Resident Evil 2 Remake Switch

Resident Evil 2 Remake’s Chances On Switch Look Slim

Those of you that have played the recent remake of Resident Evil 2 will know what a horrifically good game it is. I’m still dipping in and out of the gore-soaked world myself.

Naturally then, some have wondered about the chances of seeing the game on Nintendo Switch.

The bad news? It’s looking increasingly unlikely.

It’s not a title that most would have expected for a while on the mobile platform, but Capcom UK’s community manager has now pretty much ruled it out:

The news is even more of a blow to Switch owners when you consider that Resident Evil had a strong history with Nintendo consoles at one point.

For example, Resident Evil 4 was, for some time, an exclusive on GameCube. Resident Evil Zero and the ‘Re’make of the first were the same, and Resident Evil: Revelations was exclusive to 3DS until later on. The DS even received Deadly Silence.

Without a doubt then, these aren’t the types of games Nintendo should be missing out on.

Can It Run It?

It’s likely it comes down to the fact that the Switch would struggle to run the game in the first place.

As much as we enjoy Nintendo’s innovations, you’d think giving the hybrid enough power to run key AAA games would be non-negotiable. It’s even more interesting if you remember that Capcom asked Nintendo to up the Switch’s RAM to 4GB, which they did.

Playing the Resident Evil 2 Remake anywhere you want, (or just on the couch) would be awesome. Well, don’t get too used to that idea — not until a possible Switch Pro is announced anyway.

Resident Evil on Switch

In the meantime, ports of RE4, RE0 and the Resident Evil 1 Remake will be available on Switch on the 21st May. You didn’t already have RE4 now did you?

The Walking Dead: The Final Season "Broken Toys" Review PS4

The Walking Dead: The Final Season “Broken Toys” Review [PS4] – An Emotional Comeback

Wow. Who would’ve thought in September that we would be back here now?

The shot heard around the world was that Telltale Games had shut down. For good. In the process, we lost a fantastic game company, and games like The Wolf Among Us disappeared with the tide. Perhaps it was a good thing that, at the time, they had already started The Walking Dead: The Final Season. If not, chances are I wouldn’t be here now, writing this review.

Thanks to the creator of The Walking Dead universe himself, Robert Kirkman’s game studio decided to pick up where they left off, bringing people from Telltale in to help give the series the end it deserves. Since it’s been a while, let’s briefly summarise the previous episode, shall we? Reader warning: this review might contain some spoilers. However, I can say that the episode is good, and that you should play it. 

We met a character we haven’t seen since season 1; Lilly. If you don’t remember her, she’s the mean one whom you may or may not have left on the side of the road. She was a bad person then, and she is a bad person now. The difference is that she now has a group of raiders supporting her, treating her as their leader. Things got heated when Clementine, AJ, and their group of rebellious teenagers had to defend the school from Lilly’s invasion. Sacrifices were made, and hope seemed lost.

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We managed to capture Abel, Lilly’s right-hand man. As always, Clem has to do the dirty work and interrogate Abel to find out where the raiders have taken the other kids. We will find out where they are, no matter the cost. Even in a post-apocalyptic world where one would think humans have to work together to survive, they still choose to find reasons to hunt and murder each other.

There is a small war going on, and Lilly’s group of raiders are kidnapping people to fight for them. This ultimately means that their hidden lair is where we need to go to save our friends. Queue “Eye of the Tiger”. In the meantime, figuring out how to infiltrate their base might take some time; and they are going to need help. Who better to turn to than James, our only other friend outside the school? He has a different philosophy towards Walkers than most people, seeing them as innocent people rather than mere monsters; believing their soul still exists inside what deceivingly looks like an empty, broken vessel.

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The night before everything is supposed to go down, Clementine has a dream. A dream which threw all the feels upon The Walking Dead fans who have been following this series since the very beginning. Flashback to the train-scene from Season One – and in comes our sweet, sweet Lee. Clementine’s substitute parent. This scene was one of the most touching since the first season for several reasons: 

  1. The fact that whenever Clementine needs a safe space, it is with Lee, on the train where he taught her everything she needed to know to keep her safe.
  2. Whenever Clementine needs help and feels insecure, Lee is the one to give her advice.
  3. The scene makes an incredibly touching transformation between child Clementine and adolescent Clementine.
  4. This scene is everything.

When I managed to recuperate from this very emotional scene, I took a step back to look at the gameplay. Like I mentioned in the previous review, the combat system is still very unforgiving. One mistake, and you’re dead. But I guess that makes sense when you’re living in a zombie-infested post-apocalyptic world.

Since it was the first episode given out by Skybound Games, players were warned that the episode might contain some bugs. They were already aware of the problem and suggested to players what they could do to fix it. When playing it myself, I didn’t encounter any major bugs, just some audio disruptions, and some bad transitions between scenes. Nothing that ruined the experience, which I’m pleased with.

This was, all in all, a solid comeback for the series, and a worthy continuation of what Telltale started. I was impressed with how the episode was basically an emotional rollercoaster, and I’m excited to see what the final episode of The Final Season will bring. If everything goes according to plan, the last episode will be released on March 26, titled “Take Us Back”. I don’t think I ever will be ready to say goodbye. But all good adventures must eventually come to an end.

Still. Not. Bitten.

Reggie Leaves Nintendo

Reggie Leaves Nintendo This April, Bowser Takes Over

It what comes as the most surprising news of the month, Reggie Fils-Aime is leaving Nintendo.

The Nintendo of America president, known around the world for his meme-creating presenting style, has served 15 years in the position — it feels like longer — and will be replaced by the amazingly named Doug ‘Bowser’. (Nominative determinism anyone?)

Doug Bowser next to Bowser
Doug Bowser will lead NOA

Bowser is the company’s senior vice president of sales and marketing and has been mentored by Reggie for the last four years. Doug will be taking over from April 15th, which means the Regginator, sadly, won’t even be making another E3.

A Brief History Of Mr Fils-Aime

Reggie’s time at Nintendo has stretched across numerous consoles, including the following:

  • Game Boy Advance
  • GameCube
  • Nintendo DS
  • Nintendo 3DS
  • Wii
  • Wii U
  • Nintendo Switch

His grand entrance was in May 2004, at Nintendo’s E3 press conference, in which he said:

“My name is Reggie, I’m about kicking ass, I’m about taking names, and we’re about making games.”

Reggie’s exit is being marked with a goodbye message to his fans:

“I leave in good health and in good spirits, and believe me, my body is still ready.”

Bowser, no doubt, will be doing his best to take over the world and kidnap the prin… sorry — lead Nintendo of America.

Fork Parker’s Crunch Out For SNES Shows The Pressures Of Video Game Development

Devolver Digital, Mega Cat Studios and Take This Inc. have come together to release a brand new SNES title to raise awareness about time crunching in game development.

All of the proceeds from the game will assist Devolver Digital and Take This in combating mental health issues.

The game follows Devolver Digital CFO Fork Parker as he does whatever it takes to hold onto his indie gaming market share. A new indie publisher comes forward, and Fork must motivate his team to meet deadlines by any means necessary.

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Features

Crunch Out looks to portray a fun story with an even deeper meaning. Check out the following details below:

  • Furious task management and questionable motivation tactics are your tools. Coffee, discipline, and shock treatment are all in play if your team slips off their production schedule.
  • Spend your profits from each game wisely – do you invest in a new espresso machine to keep your dev team happy, or buy some winged wingtips to help you zip around the office?
  • Deploy strategic power-ups, like unpaid interns working for exposure and mandatory overtime to stay on track and hit that release date.
  • Take executive action in exciting and intense mini-games to keep the office in order. When the internet drops out, or your beloved wife calls in, only Fork and his pet piggy bank, Pork Farker, can save the game and the bottom line!

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Fork Parkers Crunch Out is limited to just 1,000 copies and is available now from The Mega Cat Studios website.

It comes complete with a playable cartridge, a full-colour manual and classic SNES-style box. It retails for $49.99.

Omega Strike Review [Switch] – Bringing Back The ’90s

Jack Boyles reviews Omega Strike…

The ’90s were the golden age of action in popular culture. You had such great action movies, movies like Die Hard 2, T2 or Cliffhanger; movies that made you sit down and thrilled you with its set pieces. But these films know pacing — they knew not to shove you with stuff every two seconds.

Then there were ’90s video games. The arcades, light gun games, beat em ups; games like Final Fight, Metal Slug. You also had the console market boom with Nintendo vs Sega. Titles like Metroid, Earthworm Jim or Robocop vs Terminator; the action was everywhere, and it served one purpose, to entertain.

Nowadays, action movies and video games take themselves seriously, albeit ridiculous in nature. I feel that creators miss an important part of what made the action entertainment from this era great… Charm.

However, the team at Woblyware have reminded us of a simpler time of gaming with their title, Omega Strike.

Omega Strike has you play as three freedom fighters whose mission is to stop Doctor Omega and his mutant army from dominating the world. Playing as three of the freedom fighters, you must explore the world to find treasure and abilities in this Metroidvania game.

As previously stated, you play as three characters, the main character being Sarge, a Rambo inspired rifleman who has slick hair, the bulking muscle man Bear equipped with his grenade launcher and Dex the agility character with a shotgun. Each character has their abilities that help you access previously inaccessible areas.

The very start of the game has you with all three playable characters. Upon your first meeting of Doctor Omega, he captures Dex and Bear in a classic ‘removal of power’ move that is a staple of the Metroidvania genre. From here you must find Bear and Dex as well as the remaining power-ups scattered across the open world design. Exploring the map, you’ll come across treasure that gives you chunks of money. Destroying barrels and enemies also drops coins that can be used to buy weapon upgrades.

Though, exploration is a big part of the game. So is blasting down enemies. Bear’s grenades bounce and dip making it suitable for hitting enemies below you, Dex’s shotgun is powerful but has a small range, and Sarge’s rifle has the best range but medium power. Flicking through the players on the fly makes this an easy task.

It’s how solid the game feels that is one of the joyous parts of Omega Strike. The way the game plays is extremely polished and responsive. Jumping from platform to platform and dispatching enemies is generally satisfying; you easily slip into the game flow. At times, it doesn’t even feel like a Metroidvania title and would be more suited too a run and gun game from the ’90s.

Omega Strike is a love letter to ’90s video games on the SNES and Megadrive. The 2D pixel art graphics just spark nostalgia from that era of gaming, opting for a cartoon/simpler look than gritty details.

Furthermore, the soundtrack sounds like many of the instrumentals from a SNES cartridge. The tunes also are very hummable which is something lost from video games today; again, harking back to that ’90s generation of gaming.

Though, as polished as this game is, this becomes one of its issues; it never excels in any department.

The game offers no mini map, a staple in Metroidvania titles since Super Metroid. Unlocking the powers does no more than opening previously inaccessible areas and doesn’t change the way you play or think about the game.

As fun as shooting enemies is, it’s annoying not being able to shoot diagonally; meaning you must jump and shoot whenever an enemy is above or bounce Bear’s grenades off the walls in an attempt to hit an enemy below you.

Moreover, you can only switch the player in a preset way. So, if you want Sarge and you are Bear, you’ll have to scan through Dex to get to Sarge. I feel the ability to switch back and forth would add more depth.

Despite these issues, Omega Strike is a fun and polished game which makes these hiccups just bizarre. Though I cannot deny that is a good game and is enjoyable from start to finish. It may not execute everything correctly but what it does, it does it well enough to make the whole experience cohesively entertaining and engaging.

Both modern and retro gamers will find something in this indie title, though I feel people from the ’90s will get more out of this game.

So, grab your bucket hat and popper trousers.

Retro Gaming

Top Things I Miss About Retro Gaming

Jordan Zolan talks about gaming’s past…

A friend of mine was recently late to a meet-up we scheduled because he had to reach a save spot in a game. He complained how long it took to save his data, and that he was frustrated about being late as a result.

It all got me thinking about how things used to be back in the day, and that him having to wait a little bit to save is nothing like what we had to go through when I was a kid. We discussed what it was like oh so many years ago, and I started to reminisce about all the other aspects of retro gaming that I miss. Here are just a few things gamers today might not remember, but they were staples of my gaming experience growing up.

Cheat Codes:

Anyone who grew up in the ’80s and ’90s can probably still recite a cheat code or two. Whether it’s “IDDKQ,” “KDFM,” or “Up Up Down Down Left Right Left Right B A B A Start,” these sequences are burned into our memories. With cheat codes, we could act like God’s among men, devilishly manipulating the world around us. We now had the power to grant more lives, unlock unlimited weapons, or bring ourselves back from the dead.

Playing through Doom II was fun but having the ability to equip the BFG from the very start made for a really great ride. Knowing the correct buttons to push or keys to input, made gamers feel like they knew something no one else did. It was a secret that made you feel larger than life. Sure, everyone knew these codes, but in the privacy of your own home, you were the sole wielder of such great power.  To this day, I can’t pop in Contra on my NES without inputting the code for thirty lives. It’s ingrained in my muscle memory for all time.

This all still exists today, but it’s not as prevalent and just doesn’t feel as cool as it did oh so many years ago. What are some of the cheat codes you remember always using as a kid?

Retro Gaming

Save Game Passwords

Gamers today don’t know how easy they have it when it comes to saving a game. Most of the time you can just hit the start button and save your data on the spot. Occasionally, there will be a game that makes you work a little hard for it by having you find a save spot or wait until finishing a level. Either way, saving games in today’s world is a simple affair.

This wasn’t always the case, and I remember the pains of what my generation had to go through. Back in the day, we didn’t have the option of saving willy-nilly. What we had, were things called passwords or save game codes. If a game did allow you to save (which wasn’t always the case), it would give you a long string of randomized characters to input. This would allow the player to start at the most recently completed level, or at the spot where the password was received. I used to have notebooks full of passwords written down as to not lose them. I worked hard at advancing through various games, and those save game codes were of vital importance. I can’t imagine having to do something so archaic today, but back then it was the norm.

Retro Gaming

Instruction Manuals

I don’t remember when exactly it became a thing to get rid of instruction manuals with games. Back in the day, every title came packaged with a detailed booklet for all to read and enjoy. If you go back to the NES days, not only were they informative, but many had fantastic artwork throughout the pages. To see a great example, try to find an original Zelda manual. Each enemy and all the weapons were beautifully drawn with immense detail. Many times, there would be whole backstories written inside to build the world of the game.

I used to collect mine, never throwing any away. One day, all of my manuals were tossed, and it was devastating. Today, assuming you don’t buy a game digitally, all we get is a little insert, possibly a coupon or code, and that’s about it. I’m sure it was a cost-cutting measure to do away with instructions, but they used to add so much to the gaming experience. Even to this day, I think about my tossed books of fun, and I wish I had them to read through.

Retro Gaming

Nintendo Power

Sure, gaming magazines are still released on stands today, but none of them are as iconic or enjoyable as Nintendo Power used to be. When you received a copy of that larger than life magazine in the mail, it was a glorious day, to say the least. The wonders and thrills imprinted on each page always brightened my day. The cover art was always amazing, and the details within continually made me excited for what was to come.

From 1988 to 2012, Nintendo fans were treated to something special within those pages. The magazines released today still inform players of upcoming games and news, but it’s not the same. By the time an issue hits the newsstand, the information it contains is outdated and made irrelevant by the internet. I was given a subscription to Game Informer when I paid for my GameStop PowerUp Rewards, but I didn’t read a single issue. The magic that was Nintendo Power can never be recreated.

Retro Gaming

PS1 Power-Up Theme

This might be silly, but I loved the theme that played when you first turned on an original PlayStation. It gave the PS1 an instant bravado that made it say “I’m Different, and I’m going to kick butt.” When you heard that tone, you knew you were in for an experience. I can remember turning up the volume, controller in hand, and hitting that power button with the biggest grin on my face as that music played.

It truth, not all games lived up to the hype generated by that grandiose tone, but it always made you feel you were strapping in for a great ride none-the-less. Other consoles had their other start music after that, but nothing quite matched the grandeur of the original PS1. I loved the GameCube start-up music as well, but it didn’t have the same adrenaline-inducing magnetism as the PS1.

Retro Gaming

Peripherals

Nintendo was king of the peripherals. From the Power Glove, Super Scope 6, the Power Pad, and the Light Gun to name a few, gamers in the ’80s and early ’90s were inundated with first and third party peripherals.

So many of these add-ons were quite useless, but I’ll be dammed if they didn’t look cool on the shelf. The R.O.B for the original NES was probably the most confusing and nonsensical peripheral of all time, and yet there was something special about it. I still have mine, although it doesn’t work, and I’m missing all of the various attachments.

Steering wheels, flight sticks, brake pedals, and arcade-style lap controls were all a part of what gaming was all about. I know they still sell things like that today, but the newness of it all back in the NES heyday made it all the more special. If you loved playing Afterburn in the arcade, now you could have your very own Jet flight stick at home.

It was kitschy and pretty geeky to have some of these beautiful pieces of plastic, but it just made the who gaming experience so much more visceral. What are some of your favorite peripherals from back in the day? Are there any you always wished you had but never owned?

Retro Gaming

Simple Wired Controllers

I can remember getting so frustrated at games (I’m looking at you Battletoads), that I would throw my controller in a fit of rage. The NES controllers were built like tanks, and since they were wired, they couldn’t go very far.

I can safely say I never broke a single controller back then by throwing it. It was a great way to channel your frustrations and to take a minute to cool down and try again. Jump to today, and I would NEVER throw a controller no matter how blind with rage I’ve become. Aside from the fact that they can easily break, controllers are exceptionally expensive. Having to replace a first party Xbox One, PS4, or Switch Pro Controller will set you back $60 or $70 bucks. The Joy-Cons, as much as I love them are also exorbitant. Throwing your controller today is an expensive form of anger management, one which I highly recommend you do not do.

Makes me yearn for the little square piece of hard plastic with its two buttons and securely wired tether.

Retro Gaming

These have been just a few of the things I miss about retro gaming. Sure, many of the things I listed above aren’t practical today, but that’s not the point.

I realize gaming has evolved to make things easier and more streamlined for players, but that doesn’t mean I can’t reminisce about the days of yore. I wouldn’t want to go back to inputting a long password to start a game where I left off or be forced to use simple wired controllers again.

I enjoy how gaming has evolved, but a part of me misses the simple pleasures of how things used to be. Are there aspects to retro gaming you miss? Write in the comments below and let me know what you think of my list and what I might have left off.