
House of the Dead
Sega, 1998

Retro House of the Dead sets up shop for franchise
Ah, the progress that has been made. The on rails shooters genre has made strides in the last 27 years. Modern controls — including light guns available for the home market — have made playing a lot more enjoyable. And that has made the House of the Dead series — and especially the original game — a tad bit more tolerable.
House of the Dead starts off as most zombie horror games of the day did: A megalomaniacal weirdo is messing with bioterrorism unnecessarily and has created a mess. And by mess, I mean mutated, transformed humans with a taste for flesh. That’s literally the plot of the game. There’s something about a fiancée that needs saving and stopping this blight from spreading to the rest of humanity, but that’s the basics. It’s serviceable and really doesn’t do much to affect the gameplay. You’re killing zombies, boss zombies and most likely the end boss guy who created the problem. Clean it up and go on in future sequels to take on an even larger threat in the bad guy’s boss because, of course, he has a boss.

Cleaning up the problem is the fun part here. The controls are your standard light gun shooter but they’re fine. Aiming and shooting wasn’t bad, though lining up my shot sometimes was not exactly sharp. There were a few times fighting some of the aerial bosses that the cursor just wasn’t keeping up so I took cheap hits. As an arcade old head, I know that’s the name of the game here: It’s designed to be a quarter-muncher. But by the time I get home, there should be a better understanding that this isn’t going to fly. Thankfully, cheat codes exist so it’s not a problem. But for arcade conditions sake, this really isn’t cool.
Because this is a 1998 product we’re talking about, I’m also not expecting the graphics to look like much. And they don’t, beyond these zombies looking OK. Keep in mind that these graphics didn’t really improve until well beyond the second game/Typing of the Dead, so you’re going to be seeing them for a long time. The music fares about the same, too. They are decent enough for the late ’90s, and they work well in the confines of House of the Dead.
House of the Dead has made many improvements in the nearly 30 years since the original game. It didn’t set the barn on fire then but it’s a nice rail shooter if you’re into zombie horror and like what the series has to offer. Personally, I’m more apt to play Typing of the Dead before House of the Dead, but that’s because I prefer to be a keyboard sharpshooter these days. House of the Dead’s reticle is set in the middle with the ability to go higher.



takes away from the game a little bit because it’s distracting and is also unnecessary. I know I’m playing the game with a Sony product; I don’t need it shoved in my face constantly that this was originally a Sony exclusive game.



While it’s a neat concept game, Chakan isn’t great at all. The many problems really start with the lack of hindsight to hire Kraus to consult on game development. This would have allowed more insight into the character. It’s also frustrating that Chakan’s time limit prevented me from locating his special weapons. Also, the various symbols representing alchemy were confusing. Trying to determine which symbol matched the element Chakan would need to fight multiple enemies was a chore. 

game’s music. While acceptable, Yuzo Koshiro should have been used since he has the most experience developing music that’s worthy of the Shinobi name. The music was choppy in some areas but still suitable for the game. Another problem I have is the supply of shuriken that you must conserve. By paying so much attention to maintaining your supply, you might miss other crucial elements and expose yourself to enemies unnecessarily. Joe should have endless shuriken to fight evil.





undeniably cool when you get down to it: Jet Grind Radio is the future.
looks phenomenal. It’s the first game to use this technique, and it set the standard in 2000 in terms of presentation. The backgrounds are also well done and inspire runs through the game. It’s clearly an early 2000s game, but that only portends good things about the Dreamcast and what it was capable of.
While everything is great in terms of presentation and control, I’d be remiss in mentioning that there is one bothersome flaw with Jet Grind Radio. While the controls are easily analogous to early Tony Hawk games, it wasn’t easy to pick up the game and know what’s going on immediately. It’s a little too inaccessible at first, like it’s asking you to have some in-depth knowledge ahead of playing for the first time. You may not be familiar with the concepts the game is throwing at you, and it’s the game’s responsibility to ease you into the fray. Thankfully, the surrounding game is so good that you’ll come back to get more in-depth with the trappings of Tokyo-to.
games, I instantly took to the basic punch, kick and jump mechanics. As you go through each enemy, you’ll get a power-up orb that literally says “Power-up!”; this made me think that Zeus came down and gave commands. On the third power-up, you’ll go into your actual beast mode, which consists of forms such as a dragon, werewolf, werebear, weretiger, and a golden werewolf, each with their own unique powers. At this point, I’m thinking that this game is the origin for the popular phase “Beast Mode.” At the end of each level, you battle Neff in various forms. 

directions. The color palette is beautiful and the character animation shines. And, yes, even though Psikyo carried over Morrigan’s dog-tired sprite from Darkstalkers it still works here. You immediately know who she is, and it doesn’t look to terrible against the backdrops of bullet hell. The other characters look good for late ’90s animation. While the animation is good, the soundtrack is passing, if not a bit late ’90s mediocre. It’s not terrible, but it doesn’t standout. A single track caught our attention, which is