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<blockquote data-quote="Gornostay" data-source="post: 14075" data-attributes="member: 344"><p>[ATTACH=full]2406[/ATTACH]</p><p></p><p>Favourite game I've played recently. Small recently translated PS2 game that's halfway between Resident Evil and Dead Rising. Was almost certainly played and appreciated by the Dead Rising team. Simple action game that's all about interacting with non player characters. Also feels amusingly similar to Pathologic in many ways. And as you can see from the cover, it's just cool as hell. Fantastic taste all over. 19th century Europe run through anime sensibilities resulting in something between Berserk, Vampire Hunter D, and Nosferatu. The whole game has an old film visual noise effect, which pairs quite well with the simple 3D anime stylised characters and relatively plain textures and modelling. It's a simple game, but not a bad looking one at all. I think it looks brilliant. And it emulates perfectly in software mode with all of its effects intact (nice fog and shadows).</p><p></p><p>[ATTACH=full]2407[/ATTACH]</p><p>The game has multiple playable characters. Something I suspect that Dead Rising considered in development. The premise is similar. An agency has sent a small number of professionals to deal with this outbreak situation. They all handle very simply, but manage to feel very different, and all fun. In Dead Rising Frank can do a lot of different things. In Vampire Panic you have three specialists with their own style of approach, who you flip between freely all game. The game has a resident evil style safe room (one central one instead of several spread around), and limited healing items. You can't softlock yourself on heals because switching between characters allows them to recover only at the cost of time. So there's a good natural incentive to constantly switch.</p><p></p><p>[ATTACH=full]2408[/ATTACH]</p><p></p><p>And yes, time. Like Pathologic and Dead Rising the game is relatively linear and time-based. Also like Majora's Mask I suppose. The idea is that the game is meant to be replayed until you find the perfect run. Like Dead Rising there are key things that need doing to unlock ending conditions, and lots of non-essential things you could be doing to empower yourself and get a nicer score at the end.</p><p></p><p>[ATTACH=full]2409[/ATTACH]</p><p>The game looks fantastic. It does a lot with a little. Look at this pause screen. 3D model of your current protagonist, the organisation's logo tiled for a background, subdued earthy tones, and a very clear and readable layout that looks good and consistent no matter what you're doing. This is one of my favourite pause screens. Also everyone in the game has a high quality unique model and can be viewed here in a tally like Dead Rising, complete with model display.</p><p></p><p>[ATTACH=full]2411[/ATTACH]</p><p></p><p>Everyone is important. Everyone is unique. Everyone is physically present in the game world just like you and has to dodge the same monsters to get to safety.</p><p></p><p>[ATTACH=full]2410[/ATTACH]</p><p></p><p>My first playthrough didn't go perfectly.</p><p></p><p>Vampire Panic is an incredible game. It's just brilliantly realised on every level, and conceptually attempting things which have only been tried a few times in video games. And never really with any more success than pulled off here. I think it's some of the best integration of NPCs into a video game ever. For all the fuss westerners make about depth of simulation I think this is something the Japanese have always been the best at. </p><p></p><p>NPC driven and focused games have always been favourites of mine. But we lack the language to talk about this in general, so no innovation is tracked over time, developments are forgotten, regression is constant, and of course lots of people probably don't care. Which strikes me as a great shame. Virtual reactive actors strike me as possibly the greatest potential strength of video games over other existing media. As a potentially expressive element (or a transformer or augmenter of literary and cinematic elements), and it just makes for highly compelling games.</p><p></p><p>[ATTACH=full]2412[/ATTACH]</p></blockquote><p></p>
[QUOTE="Gornostay, post: 14075, member: 344"] [ATTACH type="full"]2406[/ATTACH] Favourite game I've played recently. Small recently translated PS2 game that's halfway between Resident Evil and Dead Rising. Was almost certainly played and appreciated by the Dead Rising team. Simple action game that's all about interacting with non player characters. Also feels amusingly similar to Pathologic in many ways. And as you can see from the cover, it's just cool as hell. Fantastic taste all over. 19th century Europe run through anime sensibilities resulting in something between Berserk, Vampire Hunter D, and Nosferatu. The whole game has an old film visual noise effect, which pairs quite well with the simple 3D anime stylised characters and relatively plain textures and modelling. It's a simple game, but not a bad looking one at all. I think it looks brilliant. And it emulates perfectly in software mode with all of its effects intact (nice fog and shadows). [ATTACH type="full" width="545px"]2407[/ATTACH] The game has multiple playable characters. Something I suspect that Dead Rising considered in development. The premise is similar. An agency has sent a small number of professionals to deal with this outbreak situation. They all handle very simply, but manage to feel very different, and all fun. In Dead Rising Frank can do a lot of different things. In Vampire Panic you have three specialists with their own style of approach, who you flip between freely all game. The game has a resident evil style safe room (one central one instead of several spread around), and limited healing items. You can't softlock yourself on heals because switching between characters allows them to recover only at the cost of time. So there's a good natural incentive to constantly switch. [ATTACH type="full" width="546px"]2408[/ATTACH] And yes, time. Like Pathologic and Dead Rising the game is relatively linear and time-based. Also like Majora's Mask I suppose. The idea is that the game is meant to be replayed until you find the perfect run. Like Dead Rising there are key things that need doing to unlock ending conditions, and lots of non-essential things you could be doing to empower yourself and get a nicer score at the end. [ATTACH type="full" width="548px"]2409[/ATTACH] The game looks fantastic. It does a lot with a little. Look at this pause screen. 3D model of your current protagonist, the organisation's logo tiled for a background, subdued earthy tones, and a very clear and readable layout that looks good and consistent no matter what you're doing. This is one of my favourite pause screens. Also everyone in the game has a high quality unique model and can be viewed here in a tally like Dead Rising, complete with model display. [ATTACH type="full" width="549px"]2411[/ATTACH] Everyone is important. Everyone is unique. Everyone is physically present in the game world just like you and has to dodge the same monsters to get to safety. [ATTACH type="full" width="548px"]2410[/ATTACH] My first playthrough didn't go perfectly. Vampire Panic is an incredible game. It's just brilliantly realised on every level, and conceptually attempting things which have only been tried a few times in video games. And never really with any more success than pulled off here. I think it's some of the best integration of NPCs into a video game ever. For all the fuss westerners make about depth of simulation I think this is something the Japanese have always been the best at. NPC driven and focused games have always been favourites of mine. But we lack the language to talk about this in general, so no innovation is tracked over time, developments are forgotten, regression is constant, and of course lots of people probably don't care. Which strikes me as a great shame. Virtual reactive actors strike me as possibly the greatest potential strength of video games over other existing media. As a potentially expressive element (or a transformer or augmenter of literary and cinematic elements), and it just makes for highly compelling games. [ATTACH type="full"]2412[/ATTACH] [/QUOTE]
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