The Rise and Fall of Dino Crisis

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Capcom published the Shinji Mikami and Tokuro Fujiwara-created Resident Evil for the original PlayStation in 1996, lighting the way for survival horror as a genre and reinvigorating interest in zombies across popular culture. Several sequels and spinoffs followed in the wake of its meteoric success, and though Mikami produced each one, his hands-on involvement in the franchise’s day-to-day development significantly reduced after the release of Resident Evil 2 in 1998. Such a pivot gave the visionary room to lead production on Dino Crisis, another tension-filled adventure that shook survival horror to its core.

Mikami set his sights on a sub level of the horror spectrum, however, conceptualizing the “panic horror” sub-genre to differentiate Resident Evil’s fear factor from that of Dino Crisis. Like its undead enemies, the zombie series induced terror slowly, evoking tension at a plodding pace which allowed players time to escape, hide, and gather their thoughts. Dino Crisis permitted no such reprieve, its prehistoric antagonists proving faster, stronger, and smarter than the average Resident Evil foe. This change in tempo, along with the introduction of a 3D engine, begat a winning recipe, one that turned Dino Crisis into Capcom’s next big franchise.

Naturally, sequels were pursued and developed. Many would contend Dino Crisis 2 stood head and shoulders above its predecessor. Others were unconvinced. Reverence for the Dino Crisis follow-up entries effectively stopped there, with most fans harboring no love for titles such as Dino Crisis 3. Worst still, the brand’s dormancy following the third mainline outing suggested Capcom struggled with how best to bring its digital dinosaurs back from extinction.

This is the rise and fall of Dino Crisis.

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Abandoned by Rockstar – The Tragedy of Red Dead Online

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Rockstar Games had only explored relatively rudimentary modes of multiplayer in its games before the advent of Red Dead Redemption in 2010. The American West-set adventure, with its cooperative and competitive offerings, engendered the development studio’s first step into the wild west of expansive online gameplay. It made sense, then, that Grand Theft Auto 5’s multiplayer suite, GTA Online, allowed the team to unfurl its wings and do so in a way that generated multimillion-dollar earnings via in-game purchasing. But GTA Online didn’t achieve incredible success overnight. Several years and various post-launch updates would land before the experience hit its stride with 2015’s Heists update. The hope was that Rockstar would afford Red Dead Redemption 2’s online component the same room to grow.

Red Dead Online entered beta weeks after the prequel’s story campaign arrived in stores. It almost instantly became mired in controversy, too, mostly because of balancing issues with the in-game economy. Rockstar addressed the community’s concerns with haste, leading many to believe the move marked the start of a cadence that would always see the developer quickly respond to player feedback. This rapport between the production team and its Red Dead Online user base lasted for only so long, however.

A frustrated community felt the need to beg for meaningful content updates within two years of the multiplayer mode’s release. And after about three years, pleas for Rockstar to “Save Red Dead Online” had turned into a trending hashtag that even caught the attention of executives at Red Dead publisher Take-Two Interactive. Unfortunately, these noble efforts proved for naught, since, once again, the future of the western-themed franchise found itself playing second fiddle to the creation of new Grand Theft Auto content.

This is the tragedy of Red Dead Online.

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