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Posted: Mar 08, 2011 20:53 

Yama wrote:
Almost made me want to change my check mark, almost.
This isn't Florida!!! I'm reserving my vote for now until I actually get the time to finish CVX. (yeah yeah I know, put the rotten tomatoes down. I have a short attention span sometimes.)
Posted: Mar 17, 2011 21:26 

Jeez guys why are you jumping on Pedro's case. It's a off topic thread and he was sharing something off topic. It's not like he came out and said "Well Japan is having issues but I'm having worse issues" They may be too uncorrelated things lol
Posted: Aug 03, 2011 6:56 

Ew, skullgirls.
Posted: Sep 27, 2011 6:27 

Reflection: 15 Years
1996 – 2004

1996
The birth of the monumental horror game, Biohazard

Survival horror.
Though now a standard genre, fifteen years ago, it had neither shape nor form in video gaming.

As the early 1990s saw decline brought about through the collapse of the Japanese economic bubble, excitement within the video game industry grew more and more with the introduction of a new generation of hardware that would succeed the current 16-bit and 32-bit systems: the PlayStation ("PS") by Sony Computer Entertainment ("SCE") and the Sega Saturn ("SS") by Sega Enterprises (now Sega).

The industry quickly transitioned from the 2D graphics used up until that point, to 3D graphics, which utilized a new technology known as "polygons," and various game manufacturers focused their strength on the development of game software that displayed 3D graphics. However, if a game was to make it to store shelves, games had to be racers or RPGs, or otherwise had to follow traditional genres, which meant that games that utilized the maximum potential of a game hardware's specs were not being made.

Through such circumstances, Capcom, the company known for producing fighting games, quickly entered both the PlayStation and the Sega Saturn's development camps, and from them came one brand new title. Indeed, that game was "Biohazard" ("BH1"). The game's genre was "survival horror," a first for home video game consoles. Capcom's consumer development team initially developed the game in order to gain development experience, but the title grew to become a full-fledged project.

The development concept was genuine horror action that raises a player's level of immersion through the removal of parameters shown on the television screen. That isn't to say that there were no earlier games that utilized horror elements; rather, it was rare for a game like Biohazard to bring both horror and action right in front of audiences. Some game fans took notice of the game and were expecting something new. However, as new games come with tall hurdles, the release date came amidst a lack of excitement.

On March 22, 1996, Biohazard was released exclusively for the PlayStation. Using the catchphrase "A game that exceeds movies, survival horror that makes one shiver has arrived!" the Biohazard series took its first step toward becoming something that should be commemorated. In terms of initial sales, the game was well received in spite of being new property, and while its position was low, it would regularly appear in the rankings of game magazines. Interest in the game spread through word-of-mouth. After nearly one year passed, which felt like watching paint dry, sales eventually exceeded 1 million units. We can say that the primary reasons the game became such a big hit were because of the game's depth, cutscenes that were of similar quality to movies, and careful storytelling that gripped gamers' hearts and wouldn't let go.

We used real life footage for the opening cutscene, a rare move at that time, and used English voices with (Japanese) subtitles because we actually wanted to make something akin to a movie. And although cutscenes such as those that have creatures suddenly break through glass are classic fabrics of horror films, the game would have an impact to the extent that players would scream in shock at these scenes while forgetting that they are playing a game.

The game's story could be seen from the point of view of both Chris Redfield and Jill Valentine, members of the S.T.A.R.S. Special Forces team, and the game employed multiple scenarios that would play out depending on the actions and choices of the player. Chris and Jill's scenarios greatly differed in their combat abilities, weapons and partner characters; Chris was particularly skilled at knife-based combat, which spawned instances in which fans would clear his scenario using only the Combat Knife.

While the game's theme revolved around the concept of desperation and horror, the logic of solving puzzles using objects such as the crests and cranks, the execution of combat using real firearms, as well as hidden features such as unlimited ammunition and alternate costumes, were placed throughout the game, allowing players to taste that sense of catharsis when they overcome their fears through the use of their own abilities, and also that feeling of beating the game. This is the perfect balance. The games in the series that followed have stayed true to the event that is now a Biohazard tradition: the climactic countdown sequence that has players' adrenalines pumping.

At a glance, this looks like a game in which players simply hunt for monsters in a mansion, but actually, behind this superficial view is the subtle presence of a suspenseful conspiracy involving a giant corporation that constantly betrays players' expectations - in a good way.

At the time, there were various opinions on elements such as the "tank controls" that would confuse players each time the camera angles changed as well as the blind spots that existed as a result of those fixed camera angles. But in fact, these were directly connected to the game's charm. Rather than serve to frustrate players, they promoted the element of fear during exploration, and since the game naturally encouraged players to pour their own emotions into the game, this was an important and successful example of a gameplay style that was born out the limitations of game hardware.

To elaborate further, the "door sequences" that would play when going from one room to another on the map played a part in upping the game's level of fear. These door sequences were implemented towards the end of the game's development because it would be quote boring to see nothing except black loading screen sequences every time the player enters a new room. When someone plays through the game, although the doors simply open slowly while the camera zooms in, the game stirs the fear within players that arises just by wondering what may be lurking beyond the door. Players should notice that this allows the level of tension to remain throughout the experience.

Through these elements, Biohazard turned the normal conventions of home video games upside down, and at the same time, opened up a new path of entertainment that was only possible with the next-generation of game hardware.

Five months after the birth of Biohazard, the first Tokyo Game Show was held. We felt that this international event hinted at prosperity for the game industry, and that Biohazard would comfortably move forward as well.

The game made PlayStation history as a long seller nobody saw coming. The following year, Sega Saturn and PC ports were released. The same year, Biohazard Director's Cut was released, which contained, among several new features, episodes not contained in the original version, as well as a new Beginner Mode, which was included in response to PlayStation players who felt that the original game was too difficult to finish. We had earned the support of one fan after another.

1996

1.11
Ryutaro Hashimoto Cabinet is inaugurated.

Koichi Wakata flies aboard Space Shuttle Endeavour.

2.27
Pocket Monsters Red and Green are released by Nintendo.

3.22
Biohazard (PlayStation)

4.1
Tokyo Big Sight opens.

Yahoo! JAPAN service commences.

6.23
Nintendo 64 launches.

7.5
Dolly, the world's first cloned sheep, is born.

7.19
The Atlanta Olympics commence.

7.20
Marine Day (Umi no Hi) is becomes a national holiday.

8.22
The first Tokyo Game Show is held.

12.5
The Hiroshima Peace Memorial and Itsukushima Shrine are registered as UNESCO World Heritage sites (cultural heritage).

Original Japanese from BEAMS T x BIOHAZARD: HISTORY THE ELEMENTS ANNIVERSARY BOOK.
Pages 8 – 11.
Published by Capcom.
Translated by cvxfreak for Biohaze.com, September 27, 2011.

http://www.e-capcom.com/ec/srDispProductListProductLink/doProductTreeLink/1/1/A10003179/10/10/srDispProductList/
Posted: Jan 20, 2012 2:20 

I thought it would be good uploading the direct feed version of the trailer here. The compressed YouTube version somehow washes out the visuals. Game looks beautiful in an HDTV. :heart:

Download here (230MB)
Posted: Jan 25, 2012 19:22 

We recently got the chance to have an extensive interview with Masami Ueda, chief composer of the BIOHAZARD series between 1996-2005.

http://www.projectumbrella.net/articles ... t-Umbrella
Posted: Feb 01, 2012 16:57 

I want to 1K Dragons Dogma now just out of spite, heh.
Can't believe you're actually bothered by people complaining about a yet another nonsensical move from Capcom (one of several over the past year). You're hyped naturally so good on you but hell, this is walking into their trap fully aware that they're trying to sell a few more copies of a game that's destined to bomb.
Your sarcasm detector is broken, free fix thankfully.

Think I actually want to buy this filth? :lol:
Posted: Jun 21, 2012 15:39 

Dark_Chris wrote:
LOL They give us 3!!! scenarios yet people still bitching about DLC.


Wouldn't you "bitch" if you buy a car but on the way out they take a tire and charge you extra for it?

It's the same fucking thing.
Posted: Jun 22, 2012 15:20 

No that's not the same. You're stating if someone doesn't like them cutting out content and using it as dlc, talk with your money. But then saying if you still buy it obviously its not that big a deal.

Again, the problem here is that you may want or like the game enough to buy it but that doesn't mean you like or support the practices. You just don't have a choice in the matter.

Its not as clear cut black and white as you make it. There's always the gray area.

Sent from my Droid
 Post subject: Re: Bad Moderation
Posted: Jun 28, 2012 14:34 

Yes, I really think this user is a bad moderator. Why? He constantly contradicts what other moderators do and puts his feud with Stu above all. Most notably the recent postings in the Member Photo Album thread where he continued the drama even after Mr.Rod said twice to stop it. He could have PM'd Stu if he wanted. That's not exactly how moderation works, is it?

Also, I reported his post at that thread because it really didn't do anything postivie to the topic and, almost magically, it was closed a few minutes later. It would be really unprofessional if he was the one who closed it. Can you Yama or the other mods check that? :wtf:

I dind't PM Stu because I want everyone to see what I write to him, just like he takes the right to judge my moderation in a public place, I took the right to judge his idiocity in a public place, that's all.
This is not the my usual kind of moderation believe me, it's just Stu that deserves it, in my opinion obvioulsy.

I'm no more active on the 'haze like I was years ago, but the few times I step in here I'd like to see a decent place where no one trolls or offends people just because a frustrated person has some sort of problem with his own self-esteem and he's always angry with the rest of the world.... because, to my eyes, It's clear Stu is that sort of dude. you know every time there is a problem.. Stu is right there..and no one is capable of find a permanent solution to this problem, It would be so easy but it seems he has some sort of immunity... so...
Posted: Aug 31, 2012 18:10 

People are saying from the markings the copies origin would a copy due to be sold in Germany.

Edit - ah, story mentioned that.

The interesting thing though which cast doubt for me at first is the packing matches the supposed US art, not what Capcom has been using for promotion so far in Europe. However that might be only for the steeltin and slips to be put over the shown art. Also showing video of the start doesn't help, because that was part of the stuff all press have received in recent weeks.
Posted: Sep 06, 2012 12:11 

SG79 wrote:
I do find some of the NeoGAF comments to be hilarious beyond belief.


Image

"Well there's your problem!"
Posted: Sep 06, 2012 21:31 

I can also understand all the complaints about the hand-holding Leon demo with it's pacing, and while I understand it's early in the game, I question why anyone at Capcom thought the sequence was a good piece of the game to put in as the demo. Any complaints about Leon's demo are short sighted. The initial demo quite clearly set out it's stall to show off the three different styles of play each champagne will offer - and Leon's demo absolutely nails it in terms of atmosphere.

I dunno Stu, from the sounds of things the content thats in the second demo mixes the atmosphere with a little less hand-holding. But I can't disagree with the atmosphere the demo shows, but also as people have mentioned - will it hold up to repeat plays? Still doesn't also make it a good "demo" - good sequence for the game, yeah I'm sure, but seeing as it was going to be the general publics first proper go at it... maybe not as great given the first impressions it left joe-average.

Personally I don't think I'd actually have been as bothered about Leon's first demo if not for the forced walking in open areas. I can understand slowly searching a new area or slowly walking behind survivors, but not when I'm in the banquet hall more or less on a path by myself, where it keeps going on and off and on and off. That's not building atmosphere, it's just poor game design.
Posted: Sep 14, 2012 23:17 

It's on PSN too guys!
Posted: Sep 14, 2012 22:20 

Warning:

If you want to go into Resident Evil 6 as spoiler-free as possible, do not, I repeat, DO NOT watch the end credits of Damnation.
Posted: Sep 19, 2012 19:06 

http://biohaze.com/specials/universal.jpg

Capcom and Universal Studios Japan have collaborated on a limited time Biohazard-themed attraction at the theme park located in Osaka, where Capcom Japan's headquarters are also located. Offered from 6PM to 9PM on Fridays, Saturdays and Sundays in the period spanning September 15 through November 11, 2012, the attraction mixes a glorified indoor haunted house with an outdoor zombie parade that takes place in the New York area that has been transformed into a loose replica of Raccoon City. There were also five Xbox 360 kiosks available in the souvenir shop with the latest demo of Biohazard 6.

View Feature | Horror Night Gallery | Biohazard Cafe Gallery
Posted: Sep 19, 2012 20:18 

@Rombie

Of course reviewers will tear it apart because they cater to mainstream where a game needs to be as easy as pong to jump into yet have the depth of chess regardless to win praise. Yet that depth still needs to reward mindlessness else if it requires actual thinking, it gets bashed for being "stupid". (The irony)

I feel the same about 6. Its not an "easy" control scheme to jump right into like other third person games, no. It takes a lot of experimentation to get used to. But, once you master it, it provides a level of freedom and control not available in any other tps I've played.

Trust me when I say I understand where you are coming from but the problem is you and I and many on this forum are the minority. The mainstream Capcom is targeting read those reviews and buy the game and probably won't finish 100% of everything there is in it. So having a learning curve is counter to this, which is the unfortunate part of why we see less originality. It's a sad state of affairs. But true.

Even without this though, I disagree with your statement over original difficulty with a control scheme. Those reviewers are entirely correct because of the above truth. A good scheme should be easy to start to bring people in who have never played or played something in a simular form, and then have the depth to master. As far as I can tell, RE6 has the depth. Plenty of things to find do and master but it's first impressions aren't as good. And sadly first impressions sometime last. Especially with the mainstream.
 Post subject: Re: What if the game bombs?
Posted: Sep 30, 2012 4:03 

Its not going to bomb.

Sent from my Droid using Tapatalk 2
Posted: Oct 04, 2012 1:48 

No, i totally understood the rope qte, it was stil ltedious and annoying. was unecessary as it was.
Posted: Oct 08, 2012 23:32 

There's an RE0 homage in Jake's scenario. Capcom ruined it with a QTE.
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