Indiepocalypse #29: I Treat you Special, ’cause You Rally Special

Cover art by ar_Tekko.

Our monthly feature highlighting oddball and obscure  games for @PIZZAPRANKS‘ Indiepocalypse rides again! This month sees 1988’s Paris-Dakar Rally Special! for Nintendo’s Famicom speeding onto the scene; and presenting us a gauntlet of grueling driving, maze-solving,  on-foot platforming, and even encounters against armed combatants — all in the name of “simulating” a real-life rally circuit, which only really deals in one of those four aspects! It’s a true oddity in the driving game genre, made all the stranger by its bearing the branding for an actual race event. Ridiculously difficult and barely coherent as it may be, it’s still a real charmer of a cart in my books, and I happily filled out our allotted space this month covering the details of what makes it so unique:

Sure, maybe aspiring to no less than four different gameplay modes within your car game is a bit of a tall order. But all it should really take is one novel change-up that you can occasionally toss a player’s way: Something that requires changing the speed on a dime, or fundamentally altering the ways in which a player is made to control their vehicle. Make them have to endure some sort of vehicle-based stealth section or something! Force them to step out of the vehicle in order to scavenge for replacement parts whenever they bust a component! Make it so that if you hit a ramp, your car is suddenly able to fly, and players are suddenly immersed within some sort of impromptu flight simulator! The world is your oyster, indie developers, and racing games can be re-imagined to provide a rich new range of features and functions that the games mainstream will otherwise shy away from in their dogged pursuit of “realism.” Until the day that the real-life Dakar Rally starts incorporating firefights and game show-esque obstacle courses, don’t expect the AAA industry to deviate from their comfy little formula.

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Video Game History Hour: The Zeebo

Well, here’s something cool I somehow managed to sneak my way into: On the back of my latest work with Stop Skeletons From Fighting to help produce their video on the Zeebo games console, Derek and I were invited to talk about it on the Video Game History Hour podcast, hosted by the Video Game History Foundation’s Frank Cifaldi and Kelsey Lewin!

We discuss the ill-fated Brazilian console in some amount of depth, and get to cover some ground / field some questions we didn’t have the chance to address in the video itself. Needless to say, I’m pretty stoked to have been given the chance to appear on here and talk amongst bona fide legends of games preservation, in my role as a goofball with a hyperfixation on failed bits of gaming history. I’d love for y’all to give it a listen, and to reassure me that I didn’t embarrass myself too badly! Not like the first time I met Frank and asked if he would model my cowboy hat for a photo

Listen to the episode here!

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Resident Evil Survivor

“I Was Only Listening to It Because I’m So Bored!”

“I know you think that I’m a murderer.
But you’re wrong!”

North American PS1 release front cover.

I’ve got a confession to make: I love the Resident Evil franchise. I adore pretty much everything about it, as well as most every piece of media and ephemera that’s been borne of it. The core entries in the game series? Pretty much all masterpieces in my mind — even the so-called “worst” one. The Milla Jovivich run of live-action movies? Love each and every last schlock installment to death. The closed-down theme restaurant in Japan’s Shibuya district? I hear the “S.T.A.R.S. Original Noodles à la Barry” were to die for. Funnily enough, the one aspect I could honestly take or leave are the prevalent members of the cannibalistic undead militia themselves: I’ve never much been one for zombie media, truth be told — especially over the course of the past decade, where they’ve been run back into the ground they once rose from. And yet, Resident Evil manages to overcome this personal hurdle for me, by the sheer force of its earnest charms and compelling gameplay. Perhaps this predilection of mine makes me an outlier in the larger fandom? Or maybe it’s come to be a common sentiment at this point — a shared zombie fatigue that we collectively manage to look past.

Now, if there’s one “hot take” on the Resident Evil franchise that likely sets me furthest apart from the rest of the Resi community – an aspect of it which seems to be its most contentious, but which I’ve always gone to bat for nonetheless – it’d be this: The light gun titles deserve more love. There’s no accounting for taste, I know; but if video games ended around the time of Resident Evil: The Umbrella Chronicles’ release, I’d at least be content knowing that the industry ended on a high note. Of course, the pair of excellent rail shooters originally released for Nintendo’s Wii were actually not the first in Capcom’s first-person zombie-shooting endeavors. To chronicle the origins of the Chronicles games, we need to travel back seven years in time — back to the fifth-generation console that first birthed the survival horror series. It’s there where you’ll find Resident Evil Survivor (known as ‘Biohazard Gun Survivor’ in Japan), serving as the franchise’s very first spin-off title. And for whatever reason, the fandom has taken to dismissing it as apocrypha in the two decades since — writing it off as some sort of major misstep or low point in the larger series’ history. And while there have certainly been worse Resident Evil games in the twenty years since (Yeah, I’ll admit it: There are, in fact, a couple stinkers), Survivor still seems to serve as the sort of go-to punching bag, for some reason? Which I reckon means it’s my contractual duty to stick up for it, then!

In this spooktacular side story on the Bad Game Hall of Fame (I originally wrote the word “spooktacular” here with intent to publish this article back in October 2021 – Cass), I’ll be doing just that: Providing some reconnaissance on how this spin-off came to be, undertaking the dangerous mission within, and escaping with a report on the details of its legacy and impact on the franchise. We’ll also provide a brief bio on the game’s infamous ghost developer, Tose; who we’ve already covered a few games by in previous articles here on the Bad Game Hall of Fame, but never really given a proper rundown / company profile on. Along the way, I’ll be doing my damndest to curb my biases — for both the Resident Evil IP and the broader light gun genre I hold so dear to my heart. But also, come on: It’s not every day that I get an excuse to talk about either on this site, so you’re gonna have to cut me at least a small bit of enthusiastic slack here. Now, with all that out of the way, let us “enter the world of survival horror”… or first-person shooting, as the case may be.

Yeah, we’ll still get to Resident Evil 6 on here some day, don’t you worry. Just know that I’m probably not gonna be particularly mean to it. Sorry in advance to disappoint y’all? Now, when it comes to the subject of something like an Umbrella Corps, on the other hand…

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Indiepocalypse #27: Resident Evils, Dressed in Black

Cover art by @nwyattal.

Our monthly feature highlighting the merits of forgotten and misbegotten  games for @PIZZAPRANKS‘ Indiepocalypse returns! This month brings us… Resident Evil 2?! Is this another April Fool’s gag? Nah: We’re just talking about its Tiger Game.com conversion. Doing so gives us the opportunity to talk about modern-day demakes and retro throwback games, and the excuse to make our plea to indie developers to keep bringing us back to a pixelated past:

I guess the message I’m really trying to get across to indie developers here is as follows: Please demake more games in the style and constraints of obsolete and obscure systems. Someone try to find a way to reconceptualize Katamari Damacy for the ColecoVision, or convert S.T.A.L.K.E.R.: Shadow of Chernobyl to the Watara Supervision. Bring Elden Ring to the Fairchild Channel F where it truly belongs, and give us the portable version of Assassin’s Creed XIVV (or whatever the hell installment that fuckin’ series is up to now) for the TI-83 calculator that high school kids have been demanding. I don’t even know if that last joke plays any more or if that franchise is still going, but I honestly can’t be bothered to check. In all seriousness though: Demakes probably make for some valuable development practice and design insight, and I reckon we could always stand to see more of them make their way onto the web. They’re also pretty trendy too, if the idea of getting featured on Kotaku for a day before promptly receiving a takedown notice on the next appeals to you. And at that point, you can just rework the title slightly and change all the characters’ names in a pinch, and still have yourself a hot little “retro throwback” game on your portfolio. You can’t lose!

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The Graveyard

“It’s More Like an Explorable Painting Than an Actual Game.”

“Stone flowers will suffice to keep me nice and warm.”
Steam banner image for The Graveyard.

For a time in the late aughts and early 2010s, the term “indie game” was something like a dirty word in some circles. Divorced from its literal meaning in simply describing games developed and published outside of the AAA system, it had briefly taken off as a dismissive derogative — a catch-all for any game that dared to deviate from the industry standard template, prioritize its story-telling over mechanics, or – god forbid – not incorporate combat into its gameplay loop. Truly, these were stupid times: An era in which we apparently had to re-litigate whether or not games are art (they are), where pixel graphics were considered as lazy (they’re not), and when some of us were seriously worried that the emerging trend of “walking simulators” threatened the very sanctity of the medium itself (they didn’t). Boy howdy, did folk ever like to toss that walking simulator label around — where any game that didn’t center around constantly shooting everything and everyone on screen was somehow seen as a “political statement.” These same detractors would then go off to play military shooters like Call of Duty and Battlefield, where it’s well-established that politics clearly play no part in those IPs. If all this sounds too dumb to be true — like I’m just inventing a hypothetical person to get mad about here? Well, here’s the thing: That person used to be me, and I can confirm that I certainly wasn’t alone in my boneheaded beliefs.

Suffice it to say, but the public perception of indie games has largely changed for the better in the past decade. Things have more or less completely flipped around now to where the AAA publishers are now painted as the ones who threaten the sanctity of the medium (accurately so), and indie developers are seen as a sort of last bastion of hope for innovation in the field. Anyone who tries to argue that “games aren’t art” is now viewed as completely out of touch, retro throwback graphics are very much in vogue, and military shooters are now contemporaneously considered as the single-most tired premise for a game imaginable. I like to think that most of us “indie cynics” grew up, learned to see the industry for what it truly is, and came to accept that we were wrong to dismiss the efforts of such inspired creators — of folk whose passion for this digital business never wavered, even as they had to deal with assholes like us. And for those of us who didn’t evolve our thinking or adapt with the times… I guess they still mostly stick to Call of Duty and Battlefield, but they sure don’t seem happy about it.

But what of the so-called walking simulators? Has their reputation too changed for the positive with the passage of time? Well, for one thing; we’ve largely started referring to them as “environmental narrative games” now, which is a pretty good start. And there have certainly been a few titles to emerge from the scene that have gone on to receive acclaim from both critics and consumers alike; such as Firewatch, Everybody’s Gone To The Rapture, and What Remains of Edith Finch. But even bearing all that in mind, I think it’s fair to say the classification is still a ways away from mainstream acceptance — not yet quite ready to be perceived as a “real genre” unto itself: Largely passive gameplay experiences are still a tough sell for the average consumer, who have come to expect more engaging digital escapism for their hard-earned money. If I’m being honest with y’all, it’s still not a genre of game that I personally get all that much out of, either. Different strokes for different folks and all that. But maybe that’s just my old biases talking? Perhaps it’s time to reevaluate some of those titles I previously dismissed, now that I’m a bit more open to giving them a fair shake.

In the spirit of second chances and better understanding, we’re going to take a look at one of the most widely mocked games to ever bear the walking simulator label: 2008’s The Graveyard, developed and published by Belgian studio Tale of Tales. It’s a title whose intentions have perhaps been misunderstood by consumers for the past decade plus, and whose high concept premise I’ve seen written off as everything from “pointless” to “pretentious.” At the same time, it’s also a multiple award nominee, which has been cited as a direct source of inspiration for one of the top-grossing AAA games of 2009. And as if that duality wasn’t confusing enough, I also have to address the fact that its own developers don’t even like to describe it as a “game,” seeming to prefer the phrase “explorable painting.” Perhaps you’re already beginning to understand why some folk write it off as pretentious? In any event, we’ll be treating The Graveyard like any other game we’d cover on this website: Attempting to measure its merits, exploring its perceived faults, and seeking to understand how it all came to be in the first place. So button up your most somber ensemble and bring your finest flowers, as we prepare to visit an honest-to-god digital cemetery.

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