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Episode 07: Duke Nukem 3D - PC
Episode 06: Resident Evil 2 - PS1
Episode 05: Deus Ex - PC
Episode 04: Mega Man Legends - PS1
Episode 03: Jet Grind Radio - Dreamcast
Episode 02: Mega Man 4-6 - NES
Episode 01: The Neo Geo Pocket Color - NGPC

Nostaljourney is a retro gaming podcast that features an new cast every episode. Each episode is based on discussing a particular game or series, then finding people who are nostalgic for it and people who have never played it before. If need be we go so far as to donate all the necessary gaming hardware to the newcomers. We compare the experiences of the two groups to find out how well a game has really aged as well as discuss its history.

For younger community members it may be a chance to learn what gaming was like in the past. For older community members it may be a chance to discover what games are truly classic and what games are not. In general the show exists to evaluate and discuss the nature of nostalgia and for everyone in the community to get to know each other better. Because the show involves giving out free games, it only records once every couple of months.

Recent changes to the game plan will hopefully entail the show recording every 2 weeks.


Shadows of the Damned - Multiplatform
Alice: Madness Returns - Multiplatform
Dead Rising 2 - Multiplatform
Radiant Historia - Nintendo DS
Legend of Zelda: Spirit Tracks - Nintendo DS
Ace Attorney Investigations - Nintendo DS

Wryviews are my personal review series where I try to do things different from the norm by asking myself how well the game achieved its goal, instead of if I liked the game or not. Wryviews are a personal challenge to stay objective and identify who would enjoy a certain game, rather than complain about who wouldn't. I feel that being a good reviewer entails being able to identify each game's audience.


Mega Man and Bass - Gameboy Advance
Maken X - Dreamcast

Gemnalysis is a series where I hunt down lesser known or neglected games and make a case for playing them despite the fact that they're older. Instead of flat out reviewing these games I look at them from the perspective of a collector and go over the game's history, and special trivia it may have.


Boss Battle - Mark of the Wolves
Boss Battle + Final Match - King of Fighters 98

Fatal Impact is a series of community tournaments revolving around SNK fighters; rather, it was. I happen to host the tournaments, but only once in a blue moon when I have the free time. I accept any and all callers, though I am not an entrant. Instead I am a trainer who organizes my entrants and helps to improve their game while introducing them to new and lesser appreciated fighting games.

The Fatal Impact tournaments will likely not continue until SNK releases games with better netcode. With recent promises from Atlus, King of Fighters XIII is likely to become the next big Fatal Impact game.


King of Fighters 94
King of Fighters 95
King of Fighters 96
King of Fighters 97

The King of Fighters Love Letter is a series dedicated to the storyline and history of SNK fighting games. Many people don't know anything about SNK in general, and with King of Fighters XIII on its way I'm going to bring everyone up to speed on the story in the series thus far.

Now that King of Fighters XIII has an actual release date this series may continue beyond the first story arc (Orochi Saga), but it's difficult to find solid information on the series' backstory.





Podsumaki Episode 09: Mortal Kombat Special
Podsumaki is a fighting game podcast that I hosted on and organized. There was a lot of random smack talk but it was a fun show. Currently it's on hold and none of the hosts are sure if it will ever come back. Our last episode was our highlight, where we spoke with three of the best Mortal Kombat players in the US and discussed the Mortal Kombat community and the upcoming game. If you were to listen to any one episode of Podsumaki, I'd recommend it be this.

The Top Three Things "Gamers" Should Care About Less
Somebody on Call of Duty: Black Ops screamed at me for not being good enough at the game, even though I wasn't on his team. Thanks to that I decided to write an article on some of the biggest problems with the gaming community, mostly their inability to care about things that actually matter.

Tainted Beauty: The Death and Rebirth of a Genre
What we have here is an article revolving around the 2D fighting game genre, the path one must go through to become good at the games, and all the obstacles in the way of this that I feel eventually led to the temporary death of the genre prior to the release of games like Street Fighter IV and BlazBlue.

Wry Guides: Goozex Training Manual
Wry Guides are a series where I try to educate the people of the community by writing about something that I in particular know a lot about. More than anything else though, it's just me unleashing a bad pun upon the world.

Top 11 Dreamcast Games You Probably Didn't Play
In this article I recap my experience as a guy who loved the Dreamcast, because he grew up with it as one of his primary forms of entertainment. The games listed aren't the popular and trendy choices so much as the lesser played B-list and C-list games that only true Dreamcast veterans touched.

Hey, I liked it: Mega Man VII
Hey, I liked it was a series where I reflected on games that I'm fond of that weren't appreciated by many people. As opposed to Wryviews which are meant to be impartial, this was a much more personal series. This series might continue some day but I could really not think of a bigger black sheep game than Mega Man VII.

Wry's Dreamcast Homebrew Guide: Pre-Brewed
There was a time when I was extremely, extremely into my Dreamcast. I didn't just play tons of regular games that I found on sale, I also researched the wealth of bootleg Dreamcast programs. These days I'm a collector and I'm not concerned with unofficial software. I'm too busy playing games I actually own. Still I created a quick guide to some of the easiest and best programs available for the Dreamcast that can be used with no hassle.

Untapped potential: Stop breaking my balls
I suck at games: But not forever
My Expertise: The Grand Jackass of Obscurity
Nothing is sacred: Sequels
Groundhog Day: Can you feel the sunshine, Sonic?
I started writing about games roughly a year and a half ago, and since then my viewpoints and my writing style have changed. Destructoid's Monthly Musings were a good way for me to get started when I didn't have many article ideas. These are all the ones I wrote that were promoted to the front page. I'm not super proud of them anymore, but if you want to see my writings evolve a little bit you can compare these to my more recent articles.
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Mike Moran
12:40 AM on 06.20.2011



I've heard a lot of people foolishly try to describe Dead Rising in one sentence. "You kill zombies with lots of stuff." I'm serious. That's all a lot of people have to say about it and it's so simple that I would call it false advertising. Beating thousands of zombies to death with everything you can get your hands on is only the beginning. When you first start playing this game you will be borderline helpless. You will not know anything about your surroundings even though all the tools are already there.

In essence you'll be clueless, but eventually you'll start to explore and memorize the countless resources available to you. It won't matter where you are because if you're playing the game right you will remember that there is something useful nearby; maybe you'll even know about a few secrets. Remember that help kiosk with the food on the counter? Somebody threw a bowie knife on the roof of that kiosk. That hidden knife can combine with the boxing gloves in a nearby store to create a new item. Your ability to recognize all the tools around you and create a plan will decide whether you're successful or not. You have objectives, obstacles, and what's more you have limitations. When you have survivors to rescue and protect, zombies to kill, and a crazy mall security guard with a sixshooter in the way you need to have a plan. You need to have a good plan too. Dead Rising 2's story moves in real time and thus you have deadlines.

Dead Rising isn't just about surviving a zombie outbreak, it's about how you survive it. Dead Rising is above and beyond anything else a game about being resourceful.



This Wryview is going to take a moment to discuss the controversy surrounding the Dead Rising series. When the first Dead Rising came out it was an extremely polarizing game. Many people couldn't play it for more than a couple hours before they were completely fed up. At the same time other people played it to the point of absolute exhaustion. Love it or hate it Dead Rising made a big name for itself, but the series also gained a negative reputation. The people who didn't like Dead Rising would often make an argument that the game was flawed. Dead Rising's single save file and its high difficulty level were often cited as the reasons. Because everything you did in the game was real time and you had deadlines: it was entirely possible to play the game in such a way that you backed yourself in a corner. I used to agree that the game was flawed, but after putting more thought into it I believe Dead Rising is just a series that does its own thing. I consider that an immensely positive thing.

In the first Dead Rising once you decided to save your game everything you'd done was set in stone. You only had one save file after all. The game really required you to take things seriously. If you managed to screw up badly enough you could even be forced to start over. As frustrating as that concept can be, can you really consider a game flawed just because you can LOSE? The game ran no longer than 8 maximum. By many peoples' standards that's a really short game anyway.

It's perfectly understandable if a player is frustrated with needing to start a game over. Many people do not find any enjoyment in having to repeat any segment of any game. Repetition can be argued as not being fun; but you can make many arguments for why any game isn't fun. That doesn't mean the idea is flawed or that there's anything inherently wrong with it. Dead Rising was an extremely unforgiving game, but as I've said it was all about using the tools around you. The way I see it Dead Rising is a series that's created an extremely unique identity for itself. Whether you like it or not it's unfair to call the games flawed just because it's different. The day someone comes with the perfect argument for what makes a game flawed is the day people stop having opinions.



Now I have one thing to say directed toward anyone who hated the original Dead Rising or never played it: Go download Dead Rising: Case 0. It's a 5 dollar prologue to Dead Rising 2. It's nowhere near as good as Dead Rising 2 and it's a bit on the buggy side, but for 5 dollars it's a great value and it will give you a basic idea of what to expect. Worst case you spent 5 dollars instead of 60 to find out you're one of the people who hates Dead Rising.

Even if you're already sold I still recommend you download Case 0. Though it pales in comparison to Dead Rising 2 it helps establish an emotional connection to the new protagonist Chuck Greene and his daughter Katey. Dead Rising 2 ditches previous main character Frank West in favor of Chuck Greene, an ex-Motocross champ who's been competing on zombie reality shows for money to buy his daughter medication. Right after getting your pay the zombies from the show are set free while you're framed for it. A new outbreak has occurred and nearly everyone in Fortune City is dead. Through the course of the story you fight to keep your daughter alive and clear your good name.

The actual experience of playing Dead Rising 2 is very similar to the original, though it's far more forgiving. A few people will dislike having multiple save slots because it takes away from the sense or urgency from the first game, but most will probably be happy. Still, all the elements of the original are still here. The item combination system is the one really unique feature the game has--everything else is borderline nostalgic. Guiding survivors to a safehouse, trying to find out the secret behind the outbreak, wearing funny clothes and killing tons of zombies There's even an underground driving segment, but like I said Dead Rising 2 has all the standard tweaks and improvements you expect from a sequel. When you couple that with the fresh setting, story and item combination system it all adds up nicely. I would never call this game a rehash. Dead Rising was a fairly original concept in the first place anyway.



It should really go without saying that Dead Rising 2 is more polished than the original. The controls are tighter and the graphics are better. I don't think anybody is going to be surprised by that, so let's not dwell on the subject considering it doesn't really change all that. What really makes a difference in Dead Rising 2 is the size of Fortune City. The first game took place inside the decent sized Willamette Shopping Mall, but Fortune City is basically a huge network of interconnected shopping malls, casinos, and tourist spots. Even when you include the huge empty areas from Willamette, Fortune City is way bigger.

Again, you're always operating on a time limit. It's possible to make free time for yourself to explore this huge area, but it's going to cost you the lives of some of the survivors. If you don't care about saving every innocent person's life and beating every boss exploration won't be quite as stressful. If you plan to be the hero you're going to be spending a lot of time planning out routes around Fortune City so that you can move quickly and keep yourself stocked up on supplies along the way. There's no one way to play this game. The only thing that you are required to do is complete the story missions on time.

Dead Rising 2 does have a few kinks, though. When you strip away the elements of time management, exploration, and zombie slaughter Dead Rising 2 is very much so a fetch quest and escort mission. You can figure out efficient routes and shortcuts all you want, but outside of the story segments a large portion of the game can be summarized as leaving the safehouse, finding a group of survivors, then coming back to the safehouse with them. You earn rewards for doing so in more ways than one and fortunately survivors are capable of fending for themselves, but described like this the game can sound very boring.

People who don't like backtracking can simply not save any survivors to get around this, but again--the game runs in real time. The game was designed so that you will have enough time to save every single person and do every single quest so long as you manage your time well. That's the challenge that's been presented to you. If you don't intend to do any of the quests that the game intends for you to do, I really hope you like killing zombies while you wait around for the story to advance. It's perfectly possible to play Dead Rising 2 more than one way like I said, but Capcom intends for you to at the very least attempt to complete missions. It's all part of the experience after all. Ultimately the survivors and the psychopaths trying to harm those survivors give you a reason to explore, and the act of exploring Fortune City is what keeps everything interesting. Escort missions aside, Fortune City is still a zombie slaughter playground. The zombies will literally never stop coming and your items wear out pretty quick if you try to kill every zombie you see. You'll be constantly finding new items to fight with and it's actually pretty easy to waste a lot of time just killing zombies once you find the weapons you have the most fun with.



Dead Rising 2's item combination system adds a lot to this sequel. More than any one gameplay mechanic should. Just like it sounds the item combination system lets you take two items that you find in Fortune City and combine them into a new one. It's so much better than it sounds, though. Dead Rising always had this unusual sense of humor to it. There was a certain charm to your ability to beat zombies with something silly like a park bench, make your way into a clothing store and put on a stupid outfit. The item combination system enhances all of that.

Chuck is able to build impossibly unrealistic weapons. Electrically charged wheelchairs, firecracker bazookas and even light sabers are possible thanks to Chuck's magic ability to use a screwdriver and duct tape. This is videogame logic at its finest. It really takes the lighthearted sense of fun from the first game to a whole new level. The game tosses a lot of hints at you as to what kind of special items you can make but there's still a high degree of guesswork involved in making combination items. It stacks another layer on top of a game that already rewarded you for resoucefulness and exploration.

It's really hard to describe Dead Rising 2. For some people it really is just a zombie slaughter simulator, but at its heart it's an open world adventure game. There aren't any traditional puzzles, but critical thinking is still key. The game is geared in such a way that you're not explicitly forced to find every secret, beat every boss, and save every survivor. All you're forced to do is advance the storyline. Still the game does everything it can to encourage you to do absolutely everything possible within the time limits. There's tons to do and explore and the game is fairly challenging, if not just because of the boss battles. Traditional methods rarely work against them. The bosses are simply stronger than you. Preparation is key. Dead Rising 2 isn't necessarily a game created for replay value, it's just that you're really unlikely to see everything on your first playthrough and curiosity can easily get the better of you.



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