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We’re back on the survival horror this week with another Capcom classic – Dino Crisis. The first in the three-titled series (of which we shall not mention the subsequent entries) published in the peak of survival horror popularity on the Playstation One, and published in the peak of dinosaur popularity with the inital release of Jurassic Park, this little gem puts a spin on the term ‘survival horror’ by its focus on panic-inducing moments throughout the game. Without further ado, let’s jump into the merits of this scaly and bloody title.

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Welcome, to Ibis Island

The story of Dino Crisis is overall peripheral and inconsequential to the main game, serving primarily as the justification as to why people are on a dinosaur-infested island in the first place. Summarily, a mercenary team led by the player character, Regina, are brought to the island to investigate its facilities once intel has been received that a certain Dr Kirk (reported dead three years ago) is alive and well and working on a top-secret weapons project. From the get go things go awry with the disappearance (and devourance) of a team member and the sudden revelation that the island is in fact crawling with loose dinosaurs and that most of everyone is dead. While the story is simple and sees you mostly trying to track down the elusive Dr Kirk before escaping, it does offer a ton of replayability with the option to choose different plans of actions at multiple intervals. This offers a variety of endings and a variety of end-game areas that are only accessible depending on how many times you sided with your two other commrades. Additionally, Dino Crisis offers the most creative solution to bringing dinosaurs to a modern setting and letting them run rampant from the rampant-dinosaurs-in-a-modern-setting genre that I’ve ever seen (it has to do with some cool new energy that displaces time and space, wow, incredible, show-stopping, I love it).

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Shoot her! Shoot her!

The most interesting aspect of Dino Crisis‘ gameplay is its willingness to twist a format that at the time of its release was quite conventional to most playing audiences. While it is certainly survival horror and requires the player to manage their inventory, asks them to conserve ammunition, plan out their use of healing items, and engages them in puzzle-solving and exploration, the game overall relies more on action than anything else. Capcom billed this game as ‘panic-horror’ over ‘survival-horror’ and lent into the fast and aggressive nature of the enemy dinosaurs in-game, in comparison to the slow and shambling threats of zombies in the past. Dinosaurs are faster than Regina, take a tonne of bullets to terminate (knocking them out with sleeping darts is recommended as a more reliable solution in-game, although it does mean that the enemy will wake up eventually and their threat is never truly neutralised), and can one-hit kill her in certain sequences. These sequences are indicated by the ‘DANGER’ icon and requires the player to mash their buttons as hard and fast as possible to escape some brutal death animations. These elements together ensure that gameplay is always tense and life or death. I just wish that there were a few more dinosaur varieties to be found (there’s really only four if you discount big ol’ Mr Rex).

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Clever girl

It seems a trait of horror games to include the big bad stalker type villain, and Dino Crisis is no exception to this rule. In fact, this big bad stalker of a Tyrannosaurus-Rex is such an intimidating and hard to take down villain that he often one-hit kills you and is practically immune to a lot of your weaponary. The T-Rex is such a great set-piece that a lot of the game hinges on being prepared for your next encounter with it. Actually, a lot of the best memories I’ve had with the game is the opportunity to face off against this insurmountable and relentless threat again and again. The T-Rex is great at creating a sense of unease as to when he will appear, and the enemies throughout the game are so powerful that players are constantly on edge through the duration of their time with Dino Crisis. The game is chock-full of gore and does the abandoned facility schtick well, but overall I find Dino Crisis to lack a little in its horror atmosphere specifically due to its limited environments. The entire game is set within well-lit laboratories, maintenance facilities, and secret underground bases and often feels quite bland in its settings which is a detriment to the overall enjoyment of the game. I understand limitations at the time, but an opportunity to explore the actual jungles of the island may have kept things fresh and exciting the entire time since no new dinosaurs are really ever introduced after about halfway through the game. I will however say that the soundtrack to the game is so crazily avante-garde and in sync with the theme of ‘panic’ that the player never truly feels settled, and when they are in ‘DANGER’ the music is enough on its own to throw a player off.

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Capcom, uh, finds a way

All in all this is a fine additional feather, or scale, in Capcom’s survival-horror cap. This is a great game with great horror, great set-pieces, and great replayability and is not one to miss. I do however struggle to go back to the game, in favour of something like Resident Evil or Silent Hill primarily due to how bland some sections can feel (the end sequence to shut off the dinosaur-producing machine is a slog of backtracking) but am confident its merits outshine its faults. I’m very much looking forward to a remake and expansion of the game that is no doubt inevitable now that Capcom is on its remake money train. Three and a half Cthulhus out of five. More to be read here. 3.5 out of 5 stars (3.5 / 5)

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Lovecraft Meets Junji Ito in WORLD OF HORROR

WORLD OF HORROR is a cosmic horror roguelite game developed by Paweł Koźmiński and published by Ysbryd Games.

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WORLD OF HORROR is a cosmic horror roguelite game developed by Paweł Koźmiński and published by Ysbryd Games. The game is available on macOS, Windows, Nintendo Switch, PlayStation 4, and PlayStation 5. This review will cover the Steam (Windows) version of the game.

You must explore the strange goings on around Shiokawa, Japan. It appears that eldritch forces have influenced the town in incomprehensible ways. So, attempt to comprehend these forces and maintain your sanity to save the town. Plan your investigations, choose between cases, and fight for your life.

There are a few game modes but three difficulty spikes. The easiest is a specific case with some random events. This mode teaches you the basic mechanics of the game. The harder difficulties give you access to an apartment and choices on which case you investigate. Completing objectives earns you customization options for the customized mode.

A ghoulish girl looks at the viewer. Below is a combat system. To the right side is the player character stats. To the upper left is the ghoul's stats
What Combat Looks Like in WORLD OF HORROR

What I Like About WORLD OF HORROR

Running on GameMaker Studios, the pixelated aesthetic shows influences from Lovecraft and Junji Ito, though the latter more so than the former. WORLD OF HORROR haunts its viewers with its aesthetic, allowing the pixels to evoke those horror legends.

Random generation remains a key feature of the game, with various options and choices giving a massive variety. Your character also has some limited customization to access perks and further development. I will bring up some weaknesses later, but it is surprisingly vast. Adding to this variety, WORLD OF HORROR provides mod accessibility.

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The combat allows for a great deal of thought and planning. You select your character’s actions within an action bar and perform the tasks (or combos) to beat an opponent. This JRPG style provides variety in action that makes it engaging and unique.

The random generation and variety make each playthrough different. You might acquire a devastating katana in one playthrough only to bleed out unceremoniously in another.

While not a terrifying gaming experience, WORLD OF HORROR strives to provide an eerie and intense experience. At this, the game is a success. The weird and unnerving collide to invest the player in this strange world.

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Disclaimer Kimberley Web Design

Tired Tropes and Triggers

Body horror deserves a mention, but the aesthetic and pixels doesn’t particularly evoke realism. Regardless, many designs evoke body horror.

Aside from this, here are some points of consideration. First, WORLD OF HORROR uses JRPG turn-based combat, which seems a point of division among some gamers. However, there are enough interesting mechanics and complexities beyond clicking an action and waiting your turn.

Second, WORLD OF HORROR isn’t a cult detective. You’re experiencing events and choosing how your character responds. Some sage wisdom I heard for WORLD OF HORROR is to focus on the whole campaign instead of a single case. Failing a case isn’t a game over, so prioritize your character’s longevity.

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Selecting your eldritch enemy in Custom Mode.

What I Dislike About WORLD OF HORROR

Only a few issues hindered my experience. Some scenarios replay on a single case, let alone a playthrough, which becomes repetitive. Some scenarios have multiple solutions to add variety or require perks to access new options, but that’s not always true. This issue makes the randomization taxing at times.

This next issue is likely a bug or an oversight. After losing my reason (sanity), I found myself still able to investigate despite the game claiming that means death. An unrelated event finished me off, but I can’t help but assume this is a bug.

Final Thoughts

WORLD OF HORROR has its quirks but earns massive replay value and surprising depth. It’s a unique and ambitious indie title worth the price. If Junji Ito’s style or cosmic horror is your particular brand of horror, WORLD OF HORROR delivers an experience you’ll likely enjoy. Though this combination synergizes well, few games combine these elements successfully.
4.5 out of 5 stars (4.5 / 5)

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Gaming

🎮 Eldritch Automata: Exclusive GenCon 2024 Reveal with Nick Francia!

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Step into the mind-bending world of Eldritch Automata as we sit down with Game Designer Nick Francia at GenCon 2024!

Uncover the secrets behind this Lovecraftian mecha-masterpiece and get a glimpse of what’s to come.

Eldritch Automata quicklaunch guide with a sinister looking mech warrior on the cover

In this exclusive interview, Nick Francia shares:

• The intricate game development process • Inspirations behind the eerie Lovecraftian elements

• Unique mecha-infused gameplay mechanics Calling all Lovecraft fans! Dive into a world where eldritch horrors meet steam-powered marvels.

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Eldritch Automata promises an unforgettable gaming experience that will keep you on the edge of your seat.

👉 Ready to embrace the madness? Check out our playable demo at a con near you! #EldritchAutomata #GenCon2024 #LovecraftianGaming #IndieGameDev

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Gaming

🎬🎃 House of 1000 Corpses and Halloween II–GAMES!! 🎃🎬 Trick or Treat Studios

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Prepare for a spine-chilling experience as Jim Phoenix delves into the shadows with Trick or Treat Studios at GenCon 2024!

In this exclusive interview, we uncover the terrifying secrets behind their latest bone-chilling creations: “House of 1000 Corpses” and “Halloween II” board games.

Rob Zombie's House of 1000 Corpses a game of horror. Cover had three evil looking people one of them a clown in a top hat and the other looks like amanda turd, with the middle one looking with a hand reaching out to grab you...spooky!

These games aren’t just about rolling dice – they’re about immersing yourself in the blood-curdling atmosphere of beloved horror films. With unique survival (and kill!) horror mechanics and cooperative gameplay, you’ll feel the terror coursing through your veins with every move!

But wait, there’s more! With the Kickstarter to House of 1000 Corpses shipping soon, we have an in-depth review coming up for that game, Halloween II–AND…Chucky. BOOMMM!!!

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