3:20PM

PPR 34

Happy New Year everyone! We at Press Pause Radio hope that you have had a fun and safe holiday, and thank you all for making 2010 a great year for the show and the website. The end of 2010 also means that we can now discuss our favorite games of the past year. The entire show is dedicated to our top ten games, as well as some disappointments and various other awards. So please enjoy the latest episode, and stay tuned for what Press Pause Radio has in store for 2011! Don't forget to go on the various social sites and our forums to discuss your top games of this past year, and also check out Crush! Frag! Destroy!'s Game of the Year coverage over at their site

PPR Episode 34

12:44PM

Bullet Heaven Episode S204 - Trouble Shooter

In this episode of Bullet Heaven, we take a break from heavy-handed space epics and super militarized shmups to take a look at the refreshing Trouble Shooter for the Genesis and Megadrive.

-Ser

6:20PM

Georgie-Boy Guest Stars yet again on The Pokemon Podcast

 

So I know this was a late time coming but this past Tuesday I was able to guest-star on the latest Pokemon Podcast & it was a fun episode indeed, I also made friends with a new friends of the show Matt of Open Forum Radio so click the link & check out the episode. On the episode we evaluated Catie's team on the Featured Team segment & then I shared my opinions of what a Magmar truly is. Also keep an eye out for some more of those sweet Poli-shirts & we here at PPR are working on ours! stay tuned! & click here for the episode!

-GeorgieboysAXE
12:34PM

Bullet Heaven Episode S203 - Vertical Force

In this episode of Bullet Heaven, we take a look at the only shmup on the infamous Virtual Boy: Vertical Force by Hudson.

Viewers beware... the only way I could capture this one was with a camera jammed into the visor, so the sound and picture are... uh, comprimized. I very nearly abandoned this episode, but Vertical Force is one of a kind on the Virtual Boy, and still makes for an interesting episode. Thankfully, this will be the ONLY episode filmed this way!!

-Ser

8:31AM

The Evolution of Evil

The Evolution of Evil

The arrival of Resident Evil coined the term “survival horror”. However Capcom’s franchise title was inspired by the 1992 game, Alone in the Dark. Polygonal characters were rendered on a two dimensional backdrop with foreground elements overlapping.  The player could select to play as either a male or female protagonist. While the game play mixed together combat, exploration, and puzzle elements.

 

 

Alone in the Dark - Gameplay

Despite the obvious influence, Resident Evil took the formula and made it its own. Combat took a bigger stage. Zombies and B.O.W. creatures (biological organic weapons) stalked throughout the mansion. A short supply of ammo and weapons meant you had to wisely employ your arsenal. Not to mention health refills were as equally rare. The locked camera angles kept the player from seeing what was around the corner. When you did encounter something it’s typically accompanied with a nice jump scare. Like when the rotting dogs burst through the windows.  The intensity and nervousness induced by encounters where further amplified by the “tank controls” which make your character plod along as if they were stuck in mud. This recipe would forever leave an impression with gamers.

Capcom is not the kind of company to let a success go to waste. Resident Evil would see a Director’s Cut, a Dual Shock version, and numerous platform releases and remakes over the years. Each sequel would take things to new extremes. Resident Evil 2 in particular expanded onto two discs, introduced the “zap system” which let the player plunder from or leave supplies for the other playable character, and the T-Virus reanimated monsters were now alongside the mutating G-Virus infused pursuers. Resident Evil 3 seemed content to stay the course. The overall presentation was much more polished than the previous games.

Code Veronica on the Dreamcast brought the series into a full three dimensions. Ignoring the voice actor for Steve Burnsides and the heavy backtracking, the numerous settings showed that nowhere was safe from Umbrella’s dubious experiments. The intro still stands out as one of the most ridiculously awesome things to me and gave an early hint at where the series was going.

 

 

Resident Evil: Code Veronica - Intro

Resident Evil 4 was in development for awhile. And the complete reworking of the game play took the series further into action horror territory. The over-the-shoulder camera enabled the player to precisely aim. For instance zombies could be staggered by capping their knee. While a well placed headshot puts them down for good.  No longer a mindless mob, the enemies attack in groups and will alert others to your presence. Intensity is now found in being overwhelmed or dealing with extremely deadly enemies. Leon also grew into this wise-cracking smart ass which is a departure from the deadpan and direct tone of the prior titles. Even though it’s nothing like the original, number four is one my favorite games in the series

The series officially became action horror with the release of Resident Evil 5. Chris Redfield, the lead, evolved into this mountain of muscle that can punch his way through crowds. His partner, Sheva, is a gun-toting babe that easily doubles the kill rate. Supply hoarding took a step back as diving up ammo and health between two people became the focus. The enemies this time out are just as well armed as you. They’re even smart enough to take cover. Also the fight scenes with the “Masked Lady” and Albert Wesker employ all sorts of slow motion and acrobatics.

 

 

Resident Evil 5 - WESKER!!!

A lot of people have complained about where the franchise is going. It’s still technically a survival horror game. Instead of fretting over supplies and creeping along like in the original, you’re now faced with overwhelming numbers and intelligent (as far as programmed) bad guys. Resident Evil has been around since 1996. That’s fourteen years old and counting. If the developers didn’t change things up, the series would have gotten stale long ago. I’m glad they actually had the balls to experiment and keep things fresh. Which is a miracle when you consider the other games Capcom has ran into the ground.

 

-Iodine

5:33PM

PPR 33

After a long week of Christmas shopping and holiday hijinks, Press Pause Radio returns to you with our latest episode. This week Ser takes the hosting duties as we discuss Nintendo 3DS rumors and the somewhat lukewarm reception to OnLive. The crew will also discuss what they have been playing, such as Assassin's Creed: Brotherhood, Halo Reach and Pac-Man Championship Edition DX. Georgie then reviews a Ronald McDonald game made by Treasure. Wait....what? I'm being told this game actually exists; I suppose you'll have to listen to the show to find out for sure. Also a friend of the show Matt Jay of Sega Addicts wrote an article to only add to the confusion...

Our featured topic this episode is all about social interactions in video games. With Twitter and Facebook integration now on our consoles and leader boards becoming more and more common, is this too much exposure? When does being linked to fellow gamers and friends start to have a negative effect? We explore this and many more topics on this week's episode. Please rate or review us on iTunes and Zune, and who knows? You may win fifteen games and a book, just like our Zom-blowout contest winner Avocado-Goddess!

PPR Episode 33

2:57AM

Quarter Circle Forward: Raiden Fighters Aces

There's always that one single title that truly defines a gemers love for a particular type of game. When it came to RPGs, the one that hooked me was Final Fantasy Legend II for the original Game Boy, spurring an intense love for the genre. RPGs were my bread and butter which sustained me almost entirely on their own, until that fateful day in 1998. I made my way to the absolutely massive arcade in Les Galleries de la Capitale, located in downtown Quebec City and it was there that I discovered the game that would make me question my RPG loyalty, and entrance me with a whole new genre: The 'Shmup. And that game was Raiden Fighters.

Three generations have passed since then, each with the hopes that there'd eventually be a home release. Finally, after 10 years, hope: a lone trailer on Xbox Live in 2008 for Raiden Fighters Aces, a compilation containing Raiden Fighters, its 1997 sequel Raiden fighters 2: Operation Helldive, and the 1998 follow-up, Raiden Fighters Jet. Then... Nothing. No announcements, no advertisements, no mention of the game at all, outside of a Japanese release. In North America, the 'shmup used to be all but dead, and the prospects of new Japanese arcade 'shmup releases were bleak at the very best of times. Eventually, Raiden Fighters Aces became forgotten, and the months turned into years.

 

All of a sudden, whilst looking for a review of a completely different game at random one day with Raiden Fighters being the very last thing on my mind, I stumbled upon a review for Raiden Fighters Aces and balked. Loudly. There was nothing to indicate its release at all, and I was fast to secure the last copy at my local retailer. Not only is it worth more than its weight in gold, it was also a steal at just 20 bones. Considering it was a full-priced retail release for a Yen-cost-equivalent to a whopping $70.00 in Japan, we're really getting quite the bargain.

 

All three games are vertical-scrolling shoot 'em ups that fall somewhere between standard and bullet hell in terms of enemy fire and patterns. With each, you have the choice to select from a multitude of creatively designed aircraft, each with unique weapons and attributes such as speed and firepower. You'll find yourself up against your typical assortment of enemies such as tanks and planes with larger variants requiring more effort to destroy. Of course, at the end lies the main objective, a massive oversized boss machine that will fire all kinds of death at you while you try to take it down. In addition to the actual games main arcade mode, additional boss rush and expert modes are available, which keep the good times rolling.

 

To aid you in your endeavors, you can pick up L or M icons which give you your choice of missile or laser power ups to increase your default firepower. Certain planes will force you to choose between one or the other with more powerful or wider-shooting default guns while others will allow you to have both at once with less guns. Finding the one that's just right for you can be a challenge, but once you do, you'll be laying waste to your enemies in no time at all. But lasers and missiles are just one way to jack up the pain; you also have massive bomb attacks that can vary depending on your plane, and Slave Fighters, which will flank and assist you an varying ways. With Slave Fighters, you can only have two with you at a time, but if you continue to collect Slave Fighter tokens throughout the game, they will change formation and will eventually seek out and attack your foes at point blank range.

 

When it comes down to difficulty, Raiden Fighters Aces is pretty hard. You can scale down the difficulty, but of course, some of the challenges (read: achievements) can only be done on normal difficulty or higher. Adding to the difficulty is the lack of any sort of extend score. This means that when you start any of the three games here, it's win or bust: you'll be left only with three lives and however many credits you start out with (default 3). The scoring is pretty straight forward; with the medals you collect increasing in value as you consecutively collect more and more of them. In addition, you will obtain a bonus score in conjunction to how many you have collected in total. Then there's Raiden Fighters Jet with it's unique “medal collection” mechanic. There will be certain medals that sweep up and absorb smaller medals on the field; this “sweeper medal” will increase in size and value as it collects more smaller stray medals, allowing for a massive score if you can grow it enough. You can also gain secret scores in all of the games by meeting certain conditions. More often than not, a fairy will appear, distributing bombs and allowing for a 100,000-point bonus if it is actually collected. They are susceptible to your gunfire though, so watch where you shoot!

As far as presentation goes, it can be hit and miss, depending on your tastes. There's an overall heavy techno groove going on here, and while I'm all for it, many others might not share my enthusiasm. The sound effects are pretty slick, and the sprites and 2D elements here are really smooth and well-defined. The special effects like the lasers on the Raiden Mk.2, for example, are jaw-droppingly awesome, often looping and snaking all over the screen with satisfying destructive force. Everything is well animated as well, making it quite pleasing to look at compared to most 'shmups from their time. Finally, there's the text bits. Riddled with terrible English, this can be a plus or a minus, depending who you are. In my case, I'm the kind of person that loves this kind of thing, but again, many probably don't share that taste.

-Ser

12:03PM

Bullet Heaven Episode S202 - Solar Striker

In this episode of Bullet Heaven, we take a look at Nintendo's only first party shmup, and the earliest shooter on the then-fledgling Game Boy handheld: 1989's Solar Striker! How does this early portable shooter stack up?

Starting with this episode, Bullet Heaven will be using a new rating format with a rating wheel and Picture-in-Picture! Also new to Bullet Heaven henceforth is brand new art at the end of every episode of the show!

-Ser