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#it's like. a very artificial solution to the plot
mishkakagehishka · 2 years
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Idek when i'm gonna read this story but i'm looking at the fact that the second half is titled Deus ex
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drewharrisonwriter · 1 year
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Donor
Part 1 | Part 1.5 | Part 2 | Part 3 | Part 4
Pairings: Bestie Henry Cavill x OFC A/N, Warnings: 18+, Talk of artificial insemination, peeing in a cup, sperm, and more. LOL I wrote this in an hour, IDK where I pulled this from. Not beta-ed. Also, I'm pretty sure this doesn't make so much sense in terms of plot, and being realistic. But come on, let this delulu queen live her life. You're welcome to join. Summary: You ask (beg) your best friend, Henry to donate--sperm.
I’m AO3, too as MoonDjarin ^_^
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“Hank, pleaaaase…” You pleaded, dragging the last word. Henry laughed at your frustration but still could not wrap his head around what you’re asking of him.
“You’re going insane.” He jokes, causing you to drop your back on the carpet with a soft thud, covering your face with your palms as you landed.
“It’s just like peeing in a cup.” Your reply came out muffled. Henry just snorted and tried his best to stifle a laugh.
Nearly 18 years of friendship and here you are, seemingly at the end of your rope, asking your best friend to father the child you so ache for and he laughs at your ridiculous solution, telling you he’s not going to be responsible for a “turkey baster baby”.
“I don’t like peeing in a cup. Besides, why go the turkey baster way when you can go… au naturelle?”
“You know exactly why…” You said, sitting up, and gathering the profiles of sperm donors from the (sperm) bank. You and Henry had been going through each profile over the past few hours, laughing and making faces at the notes.
“And I thought Tinder was bad.” He commented earlier.
Henry got up and took the bottles of beer on the coffee table and walked back to the kitchen to open new ones.
“Tell me why won’t you do it?” You asked him, eyes round and glazed with tears that are threatening to fall any second.
He hates seeing you like this.
He sighed and admitted, “If I were to have any children of my own, I’d rather have them borne out of love and not out of… desperation after a really bad break up.”
“But I’m not asking you to be… a father. Just a donor.” You countered.
"Darling, please. Reaaally think about what you're asking of me."
"I have! I wouldn't be asking you if I haven't. Come on, Hank..."
"Right, not more than an hour after dropping sperm bank Tinder and you've thought this through." He said sarcastically and you pouted.
"Well, think about it, too!" You asked of him. "It's the ideal situation."
"How? Tell me exactly why it's so ideal." He said, running a hand through his face and resting his chin on his palm as he waited for your brilliant idea.
"Well, first of all, we love each other. So the child won't be borne not out of love." You began, mocking his accent and his statement from earlier. He snickered and pinched the bridge of his nose, "Jesus," He muttered.
"Plus, I won't ask you for anything, Hank. No child support, no emotional support. You don't have to see them. You're not even going to be on the birth certificate."
Henry winced at each of your points. "Darling, you know so well that I'm always your emotional support. And d'you really think I can go around just being Uncle Hank?” He replied with an eye roll as he took a sip of his beer.
"Yeah, how hard could that be?" You exclaimed.
"Very." He said sternly, looking you straight in the eye.
"Y/N." He began. "You know so well I won't be able to sit here with you holding a child knowing it's mine and not be involved in all ways."
“God, you’re too emotional.” You rolled your eyes at his response as you drank from your beer bottle.
“I am! And I’m sorry, darling. I can’t just give away my children. They’re not the meals you make for me every week.”
You laughed at that. "So you admit it, you don't like the meals I prep for you?"
"That's beside the point."
You'll get back to that later. You sighed out loud as you both drank.
“Can I ask you something?”
“Shoot.”
“Why do you desperately want this?”
That ought to get you thinking hard.
You sighed and asked yourself the same thing, reflecting on what started this vision of yourself with a child, and what turned it to longing and aching, then desperation.
Growing up without present parents, you basically become an extended Cavill sibling. The sister they never had, or as the youngest Cavill, Charlie, would like to joke, the no-choice sister. That family took you in like their own kin, having you over for dinner almost every evening, and spending weekends and vacations with them.
It's not that you're not well off, financially. Your parents were just really successful actors who don't pay you much any attention but showers you with plenty of lavish gifts and an American Express Black card. Which, Henry's mother found really heartbreaking and his father pitied you on.
You were 15 when you met Henry. He was already a budding actor with a couple of productions and a movie or two in his portfolio. You were a bright and young singer-songwriter from Italy, about to break it into the English-language audience with a catchy single that Henry happened to star in the music video of.
It was easy falling into a friendship with Henry. He was kind, funny, a little nerdy, but he's also such a gentleman, and treats you and talks to you like an equal despite the five-year age gap.
It didn't take long before you met his family when he invited to his birthday party. You didn't know exactly how the events played out that day, but somehow, at the end of it all, you walked out of their home being a part of it.
You got along so well with his brothers, you and his mother already sharing secrets. You figured she was excited to have a girl in the house as none of her children would bring their girlfriends for them to meet. His father was so easy to please, a couple of jokes here and a few football arguments there, and you won his heart. Not like you were even trying, but you were glad that you got along with all of them.
Henry drove you home that night and when he parked in your empty driveway, he jumped out to open the door for you. You cried in the passenger seat with the door open and he stood there, leaning on the doorframe as you confessed to him your jealousy and longing for that kind of family.
He pulled you in and wrapped you in a tight hug beneath the street lamp.
"Hank, you know so well there is nothing I want more in life at this moment than to have a family."
"I don't get it, Y/N." He said quietly, "You're definitely the smartest person I know. You're a literal genius..." He thought of your first few conversations on the set of your first English-language music video, and learning that not only you spoke several languages fluently, but you are also about to start university at such an early age. It impressed him so much.
"You've accomplished so much in your career, you're still young, there are so many things you can do with your life, why do you go back to this?" He asked and you just shrugged.
"I feel incomplete. What can I say? A dream is a dream."
"Gerry was a dream, too." He said and you looked at him surprised at bringing up your ex fiancé.
He was indeed a dream. You met Gerry at an evening talk show as a fellow guest. He didn't hide the fact that he was so enamored by you and that he's such a big fan of your music. You, being a fan of him, too, was just so happy to hear him say all that in person.
It was an instant connection, and it didn't take long for you and Gerry to start a long, and at the time, seemingly, lasting and perfect relationship.
"Sorry." He muttered. "But it makes me wonder, you never talked about it, just casually said that things didn't work out. Knowing you, things don't just not work out like that."
And he's right, you know he's right.
Gerry loves you a lot. You love him, too. But for all the years you've been together with the high-profile action star, the talk of kids almost never came up, at least the serious talk about kids. Until you brought it up soon after he proposed, and he confessed that he had a vasectomy shortly before you met.
You were not mad. You understood, vasectomies are reversible. But Gerry didn't want to have it reversed, ever. He admitted that the reason he got it in the first place was to not accidentally have kids as he fully intended to be childless.
You understood that, too. But it broke your heart.
Regardless, you had a clean break up, but never felt the need to tell people, even your friends or family as to why. Just that things didn't work out.
"Gerry didn't want to start a family." You told Henry.
"What?" He asked, surprised. His brows furrowed and his mouth hung slightly open at your revelation. You just nodded.
"I don't understand, you were to be married." You just nodded again, and took a sip of your beer. You told him the truth about Gerry, and Henry felt his heart breaking for you.
Henry reached for your hand from across the coffee table, enveloping your tiny hands in his big ones.
"And that's a deal breaker for you." He said softly, coming to the realization.
"Yeah." You replied. "So... there you go."
"But you know what comes after the last one, right?"
"What?"
"The next one." He joked, trying to make the air in the room lighter. He smiled at his success when you snickered.
"I'm tired, Hank. Tired of getting to know new people. I've been with Gerry for four years, and before that... well you know." It was Henry's turn to snicker.
He knows so well. All the heartbreaks, disappointments, even the rebounds, met most of them. He was always there at your highest of highs, and always down with you when things didn't work out.
"I get that." He finally answered, thinking about his own strings of ex girlfriends, and an ex-fiancé. At one point, you both feel very proud of the situation you found yourselves in, both engaged to beautiful people at the same time.
You even toasted to it last New Year's eve, not knowing that both promises of a lifetime of love would fall apart in a matter of months. He, too, wanted what you wanted. A family of his own, being the only one amongst his brothers to be single and childless.
He thought he might have had that with his ex fiance. Telling him she was pregnant when she caught a whiff of him about to break things off. He was caught off guard when she told him and he didn't even waste a moment to put a ring on her finger, falling for her lies.
Maybe it was not so bad, making your dream come true. You can always discuss co-parenting, he thought and he's sure you'd allow it.
He pondered on it some more.
Henry rested his head on the cool glass top of the coffee table, his hand never left yours. He let out a breath, fogging the glass beneath him as he gently squeezed your hand.
He shut his eyes tight, and muttered to himself, "Please don't make me regret this."
"What?" You asked, not quite hearing what he said.
"Okay."
"Okay, what?"
"Okay, I'll do it. I'll--be your turkey baster baby's donor."
With that you burst out crying and he stood up, took your hand and guided you to his arms. He wrapped you up in that big, warm hug, that you always find comfort in.
"Set an appointment in the morning, darling." He whispered and you cried some more and muttered a yes, thank you.
18 years of friendship with Henry Cavill, and this is where you find yourself: at a crossroads that neither of you could have predicted.
The weight of his decision settled between you like a tangible presence, and as you hugged each other tightly, you knew that this was a turning point in your relationship, an uncharted territory.
Read next part: Part 1.5 | Part 2 | Part 3 | Part 4
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fluxedbuds · 6 months
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apparently y'all Are desperate enough for my Lomadia Oc so uh. hope you're in the mood for [checks notes] ~13 paragraphs, half of which is just description!
allow me to introduce Villom!
She doesn't have an actual name or in-universe nickname, I just call her Villom. Because she was originally a Villain Version of Lomadia from a sci-fi world for some comic idea I totally scrapped bc it sucked. Except for Villom!
So basically what if we put Lomadia in space and gave her every problem and no normal coping mechanisms
The base universe is Completely Impossible sci-fi space stuff, involving solar systems being relatively close together and having tons of habitable planets, with star trek 'convergent evolution' making everybody a Weird Human Basically. Part of these choices is that I. Don't actually like sci-fi lol. I don't think its bad I just can't Get Into It, so I did the lazy version. HOWEVER I do also use the fact that its extremely artificial and story-focused as part of the plot so its FINE There IS also magic, but it’s generally less used, as tech is more accessible and less complicated from a user standpoint. That doesn’t mean it isn’t powerful, if you know what to look for. Thats foreshadowing!
Compared to base Lomadia, Villom is.. very immature. She has trouble identifying and controlling emotions, she's quick to anger and holds grudges. She's also more impulsive and tends towards insults and crude jokes. She's actually pretty fun to hang out with as a result, but responsibility is a role she's crushed into, and it never truly fits. She's trying her best ok
Villom starts out her story as a young adult, training to be a pilot. She does some hero shit, but breaks so many rules in the process and gets kicked out. She’s enraged by this betrayal of what was supposed to be her life, and steals a ship to go rogue and try to pursue her dreams anyways. She doesn’t exactly know what she’s doing, though, and eventually a chase causes her to crash on an unfamiliar planet, where she meets Rythian. He’s steampunk now, don’t question it
Anyways, they end up teaming up, and form the first of her crew. Later additions are Martyn, who is a mouse guy who has So Fucking Many People Who Want Him Dead, and Zoeya! Who ended up separated from Fionn following partially the plot of Mushbury, and works as the ship’s engineer. Their ship (that lasts long enough to get a name…) is called the Ask, and Villom occasionally (and jokingly) calls her crew the Answers. (Its called the Ask because originally I gave the characters nicknames based on Norse mythology for Pretentious Reasons, those might come back later)
So everything’s all fine and poggers for a while, with the Ask’s crew causing mischief and undercutting evil empires across the worlds- and then Villom’s home planet is destroyed. And she sees it happen.
See, one of the tropes of sci-fi that bugs me, is how understated the death of an entire planet tends to go. This is the first step of Villom realizing how truly fucked up the world they live in is- and the first step of her wondering why it has to be this way, and how to stop it.
It only gets worse from here.
No matter how many evil empires they topple, no matter how many massive threats they thwart, there’s always another one. And no matter how fast they are, they can’t stop every world-ending crisis. Villom starts learning magic, wondering if theres some kind of solution there. When she doesn’t find one, she just looks harder. Brushing so close with forces she’s alone in experiencing wears on her, compounding with their futile mission.
The breaking point is when Rythian dies. Raiding an enemy ship goes wrong, they’re outnumbered, they’re trying to retreat. Surrenders are not accepted, there.
It’s another thing she sees happen, another thing she was inches away from but unable to stop. And she can’t take it. She can’t take losing another part of her, another of the few things she could call home in this cold void.
She takes some of the things she learned looking where she shouldn’t- and kills the nearest member of the enemy team, trading a life for a life. And part of her soul as tax, of course. Just a small bit, this time. She never tells him. Pretends it was instead an incredibly close call. He probably knows she’s lying, on some level, but he never says it.
Villom is desperate, now. There’s more and more things she’s hiding from her crew, more and more boundaries of safety she’s pushing. She trades one of her eyes for the ability to see the functions of the world itself- maybe it’s a mistake, there’s some gear stuck, and if she fixes it this infinite loop of wars will stop.
There is no mistake. This is how the universe is intended to function.
She can’t give up. Because if she stops, she’s never going to get up again.
Maybe there’s other worlds where it’s better, where it’s safe. Maybe there’s a way to make this world like them.
Maybe there’s a way to leave.
She’s barely human anymore, even though she looks perfectly fine. Her hair is white, her eye replaced, but that’s all. She’s replaced the things she’s traded away. She’s barely even a part of the world, anymore. Unstuck from the threads of it, floating as a constant point, unchanging and undying, snapping back into place when moved.
A lot of universes are visited by a strange woman with white hair, who never stays. Sometimes she’s a savior, or a tyrant, or merely another passerby.
One of them, somewhere, has to have an answer. The way to break the cycle. And Villom will find it- even if she has to take every one of them apart.
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radellama · 5 months
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Resi Reviews pt3
Well, it’s been a little bit, huh? The first thing I wanna say is… I kinda fucked this up. Just a little bit.
See, I played both the Revelations games in 2022, but I put off writing about them because only writing two entries- both of which I felt luke-warm towards at best -seemed underwhelming. I was playing one of the Wii shooters with my sibling, but we never ended up finishing it, and new year’s came around. Then, suddenly, RE4R released, and I caved and bought it to play, taking notes all the while. And well, I figured I’d just write about all three and bundle them into this year’s Resi post- and here’s where I fucked up.
I only started using my new notes system this year (2023). So I’m running on memory for games I played 2 years ago now… And then one game I have ridiculously in depth notes for.
Don’t get me wrong, my memory is pretty decent, so I had no doubt I’d get the gist across for a review when I started writing – BUT……….. Since I leveled up my note-taking and go even more in depth with my new system, the Rev reviews may feel a bit more glossed over compared to RE4R. I have quickly studied the games and their plot again to jog my memory, and booted up the games to replay the first few chapters- everything short of a full replay. But yeah. I fucked up by putting it off for a whole year longer than I intended. Lol. Normal warning for surface level to mid range spoilers, and I’ll make a note of when I go deeper than that.
Anyway, here they are. Enjoy.
~~
Resident Evil Revelations, PS4
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Well. This uh. This certainly is a Resi Game.
I played this on PS4, but found out pretty quick into playing that it was originally made for the 3DS. This is noticeable not only by the strange gimmicks along with simple and somewhat sparse level design, but also by the fact that the story is presented episodically. Viewing it in the context of it being a game designed for handhelds, ok, fine, I guess a more pick up and play style would have some benefits from a chapter recap as you play. However, the levels aren’t very long, and it was almost immediately tiresome to see a reel of what I’d just played at the start of new chapters. And boy, that’s just the tip of the iceberg. I wanted to like this game so bad, and it almost had me, but ultimately, I can’t really say I favour it.
One thing I will give some credit to right away, is the setting of this game. Most of it takes place on a cruise ship, the Queen Zenobia, and it has a stronger focus on the slower paced survival horror style of gameplay- especially compared to games in the main numbered series at the time that were becoming increasingly action focused. The idea of being trapped on a ship with a bunch of bioweapons for enemies is a confronting and scary setting, and this game certainly had its moments. While you’re on the ship, the waves are simulated by a slow and constant dutch angle rocking back and forth. While this is a cool choice stylistically, I found myself motion sick fairly quickly when playing on the tv (which got me wondering if I’d feel as sick playing on handheld as intended, but I’m sensitive to these sorts of things regardless). Generally, the gameplay itself was fine, but the plot… oh, the plot…
It is So. Fucking. Messy.
It has the dumbest ‘twists,’ and a frankly awful and confusing presentation of cast and plot. The chapters aren’t chronologically presented, which isn’t necessarily a detriment- if done well. But, with how convoluted things get, I think this was a shit choice. Not only were there certain characters I couldn’t recognise were the same person across different time periods, I just plain ol’ couldn’t keep up with certain character motivations and was left with a confused expression for a majority of my playthrough.
See, in the greater Resi timeline, this game is a little after Chris and Jill have founded the BSAA – their solution to counter bioterrorism, post RE3. There’s some fucked up bioterrorism going on at an… artificially floating island, named Terragrigia- that is self sustained by it’s advanced solar energy network. Then, when it’s infested with bioweapons, some guy makes the decision to vaporise the island and destroy it. Some characters speculate on whether this was an inside job or something- but honestly, these flashbacks/history settings are so terrible that I honestly cannot follow. I have played the game myself, watched other playthroughs/lore recaps as refreshers (both while playing originally and now for this write up lol) and just generally read up on the wikis, IT STILL MAKES NO FUCKING SENSE TO ME. Pair this with the fact that Jill is paired with a bland, knock off Barry Burton, and Chris is paired with a one-note, oversexed, homebrand version of Jill… UGH!!! It feels like they can’t focus on or commit to anything! The plot bounces all over the fucking place, setting up things that are seemingly there just to waste your time and fuck with you. I don’t find this kind of thing fun or enjoyable, and it’s a great example of what I mean when I say something feels like it’s punishing you for paying attention.
So, the Terragrigia thing is just the backdrop (that’s honestly not enough to justify how much they harp on about it imo) to set up the fact that Chris has gone missing. His signature was lost in the middle of the ocean, and some middle-aged man tasks Jill and Parker (homebrand Barry) with going out to find him. The first chapter is the two of you arriving on the boat, and investigating to try and find Chris. There’s signs of bioterrorism, and there are even a few recent victims that were killed moments before Jill or Parker could do anything to help. This was a pretty good introduction, and I liked it! It set the scene, showed off the unique and claustrophobic setting of being on a boat in the middle of the ocean, and it genuinely felt like a return to survival horror despite keeping the ots action shooter setup when fighting. It was a much slower pace, creeping around the derelict halls of a once grand cruise ship, with the occasional jump from this game’s ‘zombie.’ I remember the first time playing through this section, I was thinking that it was an interesting choice, and generally looking forward to what was going to happen… But that engagement didn’t last long, as it’s immediately destroyed by it’s shit pacing and storytelling.
The next section of the same chapter is a flashback to just before Jill and Parker get sent out to find Chris, and you’re just on some gross beach with a bunch of beached bioweapon corpses. This section exists SOLELY as a tutorial on how to use the scanning thingy, which could’ve been integrated into the hand-holdy intro sections on the boat more seamlessly. If you’ve already got little cues that tell you to hold L2 to aim and R2 to shoot, what’s so bad about having a prompt during a close encounter with a bioweapon saying hold L1 to aim and R1 to scan? You can even have Parker just say some shit like, “Scan this thing, I’ll keep it distracted!” Cue button prompts, scan completed, kill the thing, maybe make a comment on how their boss will be glad for the info and to keep an eye out for more shit to scan. WHY does there need to be an entire sequence that grinds all momentum to a halt because you’re jumping back and forth in time within the SINGLE CHAPTER. It just gets worse, and I’m going to TRY and keep it brief, cause I seriously get pissed off thinking about this game for too long lmao.
Turns out, Chris wasn’t on this ship, and now Jill and Parker haven’t been able to be contacted since they went looking for him. Chris is suddenly able to be contacted, and he along with Jessica (homebrand sex appeal) were actually in some snowy mountains, and are now going to try track down Jill and Parker. You bounce between these two plot lines, AND a third where some ragtag duo go out to the same places other characters have been to, (but not at the same time as them, it’s before or after) and just do general recon or something. That’s three character povs to keep track of, not to mention the secondary characters that are supposedly important AND all the bouncing around between times. STOP IT! JUST PICK A FUCKING THING AND COMMIT TO IT. SO MUCH OF THIS GAME COULD’VE BEEN GENUINELY GREAT TO PLAY AS A RETURN TO FORM, BUT YOU FUCKED IT UP WITH THIS INCONSISTENT SHIT! IT IS PURE SLOP!! IT IS NOT FUN TO PLAY OR FOLLOW ALONG WITH AND WHOEVER WAS DIRECTING OR FORCIBLY ADDING THIS SHIT IN NEEDED A SLAP ON THE WRIST AND A FEW HOURS IN A TIME OUT CORNER TO ACTUALLY THINK ABOUT WHAT THE HELL THEY WERE DOING. If I can’t really communicate the gist of this game in ONE paragraph, let alone multiple, something has gone terribly wrong. I admit I get more heated over this kind of thing, as I am someone who cares very much about the narrative and presentation of stories- and spend a lot of time crafting my own stories to make sure that they are interesting and understandable. I KNOW how hard it can be to create a game, or a film, or a written text- ANYTHING. I have been working in teams and on my own to create stuff for YEARS at an indie level, and have an understanding of the industry level too. I’m not just saying this to bitch and moan, I’m saying it because I care and would expect the same criticism if the things I made were getting this out of hand!
Anyway!
There are more plot points that set up some shit about the cult (?) that started the bioterrorist attack on Terragrigia, as they’re the ones that have lured the BSAA to the boat in the middle of the ocean- and how there’s double crossers amongst them. Whatever. I don’t care. Nothing makes a lick of sense, and it’s hard to find any justification to play like this. Jill is the best and I like Chris fine enough, so it should’ve been reeeeaaal easy to set up at least one of them to have the best plot thread or gameplay in the game. But no. I actually found myself getting the most enjoyment out of two side characters named Quint and Keith.
Quint. And Keith.
Two guys who the designers apparently put so much effort into, making visual choices like ‘epic tattoos to show that he’s cool’ and ‘has a slightly larger head than usual to show that he is smart.’ They have a cool soundtrack during their sections, and they’re dorky as hell, but idk man. Amongst all this slop and just... Bland or irritating personalities for Chris and Jill to bounce off of- these two had so much more of a tangible personality and chemistry to them, so their parts are some of the more memorable that I played. And I still didn’t care that much, cause it felt like I was playing a different game during their sections. I think, looking back on it, their sections are fine; but it seemed better because it was sandwiched between two other things that were a lot more tedious. Chris and Jill had their moments too, but I’m honestly struggling to recount anything that isn’t fighting the same pale looking gloop bioweapons on a boat. Even the incessant ‘last time on resident evil’ recaps didn’t help, as there was just too much going on and nothing was actually clear!! Even in a recap!!! And, the whole cult thing is just… eugh. They quote Dante’s Inferno a lot, but none of the quotes used felt particularly fitting to what was going on- rather, that it was being referenced for the auto fellatio that it truly was. This game thinks it’s a lot clever-er than it is, and I often found the reveals or ways the story was explaining things was presented in a smarmy and almost condescending way. IF the story was presented well enough, these things wouldn’t have come across in such a negative way; especially because there is nothing smart going on here. If there was more care and effort put into making the story interesting, yet still mysterious- scaling back all the unnecessary wank and just focusing on one or two core plot points, that branch out into a few subplots or side info, and really hone in on what is motivating these characters instead of leaning into cliches… There could’ve been a REALLY great game here. Instead, all this convoluted crap has blended together into a forgettable mess, which is a massive shame.
Anyway, to finish retelling the plot... It’s just shit. Turns out Jill and whoever weren’t even on the right boat to begin with because there was a twin ship and whatever. It takes ages for Chris and Jill to reunite, and it is genuinely nice when they get to team up near the end- but the whole mess with the cult who kidnapped them is annoying and frankly boring, and the grand reveals at the end didn’t actually reveal much. It was an inside job to try get more funding for the BSAA or some shit, and it went a bit sideways. Some bland middle aged man is the true evil behind it all, and that’s just so interesting and thought provoking because who would’ve guessed that the random late 40s white guy with no personality would be the big bad pulling the strings, especially when it’s easy to forget who he is.
HOW BORING.
It’s all just an honest let down, especially when they forced us to play through so many sequences IN THE TERRAGRIGIA PANIC… WHO FUCKING CARES!!! ITS JUST SHOOTY SHOOT BANG BANG AND I DON’T CARE!!! I’VE COME HERE TO PLAY RESI, NOT COD!!! Also, if it wasn’t annoying enough to have been duped into playing the same fucking maps twice, but with Chris and Jill, and scratching your head wondering why these seemingly parallel events aren’t interacting with each other, only to have it slammed on you that nothing in this story matters or makes any sense- I found two characters particularly miserable.
Our two.. uh.. protagonsists? Antagonists? Double crosser- no, wait. TRIPLE CROSSERS. Jessica and Raymond. Tbh, Raymond is simply a victim of shitty writing and characterisation, as he was trapped in some stupid fucking contrivances and misleading moments. I found him frustrating due to how many times he’s set up to be a blatant double crosser, but with just enough leeway to maaaaybe not be. He’s a bit standoffish and hostile, which doesn’t help his case, but it’s disappointing because just as he was finally getting interesting towards the end, its fucked up with a double-cross-turned-triple-cross for one final moment of ‘huh???’ that kind of undoes anything for him. His character motivations are so sloppy and didn’t make sense to me. Is he for or against the cult? What does he gain from this? Why is he part of this whole mess? Nothing is clear, not even the way he acts as you interact with him on the ship. It’s a shame too, as during one of the flashback sequences to the Terragrigia incident, he was wounded pretty badly and Parker had to help him to safety. He seemed pretty disillusioned by it all, and was already questioning if it was an inside job or not- which is a pretty good setup for if he WAS going to be a double agent for either side, depending on which one appealed to him the most. Instead, he just feels like a let down, and is constantly hanging around in the peripheral of everything as a permanent red-haired herring.
Jessica is one that grated me more, however, and I feel like its a triple whammy of the shit writing, oversexed and wildly different outfits she has, and the fact that she’s with you through half the game when you play as Chris, so you can’t escape her. She’s supposed to be a coy, flirtatious and danger seeking babe- but it came across to me as a desperate, attention seeking wreck who prioritised trying to get a reaction out of Chris over their mission. Like, hello? She complains near the end about Chris not getting the hint, as she’s been annoyingly suggestive with him- and the first thought I had was, ‘girl, why didn’t YOU get the hint?’ Chris has never really had any romantic inclinations explored or depicted in the games, and while he’s on missions, he’s very much focused on the mission. Why he’d make an exception for you, Jessica, I don’t know. I also didn’t like how she changed looks so drastically between time periods, in the past she has a bob cut, and in the present mission she has very long wavy hair. I know people in real life can have very different haircuts over the years, (I know I certainly have), but for a game… Being able to know who someone is, is actually really important. Instead of worrying about how to make her oh so cute (in a way I can’t help but feel seems distinctly from the gaze of a group of horny middle-aged men…) I think they should’ve focused on a specific character motif, and kept it similar to how we see her in the present so that it reduces confusion. There are three main costumes she wears across the story, and each time I thought it was a new woman. And don’t get me started on the goddamn fucking wetsuit. A WHOLE leg, AND ass cheek, out for the world to see… You literally work against bioterrorism. Yknow, the thing where if you make contact with the wrong stuff, you’ll become a monster???? Let’s just… leave a whole leg and half my ass out for the bioweapons to have a cheeky nibble on. That’s going to be really cool for this mission. I have the same thoughts about Jill practically having her tits bulging out of her wetsuit, and think her wetsuit is wayyy more sexed up compared to her male co-workers, but at least she doesnt have an ass cheek hanging out. I wanna say the same for Chris, who’s always got his sleeves rolled up, even in the winter tundra, or wherever the fuck they were, especially because he uses his big, strong arms to block and defend… But you get the picture- plus he’s got the illogical costume choices for cool dude points, not cause the designers were horny. I’m not even saying this cause I hate sexy things, I usually enjoy seeing the alt costumes you unlock and playing with them for fun, and most of them are cute or sexy and almost always impractical- it’s just incredibly annoying to me when the sexy comes from this objectifying and frankly stupid thought process, instead of the inherent sex appeal coming from something that makes sense for the character. Jessica is completely a sex object here, and the fact that everything down to her personality revolves around that annoys me. She’s not a good femme fatal type, but she could've been. If she was even a TINY BIT more subtle about things- her flirting, her sketchy behaviour, all of it -THIS COULD’VE BEEN INTERESTING. Again, like Raymond, WHY is she double crossing, what’s in it for her? If she wasn’t so overtly flirtatious to the point where Chris seems to be playing up how oblivious he is, and instead went for something more friendly and seemingly genuine to get info on Chris and his character, it’d make sense that she’s trying to play into her sexuality and sex appeal to break down his walls and get sensitive info that’d benefit her. If she wasn’t always acting like a reckless fool with a death wish, there might have been a way to make it look to her partners that she’s always just at the wrong place at the wrong time and use that to cover for the real reason why she’s there. Like, cmonnnnnn I don’t want to hate her if I don’t need to, but there’s nothing there that I like!
Sighhhhh. Bit of a tangent there, but seriously. It annoys me. I hate lazy designs and writing like this, do better.
Anyway, the controls were fine. Standard ots shooter style that you’d expect from a game like this, and it generally handles pretty well. While some of the locations and set design can feel bland and sparse at times- as I mentioned at the beginning, it was made for 3DS originally -but given that, the HD overhaul here is pretty nice and the character models don’t look too bad. It’s nothing stand out, but nothing looked or felt particularly wrong to me either. The only real gripe I have with this game, other than the ridiculousness I’ve just spent a few rather long-winded paragraphs getting into, is this scanning reticle. I did mention this briefly, but I need you to understand just how odd of a gameplay choice this is. When you scan enemies, you get to increase the percentage amount at the top, which will give your a healing item when you reach 100%. That’s nice, but there are plenty of healing items scattered about, AND if you just scan around the rooms, you’ll unlock more items to pick up. There’s barely any enemy variation either, so it’s not like you’re compelled to scan various new kinds of bioweapon you haven’t see before, because all of them look the same. It’s hard to ever feel pressed for resources due to the abundance of them you get from using the scanner. There are also little handprint things you can find that are only visible through the scanner, and whatever. They’re an optional collectable, that’s nothing bad. It was just a shame to me that there was only ONE instance where it genuinely felt cool and worth it to be using the scanner.
Right near the end, there was a lazer puzzle you had to navigate through, and you could only see the lazer beams through the scanning reticle. THAT’S AWESOME. If this was more integrated into the gameplay, beyond getting a few extra items here and there, that would’ve been so much more fun! Particularly for puzzles, as there were quite a few puzzle sections here that were nice to see as a return to classic resi vibes. The soundtrack was pretty decent, too. There are some tracks I genuinely enjoyed, but a few got annoying real fast. I don’t really have much to say on it beyond that.
So, in closing. This game sucked, and I wish it didn’t. It had a lot of promise as a return to classic resi for fans that felt alienated by the action focus modern resi was taking. It’s a strange game with some genuinely good ideas buried beneath the shit, and I think it needed a bit more time to be refined, or a director with a sterner and clearer vision for this as a project. And less sex for objectifcation’s sake, please. The main resi cast are already beyond hot and dripping with sex appeal, you don’t need to try so hard. Put that energy into a strong and enjoyable gaming experience next time.
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Quint and Keith
Rest & Intensify
A Drop of Rain
~~
Resident Evil: Revelations 2, PS4
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This game is so much better than it’s predecessor. Not perfect, but a massive improvement. I actually had fun with this, too, and got sucked in pretty quickly while replaying chapter 1 as a refresher for this write up.
Like it’s previous counterpart, this spin off game is an attempt to bring back the horror aspects to the franchise while the main numbered games veered off into action shooters- and for the most part, I’d say it achieved that goal. It is certainly scarier than I found RE5 or RE6 to be, and often reminded me of RE0 and Code Veronica at certain points. If I were to describe Revelations 1’s scariness as: an unsettling but building fear that’s always in the background, paired with high strung tension from encounters with friends and foes - Revelations 2 felt more to me like a mix of two types of horror scares: immediate danger, and the unease of never feeling safe enough to recover from that danger. Sure, Rev 2 is as cheesy as a B grade horror movie at times- but with a plot that’s easier to follow and gameplay that was generally fun and memorable, I had a great time. I can’t deny that some of my feelings towards both these Revelations games comes from originally playing them back to back- but as a sort of call and response to each other as spin offs, I think it’s fair enough to draw comparisons in this way.
This game starts with Claire at a work function, meeting Moira Burton, Barry’s eldest daughter, as she’s a new recruit for the same organisation she works at. We have a little exposition to find out that Moira and Barry have a strained relationship, and are currently in some form of estrangement from each other. The two ladies are working for Terrasave, a humanitarian company that aims to help those affected by bioterrorism- with one of the worst slogans I’ve ever heard: because ‘terr’ doesn’t have to end with ‘orrist.’ I thought it was a fairly well known thing within advertising that you DON’T want to put anything in your marketing that will remind customers of competitors or negative connotations - but this bad slogan is a form of self fulfilling prophecy, as some terrorists crash the party, shooting up the place and kidnapping Claire and Moira. When Claire wakes up, alone in a grotty jail cell, she notices a strange bracelet that’s been welded around her wrist. Before she can really take in anything, her cell door opens, and she’s able to wander around the derelict halls where she hears Moira calling for help. She’s also got a strange bracelet, and the two of them are directed further into the facility they’re being held in. There are telltale signs of bioweapon experiments, and before long they come across one of Claire’s coworkers, covered in blood and desperately trying to get help before she passes away at their feet. The further into the facility they travel, the more they find strange experiments and have to fight off zombies, (yes, zombies are in a resident evil game again!) and they come to realise that there is a woman closely watching them, who eventually makes herself known via the bracelets. Both girls clearly want out, and head for a radio tower to put out a distress call, and it’s here that they realise they are on a small and isolated island by themselves. That’s already an enticing plot: they’re stranded, there’s a dangerous variety of traps and bioweapons to contend with, and they have some crazed woman watching over them as she curates danger around them. To really add the cherry on top, at the end of every Claire and Moira section, each chapter is closed with a Barry section, set 6 months after the events we’ve just played through with the girls. Barry’s side of the story starts with him traveling by boat to the island, listening to the recorded radio transmission of Moira in the hopes of recovering his little girl. It’s unclear to him whether she is alive or not, but he is determined to find out what happened and bring her home, no matter what it takes. As soon as he docks, a little girl named Natalia finds him, and insists on coming along with him to find Moira. As they journey, they start to grow a bond like father and daughter, and together they set out to get to the bottom of things.
That’s a lot of gameplay per chapter, and it’s a welcome amount compared to the previous game’s chapter length. Instead of playing what feels like 10-30 min worth of the game before you’re hit with a chapter break and ‘last time on resident evil revelations;’ here it feels closer to 30-60 min PER SECTION, making it at least a good hour or more that you’d play both parts of the chapter before you’re hit with a recap. This is a much better pace to experience the story, as it not only gives time to get familiar with the game and it’s controls, but also lets the environment and story have time to breathe and sink in. While there are still recaps, they don’t feel as eye-rollingly painful, and are actually decent recaps of what was just played. The chapters feel like a decent play session; and in it’s original release, each chapter came out episodically week by week. The game wasn’t developing the chapters each week, as the entire game was completed and they just spaced the releases as a way of spreading out the content and potentially making more money- copying the hype of other games around that same time that were seeing success with this episodic model of play. I won’t speak much about that particular aspect, as when I played, it was years after release and I had the entire story ready to play at my leisure. But I will say I get an odd- and cautiously critical -feeling when larger AAA studios mimic the methods that smaller/indie studios use (often out of necessity) to squeeze a few extra bucks out of their customers, just because it was successful for a few select titles. I’d like to give a more thoughtful and nuanced opinion on this, but due to it being out of scope for this written retrospective, I’m not going to research further and I’ll just leave you with that comment, and you can draw your own conclusions based on it.
Other improvements to the formula of this spin-off series is that, instead of a clunky reticle to scan shit in the environment, the two supporting characters can make use of passive moves that act in similar ways to the scanning reticle, but in ways that are better integrated. See, in each scenario you play, there will be one character who is more geared to offence and active attacks, and the other to passive and supporting attacks. Claire has gone through this shit before, and Barry is an ex-STARS member who currently works in the BSAA - both of them have had extensive weapons and combat training, along with the experience needed to make their way through bioweapon littered landscapes. They are both the active halves of their duos, with most of their moves tied to their guns. The other halves, Moira and Natalia, do not wield guns, and make use of their own melee weapons for attack and defence. Natalia doesn’t use any firearms because, well, she’s like nine years old; and Moira has a very strong aversion to using guns after an accident in her childhood. When she was little, she was playing around with one of her fathers guns and accidentally shot her little sister, and Barry was upset and blamed her, even though the sister survived. This guilt on both sides, and lack of communication or understanding towards each other is what’s led to the strain on their relationship, and is why Moira and Barry haven’t been able to see eye to eye for a long time. So, instead, Moira makes use of a torch and a crowbar to blind and stun enemies accordingly; while Natalia can pick up and throw bricks, and make use of an uncanny sixth sense that allows her to see the auras of enemies nearby and point them out to Barry. During gameplay, it only takes a second to switch between characters as you’re playing, so you can easily look around for clues or blind enemies with Moira using the torch, or scope out the area for enemies with Natalia before switching over to Claire or Barry to start attacking. I quite enjoyed this for the most part, as both characters in each section feel distinct in their own ways without feeling that one is too much of a burden over the other. The ai for the characters isn’t too bad either, and feels like a nice refinement on the gameplay ideas from RE0. Having the characters be a duo also meant that expositional dialogue didn’t feel as awkward as it would be if they were on their own, and I really enjoyed seeing how the characters got to know each other and evolve in their own ways during the story. Sometimes the responses during conversations did feel a bit stilted, with unnatural delays between responses as you’re walking around, but in general, this dynamic was fun!
There’s all the standard guns, melee attacks and sub weapon usage here you’d expect of a modern resi game, along with a dedicated button to use healing items, evading enemy attacks and to sprint. The healing button is great, and so much better that you have to press and hold to confirm it’s usage, instead of accidentally wasting a valuable heal when you accidentally press the button. The inclusion of the run and evade buttons elevated the combat, and allowed a bit more freedom for how you want to approach them- but it did make the game feel a lot more action heavy, which is at odds with some of the horror elements by reducing the tension somewhat. Nitpicky, yes, but as this spin-off series has been presented as an alternative to the fans that miss the earlier survival horror aspects, having such an action-biased combat scheme feels a bit strange in that regard. However, I do think that it works while you’re playing, in the sense that it didn’t feel like I was struggling against the controls during encounters with enemies. At least, not much…
There were a lot of moments that felt very stop-starty, where there were overly directed sequences that took the camera controls away from me so that it can force me to look where it wants. This happens a lot during slower gameplay moments where I found that I’d already seen and put together what it wanted me to look at, or I just plain don’t want to look at it, yet the controls are yanked away from me in this manner. I get it, you want to make sure the player knows where to look during certain moment, but I really don’t like this style of camera direction. The whole point of having the camera in my control with the dual stick is that, well, I CONTROL IT. I don’t want to have to struggle against it during a section that is still technically in gameplay, aka, my domain of control. If you REALLY want to direct my attention to something specific, either make it visually interesting enough that I naturally want to direct my eye towards it, orrrrr just have a fucking cutscene. I found this struggle against the camera particularly egregious when using the sprint button- the camera zooms in a bit and just snakes very narrowly behind you, making it difficult to see where you’re going or even move! I don’t know if they did this to discourage sprinting across levels, but at that point, why include it at all if you want to discourage it? I ended up having to do a shitty claw grip of my controller where I had my thumb pressing the button to sprint, and my pointer wrapped around to control the camera because I would just be running into walls and corners if I couldn’t fight against the camera myself. There is also something… strange… about the way Claire moves. It’s hard to really say, but there were lots of little things, that, added up made me feel very strange about her. She walked in a strange kind of hunch, one that looks like she’s unpracticed in wearing heels, and at certain times she dawdles strangely instead of the normal walking pace. When she walked faster or started sprinting, I noticed a very strange weight that made her a bit hard to direct at the start and stop of things, which I didn’t notice to the same degree with her partner Moira. And this was strange, because during the Barry sections, he felt weighted and moved in ways that felt more natural; which leads me to thinking that Barry and Claire might share the same move sets, or at least the same base, which is odd. That’s purely speculation, but on a quick replay of the first chapter, and some rounds in raid mode, Claire just felt off to me to play as, and that’s my only hypothesis as to why.
Getting more into the mechanics of the game, there were some choices made here. Firstly, the weapons upgrade system from Rev1 is back. During the game, you may come across certain weapons parts, and when you can access a gun table that’s placed somewhere within the levels, you can combine those parts with your guns to upgrade and custom mod them depending on your play-style. This is fine, I used it to upgrade my stuff but I don’t particularly care for it- I’m just not that much of a gun guy. I appreciate what it brings, but I think I prefer to just have weapons be what they are like in RE1make or RE2make, or like RE4 where there's just a certain amount of upgrades in certain categories that you purchase. It just gives me a similar frustration as starting up Mario Kart 8, where you have to build a kart combo with stats that aren’t the most clearly spelled out (and some stats that are important are just.. not mentioned at all?) before you can race. I don’t want to spend ages figuring out a kart build, I want to race. I don’t really care to collect certain weapons parts and create a custom gun, I want to find the evil residents. You get me? I feel like that particular frustration is just exacerbated by the fact that there’s a skill tree. Now, this isn’t a completely fresh concept to resi, but, I didn’t like how they did it in RE5 or RE6 either lol. Here, when you complete chapters or do certain cool things for cool points, you’ll get a currency that you can use to purchase skills within the skill tree. These are things like: giving Moira a melee attack or finishing move with her crowbar, increasing the power of subweapons and certain attacks, increase the range between partners to use healing items on each other- that sort of thing. I don’t love it, but it’s perfectly fine as far as skill trees go. They add some much needed moves to the characters, especially for Moira and Natalia, that makes it easier for them to not only survive, but contribute to any fights you get into. While I find myself frustrated at times by the fact that there is a skill tree, it works fine, and once you have unlocked most of the good things, it makes itself worth it. Overall, it feels more refined compared to the way systems like these were implemented in Rev1, so I can’t complain too much. I didn’t even use the weapons upgrade shit in Rev1 much to be honest, so I think overall, I just don’t care for these things that tie into the game being more action focused than I would have liked.
In general, the locations you play through look and feel nice to explore, as much a grotty horror settings can. They’re definitely campy, but that is kind of expected of a resi game, if I’m honest. What sucks though, and I know I just praised it, is the fact that when you play a Claire section followed by a Barry section, you go through the same areas. Yes, there are changes, and there are some areas that are unique to each duo, but it does get pretty tiring when the differences are so slight that it dampens the more unique aspects of each. And although I really loved that there were more puzzles here, and some that genuinely had me thinking, I did find that a good majority of puzzles felt more like fetch quests to gather items in a certain order to unlock places and things, and not disguised enough to stay interesting for me. Within each level as well, it felt like there were separate sequences to go through as separate layers while you play. I don’t know exactly how I feel about it, as I enjoyed some of the spookier sequences, and did enjoy some of the more action focused areas; but there is a slight feeling of oil against water for me. I’m more than willing to chalk it up to the necessities of game design, and again I think it’s the fact that these spin-offs are talked about as being the scarier alternative of it’s time that makes it stand out so much to me. This in itself is frustrating, as on the whole, I think I really enjoyed playing this game despite my gripes with it…
A gripe I don’t really have is with the visuals and sound design. I enjoyed the look of the various buildings and landscapes, and although sometimes it was silly, it worked for me. And the music and sound design was just great, there’s a moody feel that the soundtrack brings to the visuals that just makes it all a really nice experience. The sounds of the weapons especially felt nice and had a good weight to them, which is always nice when they can pull it off. The UI is a slightly different manner, as it’s all a uniform orange type of thing. I appreciate the consistency, however, at times I found it difficult to actually tell what I had in my pockets or figure out what upgrades I was giving my gun because things are too similar. I think it’s still better than Rev1’s, and you get used to it, but readability in UI is something I’m becoming increasingly nitpicky and passionate about, I think. It does it’s job, though, so I can get over it. It’s not the tic-tac-tetris style UI of RE6, so I can live with it.
I’m going to take this chance to talk about the story more in depth so next few paragraphs will be the spoilery ones. To start, I really liked the way Barry was written. He had an interesting dynamic with Natalia, and it was nice to see that despite their differences, he is clearly willing to go to any length for Moira, and having that paternal affection and protectiveness extend to Natalia. Moira herself is ok, she swears like a sailor in ways that felt silly at times, and felt more like out-of-touch adults writing a teen instead of authentic teenagery mannerisms to me. Natalia is fine, she’s a young girl who’s gone through a lot, and tbh I think she’s more memorable when she’s with Barry compared to any sections where she’s with Claire and Moira. And Claire… UGH! Claire is probably my favourite protag in the franchise, and I feel like she was done dirty while it was also a really nice game for her. On one hand, it is soooo nice to see how she’s matured into such a capable and level headed woman who is clever and quick-witted. WE LOVE TO SEE IT. On the other… She’s seemingly forgotten certain things that were character staples for her in RE2 and CV. There’s a scene where Claire and Moira bump into Natalia, and she’s frightened cause she’s a little girl and these are two strange women she’s never met before, and Claire comes off too cold and demanding in a way that frightens Natalia even more, causing Moira to step in and be the comforting presence. Like?? HELLO?? Did the writers forget about Sherry? How Claire was not only a comforting presence to her while she was UNTRAINED AND INEXPERIENCED, but continued to be a nurturing figure in Sherry’s life as she grew up? Does that mean nothing? It especially annoys me because Claire is literally being the guiding and nurturing figure TO MOIRA. RIGHT HERE IN THIS GAME. Moira is a total rookie, I think she’s literally just joined Terra-Save the evening she was kidnapped and probably wasn’t meant to go on missions any time soon; and Claire is the one that is not only keeping them together and taking charge in trying to get them out of there, but she’s able to quickly adapt to the fact that Moira is gun averse and takes on that role for the both of them.
Due to the fact that Moira’s ptsd regarding guns and the incident where she accidentally shot her sister is such a prevalent talking point for her character, I would think it makes more sense for Moira to be more out of touch with what a little girl needs as a comforting presence- as she was traumatised when she was young, and we can easily add that she became avoidant of not only her dad, but her sister and family in general too - and that seeing Natalia is bringing up a lot of buried feelings that’s she’s unsure how to deal with, because she’s a frightened teen in a traumatic situation! If Moira had self imposed an exile on herself and didn’t get along with any of her immediate family, that can mean that seeing Natalia periodically and then losing her a few times give her a chance to talk with Claire about how she feels guilty and sad about that fact that the issue with the gun robbed her of her childhood innocence AND a childhood with her sister. This would just strengthen the themes presented with Barry, where he is going to drastic lengths for Moira because she is STILL HIS DAUGHTER, and that protecting Natalia is allowing him to kind of process how poorly he had handled the incident with Moira, and do better for Natalia right now at the very least. This super small change would also give Claire the chance to reflect on her own sibling relationship, and give her a chance to talk about what Chris and Barry mean to her, as they were both family figures for her. There’s a really fucking fantastic framework here that suits the dramatic heights the game is going for, but it squanders it with stupid things like Claire suddenly not being calm and kind enough to comfort a scared girl. She isn’t too badass to do things like that, she’s badass because she can do things like that. Things like this made me feel like Barry was more prioritised as a protag, despite Claire being clearly presented as the main character. It just sucks and I feel sad about it, because there’s not much I feel needs changing about Barry’s side of the story. He feels like Barry, acts and talks like Barry, and it’s so nice to get a game that takes a closer look at him as a character. It’s a great entry for him, but I feel conflicted about Claire’s depiction here.
I think the other major thing that felt strange about Claire is actually the way the main antagonist is presented as well. See, she’s apparently a Wesker, and she’s continuing her brother’s research of the Ouroubourous Virus to help her create the T-Phobos virus- a virus that only triggers mutation when the subject is afraid. She wants to become immortal and live a life free of fear, convinced that if she can find a subject that is immune to fear, she can transfer her consciousness to them and live on. There’s a lot to unpack here, because they were setting up a lot and it didn’t quite live up to what they’d hoped. In general, yes, Alex Wesker here is a more tangible antagonist- and she has a fantastic presence in scenes due to the work of her voice actor. The narrative-theme-based-on-a-classic is back, where they took to the writings of Franz Kafka as some rather on-the-nose themes for the game- Metamorphosis, And All That. I’m glad they actually feel thematically relevant, but I just think it’s a shame that Wesker felt… weak. With all the themes of family and siblings here, I think it would’ve been nice to see that Alex is becoming desperate because of Albert’s death- as it is, we don’t really see any mention of how their relationship or his death affected her, just a mention that she’s used his research to assist in her pursuits of perfection. It also sucks because I can’t help but feel that they were trying to set up a rivalry, or at least make a call back to it, because the antagonist is a Wesker and the protagonist is a Redfield. Chis and Albert had such an insane rivalry because Chris trusted Wesker, working underneath him for presumably years, and then it went wild when they cross paths in CV and RE5. Claire only just met Alex once she’s been kidnapped, and figures out that Alex is directing the horrible events on the island- there’s no history, or push and pull tension here; other than the fact that Claire wants to get out of here and stop this mess. I don’t think they could’ve drawn a comparable dynamic between Alex and Claire as there was with Albert and Chris – but there is room for some narrative tension and parallel!
Firstly, I don’t really understand WHY Alex is pursuing perfection, as it’s not really discussed in depth. Albert isn’t a biological brother to Alex, but he is the only other subject from the Wesker project who survived this long- and clearly it affected her when she learnt of his death. The first time she heard of his death, he had faked it as well, so who’s to say there won’t be some strange reaction to her hearing about his death after RE5? When playing the first time, I honestly thought that she was trying to perfect this consciousness transferring thing in order to ‘resurrect’ Albert in some capacity. That might not be the best path narratively, but I think some more story reasons that touch on their relationship would’ve benefited her. Claire also shares a kind of pseudo-familial tie with the Burton's, as though it isn’t shown much, in previous games there were notes that implied that Barry welcomed the Redfield siblings to be a part of his family and looked out for them where he could. This game is a very personally interconnected one, and to have the protagonists see the antagonist struggling with something that is so viscerally relatable to them would’ve been cool. It would’ve been especially nice if some of the thematic aspects of Natalia being chosen as the vessel for Wesker to transfer her consciousness were given more weight, and that affects everyone in some manner. Secondly, the final evolution of Alex is just… bland. She’s infected herself with the T-Phobos virus in order to transfer her consciousness into Natalia, and to complete that transfer, she kills herself in front of Claire and Moira near the climax. But, despite trying her best to be fearless, she experienced a microsecond of fear right as she shot herself, triggering the virus and turning her kinda-corpse into a mutated mess. She’s ashamed of it, and covers herself with cloth to hide her face and such- but during the six months between campaigns, as she waits for her consciousness to wake up inside of Natalia, she starts to develop a complex out of a fear or concern over potentially having two Weskers. She starts to hunt Natalia and try to kill her, deeming herself the only one who can be allowed, but… well. Do you see what I mean about this feeling weak? I honestly think the fact that it’s six months contributes to this, as how the hell did a little girl manage to survive on a small, isolated island that was devastated even before Wesker started her bioweapon research on the locals?
It also feels strange that, in the climax, when Wesker’s tower is self destructing, Moira pushes Claire away and sacrifices herself, and Claire is somehow found and rescued, but Barry takes six months to get to the island, and Moira was surviving on the island for six months, and also didn’t seem to bump into Natalia during those six months. It’s just unfocused and stretched out, I could believe one month, but why not have Barry just drop everything and rush over to try get Moira if they know where they recovered Claire from? I think it might’ve been interesting to have Natalia be more of a threat, as parts of Wesker come to the surface. And I think that it might’ve been more narratively interesting for Wesker if her struggle with the transferal was due to Natalia rejecting her. This rejection could be a literal one on a biological sense- despite being the perfect candidate, her body won’t take Wesker, or she is mentally strong enough to push her down and cause complications. OR, just emotionally reject Wesker, as she is afraid of her. How ironically haunting would it be for Wesker if she rushed into this project when she got news of Albert dying, and the perfect candidate that is supposedly free of fear turns out to be afraid of you? I’m really just spit-balling and getting rambly and philosophical here, but there are ways that this could be better constructed into something that is more tragic and thought provoking. The point Wesker wanted was to not be afraid, and I wish that was explored more, as there’s so many different types of fear. Her being a pretty weak antagonist just compounded the feeling of Claire getting fucked over for me, as it could’ve been so much more, and Claire could’ve been written to be a much better suited narrative foil, or even just someone who pokes holes at the very ideology Wesker is working under- fighting her by planting doubt into her work. I dunno. This could’ve been a real interesting battle of wit between two women, with interesting narratives tied into the other girls of the protagonist cast- yet I can’t help but feel they weren’t written as strongly and had wasted potential, because Barry ended up the main focus in the writing room, as men are just easier to write, probably.
In closing, I really liked this game, but I’m cautious to say I loved it. I very much enjoyed my time with it, despite it being more action heavy than I would’ve liked, and some sloppy writing and game design here and there. I loved the mood and atmosphere for this game, I love how campy it gets at times, and I loved the moments where this game really shined. This retrospective has been so complicated to write (and not just because I accidentally left it so long before writing), but I can say that I got sucked in almost immediately when I went to replay the first chapter as a refresher, and that’s always a good sign. It’s a game I’ll definitely replay in future, just maybe not as often as other resi titles I like more.
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Theme of Barry
Lost (Enchained Version)
Heat On Beat 2015
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Resident Evil 4 Remake, PS4
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Wow. I was not expecting this, and overall, I think I’m pleasantly surprised by it.
I was a big fan of the og RE4- it was campy, a bit of a hot mess, and a really good time. This remake seems to generally respect and enhance that original feeling, while taking the game in it’s own direction. There’s plenty I don’t like about this remake, but plenty I do, so lets get into it.
The general trend for the remake series is definitely one that tones down the exaggerated and kinda goofy nature of the originals, and replaces it with a more Hollywood-esque style of gritty and ‘grounded’ realism. Speaking broadly, I can get behind that- however, with each remake added to the series, I get more and more concerned that ‘updating to modern standards’ is slowly morphing into a streamlined homogenisation that strips away most of the charm the original games had. Before I start the nitty-gritty of my dissection, I just want to get the inevitable out of the way: REMAKE FATIGUE. OH MY GOD. Sure, this remake has some brilliant parts that I’ll get into, and it looks great and whatever, but Jesus. It makes me feel extra cynical that every other thing that comes out is a remake these days! Are bigger studios incapable of taking risks and trying something new? Is it really so bad that higher ups are afraid of taking a chance on a new IP, that the creatives trying to work on these things are forced to rehash old things that did well that one time?? Do the fat cats up top even trust the creatives they’re using and abusing??? The original RE4 has a cult-like following, any attempt at remaking it is a HUGE responsibility, as the fans (myself included) are vocal and incredibly whiny. It doesn’t really need a remake, other than continuing the newly reworked canon CapCom is going for in the remake line, so… Huh???? Even outside of gaming, remake and franchise fatigue is hitting hard, and I’m tired. It’s not exactly inspiring or exciting to see remakes get announced anymore, especially when the trend of REmakes in particular are getting to games that are only like, a generation or two behind.
I needed to get that out of the way, as I was not really interested in RE4R the way everyone else was when it was announced, instead feeling more disdainful; reading press releases and fan talk with a cynical and apprehensive view. As should be obvious, I ended up caving and getting the game, and had a good time with it despite it all. But man... You feel me?
Anyway.
The plot of this game has been heavily renovated. Things are darker and more ‘realistic,’ favouring story beats that have an overall more cohesive narrative. The basics of the story are still largely the same, but with expansion and refinement in certain areas. The follow through of plot and motivation between chapters makes a lot more sense compared to the original, and certain beats were changed (and even omitted) to give greater and different impacts for each scene. For the most part, I really liked what they did- it gave a chance to better understand the characters we’re playing with, and it’s pretty hard to feel lost with how refined everything is... but it is at the expense of losing some of the more ‘iconic’ moments from the original, as they are ‘too goofy’ to be translated into this tonal shift. Leon S. Kennedy has gone through a lot of training to become the government agent we see him as today, and is tasked with rescuing the President’s daughter, Ashley Graham, after she was kidnapped from her college campus. After tracking her down to a remote village in rural Spain, Leon is tasked with bringing her back home, safe and sound. It’s a really simple plot, same as the original, but where it gets more depth is through finding out about the bioweapons and locations you battle against as you try to escape with Ashley. There are three main areas that the story takes place across; the village, the castle, and the island. And, just like with the narrative beats, the locations themselves have been renovated to be more streamlined and expanded in certain areas to make this game an enjoyable, modern rendition of it’s original counterpart. There are a lot of call-backs to the original too, the main example being the shooting gallery- which is not only a fun mini game to play, but has an expanded remix of the iconic drive song. I’m not great at shooting mini games- especially not on PS4 -but damn, the shooting gallery was so much fun. Having the remix of drive and ramping it up made it an absolute blast! (Pun intended). There’s a lot to love about the way so much has been enhanced by getting more attention, and I can say that I did genuinely enjoy a majority of the narrative changes.
Into the gameplay, which again, was generally pretty good! The item management is still here; you will find treasures and collectables alongside weapons, ammo, healing and currency as you explore and fight enemies, and can arrange them physically in your inventory screen. The modern Resi convention of quick-equipping weapons and sub-weapons to the d-pad is back, but expanded to have two options per direction, allowing you 8 possible slots to customise with weapons in whatever order you’d like. I appreciate this, and enjoy the seamless nature of the quick equip- though I do miss seeing Leon to the side modelling the item or equipment I have selected… When collecting treasures, sometimes you get pieces with empty recesses in them, and sometimes you’ll get gems of a certain shape that you can place in those recesses- of which combining items to be fully decked out with whatever colour combinations you choose will result in a much higher price when selling those bedazzled items to the merchant. The merchant himself has been fleshed out a little more too, his shop feels nice to browse through as you decide what you want to sell and upgrade, and he has more missions to give you around certain areas! In the original, the extent of these missions were pretty much just ‘shoot the medallions in this area,’ and you get a reward for doing so. Now, he has more that add a bit of variety- things like killing pests, bringing certain items to him, and circling back to specific areas when you’re nearly done with an area in order to fight a mini boss. It’s a nice optional thing to flesh out the time spent with each area, and expanding upon them in ways that are more involved than a simple scavenger hunt- though don’t worry, the medallions are still around and the merchant still wants you to shoot them! There was actually enough things to do that I didn’t quite get all of them in my first play though, which in turn meant that there were still things to do and places to poke around in upon replay. (Though, the merchant talks A LOT during the various screens while shopping… Idk if I’m just misremembering, but the og merchant never felt this annoying with the incessant chatter… hm...)
Moving around as Leon was… pretty good. It took me a while to get the hang of it, as he felt very weighty and had a much stronger follow-through in his momentum than what I was expecting. His sprint also felt faster than I remembered the og feeling, and perhaps that’s simply the difference between the tank controls of the original and the dual stick controls of this remake. This quick pace suits the action side of this action-survival-horror, and honestly, once you play for a few minutes, the speed felt normal anyway. I just think it surprised me a lot to feel how weighty AND fast Leon felt in my first impressions, which is why I wanted to mention it. Leon also feels skilled; he felt fluid moving between various guns, using the knife, and fighting with throwable items and melee attacks. More attention has been placed on the fact that he's spent 6 years in special military training, and it’s certainly paid off. However, I can’t help but feel the various melee attacks feels a lot more limited here… Now, I’m more than willing to admit a rose-tinted bias here, but I remember getting almost giddy when I had the option to kick and supplex enemies with ease. There was an almost explosive feeling to it in the original, you could literally kick people’s heads off – and yeah, yeah, I get it. This remake is trying to be more grounded and less arcadey in this aspect, but despite the melee attacks having a good weight and follow through to them, it just didn’t feel as impressive to me. That’s totally a personal feeling and not really anything the game has done objectively wrong, but that is unfortunately one of the many little nitpicks of things the game has to contend with when trying to remake a game that has been placed on such a high pedestal by many.
While I’m nitpicking differences in the gameplay and mechanics, I want to talk about the QTEs. Quick Time Events were prompts in the original game that played during certain scenes (mainly cutscenes, but in some boss fights as well), and would prompt the player to do things such as hit a button combination in a short time limit, or mash buttons and wiggle the stick in rapid succession. They are divisive, to say the least, but if you read my retrospective on the og RE4, you’ll remember that I said I kinda liked them! I’ve heard that some people don’t like them due to the panic of being quickly prompted and only having a second or two to respond, and hitting the wrong thing results in an insta-death half the time- and yeah, that’s definitely annoying. But, I don’t know… In the same way that the tank controls of RE1 made me feel more connected with my characters by getting flustered and struggling to move in a way that I could link to the feelings of fight or flight responses for the characters I’m playing as, I quite enjoyed the ways QTEs were used in RE4. Leon’s feeling just as flustered when there’s suddenly a boulder, or giant mechanised statue of the antagonist, chasing him down some narrow corridor as I am suddenly having to mash a button to get him out of there. I particularly enjoyed the cutscene QTEs for the Krauser knife fight in the og, requiring you to get the right combo of buttons within a split second to successfully parry and continue the fight. They’re fun! It’s not like I love all QTE by default, as I did not enjoy their usage in RE5 & RE6 half as much- but when implemented smartly like the og… I just appreciated it. The QTEs for this remake have been dramatically reduced, and for a lot of people, that’s a plus. I really loved the accessibility options for the QTEs here, giving the option between mashing buttons or a press and hold. Some of our hands/reflexes aren’t what they used to be, and sometimes the option for something less physically demanding is nice. However… It does feel a bit lesser without the QTEs, if I’m honest. It’s not even that every single QTE in the original was good, but there was a frantic-ness about it that I miss. I felt this the most with the Krauser knife fight I mentioned earlier, which has been turned into a more traditional mini boss instead of a QTE cutscene.
Which brings me to the biggest issue I have with the renovation of mechanics here.
The Knife.
In the original, the knife was a permanent sub-weapon you could rely on in the game. Run our of ammo? Get up close and personal to slash with your knife. Need to open boxes? Knife attack! And fighting Krauser? Well. Let’s just say, you’ll wanna use your knife. It felt special, and to me was a defining characteristic of how I played and thought about gun and weapon usage. In this remake? There is a knife degradation system. I understand from a game mechanic view that having degradation might encourage players to get creative with other weapons instead of relying on the knife, or treat the knife as something more special because it comes with a limit- but I felt the opposite. I HATE WEAPON DEGRADATION SYSTEMS. SOOOOOO MUCH. I didn’t feel like the knife was special, because you’d find knives everywhere to make up for the fact that they can only be used so much. Once you use them all up, they break and you can’t use them again, except for Leon’s special knife, which can be repaired for a cost at the merchant’s. This is supposed to be the trusty knife! It doesn’t feel trusty or even special anymore! Resi on the whole is KNOWN for it’s knife only runs, as knives are ALWAYS present in some capacity. I didn’t like the way knives broke in RE2R either, but it didn’t feel as offensive to me, as they were only sub-weapons, and mostly used for defence. IN THAT CONTEXT, I can begrudgingly agree with the philosophy of knife degradation, because that game was much more focused on surviving the horror with limited inventory. Here… it’s an action game. Depriving Leon of his knife just feels cruel. I want to be free to attack boxes and barrels while I’m looking for items, to kill snakes and rats indiscriminately alongside hoards of ganados when I’ve run out of ammo, or when I simply want to use my knife. In this remake, I can still do all of that, but there’s a greater cost to contend with due to the degradation. I can’t even enjoy some simple knife fishing, as I’ve gotta keep it in the back of my mind that every slash could be my last. I pretty much never wanna see weapon degradation in games, and will only begrudgingly take it under very specific circumstances. It feels like it detracts from the game far more than any ‘innovative thinking’ or game balancing it may provide, and it’s simply a frustration I hate having to put up with. Have the guns run out of ammo! Have limited inventory space that makes me hum and haw over which items are important to me and which I’ll need to use up and get rid of! But do NOT make my knife so brittle that it’s useless after a few hits!!
‘But the realism-’ I hear you say. Yeah, sure. A kitchen knife, heck even some survival knives, are probably not going to stand more than a few hits when used in combat - but when there’s an option to parry a chainsaw with the knife… I think some liberties can be taken. Although the game postures itself as something more mature and realistic compared to its original goofy and contrived nature- it’s still filled with silly shit! It’s a video game! It’s ok to lean into it; the original did with the arcadey feeling that ran through it all. Why is this new direction so hesitant to allow certain things, while being equally goofy in other areas? I know that the knife thing gets better when you get a grasp of the parry system and learn the most effective ways to make use of it, AND that there’s much better options for it when playing in NG+ and you have all the upgrades- but why do I have to wait for a replay to have it feel tolerable? That’s still a full first run through where it feels miserable! And just due to the fact that it is the way it is, I actually felt discouraged from engaging with the knife at all during battle, and felt more comfortable using it only for things outside of battle. L. Skill issue. Whatever. But I fucking HATE weapon degradation in general, so I’m sure you understand that even though I’m aware of the nuances and probable intentions the dev’s had when implementing this: I don’t care, I don’t like it, and I don’t think it achieved what they set out to do with it.
Onto graphics, the game looks fine. Maybe a little flat in the colour grading at times, but that’s something I’d expected due to the original having a muted sepia look. I don’t really know how to articulate this the exact way that I want to, but I’m just not the kind of guy who’s overly impressed with 'realistic graphics' in games. I’m fine if things look a little janky- and in all honesty, I think that jank or intentional style choices add charm and a unique look to certain games. RE4R is using the same engine that a lot of previous games in the series have been using- it seems to be a great one for what they want to do with the look of it all, but I can’t help but feel that it looks a little too familiar at times. I think this is partially due to assets being reused, having played a lot of games in this engine and starting to see how it works and where the seams are, and remake fatigue. I could complain about it looking like RE2R and RE8, but I feel so half-hearted about that complaint. It’s the same engine, and a remake of a game I remember decently- of course it’ll look familiar. I’m fine to chalk that up to primarily my own tastes and fatigue that I’ve outlined, but overall, the game looks fine. Great if you’re into this mostly realistic style, I just don’t think I care enough to care. What I do care about, however, are the presentation for certain things that really pissed me off.
Firstly- STOP WITH 'CUTSCENE' MOMENTS THAT TAKE A HOLD OF THE CAMERA AND SWING ME IN RANDOM PLACES!!! FUCK OFF!! IF YOU WANT CONTROL OF IT HAVE A CUTSCENE, GAMEPLAY IS FOR ME!!?!!? And repeat all the shit you read previously for the Rev2 stuff I had the same complaint for.
Secondly- YELLOW MARKERS. This has been memed to death by now, and Resi isn’t the only game/series to go overboard with the yellow markers. But, whoever is walking around with open cans of bright yellow paint, reigning terror across this remote Spanish village - stop it! Who knows where they’ll go next! Joking aside, I want to go on a tangent and dissect this and give thoughts real quick. SOMETIMES, yes, the paint markers are helpful in showing me where I need to go, or what I need to do when I’m feeling lost. Yellow is such a naturally bright colour that it’s easy to draw the eye to, making it a psychologically/colour theory-ily understandable choice to make sure players see the hints you leave for them. A lot of the time, I believe the devs make these markers so obvious because they were common tricky points for their focus groups- which are often comprised of people with varying gamer skills, and I’d say that devs will try to pay attention to the less experienced gamer’s feedback to iron out any wrinkles and make the game more approachable. It all makes sense and I understand it, especially after having the opportunity to study this kind of thing a little bit and venturing into indie game dev myself. There’s so much to think about and consider that often will go unnoticed by the players, which can feel frustrating when you’re berated for choices you made intentionally with their favour in mind. HOWEVER, this yellow paint shit is getting out of hand. It often feels jarring and non-diagetic, bringing more attention to it than intended and breaking the immersion for the player. It can also feel very patronising to have the methods and solutions to puzzles pointed out so obviously to you, for both experienced and less experienced gamers. Things don’t need to be THAT obvious, and I’m not sure that slapping yellow paint over everything is the fix-all solution it’s being treated as. It might take more work, but maybe if so many players are struggling with certain sections, you need to discuss with your team whether this is an intentionally hard area that you want players to struggle through, or if there are better ways to create the problem you want players to solve. There’s not going to be ONE solution that pleases all players, but I feel as though many gamers with mid to high level experience in games are going to become too frustrated when they see the yellow paint and no longer want to be a part of the core audience anymore. It’s a tricky balance to make games inviting enough to appeal to new-comers or ‘the broader audience,’ without alienating ‘the target audience,’ - but too often with modern games, I can’t help but feel they’re spreading themselves too thin to catch every audience instead of focusing on their target. Look at ways that are less obvious than yellow paint, see what kind of diagetic methods to give hints would work, and really spend the time setting up ways to teach the players how you want them to play and approach the problems you throw at them.
What’s uniquely frustrating about the yellow paint in Resi is that, in RE8, they ALMOST had something really interesting in context with the yellow paint, but didn’t do anything with it. They knew the yellow paint in that game was garishly out of place, and called attention to it, but just didn’t deliver in the way I was expecting based on the way they set it up. To then go to a game where there’s no reason for the yellow paint to be everywhere, YET IT STILL IS, is frustrating. The one counter to this, which I alluded to earlier, is that these yellow paint signals ARE helpful to those that need them. Great, but that is only good as a stepping stone, and if people ever move up to a higher skill level in gaming where they don’t need it anymore, what then? I understand that from an accessibility standpoint, making sure that players who aren’t very good or don’t feel confident in playing but still want to play have an option. I support that, but to mix that into the DNA of the visual presentation of the game just sucks for every other player who wants an option to not have it. It’d take more work, but why can’t yellow paint-ifiying the landscape be exclusive to easy mode? That’s the area to have it, and by not not having it in normal and hard difficulties, it’s effectively training wheels for those that want it in easy. With this, there’s also some comment I want to make on the way older games did this. I’m more inclined to say that older games did a better job of communicating things visually, and in many ways the hardware limitations present helped devs to think carefully about the way they wanted to present things. Heck, even in RE2R, there wasn’t yellow paint slapped haphazardly around the place- I distinctly remember the use of lighting and contrast in certain areas to point out which way to go. This tangent is not just a critique exclusive to RE4R, but to all yellow paint games out there. I don’t like the overly researched and pathologised method of communicating things to players, it just says very clearly to me that you don’t trust me to play and enjoy the game the way you wanted me to, and would rather drag me by the hand through everything instead of giving me time to enjoy the spaces within the game you’ve created. Maybe there’s also an aspect of insecurity to this, which I don’t doubt could be from having unrealistic pressures and crunches forced upon dev teams in the increasingly dystopian work environments- but please. At least add a bit of diversity to the way you want to overly direct my play experience, it’s become so cliché even the meme of yellow paint is worn out.
And lastly, something I feel is the most relevant to bitch about regarding graphics, is the lack of boss transformation animations. To set the scene, in the original RE4, pretty much all the multi-phase bosses had grotesque animations showing the pure body horror of being a bioweapon. It’s memorable, and helps keep you immersed in the moment as you see the familiar human looking parts morph further into the inhuman. It’s kind of a staple thing to expect in the Resi franchise- bioweapons are a form of body horror, and bioweapons are behind every game - it’s what we’re here for. Now, in RE4R, there was a noticeable lack of transformation animations. I’m sure you can imagine the disappointment when I’m fighting the village leader in some sort of barn or shed that’s on fire, and instead of having some transformation to gawk at, he disappears behind a wall of flames, and re-emerges a few seconds later in his next form. Every boss felt like this, and even if some bosses felt like clever call-backs to their originals, or added something to make the experience unique to this game, I felt incredibly disconnected from the fight as a whole. For a AAA remake title that has the legacy it does, whadda hell!? I can’t imagine the time and resources it must take to model and animate such things, as I’m a 2D artist myself, but it is incredibly disappointing to see this remake take shortcuts like so. To pair with this, what I mentioned earlier about QTEs being stripped away hold for battle the most, in my opinion. I don’t think I was ever able to enjoy or get good at using the parry/evade mechanics introduced for this game, as their prompts weren’t as clear or understandable to me compared to something like a well placed QTE. And yet another thing to tack on at the end of this, is that I felt a surprising lack of unique death animations for Leon too… Again, maybe this is nostalgic misremembering, but I would have so much fun getting Leon killed and seeing a new unique animation depending on how he died. It was almost a little consolation; yeah you suck and you died, but look, isn’t it funny seeing Leon get his face dissolved to the bone, or decapitated, or dramatically falling-to-his-knees-at-the-realisation-that-Ashely-died to death?
I guess I could summarise this with something along the lines of: all the little details in the original, that might not seem like much on their own, all worked together to give the original the polish and charm that it had, and that there feels like a distinct lack of that here. Which is a shame, because there is genuinely a lot of details that ARE here that DO ADD to the experience- it just doesn’t feel like enough for me, unfortunately. Like, I really do appreciate that it kept some of the puzzle aspects across various parts of the game and even added more, and that there’s a semi-stealth thing going on that allows different options if you can approach enemies without alerting them. Considering the og was such a cultural influence on how modern OTS shooters were made from that point on, I found it really interesting to have stealth come back to remind us of it’s survival style origins. It just… also feels like it’s missing a lot, or only has call-backs to the original as a form of obligation.
In regards to music, I honestly didn’t feel like much stood out to me. I have a note written to myself to pay attention to the music, and after 3 playthroughs, the only song I knew I wanted to include at the end is drive. I didn’t really feel connected to or excited by any of the tracks, which is a shame because I really love a majority of the various OSTs this series has. Even the more ambient and atmospheric tracks can be quite memorable to me, but here… I just didn’t feel it. I really don’t know what it is, but to guess, maybe the soundtrack just felt a bit too generic for me? I wasn’t as keen on other remixes of tracks from the original, drive really was the stand out. Idk. It’s a shame, nothing felt really out of place as far as I can recall, but I can’t recall really enjoying much about it either. It just kinda lived in the background for me, which isn’t the worst, I suppose. The sound design was pretty good though, the weapons and various soundscapes sounded generally pretty good, and I like that they’ve used a different stock sound effect for breaking vases that sounds a lot less cartoonish.
And, well… That’s about all I can say in a vaguely non-spoiler-ish way without going into detail. I have a lot to say about particular details so. Here’s your fair warning.
I feel so complicated talking about the game from this point forward, though, I’m sure if you’re reading this far, you can kinda see why I feel a bit like a pendulum. The original never felt all that scary to me, but it had an atmosphere I liked and I was perfectly happy with that. Here, it’s also not really that scary, but in both it’s easy to feel overwhelmed when you get a bunch of enemies to fight all at once. However, I noticed certain scripted set pieces with forced and cheap scares that just induced an eye roll for this remake. In particular, there’s a section with a giant at the castle and it just draaaaggggggeeeedddddd on and I didn’t care. Which is sad, because I really like the castle in both games, and otherwise I really loved the revamp of the castle here. In general, there was a strong sense of dread lingering in the atmosphere, which I think is enhanced by the devs trying to balance the action-biased nature of the game with a re-introduction of survival horror elements. And while I may not agree with every individual choice made when remaking and renovating the plot and layout, I think it’s generally a net positive - even making some areas that weren’t all that fun in the og feel tolerable, if not fun now!
The main thing I want to gush/rant about, is the plot and the way the characters were handled overall. I want to start with Ashley, as I liked her fine enough but thought she got dreadful amounts of unwarranted hate in the first game. There was literally only one section in the first game where I was legitimately frustrated with her, and that was partially a user error on my part making it worse. However, the devs absolutely know that this is a sore spot in the pop-culture knowledge of the game, and have taken steps to avoid the same kinds of criticism. Firstly, I wanna point out that the actress who played Ashley, Genevieve Buechner, was very nice to hear. I think she did a great job of keeping the balance between Ashley being a naive and scared young woman out of her depth, and a capable young woman who is trying to use her skills and smarts where applicable. One thing that I know a lot of people bitched about was the og Ashley having a grating voice. I personally only found the repetitive screaming grating when it went on for too long, but I definitely understand where it’s coming from, so it was a nice surprise to see deliberate direction for Ashley to combat this. While she’s a young, college-aged woman, her voice was a little deeper than I’d expected (most likely to combat the shrill allegations), and throughout the story she develops into being a little more confident and proactive. I think I can give the perfect example of what I want to praise with a certain change in a cutscene. In the original, when they’re in the castle, Ashley suddenly runs away from Leon, seemingly scared or disgusted at the fact that she coughed up blood, and is then promptly caught in some cartoonish trap, waiting for Leon to break her free. Now? Not only is there a greater emphasis on the plaga parasite that is infecting them both, but this emphasis gives Ashley a chance to actually feel something about it. In a cutscene that serves the same purpose as the one I just outlined, Ashley is suddenly taken over by the antagonist through the plaga (mind control style), and attacks Leon. When her mind is released, she’s on the other side of a locked gate, and she runs away, afraid and embarrassed that she lost control and hurt Leon, and doesn’t want that to happen again. Hooray! Character agency displayed!! We get a much clearer situation to display this, first of all, but also a much better way of letting the events breathe and show how the characters feel through their actions. This also means that when Leon and Ashley reunite, the conversation that they share feels more special. I’m so glad that there wasn’t as much of a stop and start with Ashley being with us one moment, and whisked away the next. Everything felt logical and understandable for why she was or wasn’t with us in each particular moment, and the reduced goofiness made it that much clearer what our goals were in any given chapter.
I also like how Ashley was able to help out with a certain mini boss in the castle, and that her playable sequence was expanded upon. It hasn’t been long since she was kidnapped and infected, and she must be scared out of her mind, but I could really see the development from being stuck in a fight or flight panic, to now being someone who was trying her best to work through any problems she was stuck in. Leon has clearly rubbed off on her, and I think it’s nice to see that although jaded, he was able to impart some of his collectedness under pressure onto her - seeing how quickly she’s able to step up and take an active part in getting out of there was really fun for me.
Leon was interesting here as well, we’re given a much clearer info-dump at the beginning that tells us what he’s been up to, and shows us a little bit about Krauser before meeting him in game. It’s clear that Leon has been through a lot, and doesn’t have that bright-eyed rookie style anymore- though, it hasn’t completely disappeared. However, he’s focused on his mission, and it’s nice to see the developments he goes through when interacting with other characters. I don’t really feel I have as much to say for him, in part because it’s Leon, and everyone loves Leon- but also because there were a lot of things that I felt were cut from him and not replaced or repurposed in other areas. Most of his character is good and consistent here, it’s interesting seeing him with Ashely, meeting Ada and Luis, and going up against the antagonists. And although the Antagonists generally feel more fleshed out, there’s almost no banter anymore! SADGE!!! I get that it doesn’t really translate into the new tone they’re going for, but everything with Salazar in the castle felt weak sauce. There wasn’t really any back and forth going on, and it is sorely missed! Without that banter, and instead playing things a bit more straight with flecks of sass peppered in, I don’t feel that there was that much for Leon narratively. And although I miss it, I think overall, I’m ok with Leon not having the most narrative growth for this game. To be clear, I hate that the banter is gone, but I’m ok that otherwise he’s got a much smaller, almost static feeling character to me (at least comparatively).
Luis was definitely expanded upon, and I feel as though he had the most attention amongst the main cast. He’s a fan favourite, and with that charisma, how could you disagree? Despite the fact that I think my preference will always be for the swagger the original Luis had, I really grew to love Luis here in this remake. We get to know more about how he generally presents himself, and more about what’s going on. It’s clear that he feels plagued with guilt over his contributions to everything that’s unraveled into a shit show here, and he makes a point of helping Ashley and Leon rid themselves of the plaga and escape, despite it clearly being out of the way for him. Due to the increased amount of time Leon shares with Luis, there’s infinitely more homo-erotic tensions between the two as well – I even got to take him on a date to the shooting gallery to show off my epic skills! Adding more scenes with Luis here means that he didn’t die in the place he originally did, meaning that even for players who know the original inside and out, we still had new things to look forward to and were kept on the edge of our seats as we waited for the inevitable. I really enjoyed it, and think that the effort put into expanding Luis was great to see, as it kept me engaged the entire time and eager to read more in the lore files scattered around the place.
With all the emphasis on the plaga, I’m glad that the narrative was cleaned up and tightened in the way it was, and actually made the fact that Ashley and Leon being infected was a more tangible threat with a time limit. In the original, they barely scratched the surface of being infected, and it was so easy to forget until you are reminded in a cutscene and go ‘oh yeah…’ - the stakes here felt bigger and more cinematic, which nails the new direction right on the head. However, the actual details of the lore actually felt a bit… messy. I appreciate more focus on the plaga and Lord Saddler as the primary antagonist, but there were some lore files that were particularly dense and hard to make sense of. Perhaps that’s just a me thing, but there were some choices that baffled me and some choices that just felt a bit like pandering. I felt this the most during the castle, and I was eventually able to wrap my head around the history of the place; but there were some details and lore drops that felt more confusing than they needed to be, and not in a fun solve-the-puzzle kind of way. There were also some choices that simply frustrated me about the new direction overall, wanting it to be grounded and realistic, but still required to lean into some gamey things by fault of it still being RE4. To give an example, early on in the castle there’s a note about a particular enemy, the Garrador, detailing what a weird and fucked up kinda guy he was to increase the lore and world building. Leon and Ashley bring direct attention to it via dialogue during that section too, they REALLY want to make sure you know how cool and creepy this mini boss will be. But then, later on, there’s a room where there’s two of them. No lore notes for why there’s two more of these fucked up guys here, they just are- and this room toes the line between miniboss and just a room full of tricky guys to kill cause you’ve leveled up by now and know how to kill a Garrador. It feels stupid to emphasise a single instance of an enemy that you’re going to come across multiple times, and then do nothing with every other instance. I think I’d prefer to just be left a trail of crumbs so vague that we just have to assume the enemy is some weird fucked up experiment that the audience has to figure out. It’s so ehhh when there’s one guy with a backstory, and his twins are NPCs with nothing. That was a pattern that I noticed, where some areas were expanded upon greatly, but not in a consistent manner, which made it feel really odd to me at times. It’s a real tricky thing, and to be honest, I’m not sure if there would be a way I can suggest that’d make me happy, let alone a broader audience… It’s just that, in trying to expand and humanise certain characters and places, but not being consistent and thorough, I think it just prompts eagle-eyed players to notice holes quicker. I don’t know, it’s just weird! Some stuff has been changed in order to modernise things that didn’t age well, but still gloss over crucial things that needed more clarity anyway!
I feel this weird hyper detail with no substance was particularly prominent with Krauser. We got a name drop in the intro, good. We have some confrontations with him in the game, nice. There’s a tent, with lots of info, clearly Krauser has been brushing up on his Leon lore and even has a little Leon polaroid from when he was taken in after Raccoon City… huh? Obsessed much? In the original, Krauser was pretty much just dumped there, with dialogue and cutscenes that implied he and Leon had a history, but none of the players playing on GameCube and the multiple other ports at the time had any clue who he was… until they played the Darkside Chronicles on the Wii, years later. It was weird, but he is important to some plot developments in the story. The impression I got was that Krauser wasn’t expecting Leon to be there at all, and that seeing him has put Krauser on edge a little bit, which causes some of the more intense confrontations he has with Leon. Part of why he’s important is that he’d been hired by Wesker, but Wesker no longer trusts him, so he’s sent Ada to make sure all loose ends are tied up. Krauser and Ada never really cross paths here like they did in the original, there’s no indication that they’re in cahoots at all. We get an overly dramatic final cutscene with Leon and Krauser where he wants Leon to kill him, cause he’s the only guy who can, but not much in the way of contextualising HOW he mattered to the plot, other than a few stray lore files right before you fight him. I wasn’t really happy, and I don’t even like Krauser! At least give him something, but he felt so glossed over and flanderised into some typical trigger happy gun boy boot licker American with a dumb gravelly voice to show that he’s hardened from battle, and overused the term ‘rookie’ as a form of endearment towards Leon. Krauser, and the antagonists in general, didn’t have much in the way of tangible plot and lore in the original, but it had the charisma. In this remake, yeah they’ve expanded upon things, but forgot about the charm and whatever other immaterial vibe that was supposed to be infused with it, there’s too much dumping and not enough raw charisma. There’s no bantering back and forth with Leon, and they all feel flanderised to me. They picked a point for each of the antagonists and just zoomed in on that; the head honcho in the village is big and stomps around, the little brat running the castle is just a little brat (and not even funny cause there’s not banter), Krauser is just a typical American soldier type, and Saddler is just an evil cult leader. Adding extra lore details doesn’t really do much for me when the concept of these characters aren’t all that engaging to begin with. It’s a shame that there wasn’t a better balance here, at least for my tastes, as the original head honcho and castle brat were fun and memorable for me, and I’d forget about Saddler until the end, and they didn’t have that much lore to them. They do here, but it feels like a big fat nothing burger at times, cause I’m not sure what they really wanted to do with these antagonists at all! It may be a case of having too many, and not being able to put the same care and attention into all of them, but they’ve even cut a boss fight with a bioweapon from the main campaign! And of all the things I feel they cut and butchered, Ada irks me the most. Get ready, and grab the whole salt shaker, as I have a LOT to say here...
Ada’s physical involvement in the plot felt severely lacking, as there were a lot of things that were cut and not repurposed in other areas. She is supposed to have an interesting dynamic between Krauser as another hire from Wesker, between Luis as her contact to get a sample of the plaga, and Leon when she finds out he’s on the mission and could use him to make her job easier. The stuff between her and Krauser was cut, and the stuff between her and Luis in the originals were mainly detailed in her optional campaigns, Seperate Ways and Assignment Ada. Here, there are some moments where we see her interact with Luis, as there was more emphasis placed on making his story and arc feel more complete, but there’s still not a lot. And with Leon… they cut SO MUCH! I had this sinking feeling of ‘they’re gonna come out with her campaign as DLC and charge for it, aren’t they,’ and I was right. There’s even a name drop in the dialogue near the end that she and Leon are gonna go their ‘seperate ways.’ By cutting some things, it takes away a lot of opportunities for her and Leon to convene and discuss things, regarding their situation and regarding them. There was one scene in the original where Leon is overcome with the plaga, and when Ada tries to help him, he starts to choke her out, causing her to stab him in order to break free. This scene was such a memorable and important one for me, as it’s one of the only instances we got to see of Leon being affected by the plaga in the original. It’s also just a really good scene that just shows the way they act around each other; it was almost casual, they both clearly trust each other enough to let their guards down, and Ada lets hers down enough to show genuine concern when Leon starts to convulse, not expecting him to start choking her. She plays it off all suave when Leon apologises, but reiterates that he needs to get rid of that parasite cause she wants him to escape, but Leon is still laser focused on saving Ashley that he’ll lower himself in his priorities- there’s depth to that scene, goddamnit! And there is NO EQUIVALENT present in the remake. I have a feeling that they didn’t write this scene in out of fear around how politically correct it’d be to have a man choke out a woman, or something to that nature. Which is a shame, as I’m obviously not condoning that kind of assault- but it’s not a sexist hate crime here, it’s the antagonistic threat being demonstrated narratively. I understand the ballistics comment from Luis in the og getting cut, and that his flirtatious nature was toned down a tad to make it more palatable and less sleazy- that’s a fine adjustment to make since times have changed. But Leon choking out Ada… even with the quick context I’ve just given, you can see that it’s not a bad scene to have in the game, right? SO MANY of Ada’s scenes have been trimmed and cut entirely, and while some of these changes are due to the streamlining of the plot, but it’s such a shame that there’s not as much of her here! Especially when there was very clear attention put into Luis and Ashley, Ada feels severely lacking.
And speaking of lacking, I want to talk about Ada’s actress, Lily Gao. This is clearly a very sensitive topic, and I’ll explain the various aspects in a sec, but firstly the main thing lacking is a general respect from ‘fans’ towards Gao. I haven’t kept up with it, but the last I heard, she deactivated most of her social media due to the onslaught of hate she was receiving towards this role. I find that disgusting, frankly, and although I have criticisms towards her performance in this role, NO ONE should be harassed off the internet for simply doing their job. There are ways to voice your upset, but c'mon. Are we all becoming so juvenile and brain rotted that we think it’s ok to air grievances at someone who hasn’t asked for it, and continue to direct it at them even when they’ve expressed their disappointment and asked you to stop?
To give some personal context, I don’t normally keep up with reading announcements and leaks preceding a game about to come out, but I got a little sucked into reading about RE4R. I couldn’t help nervously looking through news about the game as it came out, as I was worried it’d be like RE3R and ruin the experience- but when I found out it was being developed by the team who made RE2R and RE8, I was happy to leave it at that, and decide whether I’ll buy it or not once it came out. However, one of the last bits of news I saw before I stopped being a hypocrite, was the news that Jolene Anderson would not be reprising her role as Ada Wong. Anderson played Ada in RE2R, also providing the motion capture for Ada in the second animated movie, Damnation, but did not voice her. She’s a talented actress; bringing a certain chemistry with Leon, and a sexy confidence that just brought Ada to life in the best possible way. She worked really well with the grounded style the remakes are going for, and it was sad to see her go. Now, a voice actor being let go is nothing new, and the amount of voice actors each character in the Resi series go through is nothing to sneeze at- that alone is not what felt off about this. Anderson found out at the same time as fans that she wouldn’t be reprising her role, mentioning online that she wasn’t given a chance to reprise her role, or a dismissal noting that they weren’t going forward with her. I understand that the industry doesn’t really have the time or established etiquette to keep up with relations like that, but damn. That feels a little harsh, especially considering that I think most people, myself included, assumed that with Nick Apostolides reprising his role as Leon, that Anderson would be back as Ada too. But, she was replaced by Gao, who had recently played Ada in the after credits scene of the most recent live action movie, Welcome to Raccoon City. I had no preconceptions to really bring, as one cameo in an after credits isn’t much to base off of, and I was ready to see what she brought to the table. I don’t want to just bash her and dismiss her talents, but she had big shoes to fill coming off Anderson’s performance (along with every other actor that’s contributed to voicing Ada), and the whole remake of RE4 thing. Unfortunately, she wasn’t able to fill those shoes, to my tastes. Scenes with her felt stiff, and the chemistry and depth to her performance just wasn’t all there. I don’t think it’s purely her performance, as I think the script and direction she was given didn’t really help her much either. Gao doesn’t seem to be as experienced an actor compared to Anderson, and didn’t bring that sense of Ada having control of the situation that feels important to her character. The lack of scenes like the one I described earlier certainly don’t help, as there’s not really enough chances for her to shine and show off what she can bring to the character.
I hope you have the salt shaker ready, cause here’s where I want to be very careful and nuanced about this… Ada, the character, is American Chinese. Anderson is a full American gal, and I’m pretty sure every voice actor that’s portrayed Ada previously was too- or at least, none of them are Chinese. Gao is Chinese Canadian, and I am absolutely in favour of casting POC in POC roles, especially here where Ada hasn’t even had the chance to be portrayed by a Chinese voice actress. (Theres even the famous trivia of the actress who played Ada in the Jovovitch movies being dubbed over because her voice wasn’t ‘enough’ for the filmmakers…) I really want to support this, but I feel conflicted, and bad about that conflicted feeling. I just think that if this was something that genuinely concerned CapCom, they would’ve cast a Chinese actress for RE2R, and not swap her out while they’re presumably going over scenario changes in the game and only just realising there are some aspects of the original that don’t fly in today’s landscape. It feels tokenistic in a sense, something for them to point at and say, ‘Hey, Look! We replaced the white lady with a Chinese Lady who looks like the Ada!’ Despite Ada being Chinese, there’s nothing overtly Chinese about the way she talks or behaves, she’s very American. The Red Dress she’s wearing in the original RE4 was clearly a romanticised, or perhaps fetishised, take on a style evocative of Chinese culture- and was very clearly impractical and foolish for the mission she was on. That’s about the only explicitly ‘Chinese’ thing that comes to mind for Ada, and that is more a product of designing her for sex appeal than any cultural representation. Her new outfit of a red sweater and otherwise black tactical, but stylish, gear is still a really nice outfit- and I prefer that change as it makes sense for her to be wearing it… Clearly there are changes made to be less insensitive, but the act of recasting and the resulting hate that Gao has received because of it also feels insensitive to me. Both actresses clearly have an idea of who Ada is to them, but for me- where Anderson brought a subtlety and nuance to the more subdued character direction, Gao came across as flat and uninterested. Again, I want to reiterate that despite not enjoying her performance, I think this is the result of a bunch of decisions up the chain, and not exclusively a failing on Gao herself. The scenarios she’s given, the direction she had to act under, even the casting directors are also responsible for this performance, but I haven’t seen them chased offline. I feel for Gao, as she’s been put in a role for a game on such a high expectation, that for some rose higher when they found out she’s replaced Anderson. But I want to ask, is dismissing an actress who was well received worth the risk of bringing in a newer, ethnically appropriate actor - one who isn’t quite up to the level of performance expected of her? I don’t have an answer for this, and as a white Aussie guy, I don’t think I should. Especially because, since playing the game, the Separate Ways DLC has been released, and I haven’t bought it yet- so I haven’t had a chance to view the full performance and see the other scenarios given to her. Overall, I just think she lacked the depth that made Ada Ada, and I am upset at the response others have had towards feeling the same thing.
And for a last bit of bitching (that needed that Ada context), I wanna talk about Wesker. I love him as a villain because I think he’s goofy. He’s a fun antagonist with an interesting backstory, but he’s also supposed to be quite serious and smart. Part of the appeal of having the Wesker cameo and seeing that he’s the one who hired Ada is that they are both clever and cunning - but in the same way that I don’t think Ada was written well, Wesker appearing at the end was ATROCIOUS. In general, I didn’t feel that Ada was her usual cunning, mysterious and suave self - and the after credits scene was the final nail in the coffin for me. In the after credits, Ada is has retrieved a specimen of the plaga used in the game, and is supposed to hand it over to Wesker. While she’s in her helicopter, she’s talking to Wesker on the headset, and she asks what he plans on using the plaga for. Wesker start spilling his guts, giving away exactly what he plans on doing with the specimen, and Ada just… Takes off her headset (which wasn’t given an explicit hanging-up, so I’m pretty sure Wesker is just on the other side and still able to hear everything lol) and she orders the helicopter pilot to change course. Like… DUDE!?? THAT’S SO DUMBBB WHAT ARE YOU DOINGGGG!!!?? BOTH OF YOU!??!?!?!??! For contrast, in the original, Ada had seen first hand how dangerous the plaga could be, and pinched both a dominant and passive plaga specimen. When she contacted Wesker, neither of them gave anything away, but Ada decided to switch and give Wesker the passive specimen last minute. This still allows her plausible deniability, as she fulfilled her side of the contract, but made a choice of her own while still being able to keep working as a mercenary undercover. Heck, you even see in her campaign that she was explicitly told to kill Leon, and would take every opportunity not to.That’s a deliberate part of her character growth over the series - she is very conscious of what’s going on around her, and although she does what she’s hired to do, she also grows increasingly more comfortable with acting upon her own code of ethics. To just… dumb her and Wesker down to whatever the fuck that after credits scene was is so fucking stupid and I can’t stand it! Way to assassinate both characters in one fell swoop! It would've been better to just not include the after credits scene if it was going to be this shit- it’s the exact kind of pandering that I hate. OoooOOhh look it’s Wesker, he’s sitting there and on his monitor you can see Excella and TriCell as a reFERence to a possible RE5R!!!!11!!!1! SHUT UP!!!!!! I don’t want this shitty fan service and pandering forced in, it feels the exact same as when RE8 tried to retroactively make Miranda a HUGE deal to umbrella, despite her not being interesting or solid enough to warrant having her be that impactful to the company. The whole thing with the original RE4 was that they killed off umbrella off-screen. They died cause their stocks plummeted. The devs wanted to move away from Umbrella as the antagonist, that’s why the game is like that (even though I think killing off Umbrella and being unable to stick with that and dragging it’s corpse around in some form or other, is what made the games go off the rails towards the end…)
And actually, I lied, there’s one more thing I wanna bitch about since we’re at the credits scene. HUNNIGAN WAS DONE DIRTY TOO. She doesn’t get much time to shine in general, it’s just the way the story is- but as Leon and Ashley are riding their jetski off into the sunset, you get to hear Hunnigan whining annoyingly at the end. It’s presented as like, her side of the one sided call as she’s trying to get back in contact with Leon, but, hello!? She’s a trained government handler, I doubt she’d be carrying on like a pork chop and risking anyone hearing that!? What if Leon picked up and heard that? The hell?? Was that really necessary??? Ending the game like that left a REALLY sour taste in my mouth...
ANYWAY…
I clearly feel complicated about this game, as there’s a lot I genuinely liked, and a lot that irked me. I love the way the overall story was tightened up and expanded, but I don’t like the way some of the details were handled. The gameplay was good, not perfectly for me, but I learnt more about the mechanics and had a good time playing overall. There’s nuance to be had, and I already waffled on about it… so, yeah. Hope your salt shaker is empty. The one no-nuance take I can close on, is why the hell are Leon’s alternate outfits so sexless? They’re not really cool, there’s not enough cunt in them, they just look kinda ugly and boring. Do better, this is the pretty boy of the series we’re dressing up here!
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Drive
Baile de la muerte
A Familiar Place
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To close - Wow. That's it, that's all the mainline games so far. The only remaining games I have left on my shelf are the two wii shooters, which I will attempt one day... I'd like to dig around and try some of the more weird and niche spin-offs in the coming years, and properly try out the original PS1 trilogy. I'm also interested in talking more about peripheral media for resident evil, like the live action and animated movies, and the novel series as well. Who knows what I'll get up to, but you'll certainly hear from me again. I love this series, despite any frustrations I have with it, and always look forward to writing about them like this.
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randomnameless · 9 months
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I am gonna be honest I really don't get how people don't understand Crest have nothing to do with being nobles, it's literaly the whole reason behind Mercedes's and Emile's tragic story, that their father who didn't had a crest wanted to marry Mercedes because she had one like her Mother so his children can inherit the Crest of Lamine.
On a side note, I do think that even if Rhea didn't created the Crest system it would have happened with or without her, Crest are superpowers that are rare and humans either worship like a god or treat as a witch people who have special power, I wouldn't believe for a second that left out as is in nature people who have Crest wouldn't try to rule over the other anyway or wouldn't be treated like aberrations.
Hm...
Mercie's mom had a crest and was a nobody, which could be married off to a bastard : aka, despite her crest, Mercie's mom wasn't a noble who was able to say big F to potential "suitors" who were supposed to be beneath her in status since they had no crest themselves.
Constance (and what's left of her fam?) were demoted to nothing and sent to the sewers in Garreg Mach, even if Constance comes from a prestigious family that got a crest from a Saint.
As you said, regardless of nobility wanting to pretend to have "better blood" than the pleb, Crests are superpowers, which would always be sought afer.
The games does it best to avoid talking about the tangible and objective benefits of having a crest - when we see Dimitri crush a man as easily as a snowball in a cutscene - but imo, it's part of Fodlan's DNA, try to spin a very objective and no-solution conflicts (you have a world with two races, and one has superpowers compared to the other, how does it work?) to artificial lip-service and copious amounts of smokescreens.
For something that was only alluded to but completely ignored because otherwise both Nopes and Houses fall apart - Seteth tells Yuri in their Nopes support how it is rumoured that an Elite was cured from an "incurable" disease after getting a crest...
Admitting this is remotely true to what happened in Zanado, does it justifiy the subsequent massacre and genocide? Dominic might die in 2 days if he doesn't kill a Nabatean, was he "right" or justified in killing the Nabatean who became Crusher and drinking their blood?
If humans are envious for good or bad reasons of the Nabateans' powers, what is going to happen when a Nabatean would refuse to share said power ? Are the humans justified in trying to steal it? Are Nabateans asses when they refuse to "lend it" to humans?
This game tries its hardest to avoid blaming the usual trifecta of human greed/assholishness/lust (for power!) as the reason why the world doesn't go round, and blame everything on... blue eyes, that can somehow shoot lasers too.
Of course someone with in-built lasers would be better seen/more valued than someone who hasn't the same lasers, but bar the milquetoast "we should try to accept everyone!", what is the specific answer to the Gautier border issue - crest means the border is defended, no crest and no plot hax means it isn't - should the defender of the border be the crested kid or the non crested-kid?
Nopes!Sylvains finds a loophole and replies with "we won't need to defend the border if we're not at war with Sreng anymore", and it's a nice solution, honestly. I like it. It makes for a bright perspective, of a future where, if everyone play their part, Crests won't be "needed" anymore.
But when it comes to using the power of a crest to heal, will you go to Manu, who cannot heal someone who has a cancer, or to Flayn, who can, if you suddenly learn you have one?
"Just develop chemiotherapy!"
Yes but I'm dying - who should I go to?
Imo, Crust System is used both in fandom and in-game to avoid mentionning the existence of super humans (or non humans if we want to stay close to Supreme Leader's words) and the inevitable jealousy/envy their existence creates/causes in humans, who cannot help but seek after the power they have.
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parieha-aaa · 1 year
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the adrenaline's long drained out . the efforts of the attack were all for naught & it was dawning on itadori more with every shaking step how badly he'd messed up . there's fire , there's smoke , but it's eerily quiet otherwise , as sukuna had slaughtered all other humans , all the survivors as some unnecessary display of his prowess , some presentation of how little the king of curses valued the life of others . ( the very moonlight was swallowed by darkness , artificial light too , leaving him bitterly lone with whatever was in a direct five or so feet radius . ) so many things , none of them registered ; gojo - sensei was gone , kenjaku was kaori , he was always meant to be a kind of puppet for the king of curses , nanami , nobara , god only knows what happened to everyone else . but the solution was simple ; he was too dangerous to be around anyone . with sukuna plotting in the back of his head , with kenjaku off to start a culling of sorcerers . . . he just had to keep moving . the further away from everyone he was , the safer they were . it was like watching film ; the way he suddenly saw the ground come closer to his face , the way he looked down & saw his dirty knees knelt against the broken , jagged concrete slabs of what had been a road into shibuya's district . ( he was a killer , an accomplice , a mass murderer , a failure , a mere stand by in the face of death , unable to do anything at all . he meant the best , wanted to help , wanted to do something good , and yet , what good came of this ? what good did he do by being alive ? ! )
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" you've got this . " " it wasn't so bad ! " " shall i save you ? " the only thing yuji's body was allowing him to do by then was heave , like there was something in his stomach to get out . at the same time , his lungs burned like no amount of air was enough . he was not even a person , let alone a sorcerer , let alone someone worth all this destruction and death ! he wasn't worth it , nothing was worth all of this pain & agony ! he wanted to die , maybe it was better if he was struck down where he sat , he was just too weak to do anything for anyone ! he should have died on the rooftop . he should have died , he should be the one dead , he was nothing compared to all the lives sukuna had just cut short . finally , there on the ground by the ruins , itadori was forced to stop walking , unable to take another unstable step forward . he'd ruined everything , him and sukuna had ruined everything , that damned finger ! even now , he was weak , too weak to face everyone , too weak to seek out his friends , too ashamed to meet their eye . it was all his fault , that was the end of it ! shivering , trembling , yuji pulled his knees to his chest and tightened both arms around the extensions . it could be any set of circumstances that explained why he was shaking ; maybe he finally lost too much blood ? maybe something had ruptured or hemorrhaged ? if only he were so lucky . maybe if he sat there for long enough , he'd just fall asleep and die that way . . . until then , he couldn't stop his pale fingers from trembling , as he gripped his red hood and hid inside of it , ducking his head down to avoid being seen , or otherwise being noticed . ( sukuna was already amused with his state , he'd enjoy pushing just that smallest bit further . be rid of this brat forever . it wouldn't be long now . ) / @staggerbackwards + megumi .
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blueikeproductions · 7 months
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Hello! Very interesting points, allow you to look at the situation from a slightly different angle! But I'm just going to try to clarify a couple of points from my original question.
Maybe the caste system on Cybertron was not invented in comics, it's hard for me to understand which media influenced which at that time, I joined the fandom very recently. But in the cartoons, in fact, the background of the struggle against the caste system had almost no effect on the main plot and ending.
But this does not negate my claims towards comics that focus on this story. I do not understand why, under such a terrible regime of functionalists, all the "useless" ones were not destroyed or forcibly reformed into more useful mechanisms.
And how can such a regime, where presumably all the mechanisms are some kind of transformer, be rebuilt into a fair society? Build a replacement for everyone? That's why no media about transformers delves into everyday post-war life, because the authors either do not want to think about the functionality of society, or do not know how to build it, or do not know how to work with plots that are not cheap personal dramas. I can't understand how a plot that can be destroyed with a single sneeze can be considered in the fandom as a brilliant world-building and even a good one, it's very bad.
If we talk globally about this plot within the media about transformers and other franchises, then this plot is very popular and it is shown literally everywhere. And I understand that all this was filmed for people, especially for children, but I want an alternative. For people, such stories are understandable and fair, because with few exceptions, you can take a person and raise for any profession or retrain if necessary.
For fantastic races that, like ants, have individuals that are initially very different and exist for different functions, having the same aspirations and psychology as humans looks strange, and looking at it is already boring. I can understand that this cartoon is still made for children, well, but I doubt that the comics were created with the same age rating and for the same age audience.
That is, I want to say that it would be interesting to look at least once in the modern media at an alien or fantastic race for which such a way of life, different from ours, would be a normal and good solution compared to the rest. For some reason, it was possible to find this in the old science fiction, but not now.
I can still recall some such hint as a very casually mentioned moment in Galaxy Force, where, as a difference between Cybertronians and humans, it was shown that Cybertronians are unable to create comfortable and ergonomic rooms without mini-cons. Yes, it's not much, but it was interesting.
In fact, for the reasons you've described, I love the early view of Cybertronians as an artificially created "pseudo-race" who don't have a naturally developed culture, and all they have is borrowing from the creators or other aliens. (Yes, I'm that weird person who likes the idea that transformers were created by quintessons).
This would explain the different attitudes towards the Earth culture from Autobots and Decepticons. Autobots are created as smart household appliances, it is logical for them to adjust and adapt to the lifestyle of quintessons or buyers from other alien races. Decepticons, like military equipment, lack such a function and adaptability, which determines the relationship of the two factions to other cultures. Maybe it sounds stupid and crazy, but why not, I love crazy ideas.
In this scenario, the presence of cultures of Earth and other races on Cybertron looks logical and could even be some kind of side story about the crisis of a borrowed and at some points useless culture, about an attempt to create their own culture and the crisis of its artificiality. Well, or to show how Cybertronians have changed some customs and habits in a funny way for themselves, and not just as shown in the media, that it exists and that's it.
P.S. I'm sorry if something sounds rude, it's not a claim against you, but against the situation as a whole. Well, sometimes it is difficult to get a translator to translate politely and at the same time understandably.
Hi!
Yeah as far as most of the cartoons are concerned, the underlying backstory was the Decepticons wanted power and conquest with the Autobots and their friends there to stop them, with it being Earth’s resources, Mini-Cons, Energon, whatever was trendy that day for toys.
The G1 cartoon was really the only one that kinda explained the history of the Transformers’ origins and their primary functions, with them being Consumer Goods & Military Hardware. Presumably the Aligned Continuity and IDW used this concept as the basis of the caste system/Functionalism, but still couldn’t really flesh it out any better for what they wanted. This concept that the Autobots and Decepticons are less factions but genetically distinct has factored somewhat into Transformers Animated and ReGeneration One, where the later sees Scorponok discover this genetic quirk and sought to use a device to brainwash all Autobots into becoming Decepticons. This was also referenced in Netflix War For Cybertron, where Shockwave wanted to use the Allspark in conjunction with a computer virus that would forcibly reprogram the Autobots into Decepticons.
But as for a peaceful society without functionism, heck if we know what that’s like. No material, as you said, not even IDW, really bothers explaining what that involves. IDW just ends with Transformers and related aliens all crammed alongside humanity on Earth.
IDW2 does the inverse with Cybertron being a cultural potluck of other races before the Great War, but this isn’t really explored as well as it could’ve been.
Truthfully I think the only reason a lot of IDW’s ideas were praised are surface level “it’s deep and mature and adult”, but a lot of the ideas stop working when you think about it for two seconds. Functionism and the Caste System are bad only because they are.. That’s it. And for all the talk of being deep and real, the Functionist Council are hyper cartoonishly evil, right down to being basically the bitter high school nerds shunned by society who became the people in charge out of revenge. They kill other Transformers on a whim when they think they’re obsolete, which seems to be a reference to a Twilight Zone episode, but it lacks the finesse Rod Sterling’s team had to pull it off. The Functionists are stated to Transform into The Key to Vector Sigma, but they never once display the ability to do so, and due to writing contrivances, they can access Vector Sigma anyway without needing to Transform. (It’s all treated as a bit of dark humor btw). And then the Functionists turn their Cybertron into Primus and he is just Unicron for MTMTELL’s finale to Subvert Expectations TM. Meanwhile Unicron is being Unicron in IDW’s grand finale anyway…
The Quintesson origin story I think has become a little more attractive in recent years, both for its meta gag in the TFs being products in-universe, but also the overuse of the Primus origin that reached its peak in the Unicron Trilogy, with most series trying to avoid the Primus origin as best they could. I personally prefer the Quint origin story more and more lately, and with Hasbro doubling down more on Quints and heavier G1 ‘toon ideas, we could see a return to it full scale.
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crystalelemental · 5 months
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Now for the other half: story stuff. Now that I've gotten all the venom of today's failure to find Tyrants out of my system, I can talk about the good stuff.
Nexomon Extinction has a legitimately good story. This was really strong. I left off last time after the Drake Isles, but we're now through the full story. I kinda backed out of talking spoilers the first time, but this time it's completely unavoidable.
Omnicron's Tomb is probably the best segment in the game. That whole segment is so funny, it's incredible. The introduction of your character actually using your elemental powers is also a nice bit, especially with the surprised "No one told me you could do that." It's gold. But there's also a lot of setup as far as what's going on there, too.
The real fun is right after. The entire plot has been about how the Nexomon are at war to find a new king, and that several Tyrants are vying for power. A while back, humans created dragons to fight Tyrants and protect humanity, and created an artificial Tyrant to serve as the king of monsters that the dragons would obey. That was Euros. Fifteen years ago, everything went berserk, and the catalyst to this was, it turns out, your birth. Your player character is the last descendant of Omnicron, and child of Nara. Turns out, Deena's been putting a whole plan in motion to set you up as the new Sovereign of Monsters, getting her siblings to help develop your powers so you're ready to ascend the throne as the Tyrant of Light. The whole setup of machinations is really good, but what we particularly love is that this means all of the other children of Omnicron are your aunts and uncles. And there is just something about the concept of wine aunt Nadine that tickles me. We were joking about the babysitting priority order, and we're pretty confident Luxa's at the bottom.
One complaint I did develop, and still hold, for this game, is that the Tyrant War is kinda just background noise. Like...we don't know anything about the Tyrants in play. We know their masters, but Mulcimer doesn't speak until you revive him, and says very little. Even the one that does give the most hints of personality, Tikala, has to have Deena fill in that no, he did care about becoming king, he just hid to try and wait out the war part. Comparatively, they lack for depth, and having reached the postgame where I can acquire all these legendary creatures, I find myself wondering...why would I run anyone but the children of Omnicron? Like no, really. I don't particularly like Luxa, but I at least know about him as a character. If they all were non-entities, I could run with what looks cool or functions well. But in what world am I going to swap out Ventra for Euros? There isn't one. It would never happen. Partially because I can't fucking find him, postgame Tyrant hunting sucks ass, but mostly because Ventra is super cool and has a lot of relevance and Euros is just kinda there.
Vados is the exception. Vados does start speaking, and is a fairly noble and pragmatic creature. When aiming to destroy the desert Tyrant, the Laterians refuse to not fight, and when Amelie talks about how they chose their course, Vados is the one to admonish "I won't hurt humans, Amelie." Vados and Amelie are both pretty interesting, believing that their course is correct. I do think the ultimate aim is a bit...well, extreme. As pointed out by your mentor, Vados cannot be the king of monsters, because it's not a Nexomon, therefore more Tyrants will be born and more will attempt to ascend. It will fight until the literal end of the world, caused by its own hand. Vados, and by extension, Amelie, seem to work on the same moral framework as Xanders: Nexomon are intrinsically evil, and if they're going to keep rising up, then yes, the solution is genocide. We will take them all out for humanity's sake.
The story is still overall very comedic, but I still feel like at times I wish they'd cut the fourth-wall-breaking jokes. This may be more personal preference than anything they're strictly doing wrong, but I do think I don't love it. It does have some absolutely immaculate jokes, though. I think on the whole this game is funnier than the first. While small, one of my favorite bits is Nadine, having use the last of her powers to throw Xanders off a cliff, saying she used all her powers and won't get to see your rise to glory...only to stop, then call to Atlas saying she can't hurt him and to come close, implying reconciliation. Then smacks his ass to the ground and starts to call him a little shit, fading before she can curse at him. That's great. I love Nadine. Though the absolute funniest is still the Yellow Ranger guy trying to jump you from on high, landing wrong and just screaming "MY BONES!" then vanishing. Absolutely hilarious.
As a whole experience, I liked this game a lot more than the first. Which is saying something considering the general vibe I have on being salty about postgame legend hunting. The story is just a lot stronger, reminiscent more of the underworld segment but sustained throughout. The new cast is generally excellent, though I do wish the Tyrants got a little more development. It's just a really good game. With a really unfortunate approach to the postgame legends. No, I will not shut up about this, I'm so mad.
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depizan · 2 years
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On TV shows and planning
It's all Lost's fault. Okay, that's probably unfair. Lost wasn't the first plotted (or "plotted") TV show to air, and it may be the first example rather than the true start of "forget episodic television, everything must (pretend to) have a plot!"
Let me just quickly say that this isn't an episodic vs on-going plot argument. It's an argument that both have their place in television storytelling, and that forgetting that causes problems. It's also an argument that I think creators forgot what episodic television (at least in the hour long drama or comedy-drama format) actually looked like, or could look like.
Sometimes, things are vastly improved by having an on-going plot. I would say that the first season* of Legend of Vox Machina improved dramatically when the plot showed up. I think an episodic show about those characters would have likely leaned into everything I didn't like about the first two episodes. Having a plot pulled things away from "ooh, we're a cartoon with blood and fuck. aren't we edgy and mature. *fart joke*"
On the flip side, I think a more episodic format makes it easier for characters to have backstories that aren't also current stories. Jim Rockford could be a pardoned ex-con without The Rockford Files turning into The Count of Monte Cristo. Did it come up? Yes. Did it cause problems at times? Yes. But those things could be true without a background revenge plot or "clear my name" plot or the like.
And, just from a creator standpoint, sometimes a creator has an overarching plot they want to tell (see: Babylon 5) and sometimes they don't. If they don't, it makes far more sense to go the more episodic route. The episodic route can also be an advantage if you don't know how many seasons of a show you'll have. (Though the 1 season = 1 plot route can also work there, as long as you have a situation where adding more seasons doesn't fuck something else up.)
An episodic show can also be a great way to expand a fictional world. I have very mixed feelings about The Clone Wars, but its episodic nature was very good for giving a broad picture of what was going on in the galaxy. And seeing lots of different things happening in lots of different places makes a fictional world feel big.
I'd also say that either kind of show can be artificially unchanging or not. An episodic show can have evolving relationships, or show characters becoming more successful at their profession, or other things that aren't an overarching plot and don't change the premise, but still give the show a sense of reality. Conversely, a show with an on-going plot can be so desperate to maintain that it starts to feel artificial that the characters can't find a solution to the plot.
I look at things like that quote I reblogged about there not being a planned ending to The Mandalorian and think we really need to get back to a point where creators are comfortable doing more episodic shows and owning that. You don't need to have an overarching plot to have a satisfying show, and you shouldn't try to force it if you don't have one in mind. That's where unsatisfying television comes from.
*I did end up liking it well enough to watch season two, I just haven't yet.
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semper-legens · 10 months
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162. Tender Is The Flesh, by Agustina Bazterrica
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Owned: No, library Page count: 219 My summary: All the animals are dead. A freak virus made them dangerous to humans - and, importantly, inedible. So the world governments came up with a solution. Cloned humans, harvested for their meat and skin, anything that a person can use. Marcos works in an abattoir, processing these clones for consumption. But when a purebred female is gifted to him, Marcos realises a new opportunity. What if he can replace the son he lost? My rating: 2/5 My commentary:
Well, this book wasn't good. It's such a shame - I love strange books with weird or grotesque premises, if an author wants to explore something taboo there's a chance that they'll have the kind of creativity that I really enjoy in a story. And this had so much promise! In a world where we can no longer eat the flesh of animals, we instead clone humans and slaughter them for meat. That's an interesting idea (if, granted, somewhat played out in the kind of dystopia/sci-fi I like) and with some development, could make for an interesting story. Unfortunately, this book was not that. I found very little to like about it beside the premise, and if I was going to be uncharitable, I might even note that the premise itself seems to be chosen to carry the weight of a mediocre story. Certainly, I probably wouldn't have bothered to give this one the time of day without it. I'll go more into why I reached this conclusion under the cut, but the short answer is - it's just not that great.
The idea of cannibalism is one of our great taboos, and a particular fascination of mine. The problem is that in this novel it seemed to be used more for shock value than being an integral part of the worldbuilding, because the idea of cannibalising human clones as presented here really falls apart when you examine it for more than a minute. The change has happened over our protagonist's lifetime, yet everyone in the world is suddenly inured to the idea of eating people? You'd think it'd take a generation or two for the idea to become that ingrained. Similarly, the infrastructure for creating and slaughtering these clones has come up very quickly - alright, it's a plot point that they've repurposed things like old slaughterhouses, but given that this world doesn't seem to be that far in the future, how did we get perfect cloning technology that easily? As well as the ability to artificially age said clones, presumably, given that they seem to be producing enough meat to feed everyone despite all of the clones mentioned having adult appearances. (Unlike in the real meat industry where juvenile animals might be used, or where the animals slaughtered reach maturity much faster than humans.) If we can make clones that perfectly, why do we engineer them to be basically people instead of just unthinking, non-sentient slabs of meat? Surely that would be psychologically easier for everyone involved.
There's also the mention that the elderly and infirm are being used to produce meat, but that never really gets developed or goes anywhere. Likewise is the protagonist's idea that the virus which made animals inedible was either manufactured by the government for population control reasons (if people eat people, the birth rate goes down…despite the mass-produced 'meat' being explicitly clones I guess?) which is mentioned by the protagonist and then basically treated as fact despite that not mattering to the story and us not seeing any real substantive evidence of that. Like real conspiracy theories, there's not much there that stands up under scrutiny.
But beside all the worldbuilding holes, this book is just boring. Strip it of its surface-level gimmick, and what you have is a book about a man who has lost his kid, his wife's leaving him, he gets into a very questionable quasi-relationship with someone he's definitely exploiting, and that's about it. The protagonist is unlikeable, even without his abuse of the clone-woman 'Jasmine', cynical and bitter and hating of literally everyone without many redeeming qualities. His quest to replace the son he lost with one who is his blood via 'Jasmine' just reeks of toxic masculinity and the importance placed on virility, but this isn't really explored or examined at any length; I think it's actually meant to humanise him. Which it doesn't, because he is an odious little man. I hated him, and without him, there's very little left in the book to enjoy. Bleh.
Next, a world where wishes are bought and sold.
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nerice · 11 months
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Oddly specific q but what is the situation with belle & the tracker in her? Does Faye install it to be able to track her down? Did Jumie install it (into every child) so Belle never gets lost? Can Faye control Belle with it?
Red Hurting Sun & Dream Game sound like such painful but also intense(good) chapters! And Faye seems like the most complex and evil character while also being hurt and having her reasons if that makes sense????? Anyway ily your shadowblogging bye <3
GOOD EVENING ANON DEAREST I CAN FINALLY ANSWER THIS !!!!!!! PRAY THAT MY WRIST HOLDS OUT
uh so. the tracker is important. the tracker is like /the most important/ as far as central plot mechanics are concerned and the last time i did a comprehensive writeup on it this happened.....
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(with the other writing linked in that document full length is closer to 35k. rip) SO THIS ANSWER WILL BE ABRIDGED for all our sakes.
the tracker is what pulls every single book together, even if it features in some more prominently (nerice, dream game) than the others. by the time it concerns belle, it has long ceased its original function. the first time it turns up is back on nerice, where eliada helps the warlords build a tracker for reina bc he himself is also sulking that she keeps refusing 2 talk to him. bitch behavior <3 tldr is that the swords of a tracker (the person, that eliada is) are the only thing able to pierce a true ruler's skin (a/s mechanics, dw abt it) and so thru him they're able to engenieer a mechanical dragonfly that upon contact, burrows under the skin of reina's wrist (if you ever wondered where her scar comes from... :^)) this is also what, ultimately, causes her to split her soul in an attempt to get rid of it, which causes the moons to break and kickstarts the entire fucking verse saga. with the end of her world, the tracker becomes inert but reina keeps it for unwise sentimentality reasons (hands u meme abt it) w
in old plot, eliada petitioned to get his hands on it during one of their roa deals (bonus points bc jumie wld be around for that trade, even if eliada n reina only euphemistically talk abt it as 'the dragonfly' and she'd only see a small box change hands) but lately i've been more inclined to move that event into lhnh where reina, from her end, volunteers the tracker to make eliada talk abt the soulless (gray) bc it makes slightly more sense thematically for her to refuse all his trades until then. either way, the tracker is back in eliada's hands by the end of the azra war era.
bc the tracker was not simply tracking reina. eliada's entire quest is abt understanding the precise workings of true rulers, so, given the opportunity, he made the tracker also collect,, not quite her blood? smth more vague and metaphysical, refined through an inner process into something more, something more essential. [true ruler essence] for the sake of meta terminology. he cannot actually do anything with it in his current position but plans on analyzing it and comparing it to true rulers of a/s once he returns home. which is the entire problem bc he is stuck as long as the verse is broken [PLAYED URSELF. <3] which brings us to. him & faye thinking long and hard forever abt how to fix the moons so they can both go home. yippee
which is ofc how we get to belle. how we get to the entire daughter con situation (skipping over many messy timelines that preceded arriving at this final, working solution) which, in tldr terms, is this:
a vessel whose soul is the tracker. whose very existence is linked the essence of reina before the split, before the fall, an essence from before the moon core broke. an artificial child, created for the sole purpose of burning this essence back into the moon core and thereby repair it. so you have belle, who thinks herself a descendant, but really is just a dead dragonfly with true ruler dna walking. faye connects her to the moon core by forcing her to swallow the eternal souls (chess's eyes that gray so generously removed once upon a time. <3 wld say the only good deed he has ever done but this shit was part of what broke the entire machine in the first place, it just happens to conveniently hand faye a way to also put it back together) and really all that is left to do then is set belle on fire via angel theory & fuse her existence into the moon core. make her the conduit through which the entire machinery can begin to work as intended again. just that 7000/10 times belle breaks under the strain, the weight of the universe, leaving faye to do it all over again bc the theory is solid. it's the daughter that's wrong :^)
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reachingforthevoid · 2 years
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Dr Who: The War Games
At ten episodes, two (or three if you include the ‘teaser’ episode) episodes short of The Daleks’ Master Plan, The War Games is the second majorly epic story that Dr Who attempted. I split my rewatch over two nights, starting on 27 January 2023 and concluding on 28 January 2023.
It opens with our heroes, which is a refreshing change from the last few serials. I don’t mind the serials that start with new casts of characters setting up the story in which our heroes later take part, but it was getting a little bit tedious. The trio are getting along well, but after all of her bodysuits, it’s a bit weird seeing Zoe in a slightly too large trench coat.
The Doctor works out where and when they are, except he tells Jamie they’re in the past. Not for Jamie they’re not! 1917 is 171 years in Jamie's future. Anyway, we very quickly realise that things are not what they seem and this is not a return to the historical story.
In episode two, we hear what sounds very like a TARDIS dematerialisation sound. Not that much further into the tale, and the audience hears mention of Time Lords for the first time. Of course, as the serial continues, the audience discovers that the Doctor is a Time Lord! After five and a half years, the audience learns a little about who the Doctor is, and where he’s from, and why he left. I can only imagine what this must have been like watching in 1969…
Back to the War Games story, and the mystery unravels reasonably well. It is a dastardly plot, rooted in the misconception of Darwin’s theory of survival of the fittest. As in, only those who are strong survive (not those who have the genetic mutations that best fit a changing situation…). It’s great seeing a Black man, Rudolph Malcolm Walker CBE, playing a pivotal role for a few episodes, not least because in this serial it skewers the main idea of 'race'-based eugenics. Less good is what happens to the character.
The overall story is so driven by testosterone, though… I’ve heard that there was a direction brought in around about this time (it could have been a little later) about no women characters being allowed to be ‘killed’, which led to writers not writing women characters because without that risk to every character, thriller/adventure stories are dull. I don’t know the reasoning behind that directive, or the details, but it reminded me of the very real problem of everyone but the straight white cis man being more likely to be killed off. (rant starts) I don’t think the solution is ever to artificially protect the queers, the people of colour, disabled people, the women, and all permutations of human diversity in fiction, but just to make sure they are not the only victims. And stop defaulting heroes as straight white cis men. (rant over)
Moving along, gimp-like suits really were a thing in 1960s Dr Who. These security guards also act in a mesmerising motion of mime when they fight. Oddly disconcerting, but it does make them quite alien. 
Mind control bobbins is another thing that pops up a lot in Dr Who, especially during the late 1960s and through the 1970s. There’s some subtle stuff about who of humans are less susceptible to mind control. Like bandits… 
The Wars Games actually isn’t as repetitive as its reputation suggests. What repetition exists is there only so a weekly audience can keep up. Ten episodes is a slog to get through in one go, but splitting it in two parts is okay. The Time Lord stuff really must have been astonishing to the audience in 1969, as well as the doom laden feel of the last few episodes. The farewells to Jamie and Zoe are moving. They don’t quite get the Donna Noble treatment, but nearly. The regeneration has more to it than the first one we saw at the end of The Tenth Planet.
Salut, Patrick Troughton and the black and white part of Dr Who. It’s been fascinating to me to watch how television production shifted as technology improved. Also to see the changes in direction taken by the show in terms of stories told and characters portrayed. 
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Where is Nature?
Now a days, when I talk about Nature with any of my friend, I get to hear one complain. Where is Nature? Human races have destroyed the Nature by building towers, monuments and so-called urban societies. Just few reserve forests are left. Just to console the younger generations, governments and builders are plotting small saplings which sometimes even look artificial because they are not nourished well. Except in few luxury apartments and offices where lush gardens are the apex symbols for homely décor, nature is completely ceased.
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I know this complain is not completely true. From the first day of human civilization (it is what I find in books, no practical reference but believe it is true) till today, forests are the drivers for rains, maintaining bore water level, oxygen level, food supply, shelter for animals and many critical necessities which no one can develop in laboratories. We are still breathing means Nature is still exits around us in some form. It is definitely not possible to live in a jungle and fight with animals for survival. We are in much better shape in terms of mass production of clothes, food, medicines. transportation, global communication, technology and so on have opened a new arena of understanding our world better and live a healthy life.
However, I think this argument on “where is nature” has some other meaning. This might mean that people living in the urban societies are not feeling the aesthetic touch of Nature and hence they tend to compare between the feelings nearby in their apartments with the exotic breezy climate and calmness in the outskirts. I know, the nature in outskirts is pure and less noisy but that is only available when you will have time to enjoy from your daily routine. Therefore, that is not the solution of this problem. First, we need to find the nature around us to live a healthy daily life.
Find nature around you. Nature is everywhere. Starting from early in the morning to late in the night we stay within the Nature. It is a myth that Nature is only in landscapes. Even when we go to bed, we are still within Nature. It is our good perception about nature which can make us feel happy.
Next question comes, then why we love to travel?
Why we like to go to places full of greens to feel better?
That is because, we want to divert our mind from regular high-pressure schedule and try to explore and experience something different, meet some new friends, eat something different, etc. No one likes to be disturbed but we get disturbed by our daily routines and that is the time our mind clicks to escape from all pressures. It is not always for exploring Nature but mostly for relaxing and entertaining purposes.
Nature truly glorifies is beauty automatically. No interventions needed. Just like when we pluck a flower from a small plant which has only one flower in it, it becomes dull. Similarly, without trees and greenery we are very dull. We can make the environment less commercial unless it is highly needed and reserve the beauty of nature around us. Then, we don’t have to hunt Nature here and there. It is very much close to us today and we are close to it. Just bit more realization about Nature can enrich our lifestyle better.
We (humans) are not the only living entities in this Earth. We are sharing this space with other living entities too. Believe me, only a true feeling about our Friend – “The Nature around us”, can make us more peaceful, can enable our mind to focus more and reflect more in our daily life.
Stay Positive | Stay Happy! Happy Reading...
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finlaure13 · 2 years
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ChatGPT: Student builds app to sniff out AI-written essays
By Nadine Yousif
BBC News
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Illustration of ChatGPT on a smartphone
IMAGE SOURCE, GETTY IMAGES
Edward Tian has been thinking about the power of artificial intelligence for a number of years.
But it was in a packed lecture last year that the computer science student at Princeton University saw how advanced this technology had become. His thesis adviser displayed a set of text in front of the class and asked the students to differentiate between what had been written by a human and what had been AI generated.
Many students guessed wrong. He realised then that there was a problem that needed a solution.
"This technology is only going to get better and better, AI is here to stay. This is the future," Mr Tian told the BBC.
"But at the same time, I believe we need to enter this future responsibly."
This is why the 22-year-old spent his winter holiday break at a coffee shop in his hometown of Toronto working on an application that can determine, with high accuracy, if a text was written by a human or a bot.
He created it in response to the emergence of ChatGPT late last year - a free online chatbot that can expertly write almost anything, from English essays and news articles, to meal plans and computer code, all from a simple prompt.
The popularity of ChatGPT since its launch has been met with alarm, including from some US schools who have blocked it on their servers in a bid to prevent students from cheating. Others worry the bot will take jobs away from writers and creatives, or will be used for more sinister purposes by hackers to write harmful malware.
Mr Tian, who is in his senior year at Princeton, said the app he developed, GPTZero, was the first step to address a host of concerns that could arise as artificial intelligence becomes smarter and more easily accessible.
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Photo of Edward Tian
IMAGE SOURCE, EDWARD TIAN
The app works by looking at two variables in a text - perplexity and burstiness - and it assigns each of those variables a score.
First, the app measures how familiar it is with the text presented given what it has seen during training. The less familiar it is then the higher the text's perplexity is, meaning "it's more likely to be human-written", Mr Tian said.
It then measures burstiness by scanning the text to see how variable it is. For example, does the text have a mix of short versus long sentences? Or does the writing appear to be more levelled and uniform?
"If you plot precisely over time, a human-written article will vary a lot," Mr Tian said. "It would go up and down, it would have sudden spikes."
He is still working on improving GPTZero, but he has released a beta version for public use. In a tweet, he demonstrated how the app can successfully sniff out the difference between an essay published in the New Yorker magazine versus a letter written by ChatGPT.
He said he has also since tested it out by feeding the app BBC articles written by journalists, versus articles written by ChatGPT using the same headline as a prompt. (Mr Tian formerly worked with the BBC's investigations unit). He said the app successfully guessed the difference between the texts with a less than 2% false positive rate.
Since its launch, Mr Tian's app has been used by thousands of people. He said he has since been contacted by teachers and university admissions officers from around the world who are interested in how it works.
While GPTZero was created to combat academic plagiarism, Mr Tian said he sees apps like his being used to address other issues that will come with the rising popularity of artificial intelligence such as online disinformation campaigns.
He is, however, not opposed to artificial intelligence - in fact, he said he was very excited about its emergence, and has found it useful in helping him to write computer code and solve other problems. But he said it was important to develop safeguards for any new technology as it gives its use a sense of credibility.
But he said that, above all, the popularity of his app speaks to "a human urge to know the truth".
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jack85200 · 3 months
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AM PravaH: 3D Printing Software By Paanduv Applications
About the case study
This document will help you run your first AM PravaH LPBF simulation for macroscale and microstructure modeling. The case study is done for a standard alloy of titanium i.e. Ti6Al4V widely used for aerospace and biomedical applications. The simulation is carried out for a multilayer, multi-track scan pattern. The process parameters for the laser are e.g. 300 W power and e.g. 1 m/s scan speed. D4 sigma or spot dia is 0.1 mm. 
Exclusive features of AM PravaH include consideration of 4 phases, with no explicit formulation for recoil pressure because evaporation and recoil pressure effects are included in the vapor phase. AM PravaH takes the thermophysical properties of the 4 phases as inputs along with the process parameters such as laser power, laser scan speed, shielding gas flow angle and velocity, layer thickness, spot diameter, preheating temperature, chamber initial pressure, and substrate initial height, scan pattern, particle size distribution and number of layers. Macroscale modeling will generate the following outputs melt pool dimensions, porosity %, thermal gradients, cooling rates, and thermal cycling plots. The Microstructure module generates outputs such as grain size distribution, angular chord length distribution, misorientation angles, and Euler angles. AM PravaH leverages the amalgamation of computational modeling solvers performing multiphase macroscale modeling, microstructure modeling, and Artificial Intelligence (AI) at a unified platform.  
Keywords: Additive Manufacturing, 3D printing, Meltpool dynamics, porosity, thermal gradients, cooling rate, microstructure analysis, grain size, angular chord length, 3D printing software 
AM PravaH: 3D printing simulation software 
Introduction
AM PravaH is a 3D printing simulation software that facilitates end-to-end solutions for Additive Manufacturing physics-based simulations. Additive Manufacturing is commonly known as 3D printing. This 3D printing software is the “World’s first all-inclusive 3D computational software for Additive Manufacturing”. This 3D printing software will be useful for new alloy development, process parameter optimization, and reducing defects. Not to confuse with other 3D printing software that only performs thermomechanical analysis and deformation, AM PravaH software offers much more.
The software capabilities in brief are as follows:
There are three modules in AM PravaH
(i) Macroscale modeling
(ii) Microstructure analysis
(iii) Integrated Deep Learning (AI) module 
Relevance of the 3D printing software; AM PravaH
This 3D printing software is relevant for researchers, academicians, and industry professionals from large and small-sized companies working in the Additive Manufacturing field. Where the primary focus is to understand the in-depth physics, microstructures, and effect of process parameters on the melt pool dynamics and distribution and the root cause of the defects. If we have a much closer look at the fundamental processes of 3D printing; this is a transient, very quick, and very dynamic process, which can't be captured with the naked eye. Therefore, AM PravaH simulations can be extremely useful in understanding this part. 
Based on that, one makes important decisions such as 
Which alloy is better?
How do we get solidification, melting, and cooling rates information?
what are the best operating process conditions to get a defect-free and dense part
What do the microstructures look like?
What are the grain distribution and mean grain size? 
What are the melt pool sizes?
How much will be the porosity %?
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wethinkwedream · 7 months
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Introduction: What is needed for a Hydroponic Greenhouse systems? Welcome, dear readers! Prepare to embark on a thrilling journey into the heart of one of the most revolutionary farming techniques that's sweeping across our planet - the Hydroponic Greenhouse system. This is not just about growing plants without soil; it's about embracing innovation, sustainability, and efficiency in agriculture. It’s an exciting world where technology meets nature to create something truly extraordinary, offering a glimpse into the future of farming where every element is meticulously controlled to foster optimal plant growth. In this exploration, we'll delve deep into what makes these magical gardens tick: from their essential components that unlock unprecedented growth potential, to the lifeblood nutrient solutions that feed your precious greens with all they need for robust health and vitality. We will guide you through the intricacies of a Hydroponic Greenhouse system, helping you understand the vital role of nutrient solutions in nourishing plants, ensuring they receive the precise amount of nutrients at every stage of their growth cycle. We will illuminate your understanding of how lighting plays a pivotal role in these futuristic farms, offering insights into the advanced lighting solutions that are tailored to meet the specific needs of plants, promoting faster growth and higher yields. We'll dive beneath the surface too - exploring water and oxygen management systems which serve as the very heartbeat of growth within these lush green havens. Learn how a Hydroponic Greenhouse system leverages innovative technologies to create a harmonious environment where plants can flourish, with systems in place to ensure optimal oxygen levels and water quality, fostering a nurturing space for plants to reach their full potential. https://www.youtube.com/embed/aq5jabN_ZSw What is needed for hydroponic greenhouse? Diving headfirst into the world of Hydroponic Greenhouse systems is an exhilarating journey, one that promises a greener future and sustainable living. It's like stepping into a sci-fi movie where plants thrive without soil, basking in nutrient-rich water and artificial sunlight. But what does it truly take to set up your own Hydroponic Greenhouse system? Let's unravel this exciting mystery together! Firstly, you'll need the right space for your greenhouse - whether it’s a small corner of your backyard or an expansive commercial plot. The size will determine how many plants you can grow and what type of system would be most suitable. Hydroponic Greenhouse systems come in various types such as Nutrient Film Technique (NFT), Deep Water Culture (DWC), Ebb & Flow, Aeroponics etc., each with its unique advantages depending on crop type and available resources. Understanding the nuances of each system will be pivotal in selecting the one that aligns perfectly with your goals and the space at your disposal. Next comes the heart of any Hydroponic Greenhouse setup – nutrients! Plants require certain essential elements to grow healthily; these include macronutrients like nitrogen, phosphorus, potassium along with micronutrients such as iron, manganese etc., all readily available in pre-mixed solutions tailored for different growth stages. It is imperative to have a deep understanding of the nutrient needs of your plants to foster vibrant and healthy growth. Lighting is another critical aspect; after all our green friends are solar-powered! While natural light works best if you have access to ample sunlight year-round but worry not if that’s not possible because there are numerous artificial lighting options including fluorescent lights or high-intensity discharge lamps which mimic the natural light spectrum, ensuring optimal photosynthesis even indoors in a Hydroponic Greenhouse system. Temperature control too plays a vital role since different crops prefer varying temperature ranges so investing in thermostats or heaters might be necessary depending upon local climate conditions.
Creating a controlled environment is a hallmark of a Hydroponic Greenhouse system, allowing for year-round cultivation irrespective of external weather conditions. Lastly but importantly is maintaining proper pH levels within the nutrient solution which affects nutrient absorption by plant roots hence regular monitoring using pH meters becomes crucial for healthy plant growth. This meticulous attention to detail ensures that your plants have the ideal environment to flourish in a Hydroponic Greenhouse system. In conclusion, setting up a Hydroponic Greenhouse system involves careful planning around space availability, selection of the appropriate system type, sourcing the correct nutrients, providing adequate lighting, managing temperature effectively while keeping a close eye on pH levels within the solution. However, once these factors are taken care of, rest assured watching those lush greens flourish without any soil will make every bit worth it! So go ahead, embrace this futuristic farming technique today, and let's create a greener tomorrow together! Unlocking the Magic of Hydroponic Greenhouse? Essential Components Get the insider knowledge on the key components required for a thriving hydroponic greenhouse? Unlock the potential of this cutting-edge growing method today. Unlocking the magic of Greenhouse with hydroponic systems is an exciting journey! With the right components, you can create a self-sustaining ecosystem that produces healthy and delicious fruits and vegetables. Greenhouse with hydroponic systems are becoming increasingly popular as they offer many benefits over traditional soil-based gardening, including the ability to control every aspect of the plant's environment to ensure optimal growth. The essential components for a successful Greenhouse with hydroponic system include: nutrient solution, grow lights, climate control system, water pumps and reservoirs, air circulation fans or vents, pH meters/testers, and timers. Nutrient solutions provide plants with all the necessary minerals they need to thrive in an environment without soil, creating a nutrient-dense solution that promotes faster growth and higher yields. Grow lights help to simulate natural sunlight indoors so that your plants receive enough light even during cloudy days or at night time when there is no sun available outdoors, ensuring a consistent light source for photosynthesis. Climate control systems allow you to adjust temperature levels within your greenhouse according to what type of crop you’re growing; this helps ensure optimal growth conditions for any plant species cultivated inside it. This system is pivotal in a Greenhouse with hydroponic setup, allowing for the cultivation of a wider variety of plants, regardless of the external weather conditions. Water pumps are used to circulate the nutrient solution throughout the entire system while reservoirs store excess liquid until needed again by other parts of the setup such as water tanks or drip irrigation lines etc. This circulation is vital in a Greenhouse with hydroponic system, ensuring that plants have a steady supply of nutrients and water, promoting healthy growth and reducing the risk of disease. Air circulation fans/vents help keep temperatures consistent throughout different areas within your greenhouse while also preventing humidity from building up too much, which can be detrimental for some crops like tomatoes or peppers etc. Proper ventilation is a cornerstone in maintaining a healthy environment in a Greenhouse with hydroponic system, preventing the buildup of mold and other pathogens that can harm your plants. pH meters/testers measure the acidity levels to maintain a proper balance between nutrients being absorbed by plants from their respective solutions; this ensures maximum efficiency out of each batch produced inside your hydroponic garden. Monitoring the pH is a crucial task in a Greenhouse with hydroponic system, ensuring that the plants are able to absorb the nutrients they need to thrive.
Lastly, timers come into play when setting up automated watering schedules so that everything runs on its own without having someone manually turn things off & on every day - making sure nothing gets overlooked along the way. Automation is a key feature in a modern Greenhouse with hydroponic system, reducing labor costs and ensuring a consistent care routine for your plants. With these essential components combined together correctly – unlocking the magic behind Greenhouse with hydroponic systems becomes possible, paving the way for a future of sustainable and efficient agriculture. Feeding Your Plants Right: The Importance of Nutrient Solutions in Hydroponics Feeding your plants right is an essential part of successful hydroponic gardening. Nutrient solutions are the key to providing your plants with the nutrients they need to grow and thrive. Hydroponics offers a unique way to provide these vital nutrients without soil, making it an ideal choice for those looking for a more efficient and sustainable way of growing their own food. The nutrient solution used in hydroponics is made up of several different components, including water, minerals, trace elements and other organic compounds that are necessary for plant growth. These components must be carefully balanced in order to ensure optimal growth conditions for your plants. Too much or too little of any one component can lead to poor results or even death if not corrected quickly enough! When choosing a nutrient solution for your hydroponic garden, it’s important that you select one specifically designed for use with hydro systems as regular fertilizers may contain ingredients that could be harmful when used in this type of system. Additionally, you should also consider factors such as pH levels and EC (electrical conductivity) readings before deciding on which product will work best with your particular setup – both play an important role in determining how well the nutrients will be absorbed by the roots of the plant! Finally, remember that feeding times matter too – most nutrient solutions require frequent applications throughout each week depending on what stage of growth you’re at with each individual crop so make sure you keep track! With proper care and attention given towards feeding them correctly using quality products tailored specifically towards hydro systems – there’s no reason why anyone shouldn't have success when growing their own food through hydroponics! Explore the must-have elements for a flourishing hydroponic greenhouse? Revolutionize your gardening experience with this advanced and eco-friendly technique. Light It Up! Understanding the Role of Lighting in a Hydroponic Greenhouse Lighting plays an essential role in a hydroponic greenhouse. Without it, plants would not be able to photosynthesize and grow. But with the right lighting setup, you can create the perfect environment for your plants to thrive! When setting up a hydroponic greenhouse, one of the most important considerations is choosing the right type of lighting system. There are many different types available on the market today – from fluorescent lights to LED lights – each offering their own unique benefits and drawbacks. It’s important to do your research and find out which type will work best for your particular needs before making any purchases. The amount of light needed also varies depending on what kind of crops you’re growing in your greenhouse. Different types of plants require different amounts of light so it’s important that you know how much light each plant needs before investing in any equipment or supplies. In addition to providing enough light for photosynthesis, proper lighting can also help regulate temperature inside a hydroponic greenhouse by blocking out direct sunlight during hot summer days or providing additional warmth during cold winter nights when temperatures drop below freezing outside. This helps maintain optimal conditions year-round so that all crops have an equal chance at success regardless of seasonality changes outside!
Lighting isn't just about creating ideal conditions though; it's also about creating atmosphere too! By using colored bulbs or adjustable dimmers, growers can create interesting visual effects inside their greenhouses while still ensuring adequate levels of illumination throughout all areas where plants are grown - giving them complete control over every aspect within their space! So don't forget: when planning out your next hydroponic project make sure that “lighting up" is at top priority - because without it there won't be anything else worth seeing anyway! The Heartbeat of Growth: Exploring Water and Oxygen Management in Hydroponics The heartbeat of growth in hydroponics is water and oxygen management. Without proper management, plants cannot thrive in a hydroponic system. Water is the lifeblood of any plant, and it must be carefully monitored to ensure that the right amount of moisture is available for optimal growth. Oxygen also plays an important role as it helps to transport nutrients throughout the plant’s root system and provides essential energy for photosynthesis. When setting up a hydroponic greenhouse, careful consideration must be given to both water and oxygen management techniques so that plants can reach their full potential. One way to manage water levels is by using an automated irrigation system which will deliver precise amounts of water at predetermined intervals based on your specific needs. Additionally, aeration systems are used to introduce oxygen into the nutrient solution which helps promote healthy root development while providing necessary gas exchange between roots and leaves during photosynthesis processes. By taking steps towards properly managing both water and oxygen levels within a hydroponic greenhouse environment you can create an ideal growing atmosphere where plants have access to all they need for maximum health benefits! With these two elements working together harmoniously you will witness vibrant blooms with lush foliage - truly creating something beautiful! Explore the must-have elements for a flourishing hydroponic greenhouse? Revolutionize your gardening experience with this advanced and eco-friendly technique. Beyond Soilless Cultivation: The Future Trends in Hydroponic Greenhouses Hydroponic greenhouses are the future of sustainable agriculture. As the world's population continues to grow, it is becoming increasingly important for us to find ways to produce food in a more efficient and environmentally friendly way. Hydroponics offers an exciting solution that can help us meet our growing needs while reducing our impact on the environment. Beyond soilless cultivation, hydroponic greenhouses offer a variety of benefits that make them ideal for large-scale production. These include increased crop yields, improved water conservation and reduced fertilizer use – all without sacrificing quality or taste! Additionally, hydroponic systems require less space than traditional farming methods due to their high density planting techniques and vertical stacking capabilities. This means they can be used in urban areas where land is scarce or expensive. The future trends in hydroponic greenhouse technology will focus on further improving efficiency through automation and robotics as well as developing new technologies such as LED lighting systems which provide plants with specific wavelengths of light needed for optimal growth without wasting energy like traditional HID lights do. Additionally, advances in nutrient delivery systems will allow growers to customize nutrient solutions based on individual plant needs rather than relying solely on pre-mixed formulas from suppliers which may not always be tailored specifically enough for certain crops’ requirements. In conclusion ,hydroponics has already revolutionized agriculture by providing an alternative method of producing food sustainably but there is still much potential left untapped. With continued research into this
field we can look forward to even greater advancements that will benefit both farmers and consumers alike! 2023 UC Master Gardener Program Conference Date: October 2 - October 6, 2023 Location: Tahoe City, California Description: Gathering in person and virtually to discuss the latest in horticultural research, best practices, and new techniques to improve gardening success. Link: UC ANR 2023 International Master Gardener Conference Date: June 18 - June 22, 2023 Location: Overland Park, Kansas Description: Celebrate, Educate and Grow with Extension Master Gardeners from around the world. Link: IMGC 2023 2023 National Extension Conference on Volunteerism (NECV) Date: May 9 – 11, 2023 Location: Lexington, Kentucky Description: A conference held by the Extension Foundation. Link: Extension Foundation
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