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#it was the worst part of re7 but re7 only had one enemy so it was extremely easy to get used to where to shoot and it became a nonissue
frangelic999 · 4 years
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Resident Evil Time
As we all know, Spooky Season began on August 1st, as it does every year. Skeletons began to emerge from the earth, and we all joined together to help along the slightly unripe ones with just a knuckle bone sticking up out of the lawn. Pumpkins rolled down into town from the foothills, snuggling into piles of radiant leaves as they awaited their new, temporary keepers. Here on the west coast of America, ash began to fall from the sky, as it does every season of ash, and we all went out to frolic in the ash as we gasped for air in our newly toxic Zone. It never rains in California, except when it’s raining ash. As such, around August 1st I began my quest of playing every mainline Resident Evil game, and a couple of spin-offs. What follows is the book report that I wrote on this experience.
Resident Evil is a series that’s been on my radar in one way or another as far back as 1996, when I was a kid, but I never really took a very close look at it, or wanted to, until I played RE7 in 2019. My oldest memory involving this game is wandering Blockbuster with my older brother looking for a game to rent. Another kid was there, also with their older brother, and the little kid suggested Resident Evil, but the bigger kid sagely declared “Nah, the controls are bad,” and they left it at that. I don’t know why I remember this, but I do, and my general feeling about Resident Evil was negative, I think because I had played the demo and didn’t like it, due to the fact that it’s not really designed in such a way that a kid would like it much. My first actual experience with the series, outside of that, was playing Resident Evil 3 in 1999. At the time, I loved it, but I was 12, and wouldn’t have been able to articulate anything about why I liked it other than “cool videogame, Jill pretty. Jill me.” I also played RE4 and RE5 around the time they came out, and I enjoyed them as fun action games, but still didn’t think much of the series or really care about survival horror. My other experience with the genre pretty much only extends to Alan Wake, Dino Crisis, and Dead Space, all of which I played so long ago that I remember almost nothing about them. What kind of monsters does Alan Wake fight? Couldn’t say. Could be anything, really. I remember the main character of Dino Crisis, Regina. She had red hair. Regina pretty. Regina me? Strangely enough, wanting to play the role of formidable, independent, resourceful, attractive women in games was a running theme in my formative years. What could this possibly mean? We may never know. But anyway, I was very excited to go on this journey into the survival horror franchise, and one of the most iconic franchises of all time. It had its highs and lows, but it was well worth it, and I emerged with a newfound appreciation for the design and appeal of survival horror games. The intention here isn’t to give a full, thorough analysis of these games or a breakdown of every aspect of them, but to compile my various thoughts on them, so it’s more of an opinionated overview than a deep dive. 
Resident Evil (1996)
It’s actually really hard to place this game when making a tier list, due to the simple fact that none of these other games would exist without the conventions Resident Evil set. It was groundbreaking, and literally invented a genre. At the same time, it's impossible for me to not compare it to other, better games, because I have knowledge of the rest of the series. It was an experiment for Capcom, and it shows in the game's rough edges. It feels like it had good ideas that didn’t always live up to their full potential, due to some combination of inexperience, available hardware/software, and questionable implementation.
RE1 is... not very good at being scary. It does its best, but it's a fairly early PS1 game. I think a lot of this has to do with the atmosphere and graphics. Visually, it’s just kind of ugly in that early PS1 way, and the color choices are dull and lack cohesion. For a horror game taking place in a spooky dilapidated mansion, it feels a little too bright, and I’m guessing it has to do with the fact that no one really knew how to make darkness convincing on PS1 at the time. But it’s not entirely the PS1’s fault this game is ugly, as you can see from RE2 and RE3 being not ugly. The color choices and backgrounds just aren’t especially lush or interesting.
I don't really need to go into the voice acting and writing of this game, due to their status of legendary badness. The live action cutscenes are unbelievably cheesy and almost impossible to watch with a straight face. The live action ending where Jill and Chris hold hands as they fly away in a helicopter is incredibly dumb. If you correctly chose Jill as your main character, it just seems incongruous that after fighting her way out of a deathtrap of horrifying creatures, she's now laying her head on the big strong man's shoulder. It’s bad, but fortunately the game isn’t entirely bad narratively. It was surprising, in a game from 1996, to see the in-world documents scattered around that add to the narrative, telling you what's really going on and adding detail to the broader strokes of the story. This is a thing that's ubiquitous in games now, AAA or otherwise, and I'm wondering if this game helped to establish that facet of games. RE1 has a simple story of evil corporate experiments gone wrong, with the driving force behind everything the player/character does being escape from the mansion, and this simplicity really works in its favor. As we shall see in later RE games, convoluted stories don’t really lend themselves all that well to horror. 
If you look at other games released in 1996, there are a lot of fast paced action games, like 3D platformers and first person shooters, as well as RPGs, and it's clear this game was something different. It has that slow, methodical play that makes survival horror feel unique. The feeling of not knowing what's waiting for you behind the next door, but knowing you have to go anyway, and that balance between surviving and solving puzzles to progress. The backtracking and item hunts, the interlocking paths and puzzles, the environmental storytelling and documents, the sense of isolation, it's all here in the first game. Some players may not find inventory management thrilling, but it’s a key part of these games, and it’s mostly done well in the good ones. Inventory management and item scarcity are a big part of what actually captures that feeling of “survival horror.” Since items are needed to progress, your inventory is directly tied to your progress, and at its best this forces you to make tough decisions about what you really need to carry and by extension makes you play more conservatively and prioritize avoidance. At its worst, it forces you to go back to previous areas for no reason and wastes your time while hurting the pace of the game, which RE1 is only guilty of at one point toward the end. The more weapons and ammo you have, the less room you have to do the work of actually progressing in the game through item-based puzzles, so you often have to sacrifice some of your lethality to progress smoothly. There’s a fine line between giving the player too many resources and too few, and almost all good survival horror games walk that line very well. It's also just thematically appropriate that your character isn't able to lug around a hundred pounds of gear. The open-ended nature of exploration, or the illusion thereof, is also an important aspect of survival horror. In good Resident Evil games, you usually have multiple doors you can choose to open, multiple potential paths, and feeling out which one is right, and which places are safe to travel, is a big part of the game. That exploratory feeling of gradually extending your reach and knowledge of the place you're in, knowing how vulnerable you are but also knowing you have to keep going deeper, gives the player a much greater sense of agency than more linear horror experiences.
All of these good design elements are firmly established by RE1, but they're just not executed as well as in future Resident Evil and survival horror titles, and by today's standards, playing it can feel like a chore. I think it certainly deserves a huge amount of credit for establishing almost everything that's good and defining about survival horror. There were earlier horror themed games, and I'm sure there are online people who'd be strangely invested in arguing that it's not the first survival horror game, but Resident Evil was clearly something new, different, and more sophisticated. It feels like a beginning, a rough draft, but it established something special. In some ways, I feel like RE1 has actually aged better than a lot of its 1996 contemporaries. Not in terms of controls, visuals or voice acting, heavens no. But, in terms of things like a focus on atmosphere, good pacing, and elegant, focused design, much of it still holds up today.
-Monster Review Corner-
These are the monsters that started it all. Zombies, undead dogs, hunters, Tyrant, and the absolute classic, a big plant that hates you. And who can forget the most forgettable monsters, giant spiders? The enemies themselves aren't especially exciting, but honestly, they work very well for the style and slow pace of this game. The deadly mansion full of the living dead is a classic horror setting. Things like Hunters and Tyrant seem pedestrian by series standards now, but they would have been a surprise in a zombie game in 1996, and Hunters are terrifying when they first appear. Overall monster score: 7/10
Time to complete: 5:46
Games were shorter overall in 1996, but the short game length is another survival horror trait the game established, and that brevity is a trait I really appreciate about this series and the genre as a whole. 
Resident Evil 2 (1998)
I feel like I’m going to be using the word “better” a lot. RE2 is immediately more cinematic than its predecessor, which is a good thing. It’s an important element of establishing tension and atmosphere. All the best horror movies, in my opinion, have smart and artful cinematography behind them. I’m not going to say Resident Evil 2 has masterful cinematic direction, but it’s a vast improvement over the previous game. Gone are the super cheesy FMV cutscenes and the atrocious voice acting. The voice acting here isn't great by today's standards, but people do talk mostly like humans! This must be due to the fact that it was the first time Capcom ever outsourced voice acting to a studio outside of Japan. The writing is also much, much better. The soundtrack is much more atmospheric, and even the save room music is better. Visually, the game looks so much better. Character models are more detailed and lifelike, and backgrounds are much more detailed, colorful and cohesive. I vastly prefer the character designs to those of RE1. They’re very 90s, in a fun anime way. Even the portraits in the inventory screen look way better. Even the story and the documents you find are more well written and interesting, and Umbrella is established as a more sinister and far-reaching presence. 
RE2 gives you separate campaigns for Claire and Leon that are similar, but different in some major ways. Rather than being a super long game, it has a short campaign that can be replayed multiple times with different characters for improved ranks, unlockables, and short bonus levels. I actually really like this kind of replayability, as opposed to the much more common type of replayability of modern games, which is just making the game 100 hours long and filled with boring sidequests, trinkets and skill points. This is  partially because I inevitably burn out on that kind of game, even if I like it (Horizon Zero Dawn, Breath of the Wild) and never finish the game. Super Bunnyhop has a whole video (“Let’s Talk About Game Length”) about the advantages of this game’s style of replay value which is worth a watch. I’m much more likely to rank a game among my favorites if I’m actually compelled to finish it. I’m always annoyed by how persistently gamers thoughtlessly complain about these games (or any game for that matter) being too short. Gee, maybe that has something to do with why 4, 5, and 6 all feel so bloated and outstay their welcome. Funny how the three most recent games in the series that brought it back from the brink of total irrelevance are all under ten hours in length.
The level design feels less haphazard and boring than RE1, but retains the satisfying sense of interconnectedness that the original mansion had. The balance of the game is good, and it feels dangerous without ever feeling unfair, like all the best RE games. Distribution of healing items and ammo feels right - I rarely felt like I was in serious danger of running out, but I always felt the pressure to conserve ammo and remember where healing items were to pick up later. This game is also a sterling example of the kinds of boss fights that work in survival horror. Rather than being reflex tests, boss fights are more a test of how smartly and conservatively you’ve been playing. If you’ve saved enough powerful ammo by playing well, you’ll have no problem with boss monsters, and there’s also the alligator fight, which, if you were paying attention to the area you just traversed, can be ended with one bullet. 
Overall, it’s a huge improvement over RE1 in every way imaginable, and a genuinely good game even by today’s standards, if you discount the cheesy voice acting and dated cutscenes. I finished RE1 in two sittings because I wanted to get it over with, but I finished RE2 nearly as fast because it was hard to stop playing. This is where the series came into its own, and RE2 feels like the beginning of the series as we know it today, while RE1 feels more like an experimental rough draft.
-Monster Review Corner-
This game, overall, has some great monsters. Fantastic monsters, and this is where you’ll find ‘em. First, we’ve got your classic zombies. Classic. We’ve got your zombie dogs, two for one deal. We’ve got some evil birds who inexplicably burst through a window one time. Okay, decent. Giant spiders, boooring. But then, here comes a new challenger! It’s lickers, one of perhaps the most iconic Resident Evil monsters. These nasty wall crawlin’ flesh puppies have got exposed brains, big ol’ claws, razor sharp tongues and a complete lack of sight. Due to this last fact, you can avoid them by being very quiet, which is extremely survival horror. Lickers are great. RE2 also has a giant alligator, which even the RE2 remake team thought was too silly to include in the remake (but to the great relief of everyone around the world, he made it anyway). Personally, I love the fact that they brought the classic urban cryptid, the mutant sewer gator, into the RE family. RE2 also has a Tyrant who chases you around in the second scenario. He’s just Nemesis before Nemesis. There are also big plant monsters who look like walking venus fly traps, totally rad. And finally, all of the G-Mutation designs pretty much set the stage for the monster design of all future RE mutants, including Nemesis. They have this alien, body horror feel to them that’s become a hallmark of the series. Overall monster score: 10/10
Time to complete: 5:06
Resident Evil 3: Nemesis (1999)
RE3 has a darker tone than RE2, a lot of quality of life changes, and the terrifying presence of an unstoppable Nemesis. It’s a more combat oriented game, not in that combat is more complex, but in that there are more weapons, more ammo, faster zombies, and in comparison to the two previous games there are more times where it’s safer to kill enemies than avoid them. Jill can also dodge and quick turn. Dodging is fine, and quick turn, was an excellent addition that’s been in every RE since then, minus RE7. It’s a very good game, but the fact that there are fewer moments of quiet exploration and puzzling detracts from the variety of the game and makes it feel more one note. It definitely feels more like an action movie, not just in its increased amount of fighting but also in its story beats and cutscenes. I think it’s important to make a distinction between the style of this game and RE4/5/6, in that those are action games with light or nonexistent survival horror elements, while this is a survival horror game with action elements. I played the game on hard mode, because this game only has hard and easy mode. Hard is essentially normal, it's what you'd come to expect from the series, and easy mode is easy and gives you an assault rifle at the start. 
The titular Nemesis is such a great way to change up the Resident Evil formula. The first time you encounter him, he kills Brad in a cutscene, and you run into the police station. You think he’ll just appear at certain times during cutscenes and maybe a boss fight, but then a little while later he bursts through a window and chases you, and he’s faster than anything encountered previously in the series. That’s when it becomes clear that you’re going to be hunted, and from that point on Nemesis is in the back of your mind at all times, injecting an undercurrent of paranoia into every moment of methodical exploration. Although, I do have complaints about Nemesis, too. If you’re familiar with the series up to this point, his appearances are undermined by that very knowledge. What I mean is that if you played the first two games, you start to get a sense of when events or attacks are going to be triggered in Resident Evil, and that makes Nemesis much more predictable. You start to think “whelp, it’s about time for another Nemesis attack,” and then he shows up. Also, the first time you’re actually supposed to stand and fight him is an awful boss fight, and the first really bad boss fight in the series. The game’s dodge mechanic is finicky and hard to time, and it’s an important part of winning the fight, at least on hard mode. He’s basically a bullet sponge, which is not interesting. 
Something that I like about three is it really expands on the setting by giving you lots of details about Umbrella and their relation to Raccoon City. You learn that not only have they infiltrated the city government and police, but a lot of the city's infrastructure was funded by Umbrella donations. You also learn that they maintain their own paramilitary force and are a far reaching, international corporation. Umbrella is really fleshed out as a more robust and powerful organization here. 
Another unique aspect of this game, that’s never been in another RE game, is the “choose your own adventure” system. Nemesis will be after you, and you can choose between two different options, such as running into the sewers or hiding in the kitchen. You have a limited time to make these choices, and they have positive or negative outcomes, but never outright kill you, as far as I could tell. It’s kind of neat, and an interesting way to change things up occasionally, but not especially important. 
Overall, this is an excellent Resident Evil game, though a good deal less original and groundbreaking than RE2.
-Monster Review Corner-
Honestly, most of the monsters are fine, but nothing to write home about. Nemesis is the star of the show, which you can already tell by the fact that the game is named after him and he’s on the front cover. He’s like the cooler, better, more deadly version of a Tyrant. Nemesis score: 10/10
Time to complete: 5:32
An Aside About Puzzles
I’ve been trying to figure out how to articulate what I like about the puzzles in this series, and this seems as good a place to put these thoughts as any. I get that not everyone likes the puzzles in this series, and that many of them can only be called puzzles in a very loose sense, but I think they add a crucial ingredient to the games.
The thing is, if they were more complicated or difficult puzzles, they would take up too much screen time, they would overpower the rest of the game, like too much salt in a dish. There are a lot of them where you have to follow riddle-like clues to figure out what to do, but they're all pretty easy. There are a lot of item hunts that boil down to finding item A and bringing it to point B, or combining item A with item B and using the result at point C, and I remember plenty of jokes over the years playfully lampooning this facet of Resident Evil. But, while playing through these games, I found myself dissatisfied with the view that these item hunts and simple puzzles are stupid, or bad game design. Because really, what makes these games good is not shooting or puzzles or atmosphere or good monsters, but all of these elements working together in harmony. It seems like the more harmonious that balance, the better the Resident Evil game. All these little parts make up the whole. The puzzles aren't hard, sure, but they aren't meant to be. They add an element of sleuthing and a sense of accomplishment and progression that would otherwise be lacking, and which could easily slip into frustration if they were any more difficult, and detract from the overall experience. If you just went around and shot at monsters and opened doors, it would be missing something big, and it would be a much poorer series. If you need evidence of that, may I direct you to Resident Evils 4 to 6. Without that exploratory feeling, without that aha feeling of figuring it out, it would feel bland. "If I use this item to open this, then I get this thing and I combine it with this, it frees up space in my inventory, and now I can take them back to the spot I remember from earlier because I was paying attention and taking mental notes, and I can open this path..." I'd argue that this feeling of things clicking together neatly, of attentive and methodical play paying off, is integral to the series and to the entire genre it spawned. The whole game is a puzzle that you’re figuring out, and things like item juggling, map knowledge, and carefully leaving enough space in your inventory are a part of that puzzle. 
The puzzles in the series are more representational than what might usually be called a puzzle. The item lugging, inventory swapping parts that I remember being maligned at one time are more akin to piecing together a jigsaw puzzle, but those pieces are scattered across a monster infested, carefully designed, difficult to traverse map. What made RE7 feel so much like a revival of Resident Evil, despite it being a first person game that looks and feels very little like its predecessors, was returning to this approach to game design. It was a polished and well made return to the principles that made survival horror popular. The fact that Capcom brought back all those often complained about puzzles and item hunts, and slashed the current idea of game length to ribbons, returning to the roots of the series, and then those games being so highly praised, feels so right in part because it feels like the developers are saying "look, a lot of you were totally wrong about what made these games good."
Resident Evil - Code: Veronica (2000)
To me the most immediately noticeable thing about this game is Claire’s embarrassingly early-2000s outfit: high rise boot cut jeans, cowgirl boots, a short-sleeved crop top jacket, all topped off with a pink choker and fingerless gloves. I don’t think I’ve ever seen character design that so perfectly encapsulates the time period of a game’s release. It’s bad, and the game only gets worse from there. 
I really tried to like Code Veronica, at first. But after playing RE1-3, saying it's underwhelming is putting it lightly. I honestly don't think I have a single good thing to say about this game, and it's possibly the worst mainline Resident Evil game ever made (RE6 being the only thing that might take that crown of trash in its stead). It's pretty much not possible to take Code Veronica seriously in any way, especially not as a horror game. The visuals have no sense of darkness or atmosphere and manage to look much worse than the old pre-rendered graphics, the puzzles are uninspired rehash, the enemies and bosses are irritating, the character designs are a particular type of early-2000s bad, the voice acting is insufferable, the story is asinine, and the game is full of the bad kind of backtracking. It's not entirely the game's fault it's ugly, it's a product of its time, but it's weird to see in retrospect because it looks worse than RE3 from one year prior. Previous RE games had bad voice acting, but this is the first one where the voice acting makes you want to turn the game off. 
Up until this point, the storylines of Resident Evil games were very simple. Evil corporation caused chaos with a virus, get out alive. There are details scattered throughout about how the city and government were being paid off, but that’s the gist of it. Code Veronica is where the lore of RE starts to get convoluted and sometimes very dumb. I won’t go into all the ways the story is bad, but suffice it to say this is definitely when Resident Evil jumped the shark, and it paves the way for the stupidity of RE4. It also uses the “mentally ill people are scary” horror trope, which is perhaps my least favorite horror trope. The villain for most of the game, Alfred, has *gasp* a split personality and thinks he’s also his sister. Of course, at one point Claire calls him a “crossdressing freak.” I’ll just leave it at that. Of course nobody who writes this kind of thing bothers to do any kind of research into the mental illnesses they use as story crutches. I feel like I need to mention the voice acting, for Steve and Alfred particularly. Steve sounds like he walked off of a middle school campus, and Alfred sounds like your local community theater’s production of Sweeney Todd. They’re both absolutely atrocious and make the game that much more annoying to play. Claire’s acting is about what you’d expect from a Saturday morning cartoon of the era.
As though the fact that it's a bad game visually and narratively wasn't enough, it's also badly designed, not much fun to play, and way longer than the previous three. The game’s map, at least for Claire’s portion (most of the game), is divided into multiple small areas, each with one path leading to them, so you have to go over these paths repeatedly once you’ve retrieved an item from a completely different area, and it makes for a lot of very tiresome backtracking. The series always had backtracking, of course, but never over such long, samey stretches of space. On top of this, there are tons of blatantly bad design choices. To name a few:
-The hallway you have to traverse multiple times containing moths which poison you and respawn every time you leave and are really hard to hit on top of being a waste of ammo. It’s hard to see how they were unaware that this is bad since they also leave an infinite supply of poison antidotes in the same room
-The fact that there’s no indication whatsoever that you should leave items behind for the next character you have to play, which left me struggling to even be able to kill enemies as Chris
-Multiple times where in order to trigger progress you have to look at or pick up a certain thing, not for any logical in-game reason but just because it triggers a cutscene. One of these makes you look at the same thing twice, and I wandered around not knowing what to do for a while before checking a walkthrough
-More than one save room that contains no item box, when this game asks you to constantly juggle items and repeatedly travel long distances with specific items
There’s more, but I don’t want to write or think about this bad game anymore. This game is a slag heap that deserves to be forgotten, and I hope it’s never remade. Something I find really disappointing about Code Veronica is that the setting is ripe for a good Resident Evil game, but they botch it. It takes place in two locations, a secret island prison run by Umbrella, and an antarctic research station, both of which I can imagine a great RE game taking place in. I guess, really, the best thing that can be said about Code Veronica is that it’s a survival horror game. They didn’t totally stray from the principles that made the series good, they just implemented those things very badly, in a very stupid game.
Time to complete: who knows, I quit near the final stretch of the game. The internet says it takes about 12:30, which is far too long.
REmake (2002)
I played the remake first, and it’s the only game I played out of order, because when I started I had no plans to play the entire series. It’s a remake that fixes everything wrong or dated about the original while keeping the things that made it good, and I would say it’s the definitive version of the game and the one that should be played. 
Visually, a lot of it looks very good, and uses darkness much better than the original. I like this game’s high def pre-rendered backgrounds, because it’s like looking into an alternate reality where pre-rendered graphics never went away, and just increased in fidelity. I actually really like a lot of the backgrounds in this game. Pre-rendered backgrounds have their shortcomings, but I think they can play a role in horror games. They give the developers total control of how things are framed, and framing/direction are a big part of what can make things ominous or scary in horror movies. You can do this to some extent in games with free cameras, but without nearly as much control. I think over time the popular consensus became that pre-rendered backgrounds are inherently bad, but I think like any style of graphics they have their pros and cons. The late 90s Final Fantasies are great examples of how pre-rendered graphics can be used to frame characters and events in certain ways.
The strongest suit of this game is that it really feels like a horror game, and avoidance is encouraged over combat due to scarce ammo and healing. The pace is slow and thoughtful, the mansion is sprawling and claustrophobic, and even one or two zombies feels like a threat, especially before you find the shotgun. Even after that, shotgun shells are fairly scarce. Like the original, combat mechanics are intentionally very simple and limited, though this one sees the introduction of the defensive items that return in the RE2 and 3 remakes. One thing I really like is that if you kill a zombie and leave their body, without decapitating or burning it, it will eventually mutate into a fast and powerful zombie, and these are genuinely threatening to encounter. You constantly have to make decisions in this game about what’s more important, immediate safety or conserving ammo. The fuel that’s used to burn corpses is limited, and can be used strategically to eliminate threats from frequently traveled areas. It’s a great idea for a game mechanic, but in practice, I rarely did this, because inventory is so limited that it didn’t feel worthwhile to use two of my eight slots on a lighter and fuel. Another nice added horror element is the fact that doors aren’t always safe. You’ll hear monsters pounding on doors, see them shaking, and at multiple points they’ll be smashed open when you thought you were safe.
A lot of the ideas that made this game good and the original good are ideas that were returned to in RE7, the RE3 remake, and especially the RE2 remake, and a big part of what made those games so successful. 
Time to complete: 10:15
In my opinion it ran a little too long. It takes almost twice as long as the original, and I feel like the added areas pad out that length rather than improving the game. Even though I think it’s a very good game, it started feeling like a slog in the last few hours.
Resident Evil Zero (2002)
After Code Veronica, it was initially refreshing to feel like I was actually playing Resident Evil again and not some subpar knockoff. This one feels a lot more like classic RE, and in its slower pace it’s most similar to REmake or the original trilogy. I played the HD remaster of RE0(which changes nothing but the graphics) since it's the one I own on steam, so I can't speak to the original GameCube graphics, but the art direction itself is vastly better, and it creates an atmosphere that's perfectly Resident Evil. Highly detailed backgrounds, with rich dark colors, old paintings, dusty bookshelves, soft clean lighting, marble and dark wood, wind-rustled ivy, shadows and rain, creep dilapidated industrial spaces. The HD remaster is gorgeous, and one of the best looking games in the series.
This game adds two major new mechanics: playing as a team of two and swapping between characters, and the ability to drop items anywhere. Character swapping is an interesting gimmick, made more of a curiosity by the fact that it will probably never be used again in a RE game. Often it's pretty neat, but just as often, it's an annoying chore. I like the idea of controlling two characters, but I don't think what they attempted to do with it was entirely successful, and could have been better with a couple of simple changes. Ultimately all the inventory management required feels like more trouble than it's worth, especially since you have to carry weapons and ammo for both characters. Between inventory management and swapping off-character actions, I found myself in the inventory screen a lot more than in previous games. It seems like they could have alleviated these problems with more inventory space and buttons for switching off-character actions. Most of the time it ends up feeling like a chore to manage two characters and two separate inventories. In theory, the ability to drop items anywhere adds an element of player choice and planning, but in practice, I just found myself missing the item box that allows you to access the same items from different places.
This game is fine for the first hour or two, but ends up getting more and more frustrating the farther you get into it. After playing about half the game, I started feeling like I'd be having a less terrible time on easy mode. I died in it a lot more times than in any previous game. The combination of really irritating new enemy types and all weapons (even the grenade launcher) feeling underpowered means there are multiple enemy encounters where you're just forced to lose health. This wouldn't be so bad if there were enough healing items around, but there aren't. Every enemy in the game, even a basic zombie, feels too bullet sponge-y. I repeatedly found myself with very little ammo and no healing items, so in a lot of situations I would just die, and reloading with the foreknowledge of what rooms would contain felt like the only way to progress. Managing the health of two characters, one who has very low health, makes it that much harder. I played through all of the previous games on normal difficulty (RE3 on hard) so I know I'm not imagining the spike in difficulty. It's possible they wanted to make this game challenging for series veterans, but if that's the case they missed the mark, because part of what makes a good RE game is excellent balance of difficulty. In a good RE, you always feel like you're facing adversity but still progressing, and you really don't die all that often if you're being careful and using the right weapons for situations. In RE0, you just die a lot to frustrating video game garbage and feel irritated that you have to reload and repeat content. To make matters even worse, aiming feels weirdly sticky in this game and movement feels clunkier than previous games for some reason.
Just like Code Veronica, this game has a premise that seems like it should excel as a Resident Evil game, but it misses the mark. With the new mechanics, it feels like they were struggling to think of ways to further refine and reinvent a series that was getting a little tired. I love the formula of the first three games, but I can understand why after six games following that same formula, with a lot of very similar in-game occurrences and puzzles, they wanted to move in a different direction with RE4. This game feels like it's floundering, attempting to reinvent the series while being chained to the same rules, and though I have mixed or negative feelings about the next three games, it feels like the series was in dire need of a total overhaul.
-Monster Review Corner-
Whoever designed the monsters in this game thought that giant animals are absolutely horrifying. Giant bat, giant scorpion, giant centipede, giant roaches. There are also guys made of leeches, and they're pretty boring and annoying to fight, and it's hard not to find the way they move comedic. There are also hunters and your typical zombies. All in all, a lackluster offering of critters. Overall monster score: 3/10
Resident Evil 4 (2005)
Let's get the obvious out of the way: this game feels almost nothing like Resident Evil, and feels less and less like it the further into it you get. The devs made sure to do a lot of things that make RE4’s identity as an action game very obvious. It’s a game of series firsts: first in the series with an over the shoulder camera, first with weapon stats, first with such an abundance of enemies and weapons, first with QTEs, first where the primary enemies aren’t shambling zombies, first with currency and a merchant, the first where Umbrella isn’t the big bad, the first where you can karate kick and suplex enemies. It’s incredibly not survival horror. It might succeed as a 2005 action game, but it fails miserably at being Resident Evil.
I’m feeling generous, so I’ll start with the things I like about RE4. I really do appreciate that it’s a slower and more methodical action game than its contemporaries, and precise, thoughtful shooting is rewarded. I also like that the over the shoulder camera gives you a pretty narrow field of view, which makes it always feel like enemies could be lurking just off screen. This makes things more tense and is often used to surprise the player, especially in the early game. The almost identical perspective used in the exceptional RE2 and RE3 remakes shows that they weren’t off the mark with this element of the game’s design. However, in RE4 even this good thing is undercut by the fact that jarring, anxious combat music plays whenever enemies are anywhere nearby. The first 2-4 hours of this game, just about up to the Mendez boss, are actually a pretty good game, and provide most of the really tense and scary moments. Unfortunately, these opening hours aren’t really indicative of all the stupid shit to come. Something I grew to hate about this game is that it feels like it just goes on and on and on. It took me around 12 hours, which is short by video game standards, but long by RE standards. By the time I reached the end, it had long outstayed its welcome. Even in these early, decent moments, there was still stuff I hated, like the button mashing quick time events to run from Indiana Jones boulders, the garishly glowing item drops, the dumb kicks, the dynamite zombies.
The crux of a survival horror experience is the feeling of vulnerability, and this feeling is only scarcely captured in the opening few hours of RE4, when it’s still sort of pretending to be Resident Evil. But then, you keep getting more and more powerful, as you do in action games, you keep getting more and more weapons and upgrades and grenades and facing more and more enemies and bosses until it all feels trivial. It’s thoroughly an action game, and by the time you’re near the end, storming a military fort guarded by heavily armed commando zombies manning gatling turrets while you’re aided by helicopter support, it’s clear the game has entirely stopped masquerading as Resident Evil. On top of being a big stupid action game, it’s also extremely a video game. The glowing items that are dropped whenever enemies die, the tiny adorable treasure chests full of doubloons, the big garish video game markers for QTEs(and the most heinous kinds of QTEs: button mashing QTEs and mid-cutscene QTEs), the action movie window jumps and kicks, the cultists driving a death drill, Leon’s backflips, the dumb one-liners that scarcely make sense at times, a giant fish boss, a mine cart level. The absurd stupidity of this game never lets up, so much so that playing it in 2020, it feels almost like an intentional parody, which I know it’s not. 
The story is kind of silly from the start, and delves increasingly into the realm of asinine bullshit as it goes on, as though Capcom and Shinji Mikami sought out the dumbest ideas they could find. In RE2, Leon was a cop for one day during a zombie apocalypse, and now somehow he's working for the White House on a solo mission finding the president's daughter. It's quite the barely explained leap. One of my least favorite things in the narrative department is that Leon's voice acting and dialogue make him insufferable. The humble rookie from RE2 is gone, replaced by a heavily masculinized, aggressive, arrogant, misogynistic, backflipping action movie hero. We went from six consecutive games with women either as one of two playable main characters or the only playable character, with Jill Valentine in RE3 single-handedly destroying the most powerful BOW ever created, to a game where a gruff manly man is tasked with rescuing a literal damsel in distress, and has actual lines like “Feh, women” and “Sorry, but following a lady’s lead just isn’t my style.” It’s atrociously bad, and I hate the character they decided he should be for this game. It also doesn’t even make sense, because why would he even have that attitude towards women after seeing what Claire can do in RE2? It’s a huge step backwards for the series. On top of this awfulness, the actual plot points are just increasingly unbelievable and imbecilic, in a way that totally undercuts any way in which the game could theoretically be frightening. At the end of the game, it’s not Leon and Ashley sitting in silence as they contemplate their harrowing and traumatic experience, it’s “Mission accomplished, right Leon?! Please have sex with me!” and then they literally ride off into the sunset on a jet ski.
At first I thought they were aiming to turn a beloved survival horror series into a big dumb action movie, which is partly true, but then I realized what they had really made: an amusement park. It’s divided into themed zones, like an amusement park: there’s a spooky village, a deathtrap castle, a haunted manor, slimy sewers, an underground tomb, a Mad Max island. There are little coaster cars with purple velvet seats that carry you through the castle, there’s a mine cart ride, living suits of armor, there’s literally a giant animatronic statue of Salazar you can climb around on, there are trinkets and treasures everywhere and a merchant always magically appearing to sell you new toys to make sure you don’t ever get bored or think too hard, there’s a lava-filled carousel room with fire-breathing dragon statues, a haunted house section, a shooting gallery, a cave full of monster bugs, a hedge maze, a tower of terror where flaming barrels are rolled down the stairs(and then you get to pull the lever to roll them!), there’s a crane game, an evil villain lair with a deadly laser corridor, there is for some reason a subterranean battle maze in a cage suspended over a chasm, and your whole visit to this horror themed wonder park culminates in a jet ski ride through a collapsing cavern.
I find it baffling, but "a masterpiece", "the best Resident Evil game", and “one of the best video games ever made” are actual ways I have seen this game described. Multiple reviewers called it the best of the series, and people continue to call it that. Gone is the tense, atmospheric, resource management based survival horror gameplay, the harmonious balance of puzzles, survival and action that made this series so beloved. It’s replaced with a theme park of homogenous action gameplay and an incredibly stupid story. In my mind, it’s not Resident Evil at all, and may as well have belonged to an entirely new series that’s continued in RE5 and RE6. Another oft repeated bit of unquestioned conventional wisdom about RE4 is that it “saved the series from itself,” which is strange given that it marked the beginning of a slump that lasted over a decade. But, who knows? Maybe Resident Evil had to undergo this kind of transformation and decline to ultimately produce the four most recent Resident Evil games, all among the best of the survival horror genre. If these bad mid series games had to come first in order for the latest four exceptional games to come later, then I’ll gladly suffer their existence.
-Monster Review Corner-
Another thing I actually like about this game is a lot of the creature design work. The Mendez boss fight feels like a Resident Evil fight, and his insect-like true form looks like a classic Resident Evil BOW. Verdugo and U-3, likewise, feel like classically inhuman RE creatures, and they’d be right at home in a survival horror series entry. Regenerators and Iron Maidens are genuinely terrifying creatures – or they would be in a survival horror game. Here, they’re just another enemy to mop up. The Plagas that burst out of enemies are a shock when they first appear, and look like horrifying hybrids of The Thing and facehuggers. The chainsaw men are initially one of the best and most horror-centric additions to the game, that is, until you get powerful enough to trivialize them and they stop appearing. At least in the first two hours, they’re legitimately scary due to your narrow field of view and the fact that they one shot you. But it seems like with each thing this game may have done right, there comes something that it did very wrong. Toward the end of the game, you start fighting stuff like the zombies with huge gatling guns, and it’s very dumb. I hate these military zombies, I really do.
Overall monster score: 6/10
Overall monster score minus the merc zombies and dumb robed cultists: 9/10
Time to complete: 11:28
By around the 8 or 9 hour mark, I was practically begging for this game to end.
Resident Evil 5 (2009)
When I started this, I thought I'd like RE4 more than RE5, but it turns out 5 is a much better game. It's a big dumb action movie, but it's a much better big dumb action movie than RE4, or RE6. The action is better, the graphics and art direction are better, the controls are better, the story, characters and dialogue are all better. It's too bad they just couldn't let go of the QTEs. It's a very good Capcom action game, but again, not a great Resident Evil game. It's much more confident as an action game than RE4, and almost entirely stops pretending its gameplay is about anything other than action, to its benefit. The combat is faster and more responsive, but still feels slower and more methodical than most action games. It’s just overall a significantly improved action game.
RE5 Chris is so much better than RE4 Leon. Chris and Sheva are a likable duo who feel like a typical RE pair and play off of each other well. The dialogue likewise has much more natural localization than most if not all previous games in the series. I don't really like how they gave Jill and Wesker Kojima character designs, and this bad aesthetic continues in RE Rev.
The files unlocked in the menu are actually kinda good, and this game expands and fills out the setting in some interesting ways, setting the stage for the Revelations games and RE6.
If you read the files, you learn what happened to Umbrella and how they shut down. What's nice is that the files and in-game story actually go into the ramifications of a world where BOWs exist and can be sold to people with various agendas. It's a world of corporations, NGOs, political subterfuge, and black market dealers making profit off of human suffering, where a whole international organization was created to handle bioweapon incidents. It's disappointing that with this backdrop, the game's actual story is ultimately reduced to a battle in a volcano to save the world from a supervillain. It's a very comic book conclusion.
I know they're infected with a monster virus, but the visual of black people as writhing, animalistic subhumans is, uh... problematic, to say the least. Also, the image of Africa The Continent as a land of dead goats, megaphone-shouting lunatics and rabid, violent crowds. Also the scene early on where some brown savages are carrying off a scantily clad white woman. At least she turns into a tentacle monster shortly after instead of being rescued. It's hard to deny that they probably chose part of Africa as RE5's setting due to the misconception of the entire continent being a war-torn land of petty dictators.
Some parts of the game are much better than others. Generally, the early game is good. The ancient city level is... pretty bad. And it culminates in a laser mirror puzzle that some version of would feel at home in an older RE, but here feels out of place and rhythm-disrupting. I wouldn't necessarily say the game gets really bad toward the end, except for the two consecutive Wesker boss fights. The boss fights against Wesker are both bad and pretty dull. You don't really want your climactic final battle against a longtime series villain to be so boring. I imagine it's a bit less long and dull with another player, like everything in the game. I've played this game in co-op and alone, and you're really missing something by not playing co-op. Sheva's AI can be very frustrating and many parts are clearly designed for two human brains. Overall, RE5 ends pretty fast, and wears out its welcome less than RE4. The biggest problem with RE4, 5 and 6 is that they totally lose the spirit of survival horror. Because of that, I don’t have much to say about the gameplay of RE5 other than it’s a pretty decent action game. If you’ve played an action game, you’ve seen this kind of game design before, and it’s just not all that interesting. 
Neither of the D LCs missions are especially good or interesting, but I want to mention them because they do show the beginnings of Capcom experimenting with the episodic formula that they'd continue with Revelations, Revelations 2 and RE6.
Lost in Nightmares sees Jill and Chris exploring Ozwell Spencer's sprawling mansion, and is meant to be a throwback to the old style of RE. Unfortunately it doesn't have the spark that made those old games good, probably because it was designed by the RE5 team. It mostly ends up just being an extended and unnecessary reference to the classic games.
Desperate Escape is essentially just another level of RE5, but you play as Jill. Since RE5 already exists and is a fine length, this doesn't really need to exist.
Time to complete: 9:17
Resident Evil: Revelations (2012)
It's very rough around the edges, far from the production value you'd expect from the series, and definitely not something I'd call exceptional, but there are some good things going on. It definitely does feel more like RE than 4 or 5, but still only kinda feels like survival horror. It would be no great loss if this game didn't exist, but it's an interesting experiment.
This game was originally made for 3DS, and it feels very inconsistent, in a way you'd kind of expect a spinoff game made for a handheld console to be. It’s split up into episodes that usually take around half an hour, and have you switching between characters, and the short length was meant to be tailored to a handheld experience. Usually each chapter starts with a sort of interlude related to the main story where you play as other characters in another location, then it switches back to Jill exploring the main ship the game takes place on. The bite sized nature of the episodes makes it feel easy to keep playing. Some parts of the game are very fun and flow well, and other parts are just dull or frustrating. The game feels like a confused mix of survival horror and RE5 style action, and between that and the constant character swapping and hit-or-miss dialogue, it feels like a game that’s not very sure of what it wants to be. The bulk of the game where you’re playing as Jill aboard the Queen Zenobia, a BOW infested ship adrift at sea, tends to be the strongest part of the game, and it’s a great setting that’s perhaps underwhelming due to the graphical capabilities of the 3DS. You end up in a similar setting near the end of RE7, also directed by Koushi Nakanishi, and it looks a lot better there, and does justice to the concept better. Like so many things in Revelations, it was a good idea, but a bit underwhelming in its execution. This period of Resident Evil was definitely a time of trying out new directions for the series. Revelations, RE6, and another spin off I didn’t play called Operation Raccoon City were all released in 2012. RE6 is bad, Revelations is okay, and by all accounts Operation Raccoon City is not all that good. After a year like this, it makes sense Capcom went back to the drawing board. 
The writing in Revelations is not great, and is sometimes suddenly better or worse, but I appreciate what they were going for with the rapport between characters. I also feel like this game messes up that classic survival horror feel of exploring an intimidating place alone. You're always with a partner and always switching perspectives, so it never feels like you're alone, and because of that switching you never even really feel like you're isolated from the outside world on the Zenobia. It feels more like a TV show storytelling technique than something that works well for survival horror. Part of what makes survival horror work is that atmosphere created by feeling isolated and vulnerable, and it doesn't really work when the game is always cutting away between chapters to show what so-and-so is doing elsewhere.
Most of the characters get Kojima style designs, which I'm really not a fan of. Previous RE character designs were always very grounded without being too boring, and included classics like Jill's beret look, Jill's blue tube top look, Claire's magenta shorts look, and Ada's red dress look. I’m really not a fan of the skintight suit covered in tubes, straps and gadgets style of character design. It feels very “anime Rob Liefield.” 
I appreciate what they wanted to do by telling a story in multiple perspectives, and how they did it to suit a handheld game, but at the same time I feel like it disrupts the flow of exploration and the atmosphere of survival horror. Revelations 2 does a significantly better job of telling a story in different perspectives. Revelations was pretty fun to play, and had some decent ideas, but it’s nothing I’ll ever return to. It would be remiss of me not to mention my favorite bad dialogue of the game, so here are all of the best lines:
"Sorry, I don't date cannibal monsters."
"Me and my sweet ass are on the way!"
“Jill, where are you?”
"I dunno. A room, I think."
"These terrorists must be brought to justice... blast it!" 
-Monster Review Corner-
They went for an “under the sea” aesthetic for the monsters in this game, so almost every monster is a variation of a bloated pale humanoid. It does have guys that are like walking mutant sharks with arms that are swords and shields, which I’m not going to pretend isn’t sick, but they really, really don’t fit in a Resident Evil game. Oops, wrong game, these guys were supposed to go to Etrian Odyssey. The only kinda cool RE monster is the one that’s like a nightmare mermaid with spiny abdomen teeth. Overall monster score: 4/10
Time to complete: 5:12
Random fact: this was the first RE game where you could move while shooting.
Resident Evil 6 (2012)
I’m not going to have much to say about this one. RE6 is bad in many of the same ways the Tomb Raider reboot trilogy is. Abandoning almost everything that gives the series its unique identity in favor of trying to make a game that will sell a lot of copies. Obsessed with QTEs and explosive, loud set pieces, and resentful of player agency. "No no, silly player, look over here. Move at this speed. Go this way. We know best. Now that's entertainment!" It's a game that desperately wants to entertain and impress, dragging you by the wrist through loud, brash, guns-blazing action campaigns that totally miss the point of both horror and Resident Evil. Most of the time it just feels like an arcade shooter, and you're expected to stick to the script so closely that it may as well be a rail shooter. It really does take away everything that makes survival horror special: it doesn’t have a slow pace, it’s not about exploration, you don’t feel vulnerable or isolated, there’s no sense of map knowledge or pathfinding, it has overwrought combat mechanics, there’s pretty much no quiet time, the atmosphere is more goofy than scary, and it takes forever to finish. Sometimes it feels like this game really wanted to be Left 4 Dead 2: the way campaigns are set up like movies, the special zombie types, the co-op play, the sprawling levels. Except the devs seemed to have no clue as to what actually makes Left 4 Dead fun. The producer said the idea behind RE6 was to create the “ultimate horror entertainment,” which perfectly explains why it feels so much like a bad movie you’re being forced to sit through. It’s bombastic and stupid like a Fast and Furious movie, but doesn’t even have the idiot charm of one of those movies. Resident Evil 6 is a long, forgettable and stupid third-person action game that doesn't even have the common decency to be fun. 
Time to complete: Who knows. I'd finish this game if someone was paying me to, but they're not. People say it takes over 20 hours, which sounds unbearable. 
Resident Evil: Revelations 2
Finally some good fucking Resident Evil. I was actually kind of surprised by how good this game was, something the mediocre Revelations didn't prepare me for. It's a very welcome return to a more survival horror style of gameplay. From the start, it's dark, lonely and atmospheric. You do always have a companion, but it's still mostly very good at capturing that survival horror isolation feeling. 
It does have a few holdovers from RE6, most notably sprinting, skills and dodging, but it's the same style of dodge as RE3R, which doesn't feel totally out of place in a survival horror game, rather than the over the top rolls and dives of RE6. It doesn't have any of the dumb combat moves or the pointless stamina gauge or the action movie bombast. Skills are mostly passive and have only a very slight effect on gameplay. To me, this is a good thing, but it also means there may as well be no skills at all. It feels like something that’s needlessly tacked on, as though they wanted to convince a certain subset of their potential audience that it’s not just a classic survival horror experience, or perhaps they were trying to make it feel more modern, or extend replay value, or all of the above. In any case, it doesn’t need to be there and I’m glad it has little effect. 
The game has a good deal of combat, but combat is simple enough to fit into a survival horror game. It would have been fine with less, but it's still fine, because it actually has things outside of combat, unlike 4-6, and lets you play, explore, and figure things out without a lot of overbearing guidance. A lot of the puzzles and navigation feel like classic RE, and it’s a great return to form in that regard. Sometimes it has a bit too much combat for my taste, but this is made up for by long stretches with few or no enemies, and it has those survival horror moments of exploration and puzzle solving to balance things out. 
This game does AI companions right, for the first time in the series. Moira and Natalia are both really useful, and I found myself wanting to switch to them almost as often as I wanted to play Claire and Barry. You also don't really need to babysit them because it's pretty hard for them to die and they’re good at following behind. There are multiple good segments of the game where your characters separate, and Claire or Barry need to cover their partner while they traverse a room to gain access to the next area. Unlike in RE5, though, you’re not required to have a second player to have fun during these parts, and I don’t think it’s even possible to play the game co-op. At first glance this seems like a missed opportunity, but honestly, if someone had to play either of the secondary characters full time, it would get boring very quickly. I think it was a necessary sacrifice to make the two character system work well in a single player experience. I really don’t mind, since I think of survival horror as a single player genre. As a result, it lacks both the painfully slow character switching of RE0 and the painfully stupid AI of RE5. 
It’s funny that just as in RE5, Rev 2 ends in two consecutive Wesker boss fights, but this time against Alex Wesker rather than Albert. Also, these Wesker boss fights are much better. The final boss makes use of the character swapping, and actually does it really well. Barry is running from mutant Alex through cliffside caves, and you switch between him and Claire, who’s in a helicopter with a sniper rifle. It’s very much a Resident Evil fight, in that it’s more about positioning and survival than it is about fast shooting or burning the boss down with damage. 
I also actually think this game has a good story for the series, but mostly what makes it stand out is the characters themselves. I also really appreciate the callbacks to previous games. It refers back to things from RE1, Code Veronica, Revelations, and RE5. Alex Wesker, who I think previously only existed in lore notes, is the villain, and the Uroboros virus of RE5 plays a small role. It makes nods to the larger mythos without being so convoluted that someone who doesn’t know everything about every game would have trouble following. The central story is easy to follow: you’re trapped on an unknown mastermind’s monster infested deathtrap island, infected with a virus that causes you to turn into a disgusting, mindless monster if your level of fear gets too high. I love their choices of Claire and Barry as the main characters. Claire being a beloved series staple, and Barry being an unexpected but surprisingly great choice. I also love how you play in two different timelines, Claire and Moira on the island six months before, and Barry and Natalia searching for them in the present. You travel through a lot of the same areas, but fight different enemies, take different paths and solve different puzzles. Rev 2 also has the most naturalistic character dialogue and acting the series has seen thus far. It feels like the rapport they were going for in Rev 1, but done better, and both pairs of player characters play off of each other well. I like that Claire takes a matter-of-fact, seen it all before approach to the situation, because she’s been through two different self-contained zombie apocalypses, while Moira the teenager is always cursing and yelling and basically saying “what the fuck,” and she really acts like I think a teenager might in such a situation. Barry, the dumpy old dude with dad jokes who came prepared with his dorky backpack and cargo pants, and the fearless 10-year-old girl Natalia, also go together well. By the end, I found myself actually caring about what happened to these characters.
Between Rev 2's gameplay, dialogue, and visual style, it's easy to see how it paved the way for the third-person RE2 and RE3 remakes. It was a very good move for the series, and I'm surprised it's not mentioned more often. Despite being a sequel to a spin-off, it was at the time better at being Resident Evil than anything since REmake, which came out thirteen years prior. It has its highs and lows, but it’s a big step in the right direction, and a good survival horror game. It’s not quite the same quality of RE7, RE2R or RE3R, but I really liked Revelations 2. 
-Monster Review Corner-
Honestly, the monster designs are one of the weakest parts of Rev 2. The principal zombie-likes are just these kind of blobby, gross dudes who run at you, sometimes while holding wrenches or other makeshift weapons. Most of the enemies follow the same pattern, kinda blobby humanoids that look like bloated corpses or conglomerations of body parts, and I find it pretty dull. There are also some generic RE dogs that for some reason have pig heads. I never hold zombie dogs against a Resident Evil game, because you can’t have a Resident Evil without evil dogs. I don’t make the rules. As you progress you just get bigger, meaner blobby corpse guys with different abilities. There are only really two exceptions that I find less boring than the rest: Glasps, and Alex Wesker’s monstrous forms. Glasps are invisible, bloated flying insectoids that instantly kill you if they catch you. In order to kill them, you need to switch to Natalia, who can sense them and point them out, then switch back to Barry to take your shot. They cause this weird vision effect when they’re near, implying that their invisibility is something they’re doing to your mind, which to me feels less out of place than physical invisibility. If you had asked me before if I thought an invisible enemy was suited to RE, I would’ve said no, but Glasps feel like a creature out of a STALKER game, and I like it. Alex's final form is classic RE, like the Tyrant or G-Mutation designs, but with more of a disfigured crone vibe. Her unnaturally long spiky spine and humanoid limbs give her a creepy marionette feel. The heavily mutated humanoids, like Nemesis, tend to be among the best RE monster designs. Before she injects herself with Uroboros and transforms, she looks like an ancient haglike being with the air of a hunched vulture, with tubes and staples and half her face peeled off, a victim of her own T-Phobos virus.
Time to complete: 7:45
A practically perfect length. It feels like a long and satisfying experience that's paced well and wastes very little of your time. 
Resident Evil 7: Biohazard (2017)
I actually played this game in early 2019, before I ever conceived of this journey through the series, and I was as surprised as anyone at Resident Evil 7 being a good game. An oft repeated sentiment among RE fans who dislike RE7 is "it's not Resident Evil." In my mind, that's a very strange thing to say, since it borrows almost all of its design principles from the classic trilogy. I think the negativity some people feel towards this game is a knee-jerk reaction to the first person perspective. I've learned that like any fandom, Resident Evil's is full of idiots who just kind of say things, and barely make any attempt to understand the thing they like so much. (Not to say everyone who's an RE fan is an idiot. People like Suzi the Sphere Hunter and Critique Quest on YouTube have plenty of insightful things to say. Your average video game comment leaver or redditor is just a "whoa, cool videogame" meme). RE7 brings back so many things from classic RE: a slow methodical pace, save rooms, a classic style map, limited inventory space, item boxes, emblem keys, limited ammo and healing, a small array of weapons, a relatively small number of enemies, a creepy isolated mansion, a lone protagonist, survival horror puzzles, a focus on exploring in order to escape, item-base progression, simple mechanics, a feeling of vulnerability, environmental storytelling, a relatively simple story, a harmonious balance of all these elements, and a short game length. Even the character switch at one point near the end of the game is classic RE. The design philosophy applied to RE7 is classic survival horror, through and through. This is so much the case that I noticed myself playing in a similar way to the classic era games. Checking my map to carefully plan the safest, most optimal route. Managing inventory for the least amount of backtracking. Making sure I checked every room as thoroughly as possible for useful items. Slowly making my way through a small but interconnected and well designed map. Feeling that sense of tension every time I opened an unfamiliar door. Getting absorbed in the atmosphere and taking my time. It's weird to say playing a horror game feels comforting, or cozy, but RE7 does, in a way. All of this isn't to say it feels just like playing the old games. It's a reinvention, rather than a re-creation, and I think that was the right route to take. 
RE7 is the first game to use Capcom's RE Engine, and it looks extremely good, especially its lighting. The one thing that doesn't look exceptional is the models for people and their movements and expressions. People move and make facial expressions in that weird video game way that never looks natural, and it's kind of impressive how far Capcom has come since 2017 in that department. This is greatly improved in the 2 & 3 remakes, which also both use the RE Engine. The first thing I noticed while replaying this game is how incredibly detailed everything is, including the sound design. You hear your character's slightly hesitant breath, his footsteps, the creaks and groans of an old house, and other muffled sounds that can't possibly be attributed to a house's age. All of the visual details let you imagine how every part of the Baker farm slowly fell into disrepair, the toll that multiple floods took on the place, and the gradual disintegration of a family's sanity and normalcy reflected in the physical dilapidation of the house. Like the Spencer mansion in 1996, the Baker property is as much a character as it is a setting. The return to a seemingly abandoned, sprawling house as a setting really helps establish that this is a return to form, a return to slow, creeping horror. The house is a shadowy urbex nightmare of abandoned spaces and black mold. The washed up tanker and the mines you explore in the game's final stretch aren't nearly as memorable or characterful as the house. RE7 succeeds in actually being scary more than most Resident Evil games. It's very good at being a horror game, but has all of the survival horror gameplay that makes the genre so satisfying.
The RE7 team wisely created a new narrative that’s almost entirely disconnected from the convoluted mythos the series has been building on since Code Veronica, but used the ending to leave the narrative open to that connection to the larger story. This, combined with the first person perspective, makes the game feel more intimate and more focused, which really works for it. It's really more a story about the house and its inhabitants, about Eveline, Mia, Zoe and the Baker family than it is about its protagonist, Ethan Winters. In my opinion, he's one of the weaker parts of the game. This series isn’t exactly renowned for its brilliant character writing, but he’s just kinda there, like American cheese. At least characters like Jill, Carlos, Ada, Claire, Chris, Sheva, Barry and Wesker are likeable and/or memorable in a video game character kinda way. Ethan feels intentionally designed to be the most unremarkable mid-30s white dude you could think of, almost like he's meant for a target audience, and he drags an excellent game down a little bit. Even Nemesis, the monster whose only line is "STAAAARRSs," is more memorable. They can really do better. So while I’m very excited to see what they do with RE8 after the quality of the last three games, I was disappointed to learn I’d still be playing as Ethan. I'm hoping they'll figure out a way to make him less lame. The other thing is, almost every RE protagonist is a member of S.T.A.R.S. or the BSAA, or someone who knows how to shoot a gun, so they at least have some explanation for how good they are at handling these situations. Ethan is literally just some guy who goes into a swamp to find his wife.
RE7 is at heart an amalgamation of a bunch of horror tropes and references, even references to the series itself, and yet it feels more like a loving homage to horror than a hackneyed rehash. Meet the family from Texas Chainsaw Massacre as you explore the mansion from Resident Evil/The People Under the Stairs and evade your wife who’s now a deadite from Evil Dead, meet the gross body horror man from From Beyond, shambling swamp monsters, an evil witch grandma, and the little girl from F.E.A.R. You also solve a puzzle from Saw in a serial killer’s murder maze. It's all bundled together and interwoven so well that it feels like something fresh and unique rather than horror's greatest hits.
Time to complete: 7:40
Like all of the best survival horror games, it ends right before it starts wearing out its welcome. The short length keeps any of its ideas from getting stale.
-Monster Review Corner-
There really aren't that many different kinds of monsters in this game, which I'm fine with. The principle zombie-likes of this game are slimy black sinewy humanoids called molded. Eveline, the bioweapon in the form of a little girl, is the cause behind everything bad that happened to the house and family, and she creates a black mold which infects those she wants to control, and which molded are made of. A lot of people think they're boring enemies, but personally I think they're perfectly suited to the setting of a dilapidated, water-damaged house that's being slowly reclaimed by the surrounding wilderness. The first enemy you actually encounter in this game is your wife Mia, who switches between normal Mia and evil deadite Mia. She also chops your hand off with a chainsaw, which is pretty fun. Jack is the Nemesis of RE7's early game. He's an unnaturally pallid middle-aged man who stalks you and has regenerative abilities which are later revealed to be... extensive. As you explore the house in the early game, you're always on edge because you know he could be lurking anywhere. In his later boss form, he's a bulging body horror monstrosity. Marguerite is another enemy who stalks you through the boat house with a creepy lantern. She creates bugs that attack you, so she's like a nasty bug crone. As a boss she employs hit and run tactics, lurking in the dark waiting for you, so slow and careful is the best way to fight her. Eveline is just the little girl from FEAR. No two ways about it. I'm honestly not a big fan of her, just because I kind of hate the creepy little kid horror trope.
Side note: I think this is the first game in the whole series without evil dogs.
Overall monster score: 7/10
Resident Evil 2 (2019)
To my taste, Resident Evil 2 remake might be the most ideal incarnation of Resident Evil that exists. It has everything that makes survival horror great, and it’s all implemented extremely well. Combine this with the gorgeous graphics and chilling atmosphere and you have a practically perfect survival horror game. It feels like the culmination of everything that worked in the series over the years, with the visual fidelity to do it justice. It’s a good remake because it does more than just faithfully recreate the original – it takes the best ideas from across the series. It has the methodical pace of classic survival horror, the backtracking and slow unlocking of new areas, the shadowy, eerie atmosphere of REmake, the highly detailed graphics and sound design of RE7, the item combining of RE3, Revelations 2 and RE7, the close over-the-shoulder view of RE4 and beyond, which notably feels like Rev 2. I’ve talked about how survival horror is a balance of things, and in that sense, RE2R is superbly balanced. Visually, it’s so detailed and nails the atmosphere so perfectly that it makes you want to move slowly just because it feels like you should. Moving forward feels foreboding. The way zombies look and move is scary, and lickers are terrifying. Narratively, it’s the same story but told better, and characters are much more human and believable than the original. Leon is just a regular dude, not the regular shithead he became in RE4 and RE6, and Claire is a great character. The Raccoon City police station is the strongest setting of the game, it’s all shadowed corridors, bloodstained walls and shattered windows. You really get the sense of it being a building that was formerly used as a museum, and the barricaded doors and aftermath of carnage everywhere help you imagine what happened as people fought for their lives, and lost, before you arrived. The sound design is extremely well done and detailed, which I never noticed until I played with headphones. (I wish I had paid more attention to sound design on this series playthrough. It can be an important part of survival horror). Gameplay is no slouch, either. Patient, precise shooting and tactical retreats pay off, and inventory management remains an integral part of progressing through the game. You eventually have much more inventory space than in the classic games, but it still never really feels like too much until right near the end of the game. Puzzles and item usage feel just how they should in survival horror. The Sherry and Ada portions, in Claire and Leon’s campaigns respectively, are both a nice change of pace and they’re short enough that they don’t wear out their welcome. 
Strangely, I don’t feel like I have much to say about this game, just because it so well embodies everything I’ve already cited as being good about survival horror. The police station especially is exceptional, in terms of atmosphere, map design, the layout of enemy encounters, methodical play, and balance. It’s very light on anything resembling fast paced action, and I love that. All in all, I think this is the most well-rounded and well-made Resident Evil game to date. It would be a great place to start the series, and a great way to show someone everything good about the genre. 
Time to complete: 
First run, Leon A: 7:49
Second run, Claire A: 6:39
Resident Evil 3 (2020)
Here are the common criticisms people have of this game, and why they’re wrong:
“It’s bad because they cut content from the original.”
First of all, these two are both excellent games, but they’re different enough to be completely separate games. Even the maps and the paths you travel through the game are totally different. Sure, it would be fun to see a clock tower area in the style of the remakes, but I’m not going to hold nonexistent content against a game, especially one that’s this good. If you want to relive RE3, it still exists. No one seemed to complain about how different RE2R is.
“It’s too short.”
It’s pretty much the same length as RE3, and it’s a fine length for a survival horror game. I like that the game is fast paced and concise, and this captures the spirit of classic survival horror. In this day and age I find short games refreshing, and brevity is a mark in a game’s favor rather than a mark against it. Also, when a game is short, I’m a million times more likely to want to replay it in the future. Case in point, this was the second time I played this game. If it took 20 hours, if it even took 10 hours, it would run too long. 
“It’s an action game, not survival horror.”
It’s more of an action game than RE2R, but even that is up for debate. I feel like throughout a lot of the game, you’re really not doing more shooting than you do in RE2R, and Jill isn’t really any more heavily armed than Leon or Claire end up being in that game. There are more boss fights, and more explosions, though, and by the end of the game you have a ton of ammo and resources, but they generally give you tons of stuff at the end of these games. I mentioned that original RE3 felt more like an action movie than the previous two games, and the remake is a lot better at being an action movie. It has a breakneck start where you’re almost immediately in a fight for your life against Nemesis as he bursts through the wall of Jill’s apartment and chases you through the streets, which culminates in the player ramming him off of a parking garage with a car. I’m normally not a big fan of explosive set pieces in games, but this one is really good and is great at setting the tone for the rest of the game. Just like the original, it’s more action oriented, but it’s just much better at action than the original RE3. I really wouldn’t classify it as an action game, like a lot of people seem to. Its pedigree and presentation are thoroughly survival horror, in my mind. Inventory management is an integral part of the game and most of the game has that slow survival horror gameplay. One thing I like less about this game than RE2R is that it has fewer puzzles. It’s not like it doesn’t have any, but they take a backseat, which is why I’d call it more action-oriented survival horror. 
“Nemesis doesn’t show up often enough.”
I really don’t know where this comes from, because I feel like if he showed up any more often than he already does it would get irritating and redundant. There are literally four separate boss fights against him, and multiple parts where he chases Jill around. How much more do you need in a five and a half hour game?
Now that that’s cleared up, on to other things.
The Resident Evil 2 Remake has a lot of noticeable similarities to the original version, but Resident Evil 3 Remake is basically a completely different game, and I honestly think that’s a good thing. Somehow, when you play the original RE3 in 2020, it feels more dated than RE2, and I thought RE2 was a better game. 
Back on the topic of action: this game does a thing video games do I don’t usually like, which is when the main character is often seen falling off of exploding things and staggering through corridors and burning buildings and thrown against cars and so on and so forth. Here, I don’t really mind it though, maybe because it’s not a long game and these parts take up little of its play time. It also makes the fight against Nemesis feel more immediate and tangible. It does often feel like playing an action movie, but it’s Terminator 2, not Michael Bay. Also, the bad Nemesis boss fights of the original are replaced with actually good boss fights. 
One thing I really like about RE3R is the way characters are presented. Jill and Carlos both feel like more relatable, human characters, with actual personalities, and this makes you much more invested in their fight to escape the city. They end up being two of my favorite versions of RE characters, and I hope we see them in future games, though I find that kind of unlikely. Resident Evil is really not great when it comes to consistency in characters. It’s a shame because I’d love to see a direct sequel with this version of Jill and Carlos. Apart from these two, even the rest of the cast are given a lot more character and feel human. 
The Carlos segment of the game in the hospital is much more atmospheric and interesting than the original’s Carlos section, and this one ends with a siege style fight much like the cabin fight of RE4. On the topic of RE4, this game has a document explaining that Nemesis was created by implanting some kind of parasite into a Tyrant, and the author of the document berates Umbrella for going the route of parasites due to their unpredictability. You also fight a few zombies in the game who were infected by Nemesis and grow alien-looking parasites on their heads. It can be assumed that this is tying the lore of these games in with the Las Plagas parasites of RE4 and RE5 and paving the way for the RE4 Remake. I think this is neat, even though I wish they wouldn’t remake RE4 on account of it being garbage. 
All in all, I really like this game, and it’s one of my favorites of 2020. It’s a very good survival horror game with tons of detail and character that can be finished in two or three sittings. I have pretty much no complaints about it other than the aforementioned lack of puzzles. It’s more fast paced survival horror, but it’s very good in it’s own right.    
Time to complete: 4:36 (2nd playthrough)
I don’t know the exact time of my first playthrough, but my old save file that’s right before the final boss was at 5:52. 
Final Thoughts
I feel like after playing all of these games, it should be asked: is the story of Resident Evil any good? The answer to that is… kinda, sometimes? But also no, not really? It’s often entertaining, scary, gory, tense and atmospheric in the way that a good horror movie is. It’s also a little silly, often in a charming way, like how you can always tell at any given moment that this setting is a Japanese interpretation of America. The story itself goes well off the rails by the time you reach RE4. I mean, you’re rescuing the president’s daughter from evil zombie villagers and space alien tentacle monsters and cultists and ogres and then the zombies get body armor and guns. (Let's just not ever talk about the story of Code Veronica.) But the story isn’t really the point, is it? I think the series is vastly improved because there is a narrative, and it just wouldn't be the same without it, but you won’t find anything too deep or meaningful in that narrative. The one saving grace is that a defining feature of the story is ultimately the fact that corporations and governments are evil and only care about profit, to the extent of sacrificing hundreds of people in multiple biological weaponry incidents. That aspect at least feels true to life, especially in the midst of a pandemic that neither our government, nor the extremely powerful corporations that exercise control over that government, are doing anything about. Umbrella is an international corporation that no one dares or bothers to oppose who maintains their own paramilitary force, has their own private prisons and research sites, and has their hands in every part of the government and infrastructure of Raccoon City and who knows how many other cities. The villain is always ultimately the unchecked corporation - even in RE7, the nightmare family that seems disconnected from the outside world is ultimately revealed by in-game documents to be directly linked to corporate experimentation.
In Revelations 2, as well as the new 2 & 3 remakes, the characters are at least likable and there’s nothing incredibly dumb like you’ll find in RE 4, 5 or 6. Some would cite the part at the end of RE3R where Jill uses a humongous railgun called the FINGeR (Ferromagnetic Infantry-use Next Generation Railgun) to kill the final form of Nemesis as something dumb, but they are wrong. The characters of RE2R, RE3R and Revelations 2 are likeable and human, so they seem to at least be going in the right direction in that regard. The storytelling of RE7, RE2R and RE3R returns to the more grounded approach of the original trilogy, which is a good thing, and I think a good sign for the future of the series and its setting. 
There’s something I’ve noticed about RE games, which might just boil down to my own personal preferences. In pretty much every game, you end up in an entirely new location in the final act of the game, and that last part is never as good as the rest. In RE2R, you spend most of the game in the police station, then go to the sewers (and the orphanage if you’re playing as Claire). For the last stretch of the game you end up at NEST, Umbrella’s secret underground lab, and this part is weaker than the rest. Likewise, the ship and mines areas in RE7 are weaker than the majority of the game, the lab in RE3 and its remake, the lab in REmake, even the last section of RE5. This isn’t to say these parts are necessarily bad, just that they tend to be worse than the rest. At the same time, I think they’re necessary changes of pace and locale. I think there are two reasons for this: one, the first locations of RE games tend to be very strong settings with lots of character, and two, it’s an an example of a problem all horror fiction faces, which is that the more you ramp up tension, the harder it gets to do it in believable and interesting ways. If horror goes on too long, situations become predictable and it loses its bite, and survival horror games are no exception. Ramping up tension and action necessarily compromises the things that initially make horror enjoyable, like slow and eerie pacing, the danger of an unknown threat, the vulnerability of character or player, and the slow unraveling of mysterious and fatal circumstances. At the same time, horror needs a final act, needs some kind of closure, otherwise the building of tension feels like it was for nothing and the story is unsatisfying. I have no idea what the solution to this is, except brevity, which good RE games are very good at. 
I liked a few RE games already, but playing through them all really made me realize I like this series more than I previously thought, and I like survival horror a lot more than I thought. The really bad and long mid-series slump that lasted about thirteen years can’t be ignored, but I really like more than half of the games in the series. It created an entire genre with a devoted following, and I feel like RE2R brought the genre back into the limelight somewhat. You can see the influence of the genre even on games that aren’t really in the genre, like Prey, Gone Home, Bloodborne, and Left 4 Dead. I’m really looking forward to playing through my list of other survival horror games. 
Things Resident Evil showed me that I love about survival horror:
-Slow paced, thoughtful gameplay. You’re rarely rushed, and action isn’t the focus. Generally there’s nothing dragging you along in a certain direction, forcing you to look at or interact with certain things. It’s up to you to figure out the way forward.
-An emphasis on exploration. This is tied in with the previous point. A lot of the fear and tension comes from not knowing what's through the next door or what will happen next, but knowing you have to explore to progress. These games have a lot of backtracking, a healthy sense of map knowledge and memory as a useful skill, and lots of item-based progression. As I mentioned in my note about puzzles before, the whole map feels like a puzzle to be solved.
-A feeling of vulnerability, reinforced by things like limited defense options, slow movement, scarcity of items, limited inventory space, and simple combat. This goes hand in hand with the sense of isolation usually found in survival horror games.
-Environmental storytelling. Setting details being revealed through documents, destruction, corpses, bloodstains, locales, and even puzzles. 
-They aren’t defenseless walking sims. It's on you to survive. Having a way to respond to threats, but not feeling like you ever have quite enough, is much scarier than being defenseless. It's because it's a game - mechanically, you know a game isn't just going to give you no defenses, then throw you to the wolves. Survival horror acknowledges its framework of video game, its limitations and advantages. It gives more of a feeling of success or failure hinging on your decisions rather than on scripted events. The player feels like they have more agency, even if it's not always strictly the case.
-Making use of silence, something games aren't generally good at. This ties in with quiet time, something I wish more games were aware of. That is, times when the player is just quietly left to their own devices, exploring alone, solving puzzles, reading notes. You're not in danger 100% of the time, which gives the danger teeth.
-Simplicity of play, or accessibility. These games generally don’t contain any difficult mechanics or concepts that need to be explained, have little need for tutorials, and are easy to understand and play. Things like difficulty settings, auto aim, and the assist modes seen in RE2R and RE3R expand accessibility too. I think difficulty goes in this category too. Honestly, most survival horror games aren’t all that hard, because if you died all the time, you’d get bored and frustrated. Survival horror games seem to actually want you to have a good time. Imagine that. 
-Mostly short playtime. A genre that's often good at not wasting your time. It’s very good for people without much time or people who like to actually be able to finish games and move on to other games, or replay games. It might sound weird, but also, sometimes I feel like really long games have something to hide under all that repetitive content.
-New weapons or abilities feel earned, because you generally go through a lot to get to them and they’re not handed out very often.
-A harmonious balance of elements. When a survival horror game is good, it elegantly combines all of the aforementioned traits.
RE Score Sheet
Endings where I flew away in a helicopter: 8 Crank or valve handles collected and turned: 16 Zombies or dogs or birds that burst through windows: 19 Object pushing puzzles: 14 Shaped indentations filled (including cogs): 71 Jump scares: 13 Puzzles where you configure shapes or valves or gears or numbers or lights a certain way: 18 Oversized animal types: 12 (Spider, Bee, Moth, Snake, Shark, Worm, Scorpion, Cockroach, Centipede, Bat, Salamander, A Different Bat) Rooms with monsters in tubes: 8 Gigantic mutant plants: 4 Times when it looked like a character died but they didn't really: 10 Secret subterranean labs: 10 Switches that change the water level: 5 Batteries/cables attached to things: 9 Clock towers: 4 Vaccines synthesized: 4 Self destruct sequences: 7 Helicopters shot down or otherwise destroyed right before they were used to escape: 6 Unique viruses: 9 (Progenitor Virus, T-Virus, G-Virus, T-Veronica Virus, Uroburos Virus, T-Abyss Virus, C-Virus, T-Phobos Virus, Mold Virus)
Resident Evil Tier List
Obligatory tier list disclaimer: tier lists are stupid and bad and fail to acknowledge the many nuances of things.
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8 notes · View notes
zippdementia · 6 years
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The Main Resident Evil Games, Ranked
I’ve been playing Resident Evil games since Resident Evil 2 first terrified me as a 14 year old. I have fond memories of having to have my friend play through the sewer sections in that game, the ones involving giant spiders... and I also have fond memories of eventually overcoming those fears to achieve the coveted A Rank on the game and unlocking Hunk and Tofu (God, I had way more time back then). Since those early days, I’ve played through every main game in the series and have mostly kept up with the lore of the side games. It remains one of my favorite go-to franchises for its atmosphere and fun mix of horror and action, not to mention its over-the-top story, which always feels a little bit like Capcom browsed Reddit for its favorite fan fiction than turned it into an official game.
That said, this list looks at only the nine main games in the series (that’s Resident Evil 0 through 7, plus Code Veronica) as those are the only ones I’ve played, outside of obsessing for a month or two on Umbrella Chronicles... oh, and a brief, extremely un-fun run through Outbreak.
Because I started the series so long ago, I have a love in my heart for the old school fixed camera games and those that give us a healthy dose of survival horror over action, but I’ve tried to be as objective as possible in creating this list, keeping in mind that of course such things can never stray too far from the subjective. Also, as an added bonus, I’ve included a “scariness” ranking for each game separate from the main ranking. This, of course, is COMPLETELY subjective.
And with that, let’s do *assumes dark growly voice* RESIDENT EVIL: RANKING.
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#9: Resident Evil 6
Resident Evil 6 is a mess of ideas and intentions. From the beginning, its development was hampered by too many cooks in the kitchen as various directors and producers continually changed their mind as to what the game should be. Eventually they settled on making it everything by breaking up the game into three extremely different short games, one that relies heavily on horror aspects, one on action aspects, and one on shooting aspects (including heavy use of a widely panned cover system). Unfortunately, these three approaches are intrinsically opposed to each other in terms of genre, gameplay, and aesthetic. Instead of pleasing all fans, this approach guaranteed that no matter who you are, you are going to like exactly one third of Resident Evil 6 and hate two thirds of it. It also highlighted for fans that Capcom no longer knew what its series wanted to be. The asinine story which arguably jumped the shark as far back as Code Veronica now captured that shark, put a saddle on it, and rode it around an arena while Chris Redfield did steroids. In short: the story was so nonsensical, it seemed to leave nowhere else for the series to go (a problem they just sort’ve ignored in Resident Evil 7). Resident Evil 6 has some fun elements to it, and it fixed many of the problems people had with bad companion AI and clunky run and gun mechanics, but it wasn’t enough to make the experience a good one.
Scary rank #9: In addition to being a poor game, Resident Evil 6 almost completely moves away from the game’s horror routes. Leon’s campaign has some nice tip of the hats to the old series, but the game never becomes scary. The fact that you run around with a partner for the entire thing and that those partners quip ridiculous lines like “it’s really powerful, especially against living things” means you’ll be cringing in embarrassment more than fear from this title.
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#8: Resident Evil 0
Released in 2002, Resident Evil 0 feels like the final evolution of the old school style and systems of Resident Evil’s fixed camera games. The controls are smoother, the use of weapons easier, you can drop items directly on the floor and the game will keep them there for later retrieval, and there is the buddy system which represents a very early attempt at cooperative AI. Unfortunately, despite all of these improvements to the mechanics, the experience itself feels too well worn by this point to be very exciting. You can tell that the developers themselves were growing tired of the formula as they start to move away from zombies to other monsters... like, er, frogs. Yes, unfortunately the replacements aren’t very interesting: frogs, baboons, a giant bat, and an operatic villain feel like weak additions to the series and make it seem like the developers were out of ideas. The story fills in some of the backstory of the mansion incident but ultimately doesn’t push us forward towards anything new (which is what fans really wanted and wouldn’t get until RE4). Aside from an incredible opening sequence on a train and the criminally underused character of Billy, Resident Evil 0 is a very polished but very bland experience.
Scary Rank #6: The scariest thing about Resident Evil 0 is managing two characters. Trying to gather enough supplies for one person in Raccoon City is a trick in itself. Having to keep both members of your team well equipped, well healed, and ready to deal with the plethora of enemies they will face can be harrowing. It’s the rare occasion where having two does not feel better than having one. And then there’s the leechmen. I don’t know if it’s because they are sturdy or seem to pop up whenever you least expect it, or maybe it’s that music that plays when they attack, but the leechmen will freak me out and leave me with the jitters every time they show up. None of the other enemies are very frightening, though, and anytime I get too scared I just think back to that cinema scene of Markus singing opera to his leeches... and burst out laughing.
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#7: Resident Evil Code Veronica
After the events of Resident Evil: Nemesis, no one was sure where Capcom could take the story next. Raccoon City had been destroyed, Umbrella Corps had fallen, and all of our heroes had been given somewhat happy endings. Enter Code Veronica, which blew open the possibilities again by reintroducing Albert Wesker. By now, Wesker is so well associated with Resident Evil as to be a cliche, but it was a huge surprise in 2000 when he was revived, green lizard eyes and all, to take on Chris Redfield once again. Suddenly people were talking about Resident Evil again and where it might go in the future. This success, however, is less impressive now that that future has arrived and there are better games to play in the series. Code Veronica always favored innovation over polish and it has not aged well as a result. Most notably, the game seems to demand more speed and fighting ability of its player than previous entries, pitting Claire and Chris against such fast moving villains as the Matrix-inspired Wesker and his pack of lightning quick hunter beasts. Combats tend to be fought in tighter quarters, sometimes to extremely frustrating effect, such as the infamous “Steve” battle (also, I hate Steve), or the Tyrant fight in the back of an airplane. Players who have not properly kept up their inventory with powerful weapons and healing items can find themselves stuck in these places, struggling with the clunky controls to try and dodge extremely damaging attacks. The atmosphere and story make Code Veronica worth the experience... but only barely.
Scary Rank #4: A lot of Code Veronica’s scares are due to the feeling that you can’t handle what the game is throwing at you. This is, as described above, a mixture of awful controls and enemies that are far too fast and resilient for most players to be able to take on with that control scheme. Still, it does make the experience harrowing. More legitimate scares come from the creepy gothic atmosphere and the bizarre nature of the Ashford twins. Alex is... ridiculous. But his sister Alexia brings to bear all the things we all hate about creepy little girls and then throws in some incest and patricide to boot. Alexia is a genuinely disturbing addition to the Resident Evil roster.
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#6: Resident Evil 7
Resident Evil 7 had the Herculean task of redeeming Resident Evil as a series after the missteps of Resident Evil 6. And, for the most part, it succeeded at this. Choosing to return to the series’ horror routes, RE7 draws upon the influences of other games in the genre, most notably Alien Isolation and Outlast, to craft an experience that feels modernized and on par, atmospherically, with some of the best Resident Evil titles. There are moments that are absolutely terrifying and the game doesn’t stop feeling tense until very near the end. Gamers like myself who grew up with RE1 and RE2 love this return to form and find that the first-person perspective retains the feel of the old fixed camera without being as restrictive, creating a horror experience where you are constantly wondering what’s behind you (but at least have the ability to turn around and check). Even fans who are newer to the series seemed to collectively breath a sigh of relief when they played the game. Reading forums and Reddit threads reveals that most gamers find the game to be fresh and smart, and are happy that it lacked the emphasis on lore and the over the top mustache-twirling villains that dominated previous titles. Objectively, though, there are flaws that I think will not be looked on favorably the more it ages. The blocking system, for instance, feels shoehorned in as a quick fix to disguise the fact that you can’t dodge or easily slow an approaching enemy down. Then, too, the game tries to be an action game near the end and utterly fails at it, only highlighting its unsatisfying shooting mechanics. The Molded are scary but overall a let down as enemies, with little variety between their forms, and the boss fights are the worst in the entire series, being clumsy and frustrating and a weird tonal break from the rest of the game. So for as much as it gets right, Resident Evil 7 is hopefully a stepping stone to something better.
Scary Rank #3: For the most part, RE7 does stop being scary after the first couple of hours, but holy shit those first couple of hours. There is more terror crammed into the initial exploration of the Baker house than in the entirety of most of the other games in the series. I was actually glad when the scares let up a bit to give me a breather, but it never quite reaches the same “heart attack” level again. That doesn’t mean there aren’t moments of terror sprinkled throughout: the wrecked ship has wonderful atmosphere, and despite having terrible boss fights, the battle against Margueritte is a stand out experience, making you constantly spin around to see if that creepy woman is crawling around behind you. More often than not, just as you turn, she’ll drop on you from above. Seriously, I don’t know how people play this on VR.
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#5: Resident Evil 5
As the game that introduced functional multiplayer into the series, Resident Evil 5 remains popular to this day. As I type this, there are probably at least a dozen people live-streaming the game on twitch for the billionth time, and people are still tuning in to watch. Resident Evil 5′s lasting power comes from an absolutely incredible campaign that takes players through a wealth of diverse environments. Its combat situations are well crafted and each one feels a little different from the last, demanding different things of its players in each new area. Whether it’s fighting your way out of a crowd or solving puzzles while keeping back hordes of enemies, Resident Evil 5 keeps throwing new things at the player to ensure they don’t get bored. Its boss fights are similarly diverse and well paced (with a couple exceptions... that stupid jeep fight key among them). Graphically, it still looks good and mechanically some people think (myself included) that it actually plays a little smoother than its successor, Resident Evil 6 (some people say it looks better, too). The game’s main failings come from the fact that it is about 100% less fun to play as a single player experience and from the fact that the game let go of pretty much any horror elements, opting instead for pure action. The result is a game that is one of the most fun to play in the entire series even while it is also the furthest removed from the roots of the series and probably feels the least like a Resident Evil game.
Scary Rank #8: Resident Evil 5 traded in dark nights for African sunshine and switched out zombies for... tribal warriors? No matter what RE5 does, it just seems to be less scary then when it was done before. The Lickers make a triumphant return... but aren’t as scary as they were in Resident Evil 2. The El Gigante fight in the jeep is frustrating and feels like a weird arcade game. Only the fight against Jill and Wesker manages to be tense and even there tension is somewhat broken by Wesker’s drawling accent and ridiculous dialog. Resident Evil 5 is an action game first and foremost, which does little to sell it in the scariness department.
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#4: Resident Evil 1 (REmake)
Resident Evil 1 (even before being remade in all its graphical and mechanical glory on the Nintendo Gamecube in 2002) had all of the right elements to create a lasting franchise. It featured incredible sound design and cinematic camera angles, designed not only to keep you guessing what was around the corner but to emulate camera shots used in actual horror movies. For the time it was released, it was mind blowing, unlike anything else on the market in terms of both ambition and quality. More than anything, it was its precise timing that was so impressive. For a horror experience to be good, the timing has to be perfect. That’s easier to do in a film, where the director has control over what the audience experiences and when they experience it. But in an interactive game it’s very difficult. There has to be just enough breathing room to get the player comfortable. Musical cues have to be spot on. That jump scare has to happen at exactly the right moment to have its full impact. And for all of this to work the director has to be able to anticipate what the player will do and where they will go and when they will do it. Resident Evil understood these barriers and crushed them with a key understanding of how gamers play. REmake only improved on this with added enemies (like the infamous Crimson Heads and Lisa Trevor) and new jump scares. The result? Very few of the Resident Evil games since REmake have felt quite so well made. Some took bigger risks, and some are more memorable, but the one that started it all established a formula so good that everything else the series does has been informed by it. Wesker, the Tyrant, creepy mansions... they are all here and as good as ever they will get.
Scary Rank #1: Resident Evil 1 never stops being tense. You never seem to have enough ammo, never enough healing items. You always wonder if this time through the hallway will be the time something jumps out at you. The remake makes this worse with the inclusion of Crimson Heads, which make zombies rise from the dead faster and more resilient (and with a heck of a scary growl), but even the original kept the mansion scary by throwing in those damnable Hunters just when you thought you’d cleared the place out. Speaking of the Remake, can anyone say Lisa Trevor? Dear lord, she alone gives this the number one spot on the list. It may never make your heart pound as hard as Resident Evil 7 does in its most intense moments, but Resident Evil 1 keeps the pressure on for longer and it truly is a sigh of relief when you get picked up by Brad’s helicopter at the end of the game. The first is still the best when it comes to putting your heart in your throat.
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#3: Resident Evil Nemesis
Resident Evil Nemesis is a roller-coaster from start to finish, packed with so much action that it is hard to remember that it is possibly the shortest game in the main series. Nemesis doesn’t waste space, transforming Raccoon City into a constantly changing arena. Running around the ruins of Raccoon City as the zombie invasion hits full swing, you witness the city fall further and further into destruction as the streets gradually fill up with harder and harder enemies. No area feels safe in Nemesis, as even spots you’ve cleared previously can repopulate with new enemies. I say “can” because Nemesis keeps players on their toes with a randomly generating enemy system that changes where and when certain enemies appear, meaning you can’t get too comfortable in Raccoon City, even on subsequent playthroughs. And any time you do finally get some breathing room, the quiet is interrupted by a deep voice growling out “STARS...” Originally intended to be only a side story, Nemesis earns its rightful place among the main series mostly due to its titular villain, who is the most impressive of all of Resident Evil’s monsters. Years before Papa Baker would chase you through the halls of his bayou home, the nearly unstoppable Nemesis was already terrifying players by breaking all the old rules of where an enemy would go, chasing players around huge portions of the game’s map, breaking through doors and walls to continue the chase and even equipping a rocket launcher to target players at a distance. There are other innovations that shouldn’t go unnoticed here, either, such as a last-second dodge feature that encourages players to be more aggressive and get up close with enemies. There’s also the “choose your own adventure” timed choices that pop up in intense moments, like when the Nemesis is bearing down on you and you have to choose to jump out of a window or try and blow him up. Sometimes one option is better than another, and sometimes the option changes the story, leading to high replayability. And if you ever get tired of the main game, there is the unlocked Mercenaries mode. That’s right, it wasn’t Resident Evil 4 that started that. Like so many things, Nemesis did it first. All of these quirks and innovations, alongside the incredible non-stop pace, make Nemesis still a blast to play today and one heck of a send off to Raccoon City.
Scary Rank #2: Because the action moves so fast in Nemesis, you will never get a chance to calm down. Not to mention Nemesis himself is a walking jump scare. If Resident Evil 7 proves that being chased makes for some of the scariest moments in a video game, then Nemesis makes you feel chased for the entire game. The only thing that keeps it from being as scary as Resident Evil 1 is that it is over sooner.
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#2: Resident Evil 4
Resident Evil 4 represented a revolution in the series, ushering it from its old-school fixed camera routes into a more modern over the shoulder style of play. I struggled with this change throughout my entire first playthrough, upset with the fact that it abandoned the old formulas. Gone were zombies, gone were most of the scares, gone were most aspects of survival horror. But then I also found myself dreaming of it, saying “heheh, what are you buying?” until my girlfriend asked me to stop, and starting over and playing it over from the beginning as soon as I had beaten it. Despite the change in direction, it was a game I didn’t want to end, and I’ve gone on to purchase it on nearly every system its been released on. I’m not alone in this: Resident Evil 4 is one of the most successful games in the franchise and indeed one of the most influential video games of all time. It didn’t only redefine what Resident Evil was for an entire new generation of gamers, it also redefined how people thought of third person shooters, opening the doors for everything from Gears of War to Uncharted. If you load it up today, you’ll find it takes an hour or so to get used to the older controls, but the game was so well designed that once you do you’ll see how everything in the game caters to those controls, creating an enticing run, stop, aim, shoot cycle that is addictive and never stretches beyond its limitations. Of the over the shoulder Resident Evil games, Resident Evil 4 feels the most complete, not requiring a co-op experience to make it good nor relying on years of lore to understand and care about its story and characters. Resident Evil 5 may have been fun, but it never got quite this good again.
Scary Rank #7: Resident Evil 4 is often tense, because of the nature of its gameplay, which forces you to stand still while shakily aiming at oncoming enemies. It never really gets scary, though. Enemies are too slow and your bullets too numerous, your spin kicks too awesome, to make you truly feel vulnerable. It does get props for a certain boss that chases you relentlessly through a certain caged area... oh, and for the Regeneradors. The Regeneradors, with their constant snuffling sound and their twitchy gait, are among the scariest enemies ever in Resident Evil. But a few minutes of pure terror isn’t enough to ignore the heavy focus on action and the fact that Leon carries enough firepower to wage his own war.
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#1: Resident Evil 2
Resident Evil 1 may have started the franchise but it was Resident Evil 2 which jumpstarted the fan base. Resident Evil 2 had a lot to prove, mainly that this series could survive (pun intended) more than a single outing, that it could expand its scope, grow its cast of characters, and build on its setting. And boy did it deliver. If Resident Evil 1 broke ground when it came out, then Resident Evil 2 dug deeper. One mansion became a city. The two selectable characters did more than have different items and slightly change the order of events. Now, you had to play both characters one after the other to experience the full story. As if that wasn’t enough, the game changed depending on which character you played first, and in order to see everything the game had to offer, you had to play four times. Granted, two of those times would feel awfully similar, but the A&B scenarios changed just enough about the story and scenarios to make it well worth every second. The scares of the first game remained mostly intact but now a healthy dose of video game action was thrown in and boss fights became more numerous and dynamic, creating what remain the series’ best and most diverse boss fights. Simply put, Resident Evil 2 is a masterpiece of realized ambition that hasn't been matched by any other game in the series. It’s one failing now is that it is old, both graphically and in terms of controls. There’s a reason that fans have been clamoring for a remake of this for so long! But I’m glad Capcom waited so long to do it. Resident Evil 2 needs more than a new coat of paint. It is a carefully constructed experience and care is going to be required to give it a second life on par with the original experience. Here's hoping 2019 delivers on that.
Scary Rank #5:  One of the best things about Resident Evil 2 is that you aren’t playing special forces this time around. Claire Redfield is a simple citizen and Leon Kennedy a rookie cop. They feel, from the opening cutscenes, completely out of their element which added a wonderful connection between them and the player. Unlike the first game, you don’t start off in a safe situation that grows worse the longer you explore. No, you start off in a goddamned car wreck, surrounded by zombies and not nearly enough bullets to fight them. From the beginning, Resident Evil 2 highlights that you need to run to survive. Then it introduces Lickers, which add a whole new element to jump scares and you think that the game may be too frightening to keep playing. But also around this time it introduces you to grenade launchers and shotguns and lots of ammo for both of them. This makes the Resident Evil 2 scares manageable because the reaction to anything that moves in that game is to scream and then douse it with either buckshot or acid rounds.
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fullysowerewolf · 6 years
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My Thoughts on Resident Evil 2 (2019); It Could Have Been Great
I've taken some time off to reflect on Remake 2 and take into account all of my thoughts on its gameplay and story. And I think it's time for me to give my full review on the game.
WARNING: This post will contain unpopular views on a well liked/received game. Turn back now if you want to return to the comfort of the status quo.  
Resident Evil 2 (2019) is not a bad game. It is entertaining as an experience and functions as it is supposed to. The atmosphere, outside of some issues I have with the tone and how they've been marketing it with the series presently, is good. The revamp they gave the environments and and enemies, while not something I personally give much value to, is impressive. The sewers look grimy and disgusting, the BOWs look like rotting corpses and react to getting their heads blown off like, well, someone getting their head blown off in real life. The best environment by far is the police station though. I am completely satisfied with how they've designed the station here.
On paper, the zombies function well and their AI is decent. Mr. X is the breakout feature of the game and he does end intensity to the game but I think he overstays welcome a bit too much and steals away attention from G-Birkin, as I feel there's not enough scenes or standout gameplay moments with G. Sherry's segment is actually tense and I like it.
Some of the story works, the new addition of the Orphanage is good and adds a neat new location to experience in the city as well as a chance to actually explore the city outside of the station. Something that fans had complained about in the original. Annette Birkin and Marvin Branagh both stand out as well portrayed characters, with Annette being given more things to do in the story and interact with the characters. And Marvin's interactions with Leon and Claire (Leon in particular) are great and make you feel for him and his steady decline in health. Annette's death scene in Claire's story and the scene with Kendo were the only moments in the game I felt an emotion for. It's not the worst story in the series. But it's not the best. It fulfills its requirement of being a story. As a whole, it is a good horror game to play and an ok RE game.
This game, however, may as well be called "Missed Opportunity the game". They had the ability to really make this game pop out and be a new experience while still giving a good showing of what made RE2 so great and they completely dropped the ball.
Files are omitted, something well known and beloved in the series that's used to add flavor and life to the story and environment are gone and replaced with bare bones explanations that just tell you how to solve puzzle Y.
The option to interact with the environment is removed as well, something that's been a part of the games since the beginning and only RE6 has ever done until now. Why?! This is the perfect game to add these kind of details in, to add more charm and flair to the setting and even some depth to the character you're playing as and to make the story feel more alive. They may not add anything to the mechanics of the game, but it gets you further invested into the story and environment around you. This is the ultimate irony of RE2 remake. The environment and graphics look and feel more realistic than ever before, but you are completely unable to simply look at or comment on them like a real person would in the world, be able to experience them. You can look, but you can't touch.
Characters this time around feel off and simplified from how they were in the original.
Irons is an example, in the original his villainy was more understated. You couldn't trust him as far as you could throw him, but he still came off as someone in command and faked being morose about what was happening. It was only later after you meet him in his torture chamber and after reading the various files throughout the game that lay out his depravity he really becomes unhinged. But in this new telling, he just automatically beats up Claire and kidnaps Sherry right on first meeting him, no subtlety, no buildup, just straight up asshole. And that's just not interesting.
Ada feels very cardboard in this game, there's not very many standout moments with her, even when she's given her own gameplay segment, she immediately makes herself suspicious with her noir ripoff coat and glasses and behavior. Gives away that she's here to steal the G-virus to Annette when originally she didn't break cover as John's girlfriend until the very end of the game. Her 'death" is unrealistic and contradicts what Capcom has been giving us as her death scene for years by now, as well as just not being as emotional or engaging. And her relationship with Leon come off as more like a partnership the likes of Helena in RE6 than of a growing romance that eventually spans decades. It felt more like manipulation mixed with appreciating Leon as a person overall and not as "wow, this guy really cares about me and is charming, there's something I really love about him".
Leon comes off as much flater than he did originally as well. Originally, he took charge of the situation and made it his mission to gather survivors and get out of dodge as fast as he can. Even though he was a rookie and in over his head, he actively tried to help people and get them to listen to him and what he had to say. Here, Leon just fumbles around obeying whatever anyone says to him. He never questions Ada and her odd behavior until the end, which comes off as weird considering he did everything she asked and never has seriously questioned or brought up concerns about her until that point. Just blindly says he's got to talk to Irons first when Ben begs him to let him out, rather than question seriously what Ben had to say about Irons or how he had locked Ben up in the first place. Leon's really passive this time around rather than being active in trying to help people. 
Claire (and also Leon) is way too casual about this whole thing. Neither really reacts appropriately to seeing this messed up shit. Some of this might also be the lackluster dialogue (which tried too hard to be gritty and edgy at times especially when it came to Claire, my god) and acting on Claire's VA's part but it's still negative. 
Claire should not be so gung ho about facing down a 15 foot tall abomination against nature like it's Revelations 2 rather than it being her seeing these things for the first time ever. Critical Nobody made a good point in how in the original the boss fights happened out of the blue and neither Leon or Claire actively tried to take on G- Birkin or Mr. X. They were ambushed and had to fight their way out of the conflict and neither made some dumb action quote line during it as well until the very final boss where it was warranted. It's like Ethan and RE7 all over again with the generic action movie responses to shit he should be freaking out about. And once again it takes me out of the experience.  
Claire's story revolving her brother just gets dropped like a sack of bricks during it for dumb reasoning, after being placated by some coded message with which her mild confusion at doesn’t sell me on her being so concerned she’d fly to Paris and bust into Umbrella’s HQ over later on.. What I think they should have  done if the devs really wanted to sell this one being more “real” than the original, was put that scene with Leon and Claire in the STARS office over some limp wristed attempt at Chris writing a coded message. That scene in the original was one of the best in the game. 
The scenarios and how they handled them is fucked. We all know it. They completely shat the bed when it came to making use out of the A/B gimmick. 
Both the 1st run and the 2nd amount to playing the same story, only you don't meet Marvin in the 2nd. Which is not enough of a difference to justify the existence of a A/B scenario thing. In the original, A and B discs gave you an obvious difference. Characters have different deaths, the boss fights were different, there were changes in the actual story if you play Leon or Claire first or second that affected the B scenario, whatever items you picked in the A scenario affected the B one. This greatly increased the replayablity of the game and added much more bang for your buck in enjoyment.
I understand if they seriously weren't able to really do an A/B gimmick like before due to different constraints on the budget that differed from the 90's. Which is why when I heard they weren't going to do the A/B thing that didn't bother me. But they either lied or changed their minds mid production and shoehorned it in, most likely for nostalgia points and to haphazardly add more replayability. What is the point doing alternate scenarios if they don't differ or add anything new to the game? That's just a waste of resources and everyone's time. They could have spent their time on simply making two solid stories/campaigns that worked coherently, but they didn't. 
Turns out IGN weren't completely lying or wrong when they said that the two stories played the same way. Even when you play the 2nd run there's no real difference.
The story changes are really bunk as well. Why omit the police knowing about the Mansion Incident and making Marvin and Co look like idiots who can't put 2 and 2 together? Why change things like Claire's story progression and removing the interactions between the two throughout the game (even though this game really wanted to push the idea of them being an item they only had two scenes of them interacting??)? Leon and Claire talked with each other via the radio the whole time and really let you believe these two were working together to get out alive, even with you weren't face to face most of the time in the original. Leon also played a roll in saving Sherry as well, which carries over into future games but that's completely scrapped here. 
Why is Ada's connection to the original game, (which is still in Remake 1 which now is the prequel to this game), absent? Where's new lore and enemies like Lisa Trevor? Where's the potential of connecting things to future events like the Simmons thing with Ada from 6?They had a golden opportunity to clear up some confusion about what events from which scenario were canon or not here and to really add some surprise into the story, but nothing was done with it. 
The enemies are all bullet sponges, even the bosses, that makes fighting them really cheap and frustrating. You have to shoot a zombie something like 4 times with a shotgun to put it down. I repeat. A Shotgun to the head takes more than two times to put down. And even than that's probably not good enough. That's not good enemy design, that's just an exercise of my patience that I am now very in short supply of.
There's also a severe lack of enemy variety. You only get zombies, lickers (for one part of the game), zombies with a plant skin, and G-embryos. That's it. No Licker B's, no giant moths, no giant spiders, no new enemies that could add some more challenge to the game. Nothing. And with most of those enemies being of the zombie mold, that means more repetition in gameplay. Add in the frustration of everything being a bullet sponge, and you're not in for a good time.
The Characters you're playing as feel the same with little to no different weapons or attributes to set them apart. Unlike in Remake 1, where both Chris and Jill had completely different defensive items and skills such as exclusive lockpicking, more inventory space, and a lighter preset. Remake 1 also had interesting mechanics that really added more challenge and intrigue to the game in the form of a new enemy (Crimson Heads) and a way to effect directly how much challenge you want in your playthrough (you could choose to leave the corpses unburnt and make life harder or make things easier by burning as much as you can). In Re2make, there are no such distinctions between between Leon and Claire that really make them stand out as unique characters in gameplay.
The soundtrack is bland and generic. You also can barely even hear it. You absolutely have to play the OG OST to really get any kind of musical accompaniment in the game. Too bad that's something you have to pay Capcom $3.00 for. I think the only music that really stands out are the G-3 and 4 boss themes and The 4th Survivor music.
In the end, I was let down heavily from Remake 2. I wanted to like this game. I wanted to see Capcom learn from their mistakes with the foreign, lackluster 7 and see them make an actual RE game again. They succeeded, somewhat with the latter. RE2 '19 IS better than 7 and does feel like an actual RE game and deserves the title of such. But it's not better than Remake 1. Or even as good. Every time I look at Remake 2, all I see is what could have been. And every time I think about the positives of this game, a niggling thought of "but it could have also done..." is there in back of my mind. While seeing and viewing this game, I was in an emotional dead zone, not excited, not angry, just a near continuous state of "meh".
The story's mediocre and feels simplified from the previous one. The environment, while looking nice, feels lifeless (and not in a good way). I don't feel like I'm in a real breathing world, fighting against zombies. And this trend towards photorealism and making things more "gritty" for the sake of gritty while sliding further and further on quality in writing is not something I wanted or expected of this series. And it feels like the heart and soul of this series is getting drained out and replaced with some mediocre expy of the latest horror trends rather than doing its own thing.Which to me seems like we're going to head for another slump like what happened with 6, where the series gameplay quality generally increases, but the meant of the characters, writing and series' uniqueness gets worse and worse.
Before Remake 2 came out, I was excited to see what the remakes of Nemesis and Code Veronica were going to be like. But now I'm very wary of what they might do to the story and gameplay of those games when they remake them. And I'm even less enthused than I already wasn't about RE8 or any new games going forward.
Remake 2 was Capcom's last shot of getting me on board with their new "vision" for the series started with RE7. And I'm just not interested. So this will be last game I give any attention to for Resident Evil.
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