In addition to the usual reviews and comments you would find on a horror movie blog, this is also a document of the wonderfully vast horror movie section of the video store I worked at in my youth.
Showing posts with label Resident Evil. Show all posts
Showing posts with label Resident Evil. Show all posts

Wednesday, May 12, 2021

All Hail Lady D.



Definitely didn't mind being thrown around by Dimitrescu and her daughters in this game. I really enjoyed Resident Evil 8. If Resident Evil 7 was Evil Dead, this one is Evil Dead 2, just in the amount of abuse Ethan takes alone. I except 9 will be the conclusion of a Winters trilogy, before evolving and moving onto another branch of RE lore. The return of Claire Redfield perhaps??

Friday, June 12, 2020

Siiiiiiiiick

I saw a lot of promising stuff at the PS5 unveiling event, but chief among them was obvi Village, the eighth installment of the Resident Evil series. Here's the sneak...



Also, very interested in Blue Twelves' new game Stray.


Monday, February 20, 2017

Happy Family Day!



Happy Family Day for those in those lucky areas to enjoy it. Be sure to hug those closest to you!

Wednesday, February 1, 2017

Welcome To The Family, Son!

Last week, Capcom released the newest incarnation of its flagship franchise, Resident Evil.


Ethan travels deep into the Bayou to track down his missing wife, Mia who disappeared three years earlier. It is not long before he runs afoul of the Baker family.

After its marquee fourth title, Resident Evil had seen diminishing returns so it was very proactive of Capcom to shift the gameplay to a first-person perspective. This change was immediately immersive and made for a more visceral experience. In previous iterations, I felt like I was hanging with Jill or Leon, but here it definitely felt more like it was me that was on the wrong end of a chainsaw. I can only imagine how much exponentially more terrifying this game is in VR.


I was struck right away by the obvious influence of Evil Dead and The Texas Chainsaw Massacre and it was over an hour before the game settled into something that resembled Resident Evil. Capcom's efforts to emulate American horror classics have made the subject matter a tad more familiar, as the whacked out and weirdo characters of Resident Evil 4 have been replaced by denizens closer to home. That being said, the environments were terrific and meshed really well with the excellent sound design.


At first I found the combat a little frustrating, but then realized it had just been a while since I'd played a RE title. Constantly killing the same boss multiple times is par for the course in this universe, but I guess it was easier to swallow when it was a Tyrant or Nemesis rather than some old hick. I got into it eventually because it did open up a bit more as the story went along. I do have to say that the defense mechanic still seems a bit ridiculous to me. I can block anything with my bare hands?

Hands up, baby hands up!

I applaud Capcom's decision to bring the emphasis back to horror. While the game isn't as revolutionary as Resident Evil 4 was – RE7 definitely shares some DNA with previous titles like Dead Space, F.E.A.R and Alien: Isolation – it's still, at its core, a welcome return to the origins of the franchise.


Resident Evil 7 was a highly entertaining carnival of horrors made even more affecting by its new format. Let's see where they take it from here. To check out a cool mini-doc about the evolution of the franchise, click here.

Wednesday, January 4, 2017

2017 Preview.

We made it, guys! Here were are in 2017 with a new slate of horror films for which to look forward. Let's take a look.

Since it's January, we can first look to Park City and I see three possible winners in Damien Power's Killing Ground, Cary Murnion & Jonathan Milott's actioner Bushwick and the anthology XX.


The horror anthology has made a full-on comeback in recent years, so I'm hoping this female-centric affair keeps the momentum going. The pedigree is certainly there, as Karyn Kusama killed it with The Invitation last year and up-and-comers Roxanne Benjamin and Jovanka Vuckovic could really cement their reputations.

I am fully aware I may be the only one, but I'm super chuffed I get not only a new Resident Evil movie to start the year, but also an Underworld flick. I love these two ladies so much. I'll watch them dispatch monsters for as long they want to do it, God bless 'em.

#DontJudgeMe

It looks like last year's The Shallows performed well enough for this whole shark thing to keep going in 2017. Though the long-gestating Meg won't see the light of day until next year, there's a new found-footage shark tale called Cage Dive coming up. I'll be able to take the sensationalized affair of Meg, but the horrifying reality of this one, man? Honestly, I wimped out halfway through the trailer.


Some other A-list genre fare that looks decent are Gore Verbinski's Cure for Wellness and Colm Mcarthy's The Girl with All the Gifts. I saw a listing for Stefan Ruzowitzky's Patient Zero and was all like “yeah, this sure looks like a zer-- Natalie Dormer's in this??? Ok... I'll watch it (sigh)” More enticing I think, is Jordan Peele's take on horror with Get Out.


Then there's M. Night Shayamalan's Split. Fuck man, you never know what you're going to get with this guy. I enjoyed The Visit and thought it was a good bounce back from a series of misfires, but I don't know. This could be a solid thriller or a fucking trainwreck. I think it will depend on who M. Night thinks is the star here, him or James McAvoy.

Out of all the indies in this year's landscape, the most intriguing might be Monolith. The premise is delicious and of a new wave of horror that has sprung from our over-reliance on technology.


Looking through all the titles it was a veritable sea of remakes and sequels. I know this is par for the course these days, but holy... so many I don't give a shit about. I am reasonably receptive to It, or at least I have no desire to shut it out like Suspiria, F13, Flatliners et al.


These sequels though. I think the only one I'm actually upset about not being excited for is Alien: Covenant. I don't need more Prometheus. Every single Alien movie that gets made seems to get us further and further away from what made the first two remarkable. Anyway, I digress.

My parting words here would be to make sure you support Julia Ducournau's Raw and Greg McLean's The Belko Experiment when they hopefully hit theatres in 2017. These are the kinds of films that keep the genre fresh and exciting, not recycled tripe we've seen a million times before.

Monday, September 30, 2013

Arcane Arcade.

The third semester of the genre lecture series The Black Museum kicked off last Thursday with Arcane Arcade: The History of Horror Video Games.


Considering that horror & video games are two of my favourite things in the world, you can be sure that I was on point for this one. The talk was presented by indie game developer and journalist Jamie Love, who was very eager to show his presentation, if only for the fact he would no longer have to “rehearse it every night in front of his cats.”

Jamie Love talks horror in gaming.

This was a great presentation that brought back a lot of memories for me. Love's reasons for being drawn to horror gaming echoed my own in that, 

“it often showcases strong female characters, is not bound by any one mechanic or gameplay element and gives the player an active experience, rather than the passive one offered from other mediums.”

The lecture was broken down into three sections, consisting of origins, survival horror and indie horror. For the former, Love went right back to the beginning with the Magnavox Odyssey's venture Haunted House in 1972.

Screen overlay for Haunted House (Magnavox Odyssey, 1972)

This was an elaborate little game, that Love compared the instructions of which were like “assembling Swedish furniture.” It involved the use of an external deck of cards, a screen overlay and a minimum of two players, which already sounds more complicated than it needed to be.

From there, Love moved onto the Atari 2600, which is where my home gaming experience began. In 1982, Atari released Haunted House, which had you (shown as a pair of eyes) moving around a darkened house looking for pieces of an urn, while avoiding all manner of creeps.


I was never able to get my hands on this game as a child, but it bore a strong resemblance to Adventure – the third game I got for the system – which had you travelling between one to three castles (depending on the three levels of difficulty) looking for a chalice, while slaying dragons and avoiding a thieving bat. They both even had a light/dark mechanic – the first in gaming – where you could illuminate your way around your surroundings.

Haunted House (Atari 2600, 1982)

A year later, Love explained that after Atari had lost a legal battle to prevent other companies from developing games for their system, the first movie-adapted properties started appearing for the system, like The Texas Chainsaw Massacre and Halloween.

Texas Chainsaw Massacre (Atari 2600, 1982)

Halloween (Atari 2600, 1983) 

They were archaic, but TCM was the first – and still one of the few – horror games that you were able to play as the antagonist as you to took control of Leatherface and tasked with mauling as many people as possible before your chainsaw runs out of fuel.

The first title in Love's talk that I'd never heard of was Ubisoft's first release in 1986 for the Amstrad CPC called Zombi.

Zombi (Amstrad CPC, 1986)

As you may have guessed already, it was inspired by Romero's Dawn of the Dead. You took control of four characters in an abandoned mall during a zombie apocalypse. I'm bummed I never knew about this game because it was ported to the Atari ST in 1990, so I could have if I'd known. I have to remember than living in suburban Ontario, I really only had access to top tier titles.

And then came Nintendo. Love was quick to point out that due to Nintendo's stance on violence, there were very few – if any – straight-up horror games on this console, but there were several very popular titles that used horror themes and tropes, including Ghosts & Goblins, Castlevania and even Metroid.

Nintendo didn't even dip its toe into the horror merchandising pool until late in its cycle with the notoriously horrendous Friday the 13th and Nightmare On Elm Street games.

Jamie Love showing off one of gaming's most notorious missteps.

As if to make up for this, Namco released a port for its popular arcade title Splatterhouse for the Turbo Grafx 16 in 1990. Love was quick to point out that this was the first mainstream game to “raise eyebrows” among parents and censors. In response, the box below had the brilliant disclaimer; “The horrifying theme of this game may be inappropriate for young children... and cowards.”

Splatterhouse (TurboGrafx16, 1990)

It was here, in this area between 1989 and 1996 that Love said ushered in the rise of survival horror to gaming, which began with the Famicom title Sweet Home

Sweet Home (Famicom, 1989)

It was never released domestically, and was, in actuality, a movie tie-in. By design, it was an RPG, but instead of having a entire world to explore, like in similar titles like Final Fantasy, you were confined to a mansion. However, the game mechanics of exploration and item management would later become survival horror cornerstones.

Love then brought up the first important title of the survival horror genre, Infogrames' Alone In The Dark.

Alone In The Dark (PC, 1992)

This game, released in 1992, was revolutionary for its 3D rendered characters moving in static backgrounds and the ability to choose between two different characters. This title would pave the way for all survival horror games that came after it.


That year also brought us the Sega CD, and the ability for titles to employ full-motion video. This brought a slew of horror titles, most notably Night Trap.

Night Trap (Sega CD, 1992)

Unfortunately, Love said, this level of realism brought with it criticisms that could no longer be ignored by congress.

The infamous blood-draining scene from Night Trap.
One of the many gruesome deaths in Phantasmagoria (Sega Saturn, 1995)

This would eventually lead to the creation of the Entertainment Software Ratings Board, or the ESRB. From then on, much like the MPAA for films, all game titles would need an official rating based on their content to get any type of official release.


Over the next few years, Love stated that horror crept into a few other gameplay styles, from first-person shooters (Doom, Half Life) to point and click adventures (Clock Tower). The latter is significant in that it involved “run and hide” mechanics as opposed to actual combat, as well as one of the first instances of Quick Time Events in the form of a “panic button”.

Doom (PC, 1993)

Clock Tower (Super Famicom, 1995)

1996 was a banner year for horror games, as it included a number of releases. The light-gun shooter House of the Dead would become popular in Japanese arcades and subsequently here, as well as the game D, which was the first time full 3D rendered CGI characters were used in a game. The real reason though, as Love pointed out, was the release of the flagship survival horror series, Capcom's Resident Evil.

Jamie Love & “eye”.

This ushered in the golden age of survival horror, and the Sony Playstation would see the release three monster titles – what would become known as the Raccoon City Trilogy – over the next few years, as well as many others like Parasite Eve, Enemy Zero, the aforementioned Clock Tower and RE clone Dino Crisis.

From that, Love announced the other “goal post” of survival horror, Konami's Silent Hill

“Whereas, RE was a series that felt the need to explain everything, Silent Hill distinguished itself from its competitor – and later collectively as a franchise – by thriving on atmosphere, rather than answers.”

Silent Hill (Sony Playstation, 1999)

The next generation of gaming at the turn of the millennium, brought forth a quartet of new systems and tons of new horror content. One of the most significant had to be Resident Evil Code: Veronica on the Sega Dreamcast.

Resident Evil Code: Veronica (Sega Dreamcast, 2000)

I remember this game fondly, as it was the first time I became aware of the shrinking gap between cinematic cut scenes and actual gameplay. I recall sitting there waiting for Claire Redfield to start moving around her prison cell, oblivious that control had shifted to me. That's why I now refer to such breakthroughs in gaming immersion as “Code Veronica moments.”


Other significant horror titles that Love mentioned that released on the Dreamcast were Activision's BlueStinger, Crazy Games' Illbleed and perhaps the game with the most bat shit storyline I've ever heard, WARP's D2. Just listening to Love explain it was worth the price of admission alone;

“...a plane gets hijacked by terrorists, which is then hit by a meteorite and crash lands in an area in the Canadian mountains inhabited by plant-like aliens.”

A pillar horror release on the Playstation 2 was Silent Hill 2

Silent Hill 2 (PS2, 2001) 

This one, which bore no connection to the previous game, featured a man arriving in Silent Hill after receiving a letter from his deceased wife. Love spoke of this game with a great fondness.

“Silent Hill is one of the most important horror games of all time. This game laid down all the rules we would see in future SH games. The weird creatures the character would encounter were all physical manifestations of his own guilt and frustration. It was an intensely philosophical and metaphorical game that really made a lot of people reconsider what narrative in video games could do.”


Love then brought up that this generation also saw Nintendo finally embrace horror with the Gamecube. They re-released all the previous Resident Evil games, as well as bringing out two exclusives, RE Zero and the super important Resident Evil 4.

Resident Evil 4 (Gamecube, 2005)

Capcom had again raised the bar, with a new engine, over-the-shoulder camera mechanic and a sizable bump in graphics.


There were also a lot of games based off horror movies put out in the '00s, the most significant of which, Love stated was The Thing

The Thing (PS2/PC/Xbox, 2002)

Though the mechanics were clunky at times, there were several new ideas bandied about in the game, including maintaining the trust of the other computer controlled characters (via a trust meter) and not freezing to death outside.

Love then brought up another game that I'd never heard of, SCEI's 2003 experimental title, Lifeline.

Lifeline (PS2, 2003)

The voice recognition element sounds incredibly fascinating to me, even though the level of frustration involved would probably rival that of those old text adventures from back in the day.

Around this time, first person shooters were also evolving. F.E.A.R. capitalized on the current Asian horror film craze by utilizing many of its tropes, and the melee combat within Condemned: Criminal Origins sought to raise the level of intensity.

F.E.A.R. (PC, 2005)

Love then said that it was around 2006, when survival horror really started to emphasize action gameplay. The mechanics brought in by Resident Evil 4 would be refined and used in subsequent titles like Dead Rising, Left 4 Dead and my personal favourite horror franchise, Dead Space. Following that, was Resident Evil 5 in 2009, which in my opinion still stands out as one of the best co-op experiences I've ever had.

Love then talked about one of his favourites, the 2010 Xbox title Alan Wake.

Alan Wake (Xbox 360, 2010)

He trumpeted the wonderful Stephen King-like narrative, the light/dark combat mechanic as well as its perfect blend of East & West gameplay sensibilities. I have to admit, this is the only title that I regret not experiencing because of my allegiance to Team Playstation. However, I wouldn't trade my memories of Heavy Rain for anything.

Love also mentioned Access Games' Deadly Premonition.

“Agent York Morgan is a very eccentric character. He talks to an imaginary character named Zach in front of people and looks for clues to his case in his morning cup of coffee. It's pretty much Twin Peaks the video game. It's also a game that is broken, and annoying and jarring, but it's just so strange and fascinating. It's a game that probably shouldn't exist but does. It's also the most polarizing game, as it's been called the best game ever made and also the worst.”

Deadly Premonition (PS3/Xbox 360, 2010)

Love pointed that with the rise in popularity of zombies in pop culture, gaming has followed suit with countless “zombie simulators” over the past few years, including Day Z, Dead Island, State of Decay and Zombi U.

It was then that Love concluded his lecture with the third and final leg about indie horror, which included titles like Home, Lone Survivor, Slender and Outlast. The most notable, of course, was Telltale's episodic game, The Walking Dead.

The Walking Dead (PS3/Xbox360/PC, 2012)

The main gameplay mechanic of having to “make horrible choices in a horrible world” made for one of the most affecting game experiences in years.

Probably the most interesting thing I learned during Love's lecture was the existence of The SCP Foundation – which I will most likely be devouring for the next few weeks.

A (fictitious?) database of dangerous objects and creatures from around the world, it has so captured the imagination of its readers that it has inspired a few video games. SCP-087 involves a staircase to nowhere, and SCP Containment Breach involves you escaping a research facility that houses all sorts of perilous creatures, including THIS!

SCP-173

It was here that Love gave a brief rundown of what is coming up in the future before wrapping things up. These included the PS3's Until Dawn, Bethesda's The Evil Within, and perhaps most importantly a possible reboot – as Capcom realizes they may have to once again reinvent it – of Resident Evil.

In addition to the talk, there was also an added element to this edition of The Black Museum. Curators Paul Corupe and Andrea Subissati had set up some video games in the lobby, which included Slender on an iPad, Splatterhouse on a laptop and Left 4 Dead projected on the wall.

A little Left 4 Dead.

I had a blast at this. I think my only criticism was that there was no video during the proceedings. Though Love had prepared a lot of terrific slides – a hundred and forty apparently – it would have been nice to see some of those classic video game moments, like the seminal zombie dog jump scare in the original Resident Evil, or the first appearance of Pyramid Head from Silent Hill 2, unfold on the big screen. I understand the technical limitations of the event, so I'm not broken up about it.

This was a great start to the third stanza and I await the second one in a few weeks called Black Glove Ballads, where Mark Hasan will cover the artistry behind the music of the gialli. For more info on The Black Museum, click here.

Friday, September 21, 2012

Alice, Sweet Alice.

Now that TIFF is out of the way, time to get back to our regularly scheduled programming.


After being recaptured, Alice (Milla Jovovich) must fight her way out of an underground Umbrella facility with the help of some old friends – and enemies.

Retribution doesn’t waste any time, coming out of the gate cranked at eleven and hovering there for a good stretch. Since anyone coming into this without seeing any of the previous installments would be completely lost, Alice gives us a montage-laden recap of the previous four movies up front. And that’s what Retribution feels like, an amped-up greatest hits of the series, as there are several returning characters and creatures crammed in here. Although Chris & Claire Redfield (Wentworth Miller & Ali Larter respectively) are conspicuously absent, they are replaced with franchise favourites Leon S. Kennedy (Johann Urb), Ada Wong (Li Bingbing) and Barry Burton (Kevin Durand).

But, let's face it, the main reason these movies keep us coming back is Milla, and once again, she is in top form. She is always gives one-hundred per cent and is the anchor of this franchise. I was very glad to see Michelle Rodriguez back, as well. She is another of a rare breed of actresses that always seems at home in these high-octane actioners. Amazingly, she even finds time to smile.

All in a day's work.

Retribution, arguably to its detriment, is the one that plays most like a video game. When Resident Evil debuted in 2002, it was critcized for straying too far from its source material, so this may be a case of “be careful what you wish for.” Following Afterlife, which I now feel was the best installment in terms of incorporating the games into a cinematic medium, it appears the pendulum has swung back the other way. The movie progresses much like the game, with levels and bosses that must be traversed by our heroes. The dialogue, which mainly served to package exposition, often sounded like it was from the earlier games as well. I kept expecting someone to offer Jill Valentine (Sienna Guillory) a lock pick.

However, because the action sequences were so awesomely executed and fun to watch, it kept me from worrying about it. I don't know if the fight choreographers have been the same throughout the series, but whoever has been running the show for the last two movies; you've been doing a fantastic job.

Whether you like this series or not, it has always seemed like it was of its own universe. Unfortunately, Retribution has sections that pull from other works, namely the Dawn of the Dead remake and Aliens. I can accept Resident Evil's ridiculous action tropes and anemic storylines, but that – when the game franchise itself has almost twenty years of material – was a bitter pill to swallow.

Li Bingbing as Ada Wong.

As with Afterlife, the 3D here was really well implemented. I think Anderson is one of the few directors that really understands what this technology brings to the table. He excels at giving us both the thrilling pop-out moments as well as depth of field. It really adds to the experience when done right.

Retribution, not surprisingly, ends on another cliffhanger and though my excitement may have cooled somewhat, I doubt I'll ever tire of this franchise. The Resident Evil movies are like sugary junk food to me, and Milla just makes them all that much sweeter.

Oh, by the way. As a bonus, here's some Japanese promotion material from the movie that my buddy Darryl brought me back from Japan.