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Photo of the Day – Resident Evil 1 Dog Cerberus Breaks Through Windows Iconic Scene Wallpaper

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Resident Evil 1 Dog Cerberus Breaks Through Windows Iconic Scene Wallpaper

A scene us 90s kids will never forget!

Resident Evil Dog Cerberus breaking through windows is the iconic wallpaper scene that us 90s kids will never forget! Walking through that innocent looking hallway… You just knew something evil was afoot. Sure enough, before you can get a grip on your sanity, zombie dogs (called Cerberus) come busting through the window!

Naturally, this makes for excellent wallpaper. If you haven’t played Resident Evil 1, DO IT! Even better yet, play the awesome 2002 GameCube version, which you can read all about in my Resident Evil Remake review! :D

Here is a video of the iconic Dog Break Window Resident Evil 1 scene!


Filed under: Photo Of the Day, Video of the Day, Videos, Wallpaper Tagged: cerberus dogs, dog breaks window resident evil, iconic scene, Resident Evil 1, video, wallpaper, zombie dog window, zombie dogs

Metal Song of the Day – The Trivial Paroxysm (Becoming the Archetype Month. Lyrics Included) From Terminate Damnation

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The Trivial Paroxysm by Becoming the Archetype is the final song from their debut album, Terminate Damnation, track #11.

As you’d expect from a Becoming the Archetype album closer, The Trivial Paroxysm is an epic six minute, thirty-second masterpiece of a song and one of the best tracks from their debut album. It doesn’t quite rise to the level of End of the Age of Balance of Eternity, but it is epic none-the-less. Enjoy!

The Trivial Paroxysm lyrics by Becoming the Archetype:

So it begins
And I am surrounded by my enemies
Darkness seems like my closest friend
Suffering and waiting for you
Each breath feels like my last
But that won’t stop me
I’ve seen the way it ends
I won’t give up
Carry on til then
And though I’m incapable of sustaining myself even for a moment
I will outlive time
Carry on

Previous Becoming the Archetype Month Songs
February 1st 2013: March of the Dead, Into Oblivion, Epoch Of War, Mountain of Souls, Resonant Frequency of Flesh, Magnetic Sky, Ocean Walker
February 2nd 2013: Artificial Immortality
February 3rd 2013: The Epigone
February 4th 2013: Breathing Light
February 5th 2013: Autopsy
February 6th 2013: Dichotomy + The Great Fall
February 7th 2013: No Fall Too Far
February 8th 2013: The Sky Bearer
February 9th 2013: Necrotizing Fasciitis
February 10th 2013: Path of the Beam
February 11th 2013: Et All Metal Songs of the Day – The Monotolith+Construct&Collapse+Fire Made Flesh+Second Death+Deep Heaven+Eyes of the Storm+Weapon Breaker+Physics of Fire Quadrilogy
February 12th 2013: Immolation
February 13th 2013: Self Existent + How Great Thou Art + O Holy Night (Worship Metal/Christian Metal Trio)
February 14th 2013: Elegy Deception+Lament+Triumph
February 15th 2013: The Time Bender
February 16th 2013: Endure
February 17th 2013: Beyond Adaptation
February 18th 2013: Music of the Spheres + Elemental Wrath + Xenosynthesis
February 19th 2013: Ransom+Evil Unseen
February 20th 2013: One Man Parade
February 21st 2013: Reflect Refract + Internal Illumination
February 22nd 2013: Ex Nihilo
February 23rd 2013: Machine Killer + War Ender
February 24th 2013: Invisible Creature + Cardiac Rebellion
February 25th 2013: The Balance of Eternity + End of the Age
February 26th 2013: The Trivial Paroxysm

About Becoming the Archetype Month
February 2013 is dedicated to the Christian metal band Becoming the Archetype, arguably my favorite band (Along with Demon Hunter and The Showdown, both signed to Solid State Records) and follows January 2013 which was Demon Hunter Month. February will feature songs from BtA’s entire catalog featured daily throughout the month, one a day. Whether you like metal, believe in God or not, check these songs out as you may be pleasantly surprised and hopefully you will discover some new-to-your-ears music to enjoy. Becoming the Archetype’s sound is extremely heavy, and metalheads will be in Heaven. However all songs are deep with powerful lyrics that will make you think and ponder, as the sound takes you to new spaces between time and existence, Heaven and Hell. Enjoy!

Demon Hunter Month Songs
January 1st 2013: A Broken Upper Hand
January 2nd 2013: God Forsaken
January 3rd 2013: The Wind
January 4th 2013: Ribcage
January 5th 2013: Incision
January 6th 2013: I Have Seen Where It Grows
January 7th 2013: Beheaded
January 8th 2013: Desire the Pain
January 9th 2013: Annihilate the Corrupt
January 10th 2013: Dust & Smoke
January 11th 2013: I Am You
January 12th 2013: Deteriorate
January 13th 2013: We Don’t Care
January 14th 2013: Fiction Kingdom
January 15th 2013: Relentless Intolerance
January 16th 2013: Feel As Though You Could
January 17th 2013: Shallow Water
January 18th 2013: My Throat Is An Open Grave
January 19th 2013: I Play Dead
January 20th 2013: The Tide Began To Rise
January 21st 2013: Thorns
January 22nd 2013: My Heartstrings Come Undone
January 23rd 2013: Carry Me Down
January 24th 2013: Driving Nails
January 25th 2013: I Am A Stone
January 26th 2013: Blood In the Tears
January 27th 2013: Dead Flowers
January 28th 2013: LifeWar
January 29th 2013: Storm the Gates of Hell + Lead Us Home
January 30th 2013: The Flame That Guides Us Home + Not i
January 31st 2013: The Latest & the Last + Grand Finale

Music Album Reviews
9. Between Here & Lost By Love And Death (helmed by Brian “Head” Welch Former Korn Lead Guitarist) [Posted: January 25 2013]
8. I AM By Becoming the Archetype (Posted: September 14th 2012)
7. Find Your Worth Come Home By To Speak of Wolves (Posted: May 25, 2012)
6. Celestial Progression (Remix Album) By Becoming the Archetype (Posted: May 21, 2012)
5 Return to Life By War of Ages (Posted: April 28, 2012)
4. Thousand Foot Krutch – The End Is Where We Begin (Posted: April 20, 2012)
3. KJ-52 – Dangerous (Posted: April 16, 2012)
2. Manafest – Fighter (Posted: April 15, 2012)
1. Demon Hunter – True Defiance (Posted: April 10, 2012)

Videogame Reviews:
5. Turok: Dinosaur Hunter (N64) [Posted: January 31 2013]
4. Resident Evil: Code Veronica Review (Dreamcast) [Posted: October 5 2012]
3. Resident Evil 3: Nemesis (PS1, GameCube) [Posted: September 18th 2012]
2. Resident Evil 2 (GameCube) [Posted: September 3rd 2012]
1. Resident Evil Remake (GameCube) [Posted: August 14 2012]

Gilmore Girls Reviews
4. Gilmore Girls Season One Episode 4 – The Deer Hunters
3. Gilmore Girls Season One Episode 3 – Kill Me Now
2. Gilmore Girls Season One Episode 2 – The Lorelais’ First Day At Chilton Review
1. Gilmore Girls Season One Episode 1 – Pilot Review

LISTENTOMEPLAY podcasts:
* ListenToMePlay Resident Evil 0 Part 6
* ListenToMePlay Resident Evil 0 Part 5
* ListenToMePlay Resident Evil 0 Part 4
* ListenToMePlay Resident Evil Zero Podcast Part 3
* ListenToMePlay Resident Evil Zero Podcast Part 2
* ListenToMePlay Resident Evil Zero Podcast. RE0 Intro (Part 1)
* ListenToMePlay Resident Evil: Code Veronica Finale (Part 7)
* ListenToMePlay Resident Evil: Code Veronica Parts 5 and 6
* ListenToMePlay Resident Evil: Code Veronica Part 4
* ListenToMePlay Resident Evil: Code Veronica Part 3
* ListenToMePlay Resident Evil: Code Veronica Part 2
* ListenToMePlay Resident Evil: Code Veronica Podcast Part 1
* ListenToMePlay Resident Evil 3 Podcast Finale (Part 5)
* ListenToMePlay Resident Evil 3 Podcast Part 4
* ListenToMePlay Resident Evil 3 Podcast Parts 2 And 3
* ListenToMePlay Resident Evil 3 Podcast Part 1
* ListenToMePlay Resident Evil 2 Podcast Final Master Run (Claire Redfield)
* ListenToMePlay Resident Evil 2 Podcast (Leon Scenario A On Normal)
* ListenToMePlay Resident Evil Remake Real Survival Mode Chris
* ListenToMePlay Super Metroid Podcast
* ListenToMePlay Super Metroid Podcast Part 2
* ListenToMePlay Oblivion “Through A Virgin’s Eyes” Podcast Part 1 – Guest Mr. Z
* ListenToMePlay Oblivion Podcast Part 2
* ListenToMePlay The Witcher 2 Podcast Part 1 – Guest: RedWinged Angel
* ListenToMePlay The Witcher 2 Podcast Part 2
* ListenToMePlay Resident Evil Remake Podcast – Guest: MyDad

WatchMePlay Zelda: Majora’s Mask Let’s Play Videos
* WatchMePlay Zelda: Majora’s Mask Part 7 – Empty Bottle GET! Deku Palace And Magic Beans
* WatchMePlay Zelda: Majora’s Mask Part 6 – Granny Robbin For Blast Mask And Kamaro Dance
* WatchMePlay Zelda: Majora’s Mask Part 5 – The Thief And the Curiosity Shop Dealer
* WatchMePlay Zelda: Majora’s Mask Part 4 – Bomb Bag, Bremen Mask, Scarecrow’s Song
* WatchMePlay Zelda: Majora’s Mask Part 3 – Bomber’s Notebook
* WatchMePlay Zelda: Majora’s Mask Part 2 – Repeating Yesterday
* WatchMePlay Zelda: Majora’s Mask Part 1 – Intro and Opening

Other WatchMePlay Series
* WatchMePlay Perfect Dark Xbox 360
* WatchMePlay Super Smash Bros.
* WatchMePlay Super Meat Boy


Filed under: Band of the Month, Band of the Month, Features, Lyrics, Music, Song of the Day, Video of the Day, Videos Tagged: Becoming the Archetype, Becoming the Archetype Month, Christian metal, Terminate Damnation, The Trivial Paroxysm, trivial paroxysm lyrics

Retro Review: Silent Hill 2 For PS2 (Also On: Xbox 360, PS3, Original Xbox, PC)

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Silent Hill 2 PS2 Cover Box Art USASilent Hill 2 review gives my opinion on what many consider to be the best game in the franchise. This review of mine was originally posted on VideoGamesBlogger during my 7-year tenure there.

For years the video game industry had one, and only one, true horror king. That king was Capcom’s Resident Evil series. While Resident Evil certainly had a frightening feel to it, especially with it’s scares that were designed to make you jump, there is just no denying that zombies gave the game a fantastical edge that removed the player from really being able to connect with the characters in a personal way. No matter how fun zombies are to kill.

It’s with that type of thinking that Konami, a kind of rival to Capcom, decided to take the plunge into the horror genre with a game that was the “anti-Resident Evil” of it’s time. And that idea came to fruition with the original Silent Hill for the Playstation game console. A more realistic and disturbing game with a deep storyline and psychological scares.

A review for the original game will have to wait for another day, but below you can read my full review for Silent Hill 2 for the PS2. If you are even remotely interested in the horror genre, or want an alternative to the action-packed, fast-paced gameplay of Resident Evil 4, then you owe it to yourself to give Silent Hill 2 a shot. Keep reading to find out why.

System: PS2
Also On: Xbox (SH2: Restless Dreams) and PC. As well as Xbox 360 and PS3 as part of the “Silent Hill HD Collection” set.
Genre: Survival Horror (Action/Adventure)
Released: 2001
Players: 1
Save: 94 KB on PS2
Developer: KCET
Publisher: Konami
Origin: Japan
Rating: M for Mature. (Blood & Gore, Violence)

Silent Hill 2 Wallpaper Xbox Restless Dreams Cover Art Back of Box and Front

…. The Xbox version of Silent Hill 2 included extras and new features not in the original PS2 version. However they were added to the PS2 Greatest Hits version.

In many ways, Silent Hill 2 is the thinking man’s Resident Evil. Although to really compare it to Resident Evil isn’t fair since the game’s are vastly different in overall feel, even though the game’s do have their similarities. As much as Silent Hill is everything Resident Evil is not, it still maintains the “survival horror” feeling, a precedent that Resident Evil set the standard for, and Silent Hill followed in that basic mold.

After turning the game on, you can wait for a while at the title screen to view a really cool opening movie (which I will post here for your viewing pleasure). To start the game off, select the game difficulty (or “Action Level” as the game calls it), which will determine the strength of enemies and their numbers. You can choose from Hard, Normal, Easy or Beginner. In Beginner there will be absolutely no enemies, so you can just enjoy the deep storyline and haunting atmosphere without having to bother with fights. And then select the Riddle Level. This will determine how tricky the in-game puzzles are. And likewise, you can select Hard, Easy, Normal or Beginner. Normal & beginner will include hints and the puzzles are much easier.

In Silent Hill 2 you play as James Sunderland. One day he receives a mysterious letter . . . the letter is from his wife, Mary. In it, she tells him that she is going to their “special place”, in a town called Silent Hill. And that she will wait for him there. There’s only one problem . . . . his wife is dead.

Could she really be alive? What does she mean by their “special place”? James enters the town to find out the answer.

Although the storyline seems straight-forward and unassuming at first, if you really take the time to think it over you will start to realize how deep the storyline really is (and obviously it goes leaps and bounds beyond the very, very brief summary I gave above). For me, it took two play throughs before I got a real grasp of the storyline. It is deeply layered, and open to interpretation, which makes the games storyline very interesting. Unlike the Resident Evil series, Silent Hill has ties to very deep themes that run through the game just beneath the surface. The themes are serious and they range from love to loss to tragedy to death to religion and belief. If you dig deeper you will come to understand the hell that the character and others are going through, and the understanding of that can have deep ramifications that will make you feel for the characters as get deeper and deeper into the game and more is revealed.

By the same token though, it is just as easy to bypass all that and take what is shown at face value, if you aren’t the type to get too deep into the storyline.

The game starts off inside a bathroom on the outskirts of town. Once you exit you will be on the streets, following a road that leads into Silent Hill. You are pretty much free to roam as you see fit. The game is completely 3D, not pre-rendered like the earlier Resident Evil games. Though the viewpoint isn’t quite 3rd-person or “behind the back”, but rather the viewpoint is generally zoomed out some and at a kind of fixed view, although it’s not always fixed and when it isn’t you have some control over the camera.

There are two control options that you can set in the Options Menu, they include a 2D and 3D type. 3D mirrors that of Resident Evil. Up always moves you forward, down always moves you back, and you use left and right to turn. 2D type is normal control, where you press a direction you want James to move in and he moves in that direction.

Square is used to run, X attacks (after using R2 to ready your weapon) as well as checks your surroundings, Triangle is your map and Circle turns your flashlight on or off. L2 is used to fix the camera behind you while held or to turn around the camera around (if available), and you can move the camera around to “look” if you press a direction on the right analog stick while holding L2. L1 and R1 will strafe in the corresponding direction, while pressing L1 & R1 at the same time will do a quick 180 degree turn. Pressing Start will access your menu. It is here that you can re-read any memo’s or notes you have found, and browse through the various items and weapons you have in your inventory. You can also combine items. To do so, select that item, hit combine, select another, hit combine, and then hit use. In the upper left is your health, represented by a screen which gets more full of static and redder as you take more damage (the controller will also vibrate if you are hurt). If it’s green you are at full health. Finally, pressing R1+L1+R2+L2+Select+Start will do a “soft reset”, resetting the game for you and taking you back to the title screen.

Silent Hill 2 is a game of exploration. Like most action adventure games (which is really what the “survival horror” genre breaks down to), and similarly like the Resident Evil series, much of your time in Silent Hill 2 will be spent exploring the environment. As James, you will make your way through the town, searching the various areas you come across looking for clues and items in your search for Mary.

The town itself is very large. As you make your way through the streets, you will easily get lost, and that is where your map will come in handy, as it will for all locations in the game.

The map in Silent Hill is actually one of the more original and cooler features of the game. The map looks like your everyday map of a city, with names of streets and other major locations pointed out. But as you discover new things, James will actually write on the map to reflect what he has found. So for example, you may go down a particular street only to find that the street is blocked off (a common occurrence in this here town of Silent Hill). If you check your map, you will notice that the end of the street now has a red squiggly mark. Eventually more and more will be added onto your map, doors will be marked off if they are locked (red line) or if they are broken or impassable (black squiggly line) and items or locations of importance will be marked, either with a circle or in some particular cases actually drawn onto the map (for example, one early puzzle involves a clock. Once encountered a clock symbol will be drawn onto the map at the clock’s location).

This of course highly adds to the sense of realism, yet is also completely practical and very useful to the player. As the game itself will keep track of puzzles or items of importance and they will all be clearly marked. This is not a game where you will have to go back to an area you have already been to by accident only to find that it’s a dead end. Once you make the first trek it will clearly be marked as so on your map and you will know that you not only have already been there, but that it is indeed blocked off. The map gives the player lots of information, and having James write on the map is such a common sense and logical feature that you will wonder why no one else has done this before! (well that I know of anyway) Suffice it to say that you will use the map throughout the game and it is one of your most important tools in solving the mysteries of Silent Hill and keeping tabs on where you have been and where you are supposed to be going.

The map actually plays into gameplay as well . . . . The map can only be checked if there is sufficient enough light. And when you are inside a building, which are often-times dark, then you won’t be able to check your map unless you switch on your flashlight . . . . which will alert enemies to your presence.

Ah yes, the enemies. Silent Hill most definitely is not your friendly neighborhood town. You will encounter a few different varieties of hellish and hideous looking creatures as you make your way through the town of Silent Hill. Early on in the game James will come across a radio. The radio, when turned on (and there is no reason to turn it off) will emit a static noise if an enemy is near you. Although, in all honesty, most enemies aren’t particularly dangerous . . . . And this leads to one of my beefs with the game. Enemies are just not threatening enough! They may look hideous, emit blood curdling screeches and, most definitely, smell like a rotten corpse (well, one would assume), but in most instances, if you can get past the scary sounds, then most enemies can pretty easily be slipped by, especially if you turn your light off. This is something you will learn early on, and outside of really one type of enemy (the dreaded hospital nurses), the enemies in Silent Hill aren’t much of a threat. It will be child’s play to any Resident Evil veteran.

I actually rarely used firearms in this game, preferring instead to bludgeon my foes to death (cue sinister laugh & mischievous hand movements). Actually, the reason I didn’t use my guns much, despite having a lot of ammo, were two-fold. First I thought that the ammo would be better saved for really tough enemies and bosses (the result of endless years of Resident Evil boss killing, no doubt) . . . . Secondly, I actually rarely had any NEED to use my guns. Enemies in Silent Hill are pretty easily disposed off using blunt weapons. As long as you can get that initial hit in, then they generally won’t have time enough to attack before you can strike again. And it helps that, even if they could strike, you can move around with your weapon drawn, allowing you to simply move back to avoid their attack, then strike again.

The former pre-conception turned out to be naive though… There are very few boss fights in Silent Hill. I won’t say there aren’t any cause there are, and during those ones you will indeed be using your guns, but they are few and far between, and you will have more than enough ammo to destroy them with little thought to how much ammo you are using. Unlike in Resident Evil, ammo is easily found in this game and there really is no sense in conserving, since you will get so much of it and it’s so easy to take enemies out using your blunt weapons. This does change a bit if you play the game on hard though, as you’d imagine. But any way you slice it, there isn’t enough need for guns in this game, and in playing through the game multiple times it was only at bosses that I ever felt I had to actually use them.

The combat itself in Silent Hill is nothing special, in case you couldn’t tell that from above. It’s hardly bad, but it’s nothing exciting at all, which is one reason why it’s cool that Konami choose to include a beginner’s mode, where you can play through the game without any bother from enemies . . . which will be a bother. It’s generally not repetitive to the point where it will frustrate you. But it is repetitive in the sense that the combat doesn’t really change, no matter what new weapons you get (which I must point out aren’t very plentiful nor satisfying in their use) or how far you are in the game. And as pointed out above, you can pretty much use a blunt weapon, which range from steel pipes to wooden planks with nails, throughout the whole game.

What is special in Silent Hill are the puzzles. The puzzles in Silent Hill are all very intelligently done, and the vast majority of them will require quite a lot of thinking from the player if you are to solve them. Yes, some of them will even require you to use a pencil and paper! Imagine that! All the puzzles are unique and well done, and you can just imagine the thought that the developers must have put into them to come up with the puzzles they did. The only downside is that there are a few puzzles that can be solved through simple trial and error; which can sometimes even result in the player completely bypassing the clues actually given to solve the puzzle. There is a puzzle late in the game, for example, where you are required to pull on the noose of “the sinless one”. Given to you is a poem or story about each criminal, and the player is supposed to decipher the one that was wrongly executed for something that wasn’t a sin.

This is all good and well, and it’s really interesting and quite fun to figure it out the legitimate way. But the sad truth is that there are only six ropes, so there is a one in sixth chance that you will guess it right on the first try. Any way you shake it though, this puzzle can be completely bypassed by simple trial and error, as you pull each rope one by one until you find the correct one. So while some puzzles can be completely head-scratching, others are easy to figure out or simply easy to solve via un-official means. Regardless, the puzzles in Silent Hill are definitely one of the high points of the game.

So what are my complaints with Silent Hill? Well without going over what has already been stated, my biggest complaint with the game would simply be how much “wandering” you have to do. And this has nothing to do with not knowing where to go (well, not exactly), but the biggest problem comes while searching the streets of Silent Hill. And it’s a combination of factors that add up. The streets in the game are too wide, and Silent Hill has a pervasive fog (which is intentional) that keeps you from being able to clearly see far in front of you. The result of this however is that it is impossible to know what is on the other side of the street unless you run to that side. When you realize that much of the town of Silent Hill is long stretches of street that you have to make your way through, and you understand that you cannot physically see what is on the other side of the street until you go there, the reality sets in that in order to cover all the ground, and thus not miss packs of health or ammo, you must either, one, spend time “cris-crossing” the street, which means running back and forth every few steps to make sure you didn’t pass anything up, or having to do two passes of the street, one on each side.

And even if you do this, you are staying on one side, so it’s very possible you might miss something in the middle of the street, although typically items are at the edges of buildings or the ends of streets, not in the middle. What this ultimately leads to is annoyance and much, much, much more walking or running, or as I like to call it, “mindless wandering”, than would otherwise be necessary. Obviously, it can quickly grow tiresome, repetitive and tedious. And it’s ironic to think that this complaint may have actually been eliminated if the fog, which is there to enhance the mood and atmosphere, was removed.

The other complaint comes from the fact that, while the town itself and most of the environments you find yourself in, from abandon apartment buildings, to a hotel to a hospital, contain lots and lots of doors, over half of them are locked. Combine this with straight hallways that all look the same, and lots of rooms that all look similar, especially in a few environments like the apartments, and what you get is some vary bland locations. The developers do try to compensate though adding lots of stuff in the environments, ranging from furniture to shelves with books and what-have-you, depending on the environment, but the problem is that none of this stuff is usable, and on many occasions none of it is even checkable. Which means it’s all just useless window-dressing which really doesn’t enhance the game in any meaningful way. Quite the opposite, at times I found myself wishing I could “check” more stuff and read a bit about it, or at least what the character thinks, or SOMETHING to spice it up, though I suppose this once again comes from the Resident Evil games, where nearly everything is checkable. You can check some things in the environments in Silent Hill, but it is significantly less than in Capcom’s series.

My last major complaint comes from the fact that there isn’t all that much to collect in Silent Hill. It’s strange to be talking about “collecting”, but what I mean is that, no matter where you search, there are only so many items you will be able to pick-up, and generally it is either ammo, a health pack, or a health drink . . . . Oooo, exciting. You will find scattered notes around, and they are interesting, but for some reason they are not as interesting as in Resident Evil (again with the comparisons, I know, but hey, this is how I felt while playing, so it’s understandable many of you will feel the same, especially since both series are survival horror games) and I found myself wishing for more stuff to read. But unlike in RE, Silent Hill lacks the many residents, and thus by virtue of the story, there is only so much notes that could be left by other people, since nearly every environment in the game is abandoned. The reason this is a complaint is because it lessons the sense of discovery. Since the player will already know from experience that behind that locked door . . . or behind that building, is nothing but one of the items listed above, and nothing else. It’s particularly disheartening when you spend extra time to search, and you reach the end of the street, a long street at that (lots of running) only to find a health drink. Whooptie-doo.

Thankfully, there are a few characters in Silent Hill, and it is always a treat when you come across them, and each one has a pretty significant role to play in the storyline. A lot of them also have hidden meaning that ties deeper into the themes of the game, if the player chooses to think them over. Although the characters aren’t as developed as I had hoped, and the game really doesn’t get into the back stories of the characters or establish them enough for you to feel any kind of real connection to them, which is a shame. There is a character that will also follow you for a large majority of the game, but thankfully the way she was handled is really well-done, and she doesn’t factor into the gameplay at all. Unlike a lot of other games with “partner” characters, you do not have to “wait-up” for her to catch-up to you, and if you go into a room she will automatically be standing in the room, out of your way, sometimes doing her own idle animation like playing with her hair or looking around, which is a very cool touch and VERY nicely done. It’s almost like she isn’t there yet you won’t quite forget about her as she plays a significant role and is one of the better developed characters in the game.

Graphically Silent Hill is passable, but totally showing it’s age. The pre-rendered cut-scenes in the game are pretty good, despite the sometimes eery and unrealistic look and animations of the people in the game (especially the little girl). You get a lot of rough edges and a few drab environments as well in the game itself. It can be particularly jarring when going directly from a pre-rendered cut-scene to in-game. Unfortunately, it sometimes seems that the further you get in the game the more un-interesting the environments become.

One of the last environments is literally endless hallways and sewers that look EXACTLY the same. So much so that if it wasn’t for your map it’s easy to get lost and turned around. Fortunately the story really picks up and gets interesting in the end, and the ending itself is pretty bitter-sweet. Although if a lot of it goes over your head then you may find yourself scratching your noggin wondering what the heck it all means. If you find yourself in that position, I urge you to play the game again. It’ll all click soon enough. And you’ll be glad when it does. Camera-wise, the game does offer a few cool camera angles that give it a cinematic touch and the camera itself rarely gets in your way, although I did sometimes long for a first-person viewing option.

As far as design goes, the environments would’ve benefitted from less repetitiveness and more creativity to keep rooms from looking the same. Enemies are well designed and definitely creepy, and Pyramid Head is one really cool horror-enemy, even if he isn’t nearly as threatening in person as they make him out to be. Overall all the enemy designs are done well and the animation is sufficient.

Thankfully, Silent Hill absolutely nails mood and atmosphere. I’d say it’s the game’s strongest suit. If you thought the Resident Evil games had great atmosphere, you haven’t seen anything yet. What really makes the game creepy is the music and the screeches and terrifying weird noises of the enemies, as well as the noises that simply accompany the various environments (which is deliberately placed to scare you). The music is just flat-out strange, and it’ll definitely get your heart racing at some points. But it totally sells the creepy feeling in the game. IMO it is the music that MAKES Silent Hill. The fog in the game does add to the atmosphere to a degree (the game is also intentionally grainy), but IMO it effects the gameplay too much in a negative manner to be considered a positive, and it’s likely that you won’t be saying “Oooo, cool fog!” while playing the game. It’ll be more like, “Ok, I can’t see the other side of the street . . .”. In this day and age fog isn’t a big deal though so I suppose it’s a mute point (in the original Silent Hill the fog was a big deal. “Volumetric fog” I believe was the buzz word).

I must also touch on the voice acting in the game. The voice acting is stilted and unnatural, and some of it is quite B-movie, but in the end the voice-acting actually fits rather well, and by the end of the game you’ll be too enraptured for it to bug you any. Though when you first pick up the game you will probably find yourself rolling your eyes or possibly chuckling at how bad it sounds. But I did the same with Final Fantasy X and look how that turned out (that is, I couldn’t imagine it any other way). The voice acting actually does seem to get better by the end of the game, particularly the ending itself is rather good. There are four endings total in the game as well.

Silent Hill 2 does not contain any multiplayer modes, and few unlockables, although there is a cool side-quest that you can unlock if you are playing either the Greatest Hits PS2 version, or the “Silent Hill 2: Restless Dreams” Xbox version. This side-story has you playing as Maria and it is very well done. It is set within the main storyline at a time before she meets James, and it has you going through an all new environment within the town itself. The storyline in this side-quest and the character you meet are also very compelling and it sheds more light on the themes and the storyline of the game itself. Overall it’s an excellent unlockable and well worth playing.

In the end, Silent Hill 2 is a great horror experience and a game with enough layers that it’s very likely you’ll want to tackle it more than once, particularly on a higher difficulty or higher riddle setting. The game also rates you in the end in a whole bunch of ways, giving you a score depending on how you play, which is very cool and every much reason to play again. I had always been interested in the Silent Hill games since I read reviews of the original, and while I never played the original I was definitely not disappointed with it’s sequel, and I’m glad I played it and now I’m eagerly awaiting my chance to play the other games in the series. While the game isn’t as scary as I thought it would be, in my opinion it would’ve benefitted from more “jump-style” scares, of which the game contains very few, it is still one of the creepiest games out there. But beyond that, the game is intelligent and very sophisticated from a story perspective, with enough meat to keep your mind working long after the game has been completed and put back on the shelf. I am not a fan of horror, and yet I am now a fan of Silent Hill. And that, IMO, is the mark of a great game.

FUN FACTOR: 8.0
Despite all it’s faults and eventual tediousness, Silent Hill 2 is one of those rare games where the atmosphere, characters, storyline, themes (and layers within that story), and little touches like the map elements which enhance the exploration, add up to create a game that is pretty fun to play in the grand scheme of things even if the gameplay itself is not all that exciting.

Graphics: 7.0
Outdated but serviceable. The graphics aren’t anything special but they get the job done and outside of a few drab environments and repetitive textures and areas, you don’t have too much to complain about.

Music & Sound: 8.5
Definitely Silent Hill 2′s strong suit, it is the music and sound that establish the creepy feeling and drive it home in the end. This game is nothing if it weren’t for the great music & sound. Mood is the name of the game here.

Presentation: 8.5
A great map system, a serviceable menu, all your memo’s are kept, the intro to the game is outstanding and the effects and camera angles work towards the games favor in most cases. Good presentation all around.

Ingenuity: 8.0
Silent Hill 2 built on the successes and pluses of the original game and the end product made it’s mark on the gaming world as a smart and excellently creepy game that went beyond the norm. The map system is excellent and highly original and the sound and music played into the mood and feel to enhance the creepiness like few games before it.

Replay Value: 8.0
With 4 endings, several difficulty settings and riddle settings, and an unlockable quest (for the XB and Greatest Hits versions) that’s greatly paced and worth unlocking, Silent Hill 2 will keep you busy if you enjoy the game in the first place, and it’s likely you’ll want to play it more than once to, in the very least, understand the story better. I did wish there were more unlockables though, artwork or back-stories on the characters, an enemy gallery or developer interviews would’ve been interesting.

More Videogame Reviews:
5. Turok: Dinosaur Hunter (N64) [Posted: January 31 2013]
4. Resident Evil: Code Veronica Review (Dreamcast) [Posted: October 5 2012]
3. Resident Evil 3: Nemesis (PS1, GameCube) [Posted: September 18th 2012]
2. Resident Evil 2 (GameCube) [Posted: September 3rd 2012]
1. Resident Evil Remake (GameCube) [Posted: August 14 2012]

Music Album Reviews
9. Between Here & Lost By Love And Death (helmed by Brian “Head” Welch Former Korn Lead Guitarist) [Posted: January 25 2013]
8. I AM By Becoming the Archetype (Posted: September 14th 2012)
7. Find Your Worth Come Home By To Speak of Wolves (Posted: May 25, 2012)
6. Celestial Progression (Remix Album) By Becoming the Archetype (Posted: May 21, 2012)
5 Return to Life By War of Ages (Posted: April 28, 2012)
4. Thousand Foot Krutch – The End Is Where We Begin (Posted: April 20, 2012)
3. KJ-52 – Dangerous (Posted: April 16, 2012)
2. Manafest – Fighter (Posted: April 15, 2012)
1. Demon Hunter – True Defiance (Posted: April 10, 2012)

Gilmore Girls Reviews
4. Gilmore Girls Season One Episode 4 – The Deer Hunters
3. Gilmore Girls Season One Episode 3 – Kill Me Now
2. Gilmore Girls Season One Episode 2 – The Lorelais’ First Day At Chilton Review
1. Gilmore Girls Season One Episode 1 – Pilot Review

Movie Reviews
3. The Amazing Spider-Man [Posted: December 1 2012]
2. Prometheus (Ridley Scott’s Alien Prequel) [Posted On: November 25 2012]
1. Warhorse (By Steven Spielberg) [Posted On: November 11 2012]

LISTENTOMEPLAY podcasts:
* ListenToMePlay Resident Evil 0 Part 6
* ListenToMePlay Resident Evil 0 Part 5
* ListenToMePlay Resident Evil 0 Part 4
* ListenToMePlay Resident Evil Zero Podcast Part 3
* ListenToMePlay Resident Evil Zero Podcast Part 2
* ListenToMePlay Resident Evil Zero Podcast. RE0 Intro (Part 1)
* ListenToMePlay Resident Evil: Code Veronica Finale (Part 7)
* ListenToMePlay Resident Evil: Code Veronica Parts 5 and 6
* ListenToMePlay Resident Evil: Code Veronica Part 4
* ListenToMePlay Resident Evil: Code Veronica Part 3
* ListenToMePlay Resident Evil: Code Veronica Part 2
* ListenToMePlay Resident Evil: Code Veronica Podcast Part 1
* ListenToMePlay Resident Evil 3 Podcast Finale (Part 5)
* ListenToMePlay Resident Evil 3 Podcast Part 4
* ListenToMePlay Resident Evil 3 Podcast Parts 2 And 3
* ListenToMePlay Resident Evil 3 Podcast Part 1
* ListenToMePlay Resident Evil 2 Podcast Final Master Run (Claire Redfield)
* ListenToMePlay Resident Evil 2 Podcast (Leon Scenario A On Normal)
* ListenToMePlay Resident Evil Remake Real Survival Mode Chris
* ListenToMePlay Super Metroid Podcast
* ListenToMePlay Super Metroid Podcast Part 2
* ListenToMePlay Oblivion “Through A Virgin’s Eyes” Podcast Part 1 – Guest Mr. Z
* ListenToMePlay Oblivion Podcast Part 2
* ListenToMePlay The Witcher 2 Podcast Part 1 – Guest: RedWinged Angel
* ListenToMePlay The Witcher 2 Podcast Part 2
* ListenToMePlay Resident Evil Remake Podcast – Guest: MyDad

WatchMePlay Zelda: Majora’s Mask Let’s Play Videos
* WatchMePlay Zelda: Majora’s Mask Part 7 – Empty Bottle GET! Deku Palace And Magic Beans
* WatchMePlay Zelda: Majora’s Mask Part 6 – Granny Robbin For Blast Mask And Kamaro Dance
* WatchMePlay Zelda: Majora’s Mask Part 5 – The Thief And the Curiosity Shop Dealer
* WatchMePlay Zelda: Majora’s Mask Part 4 – Bomb Bag, Bremen Mask, Scarecrow’s Song
* WatchMePlay Zelda: Majora’s Mask Part 3 – Bomber’s Notebook
* WatchMePlay Zelda: Majora’s Mask Part 2 – Repeating Yesterday
* WatchMePlay Zelda: Majora’s Mask Part 1 – Intro and Opening

Other WatchMePlay Series
* WatchMePlay Perfect Dark Xbox 360
* WatchMePlay Super Smash Bros.
* WatchMePlay Super Meat Boy

You can read my full review in its original form on VideoGamesBlogger, where I originally posted it during my tenure with the website.
Read more: http://www.videogamesblogger.com/2006/09/05/review-silent-hill-2.htm#ixzz2KO9ODivN


Filed under: Artwork, Reviews, Trailer of the Day, Video of the Day, Videogames, Videos Tagged: PS2, ps2 silent hill 2, retro review, Silent Hill 2, silent hill 2 review

Why Gas Prices Fluctuate (Did You Know 95% of Gas Stations Are Owned By Independent Convenience Store Companies?)

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Why Are Gas Prices So Damn High Banner Artwork

Why are gas prices too damn high?!

Why do gas prices fluctuate? Did you know 95% of gas stations are independently owned by convenience store companies? Big Oil only owns 1% of actual gas stations, that set the prices you pay at the pump.

I came across this really interesting article on Herman Cain’s website CainTV (You’ll remember him as the black Pizza Businessman that ran for Republican President in 2012), posted on JobCreator’s.net, and thought I’d share it (which they encourage, they even write at the bottom of the article… “Please steal our stuff!” :D)

Gas Prices And My Mom
by KATHY HOEKSTRA

As I drove my kids home from school Monday, I noted a nearby gas station had regular unleaded posted at $3.74 per gallon. My children will attest to the next part. As we drove by, I announced to them that “after I drop you guys off, I’m coming back to fill up, because the two stations a half mile down the road has it for $3.99 a gallon.”

For a 2003 Ford Explorer, that’s a pretty significant savings.

Less than 20 minutes later, I returned to take advantage of this quarter-per-gallon difference, only to find the price had jumped to the same $3.99 per gallon as its competitors down the street.

When I realized how much more I’d be forking over to fill my SUV, I heard echoes of conversations my late mother and I had over gas prices. (“Conversations”, by the way, is a polite word for outright arguments between mothers and daughters.)

Notice of any fluctuation in the price of gasoline would inevitably prompt numerous complaints from my mom. The most common of which became the basis of our frequent ‘conversations’: Her belief that gas station owners collude with one another to rig prices so as to make tons of money from gasoline sales at the expense of hardworking, taxpaying motorists.

My mother was a smart woman. But her career path of registered nurse-turned-college instructor took her nowhere near energy policy or economics. Like many Americans, she simply never took the time to see how gas prices are determined and just who benefits from them.

My trade, on the other hand, is journalism that has conjoined with public policy. I tried to counter her arguments with at least rudimentary facts and logic to prove her wrong, but I failed on every level. I know fuel sales profits are miniscule for retailers. I know commodities futures play a role in wholesale gas prices, and this has a big impact on how retailers set their prices. I also know ‘Big Oil’ doesn’t own each individual retailer.

But try telling any of this to my mother.

I may have had more success if I had the National Association of Convenience Stores’ Annual Fuels Report 2011 in hand during these ‘conversations’. Since convenience stores (a.k.a. small businesses) sell about 80 percent of all the fuel bought in the United States, the NACS knows of which it speaks.

Black Guy Gas Prices Are Too Damn High Jimmy McMillan Republican 2012 Presidential Candidate

Everyone remembers this black guy? Right? RIGHT?!

I’d be able to tell my mom the following, and show it to her in black and white:

* The typical retailer averages about 3 cents per gallon in profit. This is based on the premise that it costs a retailer some 12 cents to sell a gallon of gasoline, with a five year average markup of 15 cents. Consider as well that credit card fees per transaction can eat into even that 3 cent profit. In fact, in 2009, credit and debit card fees averaged 4.7 cents per gallon, with plastic used for 60 to 70 percent of all transactions at the pump. Gas stations make a much bigger profit on non-fuel sales.

* Small businesses ‘often don’t have the resources to brand their stores as anything beyond the brand of fuel they sell.’ That leads people like my mom to think all gas stations are owned by ‘big oil’. In reality, 95 percent of stores are owned by independent convenience store companies (only one percent, by the way, is owned by one of the ‘big oil’ companies.)

* Motor fuel sales accounted for more than two-thirds of all convenience store sales in 2009. But with low profit margins, fuel sales brought in less than one third of the stores’ gross margin dollars. (In normal-speak, this means gasoline sales accounted for two-thirds of the stores’ revenue but only one-third of the stores’ profits.)

NACS also provides a handy primer on just what influences gas prices, boiling it down to two basic areas.

First, the retailer itself:

* Branded vs. Unbranded Fuel – This is like my local grocery store which pays much more to sell General Mills’ Cinnamon Toast Crunch cereal vs. its generic brand called ‘Cinnamon Swirls’. Therefore, the store has to charge me more for General Mills’ cereals than its own brand. Like the grocery store, fuel retailers pay more for brand name fuel, which means they have to charge a little more at the pump.

* Dealer Tank Wagon vs. Rack – Basically, a ‘tank wagon’ delivers fuel right to the gas station. This may cost more than the retailer having to go get it from a ‘rack’ or terminal.

* Length of Contract – A retailer could have a long-term contract with a specific refiner. A contract can be for 20 years or longer, which NACS says can also affect the price a retailer pays for fuel.

* Volume – As with nearly all other businesses, fuel retailers could get a better deal buying in bulk.

Secondly, and much more impactful, is what happens before the gasoline even reaches the retailer:

* Crude Oil Prices – According to NACS, this is the granddaddy of all gas price influencers. Not only does the cost of crude oil account for 68 percent of the retail price of gasoline, but they can have “huge swings.” And with about 42 gallons in a barrel, “a rough calculation is that retail prices ultimately move approximately 2.5 cents for every $1 change in the price of crude oil.”

* Replacement Costs – Since stores typically sell 120,000 gallons of gas a month, they need to think about how much they’ll shell out for their next fuel shipment. As NACS puts it, “even slight wholesale price variations can increase a retailer’s replacement cost by hundreds – or even thousands – of dollars.”

* Taxes – These have nowhere near the impact on our day to day gas prices as the crude oil fluctuations. While there is much to be debated about the federal and state fuel taxes, it is highly improbable there was a 25 cents per gallon tax increase in the Michigan town over a 20 minute period on a Monday afternoon.

That leaves refining costs and distribution/marketing, which, like taxes, tend to be more static in terms of the frequent price hikes and drops we see on a day-to-day basis.

I’ll never know if all of these facts would have convinced my mom to let go of her lifelong stable of preconceived – and incorrect – notions about why gas prices at all the neighborhood stations go up the same amount all within a few hours of each other.

But it’s not too late to explain to my kids on the next trip home from school. And they’re both boys. I do not anticipate the same degree of ‘conversation’ on this topic.


Filed under: Election 2012, News, Photo Of the Day, Politics, Video of the Day, Videos Tagged: 2012 Presidential Candidate, gas prices are too damn high, gas stations, independent convenience store companies, Jimmy McMillan, Republican, why gas prices fluctuate

How Do You Sit While Using the Computer, Cellphones, Tablets? 9 New Sitting Postures Technology Has Introduced

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New Sitting Postures Tablets Cellphones PC The Trance The Take It In The Strunch Banner Art

New sitting postures thanks to technology!

How do you sit at the computer? Or using a cellphone/tablet? Did you know technology has introduced 9 official new ways that people sit? Cellphones, tablets, computers… people alter their posture to fit how they are using their said device…

And these new ways of sitting are completely new to the human race, thanks to this technology! Wild huh!

So what are they? Below is the list, and check out the source article at Mashable for the full explanation.

Six New Ways To Sit Thanks To Technology Draw Multi Device Text Cocoon Swipe Smart Lean Artwork

Six new ways to sit thanks to technology (Cellphones, Tablets, Computers)

New ways of sitting include:

1. The Draw – Leaning back in a chair to read your tablet, cellphone.
2. The Multi-Device – Exactly like it says, reading your cellphone while also working the laptop!
3. The Text – Sitting at the desk to text…. Tch tch tch
4. The Cocoon – A girly reading posture where those female things pull their legs up…. weirdos.
5. The Swipe – Exclusively used for reading smartphones, as you lean your whole body over it.
6. The Smart Lean – Relaxed way to check your cellphone.
7. The Trance – Leaning into your computer, absorbed in whatever it is your watching.
8. The “Take-It-In” – A very manly posture, as guys lean all the way back in their chair to take in the important GameTrailer video/AMV/movie trailer they are watching.
9. The Strunch – A combination of stretching and hunching simultaneously!


Filed under: Artwork, Features, News, Photo Of the Day, Screenshots Tagged: 9 new sitting postures, cellphone, computer, how do you sit at a computer, new ways to sit, office, PC, sitting, tablet, technology

LifeHack #1 – Use Dental Floss To Cut Soft Foods, Pastries, Cakes, Cheese, Etc.

Photo of the Day – Jesus Leaves His Tomb Artwork of Greatest Moment in Human History

God Metal Songs of the Day – Sun Eater + Planet Maker + I AM (Becoming the Archetype Month Finale)

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Sun Eater + Planet Maker + I AM by Becoming the Archetype are the epic finale’s from their fifth full-length album, 2012′s I AM, tracks #9, #8 and #10, respectively.

Closing out with some of the most epic God metal you’ve ever heard, are three of the most incredible songs from Becoming the Archetype’s most recent album, I AM. Each one of these songs is written from the perspective of Almighty God, The Sun Eater is written from the perspective of Christ, who existed even before anything else existed. The Planet Maker is written from the perspective of The Father, the creator of worlds, without whom nothing would exist that exists. And finally, we have I AM, written from the perspective of the Godhead, Son, Father and Holy Spirit, whose name is the essence of all creation, the birth and the end of all things: The Alpha and The Omega. My favorite track by far is The Planet Maker, which has such a majestic feel to it. It’s truly incredible. All three are absolutely epic, get ready to headbang and praise the Lord within a single breath!

The Sun Eater lyrics by Becoming the Archetype:

With resolve I walked an UNTRAVELED PATH
In ANGUISH endured
UNSPEAKABLE WRATH
I am the one who SWALLOWED THE SUN
Who boldly declared
THE IM-POSS-IBLE “DONE!!!!!!!!”

WHO BOLDLY DECRLARED
THE IM-POSS-IBLE
“DONE.”

Perfection in mortal disguise
SEE IT BURNING WITHIN MY EYES

I am the light
I alone make the DARK-NESS briiiiight….

Darkness prevailed for an HOUR
Until I had CONSUMED its power
Perfection in mortal disguise
See it burning within my eyes

I am the light
I alone make the DARK-NESS
I am the sun
For I am
THE OMNIPOTENT ONE

I ALONE AM THE LIGHT
I ALONE AM THE LIGHT
I ALONE
AM THE LIGHT
I ALONE
MAKE THE DARKNESS BRIGHT
I ALONE
AM THE SUN
FOR I AM THE
OMNIPOTENT ONE

The Planet Maker lyrics by Becoming the Archetype:

I CREATE
BEAUTY
OUT -OF- NOTHING
Majesty SPINS
FROM MY HANDS
Worlds take FORM
Creation is TORN
TO
MAKE
A
NEW
BEGINNING

NEW LIFE
Is my occupation
New creatures of My own creation
I make the things THAT need MAKING
I wake the worlds THAT need WAKING

Creation is in my hands
To you my life I give
I make a perfect plan
To breathe the life INTO YOUR SKIN
Creation is in my hands
To you my life I give
(TO YOU MY LIFE I GIVE!)
I make a perfect plan
To breathe life
BREATH LIFE INTO YOUR SKIN

CREATION IS IN MY HANDS
TO YOU MY LIFE I GIVE
I MAKE A PERFECT PLAN
TO BREATH LIFE
INTO YOUR SKIN

I am the maker of the worlds
I am creator of the planets
I AM THE MAKER OF THE WORLDS
AND I AM CREATOR OF THE PLANEEEEEETS

Creation is in my hands
To breathe life into your skin

I AM lyrics by Becoming the Archetype:

I. AM. THAT. I. AM.

In ages past
I spoke to man
Like man would speak to ME
I-rode-upon-the-four-high-winds
And
CRUSHED ADVERSITY

IN AGES PAST
I SPOKE TO MAN HE SPOKE TO ME
AND CRUSHED AD-VER-SITY

My power was shown
In works of might
That my children might be-lieve
The blinding weight of glory
No human eye could see

I AM THAT I AM

I move among your HEARTS
I swim inside your VEINS
I stay behind the scenes and speak
To HEARTS WHO WOULD OBEY
My life infused with many sons
My truth inside your soul
My body is comprised of the nations
Who will make my Kingdom whole

I AM THAT I AM
I AND MY FATHER ARE ONE

“I move among your hearts.”
“I swim inside your veins.”
“I stay behind the scenes and speak.”
“To hearts who would obey.”
“My life infused with many sons.”
“My truth inside your soul.”
“My body is comprised of the nations.”
“Who will make my Kingdom whole.”
“Now I move among your hearts.”
“I swim inside your veins”
“I stay behind the scenes and speak.”
“To hearts who would obey.”

I AM THAT I AM
I AND MY FATHER ARE ONE

Previous Becoming the Archetype Month Songs
February 1st 2013: March of the Dead, Into Oblivion, Epoch Of War, Mountain of Souls, Resonant Frequency of Flesh, Magnetic Sky, Ocean Walker
February 2nd 2013: Artificial Immortality
February 3rd 2013: The Epigone
February 4th 2013: Breathing Light
February 5th 2013: Autopsy
February 6th 2013: Dichotomy + The Great Fall
February 7th 2013: No Fall Too Far
February 8th 2013: The Sky Bearer
February 9th 2013: Necrotizing Fasciitis
February 10th 2013: Path of the Beam
February 11th 2013: Et All Metal Songs of the Day – The Monotolith+Construct&Collapse+Fire Made Flesh+Second Death+Deep Heaven+Eyes of the Storm+Weapon Breaker+Physics of Fire Quadrilogy
February 12th 2013: Immolation
February 13th 2013: Self Existent + How Great Thou Art + O Holy Night (Worship Metal/Christian Metal Trio)
February 14th 2013: Elegy Deception+Lament+Triumph
February 15th 2013: The Time Bender
February 16th 2013: Endure
February 17th 2013: Beyond Adaptation
February 18th 2013: Music of the Spheres + Elemental Wrath + Xenosynthesis
February 19th 2013: Ransom+Evil Unseen
February 20th 2013: One Man Parade
February 21st 2013: Reflect Refract + Internal Illumination
February 22nd 2013: Ex Nihilo
February 23rd 2013: Machine Killer + War Ender
February 24th 2013: Invisible Creature + Cardiac Rebellion
February 25th 2013: The Balance of Eternity + End of the Age
February 26th 2013: The Trivial Paroxysm
February 27th 2013: The Sun Eater + The Planet Maker + I AM

About Becoming the Archetype Month
February 2013 is dedicated to the Christian metal band Becoming the Archetype, arguably my favorite band (Along with Demon Hunter and The Showdown, both signed to Solid State Records) and follows January 2013 which was Demon Hunter Month. February will feature songs from BtA’s entire catalog featured daily throughout the month, one a day. Whether you like metal, believe in God or not, check these songs out as you may be pleasantly surprised and hopefully you will discover some new-to-your-ears music to enjoy. Becoming the Archetype’s sound is extremely heavy, and metalheads will be in Heaven. However all songs are deep with powerful lyrics that will make you think and ponder, as the sound takes you to new spaces between time and existence, Heaven and Hell. Enjoy!

Demon Hunter Month Songs
January 1st 2013: A Broken Upper Hand
January 2nd 2013: God Forsaken
January 3rd 2013: The Wind
January 4th 2013: Ribcage
January 5th 2013: Incision
January 6th 2013: I Have Seen Where It Grows
January 7th 2013: Beheaded
January 8th 2013: Desire the Pain
January 9th 2013: Annihilate the Corrupt
January 10th 2013: Dust & Smoke
January 11th 2013: I Am You
January 12th 2013: Deteriorate
January 13th 2013: We Don’t Care
January 14th 2013: Fiction Kingdom
January 15th 2013: Relentless Intolerance
January 16th 2013: Feel As Though You Could
January 17th 2013: Shallow Water
January 18th 2013: My Throat Is An Open Grave
January 19th 2013: I Play Dead
January 20th 2013: The Tide Began To Rise
January 21st 2013: Thorns
January 22nd 2013: My Heartstrings Come Undone
January 23rd 2013: Carry Me Down
January 24th 2013: Driving Nails
January 25th 2013: I Am A Stone
January 26th 2013: Blood In the Tears
January 27th 2013: Dead Flowers
January 28th 2013: LifeWar
January 29th 2013: Storm the Gates of Hell + Lead Us Home
January 30th 2013: The Flame That Guides Us Home + Not i
January 31st 2013: The Latest & the Last + Grand Finale

Music Album Reviews
9. Between Here & Lost By Love And Death (helmed by Brian “Head” Welch Former Korn Lead Guitarist) [Posted: January 25 2013]
8. I AM By Becoming the Archetype (Posted: September 14th 2012)
7. Find Your Worth Come Home By To Speak of Wolves (Posted: May 25, 2012)
6. Celestial Progression (Remix Album) By Becoming the Archetype (Posted: May 21, 2012)
5 Return to Life By War of Ages (Posted: April 28, 2012)
4. Thousand Foot Krutch – The End Is Where We Begin (Posted: April 20, 2012)
3. KJ-52 – Dangerous (Posted: April 16, 2012)
2. Manafest – Fighter (Posted: April 15, 2012)
1. Demon Hunter – True Defiance (Posted: April 10, 2012)

Videogame Reviews:
5. Turok: Dinosaur Hunter (N64) [Posted: January 31 2013]
4. Resident Evil: Code Veronica Review (Dreamcast) [Posted: October 5 2012]
3. Resident Evil 3: Nemesis (PS1, GameCube) [Posted: September 18th 2012]
2. Resident Evil 2 (GameCube) [Posted: September 3rd 2012]
1. Resident Evil Remake (GameCube) [Posted: August 14 2012]

Gilmore Girls Reviews
4. Gilmore Girls Season One Episode 4 – The Deer Hunters
3. Gilmore Girls Season One Episode 3 – Kill Me Now
2. Gilmore Girls Season One Episode 2 – The Lorelais’ First Day At Chilton Review
1. Gilmore Girls Season One Episode 1 – Pilot Review

LISTENTOMEPLAY podcasts:
* ListenToMePlay Resident Evil 0 Part 6
* ListenToMePlay Resident Evil 0 Part 5
* ListenToMePlay Resident Evil 0 Part 4
* ListenToMePlay Resident Evil Zero Podcast Part 3
* ListenToMePlay Resident Evil Zero Podcast Part 2
* ListenToMePlay Resident Evil Zero Podcast. RE0 Intro (Part 1)
* ListenToMePlay Resident Evil: Code Veronica Finale (Part 7)
* ListenToMePlay Resident Evil: Code Veronica Parts 5 and 6
* ListenToMePlay Resident Evil: Code Veronica Part 4
* ListenToMePlay Resident Evil: Code Veronica Part 3
* ListenToMePlay Resident Evil: Code Veronica Part 2
* ListenToMePlay Resident Evil: Code Veronica Podcast Part 1
* ListenToMePlay Resident Evil 3 Podcast Finale (Part 5)
* ListenToMePlay Resident Evil 3 Podcast Part 4
* ListenToMePlay Resident Evil 3 Podcast Parts 2 And 3
* ListenToMePlay Resident Evil 3 Podcast Part 1
* ListenToMePlay Resident Evil 2 Podcast Final Master Run (Claire Redfield)
* ListenToMePlay Resident Evil 2 Podcast (Leon Scenario A On Normal)
* ListenToMePlay Resident Evil Remake Real Survival Mode Chris
* ListenToMePlay Super Metroid Podcast
* ListenToMePlay Super Metroid Podcast Part 2
* ListenToMePlay Oblivion “Through A Virgin’s Eyes” Podcast Part 1 – Guest Mr. Z
* ListenToMePlay Oblivion Podcast Part 2
* ListenToMePlay The Witcher 2 Podcast Part 1 – Guest: RedWinged Angel
* ListenToMePlay The Witcher 2 Podcast Part 2
* ListenToMePlay Resident Evil Remake Podcast – Guest: MyDad

WatchMePlay Zelda: Majora’s Mask Let’s Play Videos
* WatchMePlay Zelda: Majora’s Mask Part 7 – Empty Bottle GET! Deku Palace And Magic Beans
* WatchMePlay Zelda: Majora’s Mask Part 6 – Granny Robbin For Blast Mask And Kamaro Dance
* WatchMePlay Zelda: Majora’s Mask Part 5 – The Thief And the Curiosity Shop Dealer
* WatchMePlay Zelda: Majora’s Mask Part 4 – Bomb Bag, Bremen Mask, Scarecrow’s Song
* WatchMePlay Zelda: Majora’s Mask Part 3 – Bomber’s Notebook
* WatchMePlay Zelda: Majora’s Mask Part 2 – Repeating Yesterday
* WatchMePlay Zelda: Majora’s Mask Part 1 – Intro and Opening

Other WatchMePlay Series
* WatchMePlay Perfect Dark Xbox 360
* WatchMePlay Super Smash Bros.
* WatchMePlay Super Meat Boy


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Retro Review: Resident Evil Remake For GameCube (Also On: Wii)

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Resident Evil Remake Cover Art GameCube Box USAResident Evil remake review takes a look at one of the most interesting survival horror games ever created in my humble opinion. This review of mine was originally posted on VideoGamesBlogger in 2009, during my 7-year tenure there.

In 1996 Capcom changed the gaming landscape when they released the original Resident Evil on the Sony PlayStation. Dubbed a “survival horror” game by Capcom, this landmark title introduced gaming conventions that would shape the way horror games were made from that date onward; conventions that still remain to this day in 2009.

Conventions of the survival horror genre included: a focus on survival due to sparse ammo and health items, a slow pace, pre-rendered backgrounds with in-game character models overlayed atop them, locked doors preventing you from accessing the areas behind them unless you fetch the right key, “scene transitions” that took the form of “door opening sequences” which play as you open the door to the next area (which was really a cover for the game’s loading), the inability to save on command (rather your saves were limited) and finally a creepy atmosphere in line with what you’d expect from the horror genre.

These conventions were laid down in Resident Evil and copied in many other “me-too” survival horror titles that hoped to cash in on the series’ popularity using the same formula. A formula that stuck and birthed many conventions that are still used in modern horror games.

During the era of the GameCube, Capcom announced that the Resident Evil franchise would be exclusive to that system. Along with announcing the immanent release of the oft-delayed Resident Evil 0 (and eventually Resident Evil 4, which was originally a GameCube exclusive) Capcom saw an opportunity to upgrade the original Resident Evil in order to re-introduce the franchise.

That game became known by fans as “Resident Evil remake” and hit the GameCube on April 30th, 2002. Is the game still as impressive now as it was years ago?

Wii Resident Evil Archives Remake Cover Back of Box and Front Artwork

A Wii version with new controls was released in 2009.

System: GameCube (Playable on Wii)
Also On: Wii, released as “Resident Evil Archives: Resident Evil” alongside “Resident Evil Archives: Resident Evil 0″ in 2009. Both versions feature updated controls.
Debut Resident Evil Remake Release Date: USA April 30, 2002 – EUR September 13, 2002 – JAP March 22, 2002
Resident Evil Archives: Resident Evil Remake Wii Version Release Date: USA June 23, 2009 – EU June 26, 2009 – AUS June 25, 2009 – JP December 25, 2008
Original Resident Evil PS1 debut: USA March 30, 1996 – EUR August 1, 1996 – JAP March 22, 1996
Genre: Survival Horror (Action Adventure Horror Game)
Players: One Player
Controller: GameCube controllers only
Save: 1 Block for GameCube Version, only 5 slots on a Memory Card allowed. Saves are manual where 1 ink ribbon used at a typewriter is required to save your game.
Developer: Capcom
Publisher: Capcom
Origin: Japan
Rated: M for Mature (Contains Violence and Blood & Gore)
Discs: 2 GameCube Discs

Resident Evil on GameCube hits you with a new addition right off the bat. Before the title screen loads up a VERY creep intro plays in which you simply see a covered body rising up from a table. As the sheet falls and you see that it’s a zombie a gunshot goes off and the zombie falls back to the table.

This intro may not seem like much, but it manages to set the serious and extremely creepy tone that pervades every drop of Resident Evil remake.

Unlike the original Resident Evil released for the PlayStation 1 in 1996 (heretofore called “Resident Evil ’96″) this new version features a CG opening instead of live-action one. Thankfully, the computer generated people are a lot better actors than the real people were back in the mid 90′s. The opening is essentially the same as the original but this time it’s much cooler and way more dynamic with some top-notch animation. It even contains a really cool “slow-mo” scene as well.

Before you watch the intro you will select which character you want to play as, either Chris or Jill. Depending on which character you picked you will start out the game after the intro with a different set of characters.

The storyline in Resident Evil initially involves a series of gruesome murders that took place on the outskirts of Raccoon City. The S.T.A.R.S.’s (Special Tactics and Rescue Service) Bravo team was sent in to investigate but contact with them was lost. So then the Alpha team was sent in to not only finish the original investigation but now to find out what happened to the Bravo team as well. While investigating the area of the Bravo team’s helicopter crash, the Alpha Team end up getting chased by ravenous zombie dogs (after one of their comrades is eaten by them) to a nearby mansion; where they enter “the survival horror.”

The opening is done extremely well and also adds three very interesting new bits that were not in the original Resident Evil ’96 opening. These include a clip of the “incident” being reported on the news (complete with people walking around carrying umbrellas silhouetted in the background), photographs of the murder victims “who were apparently eaten” that flash briefly on the screen (and look very realistic) and a look at the inside of the Bravo Team’s helicopter taken from a helmet-mounted camera. There is also some really great eye work right before Joseph is attacked that was mind-blowing back in the day and yet still impressive now. Overall the opening starts the game off WITH A BANG and is much more effective than the original live-action sequence (although I wish they would’ve kept the cast introduction which is MIA here, as that was one of my favorite parts of Resident Evil ’96).

The horror in “survival horror” comes in the form of terrifying zombies, ravenous dogs and other beasts that haunt the mansion you have just entered.

If you have played a Resident Evil game before then Resident Evil remake will be familiar. If you haven’t, then you are in for one heck of a ride, and one heck of a challenge. Not just gameplay-wise, but control-wise as well.

In Resident Evil the camera sits in a fixed perspective that often changes abruptly as you move from one “scene” to the next within a room (meaning that as you walk across the main mansion hall, for example, you will be given a few different perspectives as you walk from one side to the other). This is done in order to offer you very cinematic views of the action and it works to great effect in Remake. So much so in fact that you can’t picture the game being done any other way. Some scenes are set up so beautifully that just the camera perspective alone is enough to ratchet up the fear factor another degree. And in the Mansion itself the fixed perspective works to give the whole game a claustrophobic feeling where your perspective is limited and you feel as if a zombie can pop out at any minute from anywhere (this also means you may not always be able to see an enemy you have to shoot).

Because the perspective shifts literally as you are running through a hall, the controls were tailored in a very specific fashion to make it so that the player would always know that he is going to move forward even if the perspective switches. So Capcom designed what is now known as so-called “tank”-style controls. This means that pressing Up on the Directional Pad or Control Stick will ALWAYS move your character forward, pressing Down will always move them backwards. You then use Left and Right to pivot in that direction. This works great for a fixed perspective game and allows you to simply adjust your movement slightly right or left as you are running down a hallway and entering a turn.

However if you have never played with these controls before then the controls may seem confusing at first so be warned that there is definitely a high learning curve associated with this game. But if you have played a previous game in the series before then you should be fine and you can learn how to play Remake without too much trouble. And once you get used to the controls you will love them. Even in the Resident Evil 5 demo I switched the controls to classic style because I am so used to using them in Resident Evil games.

The B Button is held down to make your character run. Let it go and they will walk. The A Button is used to check your surroundings. Checking your surroundings is a very cool aspect of Resident Evil that I always felt really made the environments come alive. By pressing the A Button you can read very well written descriptions about what is in front of you. Sometimes in these descriptions your character will even comment such as with something like, “This is definitely the creepiest thing you’ve ever seen.” To give you a few examples of the types of descriptions you’ll see in the game, one hallway in particular that you will traverse many times has these descriptions as you walk down it:

“There doesn’t seem to be anything useful here.”, “There’s nothing here but a bunch of knick-knacks.”, “The glass has been broken and the picture inside has been removed.”, “You can feel the heat from the light on your skin as you approach.”

These may seem to be simple descriptions (and indeed they are, while others are more complex or interesting) but they go a long way in making you feel like the environments are not “static” (which again, indeed they aren’t) especially descriptions like the one about the shattered picture frame, which tells the player that someone has been there recently.

I love these descriptions and in Remake they are as good as in any other Resident Evil game, if not the best in the series. You’ll find some really interesting ones and it makes it not only fun to check everything in the environment, but you will even miss these descriptions when you go to play other games and find that the environments can’t be checked. In those games it makes the environments feel “empty” as if what’s the point of even putting objects in the environments if you can’t read about them.

Pressing the Y Button will allow you to enter your inventory while pressing the R Button readies whatever weapon you have equipped (you can’t fire unless you first use the R Button to point your weapon). The Z Button takes you to your map (also accessible via your inventory) while tapping the C Stick will make your character do a “quick-turn” in which they turn around to face the other direction (this can also be performed by pressing down and B at the same time). This is useful when you need to run away from an approaching enemy.

In Resident Evil the goal of the game is to make your way from one room to another exploring, collecting items and keys and using those items or keys to open new areas and progress in the game. As you explore you will gradually find additional ammo and new weapons. You will also have to fight numerous enemies along the way.

However you can only hold so many items. Jill can hold eight items while Chris can only hold six, making Chris’ game much harder than Jill’s (Jill also gets more and different weapons).

In order to carry an item you MUST have an empty space in your inventory for it or else you can’t pick it up. For this reason there are “magical” Item Boxes scattered throughout the game. What you put in an Item Box will also appear in all the other Item Boxes, allowing you to manage your inventory. However this also means that if your inventory is full, then you will have to make the trek all the way back to an Item Box then make your way back to the item in order to pick it up. Something that has been a thorn in the Resident Evil’s side since Resident Evil ’96 and which appears in this game unaltered from it’s original form. And that’s why with the game following Remake, Resident Evil 0, they allowed players to not only set items on the ground to free up space in your inventory but also allowed you to use healing items on the ground even if your inventory is full. Two features that would’ve been very welcome had they appeared in Remake.

Once an item is in your inventory you can press the Y Button to open the Inventory Screen and view the items you have acquired. It’s worth noting that the Start Button meanwhile will take you to the Main Menu where you can tweak different features such as your controller scheme, the game’s brightness and sound options.

In the Inventory Screen, pressing the A Button on an item brings up three options: “Use”, “Examine” and “Combine”. In order to use items you will often have to be standing in front of the object you want to use it on, then go into the Inventory, select the item and go to “Use”.

If you are injured your character will hold their side and you can check the Inventory Screen to see your condition via an electrocardiogram (ECG) in the upper left-hand corner. The ECG shows your character’s condition and there are five different states of varying colors. These include: Fine [green], Caution [yellow], Caution [light red] and Danger [dark red]. A general rule of thumb is that you do not want your health to fall below Yellow Caution. When injured you’ll want to select a healing item such as an Green Herb or a First-Aid Spray (which heals you completely) and go to Use to use the item on yourself, thus healing you.

Combine lets you combine two items although you will mostly use this to combine the healing herbs you find. Herbs come in Red, Green and Blue varieties (with Blue healing poison and Red being useless on it’s own but making Green more potent) and you can combine up to three of them. You will also use combine to manually reload your guns. You’ll need to select the ammo then combine it with the gun. Alternatively you can also reload if you press A once more after your gun is out of bullets.

Finally, the Examine command is unique in Resident Evil Remake as you will often times need to examine items to discover something about them or to solve a puzzle within the items (you could examine in Resident Evil ’96 as well as Resident Evil: Code Veronica, but it’s taken to a new level in Remake). When examining you’ll see a 3D representation of the item that you can scroll around, allowing you to view it from different angle. You can then press the A Button to check that side and reveal something you previously didn’t know about the item.

Sometimes it’s a small deal. For example you will be searching throughout the mansion for keys that have certain knight decals on them, such as a sword, shield, armor and helmet. But when you first find the key it will simply say “key” without detailing what doors it fits. However when you examine the backside of the key (by literally rotating it to the back when examining. You can use the Y and X button to zoom in and out and the control stick to rotate it) you will discover what door it fits and the key will then be designated as “Armor Key” or “Sword Key”. This will help you see at a glance what key you have when you go into your Inventory so that you can then think about what doors it unlocks.

Other times the Examine command will be more involved. Some of the items will have puzzles built into them that you will have to solve. Such as button combinations or a puzzle where you will need to fit pieces into the correct spaces. Other times you will need to check the back of a book for a concealed item or check the middle of a book to see what’s inside it (check the middle and you’ll “open” the book). Or find a button on an item, etc, etc. The Examine command is a pretty cool feature because it means that there is more than meets the eye to a lot of items you find. So be sure to Examine each and every item you get. And even if you don’t find something new, you at least will get some details on the item. It’s particularly fun to examine weapons as you’ll see a little animation showing them going off as you read a brief description of the weapon.

You’ll also notice tabs along the top of your Inventory for your map (which you can get to more quickly by pressing the Z Button) and for Files that you have found. As you run through the game’s environments you will sometimes find files, journals, pieces of paper and other such documents left lying around that will give you more background information on the game and some of the people who have inhabited the mansion. These are all very well written and fun to read. And if you are a veteran of Resident Evil ’96 you’ll also find new files that were created for Remake.

In the top right corner of your inventory you’ll notice an additional item that is separate from your main inventory. These two items are unique to Chris or Jill.

Jill gets the Lockpick which allows her to open certain simple locks that Chris needs a Small Key to open (which takes up one spot in his inventory, another reason Chris’ game is harder than Jill’s) while Chris gets a Lighter. Jill will also find the Lighter but it is just a normal item to her and will take up a spot in her inventory (you’ll also have to find it, obviously).

The Lighter is also a very useful item. Throughout the game you will find some spots in the environment that you will need to light with the Lighter, but the Lighter mostly comes into play in one of the new features introduced in Resident Evil Remake.

And that new feature is zombie burning. Yup, you read that right. You see, unlike any other game in the Resident Evil series, it is not enough to simply kill a zombie in Resident Evil Remake. Because if you kill a zombie with normal means it will simply come back to life as a more powerful, claw-wielding, fast-running super zombie known as a “Crimson Head”. In order to prevent the arrival of a Crimson you will need to make sure you either blow off the head of a zombie or burn it. To burn a zombie you will find a Fuel Canteen that you can fill with kerosene. You will then need to select “Use” on the Fuel Canteen while standing over a dead zombie and while having the Lighter in your inventory (which means it’s easier for Chris to burn zombies because he automatically has the Lighter).

Alternatively, as stated above, you can decapitate a zombie in a few different ways. While one of your weapons will automatically decapitate them (you’ll have to play to find out which one that is), you can also aim your Shotgun upwards when the zombie gets close. Do it right and you’ll have a chance of blowing its head off. This can also be done with the pistol although only during certain occasions (it stands to reason that if you stick a knife in the zombies head that probably helps).

The threat of Crimson Heads leads to an overall tactical play that makes Resident Evil both one of the most difficult and one of the most satisfying Resident Evil experiences and arguably the best game in the series.

I like to think of Resident Evil as the thinking man’s action game. And while that is true with all of the Resident Evil games to an extent it is even more so in Remake due to the Crimson Head threat. And like the others, conserving ammo and being low on ammo and/or health items is a hallmark of the franchise and is in full force in Remake. But Remake also takes it to another level with a bunch of little touches that make the game more of a tense, truly horrifying experience than previous (and even later) games in the series.

The reason Resident Evil Remake is such a tactical game is due to the fact that it is easy to die if you run into enemies as well as the fact that the game keeps track of how long it takes you to beat it. Including a few unlockables which hinge on how quickly you beat the game.

So in addition to the desire to run through the game at a quick pace you also want to avoid fighting where possible. Whether this means dodging a zombie (which can be done but there is a risk associated with it unless you are very good at the game) or simply finding an alternate route to your destination the end result is a tactical experience where your brain is constantly trying to map the Mansion in your head and think of the best route to take.

And due to the Crimson Head threat you also want to pick and choose your battles. If you don’t have the means to take off the head of zombie or burn the body then you may want to wait on killing it, because if you take too much time after it’s dead and don’t burn it then it may come back to bite you in the butt (okay maybe slash you in the butt is a better term). This means that not only is the zombie you killed more of a threat than before, but you will also have to waste ammo taking out the same zombie you already took out, AND risk the threat of getting killed in the process. So if you don’t have the Fuel Canteen and Lighter in your possession when you kill a zombie, it’s worth it to tread back to an Item Box and get it so you can burn the zombie instead of putting it off, because time is ticking.

And strategy comes into play even there because you only have so much kerosene to use before you run out. Your canteen can hold two doses (that’s two burned zombies) while each kerosene fill-up station that you will find mostly in “Safe Rooms” (rooms that typically have an Item box, a Typewriter for saving and sometimes other stuff like kerosene tanks) will only fill up your canteen three times. So you CAN run the risk of running out of fuel just as you can run out of ammo if you aren’t careful. And that means that you may kill more zombies than you can burn, which definitely spells trouble (and wasted ammo).

So when playing Resident Evil you really are thinking throughout the entire process. Is this room safe to enter? What is the quickest way to where I need to go? Where do I need to use this item? I recognize this item that I picked up, I think I know where to use it . . . Where was that again? *checks map*

And even with your map (which will have to be found in order to see more areas than just the ones you’ve visited) the mansion itself and the later locations in the game (although not so much) are like a labyrinth. Initially a lot of areas will be locked but eventually everything will interconnect. And the mansion is so well designed and so big with so many rooms that you will easily forget which rooms connect to where. Even when looking at your map you’ll often forget what room is what.

This really makes the Mansion like a character in and of itself. As the layout of the mansion and where you go, when you go and how you go is a huge aspect of Resident Evil. It not only can make your play experience a bit different each time you play but it also serves as one of the best examples of flat-out outstanding level design I’ve ever seen. And you’ll LOVE the mansion as much as you hate it for it’s difficulty. But it is a beautiful thing when you finally do learn the whole layout and know exactly where to go and where to use which item. And I think it is a testament to the designers of the Mansion that they were able to make a location which is both easy to learn and yet hard to master. And the way everything connects is done masterfully. I can’t give the development team enough praise in regard to the Mansion’s design. It remains my favorite location in the entire Resident Evil series.

Combat in Resident Evil meanwhile can be fun. You are always tense because you know that if you make a mistake you can easily die. And if you haven’t saved you may lose some major progress (if you are a beginner then definitely save often). And there are times when you won’t want to carry a healing item with you because it takes up an extra space in your inventory, even though you know you SHOULD carry one with you.

You’ll find a small assortment of different weapons in the game. Both characters start out with a knife and a pistol. Jill will also pick up an exclusive weapon in the Grenade Launcher. The knife is hard to use on it’s own unless you are very good at dodging the attack of zombies, but it can be a good back-up weapon to help you preserve ammo for when you really need it. Often times it’s better to avoid combat as stated above, for example when a zombie lunches forward to grab onto you, you can back away so he misses then run past him. Or you can shoot a zombie until he collapses on the floor, and then knife him to save ammo. Alternatively you can purposefully wait until a zombie grabs onto you when he is on the ground, at which point he will start biting your leg. If you then jam on the buttons and the Control Stick your character will perform a head-removing attack. Which as described in detail above, can help you avoid an encounter with a Crimson Head (which you will be required to fight at one point in the game).

You can aim your weapons in one of three directions: forward, up or down. Obviously you will want to aim in different directions depending on the enemy. Enemies you will encounter include zombies, crow birds, zombified rabbid dogs, giant poisonous spiders, and a few other cool ones including the dangerous and extremely scary Hunters, bipedal creatures with sharp claws who will jump at you and make extremely creepy raptor-like noises that will make the hairs on your neck stand on end.

So for example when fighting spiders you will generally want to aim downward if they are close to you, but if they are a few steps away you will want to shoot toward them. Be careful though as they can spit poison at you. And in a very cool touch they can even poison you when dead . . . as their blood will “squirt” out upon death and their dead bodies will also “twitch” releasing the deadly fluid in a very cool and realistic effect. So there are a few different strategies to use while taking on the game’s various enemies.

How you shoot your weapon will also depend on what weapon you are using and how far away you are from an enemy. The Shotgun for example will sometimes seem to do less damage if you are very close to the enemy and shoot toward it than if you are a step or two away and shoot toward.

In addition to the normal weapons you will also find Defensive Items. These differ depending on the character although both Jill and Chris will find Knives. When a character attacks you can hit the L Button if you have a Defensive Item equipped and you’ll use that Item to attack the enemy and keep yourself from being damaged (you can also set it so your character will automatically use the item). So if a zombie attacks and you press L while having the Defensive Knife equipped Jill or Chris will take out the knife and stab the zombie in the head with it! In addition Chris has the coolest Defensive Item of all and that is a Flash Grenade. When attacked Chris will literally take the grenade and shove it in the enemies mouth. This will force the enemy to let go of you. But it’s not over yet! If you are quick you can then shoot the enemy while it’s still struggling with the grenade and you’ll blow it’s head off! This is a very, very cool effect and once again only goes to show how much detail is packed into Resident Evil Remake. It is these kinds of things that take the game a step above all others.

You will also face a few bosses in Resident Evil Remake, some big, some small. Two recurring ones include a giant snake which you will have to face on two separate occasions and a very twisted, disgustingly messed up female creature known as Lisa. You will find files revealing her backstory throughout the game and she and the characters related to her were newly created for Resident Evil Remake.

As you might expect from a game that takes place in a complex and detailed Mansion, puzzles also play a large role in Resident Evil. And it’s not just puzzles but item hunting in general. As mentioned above you will want to make sure to check everything in your environment as you’ll find items sitting on top of tables, inside drawers and cabinets, sitting on the ground, on bookshelves and everywhere in between in the highly detailed environments where various objects litter the room. So make sure you hunt EVERYWHERE. Because it IS possible to miss an item and get stuck, at which point you may end up spending a long time wandering around trying to find the one item you missed. And while generally items that you can take will glow so you can spot them easily, that is not always the case. Both Files and Items can also sometimes be concealed (such as in a drawer) or will simply not glow but you will find the item if you press the A Button to check the specific spot where the item is found.

This item hunting aspect of Resident Evil is one of my favorite aspects of the game. That combined with the thinking involved as described in detail above really makes Resident Evil a more slower-paced title. And Remake in particular is much more slower paced than previous and later games in the series. Especially the more recent Resident Evil 4 and Resident Evil 5, games which have a larger focus on combat and shooting.

The puzzles in Resident Evil are great. None of them are too hard or too easy but will definitely require you to use some brain power before you can figure them out. And all of the puzzles in the game have been changed from Resident Evil ’96. If not in content then definitely in execution. Here are a few puzzle examples:

One of them has a keypad that features three selectable eyes. You will then find a room that features three colored lamps that when lit will reveal a silhouette of one of the eye symbols. In the same room you will find a pool table whose billiard ball numbers differ in color. You must match the symbols, colors and numbers in order to solve the puzzle.

Another puzzle has you mixing and matching two different chemicals with water. When mixed in various ways they create certain compounds of different colors. You will find a note that gives you the numbers for each color and the number and color you need. On the wall is some math that reveals which compounds must be mixed together in order to reach the desired compound by their assigned numbers. Essentially as you mix the compounds together and add water the color (and thus number) will increase. You then need to mix the two right compounds (representing certain numbers) in order to reach the desired compound (or desired number). This is another puzzle which seems complicated at first (and you will for sure be switching between the File and the numbers on the wall and may even grab a pen and paper to write it down) but isn’t really that complicated once you start solving it. It’s also interesting that this is a puzzle that can be entirely optional. However if you do the puzzle it can make one of the boss fights a lot easier (or in fact skip the boss fight entirely).

A final puzzle late in the game involves a locked computer that not only requires a username & password to enter, but also a password to open some locked doors via the computer. In order to discover the password you must put X-Ray Scans on an X-Ray board in a nearby room. On the scans themselves are the names of the patients. A File reveals to you that you must put them in alphabetical order to reveal the password. Once they are placed you flick on a light which will reveal highlighted portions of specific parts of a person’s organs, such as the liver, lungs, stomach and colon. You must use this information to figure out the password to open the locked doors.

Not only are the puzzles in the game good, but they are extremely well thought out and creative. Enough to make you chuckle to yourself at the sheer brain power that must’ve went into creating this game, it’s rooms and the riddles for players to solve along the way. And not all of them are traditional, one of them involves a boss fight and pushing sandbags out of the way (something you may not figure out and waste ammo trying to kill the boss, who CAN be killed but at the cost of lots of used ammo), several of them involve examining objects and fitting puzzle pieces, pressing buttons on a box in a certain order or revealing the inside of a book (as previously stated) and others involve pushing blocks or other pieces of the environment around. Overall if you were disappointed at the puzzles in other Resident Evil games such as Resident Evil 4 or Resident Evil 2, you should be very satisfied with Resident Evil Remake. The puzzles don’t quite reach the level of insane difficulty and complexity that you find in Silent Hill, but that isn’t a bad thing as more people will be able to solve these puzzles.

Another very cool aspect of Resident Evil Remake is the fact that the game’s storyline and thus it’s ending will change slightly depending on certain decisions you make during the game. Such as whether you allow certain characters to die, whether you avoid or solve certain puzzles and who you choose to save in the end. Not only will you see different cut-scenes but you will also find different endings. Overall Resident Evil has a whopping TWELVE different endings, six for Jill and six for Chris. And even though most of the endings only vary slightly, it is still very fun to try discover all the endings the game has to offer.

The storyline in the game is a pretty good. Through it you will discover the true reason for the Mansion’s existence, who’s the real enemy and what a certain Umbrella Corporation has to do with the zombies you find in the mansion. Oh and there’s also a little something called the T-Virus.

Additionally, you will run into a few different members of your team from time to time, whether that is the Bravo Team or the Alpha Team. Chris will encounter a young girl working for the Bravo Team named Rebecca, who is adapt at using chemicals and treating wounds (and she will be able to treat YOUR wounds from time to time, so be sure to take advantage of the option when it’s available instead of using an herb or First-Aid Spray).

Jill on the other hand will frequently encounter her partner Barry Burton, who along with team leader Albert Wesker were chased to the mansion during the game’s opening cinema. Barry’s storyline involves more key players in the over-arching Resident Evil saga and is more closely connected to the game’s core storyline which makes Jill’s scenario more interesting than Chris’ in my personal opinion. I also found Jill’s ending with just her and Barry to be one of the most interesting of the game’s 12 endings.

Both characters will encounter Wesker from time to time and will get help from their main partners (Rebbecca for Chris and Barry for Jill) as they make their way through the Mansion. Whether that involves the other character leaving them ammo or helping them fix a broken door. You will even occasionally encounter a few OTHER members of the S.T.A.R.S. unit as you try to survive the horror. All these encounters generally will help to tie the game into it’s true backstory which makes things very interesting as it is not immediately revealed to you exactly what is going on. And the original Resident Evil probably has the most interesting story or one of the top best stories of all the games if you ask me.

Graphically Resident Evil is a tour-de-force of the GameCube’s graphical prowess. Even in this day and age of powerhouse consoles like the Xbox 360 and PlayStation 3 the game STILL looks amazing. Sadly Resident Evil Remake isn’t HD, but if it was MAN would this game look absolutely stunning. Since it isn’t in HD it doesn’t look as good as it COULD (especially when you compare it to today’s modern games), but either way the game is still a force to be reckoned with.

The sheer amount of detail that is packed into the game’s environments is absolutely mind-blowing. Some of the environments will leave your jaw on the floor when you consider the detail (and it really is the detail that makes this game so awe-inspiring).

The cave section of the game for example features water that drips from what literally seems to be every surface and bounces off of the rocks realistically. While puddles on the floor have amazing reflections (water work that does not show up until further into the game but when it does you will be amazed).

However the Mansion itself has to be one of the most meticulously designed locations ever created, and I would argue one of the best locations ever created in all of gaming. Each and every room in this game is built uniquely from the bottom up and does not resemble any other room, which is quite an achievement when you consider the size of the game. Not to mention the fact that you’d think you could only create so many end tables before they repeated. But nope, not here! And the rooms are PACKED full of objects from desks to bookshelves to chess boards to unique (and unique is the key word) picture frames hanging on the wall, most of which can be checked for a unique description.

And while it may not sound like that much of a deal, it is really striking when you are actually playing. Particularly due to the fact that nearly every object or group of objects in the game can be checked with the A Button which will give you some information about it as I’ve mentioned throughout this review. I am constantly surprised by not only how great the writing is for checking objects but also how far they have come from past games in their descriptions.

Sadly, as great as the environments are, certain real-time objects (such as doors) and character models don’t fare as well. The character models are all pretty detailed down to the ability to see the seams in their clothing (once again, detail is not a problem in Resident Evil), and even include cool little touches like Defensive Items appearing on their body. But the character models as well as the doors in the door opening sequences are noticeably more rough around the edges and can include jagged lines and textures that will flicker.

The game also suffers from some significantly bad “stuttering” when the game plays the in-game movie scenes. The character models and scenes themselves also don’t look as great as the environments, but they aren’t that bad. But the roughness mentioned above shines through in the in-game cut-scenes in particular and when you combine that with the stoppage in said cut-scenes, it makes the in-game movie scenes seem of significantly lower quality than the actual game itself feels when playing.

It’s also really annoying because with every camera cut the scene will “stutter” by stopping abruptly before going again. This happens pretty much every time the camera switches views (which is a lot). It almost makes the in-game cut-scenes seem like the scenes are loading in-between stops, even if the stops are only a second long. The overall result is a very jittery feel. However, you will get somewhat used to this the more you play and it won’t bother you as much as it does initially.

Thankfully you don’t spend most of the game watching the in-game cut-scenes (It’s worth noting that the few CG scenes that are in the game don’t suffer from the stuttering effect, it’s only the scenes created with the in-game models) and instead playing it, and thus it’s not really too big of a deal. Overall the game still looks fantastic.

The game also includes other very interesting environments, including some all-new areas that weren’t in Resident Evil ’96 including Catacombs and an Altar as well as an entire portion of the game that takes place OUTSIDE of the mansion.

Thus for the first time you are able to go through a section of the forest “in the outskirts of Raccoon City” as well as see the mansion from the outside, which is very cool to fan of the series. There’s also a graveyard in another outside portion of the Mansion and both environments feature extensive use of various trees, bushes and grass as well as blowing wind, fog and shadows to create an overall glorious effect. The new environments are some of the best and most detailed in the game.

Additionally some of the environments that WERE in Resident Evil ’96 have gotten mind-blowing updates visually. The Aqua Ring in which you will encounter some sharks and which is covered in water is very striking visually (particularly when you are standing right in front of the gated door before you enter the waist high water as the light shines through) and it’s even MORE striking once the place is drained of it’s water.

And while the Mansion has gotten a layer of detail that is absolutely insane, the place that benefited the most from the visual face-lift is the Cave. In Resident Evil ’96 the cave walls were literally like a muddled black and white checkerboard, but in Resident Evil Remake EVERY cave scene is a different formation of rocks and dripping water that is incredibly detailed and is actually one of the most visually appealing areas in the entire game.

I also have to mention the shadow effects in Resident Evil Remake. This game uses light and shadow unlike almost any other game I can think of and uses it to dramatic effect to really make the environments come alive and to make the scenes even creepier. But the amount of shadow used is striking. Flickering candles cast light and shadow, your character casts shadow, chandeliers will swing from above, shadows from fire will dance around. It’s really the greatest integration of realtime objects, FMV and pre-rendered backgrounds ever conceived. And it’s so smoothly put together that everything melds perfectly to create incredibly detailed, striking environments. I can’t say enough how great Resident Evil Remake looks. Pictures TRULY do not do this game justice.

The animation meanwhile is also pretty good but it’s obviously overshadowed by the environments themselves.

The soundtrack for Resident Evil meanwhile is really good and every track seems to fit the environment you are in perfectly. I absolutely LOVE the Safe Room music in this game and it has a few standout tracks. However even more amazing are the sound effects.

Resident Evil is one of the few games in which I think the sound effects are actually better than the music or dialogue. The sound effects are truly the best part of this game’s audio. They are super realistic and perfectly fit everything you are doing down to unique footstep sounds for literally every single surface in the game. Sound effects are also loud and punctuating just like they should be. From the zombie moans to the sound of gunfire to the tap of you feet as you run across a room, sound effects don’t get any better than this. And they truly escalate Resident Evil to another level entirely.

The voice acting in the game is passable but far from great. I’d say that it is “good”. It is better than Resident Evil 2, 3 and Code Veronica and about on par with Zero or actually a bit worse. It’s not as good as Resident Evil 4 either which is leagues ahead. Having said that, the voices match the characters pretty well, and even though some of the lines still sound forced and can be a bit chuckle worthy or seem badly written, the dialogue is leagues ahead of the original Resident Evil ’96 for PS1 and is much more natural. The classic Resident Evil lines have either been removed entirely or upgraded to sound less corny, so it avoids a lot of that classic corny-ness that players either loved or hated from the original. Although in the process it creates plenty of it’s own corniness, particularly in some of the later scenes.

Replay value wise in addition to the game’s 12 endings you will also unlock a few additional modes. One of which is called Real Survivor and gives you the task of conquering the game with Item Boxes that are NOT linked. You’ll also find a mode in which a certain someone chases you throughout the game . . . In addition you can unlock the classic Resident Evil Rocket Launcher item as well as one brand-new weapon. There are also two new costumes for each of the game’s characters (key hint: to find the changing room pay attention to the background in the screen that tells you you’ve unlocked a new outfit). Some of the unlockables are difficult though and two of them include beating the game in under 10 or 5 hours. Which although it can be done it will take you a at LEAST one play through in order to accomplish it, if not more.

Overall I’d clock Resident Evil generally at around 15 to 20 hours, more if you are slow and like to check and read everything.

If you played Resident Evil ’96 and thus think you don’t need to play this game then STOP RIGHT THERE. This game has been so altered that it is really an entirely different game, even if the basic layout of the mansion is mostly the same. They also retroactively added some cool touches that help to link Resident Evil 1 to later games in the series, including links to Resident Evil 2′s William Birkin, Ada Wong and Claire Redfield characters and to Resident Evil: Code Veronica’s Progenitor Virus (and ostensibly Resident Evil 5) among other cool little additions for fans.

Overall Resident Evil Remake is almost a perfect game. It is by far the scariest entry in the Resident Evil series in my opinion (of which I’ve played and beat all the core games) and the game not only is on a playing field of it’s own in terms of visuals (matched only by it’s “companion”, Resident Evil 0) but it also features great sound effects, an interesting storyline and very challenging gameplay that is even fun to play after you’ve beaten it multiple times. Overall if you haven’t played Resident Evil Remake then definitely give the game a try. Just don’t go in expecting to be able to kill the first zombie you encounter like my friend (that zombie is actually invincible as he is part of a later cut-scene, so just RUN!). Once again, Resident Evil is a very tactical, more slow-paced and thus challenging game. So if you are up to surviving the horror, then sink your teeth in. You will not be disappointed.

FUN FACTOR: 10
Resident Evil made it’s GameCube debut in tip-top form. Unlike the later games Resident Evil 4 and Resident Evil 5, Resident Evil Remake is a title that perfects the survival horror style that the original Resident Evil ’96 birthed. And here Capcom has mastered their craft and tweaked it to perfection. I definitely consider Resident Evil Remake to be the pinnacle of a landmark series in the classic style. It is not an over-the-shoulder shooter like Resident Evil 4 and 5, instead it is a slow-paced, tactical, thinking man’s horror game that’s fun to boot. It is an action adventure for sure, with liberal doses of both, but it is it’s own beast. And the survival horror comes alive like never before in this particular entry with it’s outstanding graphics, challenging gameplay, great sound effects, creepy mood and even more challenging unlockable modes. “Fear can’t kill you, but . . . .”

Graphics: 10
Simply mind-blowing. The amount of detail packed into each and every one of Resident Evil’s environments will amaze you from beginning to end. And just when you think the game can’t look any better graphically, it will surprise you with an even more jaw-dropping environment. Even in this world of HD, the non-HD Resident Evil impresses by the sheer force of it’s will and begs to be seen.

Music and Sound: 10
For once in the history of my video game playing, I think a game’s sound effects are actually BETTER than it’s music. That’s not to say the music in Resident Evil is bad. In fact, it has what I consider to be some of the best tunes in the Resident Evil series. However the sound effects are what really set the tone. This is a game that you will want to play LOUD so you can hear every footstep.

Ingenuity: 7.5
Resident Evil Remake doesn’t re-invent the wheel. But it doesn’t have to. What it does instead it tweak the original experience to perfection. And although you can’t say that there is much ingenuity in the game’s gameplay, storyline or overall mechanics, it DEFINITELY set the bar as far as pure graphical effect goes. So while I can’t give the game high marks for being original, that is only because it is a remake. But it is a DAMN GOOD remake.

Replay Value: 8.0
Twelve different endings (although you can see most of them by keeping a save file at a certain point and then re-playing from there), two extra modes, unlockable weapons and unlockable outfits, Resident Evil has a lot of replay value, particularly because the extra modes are even tougher than the normal game! If you can believe it. The game also includes Easy, Normal and Hard difficulty modes. Overall while I won’t say the game is packed with replay value, I will say that there is a lot to play if you end up loving the game.

More Videogame Reviews:
5. Turok: Dinosaur Hunter (N64) [Posted: January 31 2013]
4. Resident Evil: Code Veronica Review (Dreamcast) [Posted: October 5 2012]
3. Resident Evil 3: Nemesis (PS1, GameCube) [Posted: September 18th 2012]
2. Resident Evil 2 (GameCube) [Posted: September 3rd 2012]
1. Resident Evil Remake (GameCube) [Posted: August 14 2012]

Music Album Reviews
9. Between Here & Lost By Love And Death (helmed by Brian “Head” Welch Former Korn Lead Guitarist) [Posted: January 25 2013]
8. I AM By Becoming the Archetype (Posted: September 14th 2012)
7. Find Your Worth Come Home By To Speak of Wolves (Posted: May 25, 2012)
6. Celestial Progression (Remix Album) By Becoming the Archetype (Posted: May 21, 2012)
5 Return to Life By War of Ages (Posted: April 28, 2012)
4. Thousand Foot Krutch – The End Is Where We Begin (Posted: April 20, 2012)
3. KJ-52 – Dangerous (Posted: April 16, 2012)
2. Manafest – Fighter (Posted: April 15, 2012)
1. Demon Hunter – True Defiance (Posted: April 10, 2012)

Gilmore Girls Reviews
4. Gilmore Girls Season One Episode 4 – The Deer Hunters
3. Gilmore Girls Season One Episode 3 – Kill Me Now
2. Gilmore Girls Season One Episode 2 – The Lorelais’ First Day At Chilton Review
1. Gilmore Girls Season One Episode 1 – Pilot Review

Movie Reviews
3. The Amazing Spider-Man [Posted: December 1 2012]
2. Prometheus (Ridley Scott’s Alien Prequel) [Posted On: November 25 2012]
1. Warhorse (By Steven Spielberg) [Posted On: November 11 2012]

LISTENTOMEPLAY podcasts:
* ListenToMePlay Resident Evil 0 Part 6
* ListenToMePlay Resident Evil 0 Part 5
* ListenToMePlay Resident Evil 0 Part 4
* ListenToMePlay Resident Evil Zero Podcast Part 3
* ListenToMePlay Resident Evil Zero Podcast Part 2
* ListenToMePlay Resident Evil Zero Podcast. RE0 Intro (Part 1)
* ListenToMePlay Resident Evil: Code Veronica Finale (Part 7)
* ListenToMePlay Resident Evil: Code Veronica Parts 5 and 6
* ListenToMePlay Resident Evil: Code Veronica Part 4
* ListenToMePlay Resident Evil: Code Veronica Part 3
* ListenToMePlay Resident Evil: Code Veronica Part 2
* ListenToMePlay Resident Evil: Code Veronica Podcast Part 1
* ListenToMePlay Resident Evil 3 Podcast Finale (Part 5)
* ListenToMePlay Resident Evil 3 Podcast Part 4
* ListenToMePlay Resident Evil 3 Podcast Parts 2 And 3
* ListenToMePlay Resident Evil 3 Podcast Part 1
* ListenToMePlay Resident Evil 2 Podcast Final Master Run (Claire Redfield)
* ListenToMePlay Resident Evil 2 Podcast (Leon Scenario A On Normal)
* ListenToMePlay Resident Evil Remake Real Survival Mode Chris
* ListenToMePlay Super Metroid Podcast
* ListenToMePlay Super Metroid Podcast Part 2
* ListenToMePlay Oblivion “Through A Virgin’s Eyes” Podcast Part 1 – Guest Mr. Z
* ListenToMePlay Oblivion Podcast Part 2
* ListenToMePlay The Witcher 2 Podcast Part 1 – Guest: RedWinged Angel
* ListenToMePlay The Witcher 2 Podcast Part 2
* ListenToMePlay Resident Evil Remake Podcast – Guest: MyDad

WatchMePlay Zelda: Majora’s Mask Let’s Play Videos
* WatchMePlay Zelda: Majora’s Mask Part 7 – Empty Bottle GET! Deku Palace And Magic Beans
* WatchMePlay Zelda: Majora’s Mask Part 6 – Granny Robbin For Blast Mask And Kamaro Dance
* WatchMePlay Zelda: Majora’s Mask Part 5 – The Thief And the Curiosity Shop Dealer
* WatchMePlay Zelda: Majora’s Mask Part 4 – Bomb Bag, Bremen Mask, Scarecrow’s Song
* WatchMePlay Zelda: Majora’s Mask Part 3 – Bomber’s Notebook
* WatchMePlay Zelda: Majora’s Mask Part 2 – Repeating Yesterday
* WatchMePlay Zelda: Majora’s Mask Part 1 – Intro and Opening

Other WatchMePlay Series
* WatchMePlay Perfect Dark Xbox 360
* WatchMePlay Super Smash Bros.
* WatchMePlay Super Meat Boy

You can read my full review in its original form on VideoGamesBlogger, where I originally posted it during my tenure with the website.
Read more: http://www.videogamesblogger.com/2009/03/12/resident-evil-1-gamecube-remake-review-re-reinvents-itself-with-near-photorealism-in-this-classic-reborn.htm#ixzz2KOKlrO2v


Filed under: Artwork, Reviews, Videogames Tagged: gamecube, resident evil 1 gamecube, resident evil gamecube review, Resident Evil Remake, Resident Evil Remake review, retro review, Wii

Photo of the Day – Texting And Relationships (Young Girls And Cellphones) Wallpaper

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Text And Relationships (Young Girls) Wallpaper

Texting and relationships… things can get complicated. Not just for teen girls either.

Texting and relationships, with young girls especially, as this wallpaper shows, is a complicated subject. Things can get dicey, and people can get attached very easily. It’s not just a problem with young people either, but adults who text as well. I think texting is perfectly fine, and should be encouraged and used as a tool to broaden our horizons and keep constantly in touch with people, or in touch with people we don’t talk to on a normal basis or wouldn’t talk to normally… yet at the same time, I think parents need to talk to their kids about texting and teach them about how it changes the dynamics of relationships.

I thought this photo was a cool depiction of it and captures the moment well. Obviously here we have a young preteen girl and her mom watching from a distance, concerned about what may be said between her daughter and whoever’s on the other end of the phone. It’s interesting how texting has changed society, and how it has infected our culture. I don’t see it as a negative development, but I do think it’s important for parents to think about often and to discuss with their kids.


Filed under: Photo Of the Day, Wallpaper Tagged: cell phones, creative photography, parents, Photo of the Day, relationships, teenagers, texting and relationships, texting girls, wallpaper, young girls

Instrumental Metal Songs of the Day – St. Anne’s Lullaby + Nocturne + Night’s Sorrow + Denouement (Becoming the Archetype Month Closers)

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St. Anne’s Lullaby+Nocturne+Night’s Sorrow+Denouement mark the closing songs for Becoming the Archetype Month! To celebrate the end of a great run of epic metal music, we have four instrumental tracks taken from throughout BtA’s entire discography, I didn’t include Invisible Creature however, which I posted earlier.

St. Anne’s Lullaby is the 5th track from 2008′s Dichotomy album, Nocturne is the 5th track from 2007′s The Physics of Fire, Night’s Sorrow is the 5th track from 2005′s Terminate Damnation while Denouement is the 10th track.

The closer of Becoming the Archetype Month will fittingly be of instrumental tracks that highlight the bands musical prowess. You will greatly enjoy all of these pieces as each of them are absolutely beautiful music.

Previous Becoming the Archetype Month Songs
February 1st 2013: March of the Dead, Into Oblivion, Epoch Of War, Mountain of Souls, Resonant Frequency of Flesh, Magnetic Sky, Ocean Walker
February 2nd 2013: Artificial Immortality
February 3rd 2013: The Epigone
February 4th 2013: Breathing Light
February 5th 2013: Autopsy
February 6th 2013: Dichotomy + The Great Fall
February 7th 2013: No Fall Too Far
February 8th 2013: The Sky Bearer
February 9th 2013: Necrotizing Fasciitis
February 10th 2013: Path of the Beam
February 11th 2013:
February 12th 2013: Immolation
February 13th 2013: Self Existent + How Great Thou Art + O Holy Night (Worship Metal/Christian Metal Trio)
February 14th 2013: Elegy Deception+Lament+Triumph
February 15th 2013: The Time Bender
February 16th 2013: Endure
February 17th 2013: Beyond Adaptation
February 18th 2013: Music of the Spheres + Elemental Wrath+Xenosynthesis
February 19th 2013: Ransom+Evil Unseen
February 20th 2013: One Man Parade
February 21st 2013: Reflect Refract + Internal Illumination
February 22nd 2013: Ex Nihilo
February 23rd 2013: Machine Killer + War Ender
February 24th 2013: Invisible Creature + Cardiac Rebellion
February 25th 2013: The Balance of Eternity + End of the Age
February 26th 2013: The Trivial Paroxysm
February 27th 2013: The Sun Eater + The Planet Maker + I AM
February 28th 2013: St. Anne’s Lullaby + Nocturne + Night’s Sorrow + Denouement

About Becoming the Archetype Month
February 2013 is dedicated to the Christian metal band Becoming the Archetype, arguably my favorite band (Along with Demon Hunter and The Showdown, both signed to Solid State Records) and follows January 2013 which was Demon Hunter Month. February will feature songs from BtA’s entire catalog featured daily throughout the month, one a day. Whether you like metal, believe in God or not, check these songs out as you may be pleasantly surprised and hopefully you will discover some new-to-your-ears music to enjoy. Becoming the Archetype’s sound is extremely heavy, and metalheads will be in Heaven. However all songs are deep with powerful lyrics that will make you think and ponder, as the sound takes you to new spaces between time and existence, Heaven and Hell. Enjoy!

Demon Hunter Month Songs
January 1st 2013: A Broken Upper Hand
January 2nd 2013: God Forsaken
January 3rd 2013: The Wind
January 4th 2013: Ribcage
January 5th 2013: Incision
January 6th 2013: I Have Seen Where It Grows
January 7th 2013: Beheaded
January 8th 2013: Desire the Pain
January 9th 2013: Annihilate the Corrupt
January 10th 2013: Dust & Smoke
January 11th 2013: I Am You
January 12th 2013: Deteriorate
January 13th 2013: We Don’t Care
January 14th 2013: Fiction Kingdom
January 15th 2013: Relentless Intolerance
January 16th 2013: Feel As Though You Could
January 17th 2013: Shallow Water
January 18th 2013: My Throat Is An Open Grave
January 19th 2013: I Play Dead
January 20th 2013: The Tide Began To Rise
January 21st 2013: Thorns
January 22nd 2013: My Heartstrings Come Undone
January 23rd 2013: Carry Me Down
January 24th 2013: Driving Nails
January 25th 2013: I Am A Stone
January 26th 2013: Blood In the Tears
January 27th 2013: Dead Flowers
January 28th 2013: LifeWar
January 29th 2013: Storm the Gates of Hell + Lead Us Home
January 30th 2013: The Flame That Guides Us Home + Not i
January 31st 2013: The Latest & the Last + Grand Finale

Music Album Reviews
9. Between Here & Lost By Love And Death (helmed by Brian “Head” Welch Former Korn Lead Guitarist) [Posted: January 25 2013]
8. I AM By Becoming the Archetype (Posted: September 14th 2012)
7. Find Your Worth Come Home By To Speak of Wolves (Posted: May 25, 2012)
6. Celestial Progression (Remix Album) By Becoming the Archetype (Posted: May 21, 2012)
5 Return to Life By War of Ages (Posted: April 28, 2012)
4. Thousand Foot Krutch – The End Is Where We Begin (Posted: April 20, 2012)
3. KJ-52 – Dangerous (Posted: April 16, 2012)
2. Manafest – Fighter (Posted: April 15, 2012)
1. Demon Hunter – True Defiance (Posted: April 10, 2012)

Videogame Reviews:
5. Turok: Dinosaur Hunter (N64) [Posted: January 31 2013]
4. Resident Evil: Code Veronica Review (Dreamcast) [Posted: October 5 2012]
3. Resident Evil 3: Nemesis (PS1, GameCube) [Posted: September 18th 2012]
2. Resident Evil 2 (GameCube) [Posted: September 3rd 2012]
1. Resident Evil Remake (GameCube) [Posted: August 14 2012]

Gilmore Girls Reviews
4. Gilmore Girls Season One Episode 4 – The Deer Hunters
3. Gilmore Girls Season One Episode 3 – Kill Me Now
2. Gilmore Girls Season One Episode 2 – The Lorelais’ First Day At Chilton Review
1. Gilmore Girls Season One Episode 1 – Pilot Review

LISTENTOMEPLAY podcasts:
* ListenToMePlay Resident Evil 0 Part 6
* ListenToMePlay Resident Evil 0 Part 5
* ListenToMePlay Resident Evil 0 Part 4
* ListenToMePlay Resident Evil Zero Podcast Part 3
* ListenToMePlay Resident Evil Zero Podcast Part 2
* ListenToMePlay Resident Evil Zero Podcast. RE0 Intro (Part 1)
* ListenToMePlay Resident Evil: Code Veronica Finale (Part 7)
* ListenToMePlay Resident Evil: Code Veronica Parts 5 and 6
* ListenToMePlay Resident Evil: Code Veronica Part 4
* ListenToMePlay Resident Evil: Code Veronica Part 3
* ListenToMePlay Resident Evil: Code Veronica Part 2
* ListenToMePlay Resident Evil: Code Veronica Podcast Part 1
* ListenToMePlay Resident Evil 3 Podcast Finale (Part 5)
* ListenToMePlay Resident Evil 3 Podcast Part 4
* ListenToMePlay Resident Evil 3 Podcast Parts 2 And 3
* ListenToMePlay Resident Evil 3 Podcast Part 1
* ListenToMePlay Resident Evil 2 Podcast Final Master Run (Claire Redfield)
* ListenToMePlay Resident Evil 2 Podcast (Leon Scenario A On Normal)
* ListenToMePlay Resident Evil Remake Real Survival Mode Chris
* ListenToMePlay Super Metroid Podcast
* ListenToMePlay Super Metroid Podcast Part 2
* ListenToMePlay Oblivion “Through A Virgin’s Eyes” Podcast Part 1 – Guest Mr. Z
* ListenToMePlay Oblivion Podcast Part 2
* ListenToMePlay The Witcher 2 Podcast Part 1 – Guest: RedWinged Angel
* ListenToMePlay The Witcher 2 Podcast Part 2
* ListenToMePlay Resident Evil Remake Podcast – Guest: MyDad

WatchMePlay Zelda: Majora’s Mask Let’s Play Videos
* WatchMePlay Zelda: Majora’s Mask Part 7 – Empty Bottle GET! Deku Palace And Magic Beans
* WatchMePlay Zelda: Majora’s Mask Part 6 – Granny Robbin For Blast Mask And Kamaro Dance
* WatchMePlay Zelda: Majora’s Mask Part 5 – The Thief And the Curiosity Shop Dealer
* WatchMePlay Zelda: Majora’s Mask Part 4 – Bomb Bag, Bremen Mask, Scarecrow’s Song
* WatchMePlay Zelda: Majora’s Mask Part 3 – Bomber’s Notebook
* WatchMePlay Zelda: Majora’s Mask Part 2 – Repeating Yesterday
* WatchMePlay Zelda: Majora’s Mask Part 1 – Intro and Opening

Other WatchMePlay Series
* WatchMePlay Perfect Dark Xbox 360
* WatchMePlay Super Smash Bros.
* WatchMePlay Super Meat Boy


Filed under: Band of the Month, Band of the Month, Features, Music, Song of the Day, Video of the Day, Videos Tagged: Becoming the Archetype, Becoming the Archetype Month, Christian metal, Denouement, instrumental, Nights Sorrow, Nocturne, St Annes Lullaby

Resident Evil 4: Wii Edition Review (Also On: Xbox 360, PS3, PC, PS2, GameCube)

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Wii Resident Evil 4 Cover Artwork Box (USA)

The USA Wii cover artwork for the box.

Resident Evil 4: Wii Edition review of this Gesture/Motion Control version of the critical and commercial hit, Resident Evil 4. This review of mine was originally posted on VideoGamesBlogger in February 2008, during my 7-year tenure there.

Originally for the GameCube, then ported to the PS2 (as well as the PC), the Wii Edition has all the additions that were added to the PS2 version with none of the drawbacks (better graphics, better framerate, lower load times) and controls rebuilt to take advantage of the Wii Remotes features, particularly the pointer for your gun reticle and motion controls replacing button presses at certain points both in-game and during the interactive cut-scenes that RE4 is so famous for.

As a game Resident Evil 4 is a force to be reckoned with. Even though it is not new on the Wii, it hasn’t aged a day with fantastic graphics and incredible, pulse-pounding action from beginning to end that will keep you smiling the whole way through. The game has very few cons and a lot of pros, and is feature packed with unlockables and higher difficulties to keep you replaying through the single-player campaign as well as fun extra modes that make the game an outstanding value, especially at it’s budget price point (MSRP of $29.99 in the USA). Which is part of the reason it has sold over 1.15 million copies.

If you are looking for a great 3rd-person action/adventure shooter that delivers on all cylinders for the Wii, then you can’t go wrong with Resident Evil 4: Wii Edition. Read the full review to find out the gritty details on this top-notch action game that will make you froth at the mouth for the upcoming Resident Evil 5.

Resident Evil 4 Europe Chainsaw In Forest Black and White PAL Cover Box Artwork

The insanely awesome box cover artwork for the European version of RE4 Wii Edition.

System: Wii
Also On: GameCube and Playstation 2 w/out motion controls. Xbox 360 and PS3 as part of the Resident Evil 6: Archives or Resident Evil 6: Anthology Collector’s Edition sets. Also available digitally on Xbox Live Arcade (Games on Demand) and PlayStation Network as Resident Evil 4: HD Edition.
Debut Release Date: GCN: US January 11 2005 – EU March 18 2005 – JAP January 27 2005
Release Dates: Wii: US June 19 2007 – EU June 29 2007 – AU July 5 2007 – JAP May 31 2007
PS2: US October 25 2005 – EU November 4th 2005 – AU November 11 2005 – JAP December 1 2005
PC: US May 15 2007 – EU March 2 2007 – AU March 1 2007 – JAP June 7
Genre: 3rd-person Action Adventure
Save:
Developer: Capcom
Publisher: Capcom
Creator: Shinji Mikami
Origin: Japan
Rating: M for Mature for Blood & Gore, Intense Violence, Language

Resident Evil 4 is critically acclaimed for taking the extremely popular zombie-infested survival horror series in a completely new direction. Previous Resident Evil games had used pre-rendered graphics to create largely static backgrounds (at last on the PS1-era of hardware) from which 3D modeled characters, items and enemies were placed on top, giving the games backgrounds an extreme level of detail that was unheard of at the time of Resident Evil 1 and 2. Also interspersed throughout were cut-scenes using full-motion video. These scenes were often a treat but were far removed graphically from the parts you actually played.

In 2000 Capcom tried to take the series in a new direction by offering completely 3D rendered backgrounds with Resident Evil: Code Veronica. And although the graphics were great, they still seemed to lack the high detail that pre-rendered graphics offered. In addition, the gameplay was kept the same with static camera angles, “tank-style” controls, and exploration that consisted of moving from room to room finding keys and solving puzzles. While all that was well in good, the shooting was also kept limited, only allowing you to aim straight, up or down.

Once the GameCube hit Capcom choose to remake the original Resident Evil, by this time they had perfected their craft though and the graphical punch was nothing short of mind-blogging. The backgrounds were still pre-rendered but no longer static, using a mix of FMV, pre-rendered and real-time graphics to create extreme detail that included moving shadows, swaying grass, dust that kicked up when you walked and other minute-details that made people wonder how graphics could get any better. That game was followed up with Resident Evil 0 in 2002, only months after the Remake of Resident Evil 1. It used the same graphical style of Remake and kept the core gameplay elements exactly the same . . . as they had been since the original game in 1996.

The one-two punch of two games with similar styles right after each other had some people complaining that the series had become stagnant. So Capcom finally decided to break the mold with Resident Evil 4, even though much of the core gameplay from before was kept in-tact, but the change in the gunplay and camera perspective made the game feel fresh and exciting.

Resident evil 4 GameCube USA vs UK Cover Artwork Comparison Boxes

Comparing the US GameCube RE4 box cover art to the UK version. Europe wins!

Resident Evil 4 returned the series to the fully 3D backgrounds, but this time the power of the GameCube allowed the developers to include a high level of detail, high enough that the game still manages to impress when compared to the Resident Evil 1 remake, even if the detail is not quite as high and lighting & shadows are immediately as eye-popping. The game gets rid of camera angles altogether with a new behind-the-back perspective that zooms in when you hold the trigger to aim your gun. You can also move the camera in any direction, although it can only be pointed to look, you can’t leave it there.

And for the Wii version the game’s controls had to be completely remapped. The game requires the Nunchuck attachment and uses the Analog stick for movement. You hold the Z Button to run and hold the C Button to ready your knife. On the Remote, the A Button is the Action Button, which you use to shoot and interactive with objects and the environment due to the context of your situation. The B trigger on the back of the Remote is used to aim your weapon.

You can access your Item Inventory with the Minus Button while the Plus Button allows you to move your items around in said inventory. The D-Pad is the aforementioned Camera Look (and can also be used to turn pages in documents) while the 1 Button accesses your map and the 2 Button brings up the Main Menu.

Finally, the game makes use of a couple of gesture controls and the Wii Remotes Pointer. If you waggle the Wii Remote left and right you will do a quick knife attack that is weaker than holding the C Button. Waggle the Wii Remote while aiming with a weapon to reload. To aim your weapon anywhere on-screen you simply point the Wii Remote at the screen and the targeting reticle will move where you point. This gets rid of the laser sight from the other versions altogether but gives you the added benefit of being able to look in one direction while shooting anywhere on-screen. Although you still have to use the Control Stick to move around and see more of your surroundings when you are aiming a weapon.

The controls are cumbersome and will take you quite a while to get used to which is one of the few drawbacks to the game. Although anyone who wants to play will get acclimated to them sooner or later, and once you do you will won’t have any problems with the controls, since they work well.

You cannot change the controls except for inverting them on the Options Screen. You can also turn Rumble on or off, adjust the brightness display and set the Audio to either Mono, Stereo or Dolby Pro Logic II Surround Sound.

Resident Evil 4 has you playing as Leon S. Kennedy, who series fans will remember as the young rookie cop from Resident Evil 2 who got involved in the Umbrella-unleashed viral outbreak in Raccoon City on his first day on the STARS police force. In that game he would also meet up with a mysterious Asian girl named Ada who was thought to have been killed (then again their was that silhouette . . .) and returns in Resident Evil 4 to play a pivotal role once again.

The game opens with an interesting cut-scene telling of the demise of the Umbrella Corporation, the creators of the virus in the previous games. Turns out that the U.S. government intervened to stop the company in it’s tracks, thus the company is no more. Leon goes to work for the U.S. government as a Secret Service agent and is assigned to protect the President’s daughter, who is subsequently kidnapped by an unknown cult group. When she’s sighted in Europe (likely Spain although the game never says specifically) Leon is sent off there to rescue her.

The gameplay starts with you getting off at a remote village after hitching a ride with two police officers. Naturally, the villagers attack the cop car and it gets driven off the edge of a cliff and the bridge knocked out, leaving you stranded, only able to get information via a linkup with Hunagan, a girl who will give you information as to where you need to go or what you need to do. This is conveyed via Metal Gear Solid-style conversation screens when she radios in. All cut-scenes by the way can be skipped by pressing the minus button, including the conversations with Hunagan.

Of course, the villagers turn out to be not-quite-zombies but just as dangerous, and Leon is quickly attacked by one, and before you know it crazed villagers (called Ganados) will come streaming in from all directions. Better have that pistol ready!

The flow of Resident Evil 4 hasn’t really changed from the previous games. You’ll make your way through the various environments fighting enemies, encountering various characters and bosses, watching cut-scenes to progress the story, and searching for items in the environment that you’ll need mostly to open locked doors that you’ll encounter and have to open to progress forward.

If you’ve played previous Resident Evil games you’ll be surprised at just how well Capcom has managed to update the shooting mechanics. As previously described, the camera follows behind Leon instead of using set camera angles, and it zooms in when you aim with the B Button. This allows you to shoot enemies anywhere on their body, and they’ll react to it too. Shoot an enemies feet or legs while running and they’ll fall down. Shoot their knee cap and they’ll quickly buckle down on their knees. Shoot their heads and they’ll get dazed, holding their face. You can even shoot weapons out of their hands (or out of the air, as certain Ganados will throw knives and axes at you). And not only that, but the environments in Resident Evil 4 are a heck of a lot more interactive than anything you’ve seen in past games. You can shoot birds out of the sky and break open boxes and grates for items. You can also shoot out the glass of windows or break boarded up windows. You can even shoot out wooden doors, breaking parts of them to pieces allowing you to shoot through the holes. You can even kills cows and other animals . . . but you aren’t rewarded for it! In fact, killing a chicken won’t even net you an egg, so keep it alive or else you’ll be sorry, cause no eggs will be had.

But probably the most significant addition is the context sensitive situations where you can use the A button (called the Action Button) to perform a special move or interact with the environment. For example, if you shoot a Ganado in the knee as explained above, then instead of shooting them again to knock them over, you can run up to them and perform a special attack, from kicking them to performing a head bursting suplex. If you shoot one in the face, then you can also perform a kick attack which is extremely useful for knocking back a group of enemies. If you come to a low rail or an empty window, then you can press A to hop over it. You even use the A button to open doors. There are no more “door opening sequences” in Resident Evil 4, and while that may seem sad to the long-time Resident Evil fans, you’ll quickly realize it’s for the better. If you simply press A once Leon will slowly open the door, and if double tap A he’ll kick the door opened, which will even knock over any enemies that are on the other side!

You also use A to take items in the environment that you’ll find lying around or in boxes and barrels (that you’ll need to break open with the knife). These items that you’ll find all over the place include extra ammo and health items, as well as money and the occasional special item. You can even use A to open up drawers, cabinets and the like (as well as just sitting on desks and such) which goes a long way in making the environments feel more interactive since most rooms will have several items tucked away. Which I think is really cool because it rewards exploring since you’ll miss out on items if you don’t search all over.

The context sensitive Action Button really works great and it opens the game up in a whole different way. The situations you come across in the environments that use it range from climbing ladders and onto ledges or boxes, to jumping down or over objects to jumping through windows or avoiding attacks from boss enemies.

These context sensitive situations also pop up in scripted events that include both gameplay sections and cut-scenes. And these situations will sometimes use other buttons other than the A Button, including having to swing the Wii Remote back and forth or press a combination of buttons (Like A & B). They range from having to wave the Wii Remote to run from a rolling boulder, or having to cut a rope tied around your leg, even to hack at a boss with your knife.

As far as actual cut-scenes go, this is not a game where you can simply set the controller down and enjoy the scene! Because doing so can easily get you killed! This keeps you on your toes and really paying attention even during cut-scenes, because you never know when a situation will pop-up and you’ll have to jam on a certain button combination or wave the Remote in order to survive. And all these situations play into the story well, so it doesn’t feel like they were just jammed in there. And what happens if you don’t succeed at pressing the buttons when prompted? It means certain and immediate death, although you do get to see a cool death animation that you wouldn’t see otherwise (because, you know, you won’t have died)

All the healing items from past games return including first-aid sprays and herbs in various colors. Green herbs heal you, red herbs enhance the potency of green herbs, making them stronger and the new Yellow Herb raises your max health. Both Yellow and Red herbs cannot be used alone but must be combined with a Green Herb first.

Pressing the Minus Button will take you into your inventory, and this is where you keep all your items, and it’s been significantly updated from past games. Instead of the items just being displayed in slots, here you have a briefcase and within the briefcase are a number of square grids. Each item takes up a certain number of spaces and you can maneuver them however you like, which is great for those people that like their things organized. Organizing can sometimes be beneficial as well, cause you might find a combination that frees up more space. The controls in the inventory screen are a bit confusing though. You use the plus button to lift an item. Once lifted you can rotate it with the C Button on the Nunchuck. Press the Plus button again to set an item down.

On the top of the inventory screen you’ll see tabs for the “Key Treasure”, Files and your map. Key Treasures is where you will keep inventory items that you will need to progress in the game (keys to open doors and the like) as well as special items that you’ll find throughout the game that you can sell to the Merchant.

The Merchant is a character you will find in certain locations through the game who will sell you new weapons and other items that you can buy with the money you’ve racked up. Whenever you kill an enemy (or even a bird) they will drop ammo, money and occasionally a health item. You will also find special items that you can sell to the merchant, as well as being able to sell whatever else you want (including ammo or health items). The special items you’ll find include stuff like small jewels, ruby’s, various crowns, brass watches, a golden chess set and other trinkets that you can sell to the Merchant for cash. What’s more, you can combine several of these items (typically with jewels you find) to make them even more valuable. Such as inserting three jewels into a crown. Examining the items will usually tell you whether jewels or other items can be combined or not, such as telling you that a crown has three divots where jewels were inserted.

In addition to being able to buy all new weapons, as well as maps and upgrade your briefcase (allowing you to hold more), you can also “Tune Up” your weapons, allowing you to level them up in four areas: Firepower (how strong the weapon is), Reload Speed (how fast you reload), Firing Speed (How fast your gun shoots) and Capacity (How much ammo your gun can carry).

Certain weapons come in different forms including pistols, rifles and shotguns and you’ll also find a machine gun, magnum, rocket launcher, and even a mine layer. Although some weapons are a lot more useful than others and you only have space for about four weapons at any given time. This can be maddening but it also helps to extend the replay value because you’ll probably want to use a different set of weapons on your later play throughs. Take note that before you buy a weapon you’ll need to make space for it. A temporary space will allow you to maneuver items more easier but you’ll have to make space in your briefcase in order to purchase the item. However once you click on buy the weapon will not be purchased until you place it, and then press the B button to exit. So if you are on the buy screen and not sure if you can hold the weapon, then the game allows you to maneuver for space without having to be forced to purchase it, and if there isn’t enough room then you can cancel out using the B Button.

The ability to upgrade your weapon really elevates Resident Evil 4, especially from past titles, and makes it a lot of fun. Because now there is a point to killing enemies (since you’ll get cash or ammo) and a reason to search around for special items that you can sell to the Merchant. Thus you will go out of your way to search your environments thoroughly and even do some extra adventuring by wandering off the beaten path looking for special items. You can even shoot birds out of the sky and they too will reward you with items (ammo, money or health . . . don’t ask me what they were doing carrying ammo!)

And what’s also really cool is that special items that you can sell to the merchant can even be hidden up in the trees or on walls and ceilings, requiring you to shoot them to knock them down. This means that in addition to searching for items in the environments themselves at ground level, you will also always want to keep an eye above you so you don’t miss that nest in the tree (which hold items) or that sparkling jewel high up the cave wall.

The storyline in Resident Evil 4 is pretty interesting although fans of past Resident Evil games may be initially disappointed by the fact that RE4 has an isolated story that’s pretty much independent of past games (Meaning you can enjoy it even if you are new to the series. No past experience is necessary). Even though you see the return of Ada, Umbrella is pretty much completely out of the picture in the main campaign.

The story itself though goes in some interesting details. While the initial area is the village the game actually covers an extremely wide swath of environments and by the end of the game you will feel that it is more true to the feel of past Resident Evils than initially thought.

Soon into the game you will also see another throwback to past Resident Evil games, this time in the form of a brand new virus known as “Las Plagas”. Naturally it is this that is causing the villagers to act so strangely and zombie-like. However the game takes an unsuspecting turn and you’ll find yourself having to deal with people that are more deadly than meets-the-eye, and it’s not just cause they want to take a piece of you or hack at you with a pitchfork. But to say any more would ruin the surprise.

The new villain in all of this is called Saddler and he makes a very interesting villain, although unlike Albert Wesker his intentions are pretty clear from the get-go. He leads a cult and has plans for world domination. Like past games you will find notes around that will give you more info on the story, although there are less of them and, to my dismay, they lack the “my-last-words” humanizing touch of past games.

You’ll run into a few other villains as well and Ramon Salazar is easily one of the best and most original to come along in a long time. He’s a little guy who owns the castle you’ll find yourself in, and he provides some funny moments and quotes and is also just a fun villain in general.

Likewise, the new good guys introduced in Resident Evil 4 are also winners. First up is Luis Sera, a womanizing Spaniard who sort of fits in the mold of previous Resident Evil characters like Carlos from Resident Evil 3 and Steve from Resident Evil: Code Veronica except he’s a lot more likeable. Then you have Ashley Graham, the President’s daughter, who is a sort of air-headed annoying young girl who fills the void of the annoying Resident Evil character that Luis side-steps, although I wouldn’t necessarily say Ashley is a bad character. Then you have Leon himself, who is quite honestly one of the coolest game characters and in top form in Resident Evil 4. He looks cool, he sounds cool and he comes off as the noble American that you definitely are rooting for. He is by far the best incarnation of a Resident Evil character (much cooler here than he was in Resident Evil 2) and Capcom has their work cut out for them if they are going to make Chris, who is the star of Resident Evil 5, outperform Leon from Resident Evil 4.

Ashley plays a pretty big role in the storyline, as you can probably imagine, but she also plays a great role in the gameplay itself. Throughout the game you will have to babysit Ashley who will actually follow behind you. You can issue commands to her by pressing the Plus button on the Wii Remote. You can either have her follow you or tell her to wait. If she is in your way when you raise your gun she will duck, and you can also tell her to climb inside certain trashbins so she’ll be out of your way while you fight.

She is somewhat of a chore though and it can get kind of annoying, although the game does a good job of breaking it up (having many parts where you separate or she gets kidnapped, etc.). When you climb up something and jump down, you’ll have to press A for her to jump down and you to catch her, and you can’t enter certain doors if you leave her behind (even though you can physically leave her up there and ignore her whining at you “Leon, where are you going?” and just go about your business, but you will have to come back to get her at some point). She also has her own health bar (that can be raised higher using yellow herbs just like Leon’s) and CAN be killed by you if you aren’t careful.

Naturally a lot of the fun moments in Resident Evil 4 will involve Ashley. Generally if you are in a room fighting lots of Ganados you’ll have to keep your eye on Ashley who they will try to grab and haul off through a door. If they succeed then it is game over for you, but you can shoot them and they’ll drop her. Though she can also be attacked and like you she can die if her health reaches zero. You can heal her from any distance though (unlike in Resident Evil 0 where you had to be close to your partner to use an item on them) which makes things easier.

Some of the awesome moments include: Trucks barreling towards you (You have to figure out how to stop it), defending Ashley from swarms of Ganados with Luis, riding a tram and sniping oncoming Ganados before they can reach your or get close enough to shoot you with an arrow, stopping a roof full of spikes from crushing down on you (reminds me of the room in the original Resident Evil where the roof starts coming down), fighting off swarms of mutant insects called Novistadors, racing through a mine with a three-piece mine-cart as Ganados jump aboard from the sides, and running from a giant walking statue whilst avoiding obstacles in your path. And then there is the knife fight. Which is quite simply one of the coolest moments in video game history as a cut-scene plays out and you have to quickly hit the right buttons or waggle the stick to survive as the fight progresses. It is really cool and amazing to watch. So amazing that you’ll probably want to keep a save at that point just to relieve it.

Resident Evil 4 is filled with these memorable moments and while some are similar (defending Ashley from Ganados) they always provide some type of twist from the last and thus remain pretty fresh throughout.

You’ll fight a wide variety of enemies in Resident Evil 4, although no enemies from games past make appereances here. The main enemy type are the Ganados, who are similar to zombies in some ways but much smarter and faster. They also carry all kinds of weapons from pitchforks to axes to sticks of dynamite. And as you’ve probably seen Resident Evil 4 also features an extremely creepy chain-saw wielding dude who will chase you through various parts of the game. Although you never get the feeling that he is stalking you like you did with the creepy enemies in Resident Evil’s 2 and 3.

In addition to the bag-head chainsaw guy, you’ll also face off against some women wielding chain-saws. Later on in the game you’ll also encounter some cultists who are actually dressed like it, and they are much creepier, particularly cause they’ll laugh at you in insane ways.

One of the coolest enemies in the game are these huge hulking foes equipped with Wolverine-style blades that can only be killed by shooting them in the back. Their eyes are even sewn shut and they wear masks, and although they can’t see you they will react to noise. The first time you encounter these guys you will definitely be shaking in your boots. Other enemies include some flying insects that can cloak themselves and ravenous wolves.

But where Resident Evil 4 REALLY shines is in it’s boss battles, which are quite simply some of the best you’ll ever see against mostly massive creatures. You’ll face a huge Goliath of a beast (El Gigante) resembling a troll, who you have to hack at once you knock him down. You’ll fight a humongous Lake Monster (Del Lago) that you have to heave spears at while riding in a motor-boat. You’ll do battle with an insane creature in a fight that, let’s just say, resembles T-1000 from Terminator 2. And you’ll face off with a soldier who can match Leon blow-to-blow and then some, in what is easily one of the greatest boss fights of all time. You will NOT be disappointed in this game’s bosses. And that is definitely a breath of fresh air for these style of action shooters.

Resident Evil 4 doesn’t have much in the way of puzzles however, so if that was one of your favorite parts of the previous games then definitely don’t go into Resident Evil 4 expecting it to even come close to the previous games in that area. However there are a few, although they can be solved pretty much through trial and error and won’t really tax your brain. Some of them include having to highlight three symbols on a dial when you can only move three or four spaces each turn, having to match up a red, green and blue colored pattern by rotating each color (they overlap) to match the main symbol, and having to rotate a 3D symbol in various directions to match a 2D one.

I would’ve liked to see a bit more in the way of puzzles and tougher ones, but I reckon the reason Shinji Mikami opted not to insert many puzzles was to keep the flow of the action high and the action as the focus. Also inserting tough puzzles runs the risk of players getting stuck, and I think he wanted Resident Evil 4 to appeal to a wider audience, as it has.

In addition to all the run and gun action you’ll find in Resident Evil 4, you’ll also find a very cool shooting gallery mini-game hosted by the friendly Merchant, at certain locations. There are four different difficulties and you’ll be given a limited set of weapons with the goal of shooting as many Ganado targets as you can without hitting the Ashley targets. Your given more points for headshots (and lose points for shooting Ashley obviously). If you can manage to hit five targets without missing you’ll have a chance to shoot an extra small target in the background for big points. Score high enough and you’ll be rewarded on each difficulty level (A, B, C, and D). And what is that award? It’s a miniature Resident Evil character toy statue! Complete with a sound effect! I only wish that you could zoom further in on the statues. But it’s a cute bonus nonetheless (yes I said cute) although I wish you could read a description of the characters and enemies and it had more of a bio/bestiary feel. And there are no boss statues (Gah!) but I digress.

I also must mention that the later chapters of Resident Evil 4 start with a bang and end with a freaking atom bomb explosion. The game never lets up as you go from one thrilling chapter to the next and the later portions of Resident Evil 4 really sell the game as beyond great and just when you think you’ve seen the coolest part of the game yet, it continues to surprise with more blows to your face like a rabbid tribesman possessed by Satan himself.

The ending itself is also done extremely well and the graphics shine like an Angel’s light piercing through the darkness of hell. And you’ll be hard pressed not to smile particularly as the characters once again prove to be rather brilliant and end on a more humanistic note than what you’ve seen in any earlier portion of the game.

Unfortunately the last boss fight is somewhat underwhelming, even though it’s still looks pretty cool and can be challenging to boot. You still expect more though given how great all the previous boss fights have been. But that’s saying something given that the average boss fight in Resident Evil 4 is better than most ending boss fights in other games.

Extras in Resident Evil 4: Wii Edition include unlockable outfits and difficulty settings, unlockable weapons and several side-games and other modes. Such as:

Assignment Ada is the first mode you will unlock and it’s also the least exciting. The mode is similar to previous extra Resident Evil modes such as Hunk and Tofu in Resident Evil 2 in that the mode is set during a certain portion of the main game. In this case, you play through a lab portion that’s a latter part of Resident Evil 4, except as the name suggests here you control Ada herself. She plays virtually the same as Leon except with a few kick moves and a bit more grace. You are limited to the amount of weapons you have as well as how much you can carry, but you’ll pick up lots of ammo, healing items and grenades along the way just as you will in the regular game. Your goal in Assignment Ada is to pick up 5 Plaga Samples and then head to the extraction point, which will literally be the end of the road, as the game is pretty linear. Naturally, you will have to fight off swarms and swarms of Ganados along the way, and this mode can be quite difficult. Sadly, once you’ve gone through it once it becomes much easier and on your second pass you will be able to beat it in a matter of minutes if you can remember where the samples are and survive the onslaught of enemies. Your reward for all this is a further glimpse into a familiar foe from the past, and a bit more information on the story behind the story of Resident Evil 4.

Separate Ways originally appeared in as an extra in the PS2 version of Resident Evil 4 and is about as far removed from Assignment Ada as you can get in that it serves as five whole new chapters to the game and is much more than a simple side-game. The mode has you playing as Ada and you view basically the whole of Resident Evil 4 from her viewpoint. This allows you to get to see what Ada was doing while Leon was doing his thing, and it gives you much more insight not only into Ada but also into a classic Resident Evil villain who rears his ugly head once again. This mode is really cool and in some ways plays like a condensed version of the main game, complete with new bosses and one new area (in addition to being able to see previously unseen sides of areas you played through with Leon). Ada herself handles similar to Leon but with more grace and a few different moves for attacking enemies using the Action button and climbing up ledges. You can use her hookshot however to reach high locations, but you only use it in a few instances and it’s no big deal at all (they could’ve done cooler things with it). And it’s also interesting getting to use the crossbow in something that is closer to the main game than the Mercenaries mode. Graphically Separate Ways doesn’t look as good as the rest of the game since it was built on PS2, and that includes the use of CG cut-scenes instead of cut-scenes that use the in-game engine like the GameCube version used. It would’ve been nice had they spruced Separate Ways up some for the Wii version but it’s not a big deal.

Separate Ways will most satisfy those who were looking for more info on the behind-the-scenes aspects of the Resident Evil 4 storyline, those that have played the previous Resident Evils and were looking for more ties to previous games than what the main Los Iluminados storyline offered.

Finally there is The Mercenaries. This is flat-out the funnest mode of the three and the one with the most replay value. It’s also one of the best extra modes in Resident Evil extra-mode history as well as doubling as a throwback to previous games (Resident Evil 3 also contained a similar mode with the same title but it’s obviously completely different in feel given the Resident Evil 4 mold) in more ways than one. The goal is to score points by killing as many Ganados as you possibly can, and you rack up combos by killing enemies within a couple seconds of each other. Spread throughout the stage are ammo, health and extra time pick-ups that will add to your score, and you start with one character and unlock more by scoring a four-star rating on each one of the four stages, until you have five characters to choose from. This mode is extremely fun and will definitely satisfy those that like to try and beat their high scores. That offers the game a lot of replay value, even though you get better as you play resulting in your ability to likely score a four-star rating on your first go around with some of the new characters. Regardless this is an excellent mode.

Other Extras in Resident Evil 4: Wii Edition include a Movie Browser (let’s you watch all the cut-scenes in the game, although it lacks a “Play All” button . . .), Ada’s Report, which is simply the dialogue scenes with Ada narrating that you’ll see while playing through Seperate Ways, and that reveal more information on what exactly Ada is up to, who she’s working for, and where her agenda really lies. Also included is a trailer for Resident Evil: The Umbrella Chronicles.

As far as cons or complaints go, the few that I have are minor. First off, using the Wii Remotes D-pad to control the camera doesn’t work nearly as well as it did on the GameCube or PS2 where it was mapped to the extra joystick. Going from 3D movement where you look in increments or easily point the camera where you want to 2D movement (using the D-Pad) is really a step back, even though there was no other way around it given the controls the Wii offer. Although this doesn’t really effect the game, it can be an annoyance particularly because you can’t really walk in one direction and point the camera in another since the D-Pad is far up on the Remote. It’s annoying but there’s nothing you can do about it and it doesn’t effect gameplay so it’s simply a nitpick.

Another sort of complaint is that, in my humble opinion, Resident Evil 4 just isn’t as scary as the previous Resident Evil games, in particular the remake of the first game on GameCube. It lacks the haunting mood of those games to a large degree although I think the persistent action and your real ability to fight back is also part of it. Although it’s easy to die in Resident Evil 4 (You will die a lot) the tension of knowing you can die at any moment isn’t as pronounced.

The only other complaint also isn’t really a complaint, but it stems from the fact that the game on normal difficulty throws way too many items at you, since you can pick up ammo from enemies, and you’re almost certain to run out of space in your inventory or wish for more. And although you’ll get it eventually, you will come to a dead end near the end of the game after you’ve upgraded your inventory to hold as much as the game lets you, and you’ll still likely want more space. However this was also a trademark of previous Resident Evils, where you were only given so many slots to hold items and would have to backtrack to a Item Box if you didn’t have the space. Oh and for those that are wondering, no ink ribbons do not return, you can save at any typewriter as long as many times as you want, no ink ribbons necessary.

Overall Resident Evil 4 is easily one of the best games you’ll ever play. It delivers in every area and simply is a whole ton of fun with enough content to keep you occupied for over 30 hours or so. You really can go no wrong with Resident Evil 4: Wii Edition which is the premier version of the game to own, and a such a cheap price there is no reason every Wii owner shouldn’t have this game in their collections (unless you already played the heck out of the GameCube or PS2 versions).

FUN FACTOR: 10
Resident Evil 4 elevated the action game to a new level. The semi-first-person behind-the-back shooting perspective really opens the game up, allowing you complete control over where your bullets land. The Wii controls work great even if they seem cumbersome at first, you’ll get used to them. But overall Resident Evil 4 delivers the goods without breaking a sweat, packing more action into the first half than other games do throughout, and then ends on an extremely high note with a slew of awesome scenes that really show off how great of a developer Shinji Mikami and his team are. When you add all the additional unlockables on top of it, including the extremely fun Mercenaries mode and the extra story chapters carried over from the PS2 version, then even the most cynical person will be hard pressed to find fault. In the end though it’s fun factor that determines a game’s score at this site, and Resident Evil 4: Wii Edition can proudly hang with the best of them and keep you thrilled and on the edge of your seat the whole way through. It’s quite simply a blast, literally.

Graphics: 9.5
Resident Evil 4 looks very, very nice. Even though the textures show their age and there’s some ailising, etc., you’re really nitpicking at that point. The game’s environments are so impressive that I often found myself simply looking around to take in the view, almost wishing for a pure first-person perspective. The best part though is that the graphics get better as the game goes on and Resident Evil 4 has an extremely diverse collection of environments. You’ll also consistently be impressed with the cut-scenes that don’t even have to use CG, the in-game graphics are that good. It consistently impresses and proves once again that you don’t even need true next-gen graphics to wow the player.

Music & Sound: 8.0
Resident Evil 4 has an outstanding collection of sound effects, from unique gun-shoots for each weapon to the creepy sound of the games enemies. The soundtrack meanwhile fits like a glove, even if it lacks greatness to the extent that you won’t find yourself wanting to play the music leisurely and just listen to it. That being said, it has a motion-picture quality to it, enhancing the mood fantastically, both with ambient effects and the music itself. Although actual tunes take a back-seat. It’s no Silent Hill. The voice work itself is outstanding although it does have some repetition in certain parts that really annoys.

Ingenuity: 9.5
Reinventing the way action games (and horror games themselves) work, Resident Evil 4 still manages to impress with all it’s context-sensitive situations and brilliant interactive cut-scenes that make you go “Wow!” The shooting perspective also adds a tremendous deal and makes the game extremely fun to shoot enemies. Resident Evil 4 won awards for a reason, and ingenuity was definitely one of them. It took the Resident Evil series in a new direction and succeeds brilliantly.

Presentation: 9.0
Clean menus, awesome cut-scenes, lots of modes, great graphics and a fitting soundtrack. The only complaint I’d lodge is the repetitive voicework which rears it’s ugly head when you are buying from the Merchant, and can grate on the nerves when Ashley is being kidnapped. Not a gamebreaker but they should’ve limited the Merchants comments.

Replay Value: 9.0
Resident Evil 4 offers lots to do and see. If you want to play the campaign more than once then you’ll be rewarded with new weapons, extra unlockable outfits and harder difficulty settings. If you want to do more after the game then it is offered with the extensive Separate Ways mode (which took me six hours on my first play through) and the Assignment Ada game. Then you have the Mercenaries mode which is loads of fun and a game you’ll that you can play in short doses for some quick fun. Finally the target shooting mini-game is there for those who want to top their high scores and aren’t satisfied with the Mercenaries mode. And although there’s no multiplayer, you can also try to beat the high scores of your friends in these modes or try for a higher ranking at the end of the main campaign, which ranks you after every chapter in various categories from deaths to kills to saves, like has been the case with every Resident Evil game. There are no multiple endings in Resident Evil 4 however.

More Videogame Reviews:
5. Turok: Dinosaur Hunter (N64) [Posted: January 31 2013]
4. Resident Evil: Code Veronica Review (Dreamcast) [Posted: October 5 2012]
3. Resident Evil 3: Nemesis (PS1, GameCube) [Posted: September 18th 2012]
2. Resident Evil 2 (GameCube) [Posted: September 3rd 2012]
1. Resident Evil Remake (GameCube) [Posted: August 14 2012]

Music Album Reviews
9. Between Here & Lost By Love And Death (helmed by Brian “Head” Welch Former Korn Lead Guitarist) [Posted: January 25 2013]
8. I AM By Becoming the Archetype (Posted: September 14th 2012)
7. Find Your Worth Come Home By To Speak of Wolves (Posted: May 25, 2012)
6. Celestial Progression (Remix Album) By Becoming the Archetype (Posted: May 21, 2012)
5 Return to Life By War of Ages (Posted: April 28, 2012)
4. Thousand Foot Krutch – The End Is Where We Begin (Posted: April 20, 2012)
3. KJ-52 – Dangerous (Posted: April 16, 2012)
2. Manafest – Fighter (Posted: April 15, 2012)
1. Demon Hunter – True Defiance (Posted: April 10, 2012)

Gilmore Girls Reviews
4. Gilmore Girls Season One Episode 4 – The Deer Hunters
3. Gilmore Girls Season One Episode 3 – Kill Me Now
2. Gilmore Girls Season One Episode 2 – The Lorelais’ First Day At Chilton Review
1. Gilmore Girls Season One Episode 1 – Pilot Review

Movie Reviews
3. The Amazing Spider-Man [Posted: December 1 2012]
2. Prometheus (Ridley Scott’s Alien Prequel) [Posted On: November 25 2012]
1. Warhorse (By Steven Spielberg) [Posted On: November 11 2012]

LISTENTOMEPLAY podcasts:
* ListenToMePlay Resident Evil 0 Part 6
* ListenToMePlay Resident Evil 0 Part 5
* ListenToMePlay Resident Evil 0 Part 4
* ListenToMePlay Resident Evil Zero Podcast Part 3
* ListenToMePlay Resident Evil Zero Podcast Part 2
* ListenToMePlay Resident Evil Zero Podcast. RE0 Intro (Part 1)
* ListenToMePlay Resident Evil: Code Veronica Finale (Part 7)
* ListenToMePlay Resident Evil: Code Veronica Parts 5 and 6
* ListenToMePlay Resident Evil: Code Veronica Part 4
* ListenToMePlay Resident Evil: Code Veronica Part 3
* ListenToMePlay Resident Evil: Code Veronica Part 2
* ListenToMePlay Resident Evil: Code Veronica Podcast Part 1
* ListenToMePlay Resident Evil 3 Podcast Finale (Part 5)
* ListenToMePlay Resident Evil 3 Podcast Part 4
* ListenToMePlay Resident Evil 3 Podcast Parts 2 And 3
* ListenToMePlay Resident Evil 3 Podcast Part 1
* ListenToMePlay Resident Evil 2 Podcast Final Master Run (Claire Redfield)
* ListenToMePlay Resident Evil 2 Podcast (Leon Scenario A On Normal)
* ListenToMePlay Resident Evil Remake Real Survival Mode Chris
* ListenToMePlay Super Metroid Podcast
* ListenToMePlay Super Metroid Podcast Part 2
* ListenToMePlay Oblivion “Through A Virgin’s Eyes” Podcast Part 1 – Guest Mr. Z
* ListenToMePlay Oblivion Podcast Part 2
* ListenToMePlay The Witcher 2 Podcast Part 1 – Guest: RedWinged Angel
* ListenToMePlay The Witcher 2 Podcast Part 2
* ListenToMePlay Resident Evil Remake Podcast – Guest: MyDad

WatchMePlay Zelda: Majora’s Mask Let’s Play Videos
* WatchMePlay Zelda: Majora’s Mask Part 7 – Empty Bottle GET! Deku Palace And Magic Beans
* WatchMePlay Zelda: Majora’s Mask Part 6 – Granny Robbin For Blast Mask And Kamaro Dance
* WatchMePlay Zelda: Majora’s Mask Part 5 – The Thief And the Curiosity Shop Dealer
* WatchMePlay Zelda: Majora’s Mask Part 4 – Bomb Bag, Bremen Mask, Scarecrow’s Song
* WatchMePlay Zelda: Majora’s Mask Part 3 – Bomber’s Notebook
* WatchMePlay Zelda: Majora’s Mask Part 2 – Repeating Yesterday
* WatchMePlay Zelda: Majora’s Mask Part 1 – Intro and Opening

Other WatchMePlay Series
* WatchMePlay Perfect Dark Xbox 360
* WatchMePlay Super Smash Bros.
* WatchMePlay Super Meat Boy

You can read my full review in its original form on VideoGamesBlogger, where I originally posted it during my tenure with the website.
Read more: http://www.videogamesblogger.com/2008/02/23/resident-evil-4-wii-edition-review-the-modern-classic-hit-is-reborn-with-motion-controls.htm#ixzz2KOfRIhO6


Filed under: Artwork, Reviews, Trailer of the Day, Video of the Day, Videogames, Videos Tagged: gamecube, Resident Evil 4, resident evil 4 review, resident evil 4 wii edition, Review, Wii, wii resident evil 4

Videogame Photo of the Day – Excitebike For Real Wallpaper Of Bridge

Videogame Photo of the Day – Epic Videogame Collection Display

Devil May Cry 4 Review For Xbox 360 (Also On: PS3, PC, iOS)

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Devil May Cry 4 Cover Artwork Xbox 360 USA BoxDevil May Cry 4 review for Xbox 360! Devil May Cry 4 is an action adventure demon-killing series with this entry for the Xbox 360 and PS3. Like in games past, it is a frenetic action game in which you, as a devil-hunting hero, must use a plethora of varied moves to destroy the legion hordes as you make your way through the game’s many pretty environments and watch cut-scenes to advance the game’s story. This review of mine was originally posted on VideoGamesBlogger in May 2008, during my 7-year tenure there.

Although the game has been upgraded for the current-generation of consoles, it really does not play that much differently than games of the past. In fact I’d go as far as to say that the game could’ve used a lot more changes and/or an complete overhaul in the vein of Capcom’s Resident Evil franchise. But they choose to stick to what works, and it works as well as it did in the past.

This is all despite the game starring a brand-new character known as Nero (voiced by Johnny Yong Bosch who you may know as the second Black Ranger from Mighty Morphin’ Power Rangers TV show or the voice of Vasch the Stampede in the Trigun anime, among many other game and anime characters) who you will control throughout most of the game. But Nero really isn’t that much different from Dante, and at first-glance may even be mistaken for the legendary demon-slayer, since they even look similar.

System: Xbox 360, PS3 (and eventually the PC)
Released: US Feb. 5 2008 – AUS Feb. 7 2008 – EU Feb. 8 2008 – JAP Jan. 31 2008
Genre: Action Adventure
Players: Single Player
Save: 200 KB, done via the system menu or between missions.
Developer: Capcom
Publisher: Capcom
Origin: Japan

When you first fire up the game, you’ll be assaulted with a very cool intro sequence that has an all new metal track blaring and will highlight parts of the story that you’ll see during the game as well as shining the spotlight on some of Devil May Cry 4′s more dramatic moments and it’s sappy love story, interspersed with glances at the gameplay.

Right away you’ll notice that the game has some annoying issues with the sound. While the music is fine, often the voices are spoken so quietly that they are very hard to make out, and the sound effects and music over power it. You will encounter this often throughout the game and it’s definitely something that Capcom should have fixed, but thankfully all the dialogue is supported with sub-titles, so you won’t have to miss any line of speech. I wasn’t able to test the PS3 version so I don’t know if it has the same sound issue, but I imagine that it does.

Before you dive into the game, you will select the difficulty from the in-game menu (or “system menu”). Either Human or Devil Hunter, Human being the equivalent of easy, and Devil Hunter being the equivalent of normal. Or as the game puts it, Human if you are new to the series, and Devil Hunter if you’ve “faced the demonic hordes of Devil May Cry before and lived to tell the tale.” Additional difficulties are unlockable as well, for those that enjoy punishment.

The storyline in Devil May Cry 4 opens during a ceremony in which Nero’s love-interest Kyrie (pronounced Keer-ree-a) is singing at an Opera House conducted by the Order of the Sword, a sort of cult-group that worships the dark knight Sparda, Dante’s father whom they worship as a God. With Dante being the series protagonist in all the previous games. You know, the guy in the red trench coat with the dual pistols and sword.

Just as prayer is being initiated by the Order’s high priest, Sanctus, a horrific scene happens in the blink of an eye, as Dante comes crashing down through the stain-glass window overhead. Landing directly in front of Sanctus, he disposes of the holy leader with a single pistol shot to the head at point-blank range. It all happens so fast that the security doesn’t even pull their swords out to attack until after the blood has been spilled. This prompts an epic dual between the new protagonist of Devil May Cry, Nero, and the series mainstay, Dante. This is shown via some very impressive CG cut-scenes akin to the smooth fighting seen in something like Final Fantasy VII: Advent Children, but also serves as a tutorial on how to play the game. The tutorial will give you certain commands on-screen for you to try out, including how to do basic combos and roll to the side to dodge Dante’s incoming pistol fire, and doing so will prompt the next cut-scene in the continuing fight. This is a nice way to get players up to speed on how the game plays, although it should be noted that the game never actually tells you that you must do what is being displayed on-screen to progress to the next cut-scene. Which had me fighting and fighting Dante and wondering why nothing was ever happening.

After a few comments between the two, and a seemingly “knock out” via sword puncture through the chest (almost looks like a crucifixion the way it’s presented) via Nero, which fans of the series will recognize as a somewhat common occurrence . . . And Dante, like any good demon, does not stay dead. And he doesn’t, and he gets away . . . .

During all this craziness, we are introduced to quite a few of the new elements and characters in Devil May Cry 4. You’ll see Nero use his Devil Arm, which is one of the new features in the game and a significant part of Nero’s character and how he plays. You’ll also be introduced to Sanctus, the leader of the cult (who predictably becomes the main adversary as well) as well as Kyrie’s brother Credo, who is the leader of the knights of the order, the security team if you will. It is Credo who also sends Nero out to capture Dante and bring him to justice for his slaying of Sanctus. But naturally things run a bit deeper than that, and the game will eventually dive into the true meaning and agenda of Sanctus and the cult, as well as introduce a few other characters.

The storyline overall though doesn’t tread any real new ground and is very predictable. In addition to that, you will come across a few other characters, including Lady and Trish from Devil May Cry 3 and 1 respectively, but they play such a bit part that they could have just as easily been discarded. And the so-called “love plot” between Nero and Kyrie is very shallow without any sense of depth whatsoever. Overall I was disappointed with the story and the lack of character development in the game.

But like with Ninja Gaiden or other similar action games, even the previous games in the series, it isn’t necessarily the storyline that you play a game like this for, it’s the action gameplay!

And while Devil May Cry 4 doesn’t stray off the beaten path in any significant way, what it does do is offer plenty more of the frenetic and often-times tense action that you have come to expect.

The game is divided into 20 separate missions, just as the last games were, and you will play as either Nero or Dante depending on the game’s storyline. Although you won’t get to play as Dante until half-way through the adventure.

The game basically has you working your way through the various environments to an ultimate goal which is usually reached by simply getting to a certain point in the environment (sometimes hinted at by the mission’s description), and oftentimes also facing up against a behemoth boss. As you work your way through the environments you’ll encounter various demonic enemies that you must dispatch with either Nero or Dante’s extensive list of moves and combos that you can pull off much like you would in a typical one-on-one fighting game, although much less complex. Either way, getting a handle on the moves isn’t always simple, depending on how use you are to this type of action game.

The controls are a bit complex and take some getting used to, again depending on how familiar you are with these type of games or the Devil May Cry titles. With either character, you use the right-bumper to lock onto an enemy, and can cycle between other enemies with a press of the Left Control stick, which you use to move your character around the environments, which by the way are all seen from a fixed perspective, just like in the previous Devil May Cry games and you use the A button to jump.

With Nero, you use the Y Button to swing your sword, the A Button to jump, the X Button to shoot off your pistol and the B Button to use your Devil Arm. You can pull off different moves with a combination of the control stick and the Y or X buttons and will unlock more as you play. And by using a combination of RB (Right Bumper) plus B you can use what amounts to the biggest addition to DMC, and that’s Nero’s “Devil Bringer” move. This move allows Nero to shoot out a phantom like hand from his Devil Arm that can grab foes at a distance and then pull them to you. You can grab them whether you are in the ground or in the air, and this allows you to continue a combo from one foe to the next, without having to break that combo. Naturally, this allows for some very extensive combos as you chain moves together, for those willing to really learn how to make best use of the Devil Arm in conjunction with Nero’s move set. And even if you never learn how to master this technique, it’s still a fun move that really opens up the combat and makes it that much more fun. Lastly, you can use the Left Bumper to initiate Nero’s Devil Trigger mode (once you reach that point of the game, basically it gives him stronger attacks and a few new moves, just like in games past) or use the Left Trigger to charge up Nero’s Exceed, or EX, gauge. This too allows for stronger attacks by Nero, as well as a few new ones and works as if Nero was “revving” up his sword. This can be accomplished by about three presses of the Trigger, and a full EX gauge can even be stored (once you’ve bought the upgrades) for more powerful attacks.

Dante plays much the same as Nero except without the Devil Arm, and with many more attacks making him quite a bit complex. You can switch between firearms (pistols, shotgun and a new one) with the Left Trigger and cycle between melee weapons (Sword, Iron Knuckles and boots, and a new one) with the Right Trigger. In addition, Dante can change his style with a direction on the D-Pad: Up for Trickster, Right for Sword Master, Down for Royal Guard and Left for Gun Slinger as well as one new style. These add new moves to Dante’s repertoire and change what attacks he can perform with the B Button. The rest of his controls are the same as Nero. A jumps, X shoots his gun, Y uses his Sword and the LB switches into Dante’s Devil Trigger mode.

Although at first glance the characters don’t seem to differ a whole lot, they really do, mainly because Dante has so many more moves than Nero due to all his different styles, making him very complex (although familiar to veterans of the series) although once you’ve played so much with the Devil Arm, it’s really hard to go back to not having it, since having the ability to pull enemies to you makes a world of difference and makes things much easier when actually battling with enemies. It also makes things faster.

Killing enemies will net you with a few different types of orbs, just as in previous games. And you can also find them by breaking various objects in the environment, like chairs, vases, etc. Green Orbs refill your health, while Red Orbs act as currency. You’ll also find Blue Orb Fragments hidden in the environment and as a reward for completing Secret Missions (which you can also find hidden in the environments). Collecting four of them (or purchasing a whole one) will raise your maximum health gauge, making them one of the most useful items in the game. Since the more health you have, the longer you will last! You’ll also find or be able to purchase Gold Orbs (revive you if you die), Purple Orbs (Raise your maximum Magic gauge which you use for Devil Trigger) and White Orbs, which refill your Devil Trigger gauge.

As mentioned, you can use Red Orbs to purchase Items since they act as your currency. You can do this either in the Mission Menu screen (before you start a mission) or at Divinity Statues that you’ll come across during a mission, just as it was in the previous games.

What’s new this time is that Red Orbs can ONLY be used to purchase ITEMS. Such as healing potions, Holy Water (damages all the enemies on the screen), etc. that you can use by pausing the game and going to “Items”. You can’t use Red Orbs to purchase new moves . . . . the only way you can get new moves is to purchase them with Proud Souls, which you earn after completing a mission, based on what rank you got.

You are rated on various criteria, including your stylish rating (which is based on doing new and unique combos to foes), how many orbs you collected, whether or not you used a Gold Orb and how quickly you finished the mission. The better the rating, the more Proud Souls you will get.

This is a double edged sword. It makes it harder to purchase moves, particularly while in a mission, since you only collect them by completing (or playing part of. If you restart a mission you’ll get a small number of Proud Souls) missions, which may be annoying to fans of the previous games who liked being able to purchase new moves mid-mission from the currency the collected therein. However this also encourages players to retry previous missions in order to earn a higher ranking, something I did many times. Which I think is a good thing.

The game features a lot of similar returning enemies, including types based off enemies you encountered in the original DMC as well as in 3, and then there are the boss battles, which are magnificent fights against mostly hulking beasts that are some of the games best moments. One of the cooler aspects too is the fact that Nero can pull of a sort of super move by simply pressing B to use his Devil Arm when a boss is stunned, and some of these “super moves” are typically very cool and fun to pull off, even if all you do is hit the B Button.

Much to my surprise, Devil May Cry 4 really contains nothing in the way of puzzles (outside one “Lost Woods” area where you must do the “ripped-straight-from-Zelda” thing and go in the correct direction a certain number of times) and there are only a few sections that are “tricky”. One of the “new” things you’ll encounter are floating orbs (called Grim Grips . . . stupid name I know) that you can grab onto with your Devil Arm. A bunch of them will be placed and you’ll have to use them to navigate over or up an area by grabbing onto one, then the other, until you reach your destination. You do this by locking onto them and then using your Devil Bringer (RB+B) to pull yourself to them, also having to make sure you are facing the right direction to grab on to it. Some of these parts can be fun, and others a little frustrating. But either way, I couldn’t help but think . . . “Really? This is ALL you could come up with? Do you think this is in the least bit innovative”.

And then there are the other gameplay elements that they introduce in certain sections, including Gyro Blades, which are devices that spin when you hit them, and then once spinning, if you use your Devil Arm by pressing B, you can launch them across the floor and use it to break tough walls that you couldn’t break before . . . innovative I know. Finally, you have this Chrono Slicer item that you’ll get eventually, which allows you to activate devices that slow down time . . . . I won’t repeat the word for a third time.

So as you can see, my beef doesn’t really lie with the actual gameplay mechanics of Devil May Cry 4 or anything. It simply lies in the fact that DMC4 is about as formulaic as you can get. They really didn’t try to push the envelope in any direction further than what you would expect (the Devil Bringer possibly being the only exception) and as a result Devil May Cry 4 plays exactly how you’d expect a fourth Devil May Cry game to play. Nothing more. Nothing less.

Unlockables in Devil May Cry 4 include the aforementioned extra difficulties (lots of them) as well as a few other things, like a Survival Mode, a Theater for watching all the game’s movie scenes, a Gallery that features a “History of DMC” video (don’t be fooled by the word ‘video’, it’s all text based), as well as bonus artwork and images (among other things) with further pieces for you to unlock, and unlockable costumes. There’s also the “Library”, which you can view from the beginning. This tells you information about all the games items, enemies, characters, and moves, with more added as you encounter or purchase them. So if you like the game, then there is definitely enough to keep you occupied for well over 40 hours if you want to try and conquer the higher difficulty settings and replay missions for better scores. The game even can connect to Xbox Live to review world and national leaderboards, as well as compare your score with that of your friends on Xbox Live who also have the game. And of course, the Xbox 360 version also features 46 Achievements for you to get.

All in all, I was a bit disappointed with Devil May Cry 4 and thought they could’ve done better. But for what it is, it’s great action adventure game and it will satisfy people who were satisfied with previous games in the series. Even though they may too feel like Capcom could’ve done better than what they got. But hey, at least the crazy stylish action still rocks!

FUN FACTOR: 8.0
Devil May Cry 4 is a great action adventure game with lots of action and fighting, from ordinary demons to very large beastly bosses. If you are looking for another Ninja Gaiden-style game for the Xbox 360 (and PS3), then you can’t go wrong with Devil May Cry 4. However, the game could’ve been better. And I take issue with the shallow-storyline and rather stupid love-plot and throwaway characters (such as Lady and Trish). Also they could’ve come up with more innovative gameplay elements . . . but either way, the game is still a very fun action game. And that’s all that really matters.

Graphics: 8.5
High polygon counts in both the characters and environments make the game look pretty . . . although it looks like Devil May Cry, for better or for worse. At first glance I reckon you won’t even be able to tell that the graphics are greatly enhanced, I know I couldn’t. To me it could’ve been any DMC game . . . So it’s technically solid, it has no sense of style.

Sound & Music: 6.0
The metal theme they play over, and over, and over, and over again grates on the nerves (just like in the past . . . I swear they should just leave out lyrics like they did in the original) and the voices are spoken way too quietly. Thank God for subtitles or it would’ve impacted the overall score much more. But either way, the soundtrack doesn’t particularly stay memorable, even though the main metal theme is cool initially.

Ingenuity: 7.0
You get the feeling that they are actually running out of ideas . . . even as far as the storyline is concerned which features many returning elements from previous games, so much that it becomes predictable. Too predictable. The game also features the same static camera angles you’ve come to expect (which is often a bad thing) and features gameplay elements whose most original is probably the Devil Bringer, which allows you to pull enemies towards you . . . . in the end, this game is hardly original. And if they don’t overhaul it for DMC5, then there will definitely be some outcry. As the formula is wearing rather thin.

Replay Value: 8.0
There’s a lot of stuff to unlock in Devil May Cry 4 and a plethora of difficulty levels for you to play through that will take you quite some time, and lots of gameplay mastery, for you to conquer. Enough to keep you occupied, even without any kind of multiplayer. If you enjoy the game, then the extras will definitely suffice.

More Videogame Reviews:
5. Turok: Dinosaur Hunter (N64) [Posted: January 31 2013]
4. Resident Evil: Code Veronica Review (Dreamcast) [Posted: October 5 2012]
3. Resident Evil 3: Nemesis (PS1, GameCube) [Posted: September 18th 2012]
2. Resident Evil 2 (GameCube) [Posted: September 3rd 2012]
1. Resident Evil Remake (GameCube) [Posted: August 14 2012]

Music Album Reviews
9. Between Here & Lost By Love And Death (helmed by Brian “Head” Welch Former Korn Lead Guitarist) [Posted: January 25 2013]
8. I AM By Becoming the Archetype (Posted: September 14th 2012)
7. Find Your Worth Come Home By To Speak of Wolves (Posted: May 25, 2012)
6. Celestial Progression (Remix Album) By Becoming the Archetype (Posted: May 21, 2012)
5 Return to Life By War of Ages (Posted: April 28, 2012)
4. Thousand Foot Krutch – The End Is Where We Begin (Posted: April 20, 2012)
3. KJ-52 – Dangerous (Posted: April 16, 2012)
2. Manafest – Fighter (Posted: April 15, 2012)
1. Demon Hunter – True Defiance (Posted: April 10, 2012)

Gilmore Girls Reviews
4. Gilmore Girls Season One Episode 4 – The Deer Hunters
3. Gilmore Girls Season One Episode 3 – Kill Me Now
2. Gilmore Girls Season One Episode 2 – The Lorelais’ First Day At Chilton Review
1. Gilmore Girls Season One Episode 1 – Pilot Review

Movie Reviews
3. The Amazing Spider-Man [Posted: December 1 2012]
2. Prometheus (Ridley Scott’s Alien Prequel) [Posted On: November 25 2012]
1. Warhorse (By Steven Spielberg) [Posted On: November 11 2012]

LISTENTOMEPLAY podcasts:
* ListenToMePlay Resident Evil 0 Part 6
* ListenToMePlay Resident Evil 0 Part 5
* ListenToMePlay Resident Evil 0 Part 4
* ListenToMePlay Resident Evil Zero Podcast Part 3
* ListenToMePlay Resident Evil Zero Podcast Part 2
* ListenToMePlay Resident Evil Zero Podcast. RE0 Intro (Part 1)
* ListenToMePlay Resident Evil: Code Veronica Finale (Part 7)
* ListenToMePlay Resident Evil: Code Veronica Parts 5 and 6
* ListenToMePlay Resident Evil: Code Veronica Part 4
* ListenToMePlay Resident Evil: Code Veronica Part 3
* ListenToMePlay Resident Evil: Code Veronica Part 2
* ListenToMePlay Resident Evil: Code Veronica Podcast Part 1
* ListenToMePlay Resident Evil 3 Podcast Finale (Part 5)
* ListenToMePlay Resident Evil 3 Podcast Part 4
* ListenToMePlay Resident Evil 3 Podcast Parts 2 And 3
* ListenToMePlay Resident Evil 3 Podcast Part 1
* ListenToMePlay Resident Evil 2 Podcast Final Master Run (Claire Redfield)
* ListenToMePlay Resident Evil 2 Podcast (Leon Scenario A On Normal)
* ListenToMePlay Resident Evil Remake Real Survival Mode Chris
* ListenToMePlay Super Metroid Podcast
* ListenToMePlay Super Metroid Podcast Part 2
* ListenToMePlay Oblivion “Through A Virgin’s Eyes” Podcast Part 1 – Guest Mr. Z
* ListenToMePlay Oblivion Podcast Part 2
* ListenToMePlay The Witcher 2 Podcast Part 1 – Guest: RedWinged Angel
* ListenToMePlay The Witcher 2 Podcast Part 2
* ListenToMePlay Resident Evil Remake Podcast – Guest: MyDad

WatchMePlay Zelda: Majora’s Mask Let’s Play Videos
* WatchMePlay Zelda: Majora’s Mask Part 7 – Empty Bottle GET! Deku Palace And Magic Beans
* WatchMePlay Zelda: Majora’s Mask Part 6 – Granny Robbin For Blast Mask And Kamaro Dance
* WatchMePlay Zelda: Majora’s Mask Part 5 – The Thief And the Curiosity Shop Dealer
* WatchMePlay Zelda: Majora’s Mask Part 4 – Bomb Bag, Bremen Mask, Scarecrow’s Song
* WatchMePlay Zelda: Majora’s Mask Part 3 – Bomber’s Notebook
* WatchMePlay Zelda: Majora’s Mask Part 2 – Repeating Yesterday
* WatchMePlay Zelda: Majora’s Mask Part 1 – Intro and Opening

Other WatchMePlay Series
* WatchMePlay Perfect Dark Xbox 360
* WatchMePlay Super Smash Bros.
* WatchMePlay Super Meat Boy

You can read my full review in its original form on VideoGamesBlogger, where I originally posted it during my tenure with the website.
Read more: http://www.videogamesblogger.com/2008/05/09/devil-may-cry-4-review-for-xbox-360.htm#ixzz2KPGg0qdl


Filed under: Artwork, Reviews, Trailer of the Day, Video of the Day, Videos Tagged: Devil May Cry 4, devil may cry 4 review, PC, PS3, Review, Xbox 360

Songs of the Day – Supernatural and Jesus Freak (DC Talk Month Openers)

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DC Talk Band Photo

Ahhh the good ol’ days.

Today’s Songs of the Day are DC Talk’s most famous hits, Supernatural and Jesus Freak, to kick off DC Talk Month (March 2013) with a bang!

Supernatural was the highly-anticipated follow-up to DC Talk’s ground-breaking Jesus Freak song and album. The Jesus Freak album was released in 1995, while Supernatural was released in 1998.

Jesus Freak is the song that propelled DC Talk into the mainstream and the album and song became one of the most well-known and biggest Christian rock hits of all time (and best-selling)… During a time when Christian bands were not well known and rarely crossed over or had secular appeal. The song was also a rock track that rocked hard, a big departure for this previously hip-hop focused band. Jesus Freak is track #3 out of 13 on the Jesus Freak album.

Supernatural is a fitting follow-up and has a very cool futuristic, experimental sound to it that is a perfect sequel to Jesus Freak IMHO. Supernatural rocks harder but in different ways. Supernatural is track #12 out of 14 on the Supernatural album.

While Jesus Freak has a unique sound, it has an old-school rock vibe in many ways, while Supernatural has a new-school cool feel to it. Either way, both songs are absolutely phenomenal. Even today they are headbangers for sure and are best enjoyed together. Enjoy!

Supernatural DC Talk Song Lyrics

This world’s a tortured place to be
So many things to torment me…
And as I stumble down this… road it takes a toll
These days and nights I turn to You
No human hand can pull me through
No cosmic force or magic… brew will ever do

But I can see it coming
You’re not so far away
Cause I can feel Your power surging through the
whole of me

God is there and He is watching
He tells me all is well (it’s supernatural)
God is there, there’s no denying
Supernatural (it’s supernatural)
Supernatural

Beyond this physical terrain
There’s an invisible domain
Where angels battle over… souls in vast array
But down on earth is where I am
No wings to fly, no place to stand
Here on my knees I am a…
STRANGER IN THIS LAND~

I need an intervention
A touch of providence

It goes beyond religion…
To MY VERY circumstance

God is there and He is watching
He tells me all is well (it’s supernatural)
God is there, there’s no denying
Supernatural (it’s supernatural)
God is there and He is watching
The signs are everywhere (the signs are everywhere!)
God is there, there’s no denying
Supernatural (it’s supernatural)
Supernatural

Six days a universe was made…
Supernatural
From the dead a man was raised…
Supernatural
They say He walked across the waves…
Supernatural
And I’ll believe it to my GRAVE

But I can see You coming
You’re not so far away
Cause I can feel Your power surging through the WHOLE OF ME

God is there and He is watching
The signs are everywhere (it’s supernatural)
God is there, there’s no denying
Supernatural (it’s supernatural)
Supernatural

God is there (God is here! God is there!)
God is everywhere

…. Some things just can’t be explained……

Jesus Freak DC Talk Song Lyrics

Separated… and I cut myself clean
From a past that comes back in my darkest of dreams…
Been apprehended… by a spiritual force…
And a grace that replaced all the me I’m divorced…

/ I saw a man with tat on his big fat belly /
/ It wiggled around like marmalade jelly /
/ It took me a while to catch what it said /
/ Cause-I-had-to-match-the-rhythm-of-his-belly-with-MY-HEAD! /
/ “Jesus Saves” is what he raved /
/ In a typical tattoo green… /
/ He stood on a box in the middle of the city /
/ And claimed he had a DREAM /

What will people think
When they hear that I’m a JESUS FREAK
What will people do when they find that is true

I don’t really care if they label me a JESUS FREAK
There ain’t no disguising the truth

There ain’t no disguising the truth…
Though I ain’t into hiding… The Truth

Kamikaze, my death is gain…
I’ve been marked by My Maker
A peculiar display… yeah
The high and lofty, they see me as weak
Cause I won’t live and die… for the power they SEEK

/ There was a Man from the desert with naps in His head /
/ The sand that He walked was also His bed /
/ The words that He spoke made the people assume /
/ There wasn’t too much left in the upper room /
/ With skins on His back and hair on His face /
/ They thought He was crazed by the locusts He ate /
/ You see the Pharisees tripped when they heard Him speak /
/ Til the king took the head of this Jesus Freak /

What will people think
When they hear that I’m a Jesus Freak
What will people do when they find that is true

I don’t really care if they label me a Jesus Freak
There ain’t no disguising the truth
What will people think
When they hear that I’m a Jesus Freak
What will people do when they find that is true
I don’t really care if they label me a Jesus Freak
There ain’t no disguising the truth

No… I ain’t into HIDIN’….

People say I’m strange, does it make me a stranger?
That my best friend was born in a manger….
People say I’m strange, does THAT make me a stranger?
My best friend was born in a MANGER

What will people think
When they hear that I’m a Jesus Freak
What will people do when they find that is true
I don’t really care if they label me a Jesus Freak
There ain’t no disguising the truth [repeat]

What will people think?
[What will people think]
What will people do?
[What will people do]
I don’t really care.
[What else can I say]
There ain’t no disguising the truth
[Jesus is the way.]

About DC Talk Month
March 2013 is dedicated to the Christian rock pioneers DC Talk, arguably my favorite Christian CCM (Contemporary Christian Music) rock band and follows January 2013 which was Demon Hunter Month and February 2013 which was Becoming the Archetype Month. March will feature songs from most of dc Talk’s discography (1992′s Free At Last, 1995′s Jesus Freak, 1998′s Supernatural and 2000′s Intermission) featured daily throughout the month, one a day. Whether you like rock/alternative/hip-hop music, believe in God or not, check these songs out as you may be pleasantly surprised and hopefully you will discover some new-to-your-ears music to enjoy. DC Talk features lots of variety in their tunes, from hard rock to hip-hop to slow ballads that will pull on your heartstrings to singable power pop, so there will most certainly be something you’ll like. Enjoy!

Becoming the Archetype Month Songs
February 1st 2013: March of the Dead, Into Oblivion, Epoch Of War, Mountain of Souls, Resonant Frequency of Flesh, Magnetic Sky, Ocean Walker
February 2nd 2013: Artificial Immortality
February 3rd 2013: The Epigone
February 4th 2013: Breathing Light
February 5th 2013: Autopsy
February 6th 2013: Dichotomy + The Great Fall
February 7th 2013: No Fall Too Far
February 8th 2013: The Sky Bearer
February 9th 2013: Necrotizing Fasciitis
February 10th 2013: Path of the Beam
February 11th 2013: Et All Metal Songs of the Day – The Monotolith+Construct&Collapse+Fire Made Flesh+Second Death+Deep Heaven+Eyes of the Storm+Weapon Breaker+Physics of Fire Quadrilogy
February 12th 2013: Immolation
February 13th 2013: Self Existent + How Great Thou Art + O Holy Night (Worship Metal/Christian Metal Trio)
February 14th 2013: Elegy Deception+Lament+Triumph
February 15th 2013: The Time Bender
February 16th 2013: Endure
February 17th 2013: Beyond Adaptation
February 18th 2013: Music of the Spheres + Elemental Wrath + Xenosynthesis
February 19th 2013: Ransom+Evil Unseen
February 20th 2013: One Man Parade
February 21st 2013: Reflect Refract + Internal Illumination
February 22nd 2013: Ex Nihilo
February 23rd 2013: Machine Killer + War Ender
February 24th 2013: Invisible Creature + Cardiac Rebellion
February 25th 2013: The Balance of Eternity + End of the Age
February 26th 2013: The Trivial Paroxysm
February 27th 2013: The Sun Eater + The Planet Maker + I AM
February 28th 2013: St. Anne’s Lullaby + Nocturne + Night’s Sorrow + Denouement

Demon Hunter Month Songs
January 1st 2013: A Broken Upper Hand
January 2nd 2013: God Forsaken
January 3rd 2013: The Wind
January 4th 2013: Ribcage
January 5th 2013: Incision
January 6th 2013: I Have Seen Where It Grows
January 7th 2013: Beheaded
January 8th 2013: Desire the Pain
January 9th 2013: Annihilate the Corrupt
January 10th 2013: Dust & Smoke
January 11th 2013: I Am You
January 12th 2013: Deteriorate
January 13th 2013: We Don’t Care
January 14th 2013: Fiction Kingdom
January 15th 2013: Relentless Intolerance
January 16th 2013: Feel As Though You Could
January 17th 2013: Shallow Water
January 18th 2013: My Throat Is An Open Grave
January 19th 2013: I Play Dead
January 20th 2013: The Tide Began To Rise
January 21st 2013: Thorns
January 22nd 2013: My Heartstrings Come Undone
January 23rd 2013: Carry Me Down
January 24th 2013: Driving Nails
January 25th 2013: I Am A Stone
January 26th 2013: Blood In the Tears
January 27th 2013: Dead Flowers
January 28th 2013: LifeWar
January 29th 2013: Storm the Gates of Hell + Lead Us Home
January 30th 2013: The Flame That Guides Us Home + Not i
January 31st 2013: The Latest & the Last + Grand Finale

Music Album Reviews
9. Between Here & Lost By Love And Death (helmed by Brian “Head” Welch Former Korn Lead Guitarist) [Posted: January 25 2013]
8. I AM By Becoming the Archetype (Posted: September 14th 2012)
7. Find Your Worth Come Home By To Speak of Wolves (Posted: May 25, 2012)
6. Celestial Progression (Remix Album) By Becoming the Archetype (Posted: May 21, 2012)
5 Return to Life By War of Ages (Posted: April 28, 2012)
4. Thousand Foot Krutch – The End Is Where We Begin (Posted: April 20, 2012)
3. KJ-52 – Dangerous (Posted: April 16, 2012)
2. Manafest – Fighter (Posted: April 15, 2012)
1. Demon Hunter – True Defiance (Posted: April 10, 2012)

Videogame Reviews:
5. Turok: Dinosaur Hunter (N64) [Posted: January 31 2013]
4. Resident Evil: Code Veronica Review (Dreamcast) [Posted: October 5 2012]
3. Resident Evil 3: Nemesis (PS1, GameCube) [Posted: September 18th 2012]
2. Resident Evil 2 (GameCube) [Posted: September 3rd 2012]
1. Resident Evil Remake (GameCube) [Posted: August 14 2012]

Gilmore Girls Reviews
4. Gilmore Girls Season One Episode 4 – The Deer Hunters
3. Gilmore Girls Season One Episode 3 – Kill Me Now
2. Gilmore Girls Season One Episode 2 – The Lorelais’ First Day At Chilton Review
1. Gilmore Girls Season One Episode 1 – Pilot Review

LISTENTOMEPLAY podcasts:
* ListenToMePlay Resident Evil 0 Part 6
* ListenToMePlay Resident Evil 0 Part 5
* ListenToMePlay Resident Evil 0 Part 4
* ListenToMePlay Resident Evil Zero Podcast Part 3
* ListenToMePlay Resident Evil Zero Podcast Part 2
* ListenToMePlay Resident Evil Zero Podcast. RE0 Intro (Part 1)
* ListenToMePlay Resident Evil: Code Veronica Finale (Part 7)
* ListenToMePlay Resident Evil: Code Veronica Parts 5 and 6
* ListenToMePlay Resident Evil: Code Veronica Part 4
* ListenToMePlay Resident Evil: Code Veronica Part 3
* ListenToMePlay Resident Evil: Code Veronica Part 2
* ListenToMePlay Resident Evil: Code Veronica Podcast Part 1
* ListenToMePlay Resident Evil 3 Podcast Finale (Part 5)
* ListenToMePlay Resident Evil 3 Podcast Part 4
* ListenToMePlay Resident Evil 3 Podcast Parts 2 And 3
* ListenToMePlay Resident Evil 3 Podcast Part 1
* ListenToMePlay Resident Evil 2 Podcast Final Master Run (Claire Redfield)
* ListenToMePlay Resident Evil 2 Podcast (Leon Scenario A On Normal)
* ListenToMePlay Resident Evil Remake Real Survival Mode Chris
* ListenToMePlay Super Metroid Podcast
* ListenToMePlay Super Metroid Podcast Part 2
* ListenToMePlay Oblivion “Through A Virgin’s Eyes” Podcast Part 1 – Guest Mr. Z
* ListenToMePlay Oblivion Podcast Part 2
* ListenToMePlay The Witcher 2 Podcast Part 1 – Guest: RedWinged Angel
* ListenToMePlay The Witcher 2 Podcast Part 2
* ListenToMePlay Resident Evil Remake Podcast – Guest: MyDad

WatchMePlay Zelda: Majora’s Mask Let’s Play Videos
* WatchMePlay Zelda: Majora’s Mask Part 7 – Empty Bottle GET! Deku Palace And Magic Beans
* WatchMePlay Zelda: Majora’s Mask Part 6 – Granny Robbin For Blast Mask And Kamaro Dance
* WatchMePlay Zelda: Majora’s Mask Part 5 – The Thief And the Curiosity Shop Dealer
* WatchMePlay Zelda: Majora’s Mask Part 4 – Bomb Bag, Bremen Mask, Scarecrow’s Song
* WatchMePlay Zelda: Majora’s Mask Part 3 – Bomber’s Notebook
* WatchMePlay Zelda: Majora’s Mask Part 2 – Repeating Yesterday
* WatchMePlay Zelda: Majora’s Mask Part 1 – Intro and Opening

Other WatchMePlay Series
* WatchMePlay Perfect Dark Xbox 360
* WatchMePlay Super Smash Bros.
* WatchMePlay Super Meat Boy


Filed under: Band of the Month, Features, Lyrics, Music, Song of the Day, Video of the Day, Videos Tagged: christian rock, DC Talk, dc talk month, Jesus Freak, Song of the Day, supernatural, video

Videogame Photo of the Day – Blastoise Wallpaper Real Bad Ass

2008 Alone In the Dark Xbox 360 Review (Also On PC, PS3, Wii and PS2)

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Xbox 360 Alone in the Dark Cover ArtworkMy Xbox 360 Alone in the Dark 2008 review looks at the last game (#5 if you’re counting) in the series of the same name that dates back to 1992. This review of mine was originally posted on VideoGamesBlogger during my 7-year tenure there.

In addition to the Xbox 360, PS3 and PC versions of Alone in the Dark 2008, there is also a version for the Wii & PS2 that was released on the same day as the other versions, except those versions are different and were created by a different developer (Hydravision Entertainment as opposed to Eden Games).

I really struggled with the rating of Alone in the Dark; whether or not it was worthy of the rating I’m giving it. However I believe that Alone in the Dark is one of those rare games that does a complete 180 from the saying, “Better than the sum of it’s parts”. Alone in the Dark’s parts are better than it’s sum. Therefore, I feel in many ways that Alone in the Dark is not worthy of a “great” review score, BUT (and it’s a big but) the game simply has so many cool ideas and so many great “parts”, that I feel the game deserves to be called “Great” because of that.

I have to really give kudos to the developers. They really, really tried to make a great game. Not only a game that makes you go, “Whoa!” on many occasions, but even a game that makes you think “Man that was genius” or “Dang, I don’t know if I’ve seen that done in a video game before” and Alone in the Dark is filled with many of those moments.

System: Xbox 360
Also On: PC and soon PS3. Wii & PS2 version also available but they differ.
Released: USA June 24th, 2008 – EU June 20th, 2008 – AUS July 3rd, 2008 – JAP: N/A
Genre: Action Adventure Survival Horror (3rd & 1st Person hybrid)
Players: Single Player Only
Save: 4.5 MB per file
Developer: Eden Games (Wii & PS2 versions by Hydravision Entertainment)
Publisher: Atari
Origin: USA
Rating: M for Mature because of: Blood & Gore, Strong Language, Violence

The developers have done so much right, that you want to love Alone in the Dark. At the same time, the developers did so much WRONG, that you want to hate it. It’s quite the paradoxal conundrum, and I can’t think of the last game that gave me quite this mix of feelings and emotion. But I feel they are all in the wrong places. The very fact that I am reluctant to call the game great is evidence of the fact that the negatives bring down the whole experience. But (there’s that word again!) I truly believe that the game is not destroyed because of it.

Sadly though, in many parts it almost was (I nearly did not pass the second chapter because of a glitch and the fact that each time it ended in my death which means I literally played the driving section through the city like 50 times. Not even kidding) but in the end, I still feel that the game experience was worth it and it had many great moments.

Maybe that’s the best way, in my opinion, to define Alone in the Dark, “Many great moments, but don’t expect a thoroughly great experience.”

Story
“Something is about to happen . . .”

The 843 acres of Central Park are hiding a terrible secret. Built in the mid 19h century by an international cartel of influential men, the park was create dot provide a safe haven. It seems afteward, tht it was not only for the people of New York, but for something else of a different nature entirely. Succeeding generations of guardians have protected the truth, keeping the vast parkland untouched at all costs while the most powerful and expensive city in the world reaches skyward. Now the truth can no longer be contained.

Over the course of one apocalyptic night, you must uncover the earth-shattering secret behind Central park. Push the frontiers of death and search ancient powers. This ultimate journey towards the menace will confront you with the ethical question of good and evil. Your choice will reveal to you who you really are . . .

Alone in the Dark’s story involves the demonic forces of Lucifer himself and your character, Edward Carnby’s quest to uncover who he is after he wakes up one fateful night to a horror of hellish demonic forces whose “roots” are tearing apart the city. As is always the case, that leads to a much larger tale involving the “Bringer of Light” and a holy relic . . .

Sadly, you will be fighting shoddy animation (clipping problems a plenty. Watch for the environment, you may just get stuck on it! And if you are in a car, double that), flat-out bad design (I have to fight these bosses and you gave me NO useful items to do so? Where’s the health? What do I do now?), and sections that you will have to repeat and repeat ad naseum until you are so frustrated you may just put (or throw) the controller down and walk away before you see the end of the tale.

But to their credit, Alone in the Dark actually features an awesome system that gives you the ability to NEVER get stuck and still see the ending of the game . . .

In only one of many very cool, unique and original features, Alone in the Dark has a DVD-style Menu System, that you can access in-game by pressing the Start Button or via the Main Menu before you jump into a game.

The reason they have this features is because Alone in the Dark is built in an “episodic TV show” framework. The game is divided into “Episodes” and each episode features multiple chapters. Within those Chapters are multiple Sequences which are further divided into various segments (think of each segment as a “scene” in a TV show or movie) and it’s these parts that can be readily skipped on the in-game DVD-style Menu.

In fact, not only that, but the game actually allows you to jump into any Episode you like at will. Not only from inside the game, but even from the Main Menu, where you will find an “Episodes” option. Selecting it will display all the Episodes in the game as well as each Chapter and you can freely cycle between them and start which ever one you like.

And the same can be said for the in-game DVD-Menu. When you pause Alone in the Dark, you’ll first see the Pause Menu which gives you these selections: Options (Audio, Display, Controller Configuration and Storage Device), Save Game, Load Game and Quit. On the right side you’ll see the DVD-Menu (press over on the Control Stick or D-Pad to switch to it). Here it shows which buttons on the Xbox 360 controller correspond to the DVD-Menu controls. They are:

Left Bumper: Skip Sequence Backwards
Left Trigger: Skip Part Backwards
A Button: Play Scene
Right Trigger: Skip Part Forwards
Right Bumper: Skip Sequence Forwards

To skip to the next or episode simply hit the Bumper or Trigger until it goes to the next Episode. You then simply hit the A (or “play”) Button, it’ll ask you to confirm (you will lose any previously saved data) and then off you go, skipping ahead or backwards.

It really is an ingenious system and I’m surprised that no one has really done it before. Because of it, you’ll never get stuck and anyone can play the game to it’s conclusion or simply play any other part of the game that they’d like to play (which is great for showing friends your favorite parts, of which there are many).

Naturally, there is a drawback to skipping scenes. You won’t unlock any Achievements unless you play a Chapter through to the end without skipping a part. So really the core gamers won’t lose out because they are the ones who are most likely to care about unlocking Achievements to increase their GamerScore, and that can only be done if you don’t use the DVD-style Menu.

The “TV show” like influence doesn’t stop there either. Each episode is built so that it ends in a “cliffhanger” (a term that means excitement is built and abruptly ended before you get to see the conclusion) to keep you playing and wanting to see what will happen next. And I must say that it works quite well.

Last, but not least, if you have quit a game and select “Continue” from the main menu to start playing again, you will see a “Previously on Alone in the Dark” TV Show-style recap that will show you what events lead up to the Chapter you are on. These video recaps are really cool and put together well. In fact, you’ll probably want to Quite out of the game each time you beat a chapter so that you can select “Continue” from the Main Menu and watch the Previous Episode recaps. At least, that’s what I did. If you enjoy that kind of thing then they are definitely worth checking out. If not, then you can simply Continue on after beating a Chapter and it won’t be exposed to the recap. You can also Skip the recaps (but not other in-game cut-scenes, which is only one of my many annoyances with the game) by hitting the X Button.

So what kind of game is Alone in the Dark? I think it’s best described as an Action Adventure game with horror elements. In actuality, Alone in the Dark is true hybrid if there ever was one, as it truly features many elements and can be played in either the First-Person (seeing through Edward’s eyes) or Third Person (More of a behind-the-back perspective). You can switch freely between the two perspectives with a tap of the Y Button. You’ll also encounter other camera angles including a sort of top-down perspective from time to time.

Alone in the Dark is an action game because you will fight many enemies and wield not only Blunt Melee Weapons that you can pick up in the environments (almost any environmental object can be used, from Chairs and Pieces of a Wall to pipes, axes, baseball bats, fire extinguishers or even swords) but also wield a pistol that you can bring out at any time to shoot enemies from close up for far away (it comes with a laser sight).

It’s an Adventure game because you will constantly run into various puzzles where you must use the environment and your items to figure out how to get out. In a lot of ways it’s almost in a typical Survival Horror-style where the game is broken down into many “rooms” and each room has a specific puzzle to solve.

However, that’s not entirely accurate either cause the game also features an open environment (once you get into Central Park) where you can freely move anywhere you like with no restrictions within that environments (but to progress in the story you will obviously have to head in the right direction. So there’s no “point” to wandering around except to look for Items or vehicles).

The game is also an “Action Adventure” because it has a jump button (rare in survival horror games) and this button is used in many occasions to leap over platforms or onto hanging ropes. But don’t you dare call the game a platformer, that it most certainly is not. But hopping from one platform to another is definitely a part of the game as you explore the environments. And while exploring you can also climb onto walls and hang from ledges; which you can shimmy across hand by hand while hanging to reach other parts of the environment.

And like all survival horror games (which are a sub-set of the Adventure genre) puzzles will also come into play on many occasions. However unlike Silent Hill and Resident Evil, Alone in the Dark features puzzles that mostly involve interaction with the environment and clever use of your in-game inventory in a way that separates it from the aforementioned survival horror stalwarts and makes it a must-play if you are one who loves puzzles. As the game features some real head-scratchers (two of which took me well over an hour to figure out). Unlike Silent Hill, these are not the types of puzzles which require pen and paper to figure out, but, as mentioned, are more environmental and item interaction puzzles. Which is a definitely breath of fresh survival horror air if you ask me. And block-pushing is no where to be found (though you will occasionally push or pull objects, but not for long).

The main goal of Alone in the Dark is to make your way through the various environments and to the end of the chapter. Along the way you will battle enemies, solve puzzles and unravel more of the game’s storyline, typically through cut-scenes (which are all done using the in-game engine, which also means you can pause them. Although you cannot skip the scenes . . . though you could skip the whole part if you wanted). Naturally, you will also fight a few bosses at the end of some chapters.

You will also meet with various characters throughout the game. Although this is not a game where you talk to them by walking up and pressing a button or scrolling through text (all talking is audible), instead characters will simply be there and speak to you and will continue speaking whether you stand there to listen or not. Or you will have a partner character that cannot be controlled (by you) but will follow you around and occasionally make comments.

The biggest claim to fame in this newest Alone in the Dark has been it’s fire effects, or rather the way you can play with and manipulate fire, and likewise the way you can combine various items to create unique weapons. And that is an aspect of the game that has rightfully been discussed so much because it is indeed one of this game’s many highlights.

The item combining doesn’t really come into play until a few chapters in and doesn’t really expand until after Episode 2. Furthermore, you won’t really be required to use many of the combination until later on in the game where you will start encountering puzzles that will really put your mind to task and require you to experiment with items in ways you haven’t done previously. To that end, the knife, for example, doesn’t show up until about half-way through the game.

As mentioned previously, you can switch freely between third & first-person perspectives and you are pretty much required to switch between them as some things can only be performed in first-person, or quite simply are easier to control in one of the two perspectives. You can almost exclusively play the game in first-person and you will probably end up preferring it given that you have to switch to first-person in order to shoot your gun. But either way you’ll want to get used to playing in both perspectives as switching between them is a fundamental aspect of Alone in the Dark.

As previously stated, you will often encounter enemies that you will be required to battle. For the human-like enemies enemies you encounter you will generally want to fight them using blunt-weapons that you can pick up in the environment as previously stated. To swing a blunt weapons you use the control stick. Holding a direction will cause Edward to hold that item out in front of them (or to the side or downward) while making a right to left motion will swing the weapon horizontally (You can swing from either the right or left side). Finally you can swing the weapon overhead by making a down to up motion on the right control stick. This swing is generally more powerful and you’ll definitely want to swing that way when using axes, for example (you know, to make that chopping motion). I actually found the blunt combat system to be pretty fun. Although it is true that enemies will often attack you before you can get in a swing, and it can be somewhat unwieldy as sometimes Edward will hold the item out instead of swinging it like you meant to do.

Fire comes into play in many ways, not only when combining items but also as a fundamental object of environmental interaction. The main use of fire is to kill possessed human-like enemies. You can kill one (they aren’t zombies by the way) with blunt force or via your gun, but they won’t truly die unless you use fire. They will simply get back up after a certain period of time and you will have to knock them out again.

To achieve ultimate possessed-human death, you will often come across fire blazing away in one portion of the room. After knocking out a possessed human, you can then drag their body with the A Button and “dump” them with the B Button (B is always used to drop items, weapons or possessed knocked out humans). Naturally, dragging them to the fire is one way to dispose of them. Although it’s not the most efficient method. In fact, dragging is quite cumbersome as the controls for controlling Edward while dragging are a bit awkward (he cannot drag or rather “push” the body forward, for example, you must either slowly turn around or drop the leg and go up to the front of the body to drag the arm) and you will need to use the right stick to move the body from one side to the other in order to actually get the body into the fire.

The right stick is always used to “move” items to the left, right or toward when Edward has them in his arms (and you are using the third-person perspective, as it can’t be done in first person).

So how else can you use fire then to dispose of enemies? Oh let me count the ways. There are many ways to use fire in Alone in the Dark, as the developers considered it one of their trademarks for this game as well as a technical achievement to have “realistic” fire. To that end, fire will literally burn almost any object that is made of wood (exceptions being certain objects that are part of the environment such as the wood that makes up a wall and that kind of thing). This means that while you can feel free to swing that rake to knock out the enemy, you would probably be better served by first LIGHTING IT ON FIRE and THEN swinging it at the enemy, which will kill them in one hit.

Fire is the enemy’s enemy, and whenever you can use it it is almost always going to be to your benefit. And all enemies will die in one hit if you can get them into contact with fire.

That was probably the developer’s inspiration for the item combining in the first place . . . Because a large part of combining items is to create fire . . . or rather an explosion.

Creating items is a huge part of Alone in the Dark, and once again it is another part of the game that the developers were immensely proud of. And rightfully so, it is definitely one of the coolest systems I’ve seen and it’s a lot of fun to experiment with different item combinations.

This isn’t Resident Evil item combining. This is REAL item combining. You aren’t simply mixing a blue herb with a green one to create an herb that heals poison. You are pouring fuel on bullets to make “fire bullets” (all the better to burn possessed humans with, you see). Beyond that, you are taking an empty bottle, mixing it with fuel, using a napkin to create a wick, and then throwing it to create a Molotov Cocktail (you can either shoot it in mid-air to create a bomb, or light it first using your Lighter and having it explode upon impact). The number of weapons you can create is quite high, although there aren’t as many as you may think there are (almost all of them are explosives).

But either way it’s still a totally awesome idea, made even better by the fact that double-sided ‘sticky tape” is one of your main items, and this allows almost any two items to be combined (for example, stick a Glow Stick onto a Molotov Cocktail to make a glowing bomb). And the other cool thing is just that, almost any two items can be combined for a number of “improvised” weapons that make battling more interesting for those who want to explore it instead of just shooting and fighting the “traditional” way. And naturally, explosions are a great way to take out groups of enemies in one shot.

Just make sure you don’t get hit by the explosion yourself, you must keep your distance or you can die just as easily as your enemy. Realistic yes, but annoying in the sense that you are many times limited because you simply don’t have the distance to create an explosion, so you’ll opt instead for melee combat or your gun. Not to mention you will often fight in environments that are more closed off than open. Though I’d say open environments are the majority.

Combining items isn’t limited just to explosions either. You can also make a few other interesting weapons. Combine “Mosquito Spray” (note to self, there are no mosquitoes in the game) with your light to create a mini-flamethrower . . . even though this weapon is nearly useless as the can will run out in a few seconds.

And you’ll also have to use Items to solve a lot of environmental puzzles. Even if it’s something as easy as creating an explosion to blow open a cracked wall (which btw, won’t happen unless the wall is meant to be broken. This isn’t the type of game where the environment is destructible as far as most walls are concerned). You can also use items to break open most doors. You’ll often have to break open a wooden door using a heavy item (like a fire extinguisher) by making the down to upward motion. Alternatively, you can simply shoot the doorknob off most doors to open them (except those dang metal ones). Another good example of item environmental interaction is when you’ll need to use fire in the environment combined with a item that sprays gas (which you can only do from the first-person perspective) to create an improvised flamethrower.

And naturally, with all this talk of item creation and item to environment interaction, the developers wanted to even impress with how you view and select those items. So no more typical Item Menu screen here! Forget Resident Evil’s often ugly Item Menu, in Alone in the Dark you access the Menu with Down (or Up) on the D-Pad to which it switches to an in-game top-down view of the inside of Edwards jacket! Where you will see his main items (Gun and Flashlight) on his body with main combination items on the left (tape, bullets, lighter, knife, bandages, etc.) and “to be combined with” items on the right (empty bottles, fuel tanks, glow sticks, combined items, etc.).

In addition to all this, items can be held in either the left or right hand. While in first or third-person viewpoint, you can use the Right and Left Bumper to switch between the items one by one (Hold to put an item away) and use the Left Trigger to throw an item and the Right Trigger to shoot your gun. On the Item Screen, the first Item you select with A (and again to confirm) will go into the left hand, with the second item going to the right. Alternatively, you can set “Favorite” items to Up on the D-Pad and then switch to them by pressing a face button on the Xbox 360 controller. So if you always use the Molotov Cocktail, you can set it to Up+X for quick switching while playing (so you don’t have to go the Item Menu to switch Items). And like all survival horror games, when you select an item on the Item Screen you’ll see a number of options, such as combine, equip or drop. You can drop items anywhere to clear space for other items. Which you will be required to do (and make sacrifices) because you can only hold 10 Items to your right or left sides. Which is a bit of a bummer (though fans of Resident Evil will be used to having limited item space).

One weird omission is an info button to tell you about an item. Although it’s pretty easy to figure out what an item is used for or what it can be combined with.

Another really cool feature of Alone in the Dark comes in the form of your Healing Mode. This is accessed by pressing Right or Left on the D-Pad and once again you’ll be looking downward on Edward, but this time it’ll be to a spot on his body where he has an open wound (complete with torn clothing, which is actually reflected on his in-game model. So when you are attacked you can see where he is injured).

In this mode you must have a Health Spray item to heal yourself. You first equip it, and then enter Health Mode. You will then use the control stick to move from one wound to the other and use the R-Button to spray and therefore heal that wound. The coolest part is that Edward will get cut all over the place, his back, back of the legs, arms, front of the legs, chest, shoulder, etc. and you’ll get to see his body from all these different viewpoints in order to heal him.

In addition, if Edward gets gravely hurt he’ll start bleeding from a wound. When this happens, the screen will start turning black and white and a meter will appear in the bottom left corner of the screen that counts down to zero. If it hits zero Edward will die. This also effects Edwards stamina, so that when you run with the A Button he will get tired faster and stop running. To avoid certain death, you will have to have a bandage handy. Once you do, equip it and go enter Healing Mode and use R to wrap the bandage around the wound and tourniquet the bleeding. The timing meter will then disappear and you can go on your merry way.

The other big aspect of Alone in the Dark that makes it unique from other survival horror games is the fact that you can get inside and drive various vehicles. They pretty much all control the same, but it’s still cool that you can simply pick one, get in it, and drive away. When you get inside a vehicle by using the A Button (A is the action button, you use it to perform most actions from taking items to grabbing ropes to opening doors) you will be looking out from inside the car from first-person perspective. From here you can do a number of things. You can look around with the right stick and check various parts of the car. You can check under the visor for a set of keys, you can start the car if keys are already in it, OR you can hot-wire the car if there aren’t keys, you can honk the horn or turn on the nothing-but-static radio (just for fun) or you can turn on the ceiling light (Alone in the Dark, as the name implies, takes place entirely at night so it’ll often be too dark to see) or you can check the glovebox for items. You can also move around in the car from seat to seat by using the left control stick. You can even climb into the back seat (although there’s no point in doing so). You can exit the car with the B Button.

Once you’ve started a car, you can then drive around in either first or third person using Y to switch between them. You accelerate with the R Trigger and break and go into reverse with the Left Trigger.

There are not a whole lot of places where you can drive around freely, that only happens when you get into Central Park which is an open environment that you can explore. But you won’t be in that open environment very long. However even so you will still come across vehicles from time to time, including a few that differ from the normal cars.

There are even a couple “racing” sequences where you must race through a maze-like environment to get from point A to point B. And there are even a few sections that will have you ramping over gaps.

Now reading the above you’d think that Alone in the Dark is nothing but unique and cool stuff. That’s where things get a little wonky . . . .

All of the above is great, but Alone in the Dark features a few core issues that really put it a step back. First off, the game has clunky control. Whether you are in first-person or third-person, the game never seems to control as smoothly as you’d like and you will often times be fighting the controls. Eventually you’ll get used to them, but it will take quite a while and even then you’ll find issues with everything from the convulted control scheme to the wonky collision detection and supposed “auto-aiming”/lock-on features.

Combat can also be pretty clunky, and shooting never quite reaches first-person feel, meaning that aiming is slow and can sometimes be a bit frustrating. You’ll also get whacked by enemies which will knock you to the ground. Or better yet, shot in the eyes with poision which will mess up your view. To clear your view in first person you need to click the right-stick in (R3) to make Edward blink. Which btw, is another cool feature and is used to GREAT effect in the game. The opening in particular will make you go “Wow!” . . . at first, until it gets a little repetitive.

Which it will. One big problem with the game is that they seem to overdue everything to the point where the cool factor has kind of warn off and everything seems to simply be annoying. From the two-handed system to the slow-down effect when you throw an item (and shoot it in mid-air to create an explosion). Now that slowdown sounds cool, until you realize that you can be hit while doing it and often times will be before you can shoot said item. Very aggravating.

Then you have the driving sections . . . . Suffice it to say that as cool as it is being able to get into any vehicle, the actual driving sequences are some of my worst experiences with Alone in the Dark. Clipping (getting caught on the sides of the environment) is a pretty huge issue with Alone in the Dark as are strange glitches. And these seem to happen most in the driving sequences, especially in the two racing sequences. There is one part where you are racing through a city that had a huge, almost game-crashing glitch. I don’t know if it’s just my copy or what, but you are supposed race through a window and apparently onto the streets below. But whenever I’d so the game would do it’s slow-down effect (very annoying after seeing it for the 50th time) and my car would simply crash into the “nothing”-ness below. As in, the environment never loaded, and I’d fall until I hit parts of the environment but then would die. One time I even cut stuck in a crevice in part of a “halfway-loaded” environment . . . I had to exit the game and restart. The only way I figured out how to pass this section was to look at a faq and then do the section in first-person, as it seemed impossible to not get stuck in the glitch while doing the section in third-person . . . This is potentially a game-crashing bug so it can’t be excused. But I DID eventually pass the section as taking a hard left in first-person as soon as I exited crashing through the window eventually had me falling onto the streets below and I was able to complete it.

All of this shows one thing in spades: shoddy programming to an unpolished sheen. The game is, quite simply, an unpolished “mess” that becomes, in the worst situations, unplayable. Thankfully, the glitches are here and there so it is possible to try again and get through a section without encountering said glitches or clipping. But when you do, it’s bad, annoying, and possibly game-halting.

And that is quite simply the worst part of Alone in the Dark and really the only reason I hate it. In fact, my opinion of this game for the first two Episodes (which includes the infamous aforementioned driving through the city section) was akin to my opinion of Enter the Matrix (ironically, another game published by Atari) . . . and if you ever played that game you know that is the worst praise possible. The game was a clunky, unpolished, annoying, glitchy mess and I was not a fan.

To add insult to injury, a lot of the dialogue, especially initially, is juvenile, shallow and B-movie-like, with the f-word thrown around every other second. To sometimes horrible and incredibly stupid effect. Like one part where a conversation goes something like this, “F*ck that!” “F*ck this sh*t” Yup, one after the other. And that’s not the only time you hear the f-bomb, I think it happens no less than five times in that ONE scene. Suffice it to say, if you are used to slasher-movie dialogue then it won’t bother you, but for me it was simply lazy and, as I mentioned, juvenile. It feels forced as well. And the passable voice acting doesn’t help matters.

Thankfully Alone in the Dark has some of the coolest “set-pieces” I’ve ever seen in a video game. Much like a movie, some “scenes” will amaze you. And while the graphics initially seemed horrible to me (again, the Enter the Matrix reference. I even commented to friends that this game and Enter the Matrix must’ve shared the same engine), they actually got more impressive as the game went along.

A few brief awesome set-pieces include a part where you are in a tall building and half of it cracks and breaks off . . . while you are inside. So while you are playing the entire building falls apart and off around you! And remember that scene from Jurassic Park where the bus is hanging off the ledge and zooms on down to the rocks below while they hang by a rope? Yeah, well that part is IN this game and the whole thing happens in-game (no CG necessary).

And that’s only the beginning, the “revelation” chapter in particular greatly impressed me. Let’s just say that it uses “closing your eyes” with light and shadow in an amazing way that I don’t think anyone has done before. After that sequence I actually exclaimed aloud, “holy crap this game’s awesome!”

And in those moments, it is. Alone in the Dark is great . . . . But then there are equally annoying sections. Including many that regard this possessed shadowy flooring that will eat you if you step in it. in order to pass you have to have light shining onto it which will push the black stuff away so you can stand. Suffice it to say that you better be prepared to see that “sucking in” animation a hundred times. Cause those sections are some of the most difficult and annoying as you will die and have to do it over and over and over again until you don’t make that crucial miss-step.

And then there are the puzzles. Some of them are flat-out amazing. I won’t even mention them here cause they are, in my opinion, some of the best puzzles I’ve seen anywhere. And amazingly, Alone in the Dark somehow avoids “pick up this item and use it here” sections, which is an outstanding accomplishment for a survival horror game.

Musically the game has some great music but it never quite seems to fit the game as well as you would like. This is no Resident Evil and the music cannot touch Silent Hill in either creepiness or having music that feels like it’s part of the environment. Although you will hear some “scary” ambient effects and voices, etc. But they never get near the quality of Silent Hill. And in fact the game never really gets out of “B-movie” horror territory and into something truly creep along the lines of Fatal Frame or Silent Hill 2. Which is a shame.

The graphics, as mentioned above, are also hit and miss. The storyline though remains interesting throughout even if it isn’t the most original or high-quality of stories. But as per usual things get deeper and deeper as you play. Sadly the characters are also not of high quality, and I’d reckon that none of them are actually likeable. They’re also quite one-dimensional, but they do the job.

The boss fights on the other hand aren’t that great. A few of them are incredibly annoying and cheap, but at least they are large and feel like actual boss fights.

Alone in the Dark is a hard game to recommend . . . . and I have a hard time considering it a great game.

However, if you go into the mind-set expecting a B-movie feel, highly cinematic style, amazing set pieces with great moments, clunky control and unpolished look and feel, but with fun survival horror gameplay and creative item-creation and fun battles . . . then I would urge you to give the game a shot.

I do know one thing. I will not walk away disappointed that I played through Alone in the Dark. In fact, I am glad I did so. I will remember it for it’s great moments and creative ideas. However, in the back of mind, I’ll also remember it for it’s shortcomings. But that won’t stop me from saying to my friends, “Check this out!”. And in the end, I think that’s all that matters.

FUN FACTOR: 8.0
Alone in the Dark can be fun. There’s no denying it. Creating items is great, the puzzles are challenging and extremely creative, the set-pieces are amazing and impressive . . . the game has lots of faults and pimples galore (poor girl), but hey, she comes through when it matters and will leave you saying “Whoa!” on more than one occasion. It’s the rare game whose parts are greater than the whole. And with that in mind, you may want to skip to the best ones . . . feel free. The developers encourage it!

Graphics: 7.5
The graphics are really hit or miss. Some parts are impressive, others make you say “blech!” Which is strange . . . all in all, the game doesn’t outright impress, but if you play through, you WILL be impressed from time to time. Cool fire effects and even better fire uses.

Music & Sound: 7.0
The music in Alone in the Dark is mostly great, but it feels more like a movie soundtrack than a game soundtrack. While that may seem to be a good thing considering Alone in the Dark’s cinematic-bent, I often thought the music was disjointed instead of feeling like it really belonged. However, the game still has a pretty good soundtrack and music is a highpoint. Voice acting is B-movie quality with some unintentionally hilarious lines. LOTS of cussing including the f-word, “Jesus Christ”, GD-words and everything in-between. If you are averse to foul language stay far away. Sound effects are great, especially for the created weapons.

Ingenuity: 9.0
This game does so many cool things that you wish the product as a whole was of higher quality: DVD-like Menu allows you to skip scenes and episodes, item-creation is fun and unique, fire-effects are a huge part of the game and used creatively, puzzles are mind-numbingly challenging (sometimes frustrating so) but awesome, the healing and item-management screens are unique . . . . the list goes on and on. These developers deserve major props for going all out in terms of making Alone in the Dark stand-out as a unique product that tries to do new things.

Replay Value: 6.0
There really isn’t any replay value in Alone in the Dark. Especially considering that you can skip to any section of the game at any time. There are no unlockables or extra modes. The main reason you’ll want to keep playing is to unlock Achievements, although they are all pretty easy to get and you will get the majority of them while playing through the game once. You should easily get half. In fact, you can get a ton just by mixing items.

More Videogame Reviews:
5. Turok: Dinosaur Hunter (N64) [Posted: January 31 2013]
4. Resident Evil: Code Veronica Review (Dreamcast) [Posted: October 5 2012]
3. Resident Evil 3: Nemesis (PS1, GameCube) [Posted: September 18th 2012]
2. Resident Evil 2 (GameCube) [Posted: September 3rd 2012]
1. Resident Evil Remake (GameCube) [Posted: August 14 2012]

Music Album Reviews
9. Between Here & Lost By Love And Death (helmed by Brian “Head” Welch Former Korn Lead Guitarist) [Posted: January 25 2013]
8. I AM By Becoming the Archetype (Posted: September 14th 2012)
7. Find Your Worth Come Home By To Speak of Wolves (Posted: May 25, 2012)
6. Celestial Progression (Remix Album) By Becoming the Archetype (Posted: May 21, 2012)
5 Return to Life By War of Ages (Posted: April 28, 2012)
4. Thousand Foot Krutch – The End Is Where We Begin (Posted: April 20, 2012)
3. KJ-52 – Dangerous (Posted: April 16, 2012)
2. Manafest – Fighter (Posted: April 15, 2012)
1. Demon Hunter – True Defiance (Posted: April 10, 2012)

Gilmore Girls Reviews
4. Gilmore Girls Season One Episode 4 – The Deer Hunters
3. Gilmore Girls Season One Episode 3 – Kill Me Now
2. Gilmore Girls Season One Episode 2 – The Lorelais’ First Day At Chilton Review
1. Gilmore Girls Season One Episode 1 – Pilot Review

Movie Reviews
3. The Amazing Spider-Man [Posted: December 1 2012]
2. Prometheus (Ridley Scott’s Alien Prequel) [Posted On: November 25 2012]
1. Warhorse (By Steven Spielberg) [Posted On: November 11 2012]

LISTENTOMEPLAY podcasts:
* ListenToMePlay Resident Evil 0 Part 6
* ListenToMePlay Resident Evil 0 Part 5
* ListenToMePlay Resident Evil 0 Part 4
* ListenToMePlay Resident Evil Zero Podcast Part 3
* ListenToMePlay Resident Evil Zero Podcast Part 2
* ListenToMePlay Resident Evil Zero Podcast. RE0 Intro (Part 1)
* ListenToMePlay Resident Evil: Code Veronica Finale (Part 7)
* ListenToMePlay Resident Evil: Code Veronica Parts 5 and 6
* ListenToMePlay Resident Evil: Code Veronica Part 4
* ListenToMePlay Resident Evil: Code Veronica Part 3
* ListenToMePlay Resident Evil: Code Veronica Part 2
* ListenToMePlay Resident Evil: Code Veronica Podcast Part 1
* ListenToMePlay Resident Evil 3 Podcast Finale (Part 5)
* ListenToMePlay Resident Evil 3 Podcast Part 4
* ListenToMePlay Resident Evil 3 Podcast Parts 2 And 3
* ListenToMePlay Resident Evil 3 Podcast Part 1
* ListenToMePlay Resident Evil 2 Podcast Final Master Run (Claire Redfield)
* ListenToMePlay Resident Evil 2 Podcast (Leon Scenario A On Normal)
* ListenToMePlay Resident Evil Remake Real Survival Mode Chris
* ListenToMePlay Super Metroid Podcast
* ListenToMePlay Super Metroid Podcast Part 2
* ListenToMePlay Oblivion “Through A Virgin’s Eyes” Podcast Part 1 – Guest Mr. Z
* ListenToMePlay Oblivion Podcast Part 2
* ListenToMePlay The Witcher 2 Podcast Part 1 – Guest: RedWinged Angel
* ListenToMePlay The Witcher 2 Podcast Part 2
* ListenToMePlay Resident Evil Remake Podcast – Guest: MyDad

WatchMePlay Zelda: Majora’s Mask Let’s Play Videos
* WatchMePlay Zelda: Majora’s Mask Part 7 – Empty Bottle GET! Deku Palace And Magic Beans
* WatchMePlay Zelda: Majora’s Mask Part 6 – Granny Robbin For Blast Mask And Kamaro Dance
* WatchMePlay Zelda: Majora’s Mask Part 5 – The Thief And the Curiosity Shop Dealer
* WatchMePlay Zelda: Majora’s Mask Part 4 – Bomb Bag, Bremen Mask, Scarecrow’s Song
* WatchMePlay Zelda: Majora’s Mask Part 3 – Bomber’s Notebook
* WatchMePlay Zelda: Majora’s Mask Part 2 – Repeating Yesterday
* WatchMePlay Zelda: Majora’s Mask Part 1 – Intro and Opening

Other WatchMePlay Series
* WatchMePlay Perfect Dark Xbox 360
* WatchMePlay Super Smash Bros.
* WatchMePlay Super Meat Boy

You can read my full review in its original form on VideoGamesBlogger, where I originally posted it during my tenure with the website.
Read more: http://www.videogamesblogger.com/2008/08/17/alone-in-the-dark-5-review-the-darkness-is-coming-can-you-improvise-to-survive.htm#ixzz2KKtJaFMU


Filed under: Artwork, Reviews, Trailer of the Day, Video of the Day, Videogames, Videos Tagged: alone in the dark, Alone in the Dark 2008, PC, PlayStation 3, PS3, Review, Xbox 360, Xbox 360 Alone in the Dark

Song of the Day – Dive (DC Talk Month Openers)

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Today’s DC Talk Month Song of the Day is Dive from their 1998 album Supernatural. This is track #12 of 14.

Dive is one of my favorite DC Talk songs of all time. I just love the feel and the vibe of the song, and the lyrics are amazing. Enjoy!

Dive DC Talk Song Lyrics

[You wanna take a dive?]
[Ah-ah-ah-ah-ah-ah-ah]
[Watch out]
[It's quite all right]
[Through the night]

I saw it all from my bubble on the 15th floor
I was so unaware as I sank into my leather chair
Upon my throne I was known as untouchable
The smoke was creeping in
My castle walls were wearing thin
It took a fire to inspire me to make my move
Cigarette in a garbage can
Changed the ways of this corporate man
It was time for a radical plan

I took a dive
I took a love plunge into Your arms
I took a dive
I took a love plunge into Your arms
I took a dive
I jumped in with all my heart
I took a dive

Follow me through the door to the great unknown
Something was telling me that this would shape my destiny
Take my hand, understand You are not alone
Shame on me if I oppose the stirring of the Holy Ghost
Heard a voice calling out to me [out to me]
I come to set your spirit free [spirit free]
And in Me you are free indeed

I took a dive
I took a love plunge into Your arms
I took a dive
I took a love plunge into Your arms
I took a dive
I jumped in with all my heart
I took a dive

[Ah ah ah ah, ah, ah, ah]
Won’t you come and take a dive with me
[Ah, ah, ah, ah, ahhh]
Won’t you come and take a dive with me
[Ah, ah, ah, ah, ahhh] Jump in with all your heart and take a dive

I’m breathing under water [i'm breathin' under]
I’m sinking like a submarine [a submarine]
Your ocean’s so much deeper [i'm goin' deeper]
Than anything I’ve ever dreamed

I took a dive
I took a love plunge into Your arms
I took a dive
I took a love plunge into Your arms
I took a dive
I jumped in with all my heart
I took a dive

[Ah, ah, ah, ah, ah, ah, ah]
[Jump, jump]
Won’t You come and take a dive with me
[Ah, ah, ah, ah, ah, ah, ah]
[Jump, jump]
Won’t you come and take a dive with me
[Ah, ah, ah, ah, ah, ah, ah]
[Jump, jump]
Won’t you come and take a dive with me
[Ah, ah, ah, ah, ah, ah, ah]
[Jump, jump, jump, jump]
Won’t you come and take a dive with me
[Ah, ah, ah, ah, ah, ah, ah]

Previous DC Talk Month Songs
* March 1st 2013: Supernatural & Jesus Freak

About DC Talk Month
March 2013 is dedicated to the Christian rock pioneers DC Talk, arguably my favorite Christian CCM (Contemporary Christian Music) rock band and follows January 2013 which was Demon Hunter Month and February 2013 which was Becoming the Archetype Month. March will feature songs from most of dc Talk’s discography (1992′s Free At Last, 1995′s Jesus Freak, 1998′s Supernatural and 2000′s Intermission) featured daily throughout the month, one a day. Whether you like rock/alternative/hip-hop music, believe in God or not, check these songs out as you may be pleasantly surprised and hopefully you will discover some new-to-your-ears music to enjoy. DC Talk features lots of variety in their tunes, from hard rock to hip-hop to slow ballads that will pull on your heartstrings to singable power pop, so there will most certainly be something you’ll like. Enjoy!

Becoming the Archetype Month Songs
February 1st 2013: March of the Dead, Into Oblivion, Epoch Of War, Mountain of Souls, Resonant Frequency of Flesh, Magnetic Sky, Ocean Walker
February 2nd 2013: Artificial Immortality
February 3rd 2013: The Epigone
February 4th 2013: Breathing Light
February 5th 2013: Autopsy
February 6th 2013: Dichotomy + The Great Fall
February 7th 2013: No Fall Too Far
February 8th 2013: The Sky Bearer
February 9th 2013: Necrotizing Fasciitis
February 10th 2013: Path of the Beam
February 11th 2013: Et All Metal Songs of the Day – The Monotolith+Construct&Collapse+Fire Made Flesh+Second Death+Deep Heaven+Eyes of the Storm+Weapon Breaker+Physics of Fire Quadrilogy
February 12th 2013: Immolation
February 13th 2013: Self Existent + How Great Thou Art + O Holy Night (Worship Metal/Christian Metal Trio)
February 14th 2013: Elegy Deception+Lament+Triumph
February 15th 2013: The Time Bender
February 16th 2013: Endure
February 17th 2013: Beyond Adaptation
February 18th 2013: Music of the Spheres + Elemental Wrath + Xenosynthesis
February 19th 2013: Ransom+Evil Unseen
February 20th 2013: One Man Parade
February 21st 2013: Reflect Refract + Internal Illumination
February 22nd 2013: Ex Nihilo
February 23rd 2013: Machine Killer + War Ender
February 24th 2013: Invisible Creature + Cardiac Rebellion
February 25th 2013: The Balance of Eternity + End of the Age
February 26th 2013: The Trivial Paroxysm
February 27th 2013: The Sun Eater + The Planet Maker + I AM
February 28th 2013: St. Anne’s Lullaby + Nocturne + Night’s Sorrow + Denouement

Demon Hunter Month Songs
January 1st 2013: A Broken Upper Hand
January 2nd 2013: God Forsaken
January 3rd 2013: The Wind
January 4th 2013: Ribcage
January 5th 2013: Incision
January 6th 2013: I Have Seen Where It Grows
January 7th 2013: Beheaded
January 8th 2013: Desire the Pain
January 9th 2013: Annihilate the Corrupt
January 10th 2013: Dust & Smoke
January 11th 2013: I Am You
January 12th 2013: Deteriorate
January 13th 2013: We Don’t Care
January 14th 2013: Fiction Kingdom
January 15th 2013: Relentless Intolerance
January 16th 2013: Feel As Though You Could
January 17th 2013: Shallow Water
January 18th 2013: My Throat Is An Open Grave
January 19th 2013: I Play Dead
January 20th 2013: The Tide Began To Rise
January 21st 2013: Thorns
January 22nd 2013: My Heartstrings Come Undone
January 23rd 2013: Carry Me Down
January 24th 2013: Driving Nails
January 25th 2013: I Am A Stone
January 26th 2013: Blood In the Tears
January 27th 2013: Dead Flowers
January 28th 2013: LifeWar
January 29th 2013: Storm the Gates of Hell + Lead Us Home
January 30th 2013: The Flame That Guides Us Home + Not i
January 31st 2013: The Latest & the Last + Grand Finale

Music Album Reviews
9. Between Here & Lost By Love And Death (helmed by Brian “Head” Welch Former Korn Lead Guitarist) [Posted: January 25 2013]
8. I AM By Becoming the Archetype (Posted: September 14th 2012)
7. Find Your Worth Come Home By To Speak of Wolves (Posted: May 25, 2012)
6. Celestial Progression (Remix Album) By Becoming the Archetype (Posted: May 21, 2012)
5 Return to Life By War of Ages (Posted: April 28, 2012)
4. Thousand Foot Krutch – The End Is Where We Begin (Posted: April 20, 2012)
3. KJ-52 – Dangerous (Posted: April 16, 2012)
2. Manafest – Fighter (Posted: April 15, 2012)
1. Demon Hunter – True Defiance (Posted: April 10, 2012)

Videogame Reviews:
5. Turok: Dinosaur Hunter (N64) [Posted: January 31 2013]
4. Resident Evil: Code Veronica Review (Dreamcast) [Posted: October 5 2012]
3. Resident Evil 3: Nemesis (PS1, GameCube) [Posted: September 18th 2012]
2. Resident Evil 2 (GameCube) [Posted: September 3rd 2012]
1. Resident Evil Remake (GameCube) [Posted: August 14 2012]

Gilmore Girls Reviews
4. Gilmore Girls Season One Episode 4 – The Deer Hunters
3. Gilmore Girls Season One Episode 3 – Kill Me Now
2. Gilmore Girls Season One Episode 2 – The Lorelais’ First Day At Chilton Review
1. Gilmore Girls Season One Episode 1 – Pilot Review

LISTENTOMEPLAY podcasts:
* ListenToMePlay Resident Evil 0 Part 6
* ListenToMePlay Resident Evil 0 Part 5
* ListenToMePlay Resident Evil 0 Part 4
* ListenToMePlay Resident Evil Zero Podcast Part 3
* ListenToMePlay Resident Evil Zero Podcast Part 2
* ListenToMePlay Resident Evil Zero Podcast. RE0 Intro (Part 1)
* ListenToMePlay Resident Evil: Code Veronica Finale (Part 7)
* ListenToMePlay Resident Evil: Code Veronica Parts 5 and 6
* ListenToMePlay Resident Evil: Code Veronica Part 4
* ListenToMePlay Resident Evil: Code Veronica Part 3
* ListenToMePlay Resident Evil: Code Veronica Part 2
* ListenToMePlay Resident Evil: Code Veronica Podcast Part 1
* ListenToMePlay Resident Evil 3 Podcast Finale (Part 5)
* ListenToMePlay Resident Evil 3 Podcast Part 4
* ListenToMePlay Resident Evil 3 Podcast Parts 2 And 3
* ListenToMePlay Resident Evil 3 Podcast Part 1
* ListenToMePlay Resident Evil 2 Podcast Final Master Run (Claire Redfield)
* ListenToMePlay Resident Evil 2 Podcast (Leon Scenario A On Normal)
* ListenToMePlay Resident Evil Remake Real Survival Mode Chris
* ListenToMePlay Super Metroid Podcast
* ListenToMePlay Super Metroid Podcast Part 2
* ListenToMePlay Oblivion “Through A Virgin’s Eyes” Podcast Part 1 – Guest Mr. Z
* ListenToMePlay Oblivion Podcast Part 2
* ListenToMePlay The Witcher 2 Podcast Part 1 – Guest: RedWinged Angel
* ListenToMePlay The Witcher 2 Podcast Part 2
* ListenToMePlay Resident Evil Remake Podcast – Guest: MyDad

WatchMePlay Zelda: Majora’s Mask Let’s Play Videos
* WatchMePlay Zelda: Majora’s Mask Part 7 – Empty Bottle GET! Deku Palace And Magic Beans
* WatchMePlay Zelda: Majora’s Mask Part 6 – Granny Robbin For Blast Mask And Kamaro Dance
* WatchMePlay Zelda: Majora’s Mask Part 5 – The Thief And the Curiosity Shop Dealer
* WatchMePlay Zelda: Majora’s Mask Part 4 – Bomb Bag, Bremen Mask, Scarecrow’s Song
* WatchMePlay Zelda: Majora’s Mask Part 3 – Bomber’s Notebook
* WatchMePlay Zelda: Majora’s Mask Part 2 – Repeating Yesterday
* WatchMePlay Zelda: Majora’s Mask Part 1 – Intro and Opening

Other WatchMePlay Series
* WatchMePlay Perfect Dark Xbox 360
* WatchMePlay Super Smash Bros.
* WatchMePlay Super Meat Boy


Filed under: Features, Lyrics, Music, Song of the Day, Video of the Day, Videos Tagged: christian rock, DC Talk, dc talk month, Dive, dive dc talk, Lyrics, Song of the Day, video

Videogame Photo of the Day – Real Life Excitebike Wallpaper NES Polygonal 3D Artwork

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Real Life Excitebike Wallpaper NES Polygonal 3D

Soooo coool!

Real life Excitebike wallpaper NES Polygonal 3D artwork!

I absolutely LOVE this piece. So freakin’ awesome. As already mentioned with the other excitebike artwork, I love this kind of thing where videogame elements are put into real-life backgrounds, and this one is about as good as you can get!


Filed under: Artwork, Photo Of the Day, Wallpaper Tagged: 8bit, artwork, Excitebike, NES, Nintendo, Photo of the Day, polygonal 3D, real life excitebike wallpaper, Videogame Photo of the Day, wallpaper
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