A ’95 WINDOWS OF THE GAMING WORLD – LC Plays Back In 1995

I am a bit of a latecomer when it comes to gaming. Rather than cutting my teeth in the arcades and mini-byte home consoles in the early days, I discovered my passion with a second-hand grey PlayStation and a stack of pre-owned games. Hardly retro, however this was before it became the PSOne, so maybe PSemi-Retro.

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*Disclaimer: not my actual collection

Because of this, I have a certain fondness for the pixelated 32-bit games, particularly if they are 3D with D-pad controls……ahhhhh, those simpler days and days and DAYS of eventually mastering movements while hitting the directional control just right!

So when the opportunity came up to play and review BACK IN 1995, I pressed o x and jumped at the chance.

The game is very reminiscent of early survival horror; tank-ish controls, unexpected enemies, limited resources, plus those pixelated graphics. As a recent convert to the Resident Evil series, this game was practically screaming at me.

Not so retro was my impression from the title screen, which is a lone beacon shining out from a tall structure. This had a definite Bioshock vibe to it which although I knew was not the gaming style in any way, it still left a pleasant feeling which carried through my entire playthrough of the game.

To give the game a true experience of the times, there is a ‘CRT Effect’ that can be turned on in the Options screen, which adds low-res fuzzy lines to the graphics, however I chose not to enable this feature as I needed to experience it with my vision as clear as possible. But it is a very cool feature which I may try on another playthrough. There was one other choice in Options, a language setting, but nothing more, reflective of a simpler time when you enjoyed a game just as it was presented.

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We begin with the simple goal of getting to the aforementioned tower with the glowing beam, but as we’re not entirely aware of why and how we ended up here we would have to use our exploration skills and uncover the story with clues found.

As mentioned before, the character is moved with tank controls, very slow and somewhat frustrating to get used to, but that is part of the genius of this game, it forces you to rethink your strategy after you’ve perished yet another time, as the dangers are (thankfully!) in the same spots. There is no run option, just a slow, steady gait, but the enemies aren’t very fast either. I tended to die mostly from the sheer panic of encountering every new ‘WTF?’ creature.

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Speaking of, I am still not sure what the enemies really are, the first ones looked to me like pickled walnuts, but with arms that would scrape at you until you succumbed to their nutty way of killing. The later enemies were just as bizarre, each new one being more deadly than the previous and requiring more powerful weaponry. Your first line of defense is a simple yet effective pipe wrench, however as the tougher enemies are also faster, that doesn’t really cut the mustard so either the pistol or shotgun would get you through – thank goodness for auto-aim!

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Save points are not plentiful, but thoughtfully rendered blocky computers of the day. The stat menu is plainly set up, you can see your items and health very clearly. And just like the survival horror of the day, there are clues and items to be found and utilised, and this may require some backtracking, but this is the absolute charm about this game. It truly is a homage to that genre.

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I played the PS4 version of the game, and I instantly got a Trophy for starting the story. Other trophies were very easy to come by and the end result was my very first Platinum on that platform.
If you are into old school 3D games of the mid 90s, this game is definitely for you. It isn’t very long, the graphics, movements, and build-up are true to the source of inspiration. And the ending, now that was a real surprise and I would recommend this game solely to see this.

Back In 1995 is available on Xbox One, PS4, PSVita, Nintendo Switch, and PC. Developed by one-man team Ichijo Takaaki at Throw The Warped Code Out. Console versions published by Ratalaika Games.

UNDER THERE……..UNDER WHERE? – LC Plays Pantsu Hunter: Back To The 90s

Would you play a game that opens up with a warning such as this?

You’re a gamer, of course you would!

Pantsu Hunter advises you to proceed with caution, however I felt it might have needed two types of warnings. One for the pending frustration you might encounter as you play. The second for the subject matter.

You see, the premise is all in the name, P-a-n-t-s-u Hunter. As in the Japanese term for ladies undergarments. Yes, this game is a virtual panty raid. After the initial shock over the subject matter, I proceeded to give the game a go as it is a point-and-click investigating style game, a genre I’ve recently discovered which I’ve found I really love.

The protagonist is Kenji, a university student who supports himself as a jack-of-all-trades who feels he is missing out as he wants to find the love of his life. He has decided that one can only find the true nature of a girl through her choice of panties. Thankfully these would not be the ones they are wearing, rather ones that they own and found in the places they live. And with his handyman skills, he has the opportunity to meet girls in their dwellings, and access their panties.

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Background information is presented in a dialogue box style, as is the communication between characters,. There is voice acting for the girls, but not for Kenji. But that’s a minor point. When you look at each girl’s story chapters, you can see that there would be several endings available, including a True Ending. There are also a number of panties to collect, however as with the endings, not all are necessary to proceed to the next chapter. You will, however, need a set amount of panties to collect to end the chapter.

The game play is easy, just point and click looking for clues/panties. However, if you click the wrong item/area the game ends and you have to start the chapter again. This is where the warning comes into play. It may be frustrating, however you do open up the alternative endings mentioned before and you get to use your deduction skills to play it better next time around. Plus, with the slight comedic tone, it can be funny to see the different consequences to your actions.

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The artwork is beautiful, as the title says, 90s style anime. There are some issues with the Japanese to English translations however this is a minor point, you know exactly how the script was meant to be read as so it really isn’t a problem.

One thing I found out when I streamed this, it works very well as an audience participation game online. There are several choices to make, and playing along with viewers was quite fun and engaging. Of course you don’t have to do this, however if you are a content creator, it’s ideal.

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If you are a fan of Japanese anime, storybook style games, point-and-click, and slight humour, then this game is definitely for you. Have fun. Just don’t get your knickers in a twist about the less than politically correct subject matter.

Pantsu Hunter: Back to the 90s is available now on PS4, PSVita, PC, Mac, and Linux. Developed and published by Ascension Dreams, PlayStation version ported by Sometimes You

DIGGING UP THE ROOTS – LC Plays Sagebrush

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Let me first start out by saying this game ended up being pretty personal to me.  I was intrigued at first when I read it was set in New Mexico, a place I am very familiar with after having spent many childhood summers there.  The graphics are lo-fi 3D, similar to the style present when I first started gaming on the PS1.  This was a story re-telling, trying to find clues of what happened by exploring, something right up my alley.  And the central story revolves around a religious cult that performed a mass suicide.  I have always been fascinated with the whys and how this could happen, however it further touched a nerve as though I was never in a cult, I had spend some years as a born-again Christian in my youth and the indoctrination had a real familiar tone to it.

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The premise of the story is that you search the grounds for clues as to how the mass suicide occurred.  You start by driving to the complex in a car, and upon reaching the ranch, the camera turns to first person mode as you are then on the outside of the complex next to your car and must search around for a way in.  As you continue, more clues are given which leads to different areas, and the full story unfolds.

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The setting itself wasn’t unsettling, in fact it was quite beautiful in it’s isolation and dusky tones.  I could just about feel the dry warm air flowing through.  It didn’t matter that there was a blocky look to the textures, it all worked very well and all my senses were reminded of the Enchanted state.

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One aspect of the old style graphic limitations meant that the bushes scattered around moved when you moved the camera, gave me the feeling of those pictures where the eyes seem to follow you around.  Not that seemingly twirling bushes are scary, but when you’re searching for clues in a once lived-in ranch, sometimes finding bloodstains in your path, they can add a bit of a ghost-like atmosphere.

The sound editing adds to this convincingly well.  When doors open they creak, and if you don’t shut them yourself, they creak just as noisily, with the addition of a sudden slam to jar you.  On occasion you can hear a wolf in the background, which makes you wonder if you will be facing a fight to the death later on.  Even when you turn on all the lights in the broad daylight, it still can be unnerving.  And when you find and listen to the many cassette recorders lying around, the colour drains to black and white, and stays that way until the audio diary stops and the colour returns.

It took me a while to figure out there was a ‘run’ button on my controller, so for most of the first playthrough I crept along at a very slow pace.  This in itself built up some tension which added to the haunted feeling of the place. At one point I saw shadows moving at a barn door, which also made me a little twitchy.  I did finally investigate it and it wasn’t quite what it seemed, just the lo-res graphics doing their best to creep me out once again.

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I was probably too cautious around the many low bushes on the landscape, as in real life there would be the possibility of rattlesnakes hidden dangerously in them.  But then, I didn’t hear that infamous rattling sound as I traipsed, so I should have considered myself safe.

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After a while you begin to understand how these people ended up and stayed in this cult.  The last segment was a work of genius in my opinion, the stuff of a great thriller film.  I won’t spoil it for you, of course, but it really sticks with you.

And that ending, this is what makes a game take your breath away and you realise you have just had one of the best gaming experiences in your life.  Really, it was that good in my opinion.

If you like a bit of detective work in your games and want to feel fully engrossed in an all-consuming atmosphere, this game is for you.  Even if you’re not into old school graphics, you will soon forget that minor cosmetic as you dig out the truth behind the tragic end of this group of people.  Highly recommended.

Sagebrush out now on Xbox One, PS4, and Nintendo Switch. Developed by Redact Games, published by Ratalaika Games.

 

 

Shedding Light On Lara’s Origins

Lady LC plays Shadow of the Tomb Raider and gives her impression of the final chapter of Lara’s origin story.

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You have to admire anyone who would rewrite Lara Croft’s history.  She has held iconic status for over 20 years and it would take a lot of skill and passion to pull such a feat as this, to satisfy fans old and new.  Crystal Dynamics managed to do this with the 2013 release of Tomb Raider, continued her story with 2015’s Rise of the Tomb Raider, and Eidos Montreal have taken over the mighty reigns and come full circle with 2018’s Shadow of the Tomb Raider.  And they have closed that circle nicely.

We start off with Lara’s quest to find the truth behind Trinity, her father’s death, and the connection between the two. Jonah makes an appearance for the third time, offering help and advice to Miss Croft as her curiosity gets the better of her and she ends up setting off a foretold apocalypse by obtaining a sacred dagger in the hopes that it does not land in the hands of Trinity.  The dark shadow is not only cast on her, but the whole world with her actions.

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When we left off at the end of Rise, Lara had toughened up considerably.  No longer was she the scared young woman lost in Yamatai, she went looking for answers and did not let anyone get in her way.  So by the time she begins her adventure in Shadow, she is ready to take on whatever life throws at her.  And throw it right back.  You can see that her facial expressions are far more convincing, whether she is having a joke with Jonah or showing contempt for a ruthless enemy. She swears a bit more in this game, which reflects her response to what she is facing.  But as mentioned before, she also shows her lighter side, cracks a joke or two or expressing enthusiasm for a discovery of some sort.

09-09-2018_21-51-09This game is very polished and glides along nicely.  Skills Lara had learned in her previous two adventures are already present such as the ability to craft arrows, and the presence of rope arrows,  Underwater, Lara is able to dig,  open crates and boxes, and pull up life-saving plants, not just magically collect an item with the swipe of her hand.  One thing was noteworthy, there was a bit of co-op with Jonah, perhaps hinting at the multiplayer mode in the future.

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The jungle feels real, a bit claustrophobic, and alive with creatures and greenery all around, you could practically feel the humidity as you play.  The water is the best I’ve seen so far, the caverns are quite creepy, and the mountain vistas truly breathtaking.  I thought they looked great in Rise, this game has stepped them up another notch.  The sound engineers did an amazing job as well, whether it’s the sound of stones being moved, hearing large water bubbles as you move underwater, or the enhanced and realistic sounds of the weapons, where arrows sound snappier and deeper and guns feel realistic.

There are nice little benign areas set up just to hunt animals, some treasures and hidden places about, making a change from the combat and gives Lara a chance to refresh.  Some animals do not glow as killable, but point a bow at them and the reticle turns red. These are probably considered rarer and more endangered than your usual birds and rabbits.  And yes, there are tombs, more challenging than the previous two games, and incredibly atmospheric.

Colour is a big part of this game.  While 2013 TR had a nice variety when compared to the more monochromatic hues of Rise, Shadow ups the colour nicely.  We’re not talking neon-dayglo or Toontown Technicolor, just a varied and lush spread all around, from in the game environments to the maps you acquire, right down to the skills menu, it looks fresher, more up to date, and inviting.

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Speaking of Skills, these are named after the animals you encounter in the jungle, and are divided into 3 separate factions:  Seeker, Warrior, and Scavenger.  The more basic ones start with  a cost of one skill point, but these increase with higher levels so you really do earn your skills with this one.

09-09-2018_21-51-08 overhangThere are three new traversing skills not seen in this trilogy so far.  Wall runs aren’t the slightly sterile and sometimes impossibly tricky ones of the previous re-boot, now they feel more realistic, and don’t require a physics degree to figure out the angle to grab ledges behind you; they are nicely spaced out and you only go in the direction you are actually running in.  Rappelling is a new skill, not entirely complicated, but makes perfect sense for a character who is tied to a stone-face with a hook and some cord to gently glide down to a solid surface.  Overhang climbs, however, are my new favourite skill.  Again, not something that takes much to master, but I get a pure sense of joy hanging nearly upside down while traversing.

Swinging from hooks was more difficult, even on Easy.  I had to be careful when lining these up, after many failed attempts at speed I slowed down and took a little time for the final successful run.

Lara’s stealth skills have also increased, there are a couple more including using mud to blend into environments and integrating with walls to creep past.  If Lara is caught, she has the ability to sneak away into a dark corner or up a distant tree and not be seen again.

When Lara finds items or treasures, for the first time we have a choice whether or not to look and learn about the item, they are instantly filed away without any explanation.  If you want gameplay to progress without interruption, then you don’t have to hit a back button to cancel the narrations as in the previous 2 games.  You can look and learn from them any time you wish, however I did learn the Inca numbering system to an extent, which was part of the story line.

One great feature about this game, and one that should satisfy the older fans, is the adaptable Difficulty matrix.  You can set the Combat, Exploration, and Puzzle elements from Easy to Very Hard.  Easy is exactly as it says, for someone who wants the minimal challenge.  As long as you don’t mind Lara repeating hints and tasks repetitively that is.  The hardest setting, Deadly Obsession is manageable at the outset, however since every skill is set to Very Hard, and with Survival Instinct disabled, this really is as challenging as it’s name. Below is a simple comparison of climbable walls set to Easy and Very Hard

One special note, I was nicely struck by the localisation in certain parts.  Having a personal connection to all that is Latin America, I loved how the people in Central America pronounced Lara as in saying the Spanish surname, and was amused by the drunk in the beginning who told her to leave his office.  That was realistically funny.

This was an absolute joy to play.  The look and feel is set to a very high standard, the puzzles and tombs are challenging, there is a lot of variety and the story is inspired.  Oh yes, the story.  Lara had descended into darkness, her life torn apart, and sets out to find the truth. What she finds will be left for you to discover.

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Shadow of the Tomb Raider Available September 14, 2018 on Xbox One, PC, PS4       PEGI 18 / ESRB M  Square Enix, Eidos-Montréal, Crystal Dynamics, Nixxes

 

Resident Evil 2 Demo Event in London – Just Call Me Lady RE

Capcom UK held a special event to play the RE2 demo, and I WAS THERE!

 

I’m a bit new to the Resident Evil franchise. Oh, I knew the games existed and was encouraged to try them over the years, but I know my disposition, and horror, even cheesy horror, was something I avoided.

But a couple good gaming buddies of mine convinced me to try out Revelations 2 back in 2015 and they assured me it was not that scary. Since I knew this was to be a groundbreaking move for my cowardly little being, I decided I would stream and keep it.

I did scream and cower a few times, but I was hooked, and after completing that game I went OCD on RE – I played every single game available on Xbox and PSN, in sequential order starting with 0 and ending with 6. I’ve only managed to partly finish RE7’s demo, though, as the horror and suspense is still too realistic for me and I can’t bring myself to actually play the full game. Not just yet anyhow.

So of course I was pretty excited seeing the RE2 Remake reveal at E3 this year. And knowing it would be released around the time of my next birthday, I knew just how I’d be celebrating it in 2019.

However part of that celebration arrived early…..

I had a random look at Twitter one morning and Capcom UK announced that a playable demo of RE2 Remake would be available at a special event in London on 22nd June. For fans. I nearly hyperventilated. I eagerly refreshed my phone over and over when the tickets went ‘on sale’ (they were actually free) 2 days before. And couldn’t believe I got one almost immediately.

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Fast forward to the 22nd, and after a fast train, a Tube ride, and a 20 minute walk, I landed in Nirvana, in the form of a bar tailored for gamers, called Server, part of a small-chain of gaming-themed bars. Consoles, big screens, board games, a bar, and plenty of happy people.

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And in the back was the Capcom area, decked out like Raccoon Police Department, where there was a row of PS4s with RE2 being played, as well as a couple other consoles with MegaMan and Street Fighter demos.

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I was greeted by the lovely Kat, Capcom UK’s Community Manager, wearing an old-school STARS beret a la Jill, and she explained there would be a short wait as the current group still had time. She also offered to answer any questions I might have, but to be honest, I was still in a state of shock that I was about to play the demo!

Well, my turn came up, and after settling in my chair, I let the tasty tasty demo begin.

No spoilers here, of course, however I have to say the look and feel was very realistic. Entering dark spaces with a flashlight, not knowing what to expect, and scanning over the shiny blood on surfaces was a world away from the original RE2, however it was still all very familiar too. Let’s just say that I was truly impressed, and even though the engine and the overall look is the same that is in RE7, I will not hesitate to play this one. I am not afraid. Not yet, anyway.

Afterwards I had another chat with Kat, and I told her that I was really looking forward to the release and couldn’t wait to tell others about it. Which I have been doing. Part of the ticket included a free drink, which was a nice touch. And though I settled for a pint of cider, I later learned of Server’s wonderful game-inspired cocktail menu. I’ll remember that for next time.

All in all, a wonderful experience. A once-in-a-lifetime opportunity. And I’m so glad I walked out of my gaming comfort zone back in 2015 – I’ve pretty much boarded the Ecliptic Express and made Raccoon City my home.