I think Capcom hates gamers (Resident Evil: The Mercenaries 3D and DRM)

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Capcom’s Resident Evil: The Mercenaries 3D continues to question how much Capcom actually appreciate their market, or if they plain-old hate gamers. Here’s a snippet from DVICE:

It’s been confirmed that Resident Evil: Mercenaries 3D for the Nintendo 3DS is a game that once finished, cannot be reset for complete replay. According to both the U.S. and U.K. game’s instruction manual “saved data on this software cannot be reset.”

Basically what Capcom has done is make Mercenaries 3D a one-time play affair. Once you’ve unlocked all the goodies and played the entire game, you will not be able to erase the game’s save data and start fresh as if it were a new copy. Consider this: lending Mercenaries 3D to a friend, a little brother or sister will be worthless because they’ll only be able to continue playing the game with your saved settings and create their own.
(Source [via Tiny Cartridge, via Eurogamer], and GameStop’s follow-up)

Capcom have made some terrible decisions with DRM in the past (Final Fight Double Impact and Bionic Commando ReArmed 2 need to “phone home” before you can play them on the PS3), and its disappointing to see them acting in such a hostile way towards consumers. While some may argue that this is potentially an act to sabotage second-hand game sales (as they derive zero profit from the on-selling of games once they’re past the first run at the retail counter), it’s important to consider the dependence many gaming stores have on second-hand sales in order to make up for the relatively slim margins offered at retail. Mind, I won’t go into that topic in more detail here, as it’s beyond the scope of this post and has probably been argued more intelligently elsewhere.

Returning to the topic at hand, I think this hurts a little more as I genuinely have a soft spot for Capcom games, having enjoyed so many of them over the years (during the Saturn and Dreamcast era, my purchases [at retail no less] led to many gaming sessions). This is the kind of move I would expect from some of the more aggressive players in the market, but not from them.

It also seems incredibly short-sighted in terms of being able to enjoy your purchase over time – I still crank out Atari 2600 cartridges every now and again, and the notion of anti-consumerist DRM would render this kind of thing impossible in years to come for new games. This means that, in the case of Resident Evil: Mercenaries 3D, I can’t reset the game back to factory settings to start it afresh; or to give another skew on this topic, in the case Bionic Commando ReArmed 2, I probably won’t be able to play it in 10 years time despite having paid money for it in 2011.

It marks a very dangerous point on the slippery slope of DRM and anti-consumer licensing enforcement on behalf of gaming publishers. Whilst only a handful of games on consoles are toying with the concept of DRM that is ultimately detrimental to the gamer, it’s a dangerous path. I hope Capcom is taking stock of the reaction from consumers to what they’ve tried slipping through with Resident Evil: Mercenaries 3D and don’t attempt this kind of tomfoolery in the future.

Reviewing… Story of Thor (Sega Mega Drive)

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I actually meant to get started on these reviews a while ago… better late than never!

My copy of Story of Thor and I go way back to 1994, when I was lucky enough to be given it for Christmas. I’d read the reviews from Sega-stalwart Sega Megazone and was just starting to get into anime (this interest would be fully realised as Robotech replayed over the summer holidays on Agro’s Cartoon Connection and when I saw 3×3 Eyes Part 2 at a friend’s place a few months later), so it seemed like a good combination. Ancient, and by extension Yuzo Koshiro (who rocked my gaming world with Streets of Rage 2 the year previous), helmed the game’s design and it gave me a chance to play a Zelda-like adventure game without having to swallow my pride and invest in a SNES (this would come 18 months later, but that’s another story). These are all very important points to a 12 year old boy you understand, so it’s important to irrationally preface this review accordingly.

I adored the game back in the day – it was an amazing feat for the humble Mega Drive and a fun game in its own right. When I went back to play it recently (“recently” being last year or the year before), I was still confident that the game would hold up well. Turns out I was right.

Visually I still think it’s fantastic – the Mega Drive’s colour palette is used sensibly (as it needs to be – only 64 of those colours can be on-screen simultaneously [or 183 in shadow/highlight mode – thanks Wikipedia]), sprites are large and well-animated (despite later enemies simply being palette-swaps) and there’s plenty of variety in the scenery. As a bonus, the game features a little sprite scaling when you fall down holes or gaping chasms. It’s all typical of Japanese game aesthetics of the era – clean, well-defined and charming with great attention to detail.

The fanboy wants to decry it the audio as an example of technical mastery for the system, and to a degree it is. The problem is that it hasn’t necessarily aged too well – Koshiro’s deft use of the Mega Drive’s audio chipset for the music is actually very good – it’s the garbled sampled audio that lets it down. Back when I was playing this on an old 51cm TV in my bedroom (complete with RF input and 80s faux-wood panelling contact over the MDF), I actually used to run the Mega Drive through my mini HiFi stereo and remember being impressed by the use of the stereo channels to simulate a surround-sound effect with the waterfalls in the palace. The effect’s still prolific, but the sample noise is a little rough on ears now. It was certainly ambitious, and was by no means unpleasant; today, it’s just a bit rough.

Another peculiarity is with the cartridge’s hardware itself and how it interacts with the Mega Drive. I normally run my Mega Drive games in 60hz, but the PAL Story of Thor cart is a bit of an anomaly with the way it handles the different refresh rates. When booted in 60hz it gives the usual region protection error, which isn’t uncommon – why it’s interesting is that when you try the usual trick to get around it (boot in 50hz, then swap to 60hz), the game slows to a halt and the image rolls. The only other games where I’ve seen the same thing happen are Streets of Rage 1 and 2, both of which also happen to be games by Ancient and involve Yuzo Koshiro. My only theory is that Koshiro is using either some unique hardware in the cart (I haven’t popped the cart open to have a look), or the oscillator that provides the refresh rate is tied to the way the game handles video timing, the Z80 audio CPU or other programmable variables. On the upside though, the PAL version of the game is surprisingly well-optimised for PAL TVs, including stretching the image so that it virtually covers the entire screen. I didn’t take notice of this back in the day (it wasn’t until the Saturn era that I became aware of PAL optimisation of games and the joys of 60hz), but it’s a nice touch looking back at it now.

It didn’t take me too long to plough through the game – my memory was surprisingly good and the game really isn’t too tough. There’s no excess padding with enough optional treasure hunting to get the balance just right (though I still didn’t manage to find all the hidden gems this time around!). I think it took up maybe… 5 or 6 hours? That’s a good time frame for me these days, as I’m time-poor given the realities of life typical of someone my age. Playing through games that last over 60 hours is a long slog when I only have a couple of hours each week (if that) to get in some gaming, so it meant Story of Thor was the perfect length to knock out in a couple of weekends.

I won’t assign a score for this one (or any other reviews for that matter), as I don’t think it’s necessary. What’s more important is the experience, and this one still delivers. The great news is that if you missed it back in the day, it’s available via the Wii’s Virtual Console for a cheap download, and M2’s work on the emulation on the Wii is amazing. It’s also on the Sega Mega Drive Collection (or Sonic’s Ultimate Genesis Collection for those in North America) on the PS3 and XB360, but the emulation isn’t anywhere near as precise as M2’s. Still, if that’s all you have access to, it’s worth a go. You even get a trophy/achievement for completing the first dungeon 🙂

Sonic Generations continues to pique my interest

I continue to be impressed by the refreshing direction Sega are taking with Sonic Generations – I’ve talked before about my initial excitement, but the latest E3 trailer seems to be marrying the concept of “old and new” with some success, at least as far as demo footage is concerned:

I’m worried about getting excited about a new Sonic game – Sonic Unleashed was an awful concept and Sonic 4 was flawed, but watching the 2D portion of that video just looked so good! Then Kris over at Silicon Era gave a great write-up of some hands-on with the game, and this continues to feed my proverbial fires of excitement about this game.

But I continue to be tentative. Old fart gamers like myself have a troubled history in trying to adapt to Sonic in 3D (despite genuinely liking the Dreamcast games back when they first came out), so you’ll have to excuse my skepticism. Skepticism that’s tempered by enthusiasm, but a skeptic I remain nonetheless.

The trailer above assures me we’ll see the game later on this year. Let’s see what the next few months bring, then.

Props to Silicon Era for linking the E3 trailer in with their recent piece on the game, as I’d missed it in my previous trawling.

Getting the Xbox EEPROM serial reader working on v1.6 machines

I recently picked up an Xbox I wanted to softmod and was having trouble doing the HDD swap – I was really only interested in opening the machine up to function as a media player and to copy all my purchased games to the HDD because I’m lazy (:P) so I wanted to softmod the machine. Someone mentioned I could give the Xbox serial reader solution a whirl – the kit contains a 2-prong probe that sits in socket pins 13 and 14, an alligator clip to connect to the shielding to get a GND connection and a little IC attached to an RS232/serial port connection.

The only problem with this is that v1.6 Xboxes act a bit funny when you use it! The Xbox fan speeds up something crazy and the machine turns itself off when you power it on with the serial socket connected to the serial port. After doing some research on Whirlpool, it turns out you have a very small window to read the machine’s EEPROM with your machine, you just have to be fast. Thanks to Ads79 for the info!

Disclaimer

You mod your machine at your own risk. Myself nor anyone else is responsible for YOU modding YOUR Xbox. If your machine doesn’t work as a result of this, don’t blame me – you do this mod at your own risk.

Using my WinXP machine turned off, I inserted the serial device into the serial socket and connected the probes and ground clip to the Xbox, but with the Xbox powered off, and turned on the PC, installed and loaded/configured PonyProg. Here’s where you have to be tricky!

With PonyProg open, disconnect the serial device from the PC and turn on the Xbox and let it load past the flubber sequence. With your mouse hovered over the “Read EEPROM” icon, connect the serial device to your PC, hit the icon as soon as it’s connected (the Xbox’s fan will speed up!), and you should be able to get it read before the machine powers off. You have a window of perhaps 3-6 seconds.

Save the EEPROM binary image, then proceed to softmod your machine (or recover your machine if it’s dead) via your preferred method.

Easy as that.

Is your TV 240p compatible?

I’ve discussed before about using RGB to Component transcoders on old consoles to get the beautiful RGB video signal into something TVs with component inputs can handle. What didn’t occur to me at the time was TV compatibility.

Now, I primarily use an old 68cm CRT TV for my retro gaming, and my beloved Hitachi is kind enough to have component input (one of the main reasons I bought it back in… 2002). However, someone got in touch with me a while back saying they were having issues with playing games from the transcoder through their HD LCD TV. Turns out their set doesn’t support 240p via component, and as the transcoder outputs a 240p component signal, they were out of luck.

At first I thought it was unusual, as I hadn’t had any issues running it on my CRT TV, and our Sony Bravia HDTV (late-2007 model Bravia X) didn’t skip a beat with the unit, either. However, after looking into the issue, it seems they weren’t alone, and Samsung panels in particular seem cranky about working with 240p signals. Bummer.

So, how do you test your panel’s compatibility and what are your options? I’m no expert, but I’d suggest that if you have a Wii, change the Virtual Console to output in 240p and see what happens. Aside from that, I don’t know too many consoles that can do 240p and output component video natively. If you have a Playstation 2 and a set of component cables, you have a couple of choices:

  • Fire up one of the Sega Ages releases that contain Mega Drive or Master System games and change the display settings in-game to 240p. I know this option exists for Phantasy Star Complete Collection, Gunstar Heroes Treasure Box and Monster World Collection.
  • Load up Ico and see what happens (must be running in 60hz, the PAL version will give you the option)
  • All PSone games running out of the PS2 apparently run in 240p also (I’m assuming this only counts for NTSC games, not PAL titles), so give that a try

Props to this thread at HDTV Arcade for the latter two options, as I didn’t realise PSone titles and Ico ran at 240p, I assumed both still ran at 480i or 576i.

So, assuming your TV struggles with a 240p component video signal, what are your options? Thankfully, there are some, but I can’t take credit for that info – Tobias “Fudoh” Reich has an amazing entry on it at Deinterlacing, Scaling, Processing: Classic videogame systems on LCD and Plasma screens. His article has an amazing roundup of equipment and technical info on achieving low-res beauty on HDTVs that get cranky with 240p signals (and while you’re there, you should also read his excellent piece, Scanlines Demystified, with lots of beautiful shots of low res displays), and will hopefully point you in the right direction.

Hopefully this will help others who have encountered the same problem. Mind, none of these workarounds would be necessary if HDTV manufacturers made their devices 240p compatible, so shop around wisely, check to see if your intended purchase will support 240p via component and ask questions of the manufacturer before buying your TV.