#in new america our outside spaces are designed for us to enjoy them and not simply pass thru
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In New America we address craft as a critically under valued sector of Human Skill and invest equal resources in the preservation of living history (because history always always always needs to be honored for innovation to take real hold) as we do archival history
the world is running out of glassblowers and yet you want to become a fucking doctor
#New America#youre not the only ones who can want more for this place#in new america we decentralize traffic and develop campus style living situations in neighborhoods#with shared common areas#recreation and bathing and eating all have optional group settings#in new america there is a cafeteria in every neighborhood#in new america our outside spaces are designed for us to enjoy them and not simply pass thru#if old america was suburbs and nuclear families new america is common areas and mixed families#new America is practical#and new america makes you want to live#what makes me want to live? a shared meal#a place to sit where i can think outdoors#new america refuses the commodity of happiness#new america lets happiness flow like “freedom”
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It's snowing!!! It's been snowing all day and it has made me so happy. I have wanted us to have snow so bad and everyone kept telling me that snow was in the past and we wouldn't have it again but it's here and it's actually sticking a bit! It is so lovely.
And today was a good day even if it didn't go 100% according to plan. I didn't sleep amazing. It was just so cold in here even with the extra blankets. Sweetp came and cuddled with us but every time I tried to turn over I would lose a layer and I would wake up frozen. I was struggling. James would cover me up in the morning when they got up but it was still tough. I stayed in bed until 10. There wasn't any real reason for me to be up and the world was to cold. But James told me there was snow outside and I was excited to see that.
I tried to be strategic with getting dressed because it was crazy cold in the bathroom.
But I felt good in my outfit. I had the perfect amount of layers on. I could tell it was cold in here because my nose was cold but I was doing better then some other cold days.
James asked me what I wanted to do today. And the answer was get Taco Bell. I have been craving Taco Bell for days. So we decided we would drive out to savers and joann's and get Taco Bell for lunch and then get groceries.
We were supposed to go do the final walkthrough of the house today but because of the weather Harold our realtor is stuck in Florida because his flight was canceled. Oops. That's okay. We will see it before settlement on Wednesday.
It was flurrying and pretty outside. And inside we were doing our best to be warm. We had the space heater going in the living room and I put all the curtains down in the doorways. And that helped keep it a little warmer. James would work on packing up some kitchen stuff. And I worked in the studio to start taking down all my beanie babies and mini stuffies to put in totesbags for moving. Progress is being made. James is planning making runs to the new house in the morning too. So I'm hoping that the whole thing goes smoothly and we can start getting furniture in and start living there sooner rather then later. I'm excited.
I brought down my clock furbies and one of them still works! I was surprised. I couldnt remember how to reset the time so we waited until noon to hit reset. But that just made it midnight. Ah well maybe I'll try again tonight.
We headed out soon after that. And it was flurrying and so pretty.
That was my big take away today. It was just so pretty. I love winter and snow and I might complain about the cold but I just love seeing snow so much. And if I'm dressed correctly for it I don't mind being out in it at all.
The air did hurt my lip though. I am trying hard to baby it and it is for sure healing, it feels tight, but the cold makes it hurt. And it split open a few times and started bleeding again. Obnoxious. But I am keeping it moisturized best I can.
We drove out to savers and it was fun looking around. James found a pair of pants. And some books. I found two Dead America books. And a vintage sweater and a striped mock turtleneck. And my best find of the day: an absolutely beautiful jewelery box. I love it. It's smaller then I thought I wanted but it's so lovely. It has a glass window which was a big want, and it has a beetle in the nature design which I just thought was so special. I was thrilled.
We would get a book free because it's buy 4 get 1. So we went through and tried to find something we wanted. I ended up finding a true crime that I thought I might like. And after wandering around a bit (and being stopped to take a survey about how savers could improve) (making the prices lower), we paid and headed out into the snow again.
The nice thing about the snow was it was not really sticking to the roads. It would later on. But almost the entire time we were out the road would just be wet. And I was able to just enjoy the pretty flurries.
We went to joann's next. Dad wants me to try putting zippers in the legs of his pants. And he sent a Carhartt jumpsuit to try to steal the zippers from but I didn't think they could come out well enough. Plus the jumpsuit fit me so now I want to keep it. It's a little long but that's okay. I will need to fix the one zipper on it anyway but it's so nostalgic. Dad always wore this (or something like this) my whole life.
So instead of cannibalizing that we went and got some new zippers in the correct size. I for some reason struggled to figure out where zippers were at the store. James went and asked and we were able to get two pretty perfect zippers and I was very happy about that.
I also got paint for my workshop next month. I still need to make my example for that but that's no rush. I will get that done soon.
We had to wait in line for a while and the cashier apologized to the whole line but we were all like. It's all good. And it was fine. We paid when it was our turn. No big deal. We even had a coupon. Amazing.
It was snowing still when we got outside. I was very hungry at this point and so James drove us down the street for Taco Bell. James did not get taco bell. They would get burger king later on. But I had two tacos and some potatoes and it was excellent. Though I thought it was very annoying that the nacho cheese sauce was $1 but they only half filed the ramekin. Stupid. But it was fine I still really enjoyed my food and people watching the others in the dining room and just being with James. I was just really happy being with James.
We went to the grocery store next. We sort of stuck to the list but I was excited when we were able to find a few things, like my favorite salad dressing and veggie hotdogs, that we can never find anymore. So we were 100% on the list but we did a good job. I decided to buy kefir instead of drinkable yogurt. I hope I like it. We couldn't find a few things though and I was getting tired. I wanted to go home.
I was excited though because I found the gluten free golden Oreos that Jess really wanted but wasn't able to find. She's been so upset the last couple days and I was so pleased I was able to tell her I found them and we bought those for her. We will see her on Tuesday next week so I'm thrilled I'll be able to give them to her and it seemed to cheer her up a little.
Me and James paid and headed over to Burger King to get James lunch. People were starting to drive stupid. But it was fine. I waited in the car and James didn't take long. And then we headed home. It was slow. The snow was starting to stick to the road. But man was it pretty. We listened to music and I just enjoyed the scenery.
When we got home James took my picture and we headed in.
It was cold in here. Poor Sweetp had very cold pawpads. He has his little cardboard house with blankets but it only does so much. I put the space heater back on and held him for a bit. We put our things away. And tried to get comfortable again.
James ate their lunch. And I went to organize my new jewelry box. I have a lot of jewelry. Some costume, some play, some very nice. Real or not, I have some that are important to me.
And the small jewelery box I have been using for my most favorites just wasn't organized enough. And this new box is perfect for all of my favorite pieces and I think it's just the best. It was fun putting everything together and making it so organized.
It made me want to organize my B tier jewelry too though. I have a beautiful green jewelry box and a silver nature jewelry box. I love them too and they will hold all my other pieces.
I have all my fun earrings and necklaces and chains in the green box and then all my rings, bangles, and watches in the silver one. I love to have it all organized and I think it looks great.
I tried on my new sweater next and it's so cute. True vintage and very much something someone would wear at a ski lodge. I will wear it later this week I think.
James went for a walk in the snow. And I got in bed. I read on my phone and watched videos and just enjoyed being cozy. That was basically the rest of the day. Finding warmth. Cuddling Sweetp. He would go sit with James while they played DND with their friends. I had soup for dinner. And eventually I would go and take a bath. James put a space heater in the bathroom and that helped make it more comfortable in there. And I felt pretty good after.
Then my allergies went crazy for some reason and I have been wheezing for the last hour. Which is not comfortable. I took allergy meds. But I will be okay soon I hope. It's still steady snowing. Sweetp is laying across my lap and purring so loudly. And a snow plow just drove down the street. I feel really happy.
I am not sure what's happening with work tomorrow. I will probably go in late. We have to go to the bank to get the wire transfer for settlement on Wednesday. I hope that goes smoothly.
No matter what happens tomorrow I hope I can enjoy how beautiful the snow is and just continue to feel happy about it. And maybe it'll be warmer in here.
I love you all. Sleep good and be safe.
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PETE MEETS FREDDIE MERCURY
Freddie holds court!
WHEN I want round to see Freddie Mercury recently, two large and contented cats were occupying most of the couch in the lounge of his London flat. Freddie's obviously used to this, though, as he just smiled and squeezed into the tiny space his pets had left for him!
"They're called Tom and Jerry." he told me, "and they're both female. Maybe that's why they're so confused most of the time! It's nice having them around though — they're good companions for me.
"The only problem is that I don't like them to go out, because there's a very busy road right outside, but they don't mind staying in. Well, they look happy enough, don't they?
"Anyway, hopefully they’Il soon have a new home with a garden to run around in, as I'm looking for a place of my own. We're just starting to get some of the money through from our records now and the first thing I want is a home of my own. I've been in this flat for a couple of years now and I've been very happy here, but it would be nice to have bit more space!"
Does that mean he'll be moving right out of London into the country?
"Oh, no," he said, "that's not very likely. I like being in the heart of the city. The pace of life is very fast, but I like it that way. Naturally, I enjoy a break every now and then — I've got a sister in Nottingham whom I go to stay with for a few days.
"Life is a lot less frantic up there and I find it very relaxing — but only for a couple of days! After that I get restless and really look forward to getting back to London again."
It's just as well Freddie does have plenty of energy, because Queen are a very hard working band.
"We had a break during the summer when Brian May, our lead guitarist, was taken ill," Freddie explained. "But, since then, we've really been working hard. First we had to record our album, 'Sheer Heart Attack".
"That was a high-pressure job because Brian's illness put us behind schedule. We were working all sorts of hours and for a couple of weeks I hardly saw daylight! It was very tiring, but very satisfying too, because we were all really happy with the album when it was finished.”
Still, there was no time to sit back and feel proud of themselves, as immediately afterwards they had to prepare for their British tour, and their visits to Europe and the States.
"We don't mind touring at all," said Freddie. "In fact, it's great fun. If we are off the road for a long time we get restless and actually miss the travelling. Some groups say they find tours boring, but I think it's up to yourself to make the most of it.
"We really enjoyed America when we were over there earlier in the year. The people were very friendly and places like New Orleans and New York were fascinating. It was like carnival time every night in New Orleans! We spent a lot of time down in the French Quarter, where you could listen to live groups all night if you wanted. It seemed like the town never went to sleep!
“New York was a surprise — we’d had so many warnings about it being a terribly violent city that we were nervous wrecks by the time we arrived. All we wanted to do was head for the hotel room and lock ourselves in!
“But, in fact, we had a very peaceful time while we were there. Our rooms overlooked Central Park, so we were in a pleasant part of the city and met a lot of nice people.”
ALTHOUGH Freddie's musical talent has taken him right around the world, he didn't think of becoming a full-time musician until he left college.
"I was planning to become a freelance illustrator and I got my diploma in design," he told me. "I started doing freelance work, but my heart wasn't really in it. I realised music was the biggest thing in my life and decided to try and make my living from it. It’s as simple as that!
"I'd been interested in music since my schooldays, really — I went to a British Boarding School in India till I was 16. I enjoyed school — I was very keen on sport and drama, and had ample opportunity to go in for both of them! You didn't have any choice, there, mind you. You had to do what you were told, so the most sensible thing was to make the most of it!"
Didn't he rebel against all those rules and regulations?
“Obviously, at the time, I did,” he replied. "I didn't particularly like being told what to do all the time, naturally. But now, when I look back, I can see it did me a lot of good. I learnt to look after myself. I grew up very quickly, you see. My mother wasn't there to look after me, so I had to do it myself."
The polished accent is still there, but Freddie doesn't look much like a boarding school kid these days! He’s totally a rock singer now, and obviously enjoys the part!
“Oh, I love being in Queen,” he says. "I never think of music as work. In fact, there's nothing I'd rather do.”
And we’re glad about that, because there’s nothing we’d rather he did!
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You once said the Renaissance was a uniquely bad time for women. Would you mind going into moreso why? Thanks in advance.
Aha. I have indeed said this before, most recently-ish in this ask about the witch trials. I say this especially because the common (wildly erroneous) narrative of Western history goes essentially like this:
Rome good. Fall of Rome bad.
Blargle blarge Dark Ages. Bad!
Yay! Renaissance! People suddenly became smrt! (Note: by this they only ever mean the Italian Renaissance, when there were many eras of “renaissance” across the medieval world, including the Carolingian Renaissance and the Twelfth-Century Renaissance, but we don’t talk about those because Dark Ages.)
Columbus Discovered America! (tm)
Enlightenment! Yay science! Boo religion! Make Europe Smart Again!
We are now Modern. The End.
Aside from the witch trials, which were a early modern phenomenon rather than a medieval one, the cultural climate of the Renaissance involved, to put it bluntly, a lot of rich and pretentious dudebros deciding that the crises of the late medieval world had been caused by the fact that society insufficiently resembled that of Greco-Roman antiquity (which was considered to be the most perfect form of society). This involved, similarly to the backlash against women currently taking place as a result of the crises of the 21st century, attacks on the fact that medieval women enjoyed quite a bit more latitude in public life than women in antiquity ever had, and the belief that it was clearly a Bad Thing that they were now well outside those social roles. As Joan Kelly-Gadol puts it in “Did Women Have a Renaissance?”:
The Renaissance is a good case in point. Italy was well in advance of the rest of Europe from roughly 1350 to 1530 because of its early consolidation of genuine states, the mercantile and manufacturing economy that supported them and its working out of post-feudal and post-guild social relations. These developments reorganized Italian society along modern lines and opened the possibilities for the social and cultural expression for which the age is known. Yet precisely these developments affected women adversely, so much, so that there was no “renaissance” for women, at least not during the Renaissance. The state, early capitalism, and the social relations formed by them impinged on the lives of Renaissance women in different ways according to their different positions in society. But the starting fact is that women as a group, especially among the classes that dominated Italian urban elite, experienced a contraction of social and personal options that the men of their classes did not experience as markedly, as was the case with the bourgeoisie and the nobility.
I talked in this ask about how over the course of the late medieval era, women (who had heretofore been relatively present in universities and medical schools) were subject to increased and formal efforts to exclude them, under the guise of ensuring licensing requirements, standard curriculum, and individual competence. (This post also debunked some myths about premodern women’s healthcare and updated some of the arguments in that first ask.) The fact that Henry V felt it necessary to ban women from England’s universities and medical schools in 1421 demonstrates a) that they were there in the first place and b) they hadn’t been formally excluded beforehand. (This followed similar legislation in France.) Renaissance women faced sustained cultural and social pressure from this new ideal to restrict them back to “appropriate” domestic spaces. The average fertility and child-bearing rate for Renaissance women went sharply upward, especially for rich women expected to bear multiple heirs, and pregnancy and childbirth (but not necessarily child-rearing) became their overriding function. Girls began to suffer more systematically from more overt and institutionalized misogyny, both in cultural attitudes and social institutions, and it became still more of the case that daughters were regarded as less valuable than sons. These attitudes had obviously existed to some degree in the medieval era, but were refined, gained more currency and prevalence, were spread by the increasing popularity of printed literature, and began to be crystallized more explicitly.
We do have women writers of the Renaissance, Renaissance networks of intellectual exchange centered around women, and women who participated in the creation of Renaissance text and drama, whether as patrons or authors. It was sometimes the case that wealthy daughters were educated alongside sons, but dare we remark, the fact that they had recently been banned from going to university makes that a distinctly backhanded compliment; “hey, no college for you, but at least you get to learn with your brother at home!” Certain women like Margaret Roper, daughter of Sir Thomas More, were renowned for their learning, and Elizabeth I (who was obviously a princess) received an outstanding education in the Renaissance model. But nonetheless, this was a cultural sphere intensely designed by, for the needs for, and around the interests of (wealthy, educated) men, and this had both implicit and explicit misogynistic consequences. Once more from Kelly-Gadol:
In sum, a new division between personal and public life made itself fit as the state came to organize Renaissance society, and with that division the modern relation of the sexes made its appearance, even among the Renaissance nobility. Noblewomen, too, were increasingly removed from public concerns—economic, political, and cultural—and although they did not disappear into a private realm of family and domestic concerns as fully as their sisters in the patrician bourgeoisie, their loads of public power made itself fit in new constraints placed upon their personal as well as their social lives. Renaissance ideas on love and manners, more classical than medieval, and almost exclusively a male product, expressed this new subordination of women to the interests of husbands and male-dominated kin groups and served to justify the removal of women from an "unladylike" position of power and erotic independence. All the advances of Renaissance Italy, its pro-capitalist economy, its states, and its humanistic culture, worked to mold the noblewoman into an aesthetic object decorous, chaste, and doubly dependent—on her husband as well as the prince.
In other words, the Renaissance was a great time for a certain subset of elite male society, and not necessarily for everyone else. It was certainly no movement toward proto-equality, often represented an active drawback for women vis-a-vis their status in the medieval world, and laid the foundations for many of the misogynistic attitudes and assumptions that still enjoy widespread currency in the modern world. We are taught that it was some moment of “awakening” for humanity due to the deeply elite, Eurocentric, and androcentric nature of the canon of Western history, and while its ideals certainly did transform Europe at the end of the late medieval period, these were not always for the best. Once again, we can see some parallels in our own time, and while women have always served as a useful scapegoat during moments of social and economic upheaval, it would be helpful if we could at least realize how much, and what form that has taken before, even (especially) in things we are otherwise supposed to celebrate.
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93. I hire your matchmaking services but all the people you set me up with are horrible and I’m demanding a refund and you’re asking me for one more chance??? what are you going to do? be my date?
Indruck, nsfw, please!
Here you go! I was inspired by @kriskukko's incredible art for the orc designs in this, and I highly recommend checking them out!
“Indrid? Some from Kepler House is here to speak with you.” Ned pokes his head into Indrid’s rooms.
“Drat” Indrid hisses, dressing gown whipping about him as he scrambles to put the apartment in order while also dragging his notes on the man in question to the forefront, “I didn’t forsee anyone coming by today, goodness, he had his first engagement with Lady Austens daughter last night, what on earth could they need to see me for?” He tosses his spare pens aside, landing them in his second set of house slippers.
“Well, dear boy, given the luck you’ve had with them lately-”
“It’s not luck, it’s simply very unlikely futures. Please just, just stall whoever it is a moment, Leo is usually patient and-”
“I’m afraid I cannot do that my friend.”
“Why not? I watched you once talk an entire flock of constables away from your door. Praytell, why can Ned “Silver Tongue” Chicane not get rid of a single attendant?”
“Because the attendant ain’t here this time.”
Indrid slams the drawer of his desk, looking up as an orc in a deep brown suit steps into the room, tossing his hat onto the table. He’s shorter than Indrid and Ned (stout and strong, according to the notes Indrid received), wavy black hair streaked with grey at the front. One eye is blue, the other brown, and both regard the harried matchmaker with casual annoyance.
“Mr. Newton, I, ah, I was not expecting you to visit me.”
“Yeah, well, I didn’t expect to be on a date where she found me so damn dull she hailed a cab as soon as dinner was done. I was already in town on some business for Minerva, so I decided to come tell you I ain’t in need of your services anymore.”
“I beg your pardon? Your benefactor employed me to find you a suitable match and I intend to do just that. I know there have been missteps, but such things are to be expected when searching for one’s lifelong partner.”
“Uh huh. And the fact I’m Lady Minerva’s chosen heir, which means there are a bunch of folks waitin to mimic my style and choices, has got nothin to do with it.”
“I, ah, I can’t say that I’m ignorant of the potential repercussions of being the one assigned to locate a spouse for you.”
“Which is the long way of sayin you know damn well that if I decide to stop askin you for help, no one with money is ever gonna come to you again.”
There’s a determined set to his rounded jaw, and a glimpse at the future suggests Indrid will have better luck with a different tactic
“....were they really so awful?”
“Yes. They were rude, or thought I was rude, or thought I was dull, or we just had fuck-all in common.”
“Have you considered you might just be a tad more demanding than average?”
“It ain’t demandin to want the person I spend the rest of my life with to actually like me.” He sighs, “I’m sorry, Mr. Cold, but unless you got a real winner up your sleeve, I’m done.”
All responses, all timelines show Duck ending his time as Indrid’s client and walking out the door.
“You could try me!”
“Really?” Duck looks deeply unconvinced.
“I will admit it’s unorthodox, but I, I foresee us having a perfectly nice time together. It will let me prove that I am capable of choosing companions for you.”
The shorter orc looks him up and down more deliberately and Indrid fights not to draw his dressing gown tighter. He will not be intimidated by some newcomer from across the sea.
“Okay, I’ll make you a deal. I got to go to this concert tomorrow; someone from Kepler house is expected to show and Minerva is busy. You’re comin with me.” He holds Indrid’s gaze, daring him to renege on his offer.
Indrid summons his best, professional grin, “I’ll see you tomorrow, then.”
---------------------------------------
Indrid smooths his waistcoat and jacket as he steps from the cab, tucks a strand of his silver hair behind his ear. It’s his only concession to the nerves skittering up and down his spine.
Gatherings such as these are nothing new to him; he goes to them to gather new information and new clients, to remind the well-to-do families of London and beyond that he is the matchmaker extraordinaire. But there is always the moment between when they see him and when they recognize him, when every face in the room wonders why someone like him dares to enter their space.
Somewhere in Indrid’s ancestry is a love story between an orc and a goblin. His silver hair, very angular features, and complete lack of tusks or fangs is the proof. The red eyes don’t help--they unsettle everyone who sees them--but his mother insists they’re evidence of other orcs gifted with rare magic on her side of the family. He wears red spectacles over them just to be safe; he rather likes how the color stands out against his skin, and his glasses let him avoid prying questions.
Duck is waiting for him under the awning outside the music hall; he’s in a grey day suit this time, looking just as understatedly handsome as he did yesterday morning. Indrid must admit his desire to save his reputation is not the only reason he agreed to this; he cannot understand why Duck is having such trouble meeting his match. He’s good looking, moneyed, American--an exotic background in the eyes of the average, sheltered upper-class orc--but still has family history here in England. All Indrid’s matches showed a high probability of success. The point of failure must lie with the orc himself.
“Afternoon, Mr. Cold.” Duck smiles with everything but his eyes.
“Indrid is fine, given the reason for our meeting.”
Duck nods. Indrid wishes the ground would swallow one of them up. When the pavement fails to oblige, he offers his arm. The shorter orc takes it, both of them doffing their hats as they step inside.
“I, uh, like the earring.” Duck indicates the moth cuff on Indrid’s left ear, a stark contrast to the single gold hoop in his own.
“Thank you. A friend gave it to me. I, ah, I rather enjoy working moths into my wardrobe; I find them fascinating.”
“Y’know, back home we got moths that look like hummingbirds.”
“Really?” Indrid’s ear twitches, “how big?”
Duck holds up his hands to indicate the size. Indrid is about to demand details when they’re waylaid by their hostess and pulled into a cluster of families. Indrid breathes deep, feeling crowded in, and notices Duck routinely being cut off in conversation or given disapproving looks behind his back. Yes, Indrid supposes his manners are a bit rough, but there’s no harm in that. Too, everyone seems far more interested in the goings on at Kepler House and with Lady Minerva than with Duck himself. By the time they’re seated, their arms feel locked together from shared tension.
The violinists are quite good; Indrid enjoys strings, his recordings of them being his favorite music to listen to while drawing. But his mind is so consumed by futures and by thoughts about the orc beside him that he struggles to focus on the music. Duck is having a similar issue, though he hides it well; were they not side by side, Indrid would miss the way he fidgets with the knee of his trousers.
“Are you alright?” He whispers under the applause.
“N-ye-uh. Fuck. I, the musics real nice but I gotta say I’m gettin kinda bored. But I got no fuckin clue if leavin will piss everyone here off.”
“Intermission is soon. When it comes, keep quiet and follow my lead.”
When the guests rise to stretch their legs and fetch refreshments, Indrid guides Duck to their hostess.
“I’m so very sorry, but I’m afraid my stomach is rather angry with me and it’s best if I go home. Duck has agreed to accompany me so I do not pass out in the street. I’m sure you understand.”
She nods, and in a matter of moments they’re out on the street, each breathing deeply.
“Thanks for that.”
“My pleasure.”
“Guess I oughta just head back to the hotel.” Duck sighs.
“You could. But, ah, we’re not far from Kew Gardens and the weather isn’t miserably cold for once. If you’d like-”
“Hell yeah. Wait, fuck, sorry, tryin to swear less in public.”
“I don’t really mind.” Indrid starts them down the street.
“Lots of them do” Duck tips his head back towards the concert hall, “I mean, at least that rule is easier to figure out. It’s not that there aren’t weird rules and class stuff back home, but I grew up learnin them. Here I always feel like I’m one move away from makin an ass of myself. No one’ll say anything because of Minerva, but I know if it weren’t for her, none of ‘em would give me the time of day. It makes every interaction so goddamn stressful.”
Indrid twinges with sympathy, “When I first started in these circles, I wrote myself notecards and had Ned test me on them.”
Duck giggles, so absurd and loud it draws stares from passersby, “why? You seem to know your stuff.”
“I didn’t come from money, and I don’t always read social situations the way others expect. It was learn or live as a penniless artist for all my days.” As the gardens come into view he adds, “I know the basics of your life in America but if you weren’t here, what would you be doing there?”
“Workin in the Yosemite valley. I was a ranger there for a few years before Minerva called me here.”
“What was that like?”
Duck tells him as they wander the first stretches of the gardens. He’s midway through a tangent about bears when he stops.
“Holy fuck, you’re really still listenin.”
“Of course I am, this is fascinating.”
His companion smiles, “Glad you think so. But it ain’t polite for me to dominate the conversation like this. Now you gotta tell me what you do when you’re not gettin fancy folks together.”
“...You promise you will finish the story about the bear and the tent later.”
“You know it.”
Indrid knows that time passes more quickly with good company, but he’s still startled when the sun sets. The Savoy, where Duck is staying, is closer than his home, so their cab stops there first.
Duck pauses halfway out the door, “Meet me here for dinner tomorrow?”
Indrid grins, “I’d like nothing more.”
--------------------------------
“I didn’t know the line even went this far.” Indrid watches the moors race by them out the window of the train.
“You and me both.” Duck rotates his map, glances at the letter he received a week ago, “okay, once we get off at Amnesty, we need someone to take us down Greenbank road. The house is at the end of it, somewhere around here.” He taps a patch of moor miles from anything else. Indrid studies his fingers and is glad that, of his more rugged habits, one he elected to keep was letting his nails stay claws rather than filing them down.
“My visions suggest that as long as we don’t ask anyone to drive us out after dark, we should have no trouble reaching it.”
Indrid tries not to be too giddy at the prospect of spending weeks and weeks more or less alone in the countryside with Duck. They’re going because an anonymous note informed him that he did indeed have a family estate and--once they determined that the house near Dartmoor did indeed legally belong to him--it was decided he would go to see how the old place was doing and perhaps take up residence.
He asked Indrid to come without even glancing up from the telegram from the solicitor. Indrid agreed without looking away from his drawing. If two months of semi-courtship in a crowded city got them close enough for that, Indrid dares to hope that being out here together will bring them closer still.
Amnesty is small, as they both expected, the air chilly and fog threatening to swallow whole buildings as they make their way to the Lodge where they’ve been told they can find a driver. When Duck asks the young woman working the counter for help getting to Greenbank Hall, she quirks her lips in a frown.
“I’m not sure there’s even a place called that around here….OH! Do you mean Beacon House?”
“Maybe?” Duck looks at Indrid, who quickly looks at the futures.
“Yes, it seems we do.”
“Okay. Since it's still light, I should be able to find someone to get you out there. If it comes down to it, I can, like, drive you out myself.”
They end up being driven by a friendly young man named Jake, who deposits them and their bags on the steps of the massive house with a friendly wave farewell.
“Agh” Indrid shivers as they step through the newly unlocked doors, “I think it’s actually warmer outside.”
“No kiddin. Damn fog means it’s already gettin too dark to see too. I’ll go get some kind of fire started, you see if you can find some lanterns or candles so we ain’t trippin all over ourselves.”
Indrid begins his search, comes to the kitchen and finds some matches and a candle. The solicitor arranged for food and other supplies to be brought in ahead of time, so in theory lanterns should be somewhere nearby. He’s just glad that the paltry light shows no signs of rodents getting into their food.
When he gets upstairs, he discovers two things; one, all the lamps are gas, so he’s able to light them easily. And two, a mother tortoiseshell cat is nesting with her kittens on a guest bed.
“Well, that explains the lack of mice.”
Footsteps behind him, “Got a fire goin in the sittin room, if you wanna pick a room for yourself I can light one th--awwwww” Duck moves past him towards the cat, who hisses at him, “now, there ain’t any need for that, missy. I ain’t gonna hurt you or your babies. But we oughta bring you somethin more’n mice to eat.”
“I saw some tinned food in the pantry.”
“Perfect, lemme go find a bowl.”
----------------------------------
Beacon House has seen better days, but Indrid discovers the houses loss is his gain. Duck decides they can do many of the repairs themselves, and sets about ordering supplies from London or bringing them in from Amnesty. The few times they need help, the cook and several others from the Lodge come to assist in the project. These gatherings are far more pleasant than any Indrid had to attend for work (well, except for the ones where he was with Duck). And they always end before dusk.
Indrid occupies himself with figuring out why. There was no mention of this house when he first researched Duck, and even using the local name turns up very little. It’s not until he finds a diary belonging to one H. Newton in the library that he understands.
October the 15th, 1805
I fear the worst is upon me. I cannot leave the house, dare not even peer out the windows for fear of what I shall see. Lucy says it is my health, that we should travel to warmer regions so it will improve. But I know it is not so simple. Were we to flee, it would merely wait for our return. It may even waylay us before we reached town. I am cursed. We are cursed. We always will be.
Beneath the words is a hastily sketched image; yellow eyes and sharp fangs peering from between the bars of the front gate.
There are no more entries.
Indrid is unsure whether to raise the matter with Duck. On the one hand, he wishes him to know of any possible dangers. On the other, his friend is so very content these days, coming in from some project or other with grime on his skin and a smile on his face. Indrid’s own desire to stay with him here, in a house he can pretend is theirs, threatens to drown out all other reasons.
Eventually, his conscience shouts it down while he and Duck are on their evening walk.
“Oh yeah, Barclay told me about that a few days ago. Some ghost apparently wanders around the moor at night; got somethin to do with a murderous ancestor.”
“That does not alarm you.”
“You know I don’t believe in curses and destiny or anythin like that. People make up all kinds of stories when they’re alone in wild places.”
Indrid’s foresight guides his arm, gripping Duck and keeping him from moving forward.
“Does that look like a story?”
Directly ahead of them, a tor rises like a spike. Atop it, revealed by the rising moon, is a gigantic, fur-covered shape.
“See” Duck whispers, “were we back home, I’d say that was a bear.”
“And now?”
“Given there ain’t been bears in this part of the world in decades, I say we get the hell outta here.”
They take off back down the slope, the hall a collection of yellow squares of light in the darkening distance. A howl splits the air behind them and Indrid quickens his pace, keeps his eyes on the future in hopes of protecting them both.
This means he doesn’t see the burrow in the path until his ankle goes sideways in it.
“‘Drid!”
“Under no circumstances are you to try and help meAH!” He yelps as Duck swings him over his shoulder and continues his flight towards the house. As he’s bounced about, Indrid watches a glowing shape bounding closer.
“Thank fuck.” Duck crosses the gate, slams them closed, and lowers Indrid to his feet. Nothing glares at them from the path. But a growl creeps from the shadows and follows them until they shut the door.
------------------------------------------
“How’s the ankle?” Duck drops his coat on the chair opposite Indrid before tending to the fire.
“Better than yesterday. I should be up and moving tomorrow, if the futures are to be believed.”
“You know you don’t gotta rush. I’m happy to take care of you.”
Indrid picks at the ends of the blanket in his lap, “but I miss being able to aid you with work.”
“There’ll be lots of time for that. We got plenty to do to get the house to where we can live in it full time.”
“We?”
Duck goes completely still, then fails to put the fire poker back in place three separate times. When he finally meets Indrid’s eyes, he looks worried.
“‘Drid? What’s your endgame? With, uh, with me?”
“I…” Indrid grabs his teacup, intending to drink it to buy time and finds it empty, ‘I...I don’t know. I, I wanted to prove to you that I could find you a companion who made you happy, hoping you would give me another chance to locate your perfect match. But lately I, ah, I struggle to see that plan working. As I do not wish you to have any match but me.”
Duck moves across the rug, shadows on his face making it hard to read.
“I know that shows great selfishness on my part. If that is not something you wish to have in your life I, I…” he shrinks back as Duck leans down, certain this is the timeline where he accuses him of being a conniving monster.
“Funny you should say you’re bein selfish” Duck braces his arms on either side of the chair, “because I’ve been beatin myself thinkin’ I was selfish for keepin you out here so long.”
“Keep me here forever.” Indrid whispers. Duck smiles, closes the remaining space between them. His lips are still a bit chilly from working outside; Indrid does everything he can to warm them with his own.
The shorter orc straddles him and he whines so needily that Duck snickers in reply.
“What’s wrong darlin? Kissin too much for you?’
“On the contrary; it is far too little, but my injury means my ability to drag you to my bed and beg for more is greatly impeded.”
“Good thing we live alone.” Duck pulls the blanket from Indrid’s lap, nibbles his ear as the seer catches on and begins frantically undoing the buttons of Duck’s workshirt and shoving his suspenders. When at last he pushes it open he loses himself a moment, tipping forward to tongue at the golden ring in Duck’s left nipple.
“AHheh, gettin right to it. Good” Duck unbuttons his pants, “because I’ve been wantin to fuck you since before we even came out here.”
“Oh I see” Indrid purrs, “you lured me into the countryside to sully my virtue.”
Duck laughs, full throated, as his tusks catch in the firelight, “You forgettin the time we got drunk instead of goin to the opera and you told me you convinced two sailors to take you home?”
“Only if you’ve forgotten telling me about the young ranch-hand you gave several rides to” Indrid nibbles along his neck, his twitching oddly in their quest to grind against him without jostling his ankle.
“Not a chance. But I don’t care about reminiscin right now; right now, I got the best lookin fella in the world beggin for my dick.”
“I’m not begging.” Indrid tilts his head back to help Duck get his shirt open some.
“Not yet.” Duck grins, then shoves his hand down his trousers.
“Ohhhhhyes” Indrid reaches for him.
“Keep your hands on the armrests until I say you can move ‘em.”
“But, but” it’s hard to argue when he’s trying to stare a hole through Duck’s remaining clothes. His partner notices and makes a show of moaning louder.
“Only good boys get to watch the show. You gonna be good for me?”
“The best.”
Duck kisses the tip of his nose, then wiggles and kicks his pants and underwear off. Indrid can only watch, growing more envious by the moment, as he fucks himself open and rubs a thumb along his cock. Indrid tries bucking his hips, only to discover Duck is keeping himself out of reach.
“Cruel creature.” Indrid groans.
“Cruel? I’m giving you a seat to the best show in town.”
“I’d rather you take the best seat in town.”
Duck laughs, is still doing so when he bends to kiss him. Indrid whimpers, nails digging into the upholstery to keep his promise of good behavior. Duck notices.
“Good boy.”
“AHHHnnnthankyou, thankyouthankyouthankyou” Indrid moans as Duck drops his weight into his lap, grinding on his clothed cock with abandon. He flings Indrids hands up to his shoulders. The seer glides them up to his hair, burying them there where he’s now certain they’ve always belonged. Duck mirrors him, lips only leaving his to bite the tip of his ear.
“Fuck, Indrid, that’s it darlin, lemme ride you like the sleek little beast you are.”
He whines, loses his thoughts as Ducks hips quicken.
“I know ‘Drid, you like bein mine, like that I’ll bounce on this fuckin perfect dick as often as you want as long as you’re my good, sweet, ohsweetfuck, fuck, darlin’” Duck drops his forehead to Indrid’s shoulder with a groan as he cums, soaking the fabric of his pants. Before Indrid can think about stopping, Duck picks up again with as much force as before, growling in his ear to be a good little social climber and cum for his lord.
Indrid cums at that with a chirping sound he thought he’d stopped making long ago, legs spasming from the force of his climax. Unfortunately, this means his pleasure is chased by a burst of pain. He whimpers, flinches, and Duck spots the problem.
“Oh, oh darlin I’m sorry” He drops to the floor, rubbing Indrid’s thighs, “thought the position would keep you from hurtin.”
“Apparently not. I, I want you to know I don’t regret it in the slightest.”
Duck smiles, relieved, and rests his head on Indrid’s stomach, “Guess you did find me a match, huh?”
Indrid bends slowly, nuzzling his hair with a hum, “Yes, I believe so.”
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Thought about something cute like reader and 5sos singing on the same festival and she’s dating cal 😭 and they switch with her guitarist and drummer boy and at first she didn’t notice but they they start to have so much fun together at the stage dancing together and doing stupid shit them following her around as she tries to prevent herself from giggling too much and actually singing 🥺🥺 and later she walks down when 5sos are performing with crystal Kay and Sierra omg 😳
+ I’m sorry I’m annoying but part two to my last asks!! I just imagine calum being all heart eyes for her minding his own business tho playing his guitar but every time he doesn’t have to use vocals or his bass he caught her hand or keep her close and ahh singing wildflower to her!!’ When at first the girls just wanted to have fun on stage with them but Calum just keeps her close the whole time singing to her and her singing back with him and being all funny and giggly together ooof
Thanks for your suggestion! It took me a minute to get to it. I did combine it with a few other suggestions. One person asked for drama and someone asked for angst. And viola! Here it is.
This is the last part of the Distance series! I’ll do an epilogue if folks want to send in some suggestions for it! HUGE thanks to everyone that sent me ideas! This series wouldn’t be what is it without you guys!
Find the Distance series masterlist here! Here’s my main masterlist! CW: 18+ (Smut). Angst. Lots of Fluff.
Songs I played: Woman and From The Dining Table by Harry Styles!
Here it is at a WHOOPINg 9.6k. Enjoy!
_____________________________________________________________
The release of her album is followed by a tour. At first, she’s excited. Her mind runs wild with possibilities. Her fingers can’t keep up fast enough with every wonder and question she sends to Calum and thankfully, he doesn’t seem to mind the incessant buzzing. He takes each question in stride. It’s nice, in a way, for him to have the wisdom to give her. Like she doesn’t have to go in blind like he did, especially since it’s just her. He hopes he can make her feel a little less alone on the road. It can be a hard road to travel alone.
The glimmer starts to wear off fast. Rehearsals turn her into a zombie. She’s up fairly early stretching, taking her dog for a walk, trying to remind herself that everything’s going to fall into place like it needs to, but the second she walks into the rehearsal space it feels like everything is going to fall apart. That somehow everything she’s ever wanted on tour is just too much, too much out of the budget, too much because she doesn’t have the weight to her name just yet. And maybe it’s a lot of glitz and glamour. Maybe she is asking for too much. Maybe that would be her downfall.
Her phone buzzes. And she pauses, sitting on the floor with her mic in hand, and glances over to it. It’s Calum again. Another message that she won’t actually read until some ungodly hour in the night. He’s got to be up to his throat in worry. She can’t seem to think enough to text him back during the day. Too much is going on. She feels like she’s going to sink, just through the carpeted floor and through the concrete foundation and bury herself into the dirt. Maybe that would be a better fate for her.
She turns her attention back to her notebook, with the crude drawing she made when she was trying to set the stage. “Let’s just,” she sighs. “Let’s start from scratch.”
And it works. Though it’s long and arduous, she’s able to figure out how to set the stage, finalizing the neon design. There’s a rough draft at the video that will be playing behind her for a wardrobe change. By the time she’s able to crawl into her sheets, it’s nearly 1 am. There’s barely enough energy to keep her eyes open to send Calum an apology text. When she wakes, she grins at her dog waiting patiently at the side of her bed. “Ready to go, bubs?”
They give a tiny whine and rest their snout on the covers. She laughs, “Yeah, you’re ready to go.” She manages to brush her teeth and slips into a change of clothes before going out for a run.
Between showering and getting dressed, she checks her messages. Happy to hear that you got things straightened, baby. Reach out whenever you get a breather, reads the text from Calum.
She responds with a good morning text and then switches over to her email. At the top is an email with ‘urgent’ in the subject. She’s praying it’s not more bad news. She doesn’t quite have the heart to withstand more bad news after the progress they made yesterday. It’s details about a festival date in LA. That perfectly lines between her break between the European leg of the tour and the North America dates. She doesn’t even think twice about agreeing to the festival show.
Right as her day winds down, from a shockingly smooth day of rehearsals, Calum calls her. And though she’s drenched in sweat from the light choreography and running it for hours, she stops and answers. “Hey, baby.”
“Oh, she lives!”
“I know, I know. Sorry.”
“Only kidding. I know you’re hard at work. It’s just really good to hear your voice. How are rehearsals?”
“Really good now. Once we got over the hump, it’s like smooth sailing.”
“Good, I’m glad. I was calling. We got word a couple days ago about a festival show right when you’re on break between legs. And I was hoping you had some free time, just to hang out.”
She can’t contain the smile, leaning her head against the window. The evening twilight has already settled outside. “I’m joining that festival too. And we’ll be hanging out in LA for a few days for rehearsals and then shipping out. So absolutely, we can hang out. I miss your face. And Duke. God, I miss Duke.”
He laughs. Of course she emphasizes her longing for his dog over him. But he wouldn’t have it any other way. “I really can’t wait to see you.” It falls from his lips in a whisper, a secret between the two of them that no one else can be in on. But the boys see it. Everytime his phone buzzes he does his best to look at it as soon as he can just in case it’s her. It’s harder to get out of bed, especially when he hasn’t talked to her in a while. “Can’t wait to kiss you again.”
“You’re a sap, you know.”
“But I’m your sap.”
She giggles, softly, watching cars whizz by. “Yeah, you are my sap.”
_________________________________
Her tour starts off well. And even though it’s her first time being out on the road like this, a constant bouncing around, and completely flipping her normal routine, she manages to cope pretty well. And it helps of course when she calls her friends, or talks to her dog. But it’s still definitely draining, pouring every bit of herself out on stage and then having just enough time to recoup before doing it all over again. There’s value in it, when the lights lift, and she can see the crowd that’s gathered just for her. It’s surreal and makes her feel like she could do this all the time. That the only thing she’d ever need is the sound of a crowd singing her songs back to her.
In her dressing room, she swaps the gold earrings for a pair of acrylic ones, these jade green. “You’re too quiet on me,” she says, flicking her gaze down to her tablet.
Calum picks his head up. “It’s hard to say much when perfection’s staring you in the face.”
She grins, hooking the earring back on. “Thank you, but that’s not what I meant.”
“We just got word about two more festivals in the same week you have your break. One’s in LA still, the other one’s a little ways out.” There’s no need to fake the funk anymore, or hide it away. She has another three weeks of shows before her break. And maybe he expects her to fly off the handle. Maybe he expects her to throw a fit, about how they had made plans, and it’s the only time they’ll get for each other for months.
But she doesn’t. She nods, fingers twirling over her rings. “What are they others saying?”
“They’re itching to get back on stage. And from a business standpoint, it’s money in the pocket of course. But I know we made plans and I feel like an ass. But there’s also the band, too.”
“Our jobs aren’t easy,” she sighs. “Take the gigs.” Calum can see her eyes tearing up just a little. “Mind if tag along on the LA show?”
“Of course not. I’m really, really sorry, buttercup. I’m so sorry.”
She waves her hand, trying to keep the tears back. If they fall, they become real. It’s his job. Just like it’s hers. “I get it.” It’s tight as it leaves her throat. And it takes her a second, plus a few sips of water to get control of her emotions, and clear out all the tears that threaten to fall. He wishes he could say more, or do more. But it’s like the words die in his throat. And he’s left, mouth gaping, wishing and wanting, but unable to do anything.
“Does it look bad if I just forgo my heels tonight from the start? They’re killing my feet on stage,” she laughs.
It’s a small grin, upturns a corner of his mouth but doesn’t keep it up for long. “You usually end up kicking them off anyway, halfway through the show.”
“Someone’s been scrolling through my name on Twitter, huh?”
He does. Watching her is mesmerizing and he’s sad that he can’t get the chance to see it in person, so he resorts to the fan videos. But he’s yet to admit to it. “I do not do such a thing.” And there’s giggles. A fit of laughter as she looks over the outfits and plucks her oversize denim jacket and figures even in the shorts, she can make the docs Calum surprised her with work. So she slides into the worn red leather shoes and starts lacing them up.
Calum whistles, heart racing just a little. He didn’t know those shoes had made the cut. “Look at you.”
She strikes a pose but laughs. “Do I look good?”
“You look fucking amazing, buttercup.”
__________________________
The sound of the crowd roaring before her ears turn on will always make her heart race. Calum said he would try to sneak side stage, but considering that he had to play on the mainstage right after her set on the side stage, it might not be for long. She didn’t mind that. But she hadn’t seen him. Not a blond crop in sight, of course if he hasn’t changed his hair since the last time. Her bassist strums the opening cord and it sends the crowd into a tizzy. With her guitar strapped around, she rolls out her neck, lining up.
As they walk out onto the stage, they launch right into the first song. She feels her fingers buzzing as she strums. But it feels good. The LA sun is hot but she kind of welcomes it versus the heat of the stage lights. There’s still a small breeze. It comes in waves for sure and she can tell that her pits are going to be soaked by song three. “How’s everybody doing?” she shouts into the mic.
There’s cheer in response and she laughs, hearing it reverb for just a moment. “That’s what I like to hear. Just want to say thank you for coming to see me play today. Your support truly means a lot to me.”
She continues on for just a few more seconds and right as she goes to introduce the fourth song of her set, everyone in the crowd starts to get rowdy. She thinks nothing of it, as the song starts. But she knows something is happening and she turns to check her drummer and in her spin, there’s Calum, her bassist’s bass slung over his shoulder, fingers sliding over the frets, plucking at the strings. Not that she doesn’t think Calum would go for a mint green bass on his own, but she hasn’t seen one in his collection just yet.
If it weren’t for the verse coming back up, she knows she would just stare. Singing into her mic, she throws a few glances over to him. Waiting as the harmony comes in and Calum slides up to the music, voice smooth in her inner ears, she almost melts right there on the spot. She hadn’t quite thought about the way his voice would sound with hers, but god, he harmonizes like an angel. She finishes the verse, with a small break before the chorus again. The stage is kind of small but while facing the crowd, she can’t quite see to her sides.
She knows though. She can almost sense when Calum approaches her. She giggles just a little into the mic, watching him smile at her. His head bobbing like it always does when he gets into whatever he’s playing or listening too. Calum plays next to her, watching the way the sweat trails down her forehead, but doesn’t streak an ounce of her makeup. He almost gives in, almost bends in to kiss her on the cheek, but he doesn’t. He lets her voice and the song carry him away, into his spin and up to the drummer’s stand. One foot on the riser, Calum bobs along, laughing at his expression, the raised eyebrow that says it all.
She gets a small break to watch the way Calum interacts with her band. Almost as if he’s known them just as long as she has. And in some ways, he probably has. She talks about Calum to them and talks about her band to Calum all the time. Once the song ends, Calum throws one hand in a tiny wave, before smiling over at her. “Didn’t scare you, did I?” he asks, away from the mic.
She shakes her head, sure that her cheeks will hurt after this. Laughing, she thanks Calum as he walks off stage. And she knows, she knows she shouldn’t. But she jogs after him, as her bassist comes back on, sending a smile over her shoulder too. It’s in that moment that it becomes clear, this was planned. Catching Calum right in the wings, she catches his wrist, tugging him in close before kissing him. It’s quick, but Calum’s heart races in his chest. She runs back out. “Sorry about that guys. I did not expect that.”
And as they get back to their set, Calum watches her for one more song, the way she dances around the stage. Their gazes lock just before he leaves and he blows a quick kiss, before his security are running him down the stage steps and across the festival grounds to get back to the mainstage in time. “How’d it go?” Michael asks.
“Well,” Calum grins, throwing his brown and black bass over his shoulder.
“Get any smooches?” Luke teases, smacking his lips together, while his arm is slung over Sierra’s shoulder.
“And if I did?”
“On stage?” Michael screeches.
“No, side stage. I almost kissed her on stage. But I didn’t want that all over the internet.” Considering that they aren’t official publically in any capacity, it would just cause more headache. Their set begins and Calum knows she has to run across the festival, so he’s not worried when by the time they step out and get three songs in, she hasn’t shown up at the side of the stage. And by the time, Calum regains consciousness enough to check again, there she is, standing off to the side, still in what she performed and breathing hard but she waves, gently from the side.
Out of reflex, once the chords are played, he gives a small wave in return. She returns the blown kiss from earlier and the other girls laugh softly at the action. “God, you guys are so fucking smitten with each other, it’s insane,” Sierra jokes.
There’s no denying it she knows. They’re like lovesick puppies and though it would normally annoy her, it’s nice. Without another word, she sips at her bottle of water and watches Calum, with all the laughs and grins he gives, pouring his soul out onto the stage.
And though the video calls, and the calls, work. They’re not quite enough. Her tour comes to an end, but just around the corner is Calum’s tour with the band. She think she might be able to sneak another week away before she starts working on her album, but then she gets asked to perform at some more festivals in her home country. And, who is she to turn that down? The more shows she plays, the more her name is out there, the more streams, and the merchandise is purchased. It becomes an endless wheel. Things just keep going, and going, and going and the whole time, she keeps looking for the breaks. For the thing that can put her life on pause and let her feel normal again.
Everytime she thinks she can get real time with Calum, it ends up short. He has something that comes up. She has something that comes in. It was the festival in LA and now her festival run. It’s his tour and her sophomore album. Why had she met Calum when she did? Was the universe playing a cruel joke on her? Was it taunting her that it could give her everything she wanted and then threatening to have it crumble? Sitting her hotel room, her phone shakes, another call from Calum. She doesn’t answer it, staring at the fridge in her room. She could get a drink. Wouldn’t be hard just take it from the mini fridge.
Her phone stops shaking. And then a minute later, it chimes, letting her know that a voice message has been left behind. The third one and more likely than not it’s from Calum. She wants this. She wants the relationship, but lately, it felt like there was no time. There was no time for anything. She couldn’t breathe. She couldn’t pause. And that’s all she wanted. That’s all she wants right now. She doesn’t want to open that voicemail to Calum pleading with her to answer. She wants to get back to when things were easier. And obviously, they were easier because they both had nothing to do.
Swiping her room key and her wallet, she heads down to the bar in the hotel. She orders herself a glass of wine. The glass makes a soft click as it settles down in front of her. She takes one sip. And it’s a little bitter, the red drier than she remembers it being. Soon the glass stares back at her and she can see her warped reflection. Would it just be easier for them to take things down a level? Is she afraid of hard work or more afraid of heartache?
With another two glasses of wine in her, she climbs back into the elevator and it takes her up, floor by floor until it digs and the doors slide open. The room is dark when she reenters like she left it the AC blasting. But she can see the blue light of her phone, on the desk, lighting up that corner of the room. Is it fair? If she wants to bolt, if she wants to cut ties so it makes things so much easier for them? Why couldn’t it be easy?
Calum’s sure he’s going to pull all his hair out. One moment, things are going good. They get a little tight for sure with their schedules never quite lining up to allow them more time together. But this is the third day in a row that he’s gone with nothing from her. No texts, not a returned call. Not even a meme in their Twitter thread. Nothing on her finsta. Her regular account post mainly about her upcoming shows. But he is as closed to being blocked without actually being blocked.
“Hey, I-I don’t know if something’s gone wrong. But please, please call me back. Or text me. Or send me a voice message. Something. Anything. Please? If I did anything, please let know what it was? I’m worried. Am I losing you?”
He ends the recording and sends it. Maybe he ought to stop reaching out so much. Should he wait for her to respond before sending more? But he doesn’t want to lose her? He doesn’t want to lose what they have. He hasn’t found it with anyone else in all his searching and even in his not searching. This fell into his lap and he can’t stand to lose it. Not when there had to be something to do to save it.
His phone sits for another day and half before she calls. He hands shake as he goes to answer it. He almost doesn’t want to answer it. His vegetable stir fry even threatens to come back up his throat. It’s not even burnt this time. But somewhere in his mind, somewhere deep, he had figured she wouldn’t ever call him back. He would be cursed to always wonder what went wrong. “Hey,” he breathes as he answers the call.
“Hey.” It’s croaky, like she might’ve been crying. And then it’s silent. Neither one of them are sure how to bring it up. Neither of them know how to ask what’s lingering between the two of them seems almost too much for words.
“Did I do something?”
“No,” she sighs. It would be easier if he had. It would be easier if she had. It would be easier if both of them were just bad for each other. “It’s just hard.”
“Talk to me. Let me in. We can figure it out.”
That’s the whole crux of her issue. She had let Calum in. She had let him so far in that it was starting to seem impossible to stay in her country and work. She had let him so far in that she wasn’t sure it would be possible to go months without seeing him properly. He was in everything, her bookshelves, her closet, her studio, her lyrics, her studio, in her sheets. Everything reminded her of him. And it just hurt in a way that she didn’t think being in love could hurt. In her silence, Calum continues on, “Let me look at something.” He scrolls through the emails, looking at the dates.
“How? How do we figure it out? On your tour, the only break you have in my country I’m in promo. And after that, you only get a day here or there. Everything’s so mismatched now.”
Calum blinks the tears that are stinging at his lower lash line. “Something’s gonna give.” Something has to give. There has to be something. Calum goes back to emails. What would be the magic code for them?
“I just don’t know what to do anymore.”
His throat jumps at her words, heart racing. “No, don’t say that. If you say that, I know what comes next.”
“Maybe it would just be easier, Calum.”
He is sick of it. Sick of things always blowing up in his face. But he can’t make her do something. He can’t make her take the words back, even if he wants her too. “We said there was an us.” It’s not accusorary as it falls from his lips. It just hurts. Things were going so well for so long, until time proved herself the ultimate judge yet again. “So what now?” The walls of his house start to push in closer on him.
“I’m not saying I never wanted more for us. I’m not saying that I want to cut you completely out of my life, Calum. I wanted so much more for us.”
“Me too. I want more for us.”
“Is now a good time though? Is now going to allow us more?”
Calum wants to laugh, it bubbles in his chest and he knows it’s delivery would be dry but he swallows it back down. “If you’re always waiting for the perfect moment, you’ll be waiting for a long time.”
“Maybe there’s a better time for us. Not a perfect one. Just a better one.”
“Maybe,” he whispers.
“You know, you’re in everything right? When you said to let you in, I couldn’t help but think that was my problem. You’re in my goddamn sheets. You’re in everything. When the sun rises, it’s like watching you smile. If you think I’m shutting you out, that I’m trying to save myself, I want you to know that I’m doing the exact opposite. I am drowning. In everything. In you. In whatever the fuck it means to be a musician. I am drowning and I can’t bear taking you down with me.”
He couldn’t possibly be in everything, not when she was in everything for him. In his journals, in the strings of his bass. When he sits down at a piano, he can’t help but think of the throaty notes that start the song she wrote about him. He can’t help but hear her voice, Brown irises and black tattoos. Maybe they were both drowning and couldn’t see anything but the water invading their own nostrils and lungs. “You’ll always be there,” Calum says, sniffling. The tears shock him, he hadn’t felt them until they’re running down his neck. He doesn’t even know where there is, but he feels it in the cavity of his chest.
_________________
That video is going to haunt him. And it’ll haunt her too. Whenever they see the videos and pictures of when Calum surprised her on stage it always shows just how fucking happy they were with each other. How things really were working for them. But right around the corner, right as she runs behind the edge of the stage, the world doesn’t see the kiss. They don’t see the tears that followed phone calls. They don’t see how schedules always seems to be running in parallel but never fucking intersectiong. That’s all they needed. Just one point to intersect, to meet again at, and maybe they would still be tagging each other in stupid memes. Maybe they would still be talking until crazy hours of the morning. Maybe they would still be writing small poems about each other and always posting them, but never saying who they were about.
Maybe if they just had the one chance to intersect again, her second album wouldn’t be about him. Maybe she could’ve talked about the way the clouds surf in the sky. Maybe she would have pondered the questions of existence without it being tied up in lost love. Maybe Calum would’ve had more to say in interviews. Maybe then, no one would ask him about his love life and it wouldn’t hurt to goddamn bad every time one of the other boys would jump in to save him. Maybe Calum wouldn’t feel like a rock sinking to the bottom of the river and seeing the sunlight just above him, but never having the willpower to push back up.
He hadn’t removed her number. Hadn’t unfollowed her on her finsta. Hadn’t blocked her on a goddamn platform. Because somehow that felt like a harsher step. Like a permanent close, like he was trying to erase who she was and what she had meant to him. It’s stupid, he knows. It’s insane and it’s not helping him in the slightest, but he can’t bring himself to do it. Maybe part of it was that natural and sometimes detrimental curiosity if that person was suffering just like you. He wanted to know if she bled just like him, if her pain was just as vicious as his.
Calum watches the video loop back again. The way she bites her lower lip but runs after him. The crowd is still screaming. They are still cheering. They are still buzzing. After saving the tweet, he drafts a message to her: I know you’ve moved to New York. I hope you’re enjoying it. City makes you feel anonymous doesn’t it? I have two days off during this tour. Maybe we have our better time now? I’m sure by now you know all the best places in town for pizza. I could be down for some cheesy delights.
Should he send that? His fingers shake. What’s left for them after a year and a half? They’ve still supported each other. He retweets about all her singles and videos. She praises the band’s new music in interviews. They aren’t unknown to each other. But somehow they feel like two ghosts. There’s a glass wall between and they look at each other just in passing. They never touch. They never intersect again. Instead, he exits the messaging app, but doesn’t actually delete the words.
When he goes back to the message thread, about a week from their dates in New York, there’s no shock that the app hasn’t saved it. And he feels partially relieved. He exits the app again and goes back to his mindless scroll through Instagram. An app saved him this time.
There is nothing to save him though, when he walks into the green room and spies her shrugging a coat on. The New York mornings are a little cool to the start. His heart is now in his throat. He’s not sure if he should swallow it back down. “We can go,” Ashton says quietly, taking him back his arm gently.
And somehow, like her ears are tuned in on everything, she hears something like her name, something like a soft wisp of a voice. When she looks up and sees Calum, donned in all black, though his long lined jacket has some white stitching and embroidery, she’s sure she could melt into the floor. He still looks good. Still has the same quiet pout to his face that makes him look slightly less approachable but it changes in a heartbeat when he smiles. She grabs the strap to her bookbag purse.
She knows it was her that ended things. She knows that seeing Calum here in front of her, should make her feel embarrassed. But somehow, all she wants to do, all she’s ever wanted to do since that phone call is embrace him one last time. Tell him that he’s still handsome as ever. Promise him that she meant what she said, that he was and still is in everything. “C’mon. We gotta go,” her security tell her.
But all she can do is stare at Calum. Unzipping her purse, she finds the note, the letter she never had the courage to send him and with a deep breath, she walks over. Ashton looks like he could probably murder her. And she doesn’t blame him. She could never blame that instinct to protect the ones you love especially from the ones that hurt them the most. “I’m sorry,” she says, holding out the white envelope. “For everything. And if we don’t ever get that better time, know I’d only ever wish the best for you.”
Calum’s fingers barely grasp onto the note before she’s sidestepping him. The boys circle around him, like they’re just waiting for his word to pounce. She steps through the heavy glass door. And she’s leaving him again. She’s going to slip through his fingers. Again. Pushing through Luke and Michael, Calum swings open the door. “Wait!” he calls out.
She stops, spinning on her heels to face him again. Calum jogs down the corridor. All the offices have windows. Everyone is probably watching. With both hands cupping her face, letter between his fingers and all, he pulls her in close. “You’re not leaving me again. You’re not going to walk out my life a second time. Not without me putting up a hell of a fight.”
“You shouldn’t fight for me. Not after what I did.”
“Meet me tonight. Let’s actually talk about it. I’ve been holding so much inside and if, god forbid, if it’s not now if we had our shoot and we fucking blew it, at least I’ll know for sure.”
“Does 8 work for you?” She tries so hard not to wrap her hands around his wrist, not to slide it up his forearms and tug herself into his chest. And god, he still smells the same. Old Spice and Gain. It feels so right to press herself into his chest.
“Yeah,” he mumbles into the top of her head. It’s still the same scent as before in almost two years, he can’t even believe it.
She takes a step back, patting at her pockets and pulls out a pen. Pulling the envelope from his fingers, she scribbles down a name and address. “If this place is too far from your hotel, just call me.” He watches her, jotting down more numbers. “It’s my new US number.” While handing the infor back to him, she grins just a little. “Don’t lose it now.”
Calum laughs, remembering the first time she delivered that line to him. “I won’t. Promise.”
Dear Calum,
There’s no real way to say this that doesn’t make my chest feel like it’s been punched in. I shouldn’t have let you go. There was a way to make it all work. There was a way so that you and I could’ve pushed through. I was just too scared of things going too right, going too well. Maybe that sounds dumb. Or maybe that sounds insane. But the truth of the matter, I messed up. I’m sorry. And you don’t have to ever forgive me. You deserve the ability to move on. You deserve everything good that comes to you in the future. I want you to be happy. Even if it’s not with me. Even if our better time has passed.
You deserve to be happy.
Calum reads over the letter again. Still not sure how his lungs are still operating because he was positive all the air had been exhaled. It’s the fourth time he’s read it today. Since he had Michael read it out to him in the green room. He would’ve asked Ashton, but knew that Ashton would’ve told him not to worry, to keep moving forward. Because he had, in a way. He had thrown himself into music. He had tried to chase after her in other people. He had read all the books on poetry, and love, and philosophy. But something down in his gut told him that he would never let her go again if he got a second chance with her.
He looks at the date. She wrote it six months after everything went south. Maybe she forgot to send it. It had his name on it--just never fully addressed out though. She could’ve messaged him. Emailed. Called. Literally anything and he would’ve answered. But hadn’t she? What held her back? And just as he goes to read it over one more time, the door chimes open. He looks at his phone. Just as the time ticks over to 8. And when he glances over his shoulder, there she is. In the same jacket from before.
The little pizza shop isn’t too loud. Most people come in just to get their few slices and then dip right back out. She smiles, waving just a little before sliding onto the stool next to him. She points to the letter, that he hasn’t even moved to put up, “Sorry it’s not my best work. I thought about finding a synonym for happy but nothing fit right.”
With a breathy chuckle, Calum folds the letter up, slipping it into his pocket. “What do you recommend off the menu?”
“God, with this place, anything.”
They settle back down on the stools, paper plates not fully supporting the extra large slices and a stack of napkins between them. The grease runs down his chin and Calum feels it rolling too. But his hands are full trying to keep his slice from falling. She laughs, dabbing at his face with a napkin. “I still see you’re the messiest eater around.”
“Hey, hey, it’s not my fault,” he grins. Their giggles dissipate as the bell chimes again, a signal of another patron entering. “What happened?” The question doesn’t feel full enough, doesn’t feel like it fully encapsulates all the confusion he holds. But yet, those are the only words he has.
“A lot started happening all at once. Your tour, my second album. More shows. It just-I felt like I couldn’t breathe. That I wasn’t a person. And maybe part of it was selfish. Maybe I was trying to save myself all along and I was just telling myself and you that I wasn’t selfish. I really am sorry. Like, if I had known, god if I had known that doing that would’ve caused all the pain it did, trust me, I wouldn’t have. If I could go back and tell myself, that crazy shit happens and you just gotta learn how to keep your cool, I’d do it in a heartbeat. It was a mistake letting you go. But at the same time, reaching out felt wrong too. Like I would’ve been ruining the peace you had created for yourself. And I didn’t want to do that either.”
“You know, I felt like we had something different. Like that was really going to be it for me and I had finally figured out this whole being in love thing. That I wouldn’t have to worry about anything. And maybe that was my mistake. Maybe I saw something happening and didn’t do anything.”
“We were living continents away. With everything happening, you weren’t seeing all of it. No need to blame yourself.” She takes his hand, slipping her fingers between his, twisting at the silver band around his middle finger. “I do want you to be happy, Calum. I want you to be so happy it just can’t be contained.”
“I was with you.” He squeezes her hand, willing her to look at him and not the street in front of them, through the glass.
“I’m still not in L.A.”
“But you are in the same country as me now and I will take that.”
“You’d still take me back after everything?” When she looks at him, brows furrowed together, Calum knows he’s a goner. He always was with her.
“I would.”
“You’d be crazy.”
“I am already crazy. Because I’m tempted to ask you where you’re staying and if I could stay the night.”
He’s leaned in to her, just a hair. And she leans in too, resting mostly shoulder to shoulder. “You are crazy,” she laughs softly, taking in the reflection of the neon lights on the street. “But maybe I’m also crazy too.”
The night is cool again. Both of their boots scuff the concrete. She doesn’t stay far from the small diner, a ten minute walk really. With fingers threaded through each other, they walk huddled close up the sidewalks. The wind whips across their faces. They dodge piles of trash on the edge of the sidewalks and they keep their heads down so as to not attract a crowd. “How do you like New York? Got to be a huge shock?”
“It most definitely is. I like feeling anonymous here. With so many people around.”
“I know you said you don’t do well with people and New York feels like the opposite of the place you want to. Especially not in the city.”
“I mean, I still don’t do great with people. I’m in the city for the time being. But I have my eye on a few places further out. But after everything, I felt less lonely here. I don’t know. No one cared about who I was. No one cared what the fuck I was doing here. And I liked it better that way. Back home, everyone knew. Everyone looked at me like I was a broken vase. Here, no one gave a shit. It’s move or be moved here. Forced me to come to terms with everything. Forced me to accept everything I was trying to hide.”
“Do you need to go to your hotel? Grab or bag or something?” She asks just before they pass the opening for the subway.
“I have my roomkey. It’s all good. All the interviews were today.”
“As long as you’re sure.”
He gives her hand another squeeze. “I’m sure.” They reach the door to the complex and she digs out her keys, opening the front door. Calum follows her through the second set of doors. The elevator is a little janky as it carries them up, and definitely tiny. In the space, they’re pressed chest to chest. There are a few extra lines around her eyes, he notices and runs the pad of his thumb over the skin. It’s just as soft as it’s always been. She feels so familiar under his touch, yet so new.
It’s not a far ascent and she laughs when he pouts as she pulls away. “Just like four more steps.”
It’s true to word, when they step out of the elevator, her door is directly in front of it. Her keys jingle just a little as she works the lock and pushes into the chipping red paint of the door. Her dog leaps from the couch, greeting her and then barking just a little when they spot Calum. He laughs, kneeling to hug them to his chest. “You still remember me, huh?” he laughs, as they attempt to lick his face and jaw. “Oh, too long, I know. Sorry, bubs. Didn’t forget about you.”
She takes his jacket, hanging it by the door. “Want anything to drink?”
Calum shakes his head from her couch, working at his shoes. “No, I’m good, thank you.”
She nods, watching as her dog claims Calum’s attention. But she can’t find an ounce of herself to be mad or annoyed. So she slips out of her shoes and puts them up, before getting herself a bottle of water. When she settles onto the couch, she just laughs at the antics. Calum keeps trying to say something but at every twist, her dog is right there, plopping themselves in his lap. Calum eventually gives up and wraps his arms around their body, scratching lightly at their fur.
“Someone missed you too,” she teases, putting her two fingers really close together. “Just a tiny bit.”
His laughter echoes in her head. “Yeah, clearly just a little.” He lifts his head just a little when he feels the wet tongue at his chin. “So, you’re working on your third album?”
“On and off,” she admits. “Playing more shows than anything for the time being. I don’t have to think. Everytime I think too much I end up fucking something up. So I’m just taking it easy for the time being. Taking some brand deals.”
“You’ve got a collab coming out soon, right?”
She nods at the question, laughing as her dog finally settles down. “Yeah, next month. I’ve always lived kind of a boring life, you know that.”
“There’s a lot I don’t know.” He can finally shift, as her dog wanders over to the water bowl, so that he can sit in front of her. It’s a dangerous game. He’s played it before with her. But he takes her chin into his hands. “We haven’t really talked in a while.”
“Is there something you want to say, Calum?”
“Yeah,” he returns simply. Her breath hitches, eyes searching his brown ones for something, anything that tells her what’s going on. “I wonder if your lips still feel the same. I always thought about the way you’d laugh sometimes into a kiss. And it used to haunt me. But right now, I want to find out if anything else has changed.”
She wastes no time, pushing up and sealing her mouth around his. His hand slides to the back of her neck and she pulls at the collar of his shirt. They fall into each other, then falling into the arm of the couch. She exhales her laughter, still pecking at Calum’s lip. Her fingers tease the skin of his upper chest and neck.
“I was right,” he grins.
She hooks her finger around the gold plate. “I guess you were.” She pulls him back in for another kiss, slipping her hands into his hair.
As his lips trail over her jaw and down to her neck, she thinks about the time at her apartment back home, Calum woke her up with kisses down her jaw. They still feel the same. Maybe even a little bit better. His finger push up the hem of her shirt, squeezing at the flesh of her side. She sighs and Calum groans at the sound. It sets off everything in his body when he hears her quiet noises of pleasure.
“Is this okay?” he asks, pulling away to look at her as his fingers brush over her skin. “I don’t want to push you or take things too fast this time.”
Being with Calum feels like no time has past, if she’s honest. She doesn’t have the butterflies, just the comfort of someone she’s known for a year. And it sort of feels like they’re picking back up from where they left off. “I’m okay with it.”
He grins and she sees it--that rising sun in the gleam. His forehead rests against her. “I kinda feel like we have a lot of lost time to make up for.” His lips brush just over hers as he speaks.
She exhales her laughter again, but agrees. “Just a little bit. I really am sorry.”
“We all make mistakes. You just have to communicate with me, okay? That’s all. Talk to me this time. If you feel like you’re drowning, let me help. Please.”
She pushes up and Calum settles back down into the cushion, taking her hands into his. “I know things won’t be like, perfect now. But I guess, it’s really important that we do get to spend quality time together.”
“It is. And I know my tour schedule is pretty packed right now, but there’s another longer break in about three weeks. They’re LA shows. I don’t know if you have plans, but if you do, we can hang out then.”
She has to laugh because here’s the trouble all over again. “Booked recording sessions then.”
“Okay, well, the week after that is the break between legs. What are you doing then?”
“Nothing.” There’s a break between sessions, and she had just planned to use the time to breathe.
“I’ll fly you out then. Just you and I and my rehearsals. But that’s besides the point.”
Laughing, she rests her head into his bicep. “Just you, I, and your rehearsals. Got it.”
“We’ll have to better plan out things, that’s all. We’ll have to look at both our schedules and make sure that there’s sufficient breaks and time together.” He guides her head up. “I want you. And I mean all of you. I can’t stand to lose you again.”
“I just have to make sure Ashton doesn’t kill me.”
“He’s protective, yes. But not an evil. I’ll talk to him. Don’t you worry.”
“He did write a whole song about how he’d bury a body for you. So I think I have a little bit to worry about.”
Calum laughs, shaking his head. “Maybe just a little bit.” Her grin makes him want to bottle it. He wants to carry it with him in his pocket. Leaning closer, he kisses her again. “But right now, it’s just you and I. There’s nothing else but time for us right now.”
She hums. “I like the sound of that.”
Fingers trail back under shirts. She drinks down his moans as they tease, barely touch. Calum’s shirt is discarded in the living room and her is pulled off in the hallway. Calum holds her face in his hands, memorizing the way her teeth sink into his bottom lip in the gentle nip. He moans. Fuck, she feels so good against him.
Her spine shivers as his fingers trail to her back and unsnap the band of her bra. As the fabric falls from her shoulders and she tosses it somewhere, Calum takes a hand just to cup her. His fingers roll the erect bud and she sighs again, mouth falling slack against his. He laughs. “Hmm, that’s right. Someone does like their nipples played with.”
She grins though, blinking open her eyes. “Don’t think I forgot that you don’t listening to rules and like a little pain.”
Finding her waist with both hands, Calum holds her in close. “You wouldn’t dare.”
She bends her knees, just a little and with hot and open mouth kisses she trails down his chest before taking her teeth into the meat of his peck. Calum jolts, a grunt falling over his lips and throat. “I would dare,” she returns.
They fall into her sheets, the same golden ones from before. They’re just as soft against Calum’s skin. It’s warm, as their skin heats up. Her skirt has landed somewhere to the floor and Calum pushes his hips up as she shrugs the denim down. She kisses over his thighs, moaning just a little. Calum lets his eyes flutter close at her soft kisses.
Everything just feels right. Even as Calum takes a nipple into his mouth, tongue teasing her just a little. Or when she kisses over his length. But right now, she tosses her head back when Calum pries her legs open kissing up her inner thighs. “I’ve dreamed of this,” he whispers, watching as she clenches, more of her arousal leaking from her.
She huffs, pulling a hand through her hair. “You sure do know how to make a girl sweat.”
“It’s a speciality,” he laughs with a wink before kissing her clit. She balls on fist around her sheets, stomach completely clenched. The last thing she wants is to have to wait much longer for anything. The anticipation can be a good thing, though she’s doing everything she can to keep her cool. That is, until Calum finally takes the first lap from her and she unravels, a moan leaving her throat as it mixes with a whine.
He takes his time, pushing her thighs and knees to give him all the access he could ever want. Calum licks another stripe over her, before sucking her clit into his mouth. She taste better than he could’ve ever imagined. Every sound she gives--moans, groans, or a whine--rattles in his brain and spurs him on. One of her hands finds it’s way into his hair and she tries to push up with her hips and his face down into her core. But it’s not like he needs the assistance or the reminder. When he trails down to her opening, his nose brushes over her clit and her body is reeling.
“Oh, fuck,” she whines, feeling the coil in her lower gut tightening.
Calum hums at the sounds, and when she praises him, tells him that he’s the only one to make her feel this fucking food, he rewards, slipping a finger into the mix, pushing up into her. “Is that so?” he asks, watching her head dive deeper into the pillows.
“God, Calum,” she huffs.
Another finger finds it way inside, pushing and curling in all the right places. Her body feels like it’s on fire. She feels like she’s a coil so tightly wound she’s going to break. His tongue flicks across her click, lapping at her. And that’s it, that’s the right combination to send her over the edge. Over she goes, with a yelp, her orgasm rocking her frame and toes curling as she cries out for Calum.
He keeps her going, keeps curling his fingers at her. So lost in the way she sounds. And when the huffs turn into a hiss, he pulls back. She beckons him up, kissing him and tasting her own arousal coating his lips and tongue. He’s careful not to settle fully against her, but it’s quickly changed when her legs come up and lock around his waist. “I’m not gonna break,” she laughs, when he finally let’s go and sinks into her.
She swallows his response with a kiss but it doesn’t matter anyway. Her hips come up and Calum rolls onto his back, letting her settle atop him. Her nails rake down his skin and she sucks at his neck, he’s sure it’ll bruise just a little but it’s okay with him. His nails dig into the flesh of her hips, not sure if he wants the friction right now or if he just needed to revel in the feeling of her against him.
“Shit,” he whines when she rocks over him. “I-fuck.”
She laughs, pulling away to reach into her drawer. “That sounds about right.”
Calum delivers a swift swat to her ass at the joke, but laughs anyway. “That is not funny.”
“Then why are you laughing.” When she turns her attention back to him, condom in hand. She stretches down to kiss him again. “Did I ever tell you you’re not the only one that likes a little pain?”
His eyebrows arches and he smooths over her ass before delivering another spank to her opposite cheek. She sighs, eyes fluttering close just a little. “Oh, buttercup, you should’ve never told me that.”
“We can save it for another time? Because right now the only thing I can think about is riding you until the sun rises.”
Kneading at her breast, Calum grins. “Now, that sounds about right.”
There’s a moment, right as she settles down on him fully, that they both moan at the feeling. Calum because of the warmth and slickness, her because of the stretch. Her head is dizzy again with need. She steadies herself with her hands planted on his chest and rocks. All she can focus on is the girth of him, stretching her completely open. It makes her toes tingle and she falters, falling into his chest, but starts a new cadence, pulling up and settling back down on his length.
“Holy shit,” he huffs. She buries her face into the crook of his neck and Calum coaxes her out, to look at him. “You don’t get to hide from me, not again. Wanna see that pretty face when you cum.”
Her hips are still rocking but she nods, eyes fluttering close just for a moment. Calum kisses her, and it’s his turn to swallow down the moan she feeds him. She pushes back up, pulling her own breast between her fingers. Calum loses the top of his head, he’s sure, watching as she rides him. His fingers trail over her hips, up to her stomach. “Why’d you have to be so handsome?” she teases breathy.
He’s not sure how to respond. Unsure of the heat he feels is a blush or the sweltering of arousal flooding his body. She takes one of his hands, trailing it towards her heat. And Calum takes the hint, thumb circling the bundle of nerves. Her head falls back on her neck as a hum builds in her chest. Calum kneads at her right breast, pulling and pushing at every button he can to have orgasm again for him.
A high pitched squeak falls from her. The bed taps against the wall, but neither one of them really cares. Her orgasm washes over it, like a wave crashing into the shoreline. She shudders, clenching around him and falls again into his chest, but pushes up onto her elbows, remember Calum’s early demand. “Fuck,” she whines when he starts to fuck up into her. He pulls her body up and she’s useless, body still like jello from her orgasm. Her words catch in her throat.
“It’s okay,” he whispers into her ear when she bites down onto his shoulder. “You know I like the pain.”
“Feel so good,” she returns. “Calum, shit, you feel so good.” His hips start to stutter, trying to ride out for longer, but knowing that inevitably he’s at the end of his rope. She kisses over his neck. “Cum for me, yeah? Please.”
Who is he to deny her? Who is he she to defy her? He ruts up once, twice, and she clenches hard, taking most of the wind of his third thrust but he cums hard, arms squeezing her to his chest and he knows he’s loud in her ear as he groans. Though, it’s suspected that’s just the sound she wanted to hear as she seals his mouth with hers.
Calum wraps the towel around his waist. She’s already under the cover, with them flipped down for him. She pats the spot in the mattress. He can see some of the hickies covering her chest that he left behind. Without much thought, Calum dries off a bit more and then slips between the sheets. “Hey,” she whispers. “Come here often?”
“My first time actually. But the first of many, I hope.”
Her nose scrunches as Calum taps it. “Yeah, of many. I brought your phone into the room. Put it on my spare charger. And I know that it’ll go off at 5:55 AM. No, you don’t have to turn it off. I know it’s important to you.”
“You--you still remember that?
“I don’t know if you really remember. But when I said that you were in everything, you were everywhere. I meant it.” She turns to her back, the sheets tucked up to her chin. Both of them are bare beneath them.
Calum’s taken up drawing random patterns on her stomach as he holds himself up on his elbow, facing her. “I remember. Could never forget that.”
“Guess we might’ve meant for something more, something better.” Her voice is soft. The blinds in her window let the lights of the city in. Nothing about it is quiet as sirens pass by. Calum lets his head fall into her pillows. She turns, both of them now facing each other again. Her arm slides over his waist. He throws one of his legs over hers.
She’s content like this, where she can kiss across the tattoos on his chest. Though she can’t really see the one just under his peck, she thinks about the question poised there. Why would she choose anything other than Calum? It remains quiet for a while and she thinks he’s fallen asleep until his chest rumbles.
“We were. It was just a matter of getting there. Finding the right path for us.” He’s positive, as she shuffles in a little closer that this is it for him. And if he has to fight hell, heaven, or high water, he’d do it all for her.
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Most of the men I know are rugged, outdoorsy professionals and they do not dress traditional preppy.
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Dearest O'Malley Introduction
Introduction
"My life had started on a conveyer belt at a Chevrolet manufacture in 1967. I was white as a cloud but glossy with shine. It was all at a factory in Arlington Texas united states. There are two Chevrolet factories located in the USA; one in Texas and the other in Bowling Green Kentucky. There is also one in Ingersoll Ontario, Canada and another in South Korea in current use. Usually Chevrolet Malibu cars were made in Hamtramck, Michigan and in Detroit as my ancestry goes back, but I was proudly born and raised in Texas. My mother came from Detroit and my father came from the longhorn state in Texas where the longhorn cattle roamed and nestled and also where the football team played in the kick-off at the stadium. When I was 12 months old, I was weaned, sold, and transported to Farmington New Mexico. There in that town, were some parts that reminded me of Texas...since I was born there that reminded me of my home that Farmington had so I didn't get homesick. I had one sister, and three older brothers that were shipped into different states of America that I never saw again. My lucky brother; Edgar ended up on Route 66, close to my mother's home state and he was living like a king. As again, I was rowdy and wild outside, but kind-hearted inside for a young stud from Texas. I sure didn't have the accent, but I fought like one and if they got fresh with a Texan, they'd better watch out. They were tough and bared no mercy on the sinners making fun of them.
My story had a unique pattern where it starts as fiction-like back-story and plays onto historical events and comes back to fiction again. Now, I know it sounds like an unusual autobiography, but I heard stories that were like that just like Eleanor Roosevelt before she met her husband or like President John F. Kennedy, but with a true story that it just had some parts missing and covered up because it was unbearable to put in the textbooks. it was so classified that even historians took it out so the teachers wouldn't tell their students about what those parts happened that got covered up like the happening where John was invited to an extraterrestrial space craft and the real assassination on him for sharing alien information that wasn't suppose to know. Right now, I'll lay out a summery of what's ahead in my story. First I'll start by coming from an abusive husband that would kick me, then going home to Gladas Kennedy to Joe Popplewell, to be driven around a while by Jan and Randy to bonding with Nathan and to making a match for him by meeting Natalie. There was a lot in my life that happened. I had many moments where I got attention from people in town that I was a nice car and it delighted me to see people interested in legends like myself to be out and rolling, unlike the cars made today that are made out of plastic and look nothing like the original cars like the chargers and the newest Malibu designs. When people passed me by, some of them would laugh, which could only mean one thing; they were blind and had no taste. I didn't usually give a care on the insult and I just drop it and walk away not caring to look into the bother. I did things years ago that I enjoyed and never looked back at because it was long gone that happened in the years, put behind me such as trouble with the law and moon shining in the woods and getting familiarized with marijuana laws in states that allow it like in Colorado. They call it medicine when it can make you high for days. Now, New Mexico was working on getting it legalized because hey, Colorado spreads the word that it can help cure and reduce pain. Durango had a lot of stoners that say they were impressed and why in the world does New Mexico need more tweekers? In the 60s, marijuana was a gateway into serenity rather if you were a hippie or just horsing around. It still was a thing then and will be now. There is a lot of advantages of growing up in the 1960s like dating, diners road racing, moon shining, cruising, groovy television shows that weren't terrible and the swap meets that weren't bad. I even got to see my first movie at the drive in with a female on a date called "American Graffiti" and I kissed in the back while settled in "park" so I could get a far away seat. My eyesight was far sighted and felt comfortable I the back. The love of my life which was a 67 impala treated me out for our second month anniversary of our relationship. I had remembered when I first met her at a random club where I was singing about my life just for her in 1968.
When the 1970s arrived, my friend; Impa went missing, Gonzo; my best friend, went AWOL Texas-ape crazy and we had the cops search the entire woods...nothing was found except Impa's keychain. So they gave up and I never saw Impa again but I wondered what happened to him. I went to my second home and my owner; Gladas drove me around to work, grocery stores, and church. I met some pretty bad and rotten eggs that needed the "Texas-boy treatment" and to be taught a lesson at Gladas's work which I took the honors of beating them up.
Then, I came to my third home in the 1980s where I met Joe and Carol; the grandparents of Nathan in whom I didn't meet Nathan until later right after Gladas stopped driving me. Joe took the charge of caring for me when I needed something. I'd start right up for him. I met Ian, a blue Buick under the carport which was my stall mate. Carol didn't like him, but Carol liked me because I was so big. I also had met Randy and Jan in a reunion and at the time, Jan was carrying a little bundle of joy when she came to see Joe. Unfortunately, I've never been a father because I've never met the right female that wanted ankle biters running around. When 1992 had come, Nathan was born and to get to know each other, Jan and Randy would take Nathan for a ride in me while Nathan was seated in the backseat. Jan thought I was a scary ride, but Randy thought I was pretty cool. Randy and I got along like beans and cornbread. For being borrowed until Jan got a new car, I enjoyed being the only car to be driven. So I was driven once again to work in and to the grocery stores.
When 2014 hit, Nathan was already handing out with girls. There was a basic one named Shay I didn't like her because she didn't appreciate classic cars as much as Nathan or Natalie did. She weighed 240 pounds and it was like carrying a giant boulder. I think she wasn't worth hanging around because she'd ditch Nathan to go hang out with Jerome. I had to do something to keep Nathan supported and so I kept my eyes on him. When shay was out of the picture, I had my picture taken in 2014 at a car show and again in 2015. Seeing the same brunette girl made me realize that she would be perfect for Nathan, but she seemed so shy. A few years later. I parked in the carport again and nowadays I had wished Nathan would open up and meet people like the one they used to in my day. However, it was all online. When Natalie came along, she changed everything in Nathan’s life forever. He didn't used to like watching movies, but now he does. I had never seen him so happy and it was all thanks to me who opened the door to make them a couple
Therefore, here's how my life started out as the way it is
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Resident Evil Time
As we all know, Spooky Season began on August 1st, as it does every year. Skeletons began to emerge from the earth, and we all joined together to help along the slightly unripe ones with just a knuckle bone sticking up out of the lawn. Pumpkins rolled down into town from the foothills, snuggling into piles of radiant leaves as they awaited their new, temporary keepers. Here on the west coast of America, ash began to fall from the sky, as it does every season of ash, and we all went out to frolic in the ash as we gasped for air in our newly toxic Zone. It never rains in California, except when it’s raining ash. As such, around August 1st I began my quest of playing every mainline Resident Evil game, and a couple of spin-offs. What follows is the book report that I wrote on this experience.
Resident Evil is a series that’s been on my radar in one way or another as far back as 1996, when I was a kid, but I never really took a very close look at it, or wanted to, until I played RE7 in 2019. My oldest memory involving this game is wandering Blockbuster with my older brother looking for a game to rent. Another kid was there, also with their older brother, and the little kid suggested Resident Evil, but the bigger kid sagely declared “Nah, the controls are bad,” and they left it at that. I don’t know why I remember this, but I do, and my general feeling about Resident Evil was negative, I think because I had played the demo and didn’t like it, due to the fact that it’s not really designed in such a way that a kid would like it much. My first actual experience with the series, outside of that, was playing Resident Evil 3 in 1999. At the time, I loved it, but I was 12, and wouldn’t have been able to articulate anything about why I liked it other than “cool videogame, Jill pretty. Jill me.” I also played RE4 and RE5 around the time they came out, and I enjoyed them as fun action games, but still didn’t think much of the series or really care about survival horror. My other experience with the genre pretty much only extends to Alan Wake, Dino Crisis, and Dead Space, all of which I played so long ago that I remember almost nothing about them. What kind of monsters does Alan Wake fight? Couldn’t say. Could be anything, really. I remember the main character of Dino Crisis, Regina. She had red hair. Regina pretty. Regina me? Strangely enough, wanting to play the role of formidable, independent, resourceful, attractive women in games was a running theme in my formative years. What could this possibly mean? We may never know. But anyway, I was very excited to go on this journey into the survival horror franchise, and one of the most iconic franchises of all time. It had its highs and lows, but it was well worth it, and I emerged with a newfound appreciation for the design and appeal of survival horror games. The intention here isn’t to give a full, thorough analysis of these games or a breakdown of every aspect of them, but to compile my various thoughts on them, so it’s more of an opinionated overview than a deep dive.
Resident Evil (1996)
It’s actually really hard to place this game when making a tier list, due to the simple fact that none of these other games would exist without the conventions Resident Evil set. It was groundbreaking, and literally invented a genre. At the same time, it's impossible for me to not compare it to other, better games, because I have knowledge of the rest of the series. It was an experiment for Capcom, and it shows in the game's rough edges. It feels like it had good ideas that didn’t always live up to their full potential, due to some combination of inexperience, available hardware/software, and questionable implementation.
RE1 is... not very good at being scary. It does its best, but it's a fairly early PS1 game. I think a lot of this has to do with the atmosphere and graphics. Visually, it’s just kind of ugly in that early PS1 way, and the color choices are dull and lack cohesion. For a horror game taking place in a spooky dilapidated mansion, it feels a little too bright, and I’m guessing it has to do with the fact that no one really knew how to make darkness convincing on PS1 at the time. But it’s not entirely the PS1’s fault this game is ugly, as you can see from RE2 and RE3 being not ugly. The color choices and backgrounds just aren’t especially lush or interesting.
I don't really need to go into the voice acting and writing of this game, due to their status of legendary badness. The live action cutscenes are unbelievably cheesy and almost impossible to watch with a straight face. The live action ending where Jill and Chris hold hands as they fly away in a helicopter is incredibly dumb. If you correctly chose Jill as your main character, it just seems incongruous that after fighting her way out of a deathtrap of horrifying creatures, she's now laying her head on the big strong man's shoulder. It’s bad, but fortunately the game isn’t entirely bad narratively. It was surprising, in a game from 1996, to see the in-world documents scattered around that add to the narrative, telling you what's really going on and adding detail to the broader strokes of the story. This is a thing that's ubiquitous in games now, AAA or otherwise, and I'm wondering if this game helped to establish that facet of games. RE1 has a simple story of evil corporate experiments gone wrong, with the driving force behind everything the player/character does being escape from the mansion, and this simplicity really works in its favor. As we shall see in later RE games, convoluted stories don’t really lend themselves all that well to horror.
If you look at other games released in 1996, there are a lot of fast paced action games, like 3D platformers and first person shooters, as well as RPGs, and it's clear this game was something different. It has that slow, methodical play that makes survival horror feel unique. The feeling of not knowing what's waiting for you behind the next door, but knowing you have to go anyway, and that balance between surviving and solving puzzles to progress. The backtracking and item hunts, the interlocking paths and puzzles, the environmental storytelling and documents, the sense of isolation, it's all here in the first game. Some players may not find inventory management thrilling, but it’s a key part of these games, and it’s mostly done well in the good ones. Inventory management and item scarcity are a big part of what actually captures that feeling of “survival horror.” Since items are needed to progress, your inventory is directly tied to your progress, and at its best this forces you to make tough decisions about what you really need to carry and by extension makes you play more conservatively and prioritize avoidance. At its worst, it forces you to go back to previous areas for no reason and wastes your time while hurting the pace of the game, which RE1 is only guilty of at one point toward the end. The more weapons and ammo you have, the less room you have to do the work of actually progressing in the game through item-based puzzles, so you often have to sacrifice some of your lethality to progress smoothly. There’s a fine line between giving the player too many resources and too few, and almost all good survival horror games walk that line very well. It's also just thematically appropriate that your character isn't able to lug around a hundred pounds of gear. The open-ended nature of exploration, or the illusion thereof, is also an important aspect of survival horror. In good Resident Evil games, you usually have multiple doors you can choose to open, multiple potential paths, and feeling out which one is right, and which places are safe to travel, is a big part of the game. That exploratory feeling of gradually extending your reach and knowledge of the place you're in, knowing how vulnerable you are but also knowing you have to keep going deeper, gives the player a much greater sense of agency than more linear horror experiences.
All of these good design elements are firmly established by RE1, but they're just not executed as well as in future Resident Evil and survival horror titles, and by today's standards, playing it can feel like a chore. I think it certainly deserves a huge amount of credit for establishing almost everything that's good and defining about survival horror. There were earlier horror themed games, and I'm sure there are online people who'd be strangely invested in arguing that it's not the first survival horror game, but Resident Evil was clearly something new, different, and more sophisticated. It feels like a beginning, a rough draft, but it established something special. In some ways, I feel like RE1 has actually aged better than a lot of its 1996 contemporaries. Not in terms of controls, visuals or voice acting, heavens no. But, in terms of things like a focus on atmosphere, good pacing, and elegant, focused design, much of it still holds up today.
-Monster Review Corner-
These are the monsters that started it all. Zombies, undead dogs, hunters, Tyrant, and the absolute classic, a big plant that hates you. And who can forget the most forgettable monsters, giant spiders? The enemies themselves aren't especially exciting, but honestly, they work very well for the style and slow pace of this game. The deadly mansion full of the living dead is a classic horror setting. Things like Hunters and Tyrant seem pedestrian by series standards now, but they would have been a surprise in a zombie game in 1996, and Hunters are terrifying when they first appear. Overall monster score: 7/10
Time to complete: 5:46
Games were shorter overall in 1996, but the short game length is another survival horror trait the game established, and that brevity is a trait I really appreciate about this series and the genre as a whole.
Resident Evil 2 (1998)
I feel like I’m going to be using the word “better” a lot. RE2 is immediately more cinematic than its predecessor, which is a good thing. It’s an important element of establishing tension and atmosphere. All the best horror movies, in my opinion, have smart and artful cinematography behind them. I’m not going to say Resident Evil 2 has masterful cinematic direction, but it’s a vast improvement over the previous game. Gone are the super cheesy FMV cutscenes and the atrocious voice acting. The voice acting here isn't great by today's standards, but people do talk mostly like humans! This must be due to the fact that it was the first time Capcom ever outsourced voice acting to a studio outside of Japan. The writing is also much, much better. The soundtrack is much more atmospheric, and even the save room music is better. Visually, the game looks so much better. Character models are more detailed and lifelike, and backgrounds are much more detailed, colorful and cohesive. I vastly prefer the character designs to those of RE1. They’re very 90s, in a fun anime way. Even the portraits in the inventory screen look way better. Even the story and the documents you find are more well written and interesting, and Umbrella is established as a more sinister and far-reaching presence.
RE2 gives you separate campaigns for Claire and Leon that are similar, but different in some major ways. Rather than being a super long game, it has a short campaign that can be replayed multiple times with different characters for improved ranks, unlockables, and short bonus levels. I actually really like this kind of replayability, as opposed to the much more common type of replayability of modern games, which is just making the game 100 hours long and filled with boring sidequests, trinkets and skill points. This is partially because I inevitably burn out on that kind of game, even if I like it (Horizon Zero Dawn, Breath of the Wild) and never finish the game. Super Bunnyhop has a whole video (“Let’s Talk About Game Length”) about the advantages of this game’s style of replay value which is worth a watch. I’m much more likely to rank a game among my favorites if I’m actually compelled to finish it. I’m always annoyed by how persistently gamers thoughtlessly complain about these games (or any game for that matter) being too short. Gee, maybe that has something to do with why 4, 5, and 6 all feel so bloated and outstay their welcome. Funny how the three most recent games in the series that brought it back from the brink of total irrelevance are all under ten hours in length.
The level design feels less haphazard and boring than RE1, but retains the satisfying sense of interconnectedness that the original mansion had. The balance of the game is good, and it feels dangerous without ever feeling unfair, like all the best RE games. Distribution of healing items and ammo feels right - I rarely felt like I was in serious danger of running out, but I always felt the pressure to conserve ammo and remember where healing items were to pick up later. This game is also a sterling example of the kinds of boss fights that work in survival horror. Rather than being reflex tests, boss fights are more a test of how smartly and conservatively you’ve been playing. If you’ve saved enough powerful ammo by playing well, you’ll have no problem with boss monsters, and there’s also the alligator fight, which, if you were paying attention to the area you just traversed, can be ended with one bullet.
Overall, it’s a huge improvement over RE1 in every way imaginable, and a genuinely good game even by today’s standards, if you discount the cheesy voice acting and dated cutscenes. I finished RE1 in two sittings because I wanted to get it over with, but I finished RE2 nearly as fast because it was hard to stop playing. This is where the series came into its own, and RE2 feels like the beginning of the series as we know it today, while RE1 feels more like an experimental rough draft.
-Monster Review Corner-
This game, overall, has some great monsters. Fantastic monsters, and this is where you’ll find ‘em. First, we’ve got your classic zombies. Classic. We’ve got your zombie dogs, two for one deal. We’ve got some evil birds who inexplicably burst through a window one time. Okay, decent. Giant spiders, boooring. But then, here comes a new challenger! It’s lickers, one of perhaps the most iconic Resident Evil monsters. These nasty wall crawlin’ flesh puppies have got exposed brains, big ol’ claws, razor sharp tongues and a complete lack of sight. Due to this last fact, you can avoid them by being very quiet, which is extremely survival horror. Lickers are great. RE2 also has a giant alligator, which even the RE2 remake team thought was too silly to include in the remake (but to the great relief of everyone around the world, he made it anyway). Personally, I love the fact that they brought the classic urban cryptid, the mutant sewer gator, into the RE family. RE2 also has a Tyrant who chases you around in the second scenario. He’s just Nemesis before Nemesis. There are also big plant monsters who look like walking venus fly traps, totally rad. And finally, all of the G-Mutation designs pretty much set the stage for the monster design of all future RE mutants, including Nemesis. They have this alien, body horror feel to them that’s become a hallmark of the series. Overall monster score: 10/10
Time to complete: 5:06
Resident Evil 3: Nemesis (1999)
RE3 has a darker tone than RE2, a lot of quality of life changes, and the terrifying presence of an unstoppable Nemesis. It’s a more combat oriented game, not in that combat is more complex, but in that there are more weapons, more ammo, faster zombies, and in comparison to the two previous games there are more times where it’s safer to kill enemies than avoid them. Jill can also dodge and quick turn. Dodging is fine, and quick turn, was an excellent addition that’s been in every RE since then, minus RE7. It’s a very good game, but the fact that there are fewer moments of quiet exploration and puzzling detracts from the variety of the game and makes it feel more one note. It definitely feels more like an action movie, not just in its increased amount of fighting but also in its story beats and cutscenes. I think it’s important to make a distinction between the style of this game and RE4/5/6, in that those are action games with light or nonexistent survival horror elements, while this is a survival horror game with action elements. I played the game on hard mode, because this game only has hard and easy mode. Hard is essentially normal, it's what you'd come to expect from the series, and easy mode is easy and gives you an assault rifle at the start.
The titular Nemesis is such a great way to change up the Resident Evil formula. The first time you encounter him, he kills Brad in a cutscene, and you run into the police station. You think he’ll just appear at certain times during cutscenes and maybe a boss fight, but then a little while later he bursts through a window and chases you, and he’s faster than anything encountered previously in the series. That’s when it becomes clear that you’re going to be hunted, and from that point on Nemesis is in the back of your mind at all times, injecting an undercurrent of paranoia into every moment of methodical exploration. Although, I do have complaints about Nemesis, too. If you’re familiar with the series up to this point, his appearances are undermined by that very knowledge. What I mean is that if you played the first two games, you start to get a sense of when events or attacks are going to be triggered in Resident Evil, and that makes Nemesis much more predictable. You start to think “whelp, it’s about time for another Nemesis attack,” and then he shows up. Also, the first time you’re actually supposed to stand and fight him is an awful boss fight, and the first really bad boss fight in the series. The game’s dodge mechanic is finicky and hard to time, and it’s an important part of winning the fight, at least on hard mode. He’s basically a bullet sponge, which is not interesting.
Something that I like about three is it really expands on the setting by giving you lots of details about Umbrella and their relation to Raccoon City. You learn that not only have they infiltrated the city government and police, but a lot of the city's infrastructure was funded by Umbrella donations. You also learn that they maintain their own paramilitary force and are a far reaching, international corporation. Umbrella is really fleshed out as a more robust and powerful organization here.
Another unique aspect of this game, that’s never been in another RE game, is the “choose your own adventure” system. Nemesis will be after you, and you can choose between two different options, such as running into the sewers or hiding in the kitchen. You have a limited time to make these choices, and they have positive or negative outcomes, but never outright kill you, as far as I could tell. It’s kind of neat, and an interesting way to change things up occasionally, but not especially important.
Overall, this is an excellent Resident Evil game, though a good deal less original and groundbreaking than RE2.
-Monster Review Corner-
Honestly, most of the monsters are fine, but nothing to write home about. Nemesis is the star of the show, which you can already tell by the fact that the game is named after him and he’s on the front cover. He’s like the cooler, better, more deadly version of a Tyrant. Nemesis score: 10/10
Time to complete: 5:32
An Aside About Puzzles
I’ve been trying to figure out how to articulate what I like about the puzzles in this series, and this seems as good a place to put these thoughts as any. I get that not everyone likes the puzzles in this series, and that many of them can only be called puzzles in a very loose sense, but I think they add a crucial ingredient to the games.
The thing is, if they were more complicated or difficult puzzles, they would take up too much screen time, they would overpower the rest of the game, like too much salt in a dish. There are a lot of them where you have to follow riddle-like clues to figure out what to do, but they're all pretty easy. There are a lot of item hunts that boil down to finding item A and bringing it to point B, or combining item A with item B and using the result at point C, and I remember plenty of jokes over the years playfully lampooning this facet of Resident Evil. But, while playing through these games, I found myself dissatisfied with the view that these item hunts and simple puzzles are stupid, or bad game design. Because really, what makes these games good is not shooting or puzzles or atmosphere or good monsters, but all of these elements working together in harmony. It seems like the more harmonious that balance, the better the Resident Evil game. All these little parts make up the whole. The puzzles aren't hard, sure, but they aren't meant to be. They add an element of sleuthing and a sense of accomplishment and progression that would otherwise be lacking, and which could easily slip into frustration if they were any more difficult, and detract from the overall experience. If you just went around and shot at monsters and opened doors, it would be missing something big, and it would be a much poorer series. If you need evidence of that, may I direct you to Resident Evils 4 to 6. Without that exploratory feeling, without that aha feeling of figuring it out, it would feel bland. "If I use this item to open this, then I get this thing and I combine it with this, it frees up space in my inventory, and now I can take them back to the spot I remember from earlier because I was paying attention and taking mental notes, and I can open this path..." I'd argue that this feeling of things clicking together neatly, of attentive and methodical play paying off, is integral to the series and to the entire genre it spawned. The whole game is a puzzle that you’re figuring out, and things like item juggling, map knowledge, and carefully leaving enough space in your inventory are a part of that puzzle.
The puzzles in the series are more representational than what might usually be called a puzzle. The item lugging, inventory swapping parts that I remember being maligned at one time are more akin to piecing together a jigsaw puzzle, but those pieces are scattered across a monster infested, carefully designed, difficult to traverse map. What made RE7 feel so much like a revival of Resident Evil, despite it being a first person game that looks and feels very little like its predecessors, was returning to this approach to game design. It was a polished and well made return to the principles that made survival horror popular. The fact that Capcom brought back all those often complained about puzzles and item hunts, and slashed the current idea of game length to ribbons, returning to the roots of the series, and then those games being so highly praised, feels so right in part because it feels like the developers are saying "look, a lot of you were totally wrong about what made these games good."
Resident Evil - Code: Veronica (2000)
To me the most immediately noticeable thing about this game is Claire’s embarrassingly early-2000s outfit: high rise boot cut jeans, cowgirl boots, a short-sleeved crop top jacket, all topped off with a pink choker and fingerless gloves. I don’t think I’ve ever seen character design that so perfectly encapsulates the time period of a game’s release. It’s bad, and the game only gets worse from there.
I really tried to like Code Veronica, at first. But after playing RE1-3, saying it's underwhelming is putting it lightly. I honestly don't think I have a single good thing to say about this game, and it's possibly the worst mainline Resident Evil game ever made (RE6 being the only thing that might take that crown of trash in its stead). It's pretty much not possible to take Code Veronica seriously in any way, especially not as a horror game. The visuals have no sense of darkness or atmosphere and manage to look much worse than the old pre-rendered graphics, the puzzles are uninspired rehash, the enemies and bosses are irritating, the character designs are a particular type of early-2000s bad, the voice acting is insufferable, the story is asinine, and the game is full of the bad kind of backtracking. It's not entirely the game's fault it's ugly, it's a product of its time, but it's weird to see in retrospect because it looks worse than RE3 from one year prior. Previous RE games had bad voice acting, but this is the first one where the voice acting makes you want to turn the game off.
Up until this point, the storylines of Resident Evil games were very simple. Evil corporation caused chaos with a virus, get out alive. There are details scattered throughout about how the city and government were being paid off, but that’s the gist of it. Code Veronica is where the lore of RE starts to get convoluted and sometimes very dumb. I won’t go into all the ways the story is bad, but suffice it to say this is definitely when Resident Evil jumped the shark, and it paves the way for the stupidity of RE4. It also uses the “mentally ill people are scary” horror trope, which is perhaps my least favorite horror trope. The villain for most of the game, Alfred, has *gasp* a split personality and thinks he’s also his sister. Of course, at one point Claire calls him a “crossdressing freak.” I’ll just leave it at that. Of course nobody who writes this kind of thing bothers to do any kind of research into the mental illnesses they use as story crutches. I feel like I need to mention the voice acting, for Steve and Alfred particularly. Steve sounds like he walked off of a middle school campus, and Alfred sounds like your local community theater’s production of Sweeney Todd. They’re both absolutely atrocious and make the game that much more annoying to play. Claire’s acting is about what you’d expect from a Saturday morning cartoon of the era.
As though the fact that it's a bad game visually and narratively wasn't enough, it's also badly designed, not much fun to play, and way longer than the previous three. The game’s map, at least for Claire’s portion (most of the game), is divided into multiple small areas, each with one path leading to them, so you have to go over these paths repeatedly once you’ve retrieved an item from a completely different area, and it makes for a lot of very tiresome backtracking. The series always had backtracking, of course, but never over such long, samey stretches of space. On top of this, there are tons of blatantly bad design choices. To name a few:
-The hallway you have to traverse multiple times containing moths which poison you and respawn every time you leave and are really hard to hit on top of being a waste of ammo. It’s hard to see how they were unaware that this is bad since they also leave an infinite supply of poison antidotes in the same room
-The fact that there’s no indication whatsoever that you should leave items behind for the next character you have to play, which left me struggling to even be able to kill enemies as Chris
-Multiple times where in order to trigger progress you have to look at or pick up a certain thing, not for any logical in-game reason but just because it triggers a cutscene. One of these makes you look at the same thing twice, and I wandered around not knowing what to do for a while before checking a walkthrough
-More than one save room that contains no item box, when this game asks you to constantly juggle items and repeatedly travel long distances with specific items
There’s more, but I don’t want to write or think about this bad game anymore. This game is a slag heap that deserves to be forgotten, and I hope it’s never remade. Something I find really disappointing about Code Veronica is that the setting is ripe for a good Resident Evil game, but they botch it. It takes place in two locations, a secret island prison run by Umbrella, and an antarctic research station, both of which I can imagine a great RE game taking place in. I guess, really, the best thing that can be said about Code Veronica is that it’s a survival horror game. They didn’t totally stray from the principles that made the series good, they just implemented those things very badly, in a very stupid game.
Time to complete: who knows, I quit near the final stretch of the game. The internet says it takes about 12:30, which is far too long.
REmake (2002)
I played the remake first, and it’s the only game I played out of order, because when I started I had no plans to play the entire series. It’s a remake that fixes everything wrong or dated about the original while keeping the things that made it good, and I would say it’s the definitive version of the game and the one that should be played.
Visually, a lot of it looks very good, and uses darkness much better than the original. I like this game’s high def pre-rendered backgrounds, because it’s like looking into an alternate reality where pre-rendered graphics never went away, and just increased in fidelity. I actually really like a lot of the backgrounds in this game. Pre-rendered backgrounds have their shortcomings, but I think they can play a role in horror games. They give the developers total control of how things are framed, and framing/direction are a big part of what can make things ominous or scary in horror movies. You can do this to some extent in games with free cameras, but without nearly as much control. I think over time the popular consensus became that pre-rendered backgrounds are inherently bad, but I think like any style of graphics they have their pros and cons. The late 90s Final Fantasies are great examples of how pre-rendered graphics can be used to frame characters and events in certain ways.
The strongest suit of this game is that it really feels like a horror game, and avoidance is encouraged over combat due to scarce ammo and healing. The pace is slow and thoughtful, the mansion is sprawling and claustrophobic, and even one or two zombies feels like a threat, especially before you find the shotgun. Even after that, shotgun shells are fairly scarce. Like the original, combat mechanics are intentionally very simple and limited, though this one sees the introduction of the defensive items that return in the RE2 and 3 remakes. One thing I really like is that if you kill a zombie and leave their body, without decapitating or burning it, it will eventually mutate into a fast and powerful zombie, and these are genuinely threatening to encounter. You constantly have to make decisions in this game about what’s more important, immediate safety or conserving ammo. The fuel that’s used to burn corpses is limited, and can be used strategically to eliminate threats from frequently traveled areas. It’s a great idea for a game mechanic, but in practice, I rarely did this, because inventory is so limited that it didn’t feel worthwhile to use two of my eight slots on a lighter and fuel. Another nice added horror element is the fact that doors aren’t always safe. You’ll hear monsters pounding on doors, see them shaking, and at multiple points they’ll be smashed open when you thought you were safe.
A lot of the ideas that made this game good and the original good are ideas that were returned to in RE7, the RE3 remake, and especially the RE2 remake, and a big part of what made those games so successful.
Time to complete: 10:15
In my opinion it ran a little too long. It takes almost twice as long as the original, and I feel like the added areas pad out that length rather than improving the game. Even though I think it’s a very good game, it started feeling like a slog in the last few hours.
Resident Evil Zero (2002)
After Code Veronica, it was initially refreshing to feel like I was actually playing Resident Evil again and not some subpar knockoff. This one feels a lot more like classic RE, and in its slower pace it’s most similar to REmake or the original trilogy. I played the HD remaster of RE0(which changes nothing but the graphics) since it's the one I own on steam, so I can't speak to the original GameCube graphics, but the art direction itself is vastly better, and it creates an atmosphere that's perfectly Resident Evil. Highly detailed backgrounds, with rich dark colors, old paintings, dusty bookshelves, soft clean lighting, marble and dark wood, wind-rustled ivy, shadows and rain, creep dilapidated industrial spaces. The HD remaster is gorgeous, and one of the best looking games in the series.
This game adds two major new mechanics: playing as a team of two and swapping between characters, and the ability to drop items anywhere. Character swapping is an interesting gimmick, made more of a curiosity by the fact that it will probably never be used again in a RE game. Often it's pretty neat, but just as often, it's an annoying chore. I like the idea of controlling two characters, but I don't think what they attempted to do with it was entirely successful, and could have been better with a couple of simple changes. Ultimately all the inventory management required feels like more trouble than it's worth, especially since you have to carry weapons and ammo for both characters. Between inventory management and swapping off-character actions, I found myself in the inventory screen a lot more than in previous games. It seems like they could have alleviated these problems with more inventory space and buttons for switching off-character actions. Most of the time it ends up feeling like a chore to manage two characters and two separate inventories. In theory, the ability to drop items anywhere adds an element of player choice and planning, but in practice, I just found myself missing the item box that allows you to access the same items from different places.
This game is fine for the first hour or two, but ends up getting more and more frustrating the farther you get into it. After playing about half the game, I started feeling like I'd be having a less terrible time on easy mode. I died in it a lot more times than in any previous game. The combination of really irritating new enemy types and all weapons (even the grenade launcher) feeling underpowered means there are multiple enemy encounters where you're just forced to lose health. This wouldn't be so bad if there were enough healing items around, but there aren't. Every enemy in the game, even a basic zombie, feels too bullet sponge-y. I repeatedly found myself with very little ammo and no healing items, so in a lot of situations I would just die, and reloading with the foreknowledge of what rooms would contain felt like the only way to progress. Managing the health of two characters, one who has very low health, makes it that much harder. I played through all of the previous games on normal difficulty (RE3 on hard) so I know I'm not imagining the spike in difficulty. It's possible they wanted to make this game challenging for series veterans, but if that's the case they missed the mark, because part of what makes a good RE game is excellent balance of difficulty. In a good RE, you always feel like you're facing adversity but still progressing, and you really don't die all that often if you're being careful and using the right weapons for situations. In RE0, you just die a lot to frustrating video game garbage and feel irritated that you have to reload and repeat content. To make matters even worse, aiming feels weirdly sticky in this game and movement feels clunkier than previous games for some reason.
Just like Code Veronica, this game has a premise that seems like it should excel as a Resident Evil game, but it misses the mark. With the new mechanics, it feels like they were struggling to think of ways to further refine and reinvent a series that was getting a little tired. I love the formula of the first three games, but I can understand why after six games following that same formula, with a lot of very similar in-game occurrences and puzzles, they wanted to move in a different direction with RE4. This game feels like it's floundering, attempting to reinvent the series while being chained to the same rules, and though I have mixed or negative feelings about the next three games, it feels like the series was in dire need of a total overhaul.
-Monster Review Corner-
Whoever designed the monsters in this game thought that giant animals are absolutely horrifying. Giant bat, giant scorpion, giant centipede, giant roaches. There are also guys made of leeches, and they're pretty boring and annoying to fight, and it's hard not to find the way they move comedic. There are also hunters and your typical zombies. All in all, a lackluster offering of critters. Overall monster score: 3/10
Resident Evil 4 (2005)
Let's get the obvious out of the way: this game feels almost nothing like Resident Evil, and feels less and less like it the further into it you get. The devs made sure to do a lot of things that make RE4’s identity as an action game very obvious. It’s a game of series firsts: first in the series with an over the shoulder camera, first with weapon stats, first with such an abundance of enemies and weapons, first with QTEs, first where the primary enemies aren’t shambling zombies, first with currency and a merchant, the first where Umbrella isn’t the big bad, the first where you can karate kick and suplex enemies. It’s incredibly not survival horror. It might succeed as a 2005 action game, but it fails miserably at being Resident Evil.
I’m feeling generous, so I’ll start with the things I like about RE4. I really do appreciate that it’s a slower and more methodical action game than its contemporaries, and precise, thoughtful shooting is rewarded. I also like that the over the shoulder camera gives you a pretty narrow field of view, which makes it always feel like enemies could be lurking just off screen. This makes things more tense and is often used to surprise the player, especially in the early game. The almost identical perspective used in the exceptional RE2 and RE3 remakes shows that they weren’t off the mark with this element of the game’s design. However, in RE4 even this good thing is undercut by the fact that jarring, anxious combat music plays whenever enemies are anywhere nearby. The first 2-4 hours of this game, just about up to the Mendez boss, are actually a pretty good game, and provide most of the really tense and scary moments. Unfortunately, these opening hours aren’t really indicative of all the stupid shit to come. Something I grew to hate about this game is that it feels like it just goes on and on and on. It took me around 12 hours, which is short by video game standards, but long by RE standards. By the time I reached the end, it had long outstayed its welcome. Even in these early, decent moments, there was still stuff I hated, like the button mashing quick time events to run from Indiana Jones boulders, the garishly glowing item drops, the dumb kicks, the dynamite zombies.
The crux of a survival horror experience is the feeling of vulnerability, and this feeling is only scarcely captured in the opening few hours of RE4, when it’s still sort of pretending to be Resident Evil. But then, you keep getting more and more powerful, as you do in action games, you keep getting more and more weapons and upgrades and grenades and facing more and more enemies and bosses until it all feels trivial. It’s thoroughly an action game, and by the time you’re near the end, storming a military fort guarded by heavily armed commando zombies manning gatling turrets while you’re aided by helicopter support, it’s clear the game has entirely stopped masquerading as Resident Evil. On top of being a big stupid action game, it’s also extremely a video game. The glowing items that are dropped whenever enemies die, the tiny adorable treasure chests full of doubloons, the big garish video game markers for QTEs(and the most heinous kinds of QTEs: button mashing QTEs and mid-cutscene QTEs), the action movie window jumps and kicks, the cultists driving a death drill, Leon’s backflips, the dumb one-liners that scarcely make sense at times, a giant fish boss, a mine cart level. The absurd stupidity of this game never lets up, so much so that playing it in 2020, it feels almost like an intentional parody, which I know it’s not.
The story is kind of silly from the start, and delves increasingly into the realm of asinine bullshit as it goes on, as though Capcom and Shinji Mikami sought out the dumbest ideas they could find. In RE2, Leon was a cop for one day during a zombie apocalypse, and now somehow he's working for the White House on a solo mission finding the president's daughter. It's quite the barely explained leap. One of my least favorite things in the narrative department is that Leon's voice acting and dialogue make him insufferable. The humble rookie from RE2 is gone, replaced by a heavily masculinized, aggressive, arrogant, misogynistic, backflipping action movie hero. We went from six consecutive games with women either as one of two playable main characters or the only playable character, with Jill Valentine in RE3 single-handedly destroying the most powerful BOW ever created, to a game where a gruff manly man is tasked with rescuing a literal damsel in distress, and has actual lines like “Feh, women” and “Sorry, but following a lady’s lead just isn’t my style.” It’s atrociously bad, and I hate the character they decided he should be for this game. It also doesn’t even make sense, because why would he even have that attitude towards women after seeing what Claire can do in RE2? It’s a huge step backwards for the series. On top of this awfulness, the actual plot points are just increasingly unbelievable and imbecilic, in a way that totally undercuts any way in which the game could theoretically be frightening. At the end of the game, it’s not Leon and Ashley sitting in silence as they contemplate their harrowing and traumatic experience, it’s “Mission accomplished, right Leon?! Please have sex with me!” and then they literally ride off into the sunset on a jet ski.
At first I thought they were aiming to turn a beloved survival horror series into a big dumb action movie, which is partly true, but then I realized what they had really made: an amusement park. It’s divided into themed zones, like an amusement park: there’s a spooky village, a deathtrap castle, a haunted manor, slimy sewers, an underground tomb, a Mad Max island. There are little coaster cars with purple velvet seats that carry you through the castle, there’s a mine cart ride, living suits of armor, there’s literally a giant animatronic statue of Salazar you can climb around on, there are trinkets and treasures everywhere and a merchant always magically appearing to sell you new toys to make sure you don’t ever get bored or think too hard, there’s a lava-filled carousel room with fire-breathing dragon statues, a haunted house section, a shooting gallery, a cave full of monster bugs, a hedge maze, a tower of terror where flaming barrels are rolled down the stairs(and then you get to pull the lever to roll them!), there’s a crane game, an evil villain lair with a deadly laser corridor, there is for some reason a subterranean battle maze in a cage suspended over a chasm, and your whole visit to this horror themed wonder park culminates in a jet ski ride through a collapsing cavern.
I find it baffling, but "a masterpiece", "the best Resident Evil game", and “one of the best video games ever made” are actual ways I have seen this game described. Multiple reviewers called it the best of the series, and people continue to call it that. Gone is the tense, atmospheric, resource management based survival horror gameplay, the harmonious balance of puzzles, survival and action that made this series so beloved. It’s replaced with a theme park of homogenous action gameplay and an incredibly stupid story. In my mind, it’s not Resident Evil at all, and may as well have belonged to an entirely new series that’s continued in RE5 and RE6. Another oft repeated bit of unquestioned conventional wisdom about RE4 is that it “saved the series from itself,” which is strange given that it marked the beginning of a slump that lasted over a decade. But, who knows? Maybe Resident Evil had to undergo this kind of transformation and decline to ultimately produce the four most recent Resident Evil games, all among the best of the survival horror genre. If these bad mid series games had to come first in order for the latest four exceptional games to come later, then I’ll gladly suffer their existence.
-Monster Review Corner-
Another thing I actually like about this game is a lot of the creature design work. The Mendez boss fight feels like a Resident Evil fight, and his insect-like true form looks like a classic Resident Evil BOW. Verdugo and U-3, likewise, feel like classically inhuman RE creatures, and they’d be right at home in a survival horror series entry. Regenerators and Iron Maidens are genuinely terrifying creatures – or they would be in a survival horror game. Here, they’re just another enemy to mop up. The Plagas that burst out of enemies are a shock when they first appear, and look like horrifying hybrids of The Thing and facehuggers. The chainsaw men are initially one of the best and most horror-centric additions to the game, that is, until you get powerful enough to trivialize them and they stop appearing. At least in the first two hours, they’re legitimately scary due to your narrow field of view and the fact that they one shot you. But it seems like with each thing this game may have done right, there comes something that it did very wrong. Toward the end of the game, you start fighting stuff like the zombies with huge gatling guns, and it’s very dumb. I hate these military zombies, I really do.
Overall monster score: 6/10
Overall monster score minus the merc zombies and dumb robed cultists: 9/10
Time to complete: 11:28
By around the 8 or 9 hour mark, I was practically begging for this game to end.
Resident Evil 5 (2009)
When I started this, I thought I'd like RE4 more than RE5, but it turns out 5 is a much better game. It's a big dumb action movie, but it's a much better big dumb action movie than RE4, or RE6. The action is better, the graphics and art direction are better, the controls are better, the story, characters and dialogue are all better. It's too bad they just couldn't let go of the QTEs. It's a very good Capcom action game, but again, not a great Resident Evil game. It's much more confident as an action game than RE4, and almost entirely stops pretending its gameplay is about anything other than action, to its benefit. The combat is faster and more responsive, but still feels slower and more methodical than most action games. It’s just overall a significantly improved action game.
RE5 Chris is so much better than RE4 Leon. Chris and Sheva are a likable duo who feel like a typical RE pair and play off of each other well. The dialogue likewise has much more natural localization than most if not all previous games in the series. I don't really like how they gave Jill and Wesker Kojima character designs, and this bad aesthetic continues in RE Rev.
The files unlocked in the menu are actually kinda good, and this game expands and fills out the setting in some interesting ways, setting the stage for the Revelations games and RE6.
If you read the files, you learn what happened to Umbrella and how they shut down. What's nice is that the files and in-game story actually go into the ramifications of a world where BOWs exist and can be sold to people with various agendas. It's a world of corporations, NGOs, political subterfuge, and black market dealers making profit off of human suffering, where a whole international organization was created to handle bioweapon incidents. It's disappointing that with this backdrop, the game's actual story is ultimately reduced to a battle in a volcano to save the world from a supervillain. It's a very comic book conclusion.
I know they're infected with a monster virus, but the visual of black people as writhing, animalistic subhumans is, uh... problematic, to say the least. Also, the image of Africa The Continent as a land of dead goats, megaphone-shouting lunatics and rabid, violent crowds. Also the scene early on where some brown savages are carrying off a scantily clad white woman. At least she turns into a tentacle monster shortly after instead of being rescued. It's hard to deny that they probably chose part of Africa as RE5's setting due to the misconception of the entire continent being a war-torn land of petty dictators.
Some parts of the game are much better than others. Generally, the early game is good. The ancient city level is... pretty bad. And it culminates in a laser mirror puzzle that some version of would feel at home in an older RE, but here feels out of place and rhythm-disrupting. I wouldn't necessarily say the game gets really bad toward the end, except for the two consecutive Wesker boss fights. The boss fights against Wesker are both bad and pretty dull. You don't really want your climactic final battle against a longtime series villain to be so boring. I imagine it's a bit less long and dull with another player, like everything in the game. I've played this game in co-op and alone, and you're really missing something by not playing co-op. Sheva's AI can be very frustrating and many parts are clearly designed for two human brains. Overall, RE5 ends pretty fast, and wears out its welcome less than RE4. The biggest problem with RE4, 5 and 6 is that they totally lose the spirit of survival horror. Because of that, I don’t have much to say about the gameplay of RE5 other than it’s a pretty decent action game. If you’ve played an action game, you’ve seen this kind of game design before, and it’s just not all that interesting.
Neither of the D LCs missions are especially good or interesting, but I want to mention them because they do show the beginnings of Capcom experimenting with the episodic formula that they'd continue with Revelations, Revelations 2 and RE6.
Lost in Nightmares sees Jill and Chris exploring Ozwell Spencer's sprawling mansion, and is meant to be a throwback to the old style of RE. Unfortunately it doesn't have the spark that made those old games good, probably because it was designed by the RE5 team. It mostly ends up just being an extended and unnecessary reference to the classic games.
Desperate Escape is essentially just another level of RE5, but you play as Jill. Since RE5 already exists and is a fine length, this doesn't really need to exist.
Time to complete: 9:17
Resident Evil: Revelations (2012)
It's very rough around the edges, far from the production value you'd expect from the series, and definitely not something I'd call exceptional, but there are some good things going on. It definitely does feel more like RE than 4 or 5, but still only kinda feels like survival horror. It would be no great loss if this game didn't exist, but it's an interesting experiment.
This game was originally made for 3DS, and it feels very inconsistent, in a way you'd kind of expect a spinoff game made for a handheld console to be. It’s split up into episodes that usually take around half an hour, and have you switching between characters, and the short length was meant to be tailored to a handheld experience. Usually each chapter starts with a sort of interlude related to the main story where you play as other characters in another location, then it switches back to Jill exploring the main ship the game takes place on. The bite sized nature of the episodes makes it feel easy to keep playing. Some parts of the game are very fun and flow well, and other parts are just dull or frustrating. The game feels like a confused mix of survival horror and RE5 style action, and between that and the constant character swapping and hit-or-miss dialogue, it feels like a game that’s not very sure of what it wants to be. The bulk of the game where you’re playing as Jill aboard the Queen Zenobia, a BOW infested ship adrift at sea, tends to be the strongest part of the game, and it’s a great setting that’s perhaps underwhelming due to the graphical capabilities of the 3DS. You end up in a similar setting near the end of RE7, also directed by Koushi Nakanishi, and it looks a lot better there, and does justice to the concept better. Like so many things in Revelations, it was a good idea, but a bit underwhelming in its execution. This period of Resident Evil was definitely a time of trying out new directions for the series. Revelations, RE6, and another spin off I didn’t play called Operation Raccoon City were all released in 2012. RE6 is bad, Revelations is okay, and by all accounts Operation Raccoon City is not all that good. After a year like this, it makes sense Capcom went back to the drawing board.
The writing in Revelations is not great, and is sometimes suddenly better or worse, but I appreciate what they were going for with the rapport between characters. I also feel like this game messes up that classic survival horror feel of exploring an intimidating place alone. You're always with a partner and always switching perspectives, so it never feels like you're alone, and because of that switching you never even really feel like you're isolated from the outside world on the Zenobia. It feels more like a TV show storytelling technique than something that works well for survival horror. Part of what makes survival horror work is that atmosphere created by feeling isolated and vulnerable, and it doesn't really work when the game is always cutting away between chapters to show what so-and-so is doing elsewhere.
Most of the characters get Kojima style designs, which I'm really not a fan of. Previous RE character designs were always very grounded without being too boring, and included classics like Jill's beret look, Jill's blue tube top look, Claire's magenta shorts look, and Ada's red dress look. I’m really not a fan of the skintight suit covered in tubes, straps and gadgets style of character design. It feels very “anime Rob Liefield.”
I appreciate what they wanted to do by telling a story in multiple perspectives, and how they did it to suit a handheld game, but at the same time I feel like it disrupts the flow of exploration and the atmosphere of survival horror. Revelations 2 does a significantly better job of telling a story in different perspectives. Revelations was pretty fun to play, and had some decent ideas, but it’s nothing I’ll ever return to. It would be remiss of me not to mention my favorite bad dialogue of the game, so here are all of the best lines:
"Sorry, I don't date cannibal monsters."
"Me and my sweet ass are on the way!"
“Jill, where are you?”
"I dunno. A room, I think."
"These terrorists must be brought to justice... blast it!"
-Monster Review Corner-
They went for an “under the sea” aesthetic for the monsters in this game, so almost every monster is a variation of a bloated pale humanoid. It does have guys that are like walking mutant sharks with arms that are swords and shields, which I’m not going to pretend isn’t sick, but they really, really don’t fit in a Resident Evil game. Oops, wrong game, these guys were supposed to go to Etrian Odyssey. The only kinda cool RE monster is the one that’s like a nightmare mermaid with spiny abdomen teeth. Overall monster score: 4/10
Time to complete: 5:12
Random fact: this was the first RE game where you could move while shooting.
Resident Evil 6 (2012)
I’m not going to have much to say about this one. RE6 is bad in many of the same ways the Tomb Raider reboot trilogy is. Abandoning almost everything that gives the series its unique identity in favor of trying to make a game that will sell a lot of copies. Obsessed with QTEs and explosive, loud set pieces, and resentful of player agency. "No no, silly player, look over here. Move at this speed. Go this way. We know best. Now that's entertainment!" It's a game that desperately wants to entertain and impress, dragging you by the wrist through loud, brash, guns-blazing action campaigns that totally miss the point of both horror and Resident Evil. Most of the time it just feels like an arcade shooter, and you're expected to stick to the script so closely that it may as well be a rail shooter. It really does take away everything that makes survival horror special: it doesn’t have a slow pace, it’s not about exploration, you don’t feel vulnerable or isolated, there’s no sense of map knowledge or pathfinding, it has overwrought combat mechanics, there’s pretty much no quiet time, the atmosphere is more goofy than scary, and it takes forever to finish. Sometimes it feels like this game really wanted to be Left 4 Dead 2: the way campaigns are set up like movies, the special zombie types, the co-op play, the sprawling levels. Except the devs seemed to have no clue as to what actually makes Left 4 Dead fun. The producer said the idea behind RE6 was to create the “ultimate horror entertainment,” which perfectly explains why it feels so much like a bad movie you’re being forced to sit through. It’s bombastic and stupid like a Fast and Furious movie, but doesn’t even have the idiot charm of one of those movies. Resident Evil 6 is a long, forgettable and stupid third-person action game that doesn't even have the common decency to be fun.
Time to complete: Who knows. I'd finish this game if someone was paying me to, but they're not. People say it takes over 20 hours, which sounds unbearable.
Resident Evil: Revelations 2
Finally some good fucking Resident Evil. I was actually kind of surprised by how good this game was, something the mediocre Revelations didn't prepare me for. It's a very welcome return to a more survival horror style of gameplay. From the start, it's dark, lonely and atmospheric. You do always have a companion, but it's still mostly very good at capturing that survival horror isolation feeling.
It does have a few holdovers from RE6, most notably sprinting, skills and dodging, but it's the same style of dodge as RE3R, which doesn't feel totally out of place in a survival horror game, rather than the over the top rolls and dives of RE6. It doesn't have any of the dumb combat moves or the pointless stamina gauge or the action movie bombast. Skills are mostly passive and have only a very slight effect on gameplay. To me, this is a good thing, but it also means there may as well be no skills at all. It feels like something that’s needlessly tacked on, as though they wanted to convince a certain subset of their potential audience that it’s not just a classic survival horror experience, or perhaps they were trying to make it feel more modern, or extend replay value, or all of the above. In any case, it doesn’t need to be there and I’m glad it has little effect.
The game has a good deal of combat, but combat is simple enough to fit into a survival horror game. It would have been fine with less, but it's still fine, because it actually has things outside of combat, unlike 4-6, and lets you play, explore, and figure things out without a lot of overbearing guidance. A lot of the puzzles and navigation feel like classic RE, and it’s a great return to form in that regard. Sometimes it has a bit too much combat for my taste, but this is made up for by long stretches with few or no enemies, and it has those survival horror moments of exploration and puzzle solving to balance things out.
This game does AI companions right, for the first time in the series. Moira and Natalia are both really useful, and I found myself wanting to switch to them almost as often as I wanted to play Claire and Barry. You also don't really need to babysit them because it's pretty hard for them to die and they’re good at following behind. There are multiple good segments of the game where your characters separate, and Claire or Barry need to cover their partner while they traverse a room to gain access to the next area. Unlike in RE5, though, you’re not required to have a second player to have fun during these parts, and I don’t think it’s even possible to play the game co-op. At first glance this seems like a missed opportunity, but honestly, if someone had to play either of the secondary characters full time, it would get boring very quickly. I think it was a necessary sacrifice to make the two character system work well in a single player experience. I really don’t mind, since I think of survival horror as a single player genre. As a result, it lacks both the painfully slow character switching of RE0 and the painfully stupid AI of RE5.
It’s funny that just as in RE5, Rev 2 ends in two consecutive Wesker boss fights, but this time against Alex Wesker rather than Albert. Also, these Wesker boss fights are much better. The final boss makes use of the character swapping, and actually does it really well. Barry is running from mutant Alex through cliffside caves, and you switch between him and Claire, who’s in a helicopter with a sniper rifle. It’s very much a Resident Evil fight, in that it’s more about positioning and survival than it is about fast shooting or burning the boss down with damage.
I also actually think this game has a good story for the series, but mostly what makes it stand out is the characters themselves. I also really appreciate the callbacks to previous games. It refers back to things from RE1, Code Veronica, Revelations, and RE5. Alex Wesker, who I think previously only existed in lore notes, is the villain, and the Uroboros virus of RE5 plays a small role. It makes nods to the larger mythos without being so convoluted that someone who doesn’t know everything about every game would have trouble following. The central story is easy to follow: you’re trapped on an unknown mastermind’s monster infested deathtrap island, infected with a virus that causes you to turn into a disgusting, mindless monster if your level of fear gets too high. I love their choices of Claire and Barry as the main characters. Claire being a beloved series staple, and Barry being an unexpected but surprisingly great choice. I also love how you play in two different timelines, Claire and Moira on the island six months before, and Barry and Natalia searching for them in the present. You travel through a lot of the same areas, but fight different enemies, take different paths and solve different puzzles. Rev 2 also has the most naturalistic character dialogue and acting the series has seen thus far. It feels like the rapport they were going for in Rev 1, but done better, and both pairs of player characters play off of each other well. I like that Claire takes a matter-of-fact, seen it all before approach to the situation, because she’s been through two different self-contained zombie apocalypses, while Moira the teenager is always cursing and yelling and basically saying “what the fuck,” and she really acts like I think a teenager might in such a situation. Barry, the dumpy old dude with dad jokes who came prepared with his dorky backpack and cargo pants, and the fearless 10-year-old girl Natalia, also go together well. By the end, I found myself actually caring about what happened to these characters.
Between Rev 2's gameplay, dialogue, and visual style, it's easy to see how it paved the way for the third-person RE2 and RE3 remakes. It was a very good move for the series, and I'm surprised it's not mentioned more often. Despite being a sequel to a spin-off, it was at the time better at being Resident Evil than anything since REmake, which came out thirteen years prior. It has its highs and lows, but it’s a big step in the right direction, and a good survival horror game. It’s not quite the same quality of RE7, RE2R or RE3R, but I really liked Revelations 2.
-Monster Review Corner-
Honestly, the monster designs are one of the weakest parts of Rev 2. The principal zombie-likes are just these kind of blobby, gross dudes who run at you, sometimes while holding wrenches or other makeshift weapons. Most of the enemies follow the same pattern, kinda blobby humanoids that look like bloated corpses or conglomerations of body parts, and I find it pretty dull. There are also some generic RE dogs that for some reason have pig heads. I never hold zombie dogs against a Resident Evil game, because you can’t have a Resident Evil without evil dogs. I don’t make the rules. As you progress you just get bigger, meaner blobby corpse guys with different abilities. There are only really two exceptions that I find less boring than the rest: Glasps, and Alex Wesker’s monstrous forms. Glasps are invisible, bloated flying insectoids that instantly kill you if they catch you. In order to kill them, you need to switch to Natalia, who can sense them and point them out, then switch back to Barry to take your shot. They cause this weird vision effect when they’re near, implying that their invisibility is something they’re doing to your mind, which to me feels less out of place than physical invisibility. If you had asked me before if I thought an invisible enemy was suited to RE, I would’ve said no, but Glasps feel like a creature out of a STALKER game, and I like it. Alex's final form is classic RE, like the Tyrant or G-Mutation designs, but with more of a disfigured crone vibe. Her unnaturally long spiky spine and humanoid limbs give her a creepy marionette feel. The heavily mutated humanoids, like Nemesis, tend to be among the best RE monster designs. Before she injects herself with Uroboros and transforms, she looks like an ancient haglike being with the air of a hunched vulture, with tubes and staples and half her face peeled off, a victim of her own T-Phobos virus.
Time to complete: 7:45
A practically perfect length. It feels like a long and satisfying experience that's paced well and wastes very little of your time.
Resident Evil 7: Biohazard (2017)
I actually played this game in early 2019, before I ever conceived of this journey through the series, and I was as surprised as anyone at Resident Evil 7 being a good game. An oft repeated sentiment among RE fans who dislike RE7 is "it's not Resident Evil." In my mind, that's a very strange thing to say, since it borrows almost all of its design principles from the classic trilogy. I think the negativity some people feel towards this game is a knee-jerk reaction to the first person perspective. I've learned that like any fandom, Resident Evil's is full of idiots who just kind of say things, and barely make any attempt to understand the thing they like so much. (Not to say everyone who's an RE fan is an idiot. People like Suzi the Sphere Hunter and Critique Quest on YouTube have plenty of insightful things to say. Your average video game comment leaver or redditor is just a "whoa, cool videogame" meme). RE7 brings back so many things from classic RE: a slow methodical pace, save rooms, a classic style map, limited inventory space, item boxes, emblem keys, limited ammo and healing, a small array of weapons, a relatively small number of enemies, a creepy isolated mansion, a lone protagonist, survival horror puzzles, a focus on exploring in order to escape, item-base progression, simple mechanics, a feeling of vulnerability, environmental storytelling, a relatively simple story, a harmonious balance of all these elements, and a short game length. Even the character switch at one point near the end of the game is classic RE. The design philosophy applied to RE7 is classic survival horror, through and through. This is so much the case that I noticed myself playing in a similar way to the classic era games. Checking my map to carefully plan the safest, most optimal route. Managing inventory for the least amount of backtracking. Making sure I checked every room as thoroughly as possible for useful items. Slowly making my way through a small but interconnected and well designed map. Feeling that sense of tension every time I opened an unfamiliar door. Getting absorbed in the atmosphere and taking my time. It's weird to say playing a horror game feels comforting, or cozy, but RE7 does, in a way. All of this isn't to say it feels just like playing the old games. It's a reinvention, rather than a re-creation, and I think that was the right route to take.
RE7 is the first game to use Capcom's RE Engine, and it looks extremely good, especially its lighting. The one thing that doesn't look exceptional is the models for people and their movements and expressions. People move and make facial expressions in that weird video game way that never looks natural, and it's kind of impressive how far Capcom has come since 2017 in that department. This is greatly improved in the 2 & 3 remakes, which also both use the RE Engine. The first thing I noticed while replaying this game is how incredibly detailed everything is, including the sound design. You hear your character's slightly hesitant breath, his footsteps, the creaks and groans of an old house, and other muffled sounds that can't possibly be attributed to a house's age. All of the visual details let you imagine how every part of the Baker farm slowly fell into disrepair, the toll that multiple floods took on the place, and the gradual disintegration of a family's sanity and normalcy reflected in the physical dilapidation of the house. Like the Spencer mansion in 1996, the Baker property is as much a character as it is a setting. The return to a seemingly abandoned, sprawling house as a setting really helps establish that this is a return to form, a return to slow, creeping horror. The house is a shadowy urbex nightmare of abandoned spaces and black mold. The washed up tanker and the mines you explore in the game's final stretch aren't nearly as memorable or characterful as the house. RE7 succeeds in actually being scary more than most Resident Evil games. It's very good at being a horror game, but has all of the survival horror gameplay that makes the genre so satisfying.
The RE7 team wisely created a new narrative that’s almost entirely disconnected from the convoluted mythos the series has been building on since Code Veronica, but used the ending to leave the narrative open to that connection to the larger story. This, combined with the first person perspective, makes the game feel more intimate and more focused, which really works for it. It's really more a story about the house and its inhabitants, about Eveline, Mia, Zoe and the Baker family than it is about its protagonist, Ethan Winters. In my opinion, he's one of the weaker parts of the game. This series isn’t exactly renowned for its brilliant character writing, but he’s just kinda there, like American cheese. At least characters like Jill, Carlos, Ada, Claire, Chris, Sheva, Barry and Wesker are likeable and/or memorable in a video game character kinda way. Ethan feels intentionally designed to be the most unremarkable mid-30s white dude you could think of, almost like he's meant for a target audience, and he drags an excellent game down a little bit. Even Nemesis, the monster whose only line is "STAAAARRSs," is more memorable. They can really do better. So while I’m very excited to see what they do with RE8 after the quality of the last three games, I was disappointed to learn I’d still be playing as Ethan. I'm hoping they'll figure out a way to make him less lame. The other thing is, almost every RE protagonist is a member of S.T.A.R.S. or the BSAA, or someone who knows how to shoot a gun, so they at least have some explanation for how good they are at handling these situations. Ethan is literally just some guy who goes into a swamp to find his wife.
RE7 is at heart an amalgamation of a bunch of horror tropes and references, even references to the series itself, and yet it feels more like a loving homage to horror than a hackneyed rehash. Meet the family from Texas Chainsaw Massacre as you explore the mansion from Resident Evil/The People Under the Stairs and evade your wife who’s now a deadite from Evil Dead, meet the gross body horror man from From Beyond, shambling swamp monsters, an evil witch grandma, and the little girl from F.E.A.R. You also solve a puzzle from Saw in a serial killer’s murder maze. It's all bundled together and interwoven so well that it feels like something fresh and unique rather than horror's greatest hits.
Time to complete: 7:40
Like all of the best survival horror games, it ends right before it starts wearing out its welcome. The short length keeps any of its ideas from getting stale.
-Monster Review Corner-
There really aren't that many different kinds of monsters in this game, which I'm fine with. The principle zombie-likes of this game are slimy black sinewy humanoids called molded. Eveline, the bioweapon in the form of a little girl, is the cause behind everything bad that happened to the house and family, and she creates a black mold which infects those she wants to control, and which molded are made of. A lot of people think they're boring enemies, but personally I think they're perfectly suited to the setting of a dilapidated, water-damaged house that's being slowly reclaimed by the surrounding wilderness. The first enemy you actually encounter in this game is your wife Mia, who switches between normal Mia and evil deadite Mia. She also chops your hand off with a chainsaw, which is pretty fun. Jack is the Nemesis of RE7's early game. He's an unnaturally pallid middle-aged man who stalks you and has regenerative abilities which are later revealed to be... extensive. As you explore the house in the early game, you're always on edge because you know he could be lurking anywhere. In his later boss form, he's a bulging body horror monstrosity. Marguerite is another enemy who stalks you through the boat house with a creepy lantern. She creates bugs that attack you, so she's like a nasty bug crone. As a boss she employs hit and run tactics, lurking in the dark waiting for you, so slow and careful is the best way to fight her. Eveline is just the little girl from FEAR. No two ways about it. I'm honestly not a big fan of her, just because I kind of hate the creepy little kid horror trope.
Side note: I think this is the first game in the whole series without evil dogs.
Overall monster score: 7/10
Resident Evil 2 (2019)
To my taste, Resident Evil 2 remake might be the most ideal incarnation of Resident Evil that exists. It has everything that makes survival horror great, and it’s all implemented extremely well. Combine this with the gorgeous graphics and chilling atmosphere and you have a practically perfect survival horror game. It feels like the culmination of everything that worked in the series over the years, with the visual fidelity to do it justice. It’s a good remake because it does more than just faithfully recreate the original – it takes the best ideas from across the series. It has the methodical pace of classic survival horror, the backtracking and slow unlocking of new areas, the shadowy, eerie atmosphere of REmake, the highly detailed graphics and sound design of RE7, the item combining of RE3, Revelations 2 and RE7, the close over-the-shoulder view of RE4 and beyond, which notably feels like Rev 2. I’ve talked about how survival horror is a balance of things, and in that sense, RE2R is superbly balanced. Visually, it’s so detailed and nails the atmosphere so perfectly that it makes you want to move slowly just because it feels like you should. Moving forward feels foreboding. The way zombies look and move is scary, and lickers are terrifying. Narratively, it’s the same story but told better, and characters are much more human and believable than the original. Leon is just a regular dude, not the regular shithead he became in RE4 and RE6, and Claire is a great character. The Raccoon City police station is the strongest setting of the game, it’s all shadowed corridors, bloodstained walls and shattered windows. You really get the sense of it being a building that was formerly used as a museum, and the barricaded doors and aftermath of carnage everywhere help you imagine what happened as people fought for their lives, and lost, before you arrived. The sound design is extremely well done and detailed, which I never noticed until I played with headphones. (I wish I had paid more attention to sound design on this series playthrough. It can be an important part of survival horror). Gameplay is no slouch, either. Patient, precise shooting and tactical retreats pay off, and inventory management remains an integral part of progressing through the game. You eventually have much more inventory space than in the classic games, but it still never really feels like too much until right near the end of the game. Puzzles and item usage feel just how they should in survival horror. The Sherry and Ada portions, in Claire and Leon’s campaigns respectively, are both a nice change of pace and they’re short enough that they don’t wear out their welcome.
Strangely, I don’t feel like I have much to say about this game, just because it so well embodies everything I’ve already cited as being good about survival horror. The police station especially is exceptional, in terms of atmosphere, map design, the layout of enemy encounters, methodical play, and balance. It’s very light on anything resembling fast paced action, and I love that. All in all, I think this is the most well-rounded and well-made Resident Evil game to date. It would be a great place to start the series, and a great way to show someone everything good about the genre.
Time to complete:
First run, Leon A: 7:49
Second run, Claire A: 6:39
Resident Evil 3 (2020)
Here are the common criticisms people have of this game, and why they’re wrong:
“It’s bad because they cut content from the original.”
First of all, these two are both excellent games, but they’re different enough to be completely separate games. Even the maps and the paths you travel through the game are totally different. Sure, it would be fun to see a clock tower area in the style of the remakes, but I’m not going to hold nonexistent content against a game, especially one that’s this good. If you want to relive RE3, it still exists. No one seemed to complain about how different RE2R is.
“It’s too short.”
It’s pretty much the same length as RE3, and it’s a fine length for a survival horror game. I like that the game is fast paced and concise, and this captures the spirit of classic survival horror. In this day and age I find short games refreshing, and brevity is a mark in a game’s favor rather than a mark against it. Also, when a game is short, I’m a million times more likely to want to replay it in the future. Case in point, this was the second time I played this game. If it took 20 hours, if it even took 10 hours, it would run too long.
“It’s an action game, not survival horror.”
It’s more of an action game than RE2R, but even that is up for debate. I feel like throughout a lot of the game, you’re really not doing more shooting than you do in RE2R, and Jill isn’t really any more heavily armed than Leon or Claire end up being in that game. There are more boss fights, and more explosions, though, and by the end of the game you have a ton of ammo and resources, but they generally give you tons of stuff at the end of these games. I mentioned that original RE3 felt more like an action movie than the previous two games, and the remake is a lot better at being an action movie. It has a breakneck start where you’re almost immediately in a fight for your life against Nemesis as he bursts through the wall of Jill’s apartment and chases you through the streets, which culminates in the player ramming him off of a parking garage with a car. I’m normally not a big fan of explosive set pieces in games, but this one is really good and is great at setting the tone for the rest of the game. Just like the original, it’s more action oriented, but it’s just much better at action than the original RE3. I really wouldn’t classify it as an action game, like a lot of people seem to. Its pedigree and presentation are thoroughly survival horror, in my mind. Inventory management is an integral part of the game and most of the game has that slow survival horror gameplay. One thing I like less about this game than RE2R is that it has fewer puzzles. It’s not like it doesn’t have any, but they take a backseat, which is why I’d call it more action-oriented survival horror.
“Nemesis doesn’t show up often enough.”
I really don’t know where this comes from, because I feel like if he showed up any more often than he already does it would get irritating and redundant. There are literally four separate boss fights against him, and multiple parts where he chases Jill around. How much more do you need in a five and a half hour game?
Now that that’s cleared up, on to other things.
The Resident Evil 2 Remake has a lot of noticeable similarities to the original version, but Resident Evil 3 Remake is basically a completely different game, and I honestly think that’s a good thing. Somehow, when you play the original RE3 in 2020, it feels more dated than RE2, and I thought RE2 was a better game.
Back on the topic of action: this game does a thing video games do I don’t usually like, which is when the main character is often seen falling off of exploding things and staggering through corridors and burning buildings and thrown against cars and so on and so forth. Here, I don’t really mind it though, maybe because it’s not a long game and these parts take up little of its play time. It also makes the fight against Nemesis feel more immediate and tangible. It does often feel like playing an action movie, but it’s Terminator 2, not Michael Bay. Also, the bad Nemesis boss fights of the original are replaced with actually good boss fights.
One thing I really like about RE3R is the way characters are presented. Jill and Carlos both feel like more relatable, human characters, with actual personalities, and this makes you much more invested in their fight to escape the city. They end up being two of my favorite versions of RE characters, and I hope we see them in future games, though I find that kind of unlikely. Resident Evil is really not great when it comes to consistency in characters. It’s a shame because I’d love to see a direct sequel with this version of Jill and Carlos. Apart from these two, even the rest of the cast are given a lot more character and feel human.
The Carlos segment of the game in the hospital is much more atmospheric and interesting than the original’s Carlos section, and this one ends with a siege style fight much like the cabin fight of RE4. On the topic of RE4, this game has a document explaining that Nemesis was created by implanting some kind of parasite into a Tyrant, and the author of the document berates Umbrella for going the route of parasites due to their unpredictability. You also fight a few zombies in the game who were infected by Nemesis and grow alien-looking parasites on their heads. It can be assumed that this is tying the lore of these games in with the Las Plagas parasites of RE4 and RE5 and paving the way for the RE4 Remake. I think this is neat, even though I wish they wouldn’t remake RE4 on account of it being garbage.
All in all, I really like this game, and it’s one of my favorites of 2020. It’s a very good survival horror game with tons of detail and character that can be finished in two or three sittings. I have pretty much no complaints about it other than the aforementioned lack of puzzles. It’s more fast paced survival horror, but it’s very good in it’s own right.
Time to complete: 4:36 (2nd playthrough)
I don’t know the exact time of my first playthrough, but my old save file that’s right before the final boss was at 5:52.
Final Thoughts
I feel like after playing all of these games, it should be asked: is the story of Resident Evil any good? The answer to that is… kinda, sometimes? But also no, not really? It’s often entertaining, scary, gory, tense and atmospheric in the way that a good horror movie is. It’s also a little silly, often in a charming way, like how you can always tell at any given moment that this setting is a Japanese interpretation of America. The story itself goes well off the rails by the time you reach RE4. I mean, you’re rescuing the president’s daughter from evil zombie villagers and space alien tentacle monsters and cultists and ogres and then the zombies get body armor and guns. (Let's just not ever talk about the story of Code Veronica.) But the story isn’t really the point, is it? I think the series is vastly improved because there is a narrative, and it just wouldn't be the same without it, but you won’t find anything too deep or meaningful in that narrative. The one saving grace is that a defining feature of the story is ultimately the fact that corporations and governments are evil and only care about profit, to the extent of sacrificing hundreds of people in multiple biological weaponry incidents. That aspect at least feels true to life, especially in the midst of a pandemic that neither our government, nor the extremely powerful corporations that exercise control over that government, are doing anything about. Umbrella is an international corporation that no one dares or bothers to oppose who maintains their own paramilitary force, has their own private prisons and research sites, and has their hands in every part of the government and infrastructure of Raccoon City and who knows how many other cities. The villain is always ultimately the unchecked corporation - even in RE7, the nightmare family that seems disconnected from the outside world is ultimately revealed by in-game documents to be directly linked to corporate experimentation.
In Revelations 2, as well as the new 2 & 3 remakes, the characters are at least likable and there’s nothing incredibly dumb like you’ll find in RE 4, 5 or 6. Some would cite the part at the end of RE3R where Jill uses a humongous railgun called the FINGeR (Ferromagnetic Infantry-use Next Generation Railgun) to kill the final form of Nemesis as something dumb, but they are wrong. The characters of RE2R, RE3R and Revelations 2 are likeable and human, so they seem to at least be going in the right direction in that regard. The storytelling of RE7, RE2R and RE3R returns to the more grounded approach of the original trilogy, which is a good thing, and I think a good sign for the future of the series and its setting.
There’s something I’ve noticed about RE games, which might just boil down to my own personal preferences. In pretty much every game, you end up in an entirely new location in the final act of the game, and that last part is never as good as the rest. In RE2R, you spend most of the game in the police station, then go to the sewers (and the orphanage if you’re playing as Claire). For the last stretch of the game you end up at NEST, Umbrella’s secret underground lab, and this part is weaker than the rest. Likewise, the ship and mines areas in RE7 are weaker than the majority of the game, the lab in RE3 and its remake, the lab in REmake, even the last section of RE5. This isn’t to say these parts are necessarily bad, just that they tend to be worse than the rest. At the same time, I think they’re necessary changes of pace and locale. I think there are two reasons for this: one, the first locations of RE games tend to be very strong settings with lots of character, and two, it’s an an example of a problem all horror fiction faces, which is that the more you ramp up tension, the harder it gets to do it in believable and interesting ways. If horror goes on too long, situations become predictable and it loses its bite, and survival horror games are no exception. Ramping up tension and action necessarily compromises the things that initially make horror enjoyable, like slow and eerie pacing, the danger of an unknown threat, the vulnerability of character or player, and the slow unraveling of mysterious and fatal circumstances. At the same time, horror needs a final act, needs some kind of closure, otherwise the building of tension feels like it was for nothing and the story is unsatisfying. I have no idea what the solution to this is, except brevity, which good RE games are very good at.
I liked a few RE games already, but playing through them all really made me realize I like this series more than I previously thought, and I like survival horror a lot more than I thought. The really bad and long mid-series slump that lasted about thirteen years can’t be ignored, but I really like more than half of the games in the series. It created an entire genre with a devoted following, and I feel like RE2R brought the genre back into the limelight somewhat. You can see the influence of the genre even on games that aren’t really in the genre, like Prey, Gone Home, Bloodborne, and Left 4 Dead. I’m really looking forward to playing through my list of other survival horror games.
Things Resident Evil showed me that I love about survival horror:
-Slow paced, thoughtful gameplay. You’re rarely rushed, and action isn’t the focus. Generally there’s nothing dragging you along in a certain direction, forcing you to look at or interact with certain things. It’s up to you to figure out the way forward.
-An emphasis on exploration. This is tied in with the previous point. A lot of the fear and tension comes from not knowing what's through the next door or what will happen next, but knowing you have to explore to progress. These games have a lot of backtracking, a healthy sense of map knowledge and memory as a useful skill, and lots of item-based progression. As I mentioned in my note about puzzles before, the whole map feels like a puzzle to be solved.
-A feeling of vulnerability, reinforced by things like limited defense options, slow movement, scarcity of items, limited inventory space, and simple combat. This goes hand in hand with the sense of isolation usually found in survival horror games.
-Environmental storytelling. Setting details being revealed through documents, destruction, corpses, bloodstains, locales, and even puzzles.
-They aren’t defenseless walking sims. It's on you to survive. Having a way to respond to threats, but not feeling like you ever have quite enough, is much scarier than being defenseless. It's because it's a game - mechanically, you know a game isn't just going to give you no defenses, then throw you to the wolves. Survival horror acknowledges its framework of video game, its limitations and advantages. It gives more of a feeling of success or failure hinging on your decisions rather than on scripted events. The player feels like they have more agency, even if it's not always strictly the case.
-Making use of silence, something games aren't generally good at. This ties in with quiet time, something I wish more games were aware of. That is, times when the player is just quietly left to their own devices, exploring alone, solving puzzles, reading notes. You're not in danger 100% of the time, which gives the danger teeth.
-Simplicity of play, or accessibility. These games generally don’t contain any difficult mechanics or concepts that need to be explained, have little need for tutorials, and are easy to understand and play. Things like difficulty settings, auto aim, and the assist modes seen in RE2R and RE3R expand accessibility too. I think difficulty goes in this category too. Honestly, most survival horror games aren’t all that hard, because if you died all the time, you’d get bored and frustrated. Survival horror games seem to actually want you to have a good time. Imagine that.
-Mostly short playtime. A genre that's often good at not wasting your time. It’s very good for people without much time or people who like to actually be able to finish games and move on to other games, or replay games. It might sound weird, but also, sometimes I feel like really long games have something to hide under all that repetitive content.
-New weapons or abilities feel earned, because you generally go through a lot to get to them and they’re not handed out very often.
-A harmonious balance of elements. When a survival horror game is good, it elegantly combines all of the aforementioned traits.
RE Score Sheet
Endings where I flew away in a helicopter: 8 Crank or valve handles collected and turned: 16 Zombies or dogs or birds that burst through windows: 19 Object pushing puzzles: 14 Shaped indentations filled (including cogs): 71 Jump scares: 13 Puzzles where you configure shapes or valves or gears or numbers or lights a certain way: 18 Oversized animal types: 12 (Spider, Bee, Moth, Snake, Shark, Worm, Scorpion, Cockroach, Centipede, Bat, Salamander, A Different Bat) Rooms with monsters in tubes: 8 Gigantic mutant plants: 4 Times when it looked like a character died but they didn't really: 10 Secret subterranean labs: 10 Switches that change the water level: 5 Batteries/cables attached to things: 9 Clock towers: 4 Vaccines synthesized: 4 Self destruct sequences: 7 Helicopters shot down or otherwise destroyed right before they were used to escape: 6 Unique viruses: 9 (Progenitor Virus, T-Virus, G-Virus, T-Veronica Virus, Uroburos Virus, T-Abyss Virus, C-Virus, T-Phobos Virus, Mold Virus)
Resident Evil Tier List
Obligatory tier list disclaimer: tier lists are stupid and bad and fail to acknowledge the many nuances of things.
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IVY PANGILINAN
https://www.ivypangilinan.com/
i have been following Ivy Pangilinan’s work for a while now. She lives in the Philippines and maybe that is why I gravitate to her work.
I usually am very critical in abstract work like this. Often times it becomes too cloudy, gray, dirty and aggressive. colors often mix too much in abstract work resulting in grayish color that I do not enjoy.
In Pangilinan’s work, there is a right balance of “muddyness”. Her pencil marks reminds of me of the graffiti works in Metro Manila walls. The layering of her colors reminds me of peeled poster flyers all around the city. There is a right amount of swampy greyish green color when she mixes her color that reminds me of the stained Metro Manila walls due to the polluted busy streets (especially in EDSA highway) especially in the rainy seasons of June-September when these streets flood.
There is something that attracts me to her work. It’s possible we have similar upbringings living in the Philippines. There is a nostalgic feeling in her work for me. It feels familiar and warm. I also like her use of noise and gritty texture in her photographs which is also present in the Philippine architecture that gives the nostalgic feeling in her work. I also like how she incorporates her worn handwriting in her work. It feels more personal as if these are her journal entries. I enjoy this as a graphic designer as well and a person who journals a lot. I have always wanted to incorporate my handwriting in my work too.
There is a youthful energy in her work, that could be mistaken to be made by a young child filling in blobs of colors and scribbling in pencil.
This youthful energy can also address the filipino traits that we are known for. Filipinos are hospitable, polite, and always happy even through the tough times- and this is applies to my family as well, thats probably why I am always bubbly. This also shows in my work are we have somewhat similar color choices of bright and saturated hues.
Growing up in the tropical country of the Philippines, I always associated it as this bright and sunny place even if we do have monsoons and hurricanes during the rainy season. Maybe this is because I have so many good memories there that I mostly only remember the good times.
I have always mentioned that I see through a “yellow filter” because my memories of the Philippines are always bright and sunny even though we have a rainy season for almost half of the year when most of the country floods and many people are affected. I think it is a super power of the Filipinos to be able to get right back up right away, because these floods never really crushes that Filipino spirit, they are always ready to get all the pieces back together and get right back on with life- proving that they are very optimistic
I still have this “yellow filter” today, no literally. I wear glasses and i have this blue light filter applied on it, and its literally just a yellow filter on my glasses.
I had a big family in the Philippines. I literally grew up with my cousins and aunts/uncles right next door, and I always remember having the most fun childhood because I get to play with my cousins every single day. my favorite memory of us is when we would color/journal together (but also play house, pretend cooking, and play with dolls) thats probably why I enjoy paintings to much, because it has always reminded me of the good times with my cousins, and now that I am away from them, this a way where I could relive that moment and feel good alone.
I think Ivy Pangilinan’s (and Heather Days) work pushed me to explore pastels, crayons and other materials because it opens that childhood memories of mine. That is the main reason why I love pastels because it is the adult version of crayons.
when did we stop being able to play with these materials or toys? how come we need an adult version of things we enjoyed as a child?
Art materials are not something accessible to everyone in the Philippines. The materials there are so expensive that it is very impractical to keep art making as a hobby. I remember when I was young, My mom or aunt surprised me with a 48 crayon box when I passed an entrance exam in a Catholic school near us. I remember loving that box and filling in coloring books whenever I had the chance.
As I grew up, I remember my cousins always having a variety of colors in their collection. I would always borrow their cool shades when we would play, one time I remember stealing this “lemon yellow” shade of light yellow with a hint of green because I loved that color so much. I'm not sure if I eventually gave it back, maybe not (lol).
It was not till my mom moved to America to find a job, when she would always send us “balikbayan box” filled with all sorts of stuff she bought for us from here. I remember she got me a Crayola box with 140 colors and I protected that with my whole life. I loved it so much because it had neon, and glitter crayons and none of my cousins had that and they would borrow from me instead. That's when my fascination with colors began.
It is my goal to be a successful artist, and I will go back to the Philippines and provide art supplies to the children in need.
--------------- I also relate to Ivy’s connection with intuitive painting. The Philippines is a Religious Catholic country (influenced by the Spanyards when they colonized us for 300 years). We are taught to believe in something we could not see. It is very internal and spiritual. At a very young age I was told to listen to my conscience because this is God speaking to me. So I am very connected to my inner dialogue, and this is how I navigate through my emotions- and this applies to my art making as well.
Art is a very spiritual act for me. This does not only serve as a vehicle for expression but also a space to practice my faith. I am not a religious person and I am currently trying to unlearn the Catholic practices I was taught when I was young (going to a Catholic school), and I am now in a journey of finding my own idea of who God is, and one way I explore that is through art, writing and mediating.
I yearn for peace when I am creating art, and it is the calm, silence and the intimacy where I find God present. He is present when I feel content.
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I also like how she shows her process. I gravitate towards her window because I remember my sister having one just like that when she had her room in the attic. I would always look at that window and peep at what's happening outside.
Seeing her process makes me think of what could have happened if I stayed in the Philippines. I have a feeling that I may not be able to pursue art and do something “practical” instead. Art really won’t be enough for me to have a financially stable career. Pursuing art there is a privilege, only for people who has the means and could afford the materials. It was never really a real option for me in the past, even though my mom supported me in my talents. It was only when I moved to America when I truly had a chance to pursue my passion.
I have this fantasy of having a studio in the Philippines and eventually retire there. We have a terrace in the front of our ancestral home and I have always imagined myself working outdoors and having a mini garden there. I would love to go travel around the Philippines and apply those sceneries and new memories in my work.



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The best camera for creatives

When it comes to picking the best camera, there are few things to consider. Key questions you should ask yourself before buying include: will the camera be used purely for photography and video? Do you want it to be portable and light for travel, or more sturdy for all weathers? Should you get fixed lens or not? And last but not least, how much do you want (and need) to spend on it?
Buying a great camera doesn't have to be all about work, either. Photography is fun, and as a creative, you've already got a good visual brain. You may already be an avid Instagrammer thanks to the camera on your phone. And, while the best camera phones are undeniably getting better and better all the time, having a good camera set aside for photography still boast a number of advantages. Photography cameras are better in low light, have more resolution for printing at various sizes, can be more compatible with accessories like flashguns, and offer a greater selection of lenses.
Lenses with interchangeable lenses come in two sorts, using the traditional DSLR design or the more modern mirrorless type. Basic DSLRs are less expensive – and budget mirrorless cameras are smaller and more portable. Both types are available at a wide range of prices, and can be capable of pro results. The video capabilities tend to be better with mirrorless models – and lenses tend to be cheaper for DSLR systems.
aIf you don't need the ability to swap lenses, then the alternative to buy a compact camera or action camera and have a more portable photographic solution to your picture-taking needs click here
Jump to what to consider when buying a camera
The best camera for creatives overall Our pick for the best camera overall is the Fujifilm X-T200, the reason being it’s a mirrorless camera for everyone, with fantastic image quality, top-notch 4K video and access to the terrific range of X-mount lenses. It's a photography camera that has fantastic video and can be picked up by the novice user, while offering enough depth for the keen learner and the enthusiast.
And speaking of video, if that's your thing, our best 4K camera is the Panasonic Lumix GH5, with its impressive breadth of movie-making features. It's by no means the only good 4K camera on our list though, so read through to see the options available.
Fujifilm X-T200 As a creative you're likely not only looking for a good camera that takes great images, but also one that doesn't break your bank account. We reckon that Fujifilm has come up with a fantastic answer in the form of the X-T200, a sophisticated mirrorless camera that comes at a pretty reasonable price, especially for what you get.
Its traditional, dial-based handling makes it a genuine pleasure to use, and unlike many entry-level models, it comes equipped with an electronic viewfinder, making it a great option for those who like to compose images at eye level. The LCD screen is also a great option however, a generously sized 3.5-inch example that can flip around 180 degrees if needed. Images produced by the camera look fantastic, with those trademark Fujifilm rich colours, and the X-T200 can also shoot great-looking 4K video.
Having access to the amazing range of X-mount lenses is a terrific bonus as well, further solidifying this photography camera as a fantastic choice for creatives of all stripes. It's not the most sophisticated Fujifilm camera, but for the price, this 2020 model gives you a fantastic level of functionality and depth of creativity that will reward any user who puts in the time to learn the camera and get better at shooting with it.
Nikon D850
The Nikon D850 is still top dog in the DSLR world, and unchallenged by Canon when you consider just how many things it gets right. Normally such cameras are intended to excel in one area, such as speed or resolution, but the D850 delivers in all of them. Its 45.7MP sensor produces richly detailed images, particularly as it lacks an anti-aliasing filter, while 7fps burst shooting can be boosted to 9fps with an optional grip and battery. The 153-point AF system, meanwhile, is still Nikon’s most comprehensive iteration. And naturally, 4K video is on board too.
Around its solid core, this camera is ready for unlimited creativity, with time-lapse shooting, slow-motion video output in Full HD, in-camera Raw processing and a raft of other post-capture adjustments all falling to hand. Shooting at night? Many of the camera’s controls light up, and the ISO range stretches to a setting equivalent to 102,400 – a rarity on a camera with such a populated sensor. Need to shoot silently? This is not possible on many other DSLRs, but here you can fire 30fps bursts in complete silence.
Targeted at photography pros – and as at home in the studio as it is in the field – the Nikon D850's body usually comes on its own. But if you don’t already own a lens you’ll be well served by partnering it with the excellent AF-S Nikkor 24-70mm f/2.8E ED VR for general use.
Canon EOS Rebel SL3 / EOS 250D Canon has been making really affordable digital SLR cameras for years, and with the EOS Rebel SL3 it has best entry-level DSLR around. Known as the EOS 250D outside North America, the Rebel SL3's design is sophisticated while still being friendly to the novice – boasting the guided Creative Assist mode to help you get to grips with what the camera can do. It’s fully connected, with Bluetooth and Wi-Fi for super-fast shot transfer and remote control, and it also can now shoot 4K UHD video at 25p, further expanding your creative options.
Another big plus is the Live View functionality – composing and focusing using the rear screen rather than the viewfinder – which has been radically overhauled from the previous model and is now much improved, with whip-fast Dual Pixel autofocus that’s actually much better than the 9-point system offered in the viewfinder. Composing with Live View can be useful in all sorts of creative situations – if for example you’re photographing human subjects, it’s much easier to give directions without a camera pressed up in your face. The Rebel SL3 is also extremely small and light for a DSLR, weighing just 451g, and won’t take up too much space in your bag.
The EOS 250D blends many of the advantages of DSLR cameras with those of mirrorless models, creating a fantastic DSLR that’s suitable for everyone from entry-level users to more advanced shooters – for an excellent price, too.
You can grab it as a body-only option, although most people just getting started will no doubt want to spend a shade more to pair it with the EF-S 18-55mm f/4-5.6 IS STM lens. If you’re feeling adventurous, you can even opt for a kit with the all-encompassing EF-S 18-135mm f/3.5-5.6 IS STM instead, and if you fancy something similar but with a bit more powerful, take a look at the Canon EOS 90D, which has a more solid construction and better-suited to experienced photographers.
Panasonic Lumix GH5 It’s difficult to know where to start with the Panasonic GH5; it's such a good camera that there’s a lot to pique the videographer’s interest. 4K footage can be recorded in both DCI 4K and UHD 4K flavours without the heavy crop factors that plague other 4K models, and this is captured in high-quality 10-bit 4:2:2 (internally). You can also use focus peaking to get focus bitingly sharp, call on an anamorphic shooting option, capture at high speeds for slow-motion output and opt for a (paid-for) log option. Video aside, there’s plenty more to love, from the excellent 3.6 million dot viewfinder and articulating LCD through to 9fps shooting and 225 AF points, all inside a sturdy, weather-sealed body.
Not quite what you need? The newer Panasonic GH5S variant opts for a 10.2MP sensor for better dynamic range and low-light performance, but misses out on sensor-based image stabilisation and is more of a video-only option.
Nikon Z50 Number 6 in our list is the Nikon Z50. After Nikon joined the Great Full-Frame Rush of 2018, where it felt like practically all the major manufacturers were unveiling new full-frame mirrorless systems, photographers everywhere were keen to know where they'd go next. The Z6 and Z7 were and are excellent – and expensive – cameras. What next?
The answer: the exceptional Z50. An APS-C model, the Z50 is no mere slimmed-down version of its flagship siblings, but is an excellent mirrorless camera in its own right. Its physical handling is simply superb, with a chunky grip that makes the camera easy to operate one-handed. On the inside too it's just as sophisticated, with a gorgeous sensor and sophisticated autofocus, and what's more it comes at a price specifically tailored to undercut its close competition like the Fujifilm X-T30. What's more, thanks to the FTZ mount adapter, users can also enjoy the incredible legacy of Nikon F-mount lenses. Shooting as fast as professional DSLRs, the Nikon Z50 isn't just a good camera – it represents amazing value and a truly sublime shooting experience for any creative. Look out for the twin-lens Z50 kit, which is a superbly-priced bundle. Sony Alpha A7 III
Just as Nikon’s D850 quickly became the DSLR that everyone wanted to switch to, Sony’s A7 III has mirrorless users saving up their pennies. While many models have their specific focus and target audience, the A7 III really is a camera for all click here A 24MP full-frame sensor, hybrid AF system that covers a staggering 93 per cent of the frame and 4K video from oversampled footage are just a sliver of the highlights. Sony has focused on the details too, installing the useful AF joystick that found fans on previous models, and boosting battery life to a very respectable 710 frames.
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SKETCHY BEHAVIORS | INTERVIEW WITH LAUREN YS
From large scale murals to multi-layered works on canvas, LA based artist Lauren YS’s art captures everything from the female experience, addressing topics like sexuality, death, aliens, monsters, and the occult. Her works are complex much like her own experiences, so we’re super stoked to find out more about what drives her, who and what inspires her, and what challenges and advice she has for our readers in this awesome Sketchy Behaviors interview..
Take the leap!
Photographs courtesy of the artist.
Introduce yourself. Hey! I’m Lauren YS - Hmm, something you might not know … I used to play ice hockey and my favorite candy are Peach O’s. I am a really good listener, but that also means I hate being interrupted. I dream, often, about being underwater.
Tell folks a little about your artwork and what do you love to make works about? I make work about the female experience, sexuality, identity, space, aliens, heritage, death, monsters, nature, emotions, natural phenomena, the occult and whatever else I might be obsessing about. I like slimy creatures, kitsch, psychedelia, sex and Halloween, and mixing repulsion with attraction. I want the viewer to feel unsettled as much as engaged. I make things in an effort to try to process the beautiful shit rocket that is the world around me.
When did art become something you were aware you could do for a living or as a career you wanted to pursue? I have always been making art, but I never thought it was possible to support oneself as an artist: It seemed really out of reach or surreal. It wasn’t until I had already been fully freelance for a year before I realized I was actually doing it. I think it’s just something that comes out of necessity, it’s like – if I want to keep making art as much as possible at the rate I am living, then damn, I’m going to learn how to make money off of it.
What’s a typical studio day for you like? I tend to work nocturnally. I’ll paint through the night and sleep through the day and watch horror movies, listen to podcasts about art, serial killers and cults, and eat anywhere from 1-2 sacks of tangerines every day. I like to really plow through paintings as well, it’s hard for me to stop working on something once I start. After about three weeks in the studio like this, your mind starts to wander off into deep strange places, and that’s when the really good stuff comes out.
What’s your studio or creative space like? What do you keep around to constantly motivate or inspire you? I have always worked best in a bit of “artistic chaos”–I like to fill my space with odds and ends, knick-knacks, items from my travels, talismans. I believe in the power of objects. I love my lava lamp and need to buy seven more. I also have this drawing I made of an Asian grandma screaming “DRAW, MOTHERFUCKER” which I plan to make into a screen print and give to all my artist friends.
When working on a body of paintings and works for a show, what is your process like? How long does it typically take you to complete a painting from start to finish? Depending on the size of the gallery, it can take anywhere from 2-6-10 months to create a show, given that it is often punctuated by mural tours and big projects to pay the bills. I like to work on lots of pieces at the same time, so generally it’ll take a few days to a week or two to finish a piece. I am trying to get better at reworking pieces rather than just pushing through them one by one. Workflow is still sorting itself out. I also make a ton of pieces that end up being nixed from the final show. I am very prolific but also very psychotic.
Not only do you work on canvas, but you are also known for some of your amazing murals! When did you start going from painting on a regular scale to large scale works? What’s your process like for mapping out these large works? Well shucks, thank you! I started painting murals around 2013, which was a sort of natural transition because I wanted to work bigger and bigger, I wanted to travel and be in the sun and use giant machines to make my art. I actually started learning color from using spray paint. I freehand everything because I like to feel independent of projectors or machines, especially if I’m in a foreign country or don’t have time or resources.
It makes me feel empowered to be able to make big things on my own. Maybe that comes from growing up under the common experience girls have, especially asian girls, where you’re expected to be small and quiet and obedient. I have always worked in active aggression against that stereotype.
Is there a medium you’d love to get your hands on, but yet to have the chance too? And what are your go-to materials? I’d really love to learn how to use an airbrush, a la Sorayama. Outside of 2D I am dying to get back into stop motion animation. My favorite brand of spray paint is Montana Black (high pressure forever!), and I use a wide variety of acrylics and gouache in my paintings, specifically the Holbein gouaches from Japan.
What do you love about where you live, and what is the art community like in your area? I never thought I’d move to LA, but I’ve been really enjoying it here. I’m a communal living person (been in and out of communities for about 9 years) and I am lucky to have found somewhere that fits with my work ethic (intense) and social vibe (weird). I like to be able to work alone while still having people bustling around and making things all the time. It helps me to feel like I’m not dead or a total solipsist.
I’ve also found that the artists in LA–especially the female artists–have proven to be really kind, generous and welcoming. There’s a lot of room for weirdos here; it might take a while to find them, but they’re here. We also have a one-eyed cat, did I mention that?
Who are some artists you’re inspired by and have influenced you throughout the years? I’m a big fan of dark/psychedelic/erotic artists like Keiichi Tanaami, Suehiro Maruo, Sorayama and the whole Ero Guro movement. I also love Goya’s dark paintings and the sculpture work of Bernini. Some contemporary artists I’ve been into lately are Christian Rex Van Minnen, David Altmejd, Robin Francesca Williams and the fabric sculptures of Do Ho-Suh. Jamie Hewlett, Swoon, Andrew Hem, Aryz. I find that my taste changes constantly and I am always thirsty for different influences.
What’s been the most challenging part of your art career? What’s been the most rewarding? What do you do to keep the balance? Something really challenging has been learning how to trust myself while growing in the industry and balancing business, work and travel. It’s a really solid test: moving to a new city, providing for yourself, going on tour, shifting from place to place, managing gallery work and mural work, all while protecting and nurturing your own ambition and positivity, and not feed into the shitstorm of capitalism and social media past what is required of you.
The muralist life is not for the faint of heart. I would hardly say that I keep any type of “balance”–art is my life and there isn’t much room for anything else, and that’s how I like it. It is the most rewarding thing to look around and feel like you’ve created something new and good and powerful, all on your own terms. It is similarly rewarding to feel the need to level up - I enjoy feeling stressed arguably more than I enjoy feeling accomplished.
What would your dream collaboration be? What do you enjoy most about collaborations with other artists or clients? I would love to do something with Takashi Murakami and/or his gallery (Kaikai Kiki Gallery). There’s also this amazing Australian animator named Felix Colgrave whose work I’ve been obsessed with lately, I’d love to find a way to make an animated short with him! I love collaborating - especially on mural work - because it’s such a cool experience to be able to intermingle your visual world with someone else’s. Working with ONEQ in Hawaii this year was really great, she had so many suggestions and ideas from out of left field that made me rethink my own work as well. It also forces you to relinquish some control on the way you work, and reflect on the basic joys of making shit in the first place.
If you could paint a portrait of anyone living or dead, who would you choose and why? I really want to do a tripped out portrait of Yayoi Kusama or Bjork or maybe Steve Buscemi—all heroes of mine.
What’s your advice to folks who see what you do and want to pursue art as a career? I would say, go at it as hard as you possibly can! Make sure you really enjoy doing it! Not all parts of painting murals are glamorous (actually, few are) and it’s important to truly love every part of it if you’re going to commit your life to it.
This means: hustling walls, handling machinery, travel, people, logistics, finding somewhere to pee, dealing with unexpected bullshit, not complaining, being comfortable handling yourself in dangerous situations, being independent and resourceful, etc. I have reservations about artists who genuinely don’t seem to enjoy all the elements of mural painting going too deep into it. But if it’s something you love, there’s nothing better.
What are your FAVORITE Vans? I’ve been rocking the classic authentic Vans in black/burgundy as paint shoes for years now. But I also love the Sk8-Hi boys in burgundy… I never wear them because I’m too scared to get paint on them, haha!
What other artists would you love to see interviewed for Sketchy Behaviors? I’m currently really into Andrea Wan, Louise Zhang and Caratoes. It would also be really cool if you covered a GNC or trans artist, like Nomi Chi or Laughing Loone!
What’s next for you that you can share? My first book is coming out this year with Von Zos, and I’m also going to be designing a tarot deck with them. April is my first mural tour in several months; I’ll be hopping from Australia - Guam - Peru, and then moving around South America for a while, trying to practice my spanish. After that, I’ll be starting work on my next big show, scheduled for a city in Asia, which I’m really, really excited about - keep an eye out!
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Tokusatsu Streaming Guide: Where to Watch Kamen Rider, Ultraman, and More
https://ift.tt/2VR6eGr
Ten years ago a fan of Tokusatsu (Japanese special effects shows, mostly superheroes) could have never imagined the access we’d have to these programs today. Back then official releases of anything outside of the American adaptations, particularly Power Rangers, seemed like a far off dream. However in the past few years especially there’s been a slow trickle of Toku shows becoming available to stream in North America.
In the last few months though that trickle became a waterfall as several new services have quickly become mainstays, finally allowing Toku fandom to finally enjoy their favorite shows legally. This also allows more casual fans a chance to experience these shows for the first time and that’s who this guide is mostly for. If you’re curious about the wider world of Tokusatsu and need a place to start, this guide should cover your bases for the many kinds of Toku series out there.
Just as a note, we are only discussing shows that are legally available. This also isn’t a comprehensive list. Many of the streaming services mentioned below have multiple Toku series available, we’re just picking a small sample. With that in mind, let’s dive into this ocean of Toku, shall we?
Kamen Rider (1971)
Available on TokuSHOUTsu (Shout Factory TV/tubi/Pluto)
The release that shocked and delighted Toku fans, the original series in the long running Kamen Rider franchise may be old but that doesn’t detract from its enjoyment. This is Toku in its purest form. Incredible fights, trippy special effects, bizarre monsters, and a strikingly bleak backstory for the main character.
Hongo Takeshi is kidnapped by the evil Shocker and transformed against his will into a cyborg. Worrying if his humanity is intact, Hongo still fights for justice as Kamen Rider. It may seem simplistic in our modern age of superheroes but there’s something enduringly appealing about Hongo’s quest to stop evil despite the wrongs that were inflicted on him.
Plus, come on, you can’t beat those trumpets that come in for damn near every music number. Highly recommend if you’re down for old school heroics or just want to enjoy some trippy 70’s TV.
Zyuranger (1992)
Available on TokuSHOUTsu (Shout Factory TV/tubi/Pluto)
Many people reading this are no doubt aware of Power Rangers, especially the original Mighty Morphin series. If you want to rock your world, you gotta check out the Super Sentai series Zyuranger. It’s as far from MMPR as you can imagine, with a team of dinosaur-evolved humans from 170 million years ago brought into the present day.
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The differences between it and MMPR will be the main draw for most and as you watch the series you’ll be impressed just how much the producers of Power Rangers were able to take this footage and remold it for America.
Ultraman Mebius
Available on TOKU
You can’t do a list about Tokusatsu without giving love to one of the big three, Ultraman. While the franchise’s original series sadly isn’t streaming (but you’ll be able to soon), you can’t go wrong with the 40th anniversary season Ultraman Mebius. Following the adventures of the rookie Mebius, the Ultra comes to Earth and joins up with the attack team (hilariously out of context) named GUYS. Mebius, GUYS, and even a few characters from past Ultraman series, fight off giant monsters attacking Earth.
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The Challenge of Bringing Ultraman to America
By Shamus Kelley
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By Shamus Kelley
Both a great introduction for new fans and rewarding for long time Ultra fans, Mebius is a fantastic show to jump headfirst into the hero that’s larger than life.
Garo
Available on HiDive
If you want something off the beaten path of the big three Tokusatsu franchises, Garo might be right up your alley. Feeling a bit darker than other Toku (and not just because much of the action taking place at night or in darker spaces), the series follows Makai Knight Kouga Saezima attempting to protect humanity against the evil “Horrors.” Along the way though he encounters Kaoru, who is set to die in 100 days, and he sets out to try and save her.
Everything from the look of the series to the designs of the Garo suit feel different from Sentai, Kamen Rider, and Ultraman and if you aren’t feeling the more traditional vibe of those series Garo might be right up your alley. It’s also the first in a very long and surprising franchise so if you like it, there’s a lot more to get into.
Space Sheriff Gavan
Available on Toei Tokusatsu World Official
The first of the not as often remembered Metal Heroes franchise (although some of the series in it were adapted into VR Troopers and Beetleborgs), Gavan stands out for just how wild it is from the jump. Sure there’s the story about Don Horror (wonder if he’s a bad guy!) trying to destroy Earth and Retsu Ichijouji (Gavan) being sent out to stop him but that’s all icing on the cake.
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By Shamus Kelley
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By Shamus Kelley
Metal Heroes have a reputation for bonkers visuals along with great action and Gavan delivers in spades. From the opening seconds of the first episode we’re greeted with Gavan standing atop a robot dragon standing against a gloriously lush background of outer space. Lead actor Kenji Ohba is also stunning in his action scenes and he puts even the superheroes of today to shame with just how good he is in these hand-to-hand fights.
Love action? Love weirdness? Want to be cool and not go with the obvious choices? Gavan might be for you!
Android Kikaider
Available on Toei Tokusatsu World
An absolute smash hit in Hawaii that’s still talked about to this day, Kikaider is more classic ’70s Toku action if Kamen Rider wasn’t enough for you. Following the heroics of robot Jiro against the (obviously) evil DARK, the main draw of the series is not just the delightfully over the top action but also the compelling conflict between Kikaider and evil robot Hakaider.
We should also mention that while the first two episodes of all series on Toei Tokusatsu World are subtitled, further episodes that will be uploaded won’t have them and it’s being left up to fans to subtitle the rest. Even without subtitles though, Kikaider’s action should more than keep your attention.
Dynaman (Night Flight Dub)
Available on Night Flight Plus
Easily the strangest entry on this list, Night Flight’s Dynaman isn’t just the seventh entry in the Super Sentai series. Oh no, it’s a little known dub of the show that aired on USA Network’s Night Flight program in the ’80s. It’s a gag dub through and through and mostly relies on pop culture jokes and (and we’re being generous here) outdated humor.
Still, it’s a peek into one of the earliest examples of Toku being brought to America on a large scale. For that alone it’s worth checking out, especially for those interested in the history of Toku in America and exploring the “what if” of imagining this getting popular instead of Power Rangers.
Gridman The Hyper Agent
Available on TOKU
Bold proclamation to make, but Gridman has the absolute best design of any Tokusatsu hero ever. It takes what worked well enough for Ultraman but added extra detail in all the right places to create a truly iconic look for a hero.
Gridman follows three hip computer kids (Naoto, Ippei, and Yuka) whose videogame superhero is taken over by the interdimensional Gridman who then combines with Naoto. The computer hero fights against the digital monsters of the evil Kahn Digifer in some of the best looking fights of all the series we’ve mentioned. Some shows might have better action overall but the look of the computerized world of Gridman can’t be beat.
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By Shamus Kelley
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The show may look familiar to some American fans as its footage was used in Superhuman Samurai Syber-Squad. Gridaman also experienced a revival in the form of the SSSS.GRIDMAN anime, which redid some of the concepts of the original series with a few easter eggs to Syber-Squad for very hardcore fans.
Special Rescue Exceedraft
Available on Toei Tokusatsu World Official
Look, I’m going to be real with you. I’ve only seen the first two episodes of Exceedraft. I have no idea if the whole series is good. What I can tell you though is that the first episode is straight up the most batshit wild episode of any Toku I’ve ever seen. It’s like if someone took the plot of Speed and said:
“Aha, let’s do this but condense it down to 20 minutes, add in some shiny superheroes, and make it way more intense.” Also, the title of the episode is “The Kindergarten Bus of Death.” Just watch it. If you watch nothing else on this list, watch this episode. It’s Toku on, well, speed and it’s fantastic.
Jetman
Available on TokuSHOUTsu (Shout Factory TV/tubi/Pluto)
What if Super Sentai, but a soap opera? It’s not that Tokusatsu had never had soap opera elements before or after this series, but Jetman took that idea to a level that’s still being talked about today. When Red Ranger Ryuu’s partner is killed in an attack by the (say it with us now) evil Vyram, the powerful “Birdonic Waves” are unleashed on four unsuspecting civilians. Ryuu recruits them and they become the Jetman team.
With strong characterization from the start, Jetman stands out by jumping into the romance between team members as Ryuu struggles with his growing attraction to White Ranger Kaori. It’s standard soap opera stuff, with a love triangle thrown in for good measure (which would have been better if Kaori was given more agency), but if you love those tropes then Jetman might be the series for you.
As we said earlier, this is only a small sampling of some of the shows available on streaming sites in North America. What are some of your favorite Tokusatsu series that are available to watch and which ones do you hope are picked up in the future?
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