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THE IMPACT RESIDENT EVIL 4

Issue 244

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Retro Gamer

WHILE THERE HAD BEEN A HANDFUL OF INNOVATIONS DURING ITS FIRST THREE CRITICALLY ACCLAIMED GAMES, THE CORE GAMEPLAY OF THE MAIN RESIDENT EVIL SERIES HAD REMAINED BROADLY THE SAME BY THE TURN OF THE CENTURY. AS THE NEW MILLENNIUM DAWNED, IT WAS TIME FOR A SIGNIFICANT CHANGE THAT WOULD COME TO REDEFINE THE SERIES FOREVER

- GRAEME MASON

THE IMPACT RESIDENT EVIL 4

Whether you’re a fan of the series or not, there’s undoubtedly no argument that Resident Evil helped redefine videogames in the mid-Nineties and propelled the Sony PlayStation into a more mature demographic. Open and tense locations, limited ammunition, a mysterious corporation, oblique puzzles and, of course, those shambling undead corpses all contributed massively to a successful regeneration of the survival horror genre. And back in 1996, we didn’t seem to mind the tank controls and those painful door animations. This was a frightening experience like no other. “I remember walking into a lot of walls!” smiles Alex Moore, designer on Firesprite’s brutal VR survival horror game, The Persistence. “The controls and camera suited the game at the time, but they were a high skill floor for players to learn.”

While it retained the tank controls and prerendered backdrops, Resident Evil 3: Nemesis included a few nods to a new direction. Much of the original game’s anxious skulking of tight corridors was gone, as was the laborious trudging across the map to find a specific item. Instead, we got the mutated Nemesis, stalking Jill Valentine with a rough gargled exhortation of “STARS” as the series took a notable move towards action-based gameplay. Then, with further advances arriving with the Sega Dreamcast game Resident Evil – Code: Veronica in 2000, Capcom’s decision to publish a remake of the original game on the Nintendo GameCube pointed the way to a new beginning.

Retro Gamer

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RICHIE SHOEMAKER

PC Zone is one of those magazines that fans still champion long after its closure, and Richie Shoemaker's five years on its staff make him a familiar face to many of them. We learn about his start in games media, how he launched a single-game magazine that outlasted many more mainstream titles, and why he's recently returned to print magazines

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40 YEARS OF AMIGA

IN 1985, COMMODORE LAUNCHED A POWERHOUSE 16-BIT COMPUTER PLATFORM THAT WAS AHEAD OF ITS TIME, AND HOSTED MANY ALL-TIME CLASSIC GAMES. FORTY YEARS ON, WE SPEAK TO DEVELOPERS AND FANS TO CELEBRATE A FAMILY OF COMPUTERS THAT HAS BECOME SIMPLY TIMELESS

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TURBO CHALLENGE-2

WITH ITS INSTANTLY CATCHY AND ENERGETIC MELODY, CRISP DIGITAL SAMPLES AND ARPEGGIOS, BARRY LEITCH'S LAYERED, SOARING TITLE TUNE FOR GREMLIN'S LOTUS TURBO CHALLENGE 2 (OR LOTUS II: RECS AS IT'S KNOWN ON THE MEGA DRIVE) QUICKLY DROVE GAMERS CRAZY WITH EXCITEMENT

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A SUMMER OF GAMES

A LARGE NUMBER OF RETRO-RELATED GAMES ARE ON THE WAY

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THE MAKING OF DRAKAN

EVERYONE KNOWS LARA CROFT, THE TOUGH 3D ACTION HEROINE. BUT HOW MUCH COOLER WOULD SHE BE IF SHE COULDN'T JUST JUMP AND SHOOT, BUT COULD ALSO DISH IT OUT IN HAND-TO-HAND COMBAT AND RIDE A FIRE-BREATHING DRAGON? WELL, THEN HER NAME WOULD NO LONGER BE LARA, BUT RYNN

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Super Pocket: Neo Geo & Data East Edition

WHO WILL WIN THE LATEST SUPER POCKET HEAD TO HEAD?

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TIGER HELI

TIGER-HELI ESTABLISHED TOAPLAN'S REPUTATION AS A SHOOTING GAME POWERHOUSE, EMERGING AS ONE OF THE MOST IMPORTANT, INFLUENTIAL RELEASES THE GENRE HAS EVER SEEN. AND IT'S STILL NOT DONE. LATER THIS YEAR TIGER-HELI LANDS ON ATARI CONSOLES. BUT WHAT MADE IT SUCH A SPECIAL GAME?

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SOUL READER 1&2 REMASTERED

RETURN TO NOSGOTH

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