Following an exploration of the original Doom and John Romero’s unofficial fifth episode, Sigil, a couple of weeks ago, I still felt as though I hadn’t digested quite enough Doom. It seemed like just the right moment to pick up the sequel, Doom 2, and answer a few of my own questions that I had about it. Firstly, just how different is it from the original? and is it the better game?
Like many people, my first real experiences of Doom outside of the shareware release was of the sequel rather than the full version of the first game. Unlike its predecessor, Doom 2 had a retail release which meant that it was (especially in the UK) much more widely available and I remember a friend of my sister bringing it around and installing it on our shiny new 486 PC; which let’s face it, as an early 90’s tween was my only real route to getting my hands on it. Running around the crumbling ruins of ‘Hell on Earth’ and blasting those damned minions with god-mode and all weapons was the way that I took my Doom-latte back then. Armed now with the Switch port, I cranked the difficulty to a respectable ‘Hurt Me Plenty’ and left it on mortal-mode to eliminate Hell’s forces on Earth once and for all… or until the next time… Continue reading “Doom 2: More Gore, Less Focus”
Growing up, I played Doom… but I never really played Doom. Does that make sense? Am I making sense right now? Let me qualify that; I was too young to play Doom, I mean, of course I was too young for the violence, but the point is that I was also too young for what is effectively fast paced first-person dungeon crawling. The labyrinthine like quality to levels loaded with secrets were lost on me as I jabbed in IDDQD and IDKFA to activate god-mode, all weapons, and keys just to shoot monsters. As a result I tended to get bored pretty quickly; I’d missed the point.
I don’t know if YouTube’s algorithms extend to delving in to your childhood, but for some reason recently I’ve been recommended many videos that outline the subtleties of Doom in the form of decino’s breakdowns of different game elements (it’s like they’re trying to show me what I missed out on). Picking apart the code itself I’ve been learning about monster, powerup, weapon behaviour and, armed with this insight, decided to pick up the recent Switch port of the original game (now that many of the initial problems have been patched) to finally experience the game as it should have been played. Over the week that followed I ploughed through the original three episodes, and the fourth episode (Thy Flesh Consumed) that was added in at version 1.666; ‘The Ultimate Doom’. It turned out to be one of the better four pounds that I’ve ever spent on a game and in its current state I have no problems recommending it (aside from an annoying bug where the game freezes if you put the system in to sleep) as a solid port. Blasting through the legions of hell I found a new appreciation for ID’s classic, how they’d managed to produce something so visually impressive on the limited PC hardware of the early 90’s, the thought that had gone into the various ingame elements, but most of all how the level design brings the entire game together. Continue reading “John Romero’s Sigil: Iconic or Demonic?”
I’m not a regular streamer; a combined lack of time, organisation, and confidence have seen that possibility sailing away, but those few occasions a year when I find a clear evening, a suitable (often retro) game, and invite you to boil up some popcorn and join me I enjoy the experience.
One such evening cropped up some months back when I wanted to share with you all my first ever impressions of Overblood. Sadly it wasn’t to be. The problem, I lamented to my fellow co-BloggersWhoStream-architect (Kim of LaterLevels fame), was that my technical setup was a little on the janky side. That technological marvel that I use to capture PlayStation 1 gameplay couldn’t cope with the shear number of resolution shifts that Overblood thought necessary to… do whatever it was that it was trying to do. As I explained the intricate number of seemingly unconnected elements that I put in place to stream from my original PlaySation, Kim came up with the superb idea that we should reach out to all the other bloggers who stream (namedrop) out there and see how they get on with this whole streaming lark; and so this week’s event was born.
Head on over to the Master Post; I’ll be populating it this week with all the event posts! Continue reading “Duct Tape & Tights: My Retro ‘Bloggers Who Stream’ Technical Rundown”
The retro-excursion that I took last week in to the weird world of Overblood left me with a lingering thought about the game’s opening. At first glance the level of instant threat seems absurd; the protagonist wakes up and the player is immediatly faced with the prospect of seeing them freeze to death unless they manage to work out all the controls, find the auxiliary heating power supply, and the stylish (but laughably small) shiny gilet to keep warm. I could just chalk it up to poor game design, dropping the player in to instant life or death peril isn’t what we’re used to in the current age of gaming, but compared to its contemporaries, Overblood isn’t the only title of this era to pull this trick.
When I revisited the Men in Black PS1 game a little while back, I was reminded that it kicks things off in a similar way; player enters an apartment and if they don’t act quickly then a bomb, cunningly hidden in the shadows, will take out most of the buiolding and thankfully the voice acting of whoever they employed to do a Will Smith impression. Maybe these aren’t the finest examples of the ‘3D Action/Adventure’ genre for PS1, but even some of the system’s greats make similar moves. During my epic exploration of Resident Evil 2 last year, I rambled about how tough the opening of the game is; the dramatic intro leaving the player abandoned in a street, several zombies approaching them. I doubt new players would even have managed to work out what the aim button is before taking a chomping. Even though the opening of Metal Gear Solid doesn’t put the player in immediate danger, acting as a playground of sorts, it still presents what most would consider to be the core gameplay in its entirety. I’ve noted in the past that MGS has only six areas where the classic sneaky gameplay is showcased and, as the player undertakes this area unarmed and under-equipped, the ‘dock’ represents one of the trickier regions that the player has to work their way through all whilst the opening credits are still running. Continue reading “Hard Opening”
What do you mean you’ve never heard of Riverhillsoft? They’re famous for… erm… porting the original Prince of Persia to the Mega CD.
Overblood. I’m just going to let that hang in the air for a moment.
How or why anyone thought this would be a suitable title for this game… or any game… I’ve no idea. It is literally meaningless, but like the game it game itself, it’s best not to overanalyse.
Overblood (even typing it makes me feel weird) is a game by long forgotten developer Riverhillsoft that, kind of, falls in to the category of early survival horror for the PlayStation 1 as made famous by Capcom. I first heard of the game in my early teens; shortly after first experiencing Resident Evil 2, my uncle mentioned this “‘similar’ game called Overblood where you wake up in a lab, freezing to death”. I think it was this ‘similarity’ that kept the name locked in to my brain for all these years and eventually led me to pick it up on an eBay whim a couple of months ago. A few days later a battered copy of this long forgotten title turned up. An eerie green hued character adorning the box-art, alongisde the title in stark font, and tagline “A 3D Sci-Fi Adventure”. I popped in the disk and was met with a fast-cut intro montage featuring Reboot style animation and a host of sci-fi staples such as warning klaxons, unconvincing monsters, and characters with shocked expressions. Continue reading “OverBlood: UnderBlood”
Spoiler Warning: Lots of spoilers for Resident Evil: Code Veronica are here!
After digging out my PS2 games from my Mom’s attic earlier this year, I found myself revisiting a few of my favourites; Silent Hill 2, SSX3, … and finally Resident Evil: Code Veronica, before giving up sometime around June having scrambled through about half of the game. I decided to head back to that save file last week in an effort to clear some of the backlog playings that I have on the go, or more accurately before I felt like I could legitimately start file #2 of Resident Evil Outbreak.
RE:CV (X Complete; seriously Capcom, what is it with you and editions??) is an oddball of a game in the franchise and deserves a little backstory introduction, so settle back whilst I recline in my wing-back armchair and tell you the tale:
RE:CV has it’s origins way back with the original Resident Evil. Not only released for the PS1, the S.T.A.R.S. team’s first incident riddled adventure was also a bit of a standout title for Sega’s flailing Saturn. Seeing the reception of its sequel, Sega (like Nintendo) must’ve been straight on to the phone to Capcom asking for a Saturn port of Claire & Leon’s funtime zombie shooty-shooty. Unlike Nintendo however, Capcom concluded that the Saturn just didn’t have enough bits, or megs, or ram or whatever to handle RE2 and the idea was scuppered. Sega didn’t stop the conversation there however, they convinced Capcom to develop the direct sequel to RE2 for the yet to be released Sega console, the Dreamcast; a game that would become Code: Veronica. The only problem was that Sony also wanted an RE2 sequel on their system (and let’s not forget that by this time RE4 and Zero were already being developed for Nintendo; Capcom really spread themselves around). Capcom agreed, and an in-development spin-off title called “Last Escape” gained the ‘3’ to become part of the numbered games in the series and the third to be released on PS1 under the title Resident Evil 3: Nemesis in the west. Played in this context, these games seem to make much more sense with RE3 feeling lite on plot, but heavy on “here’s more of that Resident Evil that you like”, and RE:CV opening with a direct continuation of the plot from RE2. Continue reading “Resident Evil: Code Veronica … X.. Complete…”
Spoiler Warning: This article contains spoilers for the X-Files game on PlayStation 1
*To be sung to the X-Files theme tune*
It’s Mulder and Sculllyyyyyy,
It’s Mulder and Sculllyyyyyy,
solving X-Files if they caaaannnn,
… avoiding the smookiinngg maaannnn…
For at least some of this year we’ve been trying to re-watch the entirety of the X-Files. I’m not much of a binge watcher, so it’s been a drawn out process. We ran out of steam a few months ago somewhere in the Robert Patrick era…
… if you ever watch these then you need to pay special attention to he runs; arms flailing wildly. I imagine the director was continually yelling for him to run ‘less like the T-1000’: “More human, less robot Robert – yes! that’s it, wave those arms around!!”… Continue reading “X-Files on Playstation: Dang! That’s a lot of Photos of the Inside of a Warehouse”