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A regular city, filled with regular people, about to endure a night of complete and utter horror… It is no secret that the Resident Evil series shaped my entire being growing up, never being allowed to watch my mother playing it (yes, she’s an avid gamer) and always being desperate to know what was so terrifying that my young, boyish eyes could never see it. Eventually permission was granted to me, and I swept through the entire catalogue of games over and over and over. To this day, I pine for any new entry in the series and with this most recent iteration of Resident Evil 2 (my favourite of the titles) I was floored. As the self-proclaimed leading expert on Resident Evil, I present to you a totally unbiased review of this remake of a perfect game.

REmodels and REdesigns

graphic comp re2

The biggest expectation of a remake of a Playstation 1 title, with its 32-bit polygonal, pre-rendered backgrounds, is its leap into a world of hyper-HD textures and animations. Across the board, the remake shatters all expectations with its efforts to reshape the world of Raccoon City and the police department where the majority of the game takes place. Leon and Claire, the dual protagonists of the game, look realistic in freshly designed outfits befitting of mid-western America in 1998. As does the looming Mr X and the ensemble of zombies, dogs, and sewer monsters that all sport a certain weightiness and fleshiness as their bodies degrade with every bullet fired at them. Outside of this, additional asset details have been granted to the setting with premium liquid textures (including the blood), dynamic and haunting lighting design, and the debris that litters each room increasing its authenticity ten-fold.

Bye, bye, tank controls!

RE2 ovss

Don’t get me wrong, I think tank controls and fixed camera angles provide a certain atmosphere, but the use of an over-the-shoulder camera perspective and the absence of loading screens between rooms also provides its own atmosphere. Nowhere is safe now. Not only must you ration your healing items, game saving items, and ammunition while solving the giant escape room of a game, but enemies will relentlessly pursue you whereever you go. Some enemies can open doors, some enemies will break down doors, some enemies can crawl through vents. Luckily, the game provides the player saving chances with the use of ‘escape items’ such as one-use daggers and grenades (and a new auto-save feature for anyone looking to play for the story). This change in pace adds a sense of continuity and endurance that the series has rarely utilised before.

Speaking of relentless pursuers…

mr x

The precursor to an even more intimidating threat (recently unveiled by Capcom for this game’s sequel), Mr X was a hulking bioweapon dropped into the game to hunt down the protagonist of the game’s second story. There his appearances were only ever scripted, and cunning players could duck and weave around his slow animations. Now, to the surprise and delight of fans (Mr X has his scrapped trilby from the first game!), he stalks the protagonist of both scenarios throughout the entire game. His footsteps are always heard, even when you think you’ve gotten away, and he’s much faster now. Regular bullets won’t stop him, and your only choice is most times to run. In fact, Mr X is programmed to be constantly roaming the map in real time and reacts to noises made by the player (including firing your gun). You’ll know when he’s around too, the room trembles, his boots stomp, and his theme song kicks in (the best track on the new OST, that lacks the iconic nature of the original soundtrack).

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Zap! Zap!

re2 sherry

As mentioned earlier, the game (nay, the series) is known for its multiple scenarios guided by dual protagonists lovingly called the partner zapping system. Here is the only fault in the remake; apart from some expositional scenes between one another and their eventual escape, Leon and Claire never talk to one another. In the original game, the pair would constantly bump into each other (yes, the police station is big, but it’s not that big) and be in contact over their radios – as you would trying to escape a bunch of zombies. There were even moments where taking certain items in scenario A would leave the protagonist in scenario B without said items. The omission of this leaves the continuity of the game feeling weak, and completely breaks it toward the end of the game where both protagonists are made to defeat the exact same boss in the exact same context. The story suffers greatly because of this, but at the same time major improvements were made to Claire and Leon’s individual subplots (Sherry’s scenario, I’m looking at you. Ada’s scenario, looking at you I am not).

All of these elements under the umbrella of Resident Evil 2

All in all this game is a must. It is probably one of, if not the, best game of 2019. Capcom listened to its fans and undoubtedly showed the world that survival-horror is not a genre of the past, and is certainly here to stay. If you never played the original (which I highly suggest you do), you won’t be bothered too much by the illogicality of the plot, and even considering that, the game does so much atmosphere and gameplay-wise that you’ll be able to just ignore it. Worthy of 4.8 Cthulhus out of 5. 4.8 out of 5 stars (4.8 / 5)

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Quest Master @ PAX: A Dungeon-Builder First Look

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Next in my journey of all the cool games I saw at PAX, Quest Master! Quest Master is a love letter to retro dungeon crawlers and level designers. Taking inspiration from both Mario Maker and the Legend of Zelda franchise, Quest Master promises the ability to play and design dungeons with a variety of enemies, traps, and puzzles. 

Check out the Quest Master game announcement here:

I was given a private 30-minute demo, where I got to try out some of the core features in a pre-beta version of Quest Master. This demo was led by one of the developers, Julian Creutz who shared some insight into the game design and user experience. My interview with Julian about Quest Master can be found here.

Quest Master has two main modes, playing dungeons and building them. I got to try out both, though I had a more comprehensive experience playing dungeons. While playing dungeons, the game mechanics were intuitive and simple. However, I was continuously surprised by the complexities offered by the puzzle and logic systems. For example, you can collect a boomerang which is incredibly easy to use. To solve one of the puzzles, I had to throw the boomerang through a torch (which I thought was just decorative) to catch the boomerang on fire and enable it to activate a gem. While the individual mechanics were basic, they combined into a sophisticated puzzle-solving experience.

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Immediately, I was eager to look under the hood and see how the dungeon building mode enables the puzzle solving as previously described. Once again, I was impressed with the sophistication of a system with such simple mechanics. The controls for building weren’t intuitive for me, though I also don’t use a controller for much of my gaming (like I was during the demo). Additionally, I could see how it would be really easy to get accustomed to as you build.

As it was a short demo, I wasn’t able to try any of the multiplayer features (i.e. co-op, online map sharing) so I can’t speak to the success of their implementation. As this is supposed to be a large part of the game, I’m wary of wholeheartedly suggesting Quest Master for those interested in the multiplayer experience. However, I was impressed with Quest Master’s modern take on retro dungeon crawlers like the Legend of Zelda games. The graphics and controls feel like much needed quality of life updates for a system taking inspiration from older classics. 

I recommend wishlisting Quest Master if you are a fan of old Legend of Zelda games or are looking for a fresh take on the dungeon builder genre. If Quest Master interests you, don’t forget to check out my conversation with Julian too!

4.5 out of 5 stars (4.5 / 5)


Check out my other PAX posts here!

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Interview with Game Dev Julian Creutz: Quest Master @ PAX

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As mentioned in previous posts, I had the opportunity to demo a pre-early access version of the game Quest Master alongside the Lead Developer, Julian Creutz. Quest Master is a Legend of Zelda and Super Mario Maker inspired dungeon crawling and building video game. While the other post covers the game itself, this one covers the inspiration and vision for the game as told by Julian.


How did you become involved in video game development?

I’ve been a huge gamer, and especially a Zelda fan, ever since I was a little child when my dad put a GameBoy Advance with “The Legend of Zelda: A Link to the Past” into my hands. Sometime during elementary school I started dabbling with game development using visual tools like Scratch and GameMaker. I quickly got into making Zelda fan games and had dreamt of the day when I would make my own Zelda game one day. Over the years I’ve honed my game development and programming skills, resulting in where I am today.

What has been the most challenging aspect of the development process?

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Developing Quest Master is essentially like making two games at once – the making and the playing part. Both of these game elements have to be equally as polished to form a cohesive one.

The most difficult thing by far about the game’s development has been to make the maker mode experience intuitive for first-time users and people who know nothing about Zelda-like games, but at the same time powerful and complex enough to allow creating anything you could dream of.

One good example is the gameplay feature to link certain parts to others, like linking a pressure plate to opening a door. We’ve been through countless iterations affecting both the visual, gameplay and user experience aspects of it – I hope that the one we are using right now is the final one!

Quest Master takes a lot of inspiration from classic dungeon-crawlers like the Legend of Zelda franchise. What about these games was so enchanting to you and how does Quest Master try to capture that enchantment?

As described earlier, I’m like the biggest Zelda fan, which I’m sure shows. My gripe with many Zelda-likes on the market is that none perfectly capture the feel of the classic entries… there’s always something missing.

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I confidently believe that Quest Master differs from that greatly. We are trying to make Quest Master feel like an in-house 2D Zelda like Nintendo used to make, just from an indie team like ours. Many people crave the classic 2D entries, just like I do.

What emotions do you hope the player will experience while playing Quest Master? What design choices were made to assist in that desired atmosphere?

A big aspect of Quest Master is its local multiplayer. The game is deliberately designed to work flawlessly with that, and makers can create specialized puzzles in the game that require all players to work together for example. The result is both rewarding, funny, and sometimes infuriating altogether, for example when one of your buddies throws you into a hole.

As a community dungeon maker, what features are you most excited to see implemented in player-made dungeon crawls?

I’ve already been hugely amazed by the creations of the existing Quest Master demo. With all the new features the game will launch into Early Access with, I bet this will be tenfold. I myself always enjoy the brain busting puzzles people come up with. Other things I also like a lot are the unintended mechanics the players find, which dynamically emerge from the many, many gameplay systems working together.

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What’s it been like working with Apogee, an indie publisher who goes back to the early 1990’s and has a long legacy of terrific game releases?

I’ve only had very few interactions with game publishers in the past, and Quest Master is my first large scale commercial game project. There’s preconceived notions floating around everywhere on the internet about how evil game publishers are and how much better you would be off self-publishing your game. Contrary to that, working with Apogee has been nothing short of supportive and family-like. They are very invested in the project, and they have many Zelda fans on the team also helps a lot. They are supercharging the potential of Quest Master and without them the game would not be where it is today.

Is there anything else you would like to plug or that you think is important for people to know about Quest Master or other upcoming projects?

Early Access is just the beginning! Quest Master will be hugely expanded upon during its Early Access phase, with many more themes, dungeon parts and entire new gameplay features coming in short intervals and a rapid update schedule. There are always new things around the corner. For example, things like the singleplayer story campaign and the overworld maker will be most likely not be part of the initial Early Access release, but we will make sure to build anticipation by introducing bits and pieces into the world of Quest Master to build up to that.

I hope you are looking forward to it as much as I am!

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LONESTAR @ PAX: Spaceships and Bounty Hunting

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This past week I had the opportunity to go to my very first PAX East convention! For those who are unfamiliar, PAX East is a large gaming convention in Boston. This year marked its 20th anniversary, which meant an extra layer of celebration and festivities! Courtesy of a HauntedMTL Media Badge, I got to play tons of new games and meet even more interesting people. One of the games I was able to demo was LONESTAR by developer Math Tide. 

LONESTAR is a roguelike spaceship building game reminiscent of FTL and Dicey Dungeons. It was released for early access on Steam in January and has gotten largely positive feedback. In the game, you play as a bounty hunter traveling through various sectors to defeat your bounties. Along the way you can visit a shop, take a breather, or experience other various events. 

I was able to play the early access build for thirty minutes on the showroom floor, and I was pretty instantly hooked. I love roguelike deckbuilders, with Slay the Spire (especially the Downfall fan expansion) being a strong favorite. LONESTAR nails what I love from the genre, with an aesthetic smoothly integrated in its form and function and novel gameplay mechanics.

A screenshot from the LONESTAR Steam Page of game play.

LONESTAR’s ‘deckbuilding’ element takes the form of ship systems. You can collect, buy, and upgrade them as you progress through a run. However, your ship only has so much space on board. As a player, you have to prioritize weapons and utility systems while also ensuring you diversify your damage output/defense across all three sections of your ship. At the beginning of each round, you are randomly given number values that can be input into your ship systems to achieve varied effects. The enemy responds in kind, meaning whoever can get the highest damage output is who overwhelms the other in the round.

I loved the possibilities for synergy and strategy as your pilot explored more dangerous sectors. It was incredibly rewarding to turn a couple of crap numbers into a super powerful attack. I also enjoyed the various options for “vacation” time in between battles, which kept everything feeling fresh. Of note, I only played for thirty minutes. While they were a rewarding thirty minutes, the game was not incredibly difficult. I cannot speak on the general replayability, though I would have been happy to continue playing for at least another hour. My only critique from the whole experience was that some of the vocabulary was unclear. However, that could have been due to starting mid-run during my demo. 

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If you enjoy deckbuilders and are interested in a spaceship game a bit easier than FTL, I think LONESTAR is a great choice. It is still in early access, however, I feel confident that the game is plenty of fun already. It is also only $10, so definitely worth taking a chance on. I’ll continue to watch the development of LONESTAR with great excitement! 4.8 out of 5 stars (4.8 / 5)

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