Daymare 1998 Articles RSS Feed | GameSkinny.com Daymare 1998 RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Daymare 1998 Review: An Ugly Blast from the Past https://www.gameskinny.com/80sro/daymare-1998-review-an-ugly-blast-from-the-past https://www.gameskinny.com/80sro/daymare-1998-review-an-ugly-blast-from-the-past Thu, 07 May 2020 15:51:05 -0400 Daniel Hollis

Daymare 1998 was originally intended to be a Resident Evil 2 remake. A love letter to the classic survival-horror game, Daymare 1998 set out to recreate the horror, tension, and thrills that came packed into it the Capcom classic.

Unsurprisingly, Capcom shut the game down as they were working on their own iteration of their classic game, the RE2 Remake. But that didn't stop developer Invader Studios from funneling their passion into the Daymare 1998 we have today.

Much like the zombies that threaten its world, the console version of Daymare 1998 is a sluggish and ugly take on the Resident Evil formula.

Daymare 1998 Review: An Ugly Blast from the Past

Daymare 1998 takes place from the perspectives of multiple protagonists after a lab incident infects a local town with a deadly virus. Of course, the virus causes the town's inhabitants to become vicious monsters. The game's three characters have their own motivations and goals for dealing with this crisis, some being better than others, although, all are plagued by poor writing and lackluster voice acting.

The first of these characters is Liev, a special agent first tasked to deal with this mess. Following Liev, Daymare 1998 starts off remarkably weak, presenting you with a protagonist who is unlikeable, brutal, and hard to relate to. Beginning with one of the game's lesser-written characters undoubtedly provides a roadblock to some of Daymare 1998's better moments lying past the opening level.

Then there's Raven, who somewhat holds the middle ground among the three characters. Though Revan is still difficult to relate to, his sections at least come later in the story, after the player has been able to invest more into the story. Revan's sections make for some of Daymare's better moments. 

However, Samuel, a forest ranger who is the most grounded of the protagonists and dethatched from the events in play, is perhaps the best.

One of the most striking parts of Samuel's personality is that he suffers from an illness that affects his mental state. Without his medication, Samuel is prone to hallucinations (diagnosed as "Daymare Syndrome".) This makes for some of the most intense and blood-curdling moments of the game, as you question what is fact or fiction.

Daymare 1998's plot gains momentum as the events accelerate towards their conclusion, and how these narratives intertwine is one of the game's charms. However, the script that plays as an homage to the cheesiness of Resident Evil without any self-awareness.

While the plot may do very little to captivate one's attention, the atmosphere will no doubt get under your skin. If there's one thing Invader Studios has achieved, it's the tone of the games Daymare riffs on. It lacks any real identity of its own, but the passion for horror games of old shines through the cracks. Adding to that are the scattered notes that further flesh out the world, as every corner lurks with unspeakable horror and ludicrous puzzles that must be solved to advance. 

The main problem with Daymare 1998 lies with a vision that far surpasses the budget in hand. The dark, grainy art style is worsened by character models that look like 1980s action figures. It's unfortunate that by its console release, two Resident Evil remakes have hit the market, which shows how much life the genre still has in its undead corpse. 

Compared to its PC counterpart, the console release of Daymare 1998 feels extremely rough and undernourished. The PC version is capable of 60 frames per second, while the console version is locked at 30. While a higher frame rate isn't necessary for one to enjoy a game, it helps to make games that lack the higher-fidelity graphics look less polished.

That's not to mention a higher framerate ensures combat is far more seamless.

There's also a wide array of technical bugs and glitches plaguing Daymare 1998, perhaps far more reaching than the virus itself. Hit detection on enemies can be guesswork as bullets can seemingly pass through them, the audio mix balance can fluctuate, and on more than one occasion, game-breaking glitches are prevalent.

One such glitch saw me glitch into an enemy spawn zone where I was greeted by a developer message. Obviously, that's not intended for players.

It would be easy to look past these issues which can be fixed with a patch or two if the general gameplay was engaging enough. The problem is that it is not. Combat in Daymare 1998 ranges from passable to downright terrible. Coming into contact with normal enemies causes for some of the tension the genre is known for, but throw in any advanced enemy types and the clunky feel of Daymare 1998 rears its ugly head.

Fairly early on, stronger enemy types are introduced which ruin all feeling of tension when they become mere bullet sponges. Instead, these hulking beasts become tedious and a means for all your precious ammo to be wasted. For a game that prides itself in embracing survival-horror roots and item management, having such powerful enemies fairly often ruins the momentum and brings you out of the horror in a mindless rage.

To make things worse, an incredibly irritating and unnecessary reloading system is in play. While some guns can be instantly reloaded, others first have to have their magazine reloaded before being reloaded into the gun itself. What this means is constant item management that is a perpetual nuisance. Instead of dialing up the horror, it just gets in the way. 

You can alternate between a slow or fast reload. Unsurprisingly, slow reload comes at reduced speed, but you keep your magazine. Utilizing fast reload will refill your gun, but you'll drop your magazine and have to pick it up again.

It's possible to reload guns directly from the inventory management menu, but you're always left wondering, "Why?". Incorporating this system into the game adds an unnecessary hurdle and creates multiple aggravating situations in which you'll have to fumble with the inventory system amidst a fight where you're getting attack from all corners.

It doesn't help that the inventory menu is slower to respond than other games of the genre. 

The level design of Daymare 1998 is a mixed bag, too, varying from linear affairs to more open-ended environments that are much more engaging. Early on, the story remains fairly linear, showcasing no regard for exploration. When you finally get to Samuel, you'll be greeted to a more open level design, completing multiple objectives across varying levels.

One thing Daymare 1998 absolutely nails, however, is its puzzles, perhaps more so than the Resident Evil remakes. Here the puzzles can be extremely challenging but rewarding. Some puzzles, such as the one involving Greek symbols, can be hard to solve, but perseverance and patience make for some of Daymare 1998's best moments.

Daymare 1998 Review — The Bottom Line

Pros

  • Hard but rewarding puzzles
  • Dreadfully heavy atmosphere throughout

Cons:

  • Riddled with technical issues
  • Poor script and plot
  • Dated and undercooked visuals for a console release
  • Sluggish controls and poor item management

Daymare 1998 is a perfect example of great ideas executed poorly. Despite the constant missteps that hold it back multiple console generations, there's no doubt elements of charm here and there. By shifting between two gameplay styles, Daymare 1998 never conveys a consistent message with what it's trying to achieve. When it works, it's pure nightmare fuelled fun, but when it doesn't, it feels like a grossly missed opportunity.  

Strong puzzles and atmosphere aren't enough to salvage a game riddled with bugs, weak design choices, and sluggish controls. Much like the monsters you put down, Daymare 1998 is better left off dead when the original concept is still being so well-done with contemporary remakes. 

[Note: A copy of Daymare 1998 was provided by Invader Studios for the purpose of this review.]

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Daymare 1998 Bringing Classic Survival Horror to Consoles https://www.gameskinny.com/7zst7/daymare-1998-bringing-classic-survival-horror-to-consoles https://www.gameskinny.com/7zst7/daymare-1998-bringing-classic-survival-horror-to-consoles Sat, 08 Feb 2020 11:00:03 -0500 Ty Arthur

After landing on Steam last year, old-school survival horror title Daymare 1998 now has an official console release date. You can try to live one more day on Xbox One and PS4 starting April 28.

Daymare 1998 started as a fan-made Resident Evil 2 remake, which was canceled when Capcom announced an official remake version, which released in early 2019. The Invader Studios development crew then met with Capcom at Capcom's Japanese headquarters to switch gears toward an original game with a nostaglic style.

The Daymare 1998 PS4 release will get a physical disc and digital download, while Xbox One players will have to go the digital store route only. While Invader Studios handled the game's original development on PC, Slipgate Studios was tasked with the console ports.

Planning to jump into this retro take on survival horror when it lands on consoles? Check out our Daymare 1998 guides here to get a head start on the difficult early puzzles! For more, be sure to check out our Early Access impressions

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Daymare 1998: Aegis Greek Password Puzzle Solution https://www.gameskinny.com/ipvk8/daymare-1998-aegis-greek-password-puzzle-solution https://www.gameskinny.com/ipvk8/daymare-1998-aegis-greek-password-puzzle-solution Tue, 17 Sep 2019 09:00:01 -0400 Ty Arthur

There's classic challenging survival horror puzzles, and then there are brain teasers that are just flat out unfair or poorly designed, and the Daymare 1998 Greek Password puzzle falls into that latter category.

Don't feel too bad if you're stumped by this one -- the game really doesn't go out of its way to offer clues as to how to answer the phrases (and hopefully that will be dealt with after launch in a patch).

Below we explain exactly how to input the proper Greek passwords into the founder's office hidden desk terminal at the end of the Aegis level.

For all three of the phrases, don't forget to scroll over to the big Enter key (the one with the 90 degree turning arrow, of course) after each Greek letter combination is entered and hit F to actually input the password.

Greek Password 1

Phrase: "Cast a light unto the darkness and there shall be no storm from which he cannot save you."

  • Answer: ΧΑΣΤΟΡ

It's easy to accidentally answer this one wrong since there are two O symbols on the keyboard, one with a line through it and one without -- you want the one without the line to proceed.

Greek Password 2

Phrase: "No matter the injury it will never end his journey."

  • Answer: ΠΟΛΛΥΞ

This one is even more annoying because there are two different N symbols and three different E symbols on the keyboard.

Here you are specifically looking for the flat topped N at the top-right corner of the keyboard and the three-tiered E symbol at the bottom-left near the Z.

Greek Password 3

Phrase: Long and perilous was the journey of the Argonauts to enter into its possession.

  • Answer: ΓΟΛΔΕΝΦΛΕΕΧΕ

Yeah, this one's the most obnoxious of all. The first letter is the one that looks like a lower case "r," followed by the O with no line, the upside down V, the triangle, the normal E, the normal N, and the O with a line through it. From there the letters should be easy to select before inputting the password.

Make sure your ammo clips are full before entering the password, because a zombie will frequently get up from the floor near the computer after completing this puzzle -- even if you cleared the room first.

Need help with any other puzzles? Check out our other Daymare 1998 guides:

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Daymare 1998: Aegis Chamber Temperature Cooling Puzzle Guide https://www.gameskinny.com/p2f32/daymare-1998-aegis-chamber-temperature-cooling-puzzle-guide https://www.gameskinny.com/p2f32/daymare-1998-aegis-chamber-temperature-cooling-puzzle-guide Tue, 17 Sep 2019 09:15:01 -0400 Ty Arthur

Daymare 1998 is chock full of key cards, computer unlock codes, and puzzles. One of those puzzles is a little more difficult than the rest, requiring agent Liev to adjust coolant levels to proper temperatures in order to access the Pollux virus, fight the first mini-boss, and leave the Aegis level.

Thankfully, cooling things down is easy with the guide below. 

Aegis Temperature Puzzle Solution

When you enter the room with the PL-X 731 temperature control computer, don't be distracted by the zombie on the left by the desk; another zombie will immediately assault you from the right.

After taking care of the two Zeds, run up the stairs and go past the locked door to access the coolant computer.

 Temperature Start Point

Your goal is to go from the start point in the image above to the end point in the image below so that Chamber 1 is full, Chamber 4 is at two bars, and Chambers 2 and 3 completely empty.

To get there, you need this temperature combination:

  • Chamber 1: -15 degrees
  • Chamber 2: 20 degrees
  • Chamber 3: -5 degrees
  • Chamber 4: 0 degrees

Here's where things get difficult: you can only empty or fill one bar at a time, and the reserve tank only has enough space to hold one bar's worth of coolant, so you have to remove and add coolant strategically to make this work.

To skip all the frustrating guesswork, here is the fastest, easiest method to get to the correct temperatures:

  • Empty Chamber 3
  • Fill Chamber 1
  • Empty Chamber 2
  • Fill Chamber 1
  • Empty Chamber 2
  • Fill Chamber 1
  • Empty Chamber 2
  • Fill Chamber 1
  • Empty Chamber 2
  • Fill Chamber 4
  • Empty Chamber 3

After completing that pattern, you should end up with this solution:

 Temperature End Point Puzzle Solution

Unlike with the Aegis power puzzle, you don't have to flip any switches or do anything extra at the end. The mini-game automatically ends and you are popped back out into the main gameplay loop.

Afterwards, it's time to fight the game's first mini-boss, so make sure you've got your ammo combined into clips and ready to go before leaving the room.

Need help with any other puzzles? Check out our other Daymare 1998 guides.

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Daymare 1998 Aegis Power Puzzle Guide https://www.gameskinny.com/j2k74/daymare-1998-aegis-power-puzzle-guide https://www.gameskinny.com/j2k74/daymare-1998-aegis-power-puzzle-guide Tue, 17 Sep 2019 09:00:01 -0400 Ty Arthur

Retro horror game Daymare 1998 started life as an unofficial Resident Evil 2 remake — before the real remake squashed those plans  so you've got to put your old-school survival horror goggles on to figure out some of the game's puzzles, including the Aegis Power puzzle. 

If you're having trouble with the power switch puzzle in the Aegis level, we've got you covered in the guide below. Once you know the proper pattern, it's simple to bypass the electricity issue and restore power to the facility.

Aegis Power Switches Solution

 The correct power switch order

While the trainee note on the swivel chair and the power status screen on the computer terminal next to the switch panel give a basic overview of how the puzzle is supposed to work, they don't give you the full answer. There's a bit of trial and error involved.

If you want to skip all that and just move onto the next portion of the level, then flip these switches from red to blue on:

  • Cargo Area
  • Submarine Shaft
  • Lab Area
  • Control Room
  • Reception Hall
  • Server Room
  • Security Room

When those switches are all blue, the Helipad Access, Decont. Area, Offices Area, and Canteen/Dorm lights should still be red. You'll know you've got the pattern correct when all of the white dots in the middle are lit up from top to bottom.

Here's the part that's vexing some players, though: you then need to press "D" to move away from the power lights to the switch, and press "F" to actually pull the switch and reset the power.

Most of the game's other interfaces don't work this way, so make sure to go through that extra step or the power won't come back on.

After the power comes on, you'll immediately be attacked by a zombie from the left side (from the staircase where you entered the room), so make sure your ammo is loaded before completing the puzzle.

Stumped on another puzzle found later in the game? Check out our other Daymare 1998 guides covering the major puzzles across the game's 14 levels, and be sure to leave us a comment if you need help with any we haven't covered yet!

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Daymare 1998 Early Impressions: Classic Survival Horror Is Back, Just Not as Scary (Yet) https://www.gameskinny.com/nrvlp/daymare-1998-early-impressions-classic-survival-horror-is-back-just-not-as-scary-yet https://www.gameskinny.com/nrvlp/daymare-1998-early-impressions-classic-survival-horror-is-back-just-not-as-scary-yet Mon, 01 Jul 2019 14:05:15 -0400 Ty Arthur

If you're tired of the seemingly constant barrage of first-person horror games where you have to run or hide and can't shoot anything, you aren't alone. Indie developer Invader Studios is looking to resurrect the classic survival horror feel of yesteryear, but with a revamped interface that appeals more strongly to modern gamers.

After previously working on an unofficial Resident Evil 2 remake, Daymare 1998 is an original creation currently brewing at Invader, and we got the chance to play through the first two levels as development tracks for a 2019 release.

Here's what we thought. 

Old Feel, New Mechanics

Everything about Daymare will feel familiar at first. Something has gone terribly wrong in a research lab (seriously, why do we even have research labs when we know they will always get filled with infected zombies?!?), and it's up to you to find out what happened while trying to contain the situation.

A steady stream of nods to the genre's origins will pop up you're a HADES team member instead of a STARS team member, for instance but the story diverges a bit from what you might expect.

This time, we're dealing with the resurrection of a bioagent the Japanese had intended to use to wipe out America after we dropped the atomic bombs at the end of World War II.

In terms of actual gameplay, Invader nailed the feel of early survival horror in this early access demo, especially in the inventory combination mechanics, level layout, and slower gun battles replete with very deliberate reloading animations. 

Instead of a simple copy-paste job, though, there are some much-needed quality of life upgrades here that will make your playthrough a bit easier.

We all tend to think of the classics as infallible, but the fact of the matter is that the original Resident Evil is borderline unplayable these days with those awful camera angles and unbelievably clunky controls.

Thankfully, Daymare 1998 updates those elements without losing the classic feel, somewhat like the Resident Evil 2 remake. Controls are smooth, but still very clearly influenced by the original RE style. Bullet inventory management is complex and inefficient on purpose; it's all to make combat more frantic and difficult. However, it isn't so hard you'll just give up.

Of course, some modern players who never experienced the original games may be a little frustrated. For those used to vaulting over any obstacle or climbing up every ladder to explore hidden nooks and crannies for a combat advantage, Daymare could be frustrating. 

Aside from the faithful old-school inventory and U.I. updates, I was particularly impressed with the game's puzzle design in these first two advanced levels. This isn't "take the red key to the red door" type stuff; instead, you have to actually remember information you saw on a computer screen or on a note and then use it to figure out how to advance later on.

The end result is a steady stream of challenging sections that will make you think but aren't impossible without a guide, just like any good puzzle should be.

Tantalizing Teasers

While the gameplay had me wanting to see more of Daymare beyond the first two levels, one little secret, in particular, has me intrigued. It all stems from the level of effort put in by the developers.

Early on in the first level, I found an Easter egg that can't actually be accessed yet, and I am now highly keen to find out how it will interact with the full game.

While sweeping through the Aegis lab, our spec ops agent, Liev, runs across a random URL for an in-game company. It's at the end of a document that's easy to miss. I immediately Alt-Tabbed out to open Chrome and lo and behold, the site exists!

Unfortunately, you can't actually enter in a username or password yet, which has me wondering just how this site will interact with the game and if it will be necessary for completing puzzles, finding extra collectibles of some kind, or perhaps rounding out the story.

Things Were Scarier In 1998

We've been over the good, so let's take a moment to consider what might take Daymare off your must-buy list as a survival horror fan.

If there's on major flaw here, it's the lack of a big scare factor. It's hard to say if that's because we've all grown up or gotten used to the standard horrors of the genre, but the low-key scares are a problem here.

There are times where you can tell you are supposed to feel that "Oh, shit, Nemesis is here and I need to run!" sensation, but it just falls a bit flat as of now. Nothing in these levels brings about that jarring feeling you get when the dogs first jump through the windows in Resident Evil, either.

That issue is exacerbated because the main character in these levels isn't particularly likable, and I was never all that concerned if he made it out alive. I remember being absolutely mortified the first time Leon got chainsawed in half in Resident Evil 4, but I didn't feel anything like that when this random civilian-killing special ops guy gets eaten.

To be fair, Daymare does a better job handling scares than certain other indie games in recent years like Phantaruk or Perception, where the monsters just flat out failed to evoke any sort of visceral response.

While the camera is updated from the awful early Resident Evil days, with the focused combat style of classic survival horror utilized here, it is easy to get into a situation where you miss an enemy coming from behind.

That style makes some effective jump scare moments just during normal gameplay, completely independent of any sort of scripted events where the horror would normally be placed.

The Bottom Line In Early Preview 

While we only got to see two levels and one out of three main characters set to appear in the game, the degree of quality on display with this advance preview is unexpectedly high for an indie release.

Simply put, Daymare nails the old school third-person survival horror feel, and it features enough twists on the style to be worth playing even if you've already fully explored every last title in the genre.

In fact, that's one area where Daymare really excels, as it seems like the full game will be quite varied based on these advanced levels. I'm hoping more variety is in store when the full game arrives later this year.

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