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Bloody Roar PS1

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Bloody Roar has kept somewhat the same controls over the series. A button each for both punch and kick, the beast (transform/attack) button and a fourth button that has been either a throw button, a block button, an evade button (Introduced for some characters in Bloody Roar 4) and a rave button (An early version of the hyper beast in Bloody Roar 1 only)The gameplay experience of Bloody Roar is a combination of classic and current style side scrolling fighting games. such as Tekken, Soul Calibur, Guilty Gear and Street Fighter. Although some of the characters have remained almost identical through all 4 games others have changed completely. For example Yugo has a completely different move set in the fourth title compared to his original in the first and Bakuryu has stayed almost the same apart from a few extras which are relevant to the games evolution over time and generations.Characters in Bloody Roar have command moves and standard moves. Standard moves are the combination style moves from more simplistic games such as Tekken, where the player must press different buttons to create "combos", sometimes pressing the directional pad in one of the eight directions at the same time. Command moves are special moves that require a rolling technique and inputting certain commands with the directional pad, like Street Fighter. Each character has around 14 "suggested" combination techniques listed in the manual, most of these can be varied into many different ways, allowing nearly 40 - 70 combination techniques with each character. Every character also comes with at least 8 command moves, which can be incorporated into cancel points in these standard moves or combos. These cancel points from character to character can be around 20 - 40 in each character's combo palette. These cancel points, when utilized with command moves, can then be canceled once more, allowing the player to begin a new strategy with adequate timing. As well as this, the combat system has 3 types of dodging techniques, a heavy and light block that spans over 3 parts of the body, instead of the typical 2 in most fighting games, and "scratch" techniques, which can break guards from dead angles and a series of command counters, throws and vanishing attacks. Bloody Roar 4, the latest game in the series, may be the most complex of the series, with the largest fighter roster of 17 characters, and the ability to earn more moves by earning experience in "Career mode". However, since the Bloody Roar games have a steep difficulty curve and tend to lack any tutorials, this depth is largely unknown, and the games have drawn criticism as "button mashers".


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Blasto PS1

GamePlay:


The game was a third-person action/platform/shooter. The enemies are aliens that teleport in around the player based on events that are triggered as the player explores the environment. The game had a strong platform element with elements such as rotating 3D sections which have to be navigated while shooting at aliens. Puzzle elements tend to be limited to simple “Find The Switch To Proceed” scenarios. However, some of the elements within the game require the player to utilize different weaponry in certain situations in order to advance to the next area.


Plot:
After returning from the 5th Dimension, a diabolical tyrant alien named Bosc is bent on conquering the Planet Uranus with his own army and attempts to invade and destroy Earth as well. He is seeking to reign supreme for his power of the solar system that includes his alien army capturing and enslaving the Space Babes throughout the galaxy. Thus, Captain Blasto is the only hero who can foil him and his evil ambitions and set out to rescue the stranded Space Babes along the way. Blasto is also the only type of hero who doesn't mind catching Space Babes in distress every now and then, especially when it comes to exploring and venturing across through the Planet Uranus!


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Blade PS1

GamePlay:


The player takes control of the title character as he makes his way through various vampire-infested locations in order to defeat the vampire menace. Blade ventures through warehouses, sewers, museums, city streets, and nightclubs dispatching numerous types of enemies ranging from familiars (humans that do a vampire's bidding), vampires, zombies, monsters, killer dogs, and other creatures of the night. To help Blade with his quest, he has a small arsenal of weapons to arm himself with courtesy of Whistler. Blade always has his trademark sword, but can also use his fists as well as a variety of firearms including pistols, shotguns, and machine pistols. Each firearms has three different types of ammunition: standard, explosive, and silver, each with its own effect on different enemies. Blade is also equipped with a "multi-launcher" that can shoot all sorts of things to kill vampires, like silver glaives and UV grenades.


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Biohazard Gun Survivor (Resident Evil Survivor) PS1

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The player takes control of an amnesiac protagonist, struggling desperately against overwhelming odds to stay alive and uncover his identity. Survivor's gameplay is a combination of first-person shooter and arcade-style light gun game. The player views the environment from the perspective of the character (first person view) and moves the character through the environment with the controller. At the same time, if the player wishes to attack an enemy or destroy an object, they press a button which allows them to control a crosshair on the screen. This crosshair can be moved to any location within the main character's line of sight. Using the G-Con 45, players move around by shooting off screen to move and the side buttons to turn, and point at the screen to shoot enemies.The game borrows its enemies from Resident Evil 2, featuring the zombie models from that game, as well as creatures such as Lickers, the Ivy plants, Moth Giants and Tyrants. In addition, Survivor also reintroduces the original Hunters from the first Resident Evil and features two new enemies in the form of the Umbrella Trashsweeper unit – soldiers armed with machine guns – and the Hypnos T-Type, a new Tyrant model that evolves into different forms. The player's arsenal consists almost entirely of pistols, such as the Glock 17 and the CZ75. As the protagonist progresses through the game, the player receives larger weapons to aid in defending against ever more dangerous opposition while he makes his way through Umbrella's ruined city and shadowy research labs. The game features branching paths that allow the player to determine how the story will unfold and whom they will meet along the way.


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Biohazard 3 (Resident Evil 3 Nemesis) Ps1

GamePlay/Review:


A new feature to gameplay is the Nemesis, an experimental type of Tyrant programmed by Umbrella to hunt down and kill the remaining STARS members. He can run, use a rocket launcher as a weapon, dodge incoming fire, and is capable of pursuing the player from one area to the next. Nemesis is encountered multiple times throughout the game as a recurring boss. A variety of encounters are possible, with some being mandatory, and some varying in nature and location based on choices made by the player. Even if defeated in combat, Nemesis will inevitably return to continue pursuit of Jill.In a departure from series' conventions, the player cannot choose between two playable characters from the beginning. Instead, Jill is the sole selectable character, with another character named Carlos also being controllable for a brief portion of the main game.Resident Evil 3 incorporates a dodge move that allows the player to quickly avoid enemy attacks. Stair climbing is also streamlined: whereas in previous Resident Evil titles characters were required to press the action button to ascend or descend a staircase, Resident Evil 3 allows the player to use a staircase by walking directly in to it. The "quick 180 degree turn" was introduced in this game, and would become a mainstay of the series.The game also features an ammunition creation system, in which new ammunition can be created from different varieties of gunpowder and the use of a cartridge reloading tool, or by combining gunpowder directly with standard grenade rounds to generate different types of rounds for the grenade launcher. For the first time in the series, explosive objects are present in certain areas. Taking the form of oil drums on the ground or bundles of an unspecified explosive material affixed to a wall, firing on these objects causes them to explode, damaging or destroying nearby enemies. The game also incorporates a randomization feature that varies the placement of items and enemies. Puzzles are also either completely randomized, or have their solutions selected from a pre-determined list.At certain points in the game, the player will enter Live Selection Mode, in which they are prompted to choose between one of two possible actions. The choice of action affects the direction of the game and story, including which ending the player receives. Each selection has a time limit, with the consequence for going over the limit being either Jill taking damage or instant death.There is an unlockable minigame titled "The Mercenaries - Operation: Mad Jackal". The player can choose from Carlos, Mikhail, or Nicholai, the three UBCS members that appear in the main game. Each character possesses a different inventory, causing drastically different strategies for survival with each character. The objective of the game is ostensibly to run from the cable car to the warehouse office (two locations in the main game) within a limited amount of time; however, the starting time limit given is insufficient to actually perform this task directly, and the player must continuously receive time bonuses by performing certain actions in order to complete the mission. Eliminating enemies yields a time bonus, with increasing bonuses for multiple kills in a short time span. There are also six hostages to be saved, with each hostage saved rewarding the player with additional ammunition or healing items, as well as a time bonus. Additionally, six "hidden areas" of the map reward the player with an increasing time bonus for each one found.Upon completing the main game, the player is rewarded with a number of alternate costumes for Jill, with more costumes being awarded for a higher ranked completion of the main game. Also unlockable are eight "Epilogue Files", each detailing the activities of a different character following the events of the game. The Epilogue Files are unlocked individually and sequentially at the end of each successful playthrough of the main game.


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Biohazard 2 (Resident Evil 2) Ps1


Resident Evil 2
Resident Evil 2, known as Biohazard 2 (バイオハザード2 Baiohazādo Tsū) in Japan, is a 1998 survival horror video game originally released for the PlayStation. Developed by Capcom as the second installment in the Resident Evil series, its story takes place two months after the events of the first game, Resident Evil. It is set in Raccoon City, a Midwestern American mountain community whose residents have been transformed into zombies by the T-virus, a biological weapon developed by the pharmaceutical company Umbrella. In their escape from the city, the two protagonists - Leon S. Kennedy and Claire Redfield - encounter other survivors, and are confronted by William Birkin, the mutated creator of the even more powerful G-virus.The gameplay of Resident Evil 2 focuses on exploration, puzzle solving and combat, and features typical survival horror elements such as limited saves and ammunition. The game's main difference from its predecessor is the "Zapping System", which provides each playable character with unique storylines and puzzles. Developed by a team of 40 to 50 people over the course of one year and nine months, Resident Evil 2 was directed by Hideki Kamiya and produced by Shinji Mikami. The initial version of the game, commonly referred to as Resident Evil 1.5, differed drastically from the released product and was scrapped at a development stage of 60–80 percent, after being deemed too dull and boring by the producer. The resulting redesign introduced different settings and a more cinematic story presentation, supported by a soundtrack that employs "desperation" as an underlying theme.Resident Evil 2 was well received by critics, who praised its atmosphere, setting, graphics and audio. Its controls, voice acting and inventory system were criticized, however, and certain reviewers disliked its puzzles. The game has become a million-seller, and is the franchise's most successful title on a single platform. Years after its first release, Resident Evil 2 was included in several lists of the 100 best games. Following its initial success on the PlayStation, it was ported to Microsoft Windows, the Nintendo 64, Dreamcast and Nintendo GameCube, and was released as a modified 2.5D version for the Game.com handheld. The story of Resident Evil 2 was retold and built upon in several later games, and has been adapted into a variety of licensed works.
GamePlay:
As a survival horror title, Resident Evil 2 features the same basic gameplay mechanics as its predecessor, Resident Evil. The player explores a fictional city while solving puzzles and fighting monsters.The game's two protagonists may be equipped with firearms, but limited ammunition adds a tactical element to weapon use. On the status screen, the player can check the condition of the protagonists, use medicine to heal their wounds, and assign weapons. The characters' current health can also be determined by their posture and movement speed; for example, a character will hold their stomach in pain if wounded, and will limp slowly if on the verge of death.The protagonists may carry a limited number of items, and must store others in boxes placed throughout the game world, where they may later be retrieved. Each protagonist is joined by a support partner during the course of the story. These characters accompany the player in certain scenes, and occasionally become playable. Certain rooms contain typewriters that the player may use to save the game; however, each save expends one of a limited number of ink ribbons, which the player must collect in the game world.The graphics of Resident Evil 2 are composed of real-time generated – and thus movable – polygonal character and item models, superimposed over pre-rendered backgrounds that are viewed from fixed camera angles.The main addition over the preceding game is the "Zapping System": Resident Evil 2 confronts each of the two playable characters with different puzzles and storylines in their respective scenario.After finishing the "A" scenario with one protagonist, a "B" scenario, in which the events are depicted from the other character's perspective, is unlocked.Actions taken during the first playthrough affect the second; for example, the availability of certain items may be altered.After each game, the player receives a ranking based on the total time taken to complete the scenario, and the number of saves and special healing items used. Depending on the player's accomplishments, bonus weapons and costumes may be unlocked as a reward.The game contains three stand-alone minigames: "The 4th Survivor", "The To-fu Survivor" and "Extreme Battle". These feature an extended cast of characters, and provide goals such as surviving with no items to pick up.

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Biohazard (Resident Evil) Ps1

Review:

Resident Evil, known as Bio Hazard or Biohazard (バイオハザード Baiohazādo) in Japan, is a survival horror video game by Capcom. The first installment in the Resident Evil series, it was originally released in 1996 for the PlayStation and was subsequently ported to the Sega Saturn and PC. In 2002, a remake of the game was released for the Nintendo GameCube featuring new graphics, voice acting and many gameplay changes. A Nintendo DS port of the original was released in 2006 titled Resident Evil: Deadly Silence.It was one of the first games to be dubbed a "survival horror", borrowing from the "ambient survival horror" genre coined by Alone in the Dark.Accordingly, Game Informer refers to "the original Resident Evil" as "one of the most important games of all time." The inspiration for Resident Evil was the earlier Capcom game Sweet Home. Shinji Mikami was initially commissioned to make a horror game set in a haunted mansion like Sweet Home, which Resident Evil was originally intended to be a remake of.


GamePlay:
The player's character is a member of a special law enforcement task force who is trapped in a mansion populated by dangerous mutated creatures. The objective of the game is to uncover the mystery of the mansion and ultimately escape alive. The game's graphics consist of 3D polygonal characters and objects superimposed over pre-rendered backdrops with pre-determined camera angles. The player controls the character by pushing the d-pad or analog stick left or right to rotate the character and then move the character forward or backwards by the pushing the d-pad up or down.

To fulfill the game's objective, the player uncovers various documents that provide exposition about the game's narrative, as well as clues that help them solve various puzzles within the mansion. Key items are also available that give the player access to other items or new areas. The player can arm their character with weapons to defend themselves from enemies, although the ammunition available for each firearm is limited and the player must learn to conserve the ammunition they have for situations where they will really need it. To restore the character's health, the player uses first-aid sprays or three types of healing herbs that can be mixed together in different combinations for different healing effects. The carrying capacity of the player is limited depending on the character and items that the player does not wish to carry at the moment can be stored into an item box to be retrieved for later use. To save their progress, the player must pick up an ink ribbon and use it on any of the typewriters scattered through key locations in the game. However, the supply of ink ribbons the player can acquire is also limited much like the player's ammo and healing supplies.


The various enemies the player encounters include infected creatures like flesh-eating zombies, zombie dogs, giant spiders, crows and artificial creatures with codenames such as "Hunters" and "Chimeras", as well as the game's ultimate adversary, a new type of biological weapon known as the "Tyrant".

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Batman Forever Ps1

Batman Forever:




Holy mediocrity, Batman! Taking gaming back to the days of Double Dragon and Final Fight, Batman Forever revisits old territory and comes back empty. Players become either member of the Dynamic Duo, and then run around beating the hell out of Riddler's and Two-Face's thugs. The only really "new" feature is a completely skill-free combo system - one that comes down to pounding buttons fast and making enemies die. In other words, this game is really all about mashing buttons.
To successfully navigate the world of Batman Forever, all a player has to do is simply pick Robin and start doing fireball motions while hammering the kick button. This sends Robin into a kick and flip frenzy, thrashing anything in his path. Normal enemies die in a few hits, while bosses endure 15 to 20 seconds of relentless punishment from the Boy Wonder's foot before giving up the ghost. Players who can keep this up for the duration of the game, without becoming bored out of their minds, will find that besting this game is only a couple of sore thumbs away.
While Batman Forever looks and sounds OK, it doesn't deliver anything special. The graphics are slightly blocky, and sometimes the action is too thick to decipher exactly what's going on. The sound is typical of any movie game - complete with annoying quotes from the movie that are played way too much. The rest is a potpourri of thumps, thwacks, smacks, clanks, and all other types of sound effects one would expect from a side-scrolling beat-em-up such as this.
While Batman Forever carries on the tradition of Double Dragon, Final Fight, and Streets of Rage, it doesn't add enough new action to make it worthwhile. Fans of the arcade version won't be disappointed, but all things considered, it's just another uninspired game from the folks at Acclaim.

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Batman And Robin Ps1

Batman & Robin


Sure, Acclaim's Batman & Robin is the best Batman game in years and far better than the '97 Joel Schumacher film it was based on, but neither of those things really amounts to too much. The game is an ambitious attempt to sum up all things Batman, the iconic comic character whose name is usually followed in the funny books with the title, "The World's Greatest Detective." And he's supposed to be at least one of the world's best martial artists, too.
Probe's attempt places you in a three-dimensional Gotham City, where you must jet around town as Batman, Robin, or Batgirl (each has his or her own respective plusses, minuses, and matching vehicle), gather clues to bring back to the Bat-Cave, and figure out where the villains Mr. Freeze and Poison Ivy might turn up, with the aid of the Bat-Computer. What comes next, of course, is getting to those spots in town, beating up the bad guys' henchmen, foiling their plans, and hopefully catching them before they escape.
Time and distance play a big part in this, as Gotham's a big town that can be explored almost ad nauseam. Storefronts often hide clues, gadgets, or power-ups, and the streets are home to numerous minor thugs, who come either by car or motorcycle or on foot. If you take too long dallying with the little bad guys though, you run the risk of, say, failing to stop Mr. Freeze from stealing a diamond at a jewelry store, which would rob you of the opportunity to gather clues necessary to determining where he'd strike next. Since Gotham's so expansive, driving to the crime scenes takes a decent amount of time - almost too much actually, save for the shortcuts provided by places owned by Batman's own company, Wayne Industries.
The game not only covers a lot of miles, it has just shy of two dozen moves, between jumping, aiming, fighting, and using items. While they feel like they're set up in an almost counterintuitive fashion at first, they become second nature after a few trips to the training rooms of Wayne Manor. Getting down the movements really isn't as much of a problem as being able to use them correctly. The camera angles presented in the game generally go the route of Eidos' Deathtrap Dungeon, over Tomb Raider. The character is seen from a number of different perspectives depending on where he is in an indoor environment, instead of from a view generally following from behind the back. This means that sometimes you'll move forward or backward in a fight and be given an outlook that cuts your opponent out of the picture. Death by camera angle is a horrible way to go. Still, even when you can see everyone onscreen, it's hard to tell exactly from what angle you should be delivering your hail of punches and kicks, and while you're busy trying to line your character up correctly, he's likely been beaten to a bloody pulp.
It's little surprise that Batman & Robin's fighting element isn't very fun. For one, it's only one of the gameplay components, and even dedicated fighting games rarely come off very well in two dimensions, let alone three. Secondly, it falls prey to the camera problems that many 3D adventure games suffer from. The difference, though, is that most avoid hand-to-hand fighting, sticking with shooting, which is easier to pull off in 3D but wouldn't fit this particular license (Batman hates guns. Must be something from his formative years).
Meanwhile, as they say, the graphics in Batman & Robin are pretty impressive. The city is visually rich and quite varied. There are many unique locations and not too many repeating store- and building-fronts between them, which combine to make you feel like you're really within a massive 3D environment. The characters also appear much better than you'd expect in such a large game, and Batman's cape just looks great. The only real graphical disappointment is the placeholder-looking confetti burst that accompanies the dispatching of foes and objects.
The game itself feels even bigger than the town, with all the places to go, enemies to beat up, and crimes to prevent. It's just that the flawed combat and perspective problems that accompany these good points mar the overall Batman & Robin experience. Altogether, the game shows what titles for the next-generation platforms might be able to pull off successfully but also illustrates what can't quite happen yet. Thansk to GamesPot for review...

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Batman Gotham City Racer PS1

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The gameplay is similar to Driver 2 except much more simplistic. You have about 3 minutes to finish a mission and you drive the batmobile through gotham to a location to stop a crime or you attack another vehicle by firing batarangs at it. The vehicles rarely fight back other than dropping little mines and firing in an arbitrary direction. The weapons on the batmobile are uninspired... an oil slick that doesn't work very well, the batarangs (unlimited) and a sort of unexplained missle thing. You pick up powerups along the way. This is the adventure mode. There is also a mode where you can be one of several of the bad guys, joker, penguin, etc. and drive their own vehicles... same uninspired gameplay, drive around to different locations while dodging the batmobile or cycle or whatever. The controls were, ''go'', ''reverse'', ''turbo'' and then the firing buttons for different weapons at top. The storyline is not very moving... it is very generic and moves by hacked together pieces of footage from the animated series. You always know there's another story with a plot going on somewhere but that it has nothing to do with the game you're playing. If you're into ''instant action'', maybe this is okay... but it doesn't seem like it's worth my money. I would also like to point out that sometimes mission objectives were unclear and it was difficult to get to the end of the mission. (Mission 11) There was a definite lack of refinement in this area.
The graphics are somewhat dull. It does look like the cartoon but it's not too detailed. The car models are kind of basic. At least they look right. The video clips from the series are full screen and look pretty good.
The music is actually pretty good... sounds like the TV show. The engine sounds are aweful in my opinion. I thought the Batmobile would have a rumbly corvette sound, it sounded more like a Honda civic.



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