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??
Showing posts with label Resident Evil. Show all posts
Showing posts with label Resident Evil. Show all posts
Wednesday, May 12, 2021
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, September 16, 2019
Monday, February 20, 2017
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and weirdo characters of Resident Evil 4 have been replaced by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.
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#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.”
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.
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.
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.
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.
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.
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.”
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.
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.
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.
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”.
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.
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.”
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.
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.
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.
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.
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.
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.
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.
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.”
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 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!
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.
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.
Labels:
Black Museum,
Dead Space,
Horror Gaming,
Resident Evil,
Silent Hill
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.
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