By Dale Weir on October 30, 1999 - 3:15am.
As soon as I started up, I was greeted by all the awe and great feelings I had when I first picked the game up. I remembered every bit of hype that preceded its release and the amount of praise MGS received when its release finally came. VR Missions comes with 300 missions for me to complete and offers a few bonuses, which I'll get into later. All of the missions are fun and some are indeed very clever.
By Chi Kong Lui on October 29, 1999 - 11:00pm.
Holy Crap! It's amazing what passes for a game these days! Transplant the body of Snake into a puzzle game like Boxxle or Chip's Challenge and you might get some idea of what it is like to play VR Missions.
By Dale Weir on October 28, 1999 - 11:00pm.
Almost from the beginning, people who saw the character designs were scratching their heads. Jet Force Gemini was supposed to be a juxtaposition of cute mascot-like characters and violent, gory action, but it never worked out. Even after they were redone to be more mainstream, they still looked unnatural and downright creepy. I was grateful that I spent most of the game looking at their backs but when it came to Vela (in her too-short skirt), I couldn't shake this uneasy feeling I had while playing as her.
By Chi Kong Lui on October 27, 1999 - 11:00pm.
Yet the thing that singly bugged me the most was the graphics or, rather, the overall art direction that Rare took. Yes, like Dale mentioned, the graphics are technically amazing and push the N64 to likes of which the system has never seen. But stylistically, the game is a mess.
By Dale Weir on October 20, 1999 - 11:00pm.
To its credit, Square EA did pack in the second best RPG in the whole series with Final Fantasy VI, but I cannot let Square off the hook because they left out my all-time favorite, Final Fantasy IV.
By Chi Kong Lui on October 20, 1999 - 11:00pm.
To all the Square-heads and otakus out there (who are gonna buy this game regardless), I apologize in advance, but this review isn't meant for you. It's meant for Squaresoft whom I hope to sting a little.
By Dale Weir on October 18, 1999 - 11:00pm.
What impressed me the most about Legends was that it has an old car comfort, but with a new car smell. Legends has all the "old-school" button-mashing, destroying-everything-on-the-screen gameplay but now it comes with flashy 64-bit graphics, loud sounds, huge bosses, and over-the-top spells and special effects.
By Chi Kong Lui on October 18, 1999 - 11:00pm.
It can if Midway effectively recreates the arcade experience while adding immersive home console peculiarities. And, apparently with Legends, they have. The original premise of having four human controlled adventurers of different character classes cooperatively questing (a refreshingly rare feature today) through maze-like stages hasn't changed, so the gameplay is still very arcade-like.
By Dale Weir on October 16, 1999 - 11:00pm.
While it was spawned from the phenomenally popular Resident Evil
franchise, Dino Crisis
tries to offer enough to separate itself from Resident Evil
as well as the myriad of clones Resident Evil
sequels that have saturated the market. Capcom has dumped the pretty (and expensive) pre-rendered background graphics and shock tactics that Resident Evil
used and instead have opted for real-time 3D backgrounds, packs of carnivorous dinosaurs, and real-time action. It's a big break from the norm, but it shapes up to be a successful one.
By Chi Kong Lui on October 15, 1999 - 11:00pm.
To my surprise, Dino Crisis was much better than I expected and held up pretty well under my scrutiny. Laughable voice-acting (marginally better than Resident Evil's) and the old 'door entrance' load-times are still present, but there's an effort to fix or improve on all other problems that have consistently plagued the series. Bad camera angles obscuring enemies and objects are less apparent since the use of real-time rather than prerendered environments allows the perspective to pan around when necessary.
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