A Happy New Year to you all, and I thought I would start the New Year with a fresh look at an old favourite of mine, Resident Evil 3: Nemesis. I actually spent a large chunk of my spare time over Christmas playing through the game (again), so that I could finally fully complete it – a feat that has taken me the modest period of a mere fifteen years…
Through the late-1990’s Resident Evil was fast becoming one of the most anticipated series on home-consoles. The zombie and mutant infested tales of Raccoon City’s legendary Special Tactics and Rescue Service’s fight against the corrupt Umbrella Corporation were gripping gamers everywhere. While recent entries from Capcom have divided opinion starkly among fans, between 1996 and 2000 four Resident Evil games were launched, and all were well received, firmly establishing the “survival horror” genre.
RE3 is set around the events of Resident Evil 2, and sees you picking up control of S.T.A.R.S member Jill Valentine as she tries to escape the now zombie infested Raccoon City. The game essentially splits its story into two parts – action set before the events of RE2, and then action set immediately after RE2. However, throughout both segments you will encounter the infamous Nemesis – a bio-engineered assassin from Umbrella who will stop at nothing until all S.T.A.R.S members are eliminated.
Along the way you will meet up with Carlos, a member of Umbrella’s Biohazard Countermeasure Service – a team of ex-mercernaries Umbrella has assembled under the guise of an evacuation force for the remaining human survivors of Raccoon City. Not that you’ll come across many survivors. Zombies are now the primary inhabitants of Raccoon City’s streets; and you’ll also come across the familiar giant spiders, zombie dogs, Hunters, and the occasional new mutant.
Controls are not immediately different to the previous two RE games, save for three exceptions. The first is the introduction of the “quick turn” feature. On the GameCube, simply flick the C-stick and Jill will perform a quick 180 degree turn, a move that is a god-send to improving the “tank” controls of the playable character(s). The second, more minor change, is that you now no longer have to press the action button to climb stairs – you do so automatically on approach. The third feature is a “dodge” manoeuvre, whereby pressing the R button just prior to attack will see you evade your attacker and allow you to ready for a counter attack.
The “quick turn” and climb features make the controls a lot smoother over the previous two games, however, the “dodge” feature can be a bit hit and miss, and I certainly wouldn’t rely on it to survive any given situation.
Another new element to the game is the ability to craft ammunition. Using various gun powders found around the game areas, you can create everything from regular bullets to explosive incendiary grenades and high-powered magnum ammo. Additional weapons do still need to be sought out, and you will only start the game with the standard hand gun. If you’re brave enough to take on Nemesis at the points he attacks you, and you put him down (temporarily though that will be), he will reward you with some pretty helpful weapon upgrades. Whereas ammunition conservation was very much the order of the day in previous outings, RE3 does all it can to insure you’ve got the tools to complete your mission.
Graphically I don’t feel the game has aged too badly considering this title is sixteen years old now. The pre-rendered backgrounds do their job, and the character graphics are pretty good for a game developed for 32-Bit hardware. I’ve certainly experienced worse (I recently took a look back at Tomb Raider 2 on PSN, and the graphics are horrible). The animated cut scenes are showing their age somewhat, but given the original hardware specs the game was designed to run on, they’re still watchable.
The scripting is as cheesy as ever, but it wouldn’t be a proper Resident Evil game without a good dollop of cheese laden dialogue. Music is good, sets the atmosphere well, but is fairly unmemorable, while the sound effects do their job.
Despite its relatively short length, (once you’re familiar with the game, it can be easily completed in under 4 hours), there is stacks of replay value. There are in-game extras to be unlocked when certain criteria are met, a challenging set of Mercenaries campaigns, and the game will rank you on your performance (based on completion time and in-game decisions taken); and there are multiple ways you can tackle in-game decisions and routes to completion. There’s also plenty of stuff hidden around the city to find if you’re inclined to look – it’ll certainly take a few play throughs before you find everything Capcom has thrown in. For fans of the series there are also eight different epilogue endings, each one giving a brief update on individual characters from the Resident Evil series helping to pre-empt the story lines for Code:Veronica and RE4.
I have been a big Resident Evil fan since the launch of the original on the Sony PlayStation, and while the first game and sequel always seem to be fondly remembered, there never seems to be much time given to the third instalment. Perhaps its release was slightly overshadowed by the (then) prospect of Resident Evil: Code: Veronica on Dreamcast, but for me it is a worthy edition to the series and still seriously good fun to play. For those who prefer their zombie action over the puzzle elements and slightly slower pace of the previous games, then Resident Evil 3: Nemesis is a real treat.
Resident Evil 3: Nemesis
Version tested: Nintendo GameCube
Also available on: Sony PlayStation, Sega Dreamcast, Sony PlayStation Network, Microsoft Windows
By the late 1990’s Psikyo had released sequels to all its early shoot-em-up titles, so it was probably not too much of a surprise to finally see a follow up to 1994’s Gunbird hit the arcades in 1998 as the mid-90’s shoot-em-up revival was reaching its peak.
As with the first game the plot revolves around the characters the player can choose trying to track down objects that will ultimately grant them a reward while despatching the enemy who is trying to obtain the same, ultimate, goal. Whereas in the first game you were fighting for pieces of a broken mirror, in Gunbird 2 it is three bottled elements that you are fighting for. Players can choose from seven characters in total, five of whom are immediately playable and two extra characters that can be unlocked with a code (these two extra characters are automatically unlocked in the Dreamcast port).
Only Marion from the original Gunbird makes it in to the sequel, although a few of the characters are similar in personality to those from the first game, and through the cut scenes and various endings, the anarchic and rather adult humour is also retained from the original.
Gunbird 2 can be approached in one of three ways – one player only, two player simultaneous, or the player can select a partner mode. In the latter mode, you pick two of the selectable characters and alternate between them as you lose a life – for example, choose Valpiro and Marion, and when you lose your first life as Valpiro you will respawn as Marion. Although each character has different attributes, from my experience there isn’t one particular area where one character excels over another, so this feature does not lend itself to suiciding to change character. Also the extends are every 600,000 points, which cannot be racked up that quickly to replenish life stock should you feel the need to suicide again to switch back. However, this mode does add some additional dialogue to the story scenes between stages, and I believe the character endings are different in this “co-op” mode as well.
Each character has slightly different attack patterns and strength of attack as well variations in their speed. They all have three forms of attack – standard shot which can be powered up by collecting icons, your standard smart bomb that will cause damage and clear enemy bullet spray, and a power-up shot attack which has both a long and short range depending on how you implement it. This third way of attacking enemies is governed by a meter in the bottom left corner which increases every time a normal shot hits an enemy. The higher the gauge the more often you can implement the attack or power it up for a more powerful attack (which obviously depletes the gauge quicker).
So, we’ve chosen our character(s), on to the main event – the core gameplay. However, this is where it is likely that game will quickly polarise players. Gunbird 2 is very, very hard, especially on the higher difficultly settings. The Dreamcast version has seven difficulty settings ranging from “Baby” to “Hard”, and settings from “Very Easy” onward are likely to challenge any shoot-em-up veteran, and substantially so once you hit the “Normal” and above settings. I usually start with a game I’m not familiar with on “Normal”, but I had to quickly abandon this with Gunbird 2 and rank down to “Child” to start getting a grip on things!
Bullet patterns are dense, can feature different sizes of projectile, and bursts fired at different speeds. This game really does fall into the danmaku category, seriously so, despite not looking like one on the face of it. However, if one begins with one of the more manageable lower difficulty settings, learn the game’s mechanics and level layouts, it is possible to progress through practice. Taking this method, I have actually 1CC’d the game on the lowest difficulty settings, and it certainly helps when moving up to a more challenging setting.
You can credit feed if you want to take that approach, but you loose all your power-ups when you continue, your power gauge resets to zero and so does your score. The game also feature two loops, whereby you’ll play the random stage not played on the first loop at Stage 1, but, on the lower difficulty settings the game ends at 1-7.
As with any self-respecting late-90’s shmup, there are strategies to building up bigger scores, if you can distract yourself for long enough from keeping your character alive. Certain enemies will leave coins behind when destroyed, worth between 200 and 2000 points each, depending on how you collect them. They are worth their maximum as they “gleam”, but timing the collection of the coin and dodging all the oncoming bullets is a skill all in itself. Collect gleaming coins in a row and you’ll start a chain multiplier for big points, but it really is easier said than done given the onscreen action.
In addition, hidden in a spot on every level is a “Gem Head”, a floating urn with a face on it, that when shot repeatedly drops large gems that help to boost score, but again you have to balance collecting the falling gems with dodging enemy bullet spray. There is a small element of boss milking present, but using this strategy will not substantially increase your score.
What appears to be a multiplier appears on screen every time you release a smart bomb to protect yourself from imminent death, however, it does not appear to have any direct effect on score despite it suggesting so. Odd, but that sums up large parts of the game!
As with the original, the graphics have a very anime style to them, with bright bold colours, lots of detail and superb animation, even with the smallest of on screen sprites. Each of the characters, both player and enemy Pirates, have their own distinct personality and style, and Psikyo do a great job of bringing these guys to life both within the game and the confines of the brief cut-scenes between levels. The Queen Pirates are very entertaining, and Shark (the leader of the Queen Pirates) is rather eye catching I must say (from a purely male perspective I’m afraid!!).
Sound is good, if largely unremarkable, cheery tunes that fit in with the cartoon style the game carries, but not really memorable. Options on the Dreamcast port are fairly limited, but there is at least a TATE mode so you can enjoy the proper arcade display if your TV or monitor allows for practical rotation of the screen.
Gunbird 2 first saw a home port to the Sega Dreamcast in 2000. Published by Capcom and featuring two additional characters, Aine & Morrigan (from Capcom’s own Darkstalkers series), the Dreamcast version is a very faithful port of the arcade hardware and the release formed part of Capcom’s late 1990’s shoot-em-up push through both the Dreamcast and arcades. Gunbird 2 was released on Dreamcast in all three of the major format territories, and later on appeared with its predecessor in a compilation for the PlayStation 2.
Despite the fact I almost resent the steep difficulty curve in Gunbird 2, it is still a well polished and enjoyable game to play, and both the player and enemy characterisations give it a certain charm that raises it above many of its peers. If you’re a Psikyo fan, or just enjoy challenging shoot-em-ups, then you’ll want to track this down, but for the more casual player, or those looking for a more forgiving entry into the “bullet hell” genre, there are better options out there that will suit your playing style.
Version Tested: Sega Dreamcast (NTSC/J)
Also available on: Sega Dreamcast (PAL; NTSC/UC), PlayStation 2 (PAL; NTSC/J/UC), JAMMA PCB