‘Heaven Dust’ is a game that makes me smile. It’s a game made by fans. Not just any fans; fans after my own heart, whose affection for the original Resident Evil games shines through in every polygon. Some twenty-x years after Capcom’s seminal survival horror hit the scene, this tribute made by ‘One Gruel Studio’ manages to hit all the right notes needed to evoke the feel of that first tentative shuffle through the Spencer Estate whilst still doing it in a new and distinctive style. Given how much the series has evolved and diverged, there’s something refreshing about a game that rewinds time back to what hooked-us in the first place.
…oh, I’m sorry, you wanted an objective review?? Nope.. none of that here thank-you very much…
Of course this type of thing is so in my wheelhouse that it’s basically an oak panelled part of the decor, but I ended up playing it mostly by chance after some fortunate browsing of the Switch store. In recent months, the Switch has become a staple gaming platform for me and I’m perpetually on the lookout for new releases that are compatible with my commute. ‘Heaven Dust’ was a delightfully stumbled upon discovery that has appeared on the store in the past few weeks and fills the super-niche of being a great choice for anyone who wants to play ‘Resident Evil’ on the go, but wants something just a little more causal than just playing ‘Resident Evil’ on the go*. Continue reading “Heaven Dust: Esidentray Evilway”
… the dropship touches down on Mars and you tentatively step out. That murky gantry over some deep chasm your first taste of this isolated research outpost. Up ahead two shady characters mutter and plot; they’re altogether too suspicious. Unbeknown to you the suspicious characters go and talk to an even more suspicious and sinister character whilst you make your way to a suspicious commanding officer and…
Oh heck, everyone you meet in this damn game is suspicious & sinister. Someone desperately needed to tell the writer in Doom 3 that writing tense dialogue doesn’t mean each character tries to out gravely voice the other and that if you make everyone sinister then it kind of loses its impact. Anywho, where was I in the plot synopsis…
You get sent off to investigate some missing workers and then one of the sinister people does a thing that releases… “Doom”… (I guess) which possesses most of the humans in the local area and starts spawning in demons. Sadly for the demons their spawning accuracy is a little off and many end up trapped in a tiny cupboard waiting for some hapless space marine to touch the pressure plate just outside the hidden door and set them free. From this point on you are playing chase the objective, being sent hiking across the Mars facility to meet up/find/stop any combination of some people/evil force/object. It’s one of those games where whenever you get it the place you were trying to get to, you find an empty room, or a dying person, who lets you know that you just missed the person/thing/entity you were looking for and they’re now on their way to some new location about 5 levels away. Ultimately you go to hell (because it’s a Doom game) and retrieve an object which helps you destroy all the demons.
… and if it sounds like my plot summary is a little thin on details I’d like to remind you that this is supposed to be a Doom game and plot really isn’t the reason that I picked it up; not that anyone told Doom 3 that. If you really want to know what’s happening then you’ll need to sift through the mountains of PDA’s that belonged to the crew reading though emails and listening to audio logs (most of which revolve around ‘strange goings on’ and ‘crew members behaving oddly’) to get hints as to the reasoning behind the path you’re inexorably being sent along. Whilst Doom 3’s plot might not be the reason it has had a mixed reception over the years, the very fact that it has a plot attempting to be more complicated than shoot demons could be indicative of some of the underlying difficulties it faced finding its identity. Continue reading “Doom 3: Hello Darkness My Old Friend…”
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?”
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”
Yes, it’s another Resident Evil 2 post.. and yes, this one is also super-geeky, but I think this is a really interesting port for so many reasons so just giraffe with me on this one ,ok? It’s no secret that 2019 has been my year of Resident Evil 2 revisiting. From my pre-remake stream, exploration of the re-imagined Raccoon Police Department, through to my marathon … Continue reading Resident Evil 2 on N64: Malevolent Tenant
During my recent confession disguised as a review, I admitted that I actually had a bit of a soft spot for golf games; not in a kind of ‘let’s simulate the heck out of this down to the brand of spikes in Ralph Grundleson’s special golf shoes’, but more of a casual arcade-ey soft-spot for the precise layout of the course and seeing that virtual ball sail towards the horizon from a perfectly executed QTE. I also mentioned that some of this unexpected leaning was likely down to playing Greg Norman’s Ultimate Golf on Atari ST … SHARK ATTACK!!…
… and I’m going to be upfront with my biggest criticism of the game- hold on to your hats because it’s a doozy. No game … NO!… GAME!… should feature the words ‘Shark Attack!’ right these in bright letters on the boxart if they don’t contain at least one shark. Greg Norman’s Ultimate Golf does not feature any sharks… and yet SHARK ATTACK is right there on the box, and no, I’m sorry to all you golfing a-fish-a-nandos, Greg Norman is not a shark. He is an Australian gentleman who likes to play golf. As an eight year old child this was one of my biggest gaming disappointments. I’ve waited a long time to set the record straight there.
The whole thing got me feeling a bit nostalgic for ol’ GN’s:UG so I decided to emulate the heck out of it in an attempt to see what it is about the game that I must have at least been slightly intrigued by (yes, I could have dug out the actual ST and played… but no, I don’t have that kind of lounge space or time to spare at the moment). Continue reading “Greg Norman’s Ultimate Golf: Where are the Sharks?”
If you’ve been paying attention then you’ll know that I’ve been looking for games where it doesn’t necessarily matter if you suddenly have to putt the controller down and you can absorb just as easily in tiny slices as well as a great big drive for completion. A little birdie told me that, being essentially turn-based affairs, golf games are a pretty on-par choice that ticks these boxes. Having said that, I’m a fair-way off being considered a golf fan, to the point that I would be considered pretty green when it comes to the rules and nuance of the game. It just so happens that Golf Story had been on my radar for a while; the hook (or draw) here being that it’s all framed in the context of a 16-bit RPG – stroke of genius if you ask me – with the protagonist being introduced as a child cultivating dreams of reaching the top.-Spin on a few years and he’s a young man returning to the game, so determined to chip away at his once boyhood goal that he’s moved house and has been forced to bunk -er… ‘sleep’ close to the golf course whilst those ideas of fame he has to Mull… I … Gan…
…no… no, it’s no use, I can’t do it anymore! Your entire helping of golf puns is in that first paragraph… enjoy… Continue reading “Golf Story: Frosty Log”