www.racketboy.com was the Sega classic Outrun which I revisited with glee. Outrun is one of the games I remember always wasting a few quarters on back in the early 90's arcade at my local mall. It's a game of great simplicity -- drive a cool car as fast as you can, or lose. But even looking at the (dated?) game now, it's easy to see the appeal that it would have had on a pre-teen version of myself. Remember, the arcade version put you literally behind the wheel of a Ferrari and let you gun it toward the beach with a blonde in the passenger's seat. Any avid follower of Saved By The Bell and its ilk would have been drawn in.

[img width=300 height=200]http://imgur.com/1lFcul.jpg[/img] [img width=300 height=200]http://imgur.com/0jIzy.jpg[/img]

The GBA port of Outrun is excellent in my humble opinion. It has a very 16-bit feel to it that holds up quite well to how my brain remembers the arcade original. The music, which you cannot forget to mention while discussing Outrun is just as great as ever. In fact, I'm now on the hunt for the soundtrack recording by the SST Band, as Outrun is often mentioned in discussions of best-soundtracks-of-all time. And rightly so. The GBA controls are responsive and satisfactory as far as I'm concerned.

[img width=300 height=200]http://imgur.com/CVYoG.jpg[/img] [img width=200 height=300]http://imgur.com/5mCnU.jpg[/img]

Speaking of which, when I first started playing the game this past month I decided I would do so using a GameCube racing wheel in an attempt to recapture the feel of the arcade. The wheel I chose was this one, made by Intec. It's a nice smaller sized wheel that doesn't take up a ton of space if you don't have a huge game room. It features lots of buttons on both the left and right side, making it ideal for both lefties and righties -- or for switching between control schemes on the fly while making some crazy turns. Also, its built in suction cups cause it to firmly plant itself on my Ikea desk and integrate itself quite seamlessly with my Game Boy Player set up.

[img width=300 height=200]http://imgur.com/48CJB.jpg[/img] [img width=300 height=200]http://imgur.com/wdAJg.jpg[/img]

Unfortunately as fun as bringing the arcade home was, it turns out that I just could not beat the damn game with the wheel. So eventually I resorted back to my trusty Hori pad. The thing about Outrun is that it's not a terribly long game by any means. I beat it at least three or four times throughout the month in fact (see high-score picture below right for proof!). But what's nice is the choose-your-own-route dynamic of the courses. When you get to the old Robert Frost-style forks, you decide which way to go. I didn't end up beating every combination of courses myself, as I really couldn't keep track of which ones I had done.

[img width=300 height=200]http://image.com.com/gamespot/images/2003/gba/segagallery/0604/sega_screen012.jpg[/img] [img width=200 height=300]http://imgur.com/YEh85.jpg[/img]

I'm not sure if a score of 25359300 is actually any good, but it was my (recorded) high score of the month. I can't say I really even mastered the game as the truth is I never even figured out when it would be advantageous to hit the brake. Really my only strategy was to put it in high gear as often as I could take it, and to just ease off the gas whenever I had to take a sharp turn or make a daring pass. Somehow this worked out for me. At any rate, I can definitely say I had a lot of fun with this game, and it's certainly one of my favorite arcade racers of all time.




Posted on Jul 4th 2009 at 12:27:30 AM by (ga5ket)
Posted under Review, Mega Drive, Genesis, Sega

E-040-S-05150-A.jpgXenon 2 was one of my staples back in the University days, although then I played it on a pc. Now I've got the Mega Drive version I find it's almost identical, from the pounding Bomb the Bass track Megablast to the Super Nashwan firepower upgrade that's totally useless.

The game is a vertically scrolling shooter, with just about everything including the scenery being an enemy. Find yourself trapped in a cave and as the screen scrolls to the bottom and no way to back out and you've lost a life. As is common with most of these shooters the enemies arrive in predetermined waves and always fly the same pattern, which means that to extract the best out of the level you have to play it and play it and play it so that the patterns become second nature.

Each swarm of enemies destroyed creates bubbles on screen that when collected translate into money that you can then use for upgrades, some of which can be found floating around various levels anyway.

E-040-S-05150-A_04.pngThere's a real knack to getting the best firepower for each level and the game restricts you to what you can carry, for example you can't have both side and rear guns, but you can have an insane amount of front facing weaponry. Some of the levels have a plethora of side attacking enemies, some come from the rear.

Each level ends with a boss fight, and it's really only here that the game shows any break from swooping attack patterns as the bosses, whilst usually stationary, can actually aim and take proper shots at you. Each one has it's own weakness to be discovered, and once you do it's pretty straightforward to repeatedly exploit this until it explodes into a mass of bubble coins.
 
E-040-S-05150-A_03.pngDuring each level and again at the end you're able to visit the shop to buy and sell upgrades and it's vital that you make the right choice here - buy a side shot on a level where everything happens behind you and it makes for a very frustrating experience indeed.

The game is quite short, taking about and hour to play to the end, but the memorization required to achieve anything like a decent high score is phenomenal and will take many more hours.

I'd thoroughly recommend it to anyone wanting to play a simple shooter that doesn't require the reflexes of todays shmups, and fancies a bit of 80s electronica as background. A word of warning though, the only music track is Megablast, and after about 30 minutes of playing it my kids told me to 'turn that damn noise off'. I expect they'll be shouting at me to get off their lawns next.



Posted on May 18th 2009 at 04:57:32 AM by (logical123)
Posted under Ask a Blog, trippy, ps2, gamecube, nintendo, sega, microsoft, sony, katamari, damacy

Welcome to ask-a-blog, where I ask you! The reader! To answer a question posed in the blog. Today's questions comes from a bout of playing Katamari Damacy: What is the most trippy game you have ever played? Make sure to tell us what console the game is on, as well as what makes it so trip inducing. Is it the gameplay, music, visuals, or something else? Tell us all about it!

U-072-S-05010-A.jpg&sizex=150
For me, the award for the trippiest game goes easily to Katamari Damacy on the PS2, pictured on the right. If you have played this game, you know what I am talking about. if you haven't, here's a little summary. You are the son of the King of All Cosmos. The king, your father, has accidentally made all of the stars go away, so he commissions you to roll "Katamari", and help bring the stars back. The Katamari is formed by rolling a ball into things that are smaller than it. This makes the smaller things stick to it. You can pick up anything. ANYTHING. People, cars, buildings, islands, towns, boats. The possibilities are endless. The game is quite short, but it has a high replay value. It is also highly trip inducing, and the music is even weirder. Man is that game odd. I recomend it to anyone wishing to have lots of fun playing a quirky type of game.

So, what do you feel the trippiest game is? Be it a shoot em up, a puzzle game, or a platformer, we want to hear about it! Let's see those comments! Cheesy



Posted on Jan 19th 2009 at 10:20:48 AM by (logical123)
Posted under Review, Sega, Sonic, Hedgehog, 2, Review, Classic, Gaming

U-040-S-05340-A.jpg&sizex=275
Sonic the Hedgehog 2 was the turning point in Sega's history. Released roughly one year after it's predecessor, Sonic 1, on Nov 21, 1992 in Japan, and Nov 24, 1992 in North America and Europe, Sonic 2 can be designated as the spark that ignited the major console wars between Nintendo and Sega. Only mere months after its release, Sega's market share had skyrocketed to an astonishing 50+%. This review will tell you why.

In the beginning of the game, we are greeted with the familiar chorus of 'SEGA', followed by a Sonic Team logo. After this fades out, the Sonic 2 logo begins to fade in. But wait! What, or rather who is that?! It is none other than the latest addition to the then young Sonic franchise, Miles 'Tails' Prower. In this game, you are given the ability to play as Sonic, Sonic & Tails, or just Tails. Whether or not Tails was a good addition to the game is a matter of much debate. You will find out my opinion later.

Learning Curve:
Come on... It's a Sonic game! Press A, B, or C to jump, and down A, B, or C to spindash. Easy to learn, difficult to master. 5/5

U-040-S-05340-A.jpg&sizex=200Gameplay:
Gameplay in this game is great if you are playing as the Sonic & Tails duo, and brilliant if you are just Sonic. Why? Tails is just an idiot, plain and simple. He tends to botch up what you are doing, and when you actually need his help, he doesn't give it to you! However, the little 'Tails' problem will not detract from the gameplay. What makes the score rebound is what all Sonic fans know and love, Spindash. Introduced in Sonic 2, the Spindash is an iconic symbol of Sonic's speed. Overall, gameplay is quick, quirky, fun, and simple, just as a Sonic game should be. 5/5

Level Design/Replay Value:
Sonic 2 greets you with all new levels that are more zany than his first installment. If we look ahead a few years, to Sonic CD, I personally say that if Sonic CD has THE best levels of a Sonic game, Sonic 2 is a close second. Twists and turns will get you lost instantaneously, and the fun just never quits. Hidden passages and more points will keeps you playing again and again. 5/5

Music:
There are many songs in the video game world that you just can't forget. SMB: Overworld Theme, Metroid, Kirby, Legend of Zelda, the list goes on and on. Well, add Sonic 2 to that list. After a bout of Sonic 2 gaming, you will catch yourself humming these 'catchy' tunes! From Zone 1 to Zone 7, they're all great! 5/5

In conclusion, Sonic 2 is one of THE best Sonic games out there, and definatly deserves the official designation of a Classic Masterpiece.

20/20 or 100%




Posted on Dec 26th 2008 at 09:29:21 AM by (OatBob)
Posted under Modern Gaming, Mad World, Sega, Platinum Games, Wii

Not everyone was able to see the trailer leaked earlier this year for Mad World.  With Platinum Games as the developer, Sega is not pulling any stops in this cell-shaded, black-and-white, highly stylized gorefest.  Better yet, it's for the Nintendo Wii.  It is refreshing seeing a bit more variety added to the console's lineup.  With that having been said, we present the new trailer on behalf of the mature Wii gamers out there, who had empty Wii libraries until edgy titles like No More Heroes satiated our bloodlust.

http://www.gametrailers.com/player/43668.html

Not enough violence?
View the uncensored European version of the video after the break.

Continue reading Mad World - Holiday 2008 trailer



Posted on Nov 27th 2008 at 01:04:15 PM by (NESman93)
Posted under Sega Genesis, video games, Sega, Genesis, classic gaming, review

 In 1989, at a time when the NES was increasing even more in popularity, Sega, who already had some popularity in the United States with the 8-Bit Master System, and Arcade games such as Altered Beast and After Burner II, released a video game console that was meant to take on Nintendo's NES, the Genesis, which became one of the greatest 16-Bit consoles of all time.

 At the time of it's release, Sega's main success was in the arcades, and overseas in the UK, where the Master System was extremely popular. On October 29, 1988, Sega release the MegaDrive in Japan. About a year later, on August 14, 1989, Sega release the Genesis in the United States. Sega pushed the Genesis on American consumers with the classic "Genesis does what Nintendon't" commercials. Those who paid the money for the system got the system, controllers, hookups, and the arcade port of Altered Beast. Many of the games released at launch were arcade ports and sports games. These include: Strider, Pat Riley Basketball, James "Buster" Douglas K.O. Boxing, and Michael Jackson's Moonwalker. The graphics of the system made people question why they were still playing on the old 8-Bit NES. Some kept their Nintendo's, and some took the leap into the 16-Bit era. Early in the Genesis' lifetime, Sega released a peripheral for the system called the Sega Power Base Converter. This peripheral slid into the cartridge port of the system an allowed the user to insert Sega Master System games into the converter, giving it backwards compatibility with practically all Master System games, and game Cards.

 As the years went on, the Genesis saw some fierce competition coming from Nintendo, with their Super Nintendo Entertainment System, and NEC's TurboGrafx-16. Sega held on, however, and gained even greater popularity with the release of the game Sonic the Hedgehog. Sonic was, as most today know, a blue, bad ass, in-your-face hedgehog, and was much more fierce when compared to Nintendo's little Italian plumber, Mario. Also, Sega was able to beat out Nintendo with one fighting game, Mortal Kombat. While the Genesis version of the game didn't look as good or sound as good as the SNES version, the Genesis version had full blood, and no censored fatalities.

 As the Genesis passed into the 32-Bit era, Sega tried to keep up with the graphics of the more advanced systems. They began to push the games to their graphical limits, and even released a couple of add-ons to make the system more powerful. The first of the two was the Sega Mega CD, released in Japan in 1991, and released in the United States in 1992 as the Sega CD. As the name states, this add-on was a disc drive that attached to either the bottom of the model 1 Genesis or on the side of the model 2. The add-on also enabled the Genesis to play audio CDs. Most of the games on the Sega CD were crappy FMV (full motion video) games. Some of the better ones, however, were Sonic CD, Snatcher, The Terminator, and Mortal Kombat. Mortal Kombat on the Sega CD featured the same Genesis graphics, but arcade sounds, speech, and music. Later on, in 1994, Sega released the Sega 32X, which was inserted into the cartridge port of the Genesis, could play all of the regular 16-Bit games, and also had its own line of 32-Bit games such as Mortal Kombat II, Knuckle's Chaotix, Star Wars Arcade, Doom, and Virtua Fighter. These add-ons are infamous for their low amounts of killer titles, and extremely high prices at launch.

 In closing, Sega made their greatest benchmark on the video game industry with the Genesis, and many gamers of today swear by the old Blast Processor. This system gets a 8/10.



Posted on Aug 23rd 2008 at 02:27:50 AM by (TraderJake)
Posted under Modern Gaming, Wii, Sega, Samba de Amigo

You know, I hear that Samba de Amigo is coming out for the Wii soon. Might be coming out on September 23 of this year in the US. Should be a lot of fun, but then I am a biased source. I love rhythm games. Probably now my favorite genre of games, either that or Sims, and Samba De Amigo is a quality experience, well, at least it was on the Dreamcast. Fortunately for those of you who never played it on a Dreamcast, it is coming out on the Wii, and it's coming out soon. Personally, I am enthralled by the thought of playing this game, I hope you will be too after playing this mini game, located after the jump.


Continue reading Samba de Amigo is going to be Awesome... Again


                                                                                                                                                                                                                                               
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