I haven’t played the recent reamake of Resident Evil 3… I probably will, but for now it’s not too high on my ‘to-play’ list. What I do know about it is that it looks visually stunning and gameplay reports have generally been good, but it is nonetheless still receiving a mixed response from the community. For me, the more action heavy focus has dampened my enthusiasm. What I have played recently is the REMake (AKA the Remake of ‘Resident Evil’ that was originally released for the Gamecube) in HD on Switch. It’s a game that I’ve played before, but a little while back it was on sale and I really just wanted to jump in to something familiar. Despite its age, the gradual journey through the Spencer estate has never looked so good and as a game it still holds up after all these years. It’s also one of the few remakes that’s almost unanimously considered to be an improvement over the original release. It almost seems as thought Capcom did the impossible with it, they took a classic, a genre-defining classic no-less, and only a few short years later remade it in to something better than the original outing, so maybe they could learn a few things from themselves in how to go about pulling this off. Continue reading “The REMake is the Pinnacle of Remakes, So Should Capcom Just Stop Doing Them?”
Apologies to all you non-Resident-Evil-Fan-Readers out there, but this is a Resident Evil related post. A little while ago I was once again in a Resi-mood, to I picked the REmake up on the Switch. And yes, it’s a great game and probably one of the best remakes ever cashed-in-in-on by Capcom. So I picked my way through Chris’ and Jill’s scenarios and found myself mulling over the implications of each of these versions of events. More than that, I realised that considering events in the following games, and given the additional questions raised by Resident Evil Zero, It’s Jill’s scenario, and not Chris’, that must be canonical… and that it must’ve been pretty awkward when Chris found out…
“That’s some expensive carpet…” Chris Redfield thought as he tentatively explored the flooring with his socked left foot. He kicked the discarded combat boots to one side and stretched out his body as best he could whilst still technically remaining seated in the cold metal chair. Irons had been gone for hours and his final words before leaving the room had been “…don’t move…” Even so, Chris had just reached a conclusion in his internal debate and decided that boot removal was technically not moving. The Chief seeing his socks was preferable to spending another how-ever-many hours with aching feet. It already felt like a lifetime since the surviving members of S.T.A.R.S. had been manhandled in to separate rooms for a personal debriefing with Irons himself following that nightmare in the Mansion. Continue reading “Chris Redfield’s Awkward Debriefing”
‘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”
That magical 14th of February is upon us once again and romance is in the air; even gaming romances are slowly …oh so slowly… becoming more well developed. Games that deal with the more emotional side of the human experience have been gradually improving over the past decade or so with standout efforts such as ‘Life is Strange’ and ‘To the Moon’ coming closer than ever to capturing the nature of love, relationships, and romantic discovery in game form.
… this wasn’t always the case. Back in the retro-times (let’s not get in to how far back you have to go for that) things were quite different with polygon curves and corny dialogue crammed in to a couple of hour action game being the closest gamers got to a romantic plot line. Back in the PS1 era it wasn’t uncommon for someone to go from being ‘annoyed by’ to being ‘utterly besotted’ with a game protagonist in the space of just a handful of brief cutscenes. Then there were games that made those first tentative steps at being more ‘mature’ such as the cringe inducing sexy-time QTE minigame in Fahrenheit.
For those of us that were teenagers during this era of gaming however these characters were the object of our affections, so let me take you back to the mid-90’s and let’s have a slumber party. The popcorn is hot, we’re half-way through our regulation Bacardi Breezer, and inevitably the conversation turns to our ‘Dream Resident Evil Date’, but wait?!? how do you know which of that scintillating cast will light up your eyes like S.T.A.R.S.?? Lucky for you, I have the 100% accurate, reliable, and foolproof Resident Evil date decider – just follow the flowchart below and discover your perfect Resi-Date – Click on the image for the full size version! Continue reading “Your Dream Resident Evil Date”
With the 18th of December upon us it’s time to sit back and take stock of the games I’ve played this year to pick a top 5. Long time followers will know that my own ‘Top 5 of the Year‘ is picked from a list of games that I’ve played for the first time this year rather than necessarily being released in 2019. This self-imposed rule set has thinned out my choices this year because, if nothing else, 2019 was characterised for me by retro-revisitings, or specifically the original Resident Evil 2.
My desire to revisit the original before taking on the remake led to an interest in the obscure unreleased games in the series, the different versions of the 2nd game, an overdue exploration of the director’s cut of the original and Code: Veronica, along with that self-designed marathon to really fully explore and rediscover the game that is responsible for such a big part of my gaming enthusiasm today. Couple this with the rediscovery of my PS2 games collection that involved replaying games such as TimeSplitters2, SSX3, and Silent Hill 2, and maybe it’s clear why my ‘New’ games played this year list is so small. It only totals 20 games compared to the 44 of 2018.
… and that’s not even considering personal events that have reduced my gameplay time somewhat…. Continue reading “The Official Hundstrasse Top 5 of 2019: It’s Been a Weird Year”
… aaand to nobody’s surprise the Resident Evil 3 remake was finally confirmed this week. As with the Resident Evil 2 remake earlier this year it will no doubt attract a new audience to the game. As with any new inhabitant in a series a loooong and established as Resident Evil, it can be tricky to navigate and really find your way around the various … Continue reading Navigating Resident Evil
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…”
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
A few weeks ago I had a hankering to revisit the films of the late, great, George A. Romero; specifically his two Zombie masterpieces: ‘Night of the Living Dead’ (1968) and ‘Dawn of the Dead’ (1978). I have very few film buff credentials (being more of a casual absorber of the silver screen), but even I know that these two films arguably defined the zombie genre cementing Romero in history as the undisputed zombie master. They created lore, established tropes, and even their production carried some legendary stories such as Romero himself grabbing the reels as soon as editing on NotLD finished and scouting movie theatres for somewhere that would agree to screen it.
Sadly Romero passed away in 2017. It wasn’t only a loss for the world of cinema, but for the gaming world too. At the time I reflected that every zombie themed game could trace its roots to the work of Romero, either directly or indirectly. My own teenage interest in Resident Evil 2 led me to his films and, whilst to the outside observer his work could be dismissed as decadent gore for the sake of it, the themes he set up are what makes the zombie genre (and zombie apocalypse) so grotesquely captivating. Having revisited the films, it seems like a good moment to stack up how the gentle torrent of zombie themed games that erupted in the 90’s stacks up against Romero’s original work; in short, are we playing the zombie apocalypse in the way George A. Romero imagined it? Continue reading “Gaming of the Dead: What Would George A. Romero Think?”
No Blog Posts, No Tweets, No Random Sonic the Hedgehog Doodles… I bet you’re all wondering what’s going on over here at Hundstrasse.com?? Well, the good news is that I’m writing this now so there’s no need to keep fiddling with the rabbit ears on top of your set; not that analogue TV has been a ‘thing’ for years now, nor do I have a … Continue reading Editorial: September – An Announcement