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radellama · 7 months ago
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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.
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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I played this on PS4, but found out pretty quick into playing that it was originally made for the 3DS.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
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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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whorrorbvby · 1 month ago
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Ok, here's a few video game questions that may not be frequently asked... Worst game you've ever played? Your "junk food" game? It's not complex, it's not deep, but you can play it to kill time or dump a few hours into it. Favorite indie title?
ooo i like these!
i mean excluding superman64? oh! hands down tetrisphere. when i was little one of my moms friends got me to trade them their tetrisphere game for my mario64 (i was like 4) and to this day it is my most hated game ever and every time i see it in my collection when i wanna play an n64 game i die a little inside
honestly either vampire survivors, dragon quest builder 2,, or the re3 remake. dqb2 I get super sucked into though but it’s definitely a game i can just chill n play and not have to pay too much attention to. re3r though? i can blast through that entire game in a little over an hour at this point and i’ve put in over 100hrs on it. i can also do the same with the first resi remake. now THAT is my og need to kill some time and wanna blast through a game quick choice….also maybe outlast or dead aim…i have a lot of games that are like that for me 😅
okay okay don’t laugh and i don’t know if it’s actually an indie but i love huniepop and huniepop2 so much like huniepop2 is my no1 most played game on steam and i am no ashamed like legit i play for the gameplay cuz its actually challenging and makes you think about actual strategy cuz you can royally fuck yourself (no pun intended) by the end of the game if you don’t play it smart…which i did not my first play through and the last puzzle fight was fucking ROUGH 😅
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babymorte · 6 months ago
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Thank you so much for your comprehensive answer. 🙏.
It sounds like I should do REmake, RE:2 and then og 3/Nemesis.
This not only has the 1, 2, 3 progression (go figure) but sounds like it would give me a well very well rounded taste of all the franchise has to offer. 😊
oh my gosh of course im honoured you’d ask my opinion!
but honestly you’re not wrong! the gamecube remake is what the original resident evil was supposed to be (well technically it was supposed to be a co-op fps but limitations didn’t allow it) so like it works from a gameplay and story standpoint especially since it set the standard (and continues to) for remakes all those years ago. re2 og is basically what everyone says to play in order to get aquatinted with the series though because it’s most popular. but re2 remake is like that perfect blend of you need to constantly be on your feet and hyper aware of your gear and surroundings which i think it what resi is actually all about (which you get the best experience with that in 4’s remake so i definitely recommend trying that if you’re okay with a big of a challenge cuz it does not hold back) and then og nemesis is where it started getting more action based so it’s the perfect mesh of new an old before og 4 came out so still has the fixed camera and tank controls.
if you wanna see how the series was SUPPOSED to be though play village because that’s more what the original vision was for the series (it’s honestly just a super fun game too ive put close to 100hrs into it)
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rallamajoop · 1 year ago
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Omg hi I came from Ao3 and just wanted to say I absolutely LOVE your Wintersberg fics. You write them so well and finding all your analysis posts here was like hitting a gold mine. Are you working on any more fics? If you are I can't wait! I love your work!
Thank you, you're too kind! :D Always flattered to hear people enjoy my analysis posts too (lord knows they get wordy, but these games just get me in the meta-urge something ridiculous).
I haven't been posting much in the last month or so thanks to a combine wammy of 1) travel for PAX, which was a good time despite, 2) a rotten cold that left me too sick to actually cosplay or do half of what I wanted to while over there, GDI ‒ and most of all, 3) getting horribly sucked into Baldur's Gate 3, which has eaten all my free time for the last few weeks. But much as I loved the characters and gameplay of BG3, the overall story does rather suffer from spreading itself too thin over too many different possible player decisions, and doesn't get me in the creative nerves the same way. So having finally finished it, gosh, there is still a lot of material in my Resi-related-drafts folders to be getting back to...
Which is all to say yes, I am absolutely still working on more fic (this post about my WIPs is still pretty current), and meta posts too ‒ I am not done with this fandom yet!
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thegamecollection · 2 years ago
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SURVIVAL IS JUST THE BEGINNING...
Last night’s State of Play from Sony was a heavily VR2 related affair, but through all of the virtual reality we did also get this brand new trailer for the mightily anticipated Resident Evil 4 Remake! Launching next month on 24th March, it’s easy to see why fans of the franchise are losing themselves with excitement over Leon Kennedy in Spain once again...
The stunning visuals and seamless gameplay we’ve seen so far would make even the most pessimistic of Resi fans feel positive about 4′s remake. With Resi 2 and 3 remakes having huge success, it was only a matter of time, right?
The end of the trailer confirmed that there’s a ‘Special Demo Coming Soon’ and whilst there’s no date announced, with launch a month away it’ll surely be SOONER than we think.
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Good news too for those of you who’ve pre-ordered or who are considering doing so with us... Our PS5 and Xbox Series X stock will also include a Lenticular Sleeve!
Secure you copy on any of the 3 formats and you’ll also EARN AN EXTRA £5 REWARDS POINTS at dispatch! This is a limited time offer so get in while the going’s good...
Pre-order HERE!
Have a great weekend, TGCollectors!
-Jack
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19thperson · 1 month ago
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19th's Steam Next Fest Impressions Oct 2024 Edition - Day 7
Day 1/Day 2/Day 3/Day 4/Day 5/Day 6
Today's the last day, but I may spend some time tomorrow checking out a couple demos that aren't taken down. Or not. Turns out doing 38 demos in 7 days is kinda exhausting. Anyways...
Threefold Recital
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This may be the best game I've played this Next Fest.
First thing that charmed me was music. The game was using what felt like a track fit for an exciting emotional climax during the simple tutorial, and as the game went on, it kept that quality consistent.
Second was the lore and setting. Like the recent Nine Sols, it's mixing Chinese mythology with sci-fi in a really interesting way, even if this game is more directly mystical.
I even like the appropriately mythic sounding lore reason for furry characters. "In the distant past two hermits, an enlightened bhudhist monk and daoist priest, lived side by side, and would spend their time having vigorous debates. The nearby animals would listen in, and through osmosis grew enlightened enough to take human shape." It feels more thought out than just "for reasons of because."
Gameplay started a bit disappointing. The beginning was just a puzzle platformer, where you swapped between three characters that had different abilities. It felt less like solving puzzles and more just following directions. Use X character in Y slot. But that was just the prologue.
Once it moved to chapter 1 the game turned on its head. You played as only the wolf monk, who has the ability to "see lines of karma." On one hand he's basically Tsukihime Shiki, where if he cuts the lines of karma things break. On the other hand it also makes him basically a detective, instinctively seeing how people and objects relate to each other. And the game suddenly shifts to escaping a false charge and solving a robbery case.
It even has horrible ace attorney pun names. The case involves the To family, and the two brothers:
Toma To and Pota To.
Main complaints are technical. For some reason the edges of the screen were cut off, while items were sometimes hidden in those edges. Speech bubbles were also consistently misaligned.
Karate Survivor
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Jackie Chan Vampire Survivor.
No Bones about this. This is better than the genre originator. Better than a lot of what I've played in this space.
Part of the appeal of Vampire Survivors is also part of its core design problem. At the start, you need to keep aim and spacing in mind, but after a certain point, you get enough firepower that you don't need to worry about it.
Here's not the case. You never stop worrying about spacing and enemy positioning. Because Its all melee weapon and hand to hand, you always need to keep people close to you to keep up your DPS.
Your upgrades include different moves that aim in different directions. If I put back to back a front kick and a downward crescent kick, I need to micro-position myself so both moves connect. In other words, I'm playin footsies!!! It's got real hitbox beat-em up energy!
My main issue is that the game puts things that should be part of the core kit as unlocks. Why do I need to throw X number of items to be able to kick small environmental hazards. Why do I need to do enough kicks to roll over tables?
Fear The Timeloop
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Not Sure How To Feel About This One!
Resi 2 remake style over-the-shoulder survival horror. You play as a cop on the chase of a serial killer. You end up in a long abandoned hospital, and find yourself locked in a 15 minute time loop.
There's some interesting ideas here! Adding a strict time limit on roundabout survival horror mapping adds another layer of tension. The game also uses a limited save system, and says both that the saving may change the layout of the hospital and make enemies stronger, active disincentivizing.
the main problem is…I completed the demo in one loop. Partially due to the timer not ticking in menus and partially due to an item that gives you extra time.
I legitimately do not know how the titular time looping actually effects the game.
They never put the shifting map or harder enemies into practice. I only ran into one enemy.
The protag has no reason to suspect monsters at that point. So he just yells at this guy to freeze, unloads, and then says "GODDAMNIT WHY DIDN'T HE FREEZE"
Accurate.
voice acting is kind of all over the place. Protag is… servicable. There's a woman's voice in the hospital who… inserts a silly accent halfway through her speech. And your radio contact is just flat affect.
The accent woman might be a demon so her not showing any sense of tension about this whole situation is probably on purpose.
Morgan: Metal Detective
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A girl goes out to her grandpa's small town after he dies, to attend the funeral and help clear out his house. While there, she is given his old metal detector. Thus starts a relaxing adventure about reuniting people with lost things and reviving a dying town.
Presentation felt weird but that might be because of my monitor. Another demo that, when told to go to superwide, ends up putting stuff offscreen. had to mess with the resolution and may have have squashed things.
The core gameplay of metal detecting seems… fine. It didn't really go deep. A lot of the map was blocked off and the demo had only one real quest. There was plenty of side junk to find though, and I can see this being relaxing.
The voice actors have a peppa-pig-ish "incredibly low energy british childrens show" delivery that makes me wonder if children are the primary demographic for this. I guess it works if so.
ReSetna
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Scifi metroidvania set in a post-human world, inhabited by robots and ruled by the APEX AI system. Said world is falling into ruin because of a mysterious signal that turns 80% of robots hearing it mindlessly violent. You were created to find and destroy it.
I'm gonna be honest. Right now this is sauceless.
Lore wise we get nothing but "there are robots and things are fucked." not much of a sense of specificity so far.
Gameplay wise everything is functional but lacks juice. Compared to the gold standard of nine sols, the parry and dodge in this game feel… limp. Same with the hits.
The demo only had one upgrade and it wasn't gotten by beating a boss. you just go to a corner of the map and find it on the floor. At the end of the demo you fight a boss with a health bar twice as long as it should be and get nothing out of it.
Travel On, Pigeon!
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Tyrhm game about a pigeon going out to see the world, a world that operates on Billie Jean rules.
The world is a grid, you move on the beat. Explore the level, find the souveneirs, and avoid the humans making their way downtown. It's as if crypt of the necrodancer was not a roguelite but something more simple and pac-man feeling.
It feels like it's on the edge of good but not there yet. But it might be my fault. The game asks you to calibrate it at the start, tapping on the beat. When things started to get desynched I couldn't tell if it was the fault of me losing the beat, or a fault of me poorly calibrating. recalibrating made things more confusing.
In other words, it needs a beat visualizer.
It feels like the game really came alive when it introduced spaces where you're supposed to tap on half notes, but it made the lack of the beat visualizer even more apparent.
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newtechworld · 8 months ago
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Recensione del PC Desktop Gaming RealTechnology: Prestazioni Potenti per il Gaming Estremo
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Recensione del PC Desktop Gaming RealTechnology: Prestazioni Potenti per il Gaming Estremo
Il PC Desktop Gaming RealTechnology offre prestazioni potenti e un'esperienza di gioco immersiva per i giocatori più esigenti. Dotato del processore AMD Ryzen 5 5600G, 32GB di RAM DDR4 e un SSD M.2 da 1TB, questo PC è progettato per gestire i giochi più intensi e le applicazioni più esigenti.
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In conclusione, il PC Desktop Gaming RealTechnology è una soluzione completa per i giocatori che cercano prestazioni elevate, capacità di archiviazione generose e un design accattivante. Con Windows 11 Pro e una scheda video GTX 6GB, offre un'esperienza di gioco senza compromessi. Acquista ora e porta il tuo setup da gaming al livello successivo.
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chellyfishing · 2 years ago
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I FINISHED THE THING in-depth thoughts and full spoilers for a two decade-old game ahead, god this is so long
let’s get a few criticisms out of the way first cause i do have a few minor notes: va stuff. the voice for ada is not the same as in 2 remake and all due respect to the new actress the performance is just not as good. it would bother me for continuity reasons as well, but the va in 2 was white while this one is actually east asian, so i figure that’s why a recast was done, in which case, i get it. i just wish the performance had been as good. that feels so mean. it’s fine! it’s not bad! it’s just a bit flat especially in comparison to the other one, which was honestly kinda flawless.
more unforgivably, dc douglas does not play albert wesker in this. they should have paid him whatever he wanted. he is synonymous with the role. i’m offended. jail.
(as a slight tangent, it’s possible that it doesn’t bother me that matt mercer is no longer leon because i never played 4 classic or, lol, 6, but it’s not like i’ve ever played a game with wesker in it either. this is the same actor as in 2 remake, and i really like how he plays leon. like obviously matt would also deliver a great performance, he is goat and i would die for him, but this actor just really kinda nails him for me. he has so many sarcastic quips and action one-liners but he never delivers them in a way that feels cocky or smart-ass, which i think is SO key for what makes leon so likable. he’s just tired!! he doesn’t get paid enough for the things he has to deal with!!)
uhh, the pacing. didn’t love it. this game is LONG. i couldn’t find how long my first play of village was but google tells me it’s about a 9-10 hour game and that sounds about right. my final save in 4 remake was just under 17 hours. i do take my time in my first play of games, but that’s long for a resi! still, that in itself is a neutral quality, and it’ll obviously get shorter now that i know what i’m doing, but it’s so action-heavy that it feels a bit relentless at times, especially across the middle bit. like, 3 remake is also pretty action-heavy, but it’s a fraction as long and paced itself very well. it was just a lot sometimes and i think slow, quiet parts are so vital to maintaining the correct level of tension in a game like this. otherwise it just becomes a bit tiring.
there were a couple major points in the game where i feel like it didn’t do an amazing job of telling me what the hell i was supposed to be doing. i got stuck straight out the gate the very first time i got to the village square cause my dumb ass was running around thinking i needed to find an exit. the worst imo was when the regeneradors first appear tho. like, you read in a note about the scope, but then you can’t get the scope until you’ve activated TWO of them. so i’m shooting at them, hoping that sufficient firepower will take them down, but it’s basically impossible without the scope or perhaps the devil’s own luck. you pretty much just have to kite them until you can upgrade your keycard to get into the room with the scope. they also probably could have done a better job with the location of the wrench, or maybe i’m just an idiot, but i was running around for awhile trying to find the damn thing. yeah i read a creecher swallowed a tool and then i immediately forgot about it, what do you want from me! the worst part is there is literally a wrench sitting on a table in the room with the power switch but no, not THAT wrench, you need the OTHER wrench ONLY.
so obviously one major change from the original was that they wanted to eliminate the QTEs, but i feel like as a result a lot of things happened in cutscene. i don’t know if there’s a one-to-one correlation here but that would be my guess anyway. like it just seemed like they had cool action-y things they wanted to include but couldn’t actually turn them into real gameplay so they said fuck it, cutscene, so there were times i was sitting there like, man i wish i was doing that cool thing right now.
hmm, the villains were a bit of a miss for me. i wouldn’t count mr. x or nemesis as villain CHARACTERS (they’re a gameplay mechanic slash boss more than anything), or the birkins honestly, but 2 does have chief irons, and 3 has mikhail, both of whom i thought worked really well in their respective roles. and then obviously in 7 and 8 you have some absolutely iconic villains in the bakers and the lords. so i guess maybe i have a kind of high bar for this series. ramón is easily the best of the lot, extremely memorable design, spends a lot of time taunting you over loudspeaker like really who does that? and even with him i think this game is just so jam-packed with boss-level encounters that he doesn’t... how to explain. i mean first of all he’s not even introduced until kind of late into things, and he’s really only around for that one stretch, if you get me? for my thoughts on the character of krauser, see below, méndez is just wish mr. x, and saddler’s whatever. i feel like the monsters are more memorable than the characters, really, which i guess is fine.
partially related to the two points above and ultimately kind of a mixed opinion, but luis was done so dirty. i’m pretty sure i knew he was going to die, and even if i didn’t the challenge for finishing chapter 11 is called “adios, caballero,” so i mean? but like. a knife in the back? after all that? just one little knife in the back? shove an herb in this man’s mouth! i get it, gameplay and story segregation, but it just felt sooooo cheap and convenient. from a storytelling standpoint, the primary purpose seems to be to make you, the player, hate krauser, because like, you can tell me he’s important to leon but a two-second flash in the opening scenes don’t help me know him from adam. i dunno, surely there were better ways to have done this. that having been said, his final scene did make me genuinely so emotional. it should feel as cheap and emotionally manipulative as the knife in the back but for whatever reason it didn’t. still, you could have had him give that speech before the fatal would and then at least killed him with a knife to the HEAD. or even better, “i’ll hold krauser off, you have to go save ashley! take this key!” or something? and then as you’re running away you see him get knifed in the gut and then later krauser taunts you with his lighter and you get it back after you finally defeat him?? somebody should pay me for this. anyway if you can kill someone with a single knife to the back in a cutscene, then what is to stop you from doing that to anyone. all of it is “because the plot says so,” and sometimes you need a better reason than that if you want to tell the best story you can! (but then he’s just sitting there with his lighter and you have to leave him and then the island blows up and baaaaawwwww. justice for luis.)
okay but quick note: mike? absolutely ejected from the helicopter before it went down and radioed for pickup. he’s fine and you can’t tell me otherwise.
moving past my own personal bugbears, i’m going to state what is perhaps my most controversial, spicy hot take ever, but i really like ashley. (controversial, yes, but surprising? as the only member of the sherry birkin defense league--she’s 12, you ghouls--i think not.) i liked ashley a lot! i liked her design, i liked her performance. she honestly was such a good sport given all the trauma. no, she’s no elizabeth comstock or miles tails per hour, but you tell her to shut herself in a locker and she barely even expresses distaste. she was doing her best!! and she needed to scream “LEON!” because then i knew she was in trouble! i also really, really liked her relationship with leon. he was so kind to her, and she tried so hard to help them both get out alive despite being way out of her depth. it was very big brother/little sister and i’m so here for it. team ashley. i hope she’s living her best life.
important! i finally figured out why i’m not into leon/ada even tho they are both bisexual bait: leon is asexual but not aromantic, and ada is aromantic but not asexual. the chemistry is all contradictory. so like, i’m not sitting over here invested in them overcoming their differences or whatever. also, leon is a puppy and ada eats puppies for breakfast.
some of the action set pieces seem goofy on paper, like ah yes, we must escape on a high-speed water scooter as an entire island collapses and explodes all around us. and yet, they made it work. mine cart rides? worked. harpooning a monster fish as it dragged you frantically around a lake? worked! fighting two giants over idk what is that lava? you better believe it worked!!
(oh, and i absolutely shot the water and got et by the giant fish. i had to do it once. i recommend it. peak comedy.)
speaking of the two giants tho, i almost had an absolute breakdown when i got to that fight, because i was severely lacking in ordnance, and i had bought a damn rocket launcher but it was in storage and this is for whatever ungodly reason the one merchant who doesn’t have a typewriter what the ACTUAL fuck. reloading my last helpful save would have lost me forty-fifty minutes and some pretty tough battles. i thought there was no way i could do it! anyway it turned out to be incredibly easy, and i didn’t even notice the switch to drop them in the lava until after i’d beat one and done severe damage to the other so i was like might as well finish this by hand. i basically only used my pistol and luis. it was fine.
i also thought i was gonna be trapped forever outside the room with the two blind guys, so i googled for strategies (“two blind guys at once?!”) and like, obviously those bells are put there to create distractions, but i was so focused on trying to use the cultists as bait that i hadn’t even tried them, and it turns out using the bell will actually stun the big guys when they run into it. so i circled around to get into position, hit the bell, both of them crashed into it, i started unloading my magnum into their backs, they were dead in seconds. didn’t even need a full clip. again, easy.
i know i complained about krauser above but really his boss fight is so unique. like, i struggled at first because he’s mr. don’t-bring-a-gun-to-a-knife-fight, so i was like, best not waste my ammo, i bet he’ll just parry or dodge all my shots, so i was trying to fight knife-only, and i used up my healing items and my armor was already busted after that first bit, and i’m like, clearly i’m doing something wrong. anyway once i mixed guns into it, it got a lot more doable and i could appreciate it a lot better. it’s grueling and man when he’d pop up and go SLOPPY! and pin you, that was bogus, but the whole thing just felt really different and neat. when i finally got to the last stage and he Revealed His True Form, i thought, oh good, finally, a straight-up boss fight, and then he’s still so quick and has multiple one-hit kills?? that chapter was the only one where my hit percentage was below 70 and i don’t even care because it doesn’t count. anyway, should have been more annoying than it was tho my zeal for it is somewhat mitigated by him having some cheap-ass moves, but still. i appreciate it a lot.
speaking of knives, i know at least non-diegetically it doesn’t work because you break and lose knives in resi2 remake but i like to pretend the combat knife you start with is, in fact, the one marvin gave you at the station.
as i said i take my time on first plays of any game, so i don’t care about rank, but when i got a B i was like oh! i must have done pretty well even so! anyway it turns out there is no C rank in this game.
oh, it probably goes without saying, but the sound design is, as always, perfection. if these people don’t have awards, they should, and if they do, give them more.
graphics are really good. one thing i’ve found even in games that have good graphics is that if you move your camera so that leaves or grass are right in front of it they look really bad because obviously those assets aren’t meant to be seen or examined up close, but in this game they actually still look good! it passed the leaf test.
i feel like i complained more than talked about the things i liked but i mean that’s always easier isn’t it? overall, just so so good. non-villain characters, performances, production quality, gameplay, variety of encounters, all so good. i don’t know where it ranks compared to the others i’ve played, but honestly i’m not sure i know how to rank those in comparison to each other either.
i’m sure i could say a lot more and i’ll remember twenty things i wanted to after i hit post but this is already a lot. i’m so pleased! happy birthday to me!! thanks capcom!
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theedrewgamer · 6 years ago
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Hey everyone, TheeDrewGamer here. Bringing you another episode of my Resident Evil 2 Blind lets play!
Here is episode 2, continuing through the Police Station with Claire, and with me still getting to grips with the controls
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Intro/Outro Music - OC ReMix #2757: Final Fantasy VI 'Bad Octopus' [Grand Finale?, Save Them!] by Fishy & XPRTNovice
https://www.youtube.com/watch?v=AfYQnsK71gA
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monstrousdanger · 4 years ago
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lemmonhead67 · 6 years ago
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(via https://www.youtube.com/watch?v=b8CSK6Qq8O4)
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chrisitsraining · 2 years ago
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have you heard of resident evil gaiden? im about to talk your ear off about it
except you cant hear me because this is a written post
anyway
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you spend most of gaiden playing as barry burton who works for an unnamed organization mostly made up of ex s.t.a.r.s members and former umbrella employees
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hes dropped off aboard a boat called the starlight with two objectives
1) to find fellow operative leon s kennedy since hq lost contact with him quicker than the rpd lost contact with bravo team in arklay 
2) to find out info about a new b.o.w being developed by umbrella
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thats leon on the left btw
yes he looks hilarious and no he doesnt match with any of the other character portraits in the game
STUFF THIS GAME FEATURES:
spoiler warning ig
male presenting b.o.w nipples
events non canon to the rest of the series because it conflicts with them :) 
(actually that parts a bummer i think)
the standard quality of writing expected from a resi game 
a b.o.w masquerading as leon
first person pov during fights
a big nasty b.o.w with yucky tummy tentacles that wont take the fucking hint
a submarine section
lots of holes lots and lots of holes 
leon IN a hole 
barry having another traitor moment
zombies everywhere like i mean EVERYWHERE 
you know in the first resi when you encounter a single zombie in a room that comes after you when its done ripping apart kenneth? well theres like a fucking horde in the first room you enter in gaiden
a lot of them have crowbars to bash your brains in with
leon and barry during gameplay bearing a resemblance to chris and barry in the unfinished resi 1 gbc port 
almost every cutscene featuring leon being funny looking
soooo much atmospheric rain 
a little girl called lucia with natalia korda and rosemary winters vibes
shes got like. weird accelerated healing and acute hearing and she can sense the main threat
also barry tries to adopt her because thats what barry does when he finds children during missions
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if you havent played this game you should!! 
i mean
a copy of it isnt cheap and it has only been released on the gbc but its super easy to emulate!! 
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piracytheorist · 2 years ago
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Hi! Just wanting to talk about the Shadows Of Rose DLC!
First of all, your talk of it was amazing, and I loved how you analyzed it completly- amazing work!! I found you while scrolling through the tags for Resident Evil 8, and you've earned yourself a follow!!
Secondly, I'm a little on the fence about them turning Redfield into a villain. I mean, at this point of the universe, he has already lost his younger sister, Claire and her (Boyfriend?? Fwb??? What is Leon to Claire?? Tbh I've played resident evil but I just know Claire died? I didn't get too far into her and Leon's relationship, I only say boyfriend as that's what it seemed like in Resident Evil 2) Friend Leon.
He's also seen that most of the big organizations, The B.S.A.A, The Connections, Umbrella, can't be trusted at all since all three are connected due to the megamycete. Tbh, it's all but fair for him to become a villan- but a villain who destroys things that those three companies are doing.
I never really liked Chris in Resi evil 8 (Coughs awkwardly at the fanfiction I wrote) because he was basically just hiding things from Chris. Why the hell did he not tell Ethan before idk fucking kidnapping his goddamn child?? Oh, and not to mention this whole thing probably wouldn't have happened if Chris LET ETHAN HELP IN THE FIRST PLACE!!
Also, what idiot puts Miranda- a person you know can connect with the megamycete and you don't know if she's dead or not cause you used regular bullets- In the same van as the two people she was trying to kill?! If that isn't the stupidest fucking move known to man then idk what is.
So on one hand, yes, Chris deserves to be a villain cause he's been fucked over by the system. He's lost his sister and Leon and possibly many other friends because of Umbrella and the other corporations. I feel f
On the other hand, Chris is already a fucking villan. He betrayed Ethan's trust, he 'killed' his wife infront of him, he didn't tell Ethan about the entire plan until the end, and after Ethan died, he apparently didn't tell Rose nothing of her. That's a shit move tbf.
Anyways, sorry for just ranting, I thought it was interesting that Capcom would be making Vhris the villain, when he's already halfway twords being one.
My only hope is that he doesn't drag Rose in on this quest for vengeance or whatever it is lol.
Hello and welcome! Hope you enjoy your stay, I love talking when I have a shit ton of feels, and I'm so happy when people enjoy my ramblings :D
Again, I have only seen gameplays of re7 and re8 (and played the main of re8 myself a bunch of times) and absolutely nothing else of Resident Evil in general so I don't know that much about Chris as a character. I tried to make sense of his actions in re8, even wrote a post about it, but this dlc really isn't giving me much to help. I don't even have any explanation as to why he'd put Miranda in the same van with Ethan and Rose in the first place, I'm guessing it was a second van? And she just killed everyone there and just attacked the other van that Rose and Ethan were in? Idk and at this point I don't know if I want to care XD
And yeah if you ask me, Chris did the exact opposite of what Ethan asked him to do. I saw so many people being like Daddy Chris! and I was like I don't know shit about him but it doesn't look like he's fit to be a good parent? Not exactly out of his own fault, like he has seen and been through a lot of tough shit, while trying to help kill bioweapons and focused on the greater good, and I understand the whole feels thing of him having someone to take care of, but if we're being a little rational here, he shouldn't be the sole custodian of a child who can potentially cause mass deaths if she doesn't feel loved enough.
Ethan said with his dying breaths that he wanted Mia to keep Rose safe, he wanted her to be with her mother, and what we got was Chris going like "I can use her to grind Mirander evil guys into paste!" and never reassuring her emotionally. Ethan got a few moments with her and it was all it took for Rose to accept herself, powers or not.
Yeah idk I'm not being here like hating on Chris or whatever, I'm just very between "They're gonna make him a villain" and "Should I care about him and be invested in him?" because on one hand it would make sense with all the writing choices, on the other I don't know if they're bold enough to make such a beloved character a villain. I don't know. Maybe they'll just go that way in re9 and we'll just realize we were being stupid for worrying XD
Never worry about ranting! As I said, the DLC touched me so much and I have SO many things to say about it, so I'm really glad when people prompt me to talk about it!
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babymorte · 7 months ago
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Going to do this off anon because fuckit ...
I'm a bit of a horror game baby over here (anxiety and ptsd cause panic attacks in games like Outlast) ... but I'm wanting to get into something like RE for streams ... can you recommend a place to start? (Since I mean, I don't know a bigger RE fan than you) (I'm on PC, never owned a console in me life)
ooo well im super happy that you came to me for this its an honour but also that you trust my recs on this sort of thing. but honestly i totally get outlast spooking you...it still gets me sometimes. the real question is do you want fixed camera tank controls or modern over the shoulder action horror? honestly i really think silent hill 2 is a good place to start. its really not all that scary...well..the apartments are kinda scary at times but with all the silent hill games you really don't have to fight anything and it's pretty hard to die s lot of the time even if you're inexperienced. for retro resi style games signalis is a really good option or you will die here tonight. if you're okay with getting roms though and like campy horror you should totally look into dead aim. its the 3rd resident evil light gun shooter and the blueprint for re4. its my favourite in the series because its so over the top but its also fun to watch people play as well. you can also beat it in under an hour since it was originally in an arcade cabinet. if you want a modern resident evil 100% reccommend the re3 remake or village. those are my two favorite modern ones. they're more actiony and theres not a tonne of jumpscares...except at house beneviento in village thats more like an outlast/pt situation and it still scares the hell out of me at one part even though ive played it about 30x (i am not exaggerating). the obscure games are also really good old school survival horror with not a lot of jumpscares but they are very hard. well the firs one is since it takes a lot of strategy. the original alan wake is also a really good choice (the remake scares the absolute shit out of me do not recommend for the faint of heart) uhhhhhh i could honestly go on for hours so if you need/want more recs or have specific gameplay types you prefer i probably have recs fo those too~
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jack-o-cel · 3 years ago
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I would like to officially introduce one of my OC's that live rent-free in my brain. He's a Resident Evil 8 OC. Even tho he's a fandom OC, he means a lot to me and has grown on me a lot. He's special to me :]
Also please spare me, Resi 8 is my first game in the Resident Evil series.
Forester Vein
Nickname: Ester
Biological Age: 138
Age Appearance: Early 20s
Gender: Male
Sexuality: Gay Demisexual
Place of birth: Norway
Occupation: Miranda's right-hand man. He essentially does her bidding and only takes orders from her. He also has power over the lords but is usually tasked with helping them. Besides that, he's a Botanist.
Family: Both his parents are dead. All he has is his little brother Foxglove, who looks around 7 years old.
Appearance: Forester is about 5'9". He's a twig. He's pretty pale with long white hair (It was originally brown before being implanted with his Cadou). He has light blue faded sharp eyes. He has sharp teeth (an effect of his Cadou). He also wears glasses.
When carrying out his duties for Miranda he wears a white tailcoat with gold accents, a black and white striped vest, a black dress shirt, a white and gold cross tie, black slacks, and black dress shoes with gold accents.
On his own time, he wears a white t-shirt, a beige knitted jacket, black sweatpants, and socks with sandals.
Personality: On duty, he's in what I affectionately call, customer service mode. He's very formal and helpful. He'll hold his tongue. He's Miranda's most loyal servant and does his very best to meet her expectations. On his own time, however, he more casual and sassy. He speaks his mind. Oh, and he hates Miranda with every fiber of his being (which is a lot :3).
In general, he's manipulative, obsessive, and smug. But also caring to those he loves. Would go above and beyond for them. He's a pretty serious and quiet person. Only when he's alone or with his little brother does his playful and goofy side come out. Despite his usual serious attitude, he's very expressive. His most common expression is a mocking smile.
He's very clumsy, especially when thinking about his obsession, whoever that may be. He's borderline yandere (His yandere behavior is a combination of Yuno from Future Diary, and Tsukiyama from Tokyo Ghoul).
Powers/Abilities: Enhanced strength, and regeneration.
Forester can control large thick vines (which look like large tendrils) and all plant life. He can release special pollen that allows him to control plant life (similar to Donna). The vines are different tho. He can control them without his pollen. To understand why first you have to understand how Ester's body works.
His body underneath his skin is made of vines. He also can easily regrow his limbs and regenerate his skin and hair. His vines are an extension of himself. Although his body is his main body, it isn't his core. His core is located underground surrounded by vines and impossible to get to. Vines from the core spread across the village underground. Forester can only go a few miles away from the edge of the underground vines.
The only time his core would be possible to access is when Forester transforms. His transformed state is a 50-foot tall behemoth made of vines. In this state, he's stuck where he transformed. The core is moved to just below the neck area of the vine monster. Fighting Forester is suicide in most cases. He attacks with huge vine tendrils from his arms and the base of the beast. He doesn't tire and his vines regenerate.
There are only two ways to beat him. The first way would involve killing him. You would need large amounts of fire-spreading explosives to slow him down. It makes getting to his core easier, you'll still be getting attacked tho. You'll need to be able to fly (or just about anything that's not climbing) to his core, climbing would take too long. You'll need to plant explosives where the core is sealed away. Once opened, jump in as fast as you can, the vines will close shut rather quickly.
The core is a large amber sphere. it's soft and gooey when touched gently, but if you were to attack it, it would harden. Inside the core is the shape of a man in the form of vines. That's where Forester's brain and Cadou is. Destroying that kills him.
The second method requires cooperation with Forester's brother, Foxglove. This method is to non-lethally beat him. In this method you cant use explosives, Fox won't agree to help you otherwise. You'll need a team to pull this off. You need someone, or a group, to distract the majority of the vines. You'll need a way to get to the core and something strong enough to pry open the vines long enough for Foxglove to enter where he'll take care of the rest. This method saves Forester, but kills Foxglove.
His Area: Just like the four lords he has his own area. You'll need the six-winged unborn vine key to unlock the gate that leads to his garden lab. The lab is outside with a greenhouse nearby. It's a small area. Most, if not all, would miss the entrance to his underground lair.
The underground area is seven floors down with an arena to the right of all the floors. You can peek inside the arena through 5 of the sub levels. sublevel 1 is above the arena, while level 7 is where the entrance to the arena is. The arena's ceiling is about 60 feet tall. It's used for testing Miranda's experiments abilities among other things. Forester uses it to test and train his own abilities (which is why the ceiling is so high :3).
From the main entrance to the bottom level is a spiral staircase. Each sublevel has a floor gate on the steps with a unique lock. To continue you have to find the key somewhere in the sublevel. Each level has its own tactics and enemies. They're all based on the five senses. Also, before entering you will be disarmed, one way or another.
Sublevel 1 - normal. There's an elevator on this floor locked behind a door that requires the vine key, that only Forester, and his little brother (who i'll talk about later in the post) have. The elevator goes to each level by going through hallways behind the arena walls.
Sublevel 2 - enemies that rely on sight. It'll be essentially hide and sneak kinda gameplay. If you get spotted you have to run out of sight and into a hiding place. You cant be seen going into a hiding spot.
Sublevel 3 - enemies that rely on hearing. You have to explore as quietly as possible. If a chase scene happens you have to hide in a special safe room.
Sublevel 4 - enemies that rely on smell. You'll have to regularly step into ponds that have a special substance inside that masks your scent into smelling like the enemy. But you can't get too close to the enemies there. They'll be able to identify you if you're too close. There are special rooms filled with an overwhelming amount of scents that the enemies wont enter.
Sublevel 5 - the enemies there rely on touch. They have long arms and hands that sweep across the floors. All you gotta do is avoid them. Harder said than done tho. The enemies can sense vibrations =). Dont move too erratically. Simple fast movements are best. Since they're rather big, they cant fit inside some rooms.
Sublevel 6 - The enemies here rely on taste. The key in this level is at the end of a large room that's packed with enemies with long tongues. They interact with their tongues. If they taste a human they'll attack. You have to explore the rest of the level for a vine suit to disguise as one of them. A few enemies roam outside the crowded room tho. They whip their tongues around them. It's a pretty wide radius, but it's not fast. To get past them you gave to see the whip pattern. There are no safe rooms or hide spots, besides the merchant room, in this level.
Sublevel 7 - All the above (with Forester roaming around as a treat =3)~
Arena - Boss Battle =))))))
Story: Forester was born in one of the poorest areas in Norway. His parents barely had enough to feed him, and themselves. When Ester was 10 he found a job at a garden owned by an old wealthy woman. To get the job he had to pretend to be rich. He did a lot of stalking to learn the behavior of rich kids his age; he got very good and stalking and slipping on a mask. He also stole clothes and food to look the part. The old lady was none the wiser. For 6 years she believed in his carefully constructed lie.
The old lady happened to have no living relatives, with no one else to give her wealth and belongings to, she gave it all to Forester when she died; He was 16. With his newly acquired wealth, he gave his family a comfortable home, with everything they could need and want.
Forester had always wanted to attend school, but could never afford or have time for it. Now that he could, he immediately enrolled. It was incredibly difficult. He was somewhat educated, he'd stolen books in the past and taught himself, but he was still incredibly behind. Regardless he tried his best and spent countless nights up studying. Eventually, he was able to do more than catch up, but surpass many of his peers.
After graduation, he went to college out of his country where he majored in botany and aimed for a PhD. He met Miranda in college. They had a few similar classes and got along well. Eventually, they became close friends.
After graduating from college they both went out to do their own thing, but kept in touch and traveled often together. Eventually, Forester decided to work as her assistant and learn from her.
In his early 30s, he took in his little brother, Foxglove, after their parents died. Foxglove was around a year or two years old at the time. While raising his brother, Forester felt a void in him filled. He had someone to love and take care of. Someone he could trust and love unconditionally. Both Foxglove and Eva got along well and played often together.
When Eva died, Forester was there to support his closest most trusted friend. When Miranda found the megamycete she went to her friend and explained what happened and her new plan. Forester, although wary, supported her in any way he could. He refused to go near the megamycete tho.
When he got close to it, Miranda pushed him into it. The megamycete grabbed Forester with tendrils and seemed to absorb him into it.
A few months after Eva died. Foxglove wandered into the forest nearby and found beautiful flowers. Ones that shared his name. Curious the boy ate a few of the flowers. Not too long afterward he came to his brother as fast as he could. He felt sick. Very sick. Fox explained what happened to Forester. Panicked he quickly tried his best to make a remedy, a cure, anything with what he had. But with no time or sufficient supplies on hand, Foxglove died in his arms.
It broke Forester. The void from before returned, larger than before. He desperately turned to Miranda for help. Miranda smiled, with something malicious behind her smile, and told him to go to the megamycete.
Inside the megamycete was an indescribable experience. While inside Ester could feel his body painfully changing. It also awoke something hiding deep in his mind. Something he was forced to forget. Miranda had been brainwashing him for years as an experiment in creating a truly loyal servant. He could feel his anger overwhelm him. He thought they were friends. He thought he could trust her. She knows things about him that he never said out loud before. He was hurt, betrayed, and pissed. Forester was determined to confront her, make her pay.
With his mind quieter, Forester remembered his brother. He found Miranda and approached her carefully and asked where his brother is. Miranda took him to an unmarked grave in the forest. He broke down. Miranda interrupted him, and asked him what he was going to do. Was he going to continue to wallow in despair or try to bring Foxglove back?
He clawed his way out of the megamycete. He felt heavy, but he continued. Eventually, he broke through after weeks of being trapped. With him a giant sphere like object covered in vines emerged. Upon inspecting it, he quickly realized what it was. He could believe what he saw. He had to hide it, and fast. He had looked down and had an idea.
He felt a newfound power within him, and with it, he sent his core deep underground where its vines would grow and spread. With his core safe he confronted Miranda. She initially tried to kill him, but found the effort futile. Instead, she spoke a series of words. Forester blacked out.
When he awoke he was sitting in a chair in Miranda's lab. Miranda was nowhere in sight. Desperate to find answers he returned to the megamycete. Touching it revealed the truth. When he blacked out, he was still awake, but he wasn't himself. He saw as he answered every question Miranda asked and did exactly as he was told. He calmed his growing anger and thought carefully. He needed a plan to bypass her brainwash effect.
Soon he began working on his lab and lair. He worked tirelessly on ways to bring back his brother. After years of research and testing, he was able to make an exact copy made of foxglove flowers. Forester not caring that what he created was a copy, embraced the boy and accepted him. Ester explained to the new Foxglove who he was.
Forester was content. He had his brother back. Still, the void remained. Regardless he could now focus on getting rid of Miranda. By then he had learned how to pass messages and take notes unconsciously. He informed his brother about his situation.
As the years passed, Foxglove stayed physically the same, but his mind grew.
Eventually, during the time that Heisenberg began preparing his army, Forester had Fox give him a letter explaining everything he knew. In secret, the two conspired against Miranda.
Currently: So Forester was created for an rp with one of my closest friends (@plague-doctorz). So what happened with Forester is that a war had started with three forces. Heisenberg's army, William's (Plagues' OC) army, Miranda's one-man brainwashed army, Forester. Will provoked Forester into transforming, according to Foxglove's plan. After dealing with many attack from Forester, the pair, with Lady Dimitrescu's help, formed a plan.
William acted as the distraction. With most of the vines focused on him, Alcina, transformed, swooped in through the middle, while dealing with stray vines, and brought Fox to where the core is. She pryed open the vines. Foxglove stepped inside and forced Alcina to let go. The vines shut closed. Inside Fox opened up the amber easily. Even in a brainwashed state, Forester trusted his brother no matter what.
Foxglove began flaking into leaves and flowers and flew into the crevices of the vines that made up Forester. He was able to snap Ester back to his senses at the cost of his life.
Forester had lost consciousness, and when he awoke, Miranda was already dead. He felt even emptier than before. The hole in his heart got wider when he found out what happened.
Right now, a few months later, Forester is at a state where he's on the brink of snapping. What he needs is closure, and something to fill the void in his heart. But can he have both? Will he even get either?
=)
So this is Forester! Please send me any questions and stuff if youre interested. I love to talk about him! Seriously, he lives rent free in my head.
Oh also, here's a picrew of him while I'm still working on his sketches~
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His hair down too, cause im a simp,,,
Also here's Foxglove!
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Also here's the link to a playlist on spotify based on Forester: here
one last thing
👉👈 @roxyourworld look what i did~
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jupitermelichios · 5 years ago
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Jupiter’s top 10 horror games for Quarantine (or any other time)
Disclaimer here, that I watch a lot more lets plays of horror games than I do play them myself, because I’m a big wuss, so these recs are based on atmosphere and story more than they are gameplay mechanics. That said, I haven’t recc’d anything where I know the actual mechanics to be miserable.
I’ve given a content warning for one game which deals with mental health issues in a way I know to be triggering for some people but it should go without saying that as horror games all of these contain at least some potentially squicky or triggering content. If you want more detailed warnings, hit me up and I’ll be happy to provide them. Oh, and I won’t say that there’s no jump scares in here, but there’s no games which rely on jumpscares as a regular mechanic, because that’s just lazy writing.
Soma
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One of the rare games that really is as clever as it thinks it is, Soma is a hauntingly creepy slice of hard sci-fi with a lot to say on the nature of consciousness, hope, and nihilism. It also has an optional no monsters mode, which I’d recommend personally. It doesn’t detract from the atmosphere one bit, and it makes the game accessible for people with motor issues by removing the QTEs.
Resident Evil VII
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I’m not usually an action-horror fan, but this is brilliantly atmospheric and charmingly weird in a way that’s uniquely Resi. Fun gameplay and a story that’s just the right balance of compelling and utter nonsense blend surprisingly smoothly with an atmosphere of old school horror.
Outlast
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I know I know, horror set in asylums has been done to death and has some really fucked up origins, but hear me out on this one. Outlast takes genre tropes and character beats that have been done a million times before and elevates them. Mostly by having a main character who makes entirely reasonable decisions. Yes he sneaks into the creepy hospital at night (albeit for a good reason) but the minute he figures out he’s in a fucking horror story, his only motivation is to gtfo and that makes everything he goes through relatable in a way horror protagonists rarely are.
Little Nightmares
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I have limited patience for the use of child protagonists in horror stories, but like Inside (below) Little Nightmares gets around this aversion by having some of the best art direction I’ve ever seen, no cutesy child dialogue (no dialogue at all in fact) and atmosphere by the bucket load. It’s Limbo by way of Gormenghast and I urge you to try it for the stunning art if nothing else.
Pathalogic 2
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My mutuals will already know how much I adore the Pathlogic series (I may or not be planning to get a Pathalogic tattoo). Honestly the original is a more effective horror game, but it’s also badly translated and janky to the point of being more or less unplayable. 2 fixes most of the jank, and only those few weirdos who actually remember the first one would ever think it was lacking anything. This is a series totally unlike anything else you’ve ever played, and it’s worth your time. It’s unlikely you’ll ever play another game with quite this much thought behind it again.
Verde Station
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This game was made in response to a challenge - to make a horror games that doesn’t use darkness. It’s also the only one of these recs that comes with a major content warning - if you suffer from false memories, lost time, or dissociation, take care when playing this game. It’s only a couple of hours long, but it’s probably the greatest use of gameplay mechanics as storytelling I’ve ever seen. The Charnel House Trilogy
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This is probably the game on this list the least people have heard of, but it’s well worth checking out. Great voice acting, plenty of black humour, and the best representation of what it feels like to be at home by yourself with only your paranoia for company since Gone Home.
Deadly Premonition
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Did you watch Twin Peaks and think “wait I thought this was supposed to super weird, and also I really wish the main character would stop hitting on highschoolers’? Good news, Japanese auteur game director Swery is here to show David Lynch how it’s done. It holds the Guinness world record for the most polarised game reviews ever, so when I say you’ll either love it or you’ll hate it, I really do mean that. Personally I love it.
Pony Island
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Yes IMSCARED did the meta horror first, and Doki Doki Literature Club did the reveal better, but Pony Island is a brilliantly weird not particularly scary little meta horror game, full of nicely realised little details and fun puzzle gameplay.
Inside
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The only other exception to my children in horror rule (don’t @ me Inside the Sleep fans), Inside is an absolute masterclass in non-verbal storytelling. From the first moment, when your player character cowers away from a threat you didn’t even know was a threat yet, this is a story told in lighting and body language. If you’ve ever wondered what ‘show don’t tell’ really means to writing, this is it.
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