Dino Crisis (video game)

Last updated

Dino Crisis
Dino Crisis.jpg
European PlayStation cover art
Developer(s) Capcom Production Studio 4 [lower-alpha 1]
Publisher(s) Capcom
Director(s) Shinji Mikami
Producer(s) Shinji Mikami
Designer(s)
Programmer(s) Ryuta Takahashi
Artist(s)
  • Kazunori Tazaki
  • Yasuyo Kondo
  • Yuichi Akimoto
Composer(s)
  • Makoto Tomozawa
  • Sayaka Fujita
  • Akari Kaida
  • Syun Nishigaki
Series Dino Crisis
Platform(s) PlayStation, Dreamcast, Windows
Release
July 1, 1999
  • PlayStation
    • JP: July 1, 1999
    • NA: September 23, 1999 [1]
    • EU: October 29, 1999
    Dreamcast
    • JP: September 6, 2000
    • NA: November 15, 2000 [2]
    • EU: December 22, 2000
    Windows
    • JP: 2000
    • EU: September 15, 2000 [3]
    • NA: December 4, 2000
Genre(s) Survival horror
Mode(s) Single-player

Dino Crisis [lower-alpha 2] is a survival horror video game developed and published by Capcom originally for the PlayStation console in 1999. It is the first installment in the Dino Crisis series and was developed by the same team behind Capcom's Resident Evil series, including director Shinji Mikami, and shares many similarities with it. The story follows Regina, a special operations agent sent with a team to investigate a secluded island research facility. Finding the place overrun with dinosaurs, Regina must fight through the facility to discover its secrets and ultimately escape alive with her team.

Contents

Instead of the pre-rendered backgrounds of the Resident Evil games that preceded it, Dino Crisis uses an original real-time engine with 3D environments. Gameplay features traditional survival horror mechanics including action and puzzles, and it was developed to have more consistent visceral terror with the dinosaurs being quick, intelligent, and violent. Capcom would later market the game as "panic horror" as opposed to "survival horror" due to these design changes. The team used carnivorous animals as references for animating the dinosaurs and programming their behaviors. Mikami's vision for the game was not completely fulfilled, as he wanted to develop more complex dinosaur artificial intelligence. However, he did believe the team was able to create sufficiently detailed environments despite hardware limitations.

Dino Crisis was a critical and commercial success, with the PlayStation version selling over 2.4 million copies. Critics drew heavy comparisons to Resident Evil, with some describing it as "Resident Evil with dinosaurs". They also praised the game's intensity, graphics, and gameplay. Some criticism was directed towards the lack of dinosaur variety, repetitive environments, and tedious puzzles. Dino Crisis was ported to Dreamcast and Windows in 2000, and was re-released for the PlayStation Network in 2006. Two different versions for the Game Boy Color were in development, but both were cancelled.

Gameplay

Regina firing at a raptor which has been blocked off with a force field Dino Crisis screenshot.png
Regina firing at a raptor which has been blocked off with a force field

Dino Crisis features survival horror gameplay that is very similar to Capcom's early Resident Evil titles. [4] Regina can walk, run, turn, backpedal, push and climb objects, and perform a 180-degree turn. [5] A map is available which will show Regina's location, destination, save points, and locked doors. [5] Save points are rooms which will prompt the player to save upon exiting them. [5] Some doors are locked by a D.D.K. (digital disk key) device. To open these doors, the player will need both a code disc and input disc which can then be used to decipher a code and unlock the door. [5] There are also force fields of red beams throughout the complex which can be activated to block access to intruders. [5]

Regina's inventory may include key items, weapons, ammo, and medical supplies—the latter two of which she can only hold a limited amount. She can also mix certain items in order to upgrade them or make completely new ones, such as anesthetic darts. [5] These items can be stored in "emergency boxes", which need be unlocked with special items called "plugs" before they are usable. Each emergency box is color coded as either red, green, or yellow. Each box can access the contents of any other unlocked box of the same color. [5]

The player can move with weapons drawn and use automatic targeting functions. [5] Enemies can knock Regina's weapon out of her hand, at which point she'll have to retrieve it. Sometimes "DANGER" may flash on the screen in perilous situations, at which point the player should push all the controller buttons as rapidly as possible to survive. [5] If Regina becomes injured, she will hold her arm or struggle to walk. Med Paks can be used to heal Regina's health. Sometimes a trail of blood may appear, indicating that Regina is bleeding and will continue to lose health. Hemostats can be used to stop bleeding injuries. Two types of medical supplies are available in the game: Med Paks, which heals player health, and Hemostats, which stop bleeding injuries. [5] If Regina dies, the player may continue from the room she died in. After five "Continues" are exhausted, the player must continue from their last save point. [5]

Plot

In 2009, the Secret Operation Raid Team (S.O.R.T.) sends an agent, Tom, to infiltrate a research facility on Ibis Island in disguise as a researcher. He learns that Dr. Edward Kirk, a world-renowned scientist who was reported dead three years ago, is leading a secret weapons project within the facility. S.O.R.T. sends four agents (Regina, Gail, Rick, and Cooper) to search, apprehend, and acquire Kirk and return him to custody. The team arrives on the island under cover of darkness, dropping in via parachute from helicopter. Cooper is blown off course and lands in the jungle away from the others. Lost in the dark, he is chased down by a Tyrannosaurus rex and eaten unbeknownst to the rest of the team. The other three agents, unaware of his death, proceed with the mission.

Once inside the base, the agents discover the eviscerated and partially devoured corpses of security personnel and scientists. After splitting up to restore power to the facility, Gail goes missing. Whilst searching for him, Regina is confronted by a Velociraptor . Re-uniting with Rick, the two determine it was the dinosaurs that caused the bloodbath at the base. Although their mission to recover Dr. Kirk still stands, it is now more important to signal for a rescue. Regina sets out to activate the main antenna to contact their airlift. On her way, she is attacked by another Velociraptor and is rescued by Gail, who then leaves to continue searching for Dr. Kirk. After restoring communications, Regina heads back to the control room and they receive a signal on their communicators. Believing it might be Cooper or Tom in trouble, Rick wants to investigate. Gail shoots down the idea, wanting to follow up on a closed-circuit television sighting that might have been Kirk. The player must choose which course of action to follow.

If the player follows Gail, they go after an unknown man, but end up losing him. Rick then tells Regina that Tom's dead. If the player follows Rick, they come across Tom, badly injured and near death. Rick takes him to the medical room, however, a Velociraptor attacks them, but Tom sacrifices himself to kill it and save Rick. Later, Regina and the team manage to locate Kirk and apprehend him. As they are preparing to leave via helicopter, the T. rex returns and destroys the helicopter, forcing them to flee back into the base while Kirk manages to escape. Regina and Rick flee into the facility and locate keys to a watercraft, but find a vortex in the way of getting to it. Rick speculates this is the spacetime distortion that brought the dinosaurs back. The two split up to find an alternate route off the island, and Regina ends up being held at gunpoint by Dr. Kirk. He is about to kill her when the gun is shot out of his hand by Gail, and they arrest him again.

Kirk reveals that the dinosaurs were brought to their time by an experiment he was running using his Third Energy technology. A rift in space was created and a pocket of the island from their time was exchanged with the same from the past, bringing dinosaurs back into their time. Kirk then tells them that if the reactors are set to overload, the energy coming from them and the vortex should cancel each other out if they come into contact. After Regina gets the stabilizer and initializer and uses them to overload the reactors, the energy shakes the base, causing a vent to fall on Gail allowing Kirk to get free again. The team heads towards the waterway to escape the blast, but Gail says they still need to capture the doctor. He starts to hobble away on his gun to go after Kirk, and orders Regina and Rick to leave without him if he does not return in thirty minutes. Regina is given the choice to either go after Dr. Kirk with Gail, or escape with Rick.

Different endings are possible based on the choice the player makes. The endings all involve a battle with the T. rex and escaping the island via a watercraft or helicopter. If Regina chases Kirk, Gail reveals that the whole mission was a front and the government did not want Kirk, but instead wanted the Third Energy to use in warfare. After giving Regina a disk containing all the data for Third Energy, Gail dies from his injuries. Regina, Rick, and Dr. Kirk then escape the island. Another ending sees Regina knocking out Gail and leaving instead of chasing Dr. Kirk, allowing him to escape. In the game's best ending, Regina knocks out Gail and chases Kirk by herself, resulting in his capture and the team escaping by helicopter. Regina, regardless of ending, summarizes the fate of all the characters in an email to her superiors, then declaring herself ready for her next assignment.

Development

Producer and director Shinji Mikami, seen here in 2013 Shinji Mikami April 2013 3.jpg
Producer and director Shinji Mikami, seen here in 2013

Dino Crisis was directed and produced by Shinji Mikami, and developed by a team dubbed Capcom Production Studio 4. [6] It is a spiritual successor to Mikami's popular Resident Evil series, which Mikami and his team wanted to move away from the fantasy elements of and make something more real. He cited The Lost World: Jurassic Park and Aliens as influences, and liked dinosaurs because they were large, strong, fearsome, and violent. [7] The game was developed and marketed as "panic horror" as opposed to the "survival horror" branding of Resident Evil. It was made to have more consistent fright, with the dinosaurs being more intelligent, quick, and able to chase the player room-to-room. [7] Mikami described Resident Evil as "horror in the fun house" and Dino Crisis as more visceral horror akin to riding a roller coaster. [8]

Dino Crisis utilizes an original 3D engine with real-time environments, as opposed to the pre-rendered backgrounds of the Resident Evil series. Mikami chose a real-time engine to enable better cinematic action and more dramatic character depictions that would otherwise be impossible. [7] [8] With the real-time engine came the challenge of hardware limitations, making it difficult for the team to create detailed environments. [8] The team had to forego a jungle scene because of this issue. Mikami did however believe the team was able to create sufficiently detailed environments despite the hardware's polygon limitations. [8] Like Resident Evil, the game takes place indoors in an enclosed environment. Mikami wanted to keep the claustrophobic feelings, thinking it was better to build fear. [7]

Since it is unknown how dinosaurs moved in real life, the team had to use their imagination and animals such as crocodiles and dogs as reference. The animators first scanned in drawings, then used animation tools to see what was possible to animate. The dinosaur artificial intelligence was based on lions, tigers, and other carnivores that are not afraid of humans. Mikami's vision for the dinosaurs was not completely fulfilled. He wanted to include more complex dinosaur artificial intelligence, with the dinosaurs each having individual personalities that could understand the player's condition and ambush them. The dinosaur animations and cries also did not turn out as he originally envisioned them. [7] The number of dinosaurs in the North American version was increased from the Japanese version, although the number of species remained the same. [8]

Dino Crisis was first revealed at the 1999 Spring Tokyo Game Show. [9] The game was initially released in Japan in July 1999, two months before Resident Evil 3: Nemesis . [10] Ports were released for the Sega Dreamcast console and Windows platform in 2000. [11] [12] The Japanese Playstation version of the game has a software-protection that detects if a mod-chip is installed in the console, refusing to start even if the cd-rom is original. [13] The protection can be bypassed disabling the mod-chip or using action-replay codes. A top-down interpretation of Dino Crisis was in development by UK company M4 for the Game Boy Color, but was cancelled. M4 would later develop Resident Evil Gaiden for the system instead. Another UK firm called Fluid Studios was also developing a version of the game for the Game Boy Color. It would have contained all four characters from the original version, as well as seven maps, a hundred different rooms, and five types of dinosaurs; this game was also canceled. [14]

Reception

Dino Crisis was met with mostly positive reviews. Critics compared Dino Crisis to the Resident Evil series while also drawing comparisons to Jurassic Park and describing the game as "Resident Evil with dinosaurs". [4] [32] [34] [37] [40] Despite these similarities, reviewers found the game "enhances and alters" the Resident Evil formula with "strength of its own merits". [37] [40] The game was a commercial success, being a bestseller in Japan. [43] During its debut week in Japan, Dino Crisis achieved sales above 300,000 units, making it the country's best-selling game from July 14 through July 21. [44] The PlayStation version of the game ultimately sold 2.4 million copies worldwide, and is listed as Capcom "Platinum Title". [45]

Critics generally praised the action and intensity of the game, which was heightened by the real-time engine and soundtrack. [4] [37] [40] GamePro found the game to have a great mix of action and strategy, with dinosaur AI that keeps the action fresh. IGN described the game as "vicious, flesh-tearing fright", noting the fast-paced gameplay during action sequences. [40] Some praise was directed towards the realism of the game, with the dinosaur behaviors and bleeding mechanics noted. [37] [40] The real-time graphics were generally liked, with critics describing them as "sharp", "sterile", and "clean". [37] [40] GameSpot praised the character models, lighting effects, and found "the use of polygonal backgrounds enhances the feeling of fear even more than Resident Evil". [37] The dinosaurs were a consistent point of discussion among critics. GamePro found the dinosaurs "imbued with an excellent AI that keeps the action fresh and exciting", although some found the variety of dinosaurs to be lacking. [4] [34] [40] Despite the game being "90% Raptors", which IGN found not as scary as monsters from Resident Evil, they found the dinosaur sound effects to be well done. [40]

Game Revolution had a more critical review of Dino Crisis than others, saying the game expanded on the worse elements of Resident Evil while also ruining the good elements. They were impressed by the graphics but thought the environments looked too similar and got boring after a short time. Overall, they believed the game to be worse than Resident Evil 2 , pointing out the game's shorter length, more tedious puzzles, weaker action, and lesser scare factor. [34]

The Dreamcast and Windows ports received mixed reviews from multiple sources, criticized for adding very little enhancements to take advantage of their superior hardware. [11] [12] [35] [36] The graphics were viewed as dated on Windows, with IGN calling it "choppy" and pointing out the poor resolution upscaling. [12] [36] The Dreamcast port was essentially identical to the PlayStation version, with a graphical advantage of not suffering from the texture-distortion effect produced by the PlayStation. On the Dreamcast, Resident Evil - Code: Veronica , another Capcom survival horror game, was viewed as a superior experience. [11] [35]

Legacy

An action-shooter sequel titled Dino Crisis 2 was released for the PlayStation in 2000 to positive reception. [46] [47] In 2002, Capcom released Dino Stalker , a lightgun game for the PlayStation 2 to mixed reviews. [48] [49] Finally, an action-based game, Dino Crisis 3 , was released in 2003 for the Xbox to mixed reviews. [50] [51] The protagonist of Dino Crisis, Regina, has been featured as a playable character in the tactical role-playing game Namco x Capcom for the PlayStation 2. Her outfit is also available to wear in Resident Evil 3: Nemesis and in Dead Rising 3 via downloadable content. [52] [53]

Notes

  1. Ported to Dreamcast by Nextech.
  2. Japanese: ディノクライシス, Hepburn: Dino Kuraishisu

Related Research Articles

Resident Evil, or Biohazard in Japan and parts of Southeast Asia, is a Japanese horror game series and media franchise created by Capcom. It consists of survival horror, third-person shooter and first-person shooter games, with players typically surviving in environments inhabited by zombies and other frightening creatures. The franchise has expanded into other media, including a live-action film series, animated films, television series, comic books, novels, audio dramas and merchandise. Resident Evil is the highest-grossing horror franchise.

Survival horror is a subgenre of horror games. Although combat can be part of the gameplay, the player is made to feel less in control than in typical action games through limited ammunition or weapons, health, speed, and vision, or through various obstructions of the player's interaction with the game mechanics. The player is also challenged to find items that unlock the path to new areas and solve puzzles to proceed in the game. Games make use of strong horror themes, such as dark mazelike environments and unexpected attacks from enemies.

<i>Resident Evil 2</i> 1998 video game

Resident Evil 2 is a 1998 survival horror video game developed and published by Capcom for the PlayStation. The player controls rookie cop Leon S. Kennedy and college student Claire Redfield, who must escape Raccoon City after its citizens are transformed into zombies by a biological weapon two months after the events of the original Resident Evil. The gameplay focuses on exploration, puzzles, and combat; the main difference from its predecessor are the branching paths, with each player character having unique storylines, partners and obstacles.

Jill Valentine is a character in Resident Evil, a survival horror video game series created by the Japanese company Capcom. She was introduced as one of the two player characters in the original Resident Evil (1996), alongside her partner Chris Redfield, as a member of the Raccoon City Police Department's Special Tactics And Rescue Service (S.T.A.R.S.) unit. Jill and Chris fight against the Umbrella Corporation, a pharmaceutical company whose bioterrorism creates zombies and other bio-organic weapons, and later become founding members of the United Nations' Bioterrorism Security Assessment Alliance (BSAA).

<i>Resident Evil 4</i> 2005 video game

Resident Evil 4 is a survival horror game by Capcom, originally released for the GameCube in 2005. Players control the special agent Leon S. Kennedy on a mission to rescue the US president's daughter, Ashley Graham, who has been kidnapped by a religious cult in rural Spain. Leon fights hordes of enemies infected by a mind-controlling parasite and reunites with the spy Ada Wong. In a departure from the fixed camera angles and slower gameplay of previous Resident Evil games, Resident Evil 4 features a dynamic camera system and action-oriented gameplay.

<i>Resident Evil 3: Nemesis</i> 1999 video game

Resident Evil 3: Nemesis is a 1999 survival horror video game developed and published by Capcom originally for the PlayStation. It is the third game in the Resident Evil series and takes place almost concurrently with the events of Resident Evil 2. The player must control former elite agent Jill Valentine as she escapes from Raccoon City, which has been infected by a virus. The game uses the same engine as its predecessors and features 3D models over pre-rendered backgrounds with fixed camera angles. Choices through the game affect how the story unfolds and which ending is achieved.

<i>Resident Evil</i> (1996 video game) Survival horror game

Resident Evil is a 1996 survival horror game developed and published by Capcom for the PlayStation. It is the first game in Capcom's Resident Evil franchise. Players control Chris Redfield and Jill Valentine, members of the elite task force S.T.A.R.S., who must escape a mansion infested with zombies and other monsters.

<i>Resident Evil – Code: Veronica</i> 2000 video game

Resident Evil – Code: Veronica is a survival horror video game developed and published by Capcom and originally released for the Dreamcast in 2000. It is the fourth main installment in the Resident Evil series and the first to debut on a separate platform from the PlayStation. The story takes place three months after the events of Resident Evil 2 (1998) and the concurrent destruction of Raccoon City as seen in Resident Evil 3: Nemesis (1999). It follows Claire Redfield and her brother Chris Redfield in their efforts to survive a viral outbreak at a remote prison island in the Southern Ocean and a research facility in Antarctica. The game retains the traditional survival horror controls and gameplay of previous installments; however, unlike the pre-rendered backgrounds of previous games, Code: Veronica uses real-time 3D environments and dynamic camera movement.

<i>Dino Crisis 2</i> 2000 action-adventure video game

Dino Crisis 2 is an action-adventure video game developed by Capcom Production Studio 4 and published by Capcom for the PlayStation in 2000. It is the second installment in the Dino Crisis series, with designer Shu Takumi taking over as game director from Shinji Mikami from the first game. The narrative continues the story of special operative Regina, who must deal with the fallout of a time-distorting event which transports a research base and the surrounding area through time. Regina and team leader Dylan Morton must battle against dinosaurs in order to find a way to get back to the present.

<span class="mw-page-title-main">Shinji Mikami</span> Japanese video game designer, director and producer

Shinji Mikami is a Japanese video game designer, director, and producer. Starting his career at Capcom in 1990, he has worked on many of the company's most successful games. He directed the first installment of the Resident Evil series in 1996 and the first installment of the Dino Crisis series in 1999, both survival horror games. He returned to Resident Evil to direct the remake of the first game in 2002 and the third-person shooter Resident Evil 4 in 2005. In 2006, he directed his final Capcom game God Hand, a beat 'em up action game. Mikami worked at PlatinumGames to direct the third-person shooter Vanquish in 2010. The same year, he founded his own studio Tango Gameworks which has since been acquired by the American company ZeniMax Media. Under his studio, he directed the third-person horror game The Evil Within in 2014. He has also served the roles of producer and executive producer for many games.

<i>Dino Stalker</i> 2002 video game

Dino Stalker is a light gun shooter video game developed by TOSE and published by Capcom exclusively for the PlayStation 2. It is an offshoot of the Resident Evil light gun shooter games, but based on the story of the Dino Crisis series. Though it can be played by other means, a light gun is recommended, as the game is one in a number of Capcom games that try to bridge the gap between light gun games and traditional games that allow the player greater range of control over their movements in the game.

<i>Dino Crisis 3</i> 2003 video game

Dino Crisis 3 is an action-adventure video game developed by Capcom Production Studio 4 and published by Capcom for the Xbox. Like the previous installments in the Dino Crisis series, the gameplay revolves around fighting dinosaurs or other reptiles, but the enemies in this game are not real dinosaurs. They are mutations created from DNA extracted from various dinosaur species. The game takes place on a space station. It is the third and final game in the Dino Crisis series.

Nemesis (<i>Resident Evil</i>) Fictional character in Resident Evil franchise

The Nemesis, also called the Nemesis-T Type, or the Pursuer, is a character in Resident Evil, a survival horror video game series created by the Japanese company Capcom. Although smaller than other Tyrant models, the creature dwarfs a typical human, and possesses vastly superior intelligence and physical dexterity to its undead peers. It is featured in Resident Evil 3: Nemesis (1999) as a titular main villain before later emerging in other titles and cameo roles. It is also featured on various merchandise and was portrayed by Matthew G. Taylor in the 2004 film Resident Evil: Apocalypse. The character is voiced by Tony Rosato in the original game and Gregg Berger in Operation Raccoon City (2012). In the 2020 remake of Resident Evil 3, the character is voiced by David Cockman, with Neil Newbon providing the motion capture performance. Nemesis has also been featured in several other game franchises, including as a playable character in Marvel vs. Capcom and Dead by Daylight.

<span class="mw-page-title-main">Capcom Five</span> Five Capcom video games for GameCube

The Capcom Five are five video games that were unveiled by Capcom in late 2002 and published from March 2003. At a time when Nintendo's GameCube console had failed to capture market share, Capcom announced five new GameCube titles with the apparent goal of boosting hardware sales and demonstrating third-party developer support. Capcom USA followed up with confirmation that they would be exclusive to the GameCube. The five games were P.N.03, a futuristic third-person shooter; Viewtiful Joe, a side-scrolling action-platformer; Dead Phoenix, a shoot 'em up; Resident Evil 4, a survival horror third-person shooter; and Killer7, an action-adventure game with first-person shooter elements. Though not directly related to each other, they were all overseen by Resident Evil director Shinji Mikami and, except Killer7, developed by Capcom's Production Studio 4. Capcom USA later clarified that only Resident Evil 4 was intended to be exclusive; the initial announcement was due to a miscommunication with their parent company.

Claire Redfield is a character in Resident Evil, a survival horror video game series created by the Japanese company Capcom. She was first introduced as one of two player characters in Resident Evil 2 (1998), alongside Leon S. Kennedy.

<i>Resident Evil</i> (2002 video game) Survival horror game

Resident Evil is a survival horror video game developed and published by Capcom. Released for the GameCube video game console in 2002, it is a remake of the 1996 PlayStation game Resident Evil, the first installment in the Resident Evil video game series. The story takes place in 1998 near the fictional Midwestern town of Raccoon City where a series of bizarre murders have taken place. The player takes on the role of either Chris Redfield or Jill Valentine, S.T.A.R.S. officers sent in by the city and the R.P.D. to investigate the murders.

Tango Gameworks was a Japanese video game developer based in Tokyo. Founded in March 2010 by Shinji Mikami, previously of Capcom, the company was acquired by ZeniMax Media in October that year after suffering financial issues.

<i>Resident Evil Survivor 2 – Code: Veronica</i> 2001 video game

Resident Evil Survivor 2 – Code: Veronica is a light gun shooter video game developed and published by Capcom as part of the Resident Evil series. The arcade version was developed in conjunction with Namco for the arcade machines. The game was released for Sega NAOMI and PlayStation 2. It was released on the PlayStation 2 on November 8, 2001 in Japan and in Europe on March 22, 2002. Whilst the Playstation 2 release is a light gun shooter, the NAOMI arcade release features no lightgun technology whatsoever, instead deferring control of each player entirely to a three-axis joystick in the shape of a gun. The game is the second instalment in the Gun Survivor series and the sequel to Resident Evil Survivor. The game is adapted from Resident Evil – Code: Veronica and features enemies and characters from that game, and enemies from Resident Evil 2 and 3. It was followed by Dino Stalker which is a spin-off of Dino Crisis, and has no ties to Resident Evil.

Dino Crisis is a survival horror and action-adventure video game series created by Shinji Mikami and developed and published by Capcom. The plot focuses on recurring outbreaks of deadly dinosaurs in closed environments, such as a laboratory on an island. The series also includes comic books and merchandise. As of December 31, 2019, the game series has sold 4.4 million units worldwide.

References

  1. I. G. N. Staff (1999-09-24). "Dino-Size Mod Chip Crisis". IGN. Retrieved 2023-04-20.
  2. "Capcom: News". 2001-04-19. Archived from the original on 2001-04-19. Retrieved 2023-04-20.
  3. "UK releases". Eurogamer.net. 2000-09-15. Retrieved 2023-04-20.
  4. 1 2 3 4 5 Major Mike (1999). "Dino Crisis Review for PlayStation on GamePro.com". GamePro . Archived from the original on February 15, 2005. Retrieved December 20, 2013.
  5. 1 2 3 4 5 6 7 8 9 10 11 Dino Crisis instruction manual (PlayStation, US)
  6. "Production Studio 4" (in Japanese). Capcom Co., Ltd. Archived from the original on February 6, 2005.
  7. 1 2 3 4 5 "Dino Crisis". EDGE Magazine UK (71): 40–43. May 1999.
  8. 1 2 3 4 5 "Dino Crisis". GamePro. No. 132. September 1999. pp. 48–50.
  9. "Resident Evil 3 Move Over - IGN". IGN. 1999-02-23. Archived from the original on March 8, 2016. Retrieved December 27, 2015.
  10. "Dino Crisis Gets a Date". GameSpot. 2000-04-27. Archived from the original on February 4, 2017. Retrieved December 27, 2015.
  11. 1 2 3 4 Chau, Anthony (November 13, 2000). "Dino Crisis (DC)". IGN. Archived from the original on December 12, 2013. Retrieved December 20, 2013.
  12. 1 2 3 4 Lopez, Vincent (December 21, 2000). "Dino Crisis (PC)". IGN. Archived from the original on February 22, 2014. Retrieved December 20, 2013.
  13. PS_2 (2019-11-24). "Playstation protection modchip detection". Neperos. Retrieved 2022-11-23.{{cite web}}: CS1 maint: numeric names: authors list (link)
  14. "Capcom Had Two Game Boy Color Versions Of Dino Crisis In Development, But Cancelled Both". Nintendo Life. 2015-03-09. Archived from the original on April 11, 2016. Retrieved April 10, 2016.
  15. "Dino Crisis for Dreamcast". GameRankings. Archived from the original on April 12, 2013. Retrieved April 23, 2013.
  16. "Dino Crisis for PC". GameRankings. Archived from the original on April 8, 2013. Retrieved April 23, 2013.
  17. "Dino Crisis for PlayStation". GameRankings. Archived from the original on April 11, 2013. Retrieved April 23, 2013.
  18. "Dino Crisis for Dreamcast Reviews". Metacritic . Archived from the original on April 29, 2013. Retrieved April 23, 2013.
  19. "Dino Crisis for PC Reviews". Metacritic. Archived from the original on April 29, 2013. Retrieved April 23, 2013.
  20. Thompson, Jon. "Dino Crisis (DC) - Review". AllGame. Archived from the original on November 14, 2014. Retrieved December 20, 2013.
  21. Baker, Christopher Michael. "Dino Crisis (PC) - Overview". AllGame. Archived from the original on November 14, 2014. Retrieved December 20, 2013.
  22. Baker, Christopher Michael. "Dino Crisis (PS) - Overview". AllGame. Archived from the original on November 14, 2014. Retrieved December 20, 2013.
  23. Huhtala, Alex (December 1999). "Dino Crisis". Computer and Video Games . No. 217. pp. 68–71.
  24. Edge staff (September 1999). "Dino Crisis (PS)". Edge . No. 75.
  25. Macdonald, Mark (February 2001). "Dino Crisis (DC)". Electronic Gaming Monthly. Archived from the original on February 11, 2001. Retrieved December 20, 2013.
  26. "Dino Crisis (PS)". Electronic Gaming Monthly . 1999.
  27. Bramwell, Tom (January 25, 2001). "Dino Crisis Review (DC)". Eurogamer . Archived from the original on December 20, 2013. Retrieved December 20, 2013.
  28. DNM (October 19, 2000). "Dino Crisis Review (PC)". Eurogamer. Archived from the original on December 20, 2013. Retrieved December 20, 2013.
  29. "ドリームキャスト - DINO CRISIS (ディノ クライシス)". Famitsu. Vol. 915. June 30, 2006. p. 52.
  30. "プレイステーション - DINO CRISIS (ディノ クライシス)". Famitsu . Vol. 915. June 30, 2006. p. 9.
  31. Anderson, Paul (January 2001). "Dino Crisis (DC)". Game Informer. No. 93. p. 125.
  32. 1 2 "Dino Crisis - PlayStation". Game Informer . October 25, 1999. Archived from the original on January 16, 2001. Retrieved December 20, 2013.
  33. Major Mike (January 11, 2001). "Dino Crisis Review for Dreamcast on GamePro.com". GamePro. Archived from the original on February 7, 2005. Retrieved December 20, 2013.
  34. 1 2 3 4 Zombie Duke (October 1999). "Dino Crisis Review (PS)". Game Revolution. Archived from the original on December 21, 2013. Retrieved December 20, 2013.
  35. 1 2 3 Satterfield, Shane (September 19, 2000). "Dino Crisis Review (DC)". GameSpot. Retrieved December 20, 2013.
  36. 1 2 3 Dulin, Ron (January 3, 2001). "Dino Crisis Review (PC)". GameSpot. Archived from the original on March 22, 2014. Retrieved December 20, 2013.
  37. 1 2 3 4 5 6 7 Mielke, James (July 16, 1999). "Dino Crisis Review (PS)". GameSpot . Retrieved December 20, 2013.
  38. Tren (March 2, 2001). "Dino Crisis". PlanetDreamcast. Archived from the original on June 19, 2001. Retrieved May 5, 2014.
  39. Hiles, Bill "Polidori" (June 2001). "Dino Crisis (PC)". GameSpy. Archived from the original on February 18, 2005. Retrieved December 20, 2013.
  40. 1 2 3 4 5 6 7 8 9 Perry, Doug (September 30, 1999). "Dino Crisis (PS)". IGN . Archived from the original on January 1, 2014. Retrieved December 20, 2013.
  41. Fischer, Blake (October 1999). "Finals". Next Generation . Vol. 2, no. 2. Imagine Media. pp. 110–111.
  42. "Dino Crisis". Official U.S. PlayStation Magazine . September 6, 1999.
  43. Dengeki PlayStation sales chart, October 1999, published in Official UK PlayStation Magazine issue 50
  44. Mielke, James (July 20, 1999). "Top Ten Games in Japan". GameSpot . Archived from the original on March 9, 2000.
  45. "CAPCOM Platinum Titles". Capcom.co.jp. Archived from the original on December 1, 2016. Retrieved May 6, 2017.
  46. Perry, Doug (2000-09-25). "Dino Crisis 2". IGN. Archived from the original on April 26, 2016. Retrieved April 16, 2016.
  47. "Dino Crisis 2". Metacritic. Archived from the original on April 20, 2016. Retrieved April 16, 2016.
  48. Perry, Douglass C. (2002-09-16). "Dino Stalker". IGN. Archived from the original on April 26, 2016. Retrieved April 16, 2016.
  49. "Dino Stalker". Metacritic. Archived from the original on July 2, 2016. Retrieved April 16, 2016.
  50. "Dino Crisis 3". Metacritic. Archived from the original on March 8, 2016. Retrieved April 16, 2016.
  51. Goldstein, Hilary (2003-09-16). "Dino Crisis 3 Review". IGN. Archived from the original on April 26, 2016. Retrieved April 16, 2016.
  52. Gantayat, Anoop (2005-05-27). "Namco X Capcom Playtest". IGN. Archived from the original on April 26, 2016. Retrieved April 16, 2016.
  53. "Dino Crisis". Australian Station (11): 42.