Tumgik
#or it could be right after the events of re1
valenfield-inspo · 2 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Chris Redfield & Jill Valentine - Resident Evil 1 Moodboard
49 notes · View notes
sapphire-weapon · 11 months
Note
I'm pretty sure this was not what the other anon meant by Ada's relationship with Wesker. But do you think is there ever a world to exist where capcom would dare... you know... ada... omg that's sounds terrible.
It's just the line "don't come for me crying if you get bitten" hitting my mind and vibing sus, actually, this kinda states that Wesker knows about what happened between them, right?
/leans forward and slams hands on the desk Phoenix Wright-style
YOU MEAN TO SAY WHERE ADA FUCKS WESKER?
GOD I HOPE SO DEAR GOD I HOPE SO It would be so hot /drags hands down face it would be so hot could you imagine the power plays between them dear lord Excella ain't got SHIT on what Ada could do for that man's dick
ahem sorry Ada/Wesker has been a secret ship of mine for like 20 years
I would say that Wesker has an idea about what happened between them in RE2, yes, even if he doesn't know the full story. In Umbrella Chronicles, they had it so that Wesker was actually keeping tabs on what was happening throughout the city by gaining remote access to the feeds from security cameras around town + satellite imaging kind of like what he was doing in OG RE4. I don't know if Capcom is going to stick to that, but it was actually a pretty cool idea.
And even if they don't stick to it, Ada still had to explain to him why and how she came back empty-handed with no G-sample, and I don't think that there's a way for her to get around it without mentioning Leon. What she actually told Wesker about him is a different matter entirely -- but, I think after the events of RE1, Wesker understands the frustration of tragically lucky RPD officers getting in the way and fucking things up. Like, when Ada told him the story, Wesker was probably like, "Oh. So he's your Chris Redfield. Wonderful. How completely fucking annoying."
I mean, that's just a theory/guess on my part, though. It's also entirely possible that all REmake Ada told him going into RE4make was "oh. This US federal agent that's here, I know him. He can be useful." and just left it at that. We'll have to see if Separate Ways goes into it at all.
17 notes · View notes
possessionisamyth · 5 months
Text
the previous evening i saw diobrandass make a post about their ship opinions and immediately remembered how much i hate piers, BUT i do love chris so this post will be about all the ships ive seen him in and my thoughts about them ranked, thanks for the inspo 🫡
1. Valenfield (Chris/Jill)
I'm an absolute sucker for long term friendships forged in fire blooming into the romantic. The sheer dedication Chris has to Jill does border on unhealthy sometimes. Refusing to believe she's dead, not letting anyone mourn for her to give her a funeral, and searching relentlessly for 3 years is a lot. In Revelations I we can see how far they're willing to go for each other and in Death Island too we can see how fundamentally he's attached himself to her. She's the one person he lost and actually managed to save in the end. Absolutely love the idea of Jill prioritizing her job over almost everything the exact same way Chris does, but notices that Chris always makes her the exception to the rule. Tasty dynamic right here.
2. Chreon (Chris/Leon)
I started reading fanfiction for this ship after a playthrough of RE4R and continued reading fanfiction for this ship while I viewed the rest of the games and movies in chronological release date order. Spoiled myself for quite a few things that way, but this is said to explain my implicit bias for this ship. Two broken men finding healing in each other that's either super sweet or frustratingly messy. What else can I say? It's good shit.
3. Alofield? Chreva? (Chris/Sheva)
RE5 is a shit show for many racist reasons, but Chris and Sheva were genuinely cute together. I thought it was interesting that unlike Chris' other teams or partner jobs, he keeps giving Sheva a chance to leave. He wants her to survive. It could be a result of the lingering guilt from losing Jill, but I'm not sure about that because he doesn't push her away when she chooses to stay either. There's such an even footing and sense of respect between the two because their experiences are similar, but they went through them separately meaning the threat of toxic co-dependency derived from mutual survival would be non-existent. These are two experienced soldiers going into a slightly unfamiliar warzone, and even Jill gives her blessing when they go to kill the man that's been haunting Chris' life since 98. Poetic in the manner of closing out the past to give a fresh step forward into the future.
4. Chamberfield (Chris/Rebecca)
RE1- no no, not the remake, the original RE1 where Chris was allowed to be funny and Rebecca was genuinely just a rookie where they helped each other. Vendetta was a perfect follow up to show how time and experience reflected upon their maturity. In RE1 Chris had to make himself the pillar so Rebecca wouldn't feel as scared, and in Vendetta Chris is almost so blinded by revenge it's Rebecca who steps into that role to knock some sense into him. This is another long term friendship forged in fire blooming into the romantic scenario, but unlike with Jill, with Rebecca there's a lot more playfulness there. They seem lighter with each other probably because Rebecca isn't out there risking her life in the field nearly as much so maybe Chris can breathe easier as a result.
5. Olifield? Redveira? (Chris/Carlos)
I am the local Carlos whore, and I say this is a good ship. But seriously, both of them sharing horrible fucked up experiences surviving bioweapons with Jill and being disenfranchised with their country's military? There's a lot of common ground to explore here. Despite them never meeting to our knowledge,(totally plausible event after Jill and Carlos escape RC) it just barely edges into my Top 5 because I am the local Carlos whore.
6. Chrisker? (Chris/Albert)
Not a fan, but I get it. For people who like things like Hannibal or toxic love or the "I can make him worse" dynamics, I get it. This ship is perfect for that. There's one sided sexual tension from Wesker with the reveal, betrayal of a trusted companion, the evolution of becoming someone you killed making you wonder if you ever really let them go, and so on. I understand it. I don't like it, but I understand.
7. Winterfield (Chris/Ethan)
Ethan wasn't even a character to me until halfway through RE8, so I genuinely thought this was a "you guys would fuck a fence if it was white" scenario but it isn't! Upon looking at it again, there is something interesting here especially when Chris is placed in the unrequited love position. Chris saves this man, does all he can to give Ethan the tools to protect himself and his family, and then promptly has to shit on it to protect Ethan and his family. In the end he only saves Mia and Rose, but not Ethan who may or may not be the only person he wanted to save the whole time. It's the opposite of Chris losing Jill to save her later, with Chris saving Ethan to lose him later. To discover he never saved him in the first place? That all he'd done is retrieve and fall in love with a corpse of mold? Tragedy lovers this is for you.
8. Sherafield? (Chris/Jessica)
I've seen it maybe twice? Hot girl and work-a-holic boyfriend who pays her bills maybe. I liked Jessica. Would this work? Nope! It definitely wouldn't last more than a couple months but it'd be messy af and funny to watch.
9. Vesterfield (Chris/Raymond)
Where am I??!?!! Why??????!?? What??!!!? Uh, triple agent with a heart of gold because he saved Parker meets Chris??? I'm sorry. They have zero chemistry. Why is it this high at all? I think it's funny.
10. Nivanfield (Chris/Piers)
This is The "you guys would fuck a fence if it was white" ship. Piers in RE6 only serves the narrative purpose to remind Chris he's stuck in this life forever. He's boring as hell. Ship wise, hero worship does not a relationship make to me. Based on all the ships in this list, I don't think Chris wants to be with someone who puts him on a pedestal. He hates being called a hero or a legend, and we've seen him deny this title multiple times throughout the entire franchise. Piers' sacrifice is at the cost of upholding what Chris represents, not who he is. I'm not sure what eats away at Chris more, the loss of another companion or the reason behind it. It would be funny to see Chris sleeping with him once, realizing Piers doesn't see him as a fully realized person and then struggling to get rid of him though. I'd read that. Someone write that.
11. Heisenfield (Chris/Karl)
STOP LYING TO PEOPLE SAYING HEISENBERG IS HOT. I'M PUTTING LIVE ROACHES INTO YOUR HOME. NO!!! NO!!!!
12. Dimifield (Chris/Alcina)
Do not put this giant lesbian vampire milf through Chris' emotional constipation. Like, please don't do this. You want a giant woman with a little man? I can show you some good ones. Come with me. Take my hand.
2 notes · View notes
hohoz · 3 years
Text
The ones that suffer the most
I wanted to talk about this for a long time.
I’m a Resident evil addicted, I finished almost every RE game released and I must say that Capcom made some poor choices regarding Jill and Chris, they are EASILY the most mistreated characters in RE Franchise. 
But let’s explain why is that: 
Tumblr media
Jill and Chris are survivors, they had to survive in a mansion with a lot of puzzles and zombies, while looking for items that could help them to progress and find a way to reach Brad. 
Tumblr media
When they arrive at STARS Office, they are revolted that Umbrella did all that under their noses and innocents were dying because of that and they explained EVERYTHING in a report - but Irons made that go away. 
In the ORIGINAL RE3 we had this special file (Jill’s Diary) 
August 7th Two weeks have passed since that day. My wounds have been healed, but I just can't forget it. For most people, it's history now. But for me, whenever I close my eyes, it all comes back clearly. Zombies eating people's flesh and the screams of my teammates dying. No, the wounds in my heart are not healed yet...
August 13th Chris has been causing a lot of trouble recently. What's with him? He seldom talks to the other police members and is constantly irritated. The other day, he punched Elran of the Boy's Crime department just for accidentally splashing Chris's face with coffee. I immediately stopped Chris, but when he saw me he just gave me a wink and walked away. I wonder what happened to him...
August 15th Midnight. Chris, who has been on a leave of absence for a "vacation," called me so I visited his apartment. As soon as I walked into his room, he showed me a couple of pieces of paper. They were part of a virus research report entitled as simply as "G". Then Chris told me that, "The nightmare still continues." He went on to say that, "It's not over yet." Ever since that day, he has been fighting all by himself without rest, without even telling me.
August 24th Chris left the town today to go to Europe. Barry told me that he would send his family to Canada and then he would follow Chris. I decided to remain in Raccoon City for a while because I know that the research facility in this city will be very important to this entire case. In a month or so, I'll be joining with them somewhere in Europe. That's when my real battle begins...
For some weird reason this file isn’t available in RE3 Remake. 
But ok, here we see that Chris was doing some investigation - in the RE2RMK  you could see this letter that Chris left in a way that normal people wouldn't understand - the only thing that Claire says is that “doesnt look like him” but how normies would understand what Chris is like is he is not well represented in media ??????????????????
Tumblr media
And Jill had all the detective work in her wall. 
Tumblr media
So far so good - we understand the basics about them - they are Special police force, the elite, they had a traumatic experience and they survived to tell the story. 
Some problems until now:
Jill had a MAJOR personality change in RE3 RMK- I honestly like most of that, she is a badass in the originals and she is a badass in the rmk but I still dislike the fact that she swears all the time (specially because in RE1, RE Rev, RE5 she doesn't do that) 
We can tell a lot about her personality just looking at her room, but I still miss some stuff (I had expectations - so this is not a real problem. but still) like a Vinyl player (since she is probably into classical music), some letters from her father so new players can understand her origin and why is she so good in lockpicking and more about her dog (she had a pic in the original that could’ve been her boyfriend but it was replaced by a dog in RE2 rmk but in RE3 Rmk there in no dog) 
Okay - after you finish the game the only thing we see is this: 
Tumblr media
In my opinion this is Chris since he is always associated with Green colors while Jill is associated with blue. 
So my speculation here is that she found him while in the original we had this: 
Tumblr media
This is not a major chance but still is important (lore of course - duh) but the problem here is that while Jill is looking for him - Code Veronica is happening. 
So I can only assume two things, they did not show him because they DON’T HAVE A FACE FOR HIM or I am wrong and that is Jill, but if that is Jill so why there is no decent epilogue like the original ? 
Okay, now we are arriving in the real trouble area
I will do RE5 first and the Wii and Rev1 (even tho those two comes first in the lore) 
RESIDENT EVIL 5 
So before the game was release we had some propaganda, including this: 
Tumblr media
So have in mind that Jill was dead, I thought that she died and RE5 would explain that shit. 
But in the beginning we see that Chris is looking for her and have in mind that Chris HAD A MAJOR CHANCE IN HIS APPEARANCE, and I’m not talking about his muscles. 
Tumblr media
I will not address Chris in CV since he was good in that game but I the team that made CV also made the original, it had CONSISTENCE. 
Here we have Chris, he’s THE classical american soldier protagonist from Hollywood in the 80′s/90′s and he had some omage to TOPGUN
Tumblr media
He also shares some traits with his sister
Tumblr media
A major trait here is that HE HAS BLUE EYES, typical good looking soldier from US. 
and now let’s have a look at Chris in RE5...
Tumblr media
Yeah... I still hate this face even tho I love his Character in this game, this ugly a** monkey looking mf and he had a lot of steroids
So we have some lore to him in RE5, Jill and Chris went to a mansion looking for Spencer (one of the fathers of Umbrella and the one that was behind project Wesker, he wanted to do this Virus so he could live forever, so RE has a good lore, it’s not just about zombies) but when they found him, he was dead and Wesker was by his side, in a fight Jill sacrificed herself to save Chris’s life. 
Chris started doing mission after mission because her body was never found, and he made a name for himself, he became a ‘legend’ inside BSAA and you can see that in the beginning of RE5.
The reason behind the muscles was probably to fight Wesker mano to mano but still is not well made, it really felt weird playing for the first time. 
So now we have a problem here, there is thing that you use in a narrative that is to make someone strong af powerless, and they did that to Jill. (a good example of this is in TWD- Ricky is a fucking legend and Negan made him powerless in the face of a event) 
Jill was used in a Boss fight and that is it... She is not in the game as a character, she is being manipulated and her whole design was changed, she looks like Nina from Tekken. WTF. - BTW, the fact that Wesker had mind control over her created 1000 fics of sex 
Tumblr media
 So that is it, my main problem here isnt Jill itself, but it’s the fact that they used her character as a boss even tho she is the heroine, she never appears in RE lore again until some guy inside Capcom said “Well people are asking about Jill so let’s place a file in Rev2 saying that she is in rehab” 
The only time that she appears again is in a 3DS NINTENDO ONLY game, it felt that Capcom simply don’t care about her character. 
By the way Revelations 1 is a great game and was adaptable some years later for PC and consoles
But you think that this is bad, wait until we arrive at RESIDENT EVIL 6 
When I learned that Jill was not in RE6 I was mad... But after I played that game I said “thank you God” that game was bad, transformers kind of bad, it had bad writing, the lore was all over the place and Chris was the one that suffered the most in this game. 
He was responsible for the death of an entire squad, suffered amnesia and people still wanted him in the command 
Tumblr media
THEY MADE HIM AN ALCOHOLIC 
The golden boy of BSAA reduced to THIS. 
By the way, the director said that HE WANTED TO KILL CHRIS IN THIS GAME to SUBVERT EXPECTATIONS - so if you liked Piers now that he died only because of that. 
So now let’s analyse what we know: 
The first 2 main characters are not well represented in media until RE6, they don’t know how to re introduce Jill in the games and Chris was reduced to a normal guy at a Russian bar;
But it gets worse... 
Capcom LOVE Leon, we know that. he is always the hero, he is the protagonist in almost every movie and he is always the cool guy so when he get’s a new model, he looks like this:
Tumblr media
But When Chris get’s a new face he look like this: 
Tumblr media
WHO DAFUQ ARE U, no offense to the model but he has NEGATIVE JAW LINE.
And still he doesn't look like Claire’s brother, there is no blue/green eyes and he looks younger that he was in 6 (and 6 still uses that ugly character model) 
But let’s go in the lore- we HAVE 0 info on Jill in RE6 / RE7 and no sight of her in RE8 
And speaking of which, they tried to make Chris the bad guy in the trailer so when we play we see “Ohhhh he was not the bad guy, that happened and that is why he did that” 
But still... 
If they are going to do that to his character don’t use this character, shit ! Do something with that Wesker’s son that made 0 sense in RE6 but leave Chris out of this - it really feels that they simply don’t know how to treat him right
And you may think that I may be complaining a lot because of his appearance
But this is him in RE8  
Tumblr media
(to me this is some random dude from Russia) 
Tumblr media
And this is him in RE:Verse (that is going to be release TOGETHER) 
So this tells me that they have 0 clue of how to handle his looks
Jill got RE3Rmk but it felt like a cheap game compared to RE2Rmk where the original RE3 was SO MUCH BETTER
And this is bad because there are so many new fans joining the fandom only to see 2 great characters suffering from poor director’s choices. 
I’m sorry about this rant, if you like Chris face and looks its okay, really, but dont tell me that Chris from 5/6/8 is the same from 1/CV and if you think im wrong about Jill its fine, but she is an amazing character that could have so much more impact in RE universe (I mean, she never even appeared in a RE movie - animations) 
But it’s sad to see so many characters that receive good representation in media and good games/lore while Jill get’s almost none and Chris is handled like random face guy. 
I was going to talk a little bit more about Rev 1 and RE Umbrella Chronicles but there is no need since Im mad right now and it seems that Capcom has 0 interest in making Code Veronica and Umbrella’s fall after that since their fav boy Leon need a rmk in RE4 even tho RE4 is not that old. 
Bonus:
Tumblr media
Fun fact: Chris served in the Air force, so yeah, to me even Tom Cruise looks more like Chris than Chris from the games
123 notes · View notes
zachsgamejournal · 3 years
Text
PLAYING: Resident Evil 7
Tumblr media
I know I'm about 3 years late to the party, but I was hesitant to trust that Capcom could get back in touch with their Survival Horror roots.
My very regrettable mistake...
So: Resident Evil for PS1/Saturn was great!
Cinematic Storytelling: The game could be completed in under 2 hours (if you knew what you were doing). So that means you're not spending days to get through a feature-film level story (unlike SOME games). It makes the plot and characters a more crucial part of the experience.
Puzzles: Sure, the puzzles are little wacky: like clicking buttons under pictures in chronological order or you get attacked by well-trained zombie birds. But it made the game more than moving from point-a-to-b. It's about exploring and understanding your environment. Speaking of which...
The Environment: The Mansion (and it's other areas) was a character unto itself. It had secrets and a past. And since the game wasn't designed as a series of sequential levels, you really get to know the environment.
Zombies: Zombies were not the mainstream success they are now. Hell, Vampires were just barely getting attention through Interview the Vampire. I became obsessed with zombies and bought all 3 major films in existence.
Such a different time...
Anyway, the point, RE1 was great, RE2 was better, RE: Code Veronica was pretty good, and RE4 is stupid.
Well...not stupid, but it completely changed Resident Evil, and not for the better. While folks loved RE4, it really was the start of a new franchise, which RE5 and RE6 followed. And that's fine--except they sacrificed what Resident Evil was to make way for this new product.
Succinct, mystery-driven storytelling was replaced with nonsensical twist and turns that did little to grow the overall world or its characters. They just stretched contrived cliffhangers across overlong campaigns of mass murder.
Puzzles, as best i can remember, were sacrificed for challenge rooms filled with enemies while the player looked for the exit switch.
The environment, as great as the graphics were, simply became battle zones meant to offer shallow context to the bloodbath gameplay. RE4 did have a strong aesthetic, but you don't get to know each room and hall like you do in the classics. Nothing but well-dressed strangers to high-five as you pass by.
And what happened to the Zombies. I mean, they still had zombies--but they weren't zombies. Whatever. Resident Evil has always had a diverse set of monsters. They didn't have to sacrifice zombies...
All this to say, Resident Evil 7 is awesome!
The opening was a little cheesy with poorly synced dialog and a helicopter shot of Louisiana swampland I'm sure they stole from True Detective stock footage.
But once I took over the character, I was hooked. The game looks great on my phone and TV via Stadia. I enjoyed walking through the woods and house, looking at every little detail the artists meticulously placed.
I've seen most of a playthrough on Youtube (though I was distracted). So I kind of knew what to expect. It's way more intense when you play. Having dialog and cutscenes playout without leaving the first person camera is great at making you feel "there". So all that goes down and I end up in the house for dinner.
Watching this bit on YouTube, I was a little turned off by the obvious Chainsaw Massacre connections: but original RE was heavily influenced by horror films, why not this? (I also have a better understanding of this family cause I know some things.)
Once I gained control, roaming around the kitchen/dining/living room area was great. I was seeing hints to future puzzles, scavenging for supplies, and finding notes giving clues to events that were happening. Very Resident Evil.
I struggled a bit trying to get away from Jack. Since they gave me a hiding spot, I assumed stealth was gonna be a major component. Nope. Not really. Eventually I get to the save room (A SAVE ROOM!!) and then on to the garage fight.
I wasted all my ammo when I probably just needed to grab the car keys. Lesson learned. Jack trying to run me over was kind of crazy, and maybe a little laughable since I was just swiping at him with a pocket knife for five minutes.
After that, more of the house opens up. It's insanely huge and illogically designed. While it creates some great hallways, and helps the designers break the home up into controllable sections: there's no house build like this: wtf...
Going into the basement reminded me of RE2. The molded, I think, are people the family has kidnapped and infected with something. Some change and some don't. Know they've turned into very lethal zombie-esque creatures. Since they're infected people stumbling about, I'm gonna say they've rekindled the zombie. Kinda.
To fight these guys, I've resorted to my pocket knife. Saves ammo. I basically dance around them like I did guards in Thief, wacking where I can. Eventually I chop off their hands, often without taking damage. But the crab guy in the incinerator required a shotgun blast.
One of the fights, he cut off my leg and I was crawling around. I thought it was a scripted scene (I mean, I lost my arm already). Nope. You're supposed to pick it up and reattach it. Ah-well.
Jack wandering around the new area was frustrating. It seemed I could never lose him, so wasted a lot of health and ammo stunning him. His boss fight was pretty rough. I nearly gave up. It took some time getting used to the chainsaw. Right as I was about to switch to easy, I had a near perfect run and defeated him. My wife laughed at the way I was squirming on the couch trying to get a hit in without being cut in half!
Made it to the old house with the bugs. This went way faster. It reminded me of the guard house from RE1, which also had giant wasps. Without Jack or molded zombies, it was actually really easy to explore the house and solve its secrets. Once the old lady showed up, I thought I could lure her away from the exit room. She didn't buy it, so I just ran past her.
When it came to her boss fight, it reminded me a lot of Laughing Octopus in Metal Gear Solid. Which that boss was practically a horror movie in of itself. I thought the flame thrower was gonna be the way to go, but a guide suggested focusing on her belly. And I kept running out of fuel, then being harassed by flies. So I opted for the shotgun and had a successful run.
About a year and a half ago, I played through the original RE as Chris. I remember there was a point about a third of the way through that I had about seven rounds of pistol ammo, and a single green herb--yet several zombies stood in my way. I wasn't sure I was going to make it. But then, I unlocked the shotgun and the game became a breeze. Suddenly I had too much ammo, and too many healing items!
That has kind of happened here. I'm doing well on healing items (though I've used up my shotgun). Still, I feel confident sprinting around and doing quick searches of spaces. I don't even fight the molded much anymore.
Getting into Zoe's trailer was interesting, but you can interact with her bra. I thought that was kind of pervy. I'm guessing Zoe is a part of the family? I imagine she's some how the source.
I think it's great they keep putting the grandma in different places without explanation. The way she looks at you sometimes is creepy...
I'm not a huge fan of the VHS flashbacks. Often, they have you play areas you've either already played or will play. While it's inspired some game ideas of my own, it just feels like a cheap gimmick to get more playtime.
Anyway, this really does feel like a reboot of Resident Evil. It's capturing the strong environmental storytelling of the originals, and making it more about the horror, less about the action. I'm actually getting into the plot and mystery. I look forward to getting my answers.
1 note · View note
tanstar · 4 years
Text
Rambling about RE2R and RE3R’s cut content part 1
Part 1: RE2R
So the original re2 is my favourite RE title. It introduced me to the series (I watched my dad play it) and it was the debut of my favourite RE character, Claire Redfield. So I was overjoyed when I learned it was getting remade. Now all I really wanted from this remake was a melding of the original scenarios to create the true canon storyline of re2 and some fun interactions between our characters and I thought that would be a given... So you can imagine my disappointment at what we got. I also love the original re3 and was looking forward to RE3R for similar reasons though I also wanted to see how they’d update Nemesis. Now I’m not saying either are bad games at all, I think both are worth experiencing and purchasing. I just want to air my grievances with both remakes and their cut content but I will also share what I did enjoy. 
Also want to say that I know these games are more like reimaginings or retellings but even from that perspective there’s still issues.
Spoilers ahead. 
Just a quick list of RE2R’s cut content:
No proper B scenarios that offer a cohesive narrative. A severe lack of notes/files/diaries for lore and worldbuiling. No zapping system. No bowgun. No explosive rounds for the grenade launcher. Robert Kendo’s death isn’t shown. Leon and Claire’s interactions are severely trimmed down. Marvins transformation cutscene isn’t shown. Two playable segments as Ada and Sherry (Sherry’s second playable segment maybe has the darkest scene in the game, as she collapses after falling down the trash disposal chute her mutated father lurches towards her, stands above her and we cut to black and shortly after this we learn from Annette that William is trying to find Sherry to implant his embryos in her). Multiple unique boss fights depending on scenario. Irons’s death is far more gruesome in both scenarios in og 2. Ben has far less screentime. No super lickers. No giant moth and it’s larvae. No spiders. No crows. Barely any music. No classic iconic lines (“You lose, big guy” etc). Plant 43 has lost it’s iconic yonic design in favour of looking like a rainforest or something. The ivy’s are now human plant hybrids instead of mutated plants. No super ivys. The alligator is now a RE6 style chase sequence instead of a boss fight. No factory. No marshalling yard. Birkin’s transformation by injecting himself with the g virus and the cause of the T virus outbreak are far more clear in the original. No street section for the opening of the B scenario and no cutscene or explanation for the helicopter crash. Leon no longer saves an infected Sherry from the sick room and brings her to the train. The train no longer self destructs and Sherry no longer saves the day by stopping the train.
That’s a lot of cuts right? Now of course not all of these cuts were bad decisions. While I like the crows for atmospheric purposes, i can understand their removal. Same with Kendo’s death and Marvin turning into a zombie, they wanted a different approach with these characters and I can accept that. Even the zapping system’s exclusion I can understand because although it was a cool little gameplay element that added to the cohesion of the overlapping story, it’s really not that neccessary. And the exclusion of iconic lines is understandable as I believe narrative should always take precedence over fanservice. 
I’m fine with content being cut as long as it’s in favour of the story or is replaced with something else. RE2R did neither of those things. RE3R gets a ton of shit for it’s cut content but RE2R not only did it first but also cut waaaaay more content than RE3R.
RE2R fucked up it's story bad. Og re2 has the strongest narrative of the ps1 trilogy imo with two separate scenarios per character that integrated into two strong narratives. The game throws you straight into the deep end as you navigate the city streets filled with zombies, you watch Kendo be eaten alive as the zombies break into his shop and finally you reach the RPD. And that’s only the A scenario, the B scenario has you witness the cause of the helicopter crash as you make it to the east side of the RPD. From the beginning the og re2 puts in the effort to tell the whole story of whatever scenario you choose. Like the remake there are certain story beats only one character will face, Claire is the only one to meet Irons and Sherry, Leon meets Ada and Ben( he does meet Sherry in the B scenario but we’ll get there). Also in the original due to Leon giving Claire a radio both characters are able to keep in contact and therefore keep each other up to date on their progress. 
So let’s talk a bout the marshalling yard and factory. The marshalling yard is one of my favourite locations in the original. Its atmospheric music, its industrial design and the iconic shot of the train on the turntable with the moon in the background. It’s so foreboding and it leads to an iconic fight with Birkin as you descend to the lab, while protecting either Ada or Sherry (and depending on which scenario you are playing his form will be different). The factory is a small but crucial area to the worldbuilding of og 2 (It’s a cover were Umbrella employees access the underground lab) whereas RE2R has... a sinkhole in the middle of the city. And it’s important in keeping a cohesive overlapping narrative as the reason our protagonists don’t encounter each other in the lab is because the B scenario character has access to the factory. It also contains two iconic scenes for the B scenarios for each character (it should be noted that in the og 2 Mr X is exclusive to the B scenarios). Claire saves Sherry from Mr X, taunts him and then tricks him into falling over the railing into a vat of what looks like molten iron, it’s so badass and it cemented Claire as my favourite character. In Leon’s scenario B Ada arrives to fend off Mr X and protect Leon, she succeeds and Mr X falls over the railing but in the process he nearly kills her, this leads to the kiss between Leon and Ada. No manipulation, just genuine affection for each other. In either B scenario the self destruct sequence is set off by MrX instead of it being exclusively Leons fault like in RE2R. And the factory is important as it gives access to the elevator for the B scenario character to escape to the train. The A and B scenario characters have different methods of escape that make more sense in the original and that comes down to the factory’s inclusion.
So now let’s talk about cut character interactions. In the original Marvin relays to the player the events of re1, I’m fine with this omission as it’s not super important to the overall narrative of re2. Claire and Leon can either reunite in the STARS office or the hallway behind the spade door (Leon also encounters Sherry here but she runs away). Regardless Claire finds out her brother isn’t in the city by reading his diary, Leon gives her a radio so they can stay in contact (which they do, throughout the entire game) and they split up, with Leon looking for an escape route and Claire looking for survivors. Claire’s encounter with chief Irons is very different. The mayor’s daughter’s dead body is sprawled over Irons’s desk as he talks about dealing with the undead and then brings up his hobby of... Taxidermy. It’s just very unsettling and what makes it worse is that earlier before you could access the room, you very clearly hear a woman scream. Once you head into the adjacent room Claire encounters Sherry and radios Leon to tell him. Sherry warns Claire of a monster that is chasing her and runs off again. When Claire returns to Irons’s office he is gone and so is the body of the mayor’s daughter. In Leon’s scenario he meets Ada in the parking lot and she tells him she is looking for her boyfriend John. Now for players who had played re1 this was a neat little reference that tied both games together. With Ada’s assistance Leon gains access to the Cells and meets Ben. Ben willingly locked himself in his cell for safety and won’t leave until Leon finds a way out unfortunately Ben is attacked and either implanted with a G embryo or fatally slashed by Birkin, however he was able to hand over his investigative notes on chief Irons’s corruption and involvement with Umbrella. Likewise when Claire encounters a now crazed irons in his torture chamber, he explains the G virus, Umbrella’s involvement and that Sherry is the daughter of the man responsible for the outbreak. Irons is then either killed from being cut in half by Birkin or from the G embryo. There’s just a lot more build up, subtlety and payoff in the original game that just feels rushed in RE2R and I don’t know why. 
Sherry and Claire’s relationship is portrayed pretty well in RE2R. Although their time spent together is severely cut short, like seriously they only know each other for a whole two minutes before Irons drags Sherry off to the orphanage. The original has Claire and Sherry interact way more, with Sherry travelling by your side through parts of the sewers and the entirety of the marshalling yard. Still a good portrayal overall though.
So we have to talk about Ada and Leon. In the original she is at first portrayed as aloof but eventually from her time spent with Leon, she shows her more vulnerable and genuinely caring side. She is a spy and secretly after the g virus but she also genuinely cares for Leon’s safety, almost dying in the B scenario as she protects him from Mr X. RE2R almost get’s this right. She is initially abrasive but warms up to Leon’s sincerity and kindness. The problem is she is far too manipulative. Their first kiss in og 2 only happens the B scenario and is 100% sincere, Ada might be dying from her wounds so it might be the only chance they get. The remake on the other hand comes across as really skeevy and manipulative. In og 2 when Ada confronts Leon on the bridge he doesn’t believe for a second that she’ll hurt him and he’s right, after she falls off the side of the bridge you can inspect her pistol and find out that it wasn’t even loaded! Also I find Leon to be just a bit too naive in RE2R, he acted like a police officer in the original but in the remake he feels more like a boyscout. I can see what they were going for with his arc for RE2R but is just misses the mark for me personally. Not to say he’s awful or anything, he’s still very likable just a bit of a let down in terms of how he’s used in the story. Namely that he really doesn’t get much to do. He saves Ada, sets off the self destruct sequence, kills Mr X with Ada’s help and gets forced to fight G3 by Annette. The most useful thing he does is willingly fight Birkin on the train in the 2nd run to protect Claire and Sherry. In the og 2 B scenario per Claire’s request via radio, Leon carries an infected Sherry to the train, activates the power and opens the gates, fights the super Tyrant and kills it with Ada’s help and then activates the train to finally escape the underground lab. Then he fights G5 Birkin, when they find out the train is going to self destruct he directs Sherry on how to stop the train and our trio are able to escape. The game then ends on Leon’s iconic line “ It’s up to us to take out umbrella.”
And that ending... Oh boy did it not land for me. It’s almost comical how chipper it is considering what’s to come for these characters. Our trio promises to stick together except canonically Claire heads off on her own like five minutes later because Leon knows if she gets taken in by the government it will hinder her quest to find her brother, so he tells her to leave while he looks after Sherry. So Claire leaves and we get the events for Code Veronica. And as for Leon and Sherry, we know from Darkside Chronicles that Leon was blackmailed into working for the government through threats of experimentation on Sherry. He agrees to work for them to protect her but guess what they still turn her into a test subject anyway! And re6 confirms that the experiments where more than Sherry could bare, as she herself tells Jake. Also the fact that Leon and Claire’s friendship never got any developement in RE2R really works against this ending imo. 
 So what did RE2R get right? Well it has enjoyable puzzles and the solution changes depending on what run you’re playing! While I do miss the soundtrack and think it could have been remixed to fit the tone of the game, the ambient sounds used are spooky and effective. The gore effects are phenomenal. Marvin's expanded role is great, he’s an actual character this time around and it’s sad that we can’t save him. Sherry is adorable and her voice actress does a great job, she’s just incredibly sweet and likable. While Claire can come across a little Moira-ish sometimes, she’s great for the most part. She still get’s to be incredibly caring towards Sherry while also being a total badass who willingly faces down G3. The G3 fight is great and the remixed boss theme is beautiful. William Birkin's transformations are great (though I do wish dog birkin was more like the original), just the detail of his mutated bones and tissue is amazing and grotesque. Speaking of Birkin, the scene where he uses the last of his willpower to kill Mr X and protect Sherry before being overtaken by the g virus completely is so fantastic and perfectly directed. Backtacking/exploration is enjoyable (except the fucking sewers). It has variety of unlockable costumes which is my favourite kind of unlockable. S+ is a fun challenge. The fourth survivor and Tofu modes are really challenging yet fun and have great music, like seriously Hunk’s theme “Looming dread” is fantastic and probably my favourite song in the game. It’s always a joy to see Hunk and he is portrayed perfectly. It’s still an enjoyable game and a good starting point for newcomers, I’d just recommend they play or at least watch a playthroough or the cutscenes of the original to get the full story. Also if you want a fun reimagined, abridged retelling of og re2 then you should look up Darkside Chronicles. The premise is what would happen if Leon and Claire never got separated.
This got waaay longer than I expected so in part 2 I’ll discuss my problems with RE3R and its cut content as well as what I liked.
7 notes · View notes
zippdementia · 6 years
Text
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.
Tumblr media
#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.
Tumblr media
#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.
Tumblr media
#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.
Tumblr media
#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.
Tumblr media
#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.
Tumblr media
#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.
Tumblr media
#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.
Tumblr media
#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.
Tumblr media
#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.
6 notes · View notes
theirrationalzone · 4 years
Text
Yakking ‘bout Games: Resident Evil 4
Tumblr media
Yakking ‘bout Games is a series where I talk about games that I’m currently playing or have just finished. It can be new or old, console or PC, good or bad, it really doesn’t matter. If it’s a game worth talking about, you’ll see it covered here.
Where do I even start with this one? Resident Evil 4 is one of those games that doesn’t really need an introduction. It’s a legend of the industry. A game that somehow managed to transcend its own genre to reinvent another. I could start with how it was supposed to be a more traditional entry in the series. I could discuss about it being part of the Capcom Five, a series of titles intended to be exclusive to the Nintendo GameCube which ended in complete disaster. I think it would be easier to just dive in, wouldn’t you agree?
Tumblr media
Fair enough, Leon. We’re getting into it now.
After the Spencer Mansion (RE1) and Raccoon City (RE2 & RE3) incidents, the evil pharmaceutical organisation known as Umbrella are finished. All is right with the world. It doesn’t last long however as Ashley Graham (the US President’s daughter) is kidnapped and only one man is up to the job: former rookie cop turned badass secret agent, Leon S. Kennedy. Leon is sent to rural Spain to locate and secure Ashley, but it isn’t long before things go pear-shaped and Leon ends up being infected with a mysterious parasite.
Tumblr media
To be fair, when have rescue missions ever gone smoothly in movies and video games?
I wouldn’t say the story in RE4 is the most complex or well delivered, but the dialogue and characters certainly hold it up. I’m convinced that the writers just sat around watching Commando when coming up with the dialogue for this. Some of Leon’s lines feel right at home in that style of movie and I love them. A personal favourite of mine would have to be his exclaimation of “No thanks, bro!” when first encountering one of the villains. The characters are also a delight. I adored Luis Sera, a very charming womaniser, Ada Wong, a femme fetale type returning from Resident Evil 2 and Lord Saddler, the grandiose leader of the evil cult that kidnapped Ashley. Of course I can’t forget The Merchant as well.
Tumblr media
You’re imagining his voice right now, aren’t you? Me too.
To say that RE4 is just a survival horror game is overlooking what this game managed to achieve with its gameplay. It still keeps with its survival horror roots in that inventory and resource management is a key element. You don’t have a huge amount of inventory space at the start (though this can be upgraded) so you can only hold a certain amount of weapons, ammo and healing items. Meaning that you have be a bit smart with whatever you have. You can even play a little inventory Tetris to fit items in. You still solve puzzles and still have to hunt for key items in order to progress but what truly made this game stand out from the crowd was its take on third-person shooting.
Resident Evil 4 finally managed to crack the problem that so many third-person shooters and action games could not figure out. It managed to fix the camera perspective by having the camera always overlooking the main character’s shoulder even when aiming. This was a literal game changer. It finally allowed for more precision and less frustration which wasn’t possible before. It feels great. Firing a gun in this game is a treat. All the weapons feel fantastic to use (especially the shotguns) and as mentioned previously, the over-the-shoulder perspective allows for more precise aiming so you can shoot enemies in certain body parts which plays a huge role as certain enemies and bosses can only be defeated this way. Instead of a reticule, you get a laser sight on all guns which adds a little difficulty to the aiming.
The melee combat also gets an upgrade. It was pretty simplistic in the previous entries as it was supposed to be more of a fall back option if you used up all of your ammo. You still get a knife in this game which can be drawn to give enemies a quick slash which is useful if they’re downed, but you can also perform melee moves after staggering an enemy with a well-placed shot. These are pretty fun to pull off and can be instrumental in saving your life. The combat just feels fantastic and this game introduces so many different ways to deal with certain situations. Guns can even be upgraded in order to be even more effective with them dealing better firepower and higher ammo capacity.
There are problems with the gameplay for sure. It’s not too long before you encounter Ashley and have her tag along with you for a decent chunk of the game. Now generally Ashley isn’t too problematic to have around. You can tell her to follow you, hold position and even have her hide in certain spots and generally she follows these orders to the letter. The problem lies with her AI just deciding to do some daft things from time to time. I had numerous instances where she would stop following me while we were escaping from some enemies and would just cower allowing the enemy to grab and take her away. Thus the ever grating “LEON!!!” screech begins (no offense to her voice actress.) I feel that Silent Hill 4 did the whole escort thing better. Eileen Galvin wouldn’t do anything crazy (unless you gave her a weapon.)
Tumblr media
She’s not best pleased with me after that last paragraph. I don’t blame her.
Then we have the Quick Time Events. Now generally I don’t have a problem with QTEs being in games. It’s a regular thing in games now, I can live with it. The ones in RE4 at times can feel a little cheap. Especially the ones that just pop up out of nowhere during a cutscene when you least expect it. Not cool, Capcom. Not cool.
Tumblr media
I bet Indiana Jones didn’t have to worry about pressing square to run away...
Another issue I have is that some of the boss fights in this game do a pretty poor job of telling the player if their attacks are having any effect. It feels like you have to dump half your resources before they even flinch. This is a problem I’ve had with most of the games in this series and it still happens in the recent ones. It’s just not as bad. For the record, I’m not saying that the boss fights are near impossible, I’m just saying that I wish that certain bosses gave better indication that they’re being hurt by my attacks.
Resident Evil 4′s presentation is still excellent to this day. Obviously the graphics are showing their age (even more so when blown up to HD), but the enviroments are still striking and carry a great sense of atmosphere. I especially loved the look of the castle sections of the game. It definitely gave me a bit of a Devil May Cry vibe. (Makes sense. The two series are very much linked.)
Tumblr media
Definitely gets the “S” for Stylish.
The cutscenes look good and are pretty well directed. The voice acting is really good considering when this came out. Plus I couldn’t fault the music and sound design if I tried. It’s always been an area where this series has excelled at.
The game has a very good length to it. I finished it in about 10-11 hours. There is reason to go back again since you unlock some weapons and costumes just for finishing the game. There is also the Separate Ways and Assignment Ada chapters (available on every platform except the OG GameCube version) which focus on Ada Wong and they add a good few more hours to the play time. Plus you have the highly replayable arcade-style Mercenaries mode which tasks you with killing as many enemies as you can within a time limit to earn the highest score possible.
Resident Evil 4 is just sublime. The combat still packs a punch even to this day. It feels amazing and it allows you to approach different situations in a variety of ways. The game also just manages to stay true to the traditional fixed camera angle survival horror entries that came before by sticking to the same core values that made those games so tense and engaging. It may have some elements that haven’t aged fantastically, but it still plays well and provides a great experience for any budding survival horror fan. It’s a shame that because of this game, the series went off the rails for a while as some of the next entries just focused on the action. (For the record, I liked Resi 5 a lot.)
Interestingly enough, Resident Evil 4 doesn’t really get any of the stigma that comes with that fact. It’s still beloved and important. Play it yourself sometime and you’ll understand why.
0 notes
sapphire-weapon · 11 months
Note
your hc of 40 yo leon going full dicaprio absolutely killed me. but so, i was wondering, since you mentioned this was about OG leon and not remake leon, where do you draw the line between OG and remake in terms of movies? do you consider that every cg movie featuring leon is OG leon, including death island and infinite darkness, or do you consider that cg movies that have been released AFTER the re2 remake can be apart of the remake timeline, let's say? cause if capcom decides to go for a whole new canon it would be really cool, but then i wonder how they would categorise the movies. logically i'd say the movies are still apart of the og timeline since they're built on the og events. but if the remake canon theory turns out to be true, it will be interesting to see where the movies fall in terms of timeline
Look, man, I'm just sayin. With Leon being "The Protector" archetype, there's no way this man doesn't have a nurture kink. And if he's going to be filling in a nurturing role with girls who are going to want to call him Daddy, he may as well just go all the way with it and fuck girls who are legitimately young enough to be his daughter. Just go full YOLO with it, because it's either that or drink more.
anyway
Basically, I'm going off how the title logo looks. If it's in the style of RESIDENT EVIL then it's remake series. They're the only games that do this because the R and the E being red is supposed to be like. RE-Resident Evil 2, aka, Remake-Resident Evil 2.
And I look at it this way because, if the intention is to make the remake games their own spinoff series, Capcom is going to have to find a way to clearly label which title goes where. And right now, the only thing that's been uniform and distinctive among the remake titles has been the coloring of the logo.
So, yes. All of the CGI movies are OG canon, including Infinite Darkness and Death Island -- especially Death Island, since it's being referred to in marketing as a direct sequel to Vendetta. Literally only the remakes of 2, 3, and 4 are in the remake "timeline" so far.
Though I guess you could throw the original REmake in there, too -- because the events of the Spencer Mansion incident still had to have happened for RE3make to happen, so. It would have to be the original REmake, even if the logo isn't uniform.
At least for now. Who knows, Capcom could go stone cold fuck nuts and remake RE1 again just for the remake series or someshit.
But other than RE1make, there will be no overlapping titles. That's the point of making it a new series. The remake series isn't bound to anything the OG canon has done, and they can (and will) throw shit the fuck out that they don't want in there anymore -- especially the CGI movies, because they're not games and no one is attached to them and no one cares. So, if they don't want Damnation to happen in the remake-verse? Bye. BYE DAMNATION. SEE YA.
7 notes · View notes
valenfield-inspo · 2 years
Note
https://www.youtube.com/watch?v=sesSVipHk-A
I feel like this song works for Valenfield
https://megamitensei.fandom.com/wiki/Hoshi_To_Bokura_To
Here's a link to the lyrics
Ooh more music suggestions, yessss! The more the merrier! Thanks for the link to the translated lyrics, let's go ahead and dive right into the feels, shall we?
" Streets of yesterday
are reflected in the mirror
Even if I try connecting
the mingled pieces of the past together--
No matter how much I try scooping them up
They slip through my fingers
like grains of sand "
" I lived every day
spilling my feelings
Even if I try to only add up
my overflowing memories "
I like to think this could be Chris remembering his time with Jill,(post re6) after that bout with amnesia. Remembering everything they have been through together with RE1, post STARS, Umbrella's End, the formation of the BSAA and the events of RE5. Even their time not on the battlefield. 😏 😭
" But even so
The things I can see
aren't all there is to them
It’s in my heart "
FEELINGS! He's got them and knows she does to with this part:
" Under that sky
We were able to come across each other
through mutual attraction"
Maybe teaming up again in the future? ;) :
" Let's return
to the future we aimed for
Anytime, anywhere
We can meet if you wish for it
From now on
We don't need to make promises "
Thank you again for this wonderful choice! Have a great one today! 💚💙
I gotta say I do love the melody of this and the vocals are *chef's kiss*:
youtube
3 notes · View notes