Showing posts with label Capcom. Show all posts
Showing posts with label Capcom. Show all posts
Saturday, March 21, 2015
Resident Evil: Revelations 2 Review
Resident Evil Revelations 2 is Capcom's new title in the beloved horror franchise. Unlike the previous revelations game, this one was designed from the ground up to be played on consoles. The controls feel tighter, the player is given more freedom and there is the option to play through this new nightmare with a friend. How does the overall package hold up? Pretty well with some snags along the way.
Tuesday, August 5, 2014
Resident Evil Re-Remake
While at first glance I'd call this move a bit excessive, more of me appreciates the gesture by Capcom. REmake is one of the most masterful iterations of the classic survival-horror formula, and to see it given a chance for a much larger release audience is pretty exciting. Gamecube back in the day just didn't have a large enough install base that this, and other remasters of it's ilk, really got a fair chance. To this day, you can still find lots of gamers participating in the questionable act of emulating this gem. Ironically, we're leaving out Nintendo's consoles this time around, just about every other platform however will see a release in early 2015.
This announcement has some great timing with Game Informer's current super replay that is currently going through not only REmake, but the original PS1 version as well. If you want to see just how radically these two games have changed, I'd encourage you to take a look.
Wednesday, May 29, 2013
Review: Resident Evil: Revelations
It’s pretty rare this day and age to get upscaled ports from portable systems to consoles. While prettier graphics and refined controls are to be expected, it can be hard to say if this creates a definitively better experience. Case in point, Revelations certainly makes the jump for the most part on a technical level, but conceptual details for how a game is built for a portable console make playing it an odd experience.
The story for the game is par for the course when it comes to a Resident Evil game: evil terrorist organization has new virus and wants to do bad stuff, and you must stop them. There are a few minor (and very obvious) plot twists, but nothing franchise shattering. In fact, there aren’t any real large implications to the narrative as a whole when it relates to the series, making for a relatively self-contained experience. Most of the main game has you playing as series veteran Jill Valentine with newcomer partner Parker Luciani, while occasionally shifting to other characters during flashbacks and the like. Much of Resident Evil’s B-level writing heritage is prominently on display here with cringeworthy one-liners being uttered at alarming rates. Characters are utterly flat or downright annoying, as is the case with newcomer duo Keith and Quint.
Hope this not Chris Gun...
Gameplay feels somewhat like a cross between Resident Evil 4, 5 and 6, retaining the now series style of over-the-shoulder third person shooting action. The twin-stick setup of consoles is taken advantage of to a great degree, allowing for fluid movement while aiming, something the series has only really pulled off well in 6. The option is available to play with a style closer to RE 4 and 5, where you’re rooted to the spot whilst aiming, but will end up being a handicap in most cases. Combat moves at a somewhat decidedly slow pace, as shooting for weakpoints help to conserve ammo. Only in a few cases during the main campaign will you ever be swarmed by multiple enemies. In most cases you’ll have an AI partner present through most of the game, but this is barely noticeable as they’ll do no real damage, cause any threat, or even take damage at all. A dodge mechanic is present in the game as well, but is difficult to pull off reliably.
The main campaign spans over the course of 12 chapters, usually comprising of 2 to 3 parts per chapter. A typical playthrough is somewhere between 8 to 12 hours, depending of difficulty. This is perhaps where the most notable portable feel is had, as the game makes constant breaks in the gameplay and narrative to checkpoint a chapter or switch points of view. If RE6 was guilty for having their gameplay segments go on for too long, Revelations ends up being on the other end of that spectrum. The game goes so far as to have small video viginettes proclaiming “Last time, on Resident Evil: Revelations,” as if I have the memory span of a goldfish. I know that they’re in there for the 3DS experience that was made for more bite-sized chunks of gaming, but on a console game they just feel disjointed and largely out of place.
Just in case you forgot what happened five minutes ago...
Graphics are also a bit of an odd spot when it comes to this transition. Character models for the most party look pretty good in most cases, but will suffer from some muddy textures time to time. Environments will also look pixelated or low-res in some cases as well. Sound design has made the jump well for the most part when it comes to SFX, although the music is largely forgettable. A few odd graphical glitches are present in the game, particularly elevator doors like to jump while being used. Loading screens and doors are also suspiciously rampant throughout the experience.
As for being a much-touted “return to form” for the RE franchise, it’s hard to say. Puzzles are practically non-existent. Resource management does feel like more of an issue than past games, but made so only because of mandatory caps on how many weapons you can carry and ammunition bag limits. Item boxes are back, allowing you to swap mid-mission what kind of loadout you use, and customization to weapons feels very solid, finding parts to make tailored guns. Combat for the large part feels solid, albeit somewhat desolate when compared to 5 or 6. Having much of the game take place on a deserted ship does more to introduce scares to Resident Evil than we’ve seen in a decade. There are a few other staples here too, such as bonus weapons being unlocked depending on clear conditions, and the presence of Raid Mode being a throwback to classic Mercenaries.
After beating the game, some players may elect to replay on a higher difficulty setting, or choose the New Game+ option to carry over equipment. Another option for people who enjoy the combat is Raid Mode. Unlike RE 4 5 and 6’s Mercenaries mode, Raid Mode has a more decidedly linear feel, as compared to the priors sprawling arena modes. Chapters from the main game are reformatted to create challenge runs to get to the end of the level, all while encounter more and tougher enemies. An overarching RPG system is present while in Raid Mode: Your profile will gain levels, you’ll unlock currency to buy more weapons and upgrades, and you’ll unlock more characters to play with, each with their own unique traits and abilities. Raid Mode also allows for online co-op play as well. This has probably the most substantial that a bonus mode has ever been in a Resident Evil game, and really helps to create some longevity for the title as a whole.
As for being a much-touted “return to form” for the RE franchise, it’s hard to say. Puzzles are practically non-existent. Resource management does feel like more of an issue than past games, but made so only because of mandatory caps on how many weapons you can carry and ammunition bag limits. Item boxes are back, allowing you to swap mid-mission what kind of loadout you use, and customization to weapons feels very solid, finding parts to make tailored guns. Combat for the large part feels solid, albeit somewhat desolate when compared to 5 or 6. Having much of the game take place on a deserted ship does more to introduce scares to Resident Evil than we’ve seen in a decade. There are a few other staples here too, such as bonus weapons being unlocked depending on clear conditions, and the presence of Raid Mode being a throwback to classic Mercenaries.
After beating the game, some players may elect to replay on a higher difficulty setting, or choose the New Game+ option to carry over equipment. Another option for people who enjoy the combat is Raid Mode. Unlike RE 4 5 and 6’s Mercenaries mode, Raid Mode has a more decidedly linear feel, as compared to the priors sprawling arena modes. Chapters from the main game are reformatted to create challenge runs to get to the end of the level, all while encounter more and tougher enemies. An overarching RPG system is present while in Raid Mode: Your profile will gain levels, you’ll unlock currency to buy more weapons and upgrades, and you’ll unlock more characters to play with, each with their own unique traits and abilities. Raid Mode also allows for online co-op play as well. This has probably the most substantial that a bonus mode has ever been in a Resident Evil game, and really helps to create some longevity for the title as a whole.
Raid Mode adds a lot of replay value and ups the combat by a considerable degree
At the end of the day, I’m sort of hard pressed to say if I recommend Revelations. The game feels better paced and and enjoyable than the mediocre 6, but doesn’t really innovate to make it better than 4 or 5. Plus, It still feels like a portable side-story than main numbered franchise. If you desperately need your Biohazard fix, it’s not a bad place to look, especially discounted at $50. Worth a rental at the least to see if this is your bag, but I wouldn’t hold it against anyone for skipping.
Labels:
Capcom,
PC,
PS3,
Resident Evil,
Resident Evil: Revelations,
review,
WiiU,
Xbox360
Thursday, April 18, 2013
VGR - Fighting Show
Time to show me yo moves and get in some sonic booms as we check out the best music from fighting games, while we contemplate that eternal question: is there anything that Guile's theme doesn't go with?
Saturday, March 30, 2013
VGR - Megaman
It's me and Trey this week, covering the best of Capcom's Blue Bomber: Megaman! Lots of great remixes, as well as a modern day rock opera by the Protomen.
-=Download Megaman Show=-
-=Download Megaman Show=-
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