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Laid
To Waste
When the original Xbox hardware was in its infancy,
everyone was so amazed Microsoft made a console that even the lamest titles
got attention. It was just after that initial glut of garbage titles, though,
that most of the best native (non-port) Xbox titles came out. It was during
this time that Dino Crisis 3 made its quiet debut. Even if bad marketing
hadn't killed the game in the water, it was swept over and washed away by
a wave of mediocre launch titles, never to be seen or heard of again. Don't
believe it? Ask around and see how many people and/or places have or know
about the game. None of the Xbox owners I've ever known have (or had) the
game, and between American and Japanese game stores I've seen it maybe
four times. The game even had its own Xbox hardware bundle for Japan, but
still wasn't a common title there, either. Ironic how this is one of the
best Xbox games, yet it was released in the hardware's infancy and went
virtually-unnoticed. DC3 isn't a perfect game by any means, but it's
a lot better than anything in the wave of mediocrity it was swallowed up
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Prehistoric
It is said that Capcom had originally planned this game for the PlayStation
2, but later made it Xbox exclusive when Microsoft flashed cash. Switching
hardware after having money thrown at them may be only partially-true;
looking at the game, you'd never even guess that it was originally planned
for the PS2. The game takes place on a monstrous ship so big that it's
easy to get lost exploring its many chambers. Some of the areas are absolutely
huge, and for good reason; to contain the game's colossal, screen-filling
bosses. These are the best environments and models I've ever seen on the
Xbox hardware, with Ninja Gaiden as the only game that really comes
close. Even as a modern game with a modern approach, though, Dino Crisis
3 is more than just eye-candy running on powerhouse hardware. Looking
deeper reveals that it shares more with a blast from the past than anything
from its era (even Resident Evil 4).
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I play Dino Crisis
3, see it, see the past, I wonder, and it all slowly came together.
"How can anyone who knows the classics not like this game?"
Looking at some things in 16-Bit Capcom classic Forgotten Worlds,
Dino Crisis 3 may have more in common with that game than
Resident Evil 4. RE4 was in a league of its own, and though
DC3 borrowed some things from it, the rest may have been influenced
FW. The parallels between the two are what make me wonder if DC3
was in any way, shape, or form influenced by FW. They're not as
obvious as the influences from RE4 (i.e. red laser pointer aiming),
but the ones from FW are there (they just take more knowledge of
game history to see). This is a prime example of what BADCP has
been pushing for years; the fact that "history repeats itself (again)."
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Shredded
The frenetic jetpack gameplay in DC3 really reminds me of FW
with the 360-degree spin controls and shooting. Both games throw you in
the center of a battle against reptiles in the dead of space, hovering
with shotguns, machine-guns, and orbiting defense mechanisms. Both games
have the Laser and Wide Shot, too, but it doesn't end there; the Balcan
Cannon strongly resembles the blue Tempest Wasp, and the Bounding Laser
is like red Inferno Wasp. One could even argue the Flame-thrower or Napalm
more strongly resembles the red Inferno Wasp.
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The Wasps in DC3
really aren't far-off at all from the Orbs in FW; both are multifunctional
with different shot types that make quick work of enemies and bosses alike.
Well, the Wasps in DC3 shred enemies beyond recognition, but still
they serve the same functions. Some may even argue that the Napalm Bomb
in FW destroy even more. Then you got the upgrade areas in both
games that you can duck into where currency is used for purchasing items
and/or weapons. As a side-note, both games use sphere-shaped currency;
FW uses Zenny, DC3 uses Orbs. There's probably some way
to finish both games without buying anything at the shops, but they're
made so much easier (and fun) by purchasing more effective weapons that
do more damage. You can really see all the damage Wasps and Orbs do in
each game because they fill the screen with absolute chaos when enemies
crowd you. If they're not being riddled with holes, they're being incinerated
or fried to death in a hail of shots from all sides. All these cool weapons
aren't used just for killing, though; in both games they're also used
to shoot doors open. Orbs blow them open in FW, and in DC3, doors
are opened by their respective Wasp (designated by color). Behind these
closed doors are environmental hazards, and in both games the heroes encounter
high-voltage electricity zones and lasers capable of frying their lifebar
to zero in a snap.
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Solidity
Even
when you don't consider Dino Crisis 3's relation to 16-Bit classic
Forgotten Worlds, though, it's still in good company with titles
like Otogi 2, Otogi, and Crazy Taxi 3 that actually
utilize the power of the Xbox hardware at the time (as Microsoft
had so proudly advertised). The visuals are mesmerizing at times, and
the myriad of effects streamlined into the solid backgrounds show how
the power and stability of the hardware facilitated creativity. Not only
do the environments feel as solid as they look, but there's
a lot going on in the background. The last Monitor Room stands as the
best example of the game's surreal environments; even under the floor
you see monitors projecting data beneath a layer of glass. There's
a shimmer and shine on everything, and in areas like the Rotary Joint
the ship's mechanical bowels are brought to life by realistic glares and
mechanical movement. These things really bring to life an otherwise vacant
vessel. There's even a filter over the screen to make it look like an
old movie, Viewtiful Joe style!
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Big or small,
short or tall, the dinosaurs in Dino Crisis 3 all look (literally)
stunning, and are as detailed as the enemies in Resident Evil 4.
Their intricately-exposed muscular structures are a testament to science
gone horribly wrong, and strongly resemble the enemies with exposed insides
in Forgotten Worlds. You witness a crew member getting owned by a
T-Rex right at the beginning of the game, and in a shocking turn of events,
just after that the same T-Rex gets eaten alive (from the outside
in, and then from the inside out) in a scene so graphic it could make anyone
cringe. The swarming slug/worm/termite abominations that ate it alive have
swarming, slimy counterparts in FW that are just as quick and deadly.
They are, of course, accompanied by colossal, terrifying bosses in both
titles. FW may have a few non-reptilian enemies here and there, but
it doesn't detract much from both games sharing an obvious centerpoint theme
of jet-packed space commandos with big guns eradicating a reptilian threat.
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Speaking
of characters, there are four in DC3; three of which are playable
(Patrick, Sonya, and Caren). The coolest one (Jacob, who resembles the red
Unknown Soldier from Forgotten Worlds) is unplayable. How
can the coolest character in the game not be playable? Either way,
he still compliments Patrick all throughout the game much like the red Unknown
Soldier compliments the blue Unknown Soldier in FW. As funny (or
strange) as it may sound, both games have protagonist bruthas in shades
wearing armor pads. One big difference, though, is that the story in FW
doesn't see the man of color die the cliche, sacrificial death of a secondary
character like in DC3. Both games even have a sort-of damsel in distress
situation; saving the Queen in FW and finding Ashley in DC3.
There may be a more urgent reptilian theme at the forefront of both games,
but underneath all of that these cute damsels drive a familiar psychological
obligation to save the girl. |
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Dino
Crisis has pretty much always taken a back seat to Resident Evil,
and with Dino Crisis 3 it's because of the control. This game is
shit-on because of the camera, but the camera itself isn't the problem;
it's the control because it changes suddenly during any camera changes.
Resident Evil 4's control was simple and effective because it didn't
change when the camera angles changed; a similar system could have made
Dino Crisis 3 perfect. Capcom used the same camera in RE4
for certain parts (i.e. Ashley's parts), so it's possible the "bad
camera" in DC3 was intentional for the "suspense"
of not being able to see the enemy. But it's hard to tell, since they did
put in a view button with auto-lock that works pretty good (maybe to make
up for the camera). Control issues aren't common in Capcom games, and happening
to DC3 made it all the more disappointing because it was probably
Capcom's most anticipated title on the hardware. This control anomaly doesn't
happen all the time, though, and you really start to notice the surprising
amount of area you traverse on the ship once you get into the game. Either
way you slice it, though, both DC3 and FW really don't have
the best control. And just like RE4, DC3 has moments of survival
horror, but some would say it's diluted by running and gunning more characteristic
of classic action games like FW (which brings me to my next point).
FW and DC3
really flew in under the radar in both their respective eras. I say that
even with their flaws, though, these are some of the best action games
of their respective eras; not perfect, but still really good games. Both
are probably some of the most challenging, longest games I've ever played.
Thanks to years of complaining and whining about unlimited continues from
EGM and the like, Capcom numbered the continues in DC3, but it
really didn't help the game's lack of popularity. The difference between
these two titles is that DC3 continues to be an underrated title
because it can't enjoy the advantage of retro allure like FW. Trendy
retro allure will continue to influence wannabe "retro game nerds"
and collectors to seek Forgotten Worlds on the Genesis or Turbo-Grafx
16 for years to come, and hopefully retro allure progresses enough for
Dino Crisis 3 to be sought-after in the same manner. It really
deserves it...
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BAD
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