One of the many things I found myself jabbering about during my Resident Evil 2 Revisit stream event … alpha dash plus special champion edition X… last week was the mythical original version of Resident Evil 2; known in the Resi-community (Resiumity?) as “Resident Evil 1.5”.
I also rambled about many other things and I’m likely to further unpack the four hour streaming experience in my February editorial – but overall it was super positive!
Having reflected on the whole experience I keep coming back to my thoughts about RE1.5 and more generally how the ‘Resident Evil’ universe (Resiverse?) seems to be littered with unfinished games. It’s not unusual for a game to be quite different upon release to versions shown in expos or early trailers; there’s often content cut or concepts significantly revised, but Resident Evil has a history of entirely scrapping versions of games to either be abandoned forever or for designers to pick over as they scavenge for usable morsels of content. I guess, given the sheer volume of work under the Resident Evil banner, it’s not too surprising and I think many fans of the series would argue that some of the titles that were released should have by rights also ended up on the cutting room floor (I’m looking at you Umbrella Corps). Continue reading “Top 5 Lost Resident Evil Games”
I apologise for the variable screenshot quality in this post….
AAARRGGGHHHHH!!!!!! … I just want to scream because I’m no closer to clearing this up… Continue reading “Resident Evil 2: Rabbit Hole Involving Windows”
*QotM is a solitary waffle hand cooked by William Shatner himself and thrown at you from across the restaurant by Later Levels
I know what you’re thinking “What are you doing? This isn’t a regular posting time!”. Indeed, this is a bonus post to provide an answer to this year’s first Question of the Month. The puppet-masters have mixed it up for 2019 giving an overall gameplan to the QotM formula. Over the next 12 months they’re hoping to compile all the elements of “The Ultimate Video Game” by tasking bloggers to come up with a new element each month and then selecting the one that is ..erm… the most ultimate… does that make sense? No? Well there are plenty more details here! Continue reading “QotM*: The Ultimate Video Game Setting”
Few people know this, but way back in my mid-teens, I used to be a moderator on a Resident Evil forum (Wow, you’re learning so much about my gaming related past this month!). Looking back I guess it wasn’t for very long; after all there’s only so often that you can speculate on the seedy private life of Brian Irons or endlessly moderate a fanfic thread with the impossible task of keeping it from swerving dramatically out of the community content guidelines…
… never venture on to a Resident Evil fanfic forum….
Alongside these forums, the site offered a number of fan made guides and walkthroughs to the handful of Resident Evil titles that existed at the time. At some point the ‘top-website-person’ messaged me and asked if I would write a walkthrough for the newly released “Resident Evil Survivor”; a game that I’d picked up close to launch….
… I declined…
He persisted in his request so I finally jotted down a few notes on the various weapons and enemies within the game, but no way was I doing a walkthrough because that would mean I’d have to play the game through again at least once, but more likely several times to hit all the path branches. This wasn’t something I was prepared to embark upon; Survivor is not a good game, but it does fall in to that category of “Games that I really wanted to be good”. Continue reading “Weird Retro Mumblings: Resident Evil Survivor – A Missed Opportunity”
I may have bought Valve’s Orange Box for entirely different reasons, but I got the most mileage out of the inclusion of Valve’s standalone sequel to what was originally a Quake mod; Team Fortress 2. Honestly, the phrase “Most Mileage” is a bit of an understatement. With my current Steam playtime for TF2 reading 905 hours it sits proudly at the top of the heap of most total time I’ve ever spent playing a game… by some way. I consider a game above 20 hours playtime to be a big investment of single player effort and even games that have seen a good wedge of multiplayer rarely break in to triple figures. For a game that’s such a significant slice in my gaming past, it’s kind of strange that I haven’t mentioned it a whole lot before.
Of course that 905 hours was accumulated over years, but those years overlapped some of the trickier ones that I’ve had to face personally and, whilst I’m not going to go into all of those details, my own development and the game’s ongoing development come together to tell a story of my relationship with the eternal conflict between Red an Blu (and of course the Announcer who, like a puppet master, controlled us all). Continue reading “The Rise & Fall of My Team Fortress 2 Career”
… and a Happy New One to all of you Yearlings out there!
2018 was a good year for blogging given that I was pretty consistent and had lots of fun doing it. I also managed to write some pieces that I’m pretty happy with, although it’s tricky to tell if I’m just getting better, my standards are dropping, or I’m more content to verge on the nonsensical than I was when I started doing this a few years ago… Walrus…
From a community point-of-view I’ve enjoyed the conversation and friendship of fellow bloggers, been involved with a few collaborations, and even managed to meet the LaterLevels team at Rezzed. Hopefully 2019 will hold more of the same and I’ll actually manage to be a consistent reader; I try to read post of everyone I follow, but sometimes it’s difficult to find to the time.
Ultimately I try to find a balance between being consistent, trying new things, and having a fun!
Some years ago, way back in the early days of my blogging exploits, I wrote about ‘Dying Light’; a first-person-zombie-blasting-open-world-free-running cocktail which, despite being good fun, carried with it a healthy dose of ingame annoyances that grated on my nerves given the extended playtime of this type of game. The article listed a handful of features that I felt were superfluous to the experience and could happily have been hacked away to create a more streamlined game.
In the weeks before festiveness ’18 I picked up ‘Sunset Overdrive’; freshly released on PC it dangled the temptation of some open-world exploration in front of those idle evenings when trying to digest too many mince pies with the added draw of being slightly reduced to entice in that PC market. In summary it is a third-person-zombie-blasting-open-world-free-running cocktail that comes with a chaser of not featuring any of those features that I found so annoying in Dying Light.
…ok…ok, so they’re actually humans that have been mutated by drinking a new type of energy drink, but fit all the criteria of zombies for these purposes. Continue reading “Sunset Overdrive: The Good Type of Grind”