Showing posts with label Capcom. Show all posts
Showing posts with label Capcom. Show all posts

Oct 30, 2013

Stars and Zombies: Resident Evil Umbrella Conspiracy

Today, a series of violent and gruesome murders stirs the silent mountain town of Raccoon City. To end the rumours surrounding the bizarre attacks, the Special Tactics And Rescue Service are deployed to investigate the mountain community.

Resident Evil: The Umbrella Conspiracy is a novel based on the PS1 survivor horror game: Resident Evil. And like the game, the book illustrates the fate of the S.T.A.R.S. team as they try to survive inside a mysterious mansion filled with zombies and deadly puzzles.

Are the S.T.A.R.S. doomed to fail their first mission?

titanbooks.com
A novel based on a video game? Yup. I didn't quite know what to make of it at first too. But being a huge fan of Resident Evil games, I decided to give the book a lurk. What I found within was a surprisingly well-written recreation of the video game in its entirety.

Let's dine on expressive penmanship tonight.

The first Resident Evil game is known for horrific critters, and intense survivalist moments that come from a memorable cast trying to solve a mystery inside a cryptic mansion. The book recreates those settings in great detail:

“It looked abandoned from the outside, the weathered wood and stone of the giant mansion crumbling and dark. The full size of the structure was cloaked by the shadowy, overgrown hedges that surrounded it, isolating it form the forest. A massive outset front porch presented double doors, their only option...”

This descriptive narrative carries through the entirety of the book, dragging you into the dark horrors of a zombie filled opulent mansion. Where each door opened reveals more mystery of a strange T-Virus and the fate of its, aimlessly shambling, flesh-eating creators. Unlike the game where you play with only one chosen character, the novel focuses on several key characters: Chris, Jill, Rebecca, Albert and Barry.

S.D. Perry has crafted a chilling mystery by choosing to write the story through several narratives—mostly Chris, Jill and Rebecca. This first-person account of events allows for character specific commentary, which adds some unexpected deviation from the script set by the video game.

“And if you don't pull your head out of your ass and start being more careful, you're going to join them—another torn and lifeless body crumpled in a cold hallway somewhere, another victim to the insanity of this house.”

classicgames.about.com
I enjoyed reading how each of the characters explored specific parts of the elaborate mansion and its surrounding grounds. This gave the novel a more immediate pace, and took care of the tedious back and fore shuffling in the game.

Also, by describing the horror of the titular residence using the five senses, and inner-monologues, the book adds an extra dimension that complements the video game nicely. When playing the game I never imagined that the house smelled like a putrid, damp, meat locker. Yuck.

If you played the game, you'll undoubtedly smirk at certain parts in the novel. I don't want to give away too much, but if you got flustered with the game's uncanny camera angles and puzzles, and thought they could have been solved by more gun-raging approaches, S.D. Parry has been there along with you and mentioned/fixed it in her narrative.

If you're a newcomer to the world of Resident Evil you may find the book a bit silly. Since the cover has exact replicas of the game's CG characters, it's safe to say the book is marketed to Res Evil fans. If you happen to be in the comforting safety of your abode, I re... Hold on.

I though there was someone lurking outside my window. Never mind. I re...

What! Is someone at the door? I can hear your feet shuffling; I should check if the door is locked. Oh no, the lock is turning! Who are you? Wait wait... (muffled screams).

~~~~~ Four putrid skinless menacing curs out of five.

Jul 25, 2013

Super Ghouls 'n Ghosts Review

I've recently rummaged through my old games and found this dust-encrusted gem: Super Ghouls 'n Ghosts. After giving the cartridge a quick wipe, I promptly plugged in my Super Nintendo, and was swiftly transported to the good ol' 16-bit realms.

Now follow my inquisition all the way
                                                          down
                                                                         into the Ultimate Demon World Village.

Super Ghouls 'n Ghosts was first released in 1991 for the SNES, and is a follow up to its predecessor Ghouls 'n Ghosts for the arcade & Sega Genesis. In this ghoul-infested title, you adorn the garb of Sir Arthur: a royal knight tasked with saving his betrothed from the clutches of evil.

nintendopolis.fr
The game's controls consist of two buttons: jump and shoot - simple. But the demon resides in the decals, as Sir Arthur's ample ironclad body is capable of double jumping. I'm not sure how an armoured knight is able to jump at all, but he can. It must be all that magical Holly Grail mead.

Navigating each of the seven stages demands killer 2-D gaming super skills. The double jump seems like an amazing feature, but trust me, you'll die often by miss-timing the second button press. It will take some practice before you understand the trajectory of Arthur's airborne acrobatics: press a button too soon, land on an enemy; press a button too late, fall into a chasm.

Once mastered, timed jumping becomes second-nature and unravels plenty of fiendish ways of traversing. And travel you will, because this classic action platformer has plenty of darkly, side-scrolling vistas, and monster mayhem to get through. You'll slay fiends in graveyards, sunken ships, inferno flooded dungeons, twisted fortresses, and even infiltrate a ghastly livid garden.

game-over.net
My all-time favourite levels are the scrolling wreaked towers, churning inside a demonic garden, and navigating snowy mountain peaks while avoiding avalanche clouds, frosted giants, and starved wolves - plenty of fun to be had in these demonic lands.

Each stage is filled with, not only ghouls and ghost, but numerous other fiends: merman, fire-spouting plants, wolves, demonic executioners, and good ol' Firebrand demons. Luckily, Arthur can find armour upgrades that power-up his weapon(s). By finding a blue armour upgrade a simple throwing lance can become a piercing missile. Find the gold armour, which allows you to charge up, and your missile can be a lightning strike.

Get hit once, and off your armour goes leaving Arthur in his briefs. One more hit in those and it's a trip to the bone yard for our brave knight.

Wanna hug?
There's plenty of upgradeable weapons to find--daggers, axes, torches, crossbows and sickles--you only need to jump around to reveal the hidden chests containing those bounties. Yes, you make chests appear not by digging but by jumping in specific areas. Don't fear the reaper, the rip-rolling, chip-tune, organ-infused, soundtrack will have you bouncing ghastly-time. 

Pacing is important because of, well you know, the time that ticks away as you progress. And each stage ends with a large guardian blocking your path. Ever seen a possessed caterpillar, or a frosted levitating demon, or a dastardly three-headed dragon offspring? You will, if you're dedicated enough. I hope you'll take this spooky themed romp through the Demon Village. Now allow me to dissipate into the void murmuring "They don't make them like they used to."

                        jumping
Have fun double            and don't forget to "Take a key for coming in!"

Developer: Capcom
Publisher: Capcom
Platform: SNES, PS1, PS2, Xbox (Capcom Classics Collection Vol 1)
Released: 1991
Genre: Action-Adventure