#third has a more overt sense of the supernatural again‚ or at least a kind of psychological horror (very much subtextual) in its study of a
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Play for Today: Clay, Smeddum and Greenden (BBC, 1976)
"What ails you?"
"Ails her? You would greet yourself if you saw your life ruined."
"Well, I'm right sorry you're taking it like that. But, losh, it's a small thing to greet over."
#play for today#clay smeddum and greenden#single play#classic tv#bbc#1976#lewis grassic gibbon#bill craig#moira armstrong#victor carin#anne kristen#gerda stevenson#fulton mackay#bill fraser#joan fitzpatrick#eileen mccallum#maev alexander#fiona knowles#brian cox#claire nielson#isobel gardner#a trilogy of connected plays based on the short stories of celebrated Scots writer Gibbon; this got a repeat on bbc4 a few months back and#im using a brief visit home to catch up on stuff I'd recorded off the tv. i think this is on iplayer for the rest of the year and it's well#worth looking out (tho I'd recommend subtitles; the heavy accents and scots dialogue can be difficult to parse). an atypical example of a#PfT‚ but an excellent example of the series' occasional forays into more regional work. Clay‚ the first (and perhaps best) of the three#short plays concerns a man's obsession with the land he works‚ to the detriment of his family and his health. shot with an almost folk#horror sensibility‚ it's a subtle beast; quite unlike the second‚ a broad comic piece about a tough matriarch and her various children. the#third has a more overt sense of the supernatural again‚ or at least a kind of psychological horror (very much subtextual) in its study of a#sensitive urban woman driven slowly out of her wits by dual isolations of a new home in the country and a cruelly distant husband#all three plays benefit from centering strong female characters‚ all three rewarded by excellent casting. as i said‚ watch if you can
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Village: Resident Evil ramblings
(Some spoilers)
Ethan Winters is a goddamn idiot.
I say this without a shred of nostalgia; I first encountered him in RE7 and feel less than nostalgic towards the guy. RE7 without the benefit of the former entrants was a FPS horror and pretty good. Though you couldn’t escape that the characters you remembered were the Baker family and Mia; Ethan was a walking camera with a gun and some very simplistic emotional responses (fear, rescue wife, escape, swear occasionally). Having now run through the whole sequence of games, Ethan stands out starkly as the blandest and least interesting protagonist the series ever produced. He is possibly worse than Piers. Village updates Ethan’s personality. A bit. Well. Not really. Still got that fear, still got the swearing. Still got a mind to escape. But rather than rescue his wife, it’s about rescuing his daughter. I mean; Mia was gunned down and shot a further 9000 times by infuriating series stalwart Chris Redfield a little under ten minutes into the game proper. Not that Ethan really comes to terms with the trauma. By minute fifteen of the game the van you’ve been shoved in by Chris (who doesn’t shoot you for no reason he feels like explaining) has crashed and Ethan’s daughter is missing. Mourning Mia doesn’t actually enter into Ethan’s thought process. Goddamn idiot. Not to say that life with Mia was exactly picturesque; a few years after RE7 the couple are now somewhere nebulous in Eastern Europe in a very lovely house with a distressing number of empty wine bottles in the kitchen. A happy marriage this does not seem to be given Mia doesn’t want to get into the events of RE7 anymore, but Ethan does – but also failing to understand that the cover-up of the incident might be why no one is talking much about the whole mess in Louisiana and that bringing it up both distresses and angers Mia. But; the inciting incident has occurred and we’re propelled into our new scenario. Ethan; once again fish out of water, and its not like we have a choice. This is not to say Village does not repeat the same narrative trick of changing POV character, but there is both less of that, and the Half-Life-style regimented first person view jarringly completely goes out the window in the last quarter. It was less than consistent at points, but sparingly when occasionally and jarringly camera angles shifted to depict an introduction. But the game is also perfectly happy to render whole FPS sequences with gun visible and everything as it plays out a story beat, so... I don’t know? Fortunately Ethan’s environment and the setting are much more interesting. The unnamed Village is a satisfying knot of tangled streets, locked doors and environmental obstacles. Enemies don’t respawn per se, but additional enemies are added on subsequent visits to the effective hub of the game. There’s livestock to kill and give the Duke – the merchant playing a similar role to the pirate-like guy from RE4. Duke’s an entertaining character (some have objected to his physical and hugely overweight depiction); chatty and far more knowing than he will let on. He has a dangling thread come the end so perhaps will reappear elsewhere. He’ll sort the gun upgrades, supplies, let you sell treasure and point you towards your next destinations. Which is just as well as the human population of the village dies out somewhere between the first and second hour. No one left and any futile attempts to save people end in almost hilariously disastrous tragedies (no Ethan, don’t go higher in a building that is on fire). Leaving you with Lycans, zombies and gargoyles to fend off. Occasionally there’s some bigger foes on the level of the Executioner from RE5 but nothing on the level of the Tyrants. That kind of thing is left to the Village Lords. The villagers – before they all die – have a curiously unfamiliar religion and praise a figure known as Mother Miranda. She reportedly kept the village safe, but something has changed and now the Lycans run amok and without restraint. Not hard to pin that the reason for the change is Rose’s arrival (or could it be Ethan? COULD IT? No. Man is a goddamn idiot). The only door out of the village you can open is to Castle Dimitrescu and... It feels unnecessary to even get into what awaits. Given fandom have been so noisy about the tall lady and her vampiric daughters since the first trailer. She is so very, very tall. The castle is the first mode of Village. Possibly closest to RE7; Dimitrescu’s daughters are vulnerable based on certain environmental details (read the notes!) but otherwise should be fled from. Dimitrescu herself is invulnerable to everything bar one weapon and you need to work at getting that, so she needs to be fled from. Otherwise, explore the castle, find treasure. Sneak. Solve puzzles. It all looks suitably gorgeous and you get multiple chances to see if as you loop through the rooms and unlock more doors. The Village macro mechanics wrought as micro here. There’s a canny hint at a late reveal in the blunt utility of in-game mechanics to be had too. But – really should have been obvious given their prominence in the trailer – given Castle Dimitrescu is the first level, it means we must say goodbye to the very Tall Lady with knife hands and move onto someone else. In between levels, we get the first reinforcement of a tease from the trailer; the symbol of the Umbrella corporation. Its engraved into a location called the Ceremony Site. Its daubed on a cave wall as high as the Tall Lady. Its on the strange structure you insert the yellow flasks each Village Lord guards. And it means... almost nothing. RE's meta-plot has always been a mess and everyone’s favorite pharmaceutical company hasn’t been so active for a while, so the idea that we might be getting into some interesting weirdness with them again is oh so appealing. And yet – I was disappointed. Despite the repeated glimpses of the familiar white and red logo, the connection ultimately comes down to one letter I found at about 7/8s of the way through. Oswell Spencer – founder of the company – visited the Village years ago and saw the cave painting and adopted it as his logo. Oh. That’s... underwhelming. The same letter does at least prod at wiring Village’s latter reveals into the formation of the company along with tying in some parts of RE5 but if you thought this would be the company or the family dynasty origins or anything like that, you are in for a disappointment. It’s a tease and one that goes nowhere and does little. Oh we might now see how Spencer got into the whole inadvertent zombie making mess but its not a factor in the plot of this game nor does it really change the stakes of the previous. Perhaps I should be glad it’s so frivolous given other retcons in certain other franchises, but it feels so suspect to have drawn the attention and then shuffle the implications out the side-door. At least the other village lords have their own appeals. The second level is RE once again stealing PT (the PS4 demo to announce Silent Hills) given Konami outright don’t care about it anymore. Stripped of your guns and inventory, it’s a claustrophobic puzzle level requiring you to hide with mechanics familiar to both Evil Within and Alien Isolation. That same loop of rooms as you seek out puzzle solutions and hide from a staggeringly distressing malevolent entity. The third is combat light until the final confrontation; the fight staged in a flooded village – oh and Chris who still doesn’t shoot you but refuses to explain anything. And the fourth cheats. Heisenberg is thoroughly entertaining and grabs two levels for his own; an assault on a stronghold and his horrible cyborg factory outside of town. He has Magneto metal powers. Heisenberg is the camp villain to outdo the other camp villains. He’s having fun, he kinda likes Ethan and is oddly on his side. He found time to put together massive signposts to direct Ethan onto the last two levels (a good thing too given his lack of sense). But both levels are lacking. The Stronghold is a relentless firefight against hoards of mook enemies; the factory is overly long and maze-like. I am as tired as Ethan when he exclaims “What more?” And after Heisenberg is dealt with; the long, convoluted lurches to the ending. First person goes out the window. The game dabbles in characters toying with your understanding of what was going on but in a strangely limited way and completely ignoring the other implications of the reveal. Suddenly you mow down more and more enemies than ever before, bullets scarcely a concern. The final reveals of who/what/where/how come through. Not exactly explicable for what’s on-screen, but the effort’s been made to tie Village’s overt supernatural tendencies back into a world setup in RE. Its not magic and those are not truly werewolves. And the villain’s motivation is! Hugely disappointing. Connected as it is to the Umbrella letter, you might hope for something completely out there, but its unsatisfying and feels pretty sexist too. Or at least lacking in imagination to an astonishing degree and yet here we are. The game feels sloppiest as the final boss fight arrives flitting between characters without the shaky but workable character hand-offs RE7 deployed. Back in first person mode to talk to Duke one last time before engaging in.... a relatively simple boss fight. All the boss fights have been pretty easy – there’s nothing on the level of RE6’s sometimes horrendous contextual fights, or the annoying two-player RE5, nor the demanded accuracy of hitting specific weak-points as in RE7. And I don’t mind that. Unload all your weapons and keep your health up. And victory. There are fix-it fics already, but really, I don’t see the point in trying to fix the issue these people have. There’s an obvious setup for a game past this one with a strange throw-away reveal in the end-sequence (whither RE9, Revelations 3 or something else there are no clues as yet). There’s a spoiler for the sting given the end-credits lists a character who didn’t appear in the main game. The sting itself might wind up drawing on the sting from Revelations 2. Village is not RE at its best, but is at least more in the spirit of goofy, campy nonsense than 7. It at least is more at home with playing with the trappings of horror while not actually trying to be outright scary. As with 7, the villains are more interesting and more memorable than the good guys. And – as I found out after completing the game – we were robbed of Ada Wong dressed up like a Bloodborne character somewhere in the game. And that I think is the biggest shame of all this.
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