“This is just like that movie.” In a game full of crazy B-movie dialogue, this telling line, spoken by Officer Rick as it starts raining Raptors, is by far the best – and the most authentic. It’s a fact that the game’s director, Shinji Mikami, was directly inspired by Jurassic Park, but perhaps surprisingly it was Michael Crichton’s original novel and not Steven Spielberg’s adaptation that was the main influence. In particular, the scene where Alan Grant and his friends visit the Raptor enclosure and witness the creatures hunting in packs.
Mikami has noted that in the novel the scene is written from the characters’ perspective, at eye level, while in the film it is shown from above, a place of relative safety. It was the first approach, and the original fear it instilled in Mikami – the fear of falling prey – that gave rise to the Dino Crisis.
An indwelling evil
The game follows in the footsteps of the first entries on the Resident Evil timeline, with that familiar mix of action, exploration, puzzle solving and inventory management.
But damn, those Raptors take it one step further. The setting is a high-tech research facility on the remote Ibis Island, and by the time the game starts, Raptors are already roaming the halls. They are much more formidable than Resident Evil’s zombies, chasing you at high speed and killing you with a few bites.
Even worse, the bullets from your standard pistol seem to bounce off their scaly skin, and when you knock them down, they bounce right back up! Even worse, they can knock your weapon out of your hands, leaving you defenseless. Worse still, you can’t just pass it through a door like in Resident Evil, because the clever buggers follow you from room to room. To restore balance, the facility has a number of anti-dino measures, such as laser gates and sprinkler systems that can stop/stun them.
It added the quick 180 degree turn, a life-saving move that was quickly removed for Resident Evil 3
Thanks to its survival horror trappings and distinctive tank controls, Dino Crisis cannot shake the label ‘Resident Evil with dinosaurs’. But it did move things forward by introducing features that would become commonplace in the genre.
It added the quick 180-degree turn, a life-saving move that was quickly eliminated for Resident Evil 3. You could also walk with your weapon raised, ready to fire – a feature that would become standard in later RE games.
Here too, a greater emphasis on crafting was tried out. Pickups could be mixed to create healing items (such as RE’s herbs), and it was also possible to create new ammo, specifically different types of tranquilizer darts. These arrows would knock out enemies briefly, but with the right ingredients you could concoct an insta-death poison arrow.
The most significant change was clearly the new visual style, which ditched pre-rendered backgrounds in favor of a 3D graphics engine. The camera was not free-roaming, but rather ‘directional’, in the sense that it moved along fixed paths. This meant it could pan, tilt and track to follow the player’s movements. The system was demonstrated in an early chase scene, where you run towards the camera and you can see a Raptor approaching from behind.
It was also used to create some effective dino point-of-view shots and overall the whole experience was more cinematic than the traditional RE games. The result of this approach is that the locations were relatively boring and limited to nondescript corridors and enclosed areas, which had an impact on the overall atmosphere.
In terms of challenge level, the game was more in line with the original RE than the sequel. This meant a lack of resources, a fair amount of backtracking, and some rather devious puzzles to solve. In contrast, there was only one playable character in Regina, but there were several branching moments where you chose to side with cool Rick or icy Gail.
And your choices led to three separate endings – with the common factor being that you ultimately overthrew the Tyrannosaurus Rex (what else?) that served as the game’s recurring ‘boss’. And if you’ve played the game in less than five hours, you’ll have unlocked Operation Wipe Out, a fun The Mercenaries-style mini-game.
Dino Crisis was a solid package and it received good reviews when it was released, first in Japan, in July 1999, followed by the rest of the world in the fall. In the UK, Edge magazine awarded the game 8/10 and praised the changes to the RE formula. “Dino Crisis is a completely different beast. Mikami has created a more thoughtful experience this time around, [it’s] tactical tension instead of survival horror.”
CVG’s Alex Huhtala offered a similar opinion in his 5/5 review. “Rather than a new version of Racoon City, Dino Crisis feels like another game with familiar elements. When it’s done this well, few will complain. The dinosaurs are incredible and make the Jurassic Park games look pathetic in comparison.”
In a contrasting perspective, the dinosaurs gave IGN’s Doug Perry some cause for concern. “With essentially four types of dinos in the game, once you’ve seen them all the tension is largely gone,” he noted in a generally favorable 9.2/10 review. “Additionally, the game seems to consist of 90% Raptors. Another complaint: these dinosaurs are simply not as cool, scary or creepy as zombies.”
Dino conversion
If the sequel’s story jumped the shark, Dino Crisis 3 destroyed the refrigerator
The original PlayStation version sold 2.4 million copies worldwide – an impressive number, but less than half of what Resident Evil 2 achieved.
Still, it was enough to greenlight conversions to the Dreamcast and PC in 2000. The Dreamcast version was a regular port that didn’t take advantage of the console’s extra power, although the resolution was doubled to 640×480 for an overall improved (although softer) look.
It probably didn’t help that it was released after Resident Evil Code: Veronica, the original Dreamcast entry that developed Dino Crisis’ 3D graphics. The PC version offered the same resolution bump and added a few bonuses: the Operation Wipe Out minigame and the three unlockable costumes were available from the start, and when you started the main game you could choose between two modes: the ‘original’ Japanese version, where item placement was different and the difficulty toned down slightly, and the ‘Arrange’ version released in the West.
Back on PlayStation, Dino Crisis 2 followed in 2000 and was more action-oriented with a silly time-traveling plot (the lush jungle setting required a return to pre-rendered backgrounds, which felt like a step backwards). If the sequel’s story jumped the shark, Dino Crisis 3 destroyed the refrigerator, which is set in the future aboard a spaceship and features jetpacks and two-headed alien dinos. This 2003 entry was an Xbox exclusive and is honestly best forgotten.
The same can’t be said about the original game – despite Capcom’s attempts to do just that. It was added to the PlayStation Store in 2006, making it playable on PS3, PSP and PS Vita, but it wouldn’t be until 2024 that it was made available for download on PS4 and PS5. Outside of PlayStation, the first two games finally arrived on GOG.com in January this year, with some welcome visual improvements.
Is Capcom whetting our appetite for a full remake? As of this writing, nothing has been officially announced, but it’s certainly only a matter of time – especially since a new Jurassic World movie is on the way. Dino Crisis Rebirth, anyone?
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