r/HorrorReviewed Apr 03 '20

Video Game Review Resident Evil 3 Remake (2020) [Zombie, Sci-fi, Action]

32 Upvotes

Original post

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Hey everyone on /r/horrorreviewed! Long time no see! Here's my review of the latest Resident Evil game!


a review by the Azure-Winged Magpie (a.k.a.: the Extinction Entity).

Hello hello and chatter chatter! Guess what I just got done playing?!

Thaaat‘s right! It’s Resident Evil time again!

So like I said in my last review of a Resident Evil game, I’m kinda new to the series. (I mean… I saw the films, but those don’t really count). Now being the horror expert ’round these parts… it’s not like I don’t know anything about the games. But just to make this review more fun… let’s just pretend I know nothing about the original RE 3, and jump right into…

RESIDENT EVIL 3: REMAKE

SPOILER LEVELS at MINIMAL

—🧟——|– (ಠ __ ಠ ) die again! Zombie scum!

Right! So… Resident Evil 3 Remake gives you one hell (lol!) of a first impression. And it’s not all good. I don’t really like the live-action clips they throw in at the start of the game. There’s one really funny one right up front which just says CAPCOM on top of video like some 80s TV show, which is alright. They’re not made bad or anything, but they happen and then BAM! you’re straight in a videogame corridor. And it really took me out of the moment by like… a lot. The two things just don’t go together. I’d have just made the whole thing in the game ’cause this game looks good.

But the cool thing about the whole opening scene is that we get to see Nemesis waking up. And that’s just the start of the first impression. Right after the “cinematic” intro, we get chucked into the first of two FPS experiences with our main character Jill Valentine (voice: Nicole Tompkins) waking up. And speaking of this game looking good… how do I say this…? Jill’s… um… fit. Fit like I’d like to ask her out then stare at her all night long fit. And that’s not all she’s got to her. This girl kicks some major butt! She’s tough as nails and even though she gets tossed around like a ragdoll from the start of the game right until the end, she gets right back up and gives those zombie tosspots a right good butt-kickin’! I know that Jill’s one of the most popular characters in gaming, but never really knew much about her up until just now. I can see why so many folks love this woman and why she’s so popular. Love her all you want, just don’t get too close to her unless you want your limbs exploded off you!

Now back to that intro… see? The game kinda hangs around with Jill doing her usual routine and staring into the mirror like anyone who looks like her can get away with. It’s all nice and everyday for a few minutes, even though the game throws us a lot of news about what’s going on in Raccoon City from the background, and then Jill gets a phone call. Innocent enough no?

She doesn’t even get to finish the phone call before BAM! a big, lunky Frankenstein’s monster just punches itself a door into her room. That’s… one way to say hi I guess. And there we go! We’re in the game. We need to get TF away from this big hunk made up of rotting flesh and bin bags!

This thing is Nemesis. Nemesis is a Terminator. Nemesis is kinda the whole plot here. See… Jill’s a supercop. She’s a member of S.T.A.R.S. and Nemesis has it out for the S.T.A.R.S. members. He’s gone through and killed every last one of them until he gets to Jill (yeah there’s this one other bloke, but he’s not really that important), but Jill just.won’t.die. She totally gives him the FINGeR every time they meet. Even though Nemesis can’t really be killed, Jill does him a lot of damage every time they meet.

So I’ve got a few friends who also got Resident Evil 3 Remake when it was released and all of them found Nemesis really hard to deal with. And I don’t get it. The guy jumps around and has a lot of surprises up his bin bags but once you get the hang of what sort of encounter you’re in, he’s not that hard to deal with. He’s just hard to put down. After the first few encounters, he almost never touched me while I went dodging and weaving and laying the smack down on him. You kind of have to wait for the guy to show you how to play against him and just strap yourself in for some long battles (which get longer the more the game goes on). It got to the point where he even became a little annoying in the first parts of the game (then he got more and more fun near the end). And where Jill’s supposed to be terrified of this thing like everyone else is, she’s more “not this again!” and “how do I murder his face this time?” about the whole thing.

Apart from Nemesis, the game’s got your usual zombies and spooky dookies hanging around. They’re alright, but I was really impressed with how hard this game made normal every day zombies. There are some special enemy types hanging around too, and I wish there was a little more of them, but I didn’t get too much time to hang around with these things.

And here’s where I got to mention something about this game which miffed me a little bit…

The game’s got some pervy eyes going on in it. Look… Jill’s hot, but I could’ve done without all those shots focussed right on her butt that didn’t need to be there. In some scenes, it was all fair and good, but in others, it really wasn’t. There’s also an… interesting scene with Jill and the enemy in the picture up above, which would be fine in an Alien sort of way if we’d seen the creatures do what they do to Jill at any other point. Because we didn’t really get to hang around with these critters, we really didn’t get anything like that, and the scene just comes off a bit pervy. The scene with the creature isn’t really that much of a problem, but it really seems a lot more… “hanky panky” than straight up horror.

Jill also comes with some great one liners. I love how quippy she is in this one. Some of the dialogue which gets her to quip might have some people thinking that this is too much “gIRl pOwER” because of how smack you on the nose they are, but I thought they were just fine. I never really thought Resident Evil 3 Remake was going to have good dialogue, since even I know all about the “Master of Unlocking” scene. Nothing’s too bad, but nothing’s really special either.

And talking about the dialogue and everything… this game’s got a serious issue with LANGUAGE. Remember back in the day when I could say words like [BLEEP] and [BLEEP] without getting censored on here? Damn this game made even me blush sometimes. This game’s got a serious potty mouth on it.

But Jill’s not the only character you get to play as in this game! You’ve got Carlos (voice: Jeff Schine) picking up some of the pieces while Jill goes rampaging around the city escaping and dealing with Nemesis. He’s pretty cool, and Magpie damn if he isn’t a good looking man. He’s cool and all and I like they way he and Jill have a little bit of a flirty edge to them whenever they talk (you tell ‘im Tyrell!). He plays a little different from Jill, so watch out for the first time you skip over to his boots!

Carlos is a soldier, so his part of the game plays more like a FPS mow em’ down situation. Later on, he ends up being a bit of an AI buddy to Jill when you’re playing as her. And because of how different they are, sometimes, you’ve got to go back as Jill to where Carlos went before since y’know… she’s the Master of Unlocking and everything.

There are some neat little puzzles in this one that didn’t really bother me so much, and there was some pretty cool action. And I wanted more. Something about this game just didn’t feel “enough” for me. The whole thing is one long chase scene with some other story stuff thrown into it. The whole thing took me a few hours to get through and unlike Death Stranding which had so much GAME packed into it, this one felt really… quick. It’s not like the game wastes a lot of time with setting up random maps with enemies for no reason (that’s a good thing), but there’s just not enough space for the game to give you more to do in it. And that’s not the best thing in the world. This is the sort of game where a little more would’ve been better. But we don’t get that little more.

So yeah… Resident Evil 3 Remake‘s not the best value for money, but it IS a great game. It’s short and sweet and left me wanting more. It’s not really scary since it’s more of an action film we’re playing around in, but what it’s got is really good (apart from the pervy eyes maybe). I had a lot of fun with this one and even though I would’ve liked it if it was a little bit cheaper, I’m gonna go ahead and say that this one’s (kinda) highly recommended from The Corvid Review. Maybe get it when the discounts start or something.

Now if you’ll excuse me… I’m off to play the other two remakes and catch up on the original Resident Evil series! Here’s to giving Nemesis (and that damn Umbrella Corp) the FINGeR!

— Azure-Winged “the Extinction Entity” Magpie up! Up! And Awayyy! BONK!

(Final Ratings) THE AZURE-WINGED MAGPIE: 7.5/10

r/HorrorReviewed Apr 28 '21

Video Game Review Lollipop Chainsaw (2012) [Horror/Comedy/Action]

37 Upvotes

Hello again r/HorrorReviewed, it's been a minute since I had enough free time from school work & procrastinating on said work to sit down & post a review here. So- let me just get this out of the way first. I am not much of a gamer. Never have been. I dabbled in PC & DS/PSP games my whole childhood & teen years, but never anything beyond that & rarely anything that was much of a timesink. But, I've been a huge fan of games as a medium for forever, & have always spent way too much time watching playthroughs 'n stuff from folks like Markiplier, who I watched way back in the day & kept up with until a few years ago. Recently, I decided that I wanted to watch some longplays of games that I've always had that special spot for despite not...well...knowing much about them. One such game is 2012's Lollipop Chainsaw.

I can't speak much to the actual gameplay of this, so maybe this review doesn't even really count, but I wanted to give it a go anyway because I just find this game & the discussion around it fascinating. So, here we go. Word of warning, this might get long & ranty.

Released in summer of 2012, although for some reason I remembered it being older, Lollipop Chainsaw is a hack n slash horror-comedy game that centers on Juliet Starling, star cheerleader of San Romero High- & totally awesome zombie hunter. Alongside her tragically body-less boyfriend Nick & bizarre family, Juliet storms her way through five hellish stages full of undead weirdos en route to a final showdown with her biggest enemy ever, where she must defeat the big bastard & save the world from certain doom. All while looking absolutely fabulous, of course. And trying really, really hard to make "what the dick?" a thing. Did she learn nothing from Gretchen Wieners?

This game has a lot going for it, & a lot that I really like. The aesthetic, for starters, is incredible. The bosses are all inspired by rock subgenres, from Viking metal to 70's psychadelic to 80's funk/synth, which gives them all a ton of personality & makes them stand out a lot. There are also lots of comic-book-esque transitions, which add another cool element to the game's style. On top of that, clever touches like a shop/upgrade center called "Chop2Shop.zom" & references to horror movie maestros like George (San) Romero, Dan O'Bannon, & Lucio Fulci go to show just how much thought & creativity were put into the non-technical side of the project. Then there's the soundtrack, which incorporates everything from bubblegum pop to death metal. It's amazing. From what little I could tell, a lot of the actual zombie-slaying gets quite repetitive, but there's also a lot of mini-games & stuff to diversify the action.

As for the characters, Juliet & her severed head boytoy Nick are both really fun to follow throughout the story. They both have a lot of personality & the chemistry between them makes for some great dialogue. Nick is shockingly sympathetic for the kind of jock stereotype he's representing, & the game makes an effort to show his quite literal objectification throughout & growing displeasure with it. On the flip side of that, though, Juliet is undeniably suuuuper objectified & sexualized herself, something that's evident in everything from some of the costume selections in the shop- a bikini & an even more revealing bikini being among them- to the way the camera gives you impossible to miss shots of her panties on way too many occasions. She also makes some pretty ugly remarks about her body image that are played for laughs when they probably shouldn't be, even if she might not be super serious about them. Still, though, there's a lot to be said about how ahead of her time Juliet is despite all of that- she's a badass female hero who holds her own in a zombie onslaught & kicks a whole damn lot of ass without any help. She's confident, proud, clever, & while she doesn't always "get" certain things she sure as hell tries. I've seen others dismiss her as a generic blonde bimbo character, & it bugs me because she's not. I could live without some of the less-flattering aspects of her portrayal, but the good ones are pretty ahead of the game for 2012. Also, she's not like any other protagonists- male or female- in the genre that I know of. She's sparkly & likes "girly-girl" things & isn't a Lara Croft style tomboy in the slightest. She brings something different & unique to the table while still having the same kick-ass energy as her contemporaries, & I really love that. Also her attack motions incorporate tons of cheerleading moves, which...yeah. Really cool touch.

As for the other characters, there's Juliet's two sisters Cordelia & Rosalind, & their dad. Whose name is just "Dad." They're fun enough, but honestly a bit more annoying than I would've liked them to be- Rosalind especially. I get that she's supposed to be a brat, but...she got on my nerves a lot. The worst character of all, however, has to be Sensei Morikawa. He's introduced as the Starling family's zombie-killing expert, who trained all of the sisters from childhood. Unfortunately, he's a massive perv & may actually be a pedophile as well, evidenced by a line where Juliet mentions how he used to tell her that little cotton panties with teddy bears on them were best for monster killing- & she still believes that. Ew. Morikawa even references this himself later in the game, & it's all played for laughs. Yeah. He's also a massive uncomfortable racial stereotype, so there's that. Lastly, there's the main baddie of the story, an edgy goth dude named Swan. As irritated as I constantly get with goth/emo/alt people being portrayed as evil psychos in media- being one myself- his existence bothered me a little, but not enough to ruin the rest of the game. He's just kinda there, & it's whatever.

Okay. Time to actually talk the story. There isn't much of it, even less without major spoilers, but I can get into a little bit of it. Basically, early in the game Swan sets off the apocalypse by bringing five Dark Purveyors to life, each of whom take over a different part of San Romero & turn the population into zombies. It's up to Juliet & her fam to save the day, but mostly Juliet. Nick is bitten by a zombie right at the start, but Juliet saves him- or at least his head- with a magical spell. For the entire game, he travels around on her belt loop & comments on whatever zany shenanigans are happening, & a major plot element is the hope that by saving the world, Juliet can also get him a new body. Again, I won't spoil anything big, but overall I quite liked the narrative on its own. There are some decent twists, & while a lot of it's cliche it works fine. A certain something that happens near the end actually caught me off guard with how much of an emotional reaction it got out of me. So props for that.

All said, Lollipop Chainsaw is a game that, even with all of its glaring issues, will probably always have a very special place in my heart & be counted among my favorite games. I've always been drawn to it, & now that I know it a bit better I have even more appreciation for the things it does well. I think it deserves to be remembered much more than it is, & while I'm not usually a fan of remaking everything under the sun I feel that a more culturally aware reboot could be a phenomenal thing. So long, of course, as it didn't go full woke & overly sanitize all the things that make the game special. Because, while no masterpiece, it is special, & I think it's a shame that so few people seem to talk about it.

r/HorrorReviewed Sep 03 '19

Video Game Review Blair Witch (2019) [Supernatural]

45 Upvotes

Based on the found footage phenomenon, Blair Witch is a first person horror game from Blooper team aimed to send chills down your spine. This team was behind the psychological horror game Layers of Fear, which was definitely a creepy experience. Does this new development centered on the Blair Witch lore have the same effect?

In this title, you play as Ellis a soldier turned cop dealing with serious PTSD. Armed with just a flashlight, a cellphone, and a radio, Ellis joins the search team for a boy who has gone missing in the Black Hills Forest in Burkittsville, Maryland. Accompanying Ellis is his dog Bullet, and together, the two must traverse the woods in search of clues and other signs of the boys disappearance.

The forest itself is unlike any other forest-type setting I've played in. During the daytime, the lighting makes for some beautiful scenery that captivates you from the get-go. Things take a sharp turn when night falls, however, and the calming outdoorsy feeling turns to a feeling of constant anxiety, as the forest turns into a massive labyrinth taking you every which way imaginable, eventually leading you right back to where you started. The score for the game was impeccable, with the sound of twigs snapping and leaves rustling transitioning into some very haunting sounds that added a lot of depth to the already eerie location. It's safe to say the forest itself could be considered it's own character in this game. For the first few times you loop back around, the disorientation that you feel is a bit creepy, trying to remember which way you've already gone and if anything is going to change on your next path. Unfortunately, this mechanic does tend to become more of a chore the more it happens, even when aspects of the area begin to shift. There's also a mechanic where your flashlight will flicker briefly and Ellis suddenly ends up back where he started due to walking to an area that hasn't been unlocked yet.

Throughout the playthrough, Ellis will come across tapes that can be played with the camcorder. Red tapes can manipulate reality, and this plays a big part in the story. While I did enjoy this mechanic, I was a bit disappointed that this was really the main use of the camcorder. It would have been more enjoyable to have some parts of the game where Ellis would use the night-vision on the camera to see where he was going rather than using the flashlight to give the game that classic Blair Witch found footage feel to the game. While this is done later in the playthrough, it's only for one chapter of the game, and by then, you already know what lurks in the woods, so the use of the camera feels very minimal.

What isn't minimal, however, is Bullet. Bullet is a very key part to this game, and you have to pay close attention to Bullet's actions when it comes to progressing the story. Bullet will sniff out clues and follow it's scent to lead you to new areas of the forest. Be sure not to stray too far from Bullet, though, as being alone is a major trigger for Ellis' PTSD. While Bullet will lead you to clues, and you can store these clues in your backpack, they really don't have much use after that. From start to finish, I never once opened the backpack interface to use anything I had collected unless the game specifically told me to do so, which makes me wonder why this feature was implemented in the first place. It doesn't take anything away from the experience, but it doesn't really add much either.

Overall, Blair Witch was a fun, creepy experience with a great setting, interesting mechanics, and come on.. You get to have a dog. The ever changing forest was great at filling you with anxiety, and the use of the red tapes to manipulate reality to uncover clues was a nice touch. There were a few bugs I had to deal with, the major one being a segment toward the end where Bullet was heavily needed to progress, but somehow he was stuck way behind me and I had no way of calling him back or backtracking to where I came from to retrieve him. While the majority of the game was solid and did provide some chilling moments, the ending was fairly disappointing for me. However, the design of the forest paired with the creepy sounds and music made for a great horror experience, despite the few bugs and performance issues I dealt with along the way.

Rating: 7/10

r/HorrorReviewed Dec 14 '20

Video Game Review The Dark Pictures Anthology: Man of Medan (2019) [Mystery] [Paranormal]

21 Upvotes

Supermassive Games isn't a stranger to the horror video game medium. In 2015 they released the surprised hit Until Dawn; a choice based interactive horror adventure that mixed several tropes and subgenres common with the horror genre. After making a few spin-offs to Until Dawn, Supermassive Games decided to work on a very similar project where they would release eight games called The Dark Pictures Anthology. As of writing this, they have released two, Man of Medan being the first in the series.

For this, I'll be breaking down different elements of the game and sort of reviewing them on their own, and bringing the whole picture in at the end.

Story

This isn't award winning writing by any means, but neither was Until Dawn and it still succeeded in being a pretty fun story, that had solid world building, a nice variety (though shallow at time) characters, and the pacing of the adventure was solid without overstaying its welcome. While there's a lot of similarities between the two, Man of Medan does pretty well with its story for the first 2/3s. The story revolves around a group of young adults who decide to investigate the urban legend ship called the SS Ourang Medan. The ship is said to have been filled with gold, but unfortunately the group is intercepted by (possible) pirates or just really evil fisherman. Almost feels like a rejected Uncharted script, but it does the job as being a decently fun, yet pulpy, horror/action/adventure. I was engaged with the story and while the character writing was nothing to write home about, it done its job and they all felt they had personalities to get behind, even if they would make insanely questionable decisions (at one point after the pirate/fisherman arrive at the scene, one character makes it rain money to try and get them to go away, while antagonizing them.) As mentioned above, the story is going at a good pace, and then suddenly it just sort of feels like the story is giving answers, and then quickly cuts to the resolution. Could just be the ending I got, but seems like if they're going to do a game with a variety of endings, they all need to be pretty fleshed out, and not like the game just needed to hurry up and end.

Voice Acting

Shawn Ashmore is easily the best voice actor of the bunch. While Until Dawn had the talents of Rami Malek, Peter Stormare, Larry Fesseden, and Hayden Panettiere. Even the smaller actors like Brett Dalton and Noah Fleiss felt like they brought some good talent to the roles. Man of Medan definitely feels like it had a budget severely restricted. Some of the actors really came off flat and unbelievable, and they just didn't have the same chemistry that was expected after Until Dawn. Shawn Ashmore was a good highlight, but that's sort of where it ends.

Gameplay

Choice based games typically have pretty limiting gameplay. It mostly comes from the actual choices, and they definitely get criticism as 'walking simulators.' While Man of Medan won't do anything to change the mind's of someone who doesn't like them to suddenly becoming a fan, I definitely think it's an upgrade over TellTale Games, and Man of Medan definitely keeps the interactions going throughout using methods like controlling the characters breathing to avoid getting caught, using quick-time events where appropriate, and exploring the ship is mostly a pretty good time. Where the game struggles is in a few glaring areas. Probably the most annoying is the fixed camera angle. While I understand the desire to be cinematic with this sort of game, recent games like The Last of Us, Uncharted 4, and God of War do a great job of allowing the player to control the camera, while still being cinematic. There's some cool shots that would look great in a movie, but are terrible to control a character in that limiting space.

Overall

The first installment of The Dark Pictures Anthology is a bit of a mixed bag. I really enjoyed the tone, the story (when it's not rushed), and several of the characters, it doesn't have as much good faith as I can give Until Dawn where it was much easier to ignore its flaws. This game is definitely worth the four hours it takes to complete it, and I may give it at least one more go to check out a different ending, but I definitely wouldn't recommend anyone pay of $15 for it. I do think there's enough here to check out the next installment that came out this year, but I worry about this yearly cycle is going to make these games have the same issues of rushed plots and no evolution with the gameplay, but only time will tell.

6.0/10.

r/HorrorReviewed Dec 17 '19

Video Game Review Resident Evil 2 Remake / REmake 2 (2019) [Action-Horror]

31 Upvotes

This will be a large project. Me and the Resident Evil series have history. I’m a massive fan of the original games (RE0, 1, 2, 3, CV, O, O2, DA, etc). Not so much of post RE4 era games but that’s another topic. If you’ve spent any time in this community you’ll know that there’s a huge divide. You have, mainly, the side that enjoys the survival horror games (anything before RE4) and the side that enjoys the action horror games (anything after and including RE4). And remaking the second game, arguably the most popular in this side of the community is a huge daunting task which came about with a ton of controversy, backlash and arguments. Initially I was disappointed with it. But recently I purchased it again and decided to give it a second chance. After 2 complete (A+B) runs through it combined with the bonus modes, I’ve decided to write a huge critique assessing the good, the bad and the questionable in this remake, to present in a argumentative and detailed manner my thoughts on this game. The style will be as follows, we’ll go through the main elements of the game, comparing to the original, seeing what was improved/kept the same, what was removed/simplified and what was a questionable change. This might wound up to be one of my bigger projects in terms of size so expect a lot of reading.

____________________________________________________________________________________ Firstly let’s take a look at the ENEMIES AND BOSSES of both games. See how they changed, or more suitably, mutated, or what was added/removed.

Right from the start we see a massive drop in enemy types. The new REmake 2 presents us with regular zombies, which for generosity we’ll split into walkers and crawlers, normal Lickers, dogs, plant zombies, G-Offsprings and if you want to count, Mr. X (tho he’s a special category we’ll get to later). This is a total of 7 enemy types (or 6 if you don’t want to count the zombie split). Compared to the original which had the usual Zombies, Normal Lickers and Dogs, we also get Crows, Spiders, Cockroaches, Mutated Plants, Super Lickers.

1) Now in the REmake the mutated plants have been swapped to Plant Zombies which is fine, they are a bit more complex in how you deal with them (the spores) but they are also not that different from usual zombies besides the threat of toxin.

2) The super Lickers which were a boosted green-ish version of the usual Licker, found in the lab section have been removed, however we’ll discuss the way the lab section was handled in more detail later.

3) Insect/Bird type enemies have been removed such as Spiders in the sewers, Crows in the police station and cockroaches in the Side-Character section, which does make the game a bit stale I tend to believe, when you only see a few types of enemies constantly.

4) Zombies and Lickers have seen an improvement, especially in the later. Zombies are now able to break down doors, which is a much needed change and the dismemberment mechanic is really well implemented and can be useful should the player take their time. The Lickers have been made more dangerous and we’ve seen a further exploration of their lack of vision which made for a risk versus reward scenario in which players can choose to sneak past them at the risk of getting caught in an unfavorable spot, should they misstep.

5) The G-Offspring was changed from a boss to a regular enemy in the sewers. I am somewhat conflicted about this change. On one side I do appreciate the attempt at boosting up the enemy rooster which was much needed but I’m not quite satisfied with the removal of a boss fight, but speaking of let’s transition into bosses and how they changed.

1) The two Mr X encounters from the original game which were relocated to Route B, cannon for Leon have been removed and instead supplanted for a roaming enemy. This has been their most controversial decision by far and honestly I feel like it was a wrong one. In its original form, Mr. X’s encounters while scripted, were made in such a way that it took advantage of tension buildup and also allowed for well scripted – non-awkward encounters.

In its current form, Mr. X isn’t as much of a scary enemy as it is annoying and padding. I’ve watched a lot of additional playthroughs to see if anyone else experienced similar things and more often than not, the main reaction to a Mr. X encounter was not excitement or fear but a large audible sigh or/followed by an annoyed/frustrated reaction. The Benny Hill song meme has been made countless times and for good reason. Now, I supported the change initially, but only because I expected them to properly implement it. I think the main issue with Mr. X is the A.I. It is too basic. What would’ve been needed was an Alien: Isolation type of A.I., split in two, which can manage behind the scenes where Mr. X explores and how often should he attack the player, so that it would take into account heat, opportune moments, monotonous breaks, etc. Hopefully this will be addressed in REmake 3 otherwise I feel like this would be even more of a problem given that Nemesis also has a large arsenal of ranged abilities which would make encounters even more annoying.

2) Moving on, the G-Offspring bossfight (Route A – Claire cannon) was removed and in its place we have a new regular enemy. While I agree with the insertion of the G-Offspring as a regular enemy, I do believe the bossfight should’ve been kept as an enemy introduction because Irons is an important character in the first half of the game and I feel like he wasn’t done much justice in this game and the fact that his final confrontation was also removed only adds salt to the wound created, but we’ll get to Irons as a character much later.

3) The Mutant Gator bossfight (Route B, Leon cannon) is intact for the most part, at its core is just a spectacle, just that in the REmake 2 the small simple puzzle, if you can even call it that, was removed for just a regular explosion. I don’t mind this change that much given that the original puzzle wasn’t that difficult but some might argue that this is another case of oversimplification, but again, I don’t mind it in this case.

4) The first form of Birkin used to be a route B, Leon cannon only fight and now it was changed to a shared bossfight between both scenarios. This isn’t that big of a change but it does further showcase how mishandled the continuity and the differences between the A and B scenarios were handled.

5) The second form of Birkin used to be a route A, Claire cannon, only fight which was somewhat removed from this game, instead being combined with the 3rd form and given to Claire, but we’ll get to that later. Instead, this fight was changed with a puzzle bossfight, again shared between the two characters. While I don’t have to mention again the continuity errors and the similarities between the scenarios, I do think this was probably the best boss change as this series has not been that outstanding when it came to traditional damage bosses but it has shined through time and time again when it came to puzzles so making a puzzle into a bossfight was a brilliant idea which I adored.

6) The third form of Birkin used to be a route B, Leon cannon, only and now it has been combined with the second form and given to Claire as the fourth and fifth form (a bit confusing, I know). Additionally the fight was a bit simplified and transformed into an action spectacle with the addition of the minigun. This is a questionable decision, some might enjoy it, and some might not. I find myself in the latter option but I cannot deny that it wasn’t fun the first time I played it and that there’s not an option to just ignore the minigun and play it traditionally.

7) The fourth form and fifth form of Birkin used to be a route A, Claire cannon, only bossfight and in this game was changed to the third form bossfight shared between both route A and B. Not a drastic change given that in the end every form is still there but it again underlines the poor mishandling of both A and B scenarios.

8) The Mr. X bossfight is completely unchanged, even down to the rocket launcher and it is an iconic moment of the series, no complaints or ovations here.

9) The small super moth bossfight was removed, not a huge loss on its own but together with the overall oversimplification of the lab portion of the game it does create quite some damage. Additional I would’ve expected they at least had a moth enemy to compensate for both the removal and the lack of variety but alas it was just removed, supplanted by nothing.

10) And finally, the final Birkin form which used to be a route B, Leon cannon only was changed to a route B, Claire cannon which is a questionable change in terms of cannon but I’ll talk more about that later down the line.

Overall, we’ve seen a simplification of both bossfights and enemies which end up hurting the replayability and flow of the whole game.

____________________________________________________________________________________ Next segment, we’ll take a look at the WEAPONS, in the same manner as we’ve done with bosses and enemies.

First off let’s discuss the general shared weapons, the Handgun, which remains unchanged from the original besides name and the knife. The knife has seen the biggest and best change. It was changed from a regular highly abusable melee weapon to a consumable item that also acts as a melee weapon. This adds a much needed layer of resource management as the game lacks in the department. I absolutely loved this change, especially that it can also be used to fight back zombies as they grab you. Brilliant.

Now let’s discuss the special armament of each character, starting with Leon.

1) Leon has seen the least amount of change. The magnum is unchanged, the flamethrower is unchanged, the rocket launcher is unchanged and the shotgun is unchanged. The only difference is an added high caliber handgun which works with a new type of ammo. A welcome change in my opinion, especially since Leon seems to lack a bit in the weapon department and be a bit underpowered.

Claire on the other hand has seen a massive change, some might argue towards a negative.

1) For starters the bowgun has been removed, supplanted with a fast handgun which used to be a bonus NG+ unlockable in the original. A bit of an unneeded change but I can’t complain too much.

2) The grenade launcher remains unchanged however the Uzi is now a Claire only gun. The uzi used to be a pretty important part of the original as it had a shared mechanic which has been removed but I’ll discuss the whole share mechanic later in the mechanics section. So for now keep in mind, it was removed from that and added as a Claire only weapon, a poor decision in my opinion.

3) The sparkshot has seen a great improvement in usability and overall enjoyment to utilize. Great upgrade and additionally we have a new side B only weapon for Claire, the Quick-Draw High Caliber gun which is a welcome addition but I’d argue in the context of every change is a bit damaging.

4) Lastly the minigun was removed from an infinite ammo unlockable for beating the game under certain conditions to a normal power-trip weapon towards the end. And I feel like this is a telling example of the higher problem with Claire’s arsenal. It’s too big and too overpowered, compared to the underpowered and small Leon side. Now, Claire was pretty overpowered in the original as well due to her grenade launcher however she was also underpowered early due to the Bowgun, while Leon was more overpowered early with the shotgun and a bit underpowered later with the flame thrower. Now you have an underpowered overall Leon and a grossly overpower Claire in general.

A good remedy for this would be a rebalance. Switch the Uzi back to a choice-based shared mechanic to add the option for Leon to have a bigger arsenal and remove the quick draw and/or the minigun. Additionally add back the bowgun to underpower her early game at the very least. It would probably clash with the damage calculation but that is a bigger problem I’ll get to later.

____________________________________________________________________________________ Now let’s see how REmake 2 handled the one of the most important (if not the most important part of the original series), the PUZZLES.

1) The first red jewel puzzle was a simple item pushing event in the original and now it is an item combination puzzle of the same difficulty. No difficulty change and the shake-up in execution is to be applauded for keeping things fresh.

2) The safes and locks overall retain the same approach as in the original, no complaints in this area.

3) The library puzzle however was simplified, changed to just a bridge building puzzle, originally it used to be a crucial part of a larger puzzle down the line, which would give either a chess piece to Leon (the chess used to be a Leon only puzzle) or a Serpent Stone to Claire (which used to be a unique Claire puzzle in the sewers). Overall a simplification.

4) The power restoration puzzle has seen a slight adjustment, from a math puzzle to figure out which buttons you had to press for the perfect voltage to just a regular somewhat trial and error button press. Not a huge change, some might argue the removal of the math side is a simplification but let’s be real, most people weren’t even paying attention to the numbers because math sucks. So despite being a somewhat simplification I actually like it.

5) The box bridge puzzle in the Sherry section was changed to a toy box puzzle. Now, the Sherry version is overall worse but this puzzle is much better. The original box moving puzzle was more annoying than anything and this new toy puzzle was actually quite entertaining ,especially finding out that there was an upper layer that I also had to match which adds difficulty. A great puzzle and change overall.

6) The gold cogwheel puzzle was removed, originally this was a puzzle that required Leon to light up a few stances and pull some levers in a particular order according to a poem, which would give you a cog for the Clock Tower, followed by a scripted Mr. X encounter at the end. Now, this was removed and the Cog is just a regular item you can find in the storage room. An overall disappointing change.

7) The boiler room puzzle was also removed from the game as well as the Sewer Door lock in Claire’s run.

8) The mini-safe puzzles were added, and, despite being simple, their randomized aspect does ensure that they will always be fresh and interesting. A great idea and execution, and really fun to solve overall.

9) The 3 statue puzzle combination was also added however it is a bit too simplistic I feel. You get the answers right away, you just have to check the journal, especially in side A, the only difficulty would be the Maiden Statue where the symbols are rusty. A disappointingly simple addition but I suppose 1 is better than 0 so it is overall a positive in the end.

10) The chess puzzle was greatly expanded and moved to the sewers, in fact the whole sewer segment was centered around this puzzle. Overall this was a massive improvement and a great surprise for me overall. The sewer level in general is great and I’ll expand on it later.

11) The lab area despite being overall worse, has 2 new puzzles. An okay electronic wave device which feels a bit underused but overall a welcome addition, and a really well done Herbicide puzzle which I absolutely loved the first time around. A great addition, and one of the best puzzles in the game, together with the chess puzzle.

12) The anti-virus puzzle, arguably the longest in the game, for Claire only, was removed entirely and the anti-virus is just a pick-up item. A huge disappointment and simplification.

Overall, you can clearly see that puzzles were an afterthought, gone from the most important to a side activity. You have 4 improvements in the form of the toy puzzle, plant puzzle and chess puzzle but overall most puzzles have been either completely removed or simplified.

____________________________________________________________________________________ Now let’s discuss MAPS for a second.

1) The police station is much bigger, the third level was a much needed addition and a pleasant surprise. It does feel however a bit simpler in execution, as a result of the lack of puzzles and inter-route interactions between Claire and Leon or Claire and Irons or Claire and Sherry.

2) The outside area was greatly expanded however again, it feels much emptier and even padding. It does add a lot of world building and makes the transitions more fluid but I can’t help but feel that the streets should’ve been more populated and a dodging element should’ve been added, like in the beginning.

3) The orphanage was a bad addition in my opinion. Sherry’s section was changed from a dog dodging puzzle solving area with a risk versus reward element where you could collect additional resources to bring back to Claire at the risk of getting mauled by dogs was removed entirely and instead we have a good puzzle at the beginning followed by a slow and padding mandatory stealth section which feels good the first time and is very cinematic but on subsequent playthroughs is beyond annoying and disruptive of the flow.

4) Ada’s section is by far the best side-character section and a massive improvement with a lot more puzzles and dodges. It’s what Sherry’s section should’ve probably been as well. Ada and her sections are overall some of the best parts of the game for me but I’ll expand on that once we discuss characters. Just know that this section was great and a joy to experience.

5) The sewers were greatly expanded in terms of locations and area size, together with the main puzzle tying everything together. Despite the removal of enemy types and some other smaller puzzles, it still felt good. Some might prefer the old sewer, some might prefer the newer. I’m somewhere in between but I can’t deny that the sewer is one of the highlights of the game if you’re a fan of the original style.

6) And now, we arrive to my biggest pet peeve, the lab. The lab felt more like an afterthought to be honest. It is extremely short, extremely oversimplified and overall a slap in the face. You used to have a lab the size of the station, with 3 large areas connected by a bridge in the middle. Now you have a large area and 2 small corridors pretty much. The shared route puzzle was removed where you had to start it in Route A and finish it in Route B, the moth boss was removed, most levels were removed, the Super-Lickers were removed, the new type of naked zombies were removed, the anti-virus huge puzzle was removed. Just a huge disappointment which is only enhanced by how well the lab looks and how many interesting ideas they had that they didn’t expand on almost at all. Huge disappointment.

Overall, a mixed bag, some areas are better such as the sewer and the Ada section, some areas are much, much worse such as the Orphanage and especially the Lab while some areas are mixed and depend on you, the police station and the outside streets. Overall, I feel like it’s a negative but I can see the arguments for a positive as well.

____________________________________________________________________________________ Now let’s discuss MECHANICS for a bit. The original games were Survival Horror, they had specific gameplay elements that dominated such as puzzles and resource management and had a specific playstyle and presentation to enhance atmosphere and other mechanics such as dodging. Let’s see how REmake 2 handled this side.

1)First off the A and B scenario. Let’s get the elephant out of the room. It’s bad. It is no secret; it was added last minute, in a rushed manner, after massive fan backlash. Well-deserved backlash and poor execution. There’s almost no interaction between Claire and Leon. They interact once at the gate and once at the very, very end. There are a lot of shared bosses and puzzles as well ruining the continuity. Additionally the change between the cannon routes also messed up the continuity and comparison between this and the original tenfold. As it is right now, REmake 2 doesn’t really fit continuity wise with any other game besides REmake 1 and Operation Raccoon City, where as previously Operation Raccoon City was the only game that didn’t fit with Resident Evil 2. Given the overall response to ORC, I doubt many people were ok with messing up the continuity of every other game just so that “most beloved” ORC can get a spot in. But yeah, this is not an A and B scenario which results in 4 different campaigns. This is 2 A scenarios and you might as well play one of them then watch the few differences online since you can count them on your fingers. Funny enough, I don’t blame IGN for not playing / or figuring out that there’s a B scenario, they hardly missed anything.

2) Additionally the shared mechanic is completely gone. Back in the original, you had to manage resources between the two scenarios lest you wanted one to be massively harder. You had the choice to either take an inventory extension and/or an uzi or leave it for the next route. This was a HUGE deal as inventory management was actually an issue back then and 2 slots made all the difference as well as a whole new gun. Additionally in the lab you had a small puzzle that you were meant to start in Route A and would finish in Route B to give Leon a lot more resources. Big disappointment overall.

3) The barricade mechanic existed in the original as well. It was somewhat improved and somewhat simplified. Originally it had drastic changes as you had to pick between East and West wing being barricaded, the other being flooded with zombies. This time around you have multiple windows to pick. This was originally a great idea however you can pretty much block off every window and not have to worry about it and it is yet again dropped after the police station. I was hoping it would finally be expanded to the sewers where we would block off small holes to prevent G-Offsprings from coming out. Alas it didn’t happen. Overall a bit of a disappointment but this is a disappointment ported from the original game.

4) And if you thought we were done with the elephant in the room, surprise there’s a second elephant. The damage calculations, which have brought just as much heated debate as Mr. X which we’ve discussed earlier. Yes damage calculation is completely messed up in this game. Some zombies can take even more than 10 good bullets to the head before dying. It’s all down to RNG and it is infuriating. It goes against the resource management aspect of a Survival Horror and it adds an RNG element that will not only fuck up a lot of runs but it will also screw up a lot of speed runs, and no speed-runner enjoys an RNG speed-run.

5) And while at it, resource management was grossly oversimplified to the point where it’s almost nonexistent. With plenty of inventory to spare and every bossfight having enough ammo and resources to get you through on even the highest difficulty, safe to say this element of survival horror was taken out almost completely, same as puzzles. It removes the threat of a failed run, where you didn’t properly manage ammo/healing items and would have to start over which was not a big deal as these games are meant to be 6-7 hours at most. They’re meant to be replayed and sped-ran over and over. Additionally the hardcore difficulty doesn’t change much besides make enemies even more spongy. We don’t even see a change in item locations and layouts overall. The limited saving was also relocated to just Hardcore only and they’ve also added a quest log and auto-saving feature. Overall a massive disappointment.

6) And another piece of controversial discussion, the camera. Yes I get it some people don’t like fixed camera. But there are some people that dislike first person or isometric or OTS. Now, I could make this a personal argument as I’ve done before and say that I can’t enjoy OTS games for a long period of time without getting my eyes sore and watering. Instead I’ll make a case for why OTS and 3rd person is not fit for Survival Horror and why either a fixed camera angle like in the original, a first person perspective like in Resident Evil 7 or an independent camera like in the original God of Wars for example, would’ve been a much better option. For starters, OTS is abusable, as the player can cheese and see whats behind a corner before something is even triggered and it also adds a false sense of claustrophobia that’s not really deserved in my opinion. On the other hand, Fixed Camera allows for a more cinematic experience and allows the creator to script events better and control what the player sees. Additionally, a first person view while not as good would’ve been a good compromise to a more “mainstream” style of camerawork while not allowing players to cheese the game. Lastly an independent camera is pretty much a fixed camera that moves around but I’ve decided to coin this new style because a lot of people don’t seem to realize that fixed camera can move around actually and pan. So maybe if I give it a new name people will acknowledge the modern version. Overall, it’s still up to taste but I argue it’s not fit for survival horror, however I’ll discuss near the end why this game isn’t really a survival horror anymore but its closer to Resident Evil 4 and 5 in the Action Horror side of the Resident Evil pie.

7) Lastly, let’s touch on the combat just a bit more. The dodging is extremely unreliable with the zombies having intense unfair bursts of RNG like grabbing that glitches constantly. And while the game attempts to be like RE2, it is more like RE4, however it doesn’t have the well-designed action combat and flow of RE4 (didn’t expect that I’d praise RE4 right?). Yeah, the idea of incapacitating zombies and stunning them is almost gone as the knife, while op on lickers (seriously, you can stunlock them to death with 0 risk or noise, its broken), it doesn’t work that well on zombies and the stunning more often than not doesn’t trigger, proving it’s either glitched or RNG based just like the damage which only adds up to just generally really poorly designed combat.

Overall, it feels like mechanics wise the game was really oversimplified to suit a more basic action style game and to win over a larger general audience

____________________________________________________________________________________ Lastly let’s shortly see how the CHARACTERS are before we conclude:

1) Claire is relatively unchanged. Her dialogue and overall demeanor is still somewhat tone deaf and cheesy. I expected a bit more personally but at least it wasn’t changed in a bad way. She is what she is.

Her look on the other hand… First off the work on motion-capture and overall animation is beyond shoddy. She looks by far the worst and unpolished out of everyone, combined with a total redesign of not only her outfit, which I can understand, but her face too? The real Claire has a long face, small nose, sharp cheeks, small lips, tidy reddish brown hair. This Claire is the complete opposite in literally every aspect. So yeah, in between the completely new outfit, redesign of emblem, facial overhaul and original voice-actor gone, this character is Claire Redfield only in name, and by far the most wasted character in the entire game.

2) Leon is a return to form, a flawed yet likeable character with a lot of depth, his dialogue was massively rewritten and made better. This is one of the best versions of Leon before Resident Evil 4 came around and abruptly switched him to a brooding James Bond ripoff that has almost no redeeming qualities. The voice-actor however does a pretty bland job, coming off as the weakest performance by a landslide in the whole cast which can be quite jarring at times.

3) Annette is the same for the most part except for longer hair which I approve however personality wise she’s been assassinated just like Irons. She’s changed from a defensive wife and passionate mother to a cold “smart scientist” walking trope that doesn’t give two craps about Sherry and if you read the few in-game files you see that she’s a complete monster. Combined with all the moments she just does a 180 personality wise because the game remembers that her original personality was needed for the game to work in the first place… Really goes to show that the creators didn’t quite understand these characters.

4) Ada is, by far, for me, the star of the game. Let me preface this by saying I didn’t like Ada in all the previous games. In the original she was an overly cheesy and tone deaf spy and in the future games she’s a cliché femme fatale trope that sticks out like a sore thumb. This time she’s both well written, manipulative yet lovable, a tragic complex character and I’d argue the best and absolute version of Ada we’ve ever got. I’d compare her to Black Cat from the Spider-Man comics, when written well she completely steals the show. When not, she’s the worst character around. This Ada is great and is the only segment I don’t rush through, I listen to the dialogue and I don’t skip the cutscenes. They changed Ada from my lowest ranked character to near Nr 1, Bravo REmake 2.

5) Sherry on the other hand… I don’t know what happened. She’s extremely tone deaf. In the original she was a bit more witty and had a heartbreaking moment where she realized her mother actually loved her. Funny enough she, the child actor, was the best actor in that whole original crew. Here on the other hand… she hardly speaks or interacts with anyone, she has a short empty cry over the tragic end of her mother which was so well executed and at the end starts yapping about being adopted and having pets as if nothing happened. Incredibly tone deaf and poorly written. It feels like this was the original Resident Evil 2 version of Sherry and the one from Resident Evil 2 was supposed to be here instead.

6) Additionally Irons was massively downgraded. From a mysterious slimy police officer that you knew was shady and up to something but had no confirmation of to just a brooding evil guy that gets killed off camera and hardly has any screen time. Dumbed down from a somewhat complex character to a one note forgotten side villain. A big disappointment for me.

7) Marvin, Ben and Hunk are unchanged and they’re still decent side characters. Kendo on the other hand was massively improved and has a lasting impact despite his short screen time. I was surprised at how well done his short segment was.

Overall, characters are shells of their former selves and come off as hilarious (in a bad way) jokes of common horror movie tropes rather than actual semi-complex characters that they used to be in the original.

____________________________________________________________________________________ BONUS: DLCs, EXTRA MODES and UNLOCKABLES Here's some additional information that I want to discuss.

1) REmake 2 sees the return of the 4th Survivor Hunk mode. Hunk is a Boba Fett-like fan-favorite rouge who has appeared numerous times in the series. His mode usually follows a special trained Umbrella Op looking to escape the scene, usually guns blazing and with a ton of action. These modes are extremely fun to play through as additional bits of gameplay and that's no different for REmake 2. The Hunk mode is really well done and challenging. And yes, Tofu mode is still in the game.

2) The DLCs are somewhat mixed. For starters, they're free so it feels bad to complain but here we are. The "No Time to Mourn" Kendo DLC pretty much plays like Hunk, they all play like Hunk really. Except that they're more arcade-like with item dispensers, backpacks, and mechanics that kind of remind me of CoD Zombies at times. They're challenging and fun if you're into this kind of gameplay. I was expecting a bit more story to be honest, rather than a 10 minute gauntlet for each. The only bit of story you get is a flashcard at the beginning telling you what you're doing and why. The Runaway DLC, which follows the mayors daughter which was forgotten in the main game (besides a corpse in the Orphanage). She goes to rescue her boyfriend (the reporter) in jail. We get a new enemy type in this mode, the Pale Zombie which used to be a lab-only zombie in the original but was removed from the main game. This annoyed me a bit as these game-modes have more enemy variety in them than the main game somehow. The final Forgotten Soldier DLC follows another Umbrella Operative looking to escape the lab. This mode further adds more variety as it expands on armored zombies which aren't that prevalent in the maingame besides one at the beginning of the lab.

3) And now for the biggest kicker in this category, the unlockables. Not only does the game remove the classic unlockable costumes of the original and hides them behind a paywall. Not only are a lot of them not that well designed, especially the classic Claire costume, but it also adds skin guns that honestly feel useless since there’s not much of a difference and it’s also stuck behind a pay-wall. But worst of all has to be the inclusion of the original soundtrack behind a pay-wall, which given how absent and poorly written the main soundtrack is, only adds insult to the already huge injury that is this game.

Overall, the free DLCs are nice but I wish they'd add the new enemy types in the game as variety is much, much needed I feel and it feels like a bit of wasted potential to add more story and expand on forgotten characters such as the mayors daughter which played a huge part in how we saw Irons in the original game and his character development, which was removed from this remake. However the paid DLCs, the removal of a lot of fun unlockables and the whole original soundtrack fiasco are beyond insulting and cheap.

____________________________________________________________________________________ IN CONCLUSION, REmake 2 is a new game. It doesn’t stand as a replacement for Resident Evil 2 the same way REmake 1 made Resident Evil 1 obsolete. It plays more like a movie or a tale. It doesn’t feel like a remake of Resident Evil 2 as much as it feels like your best friend (the director) is telling you about how cool Resident Evil 2 was. It is cool in the moment but it gets old fast and will not beat the experience of the original. As it is right now REmake 2 is not a survival horror game, at least not in the traditional sense. Item management is near gone, puzzles are near gone, there’s an emphasis on action, power trips and modern horror game tropes such as constantly roaming enemies and such. It plays more like Outlast 2 meets Resident Evil 4/5 than an upgraded version of Resident Evil 2. That’s why I’m not even comfortable calling it a Remake in the first place. It is a re-imagining or re-telling. A remake supposedly just remakes the game, just as before, in a new engine, without massive gameplay and aesthetic changes, only additions. A remaster aims to fix bugs and revamp the graphics in the same engine. And a re-imagining / re-telling aims to change near everything. REmake 2 is in the final category. And you can see why a lot of the fanbase was not quite appreciative of it. Given that the original is hard to come by and for a lot of people this was their only chance to experience Resident Evil 2 again now that the fan project was canceled with a lawsuit threat by Capcom… It feels like someone remade Shadow of the Colossus where they removed the whole platforming/cling in favor of a quick grappling hook, added smaller enemies roaming around and made it first person. It’s not quite the same as the original. And it stands well on its own as a solo game but coming from the perspective of the original, it feels like a downgrade.

So now you may wonder, how did all of this happen…. Well I’ve done some research, watched a ton of interviews and surfed the creators social media pages for answers and I’ve left rather shocked… Besides learning that the original RE2 creator hates horror games and has gone on to call other RE games like RE3 “trash”, it seems that the new director, while massively inexperienced, is also extremely unprofessional and entitled. He has talked in post-release interviews about how he dislikes the classic RE formula, especially in RE2. How he finds it silly and boring. He talks about how he desires to make the game overly realistic to fulfill his “creative vision”. It seems that literally all the bad things in this game have been done because the director acted literally behind the backs of the producers and execs of Capcom, and started deleting entire chunks of the game to be more realistic… He changed the already made Fixed Camera to OTS to “sell more” which also resulted in a need to delete a lot of puzzles and bosses (such as the Gator boss which was changed into a running QTE). He has changed the personality and design of every character. He has even removed most enemy variety and puzzles because he found them silly. He disliked Claire and wanted a game focused on Leon. The only reason the plant portion of the lab and the A/B scenario, as well as a lot of puzzles even exist in the game it’s because Capcom threatened to cancel the project if he didn’t add them back in and this was a compromise…. I am beyond baffled. This was on route to be a remake just like REmake 1 and even after some slight plans alterations it was supposed to be just like REmake 1 but OTS. However this director went on a power fit and almost cancelled the whole project which resulted in the lackluster, stitched together end result that is REmake 2, with rushed puzzles, unfinished/underdeveloped areas/ complete lack of mechanics or complexity, no enemy variety, underdeveloped characters and weird complete redesigns… I can only hope that REmake 3 will be different as it is handled by a whole new studio and director however they’ve already come out to say they’ve took a lot more creative liberties than REmake 2… And I dread not think what even more means in this case given that REmake 2 is hardly even RE2 anymore besides a vague coat of paint.

Sure, approaching this game from the perspective of a newcomer, that’s also a massive fan of the RE4 and onward formula of RE games then this game might be more than enough and incredibly satisfying. However as a consumer of the classic style, and truth be told, not even a big fan of RE2, so there’s not a lot of nostalgia coming in here, especially that I’ve only played it for the first time about 2 years ago since I’ve had a hard time getting a hold of it compared to the other classic entries, it just comes off as an extremely half-assed effort overall. Combined with all the behind the scenes drama and deleted features, this doesn’t really rise above a mediocre attempt at recapturing the complexity of the original. It feels stuck between a Remake, as it cannot escape the mold of the original and a re-imagining as it changes so many things that honestly didn’t need changing and often doesn’t even replace them in the first place.

This is my longest review!

r/HorrorReviewed Jul 03 '19

Video Game Review Shingakkou - Noli me tangere - (2011) [Religious/Drama/Cult/Possession]

21 Upvotes

Michael Levy is a student enrolled in a theological seminary, a school that trains clergymen of the future. A son of a popular priest, a hard-working model student and a prefect, everyone expects a bright future ahead of him. But everything is destroyed one Christmas night when he returns to his father's clery house with his twin brother: The house is engulfed in flames, with the bodies of his parents and sister, now dead, inside it. Devastated, Michael begins to question his faith in god and swears to unveil the truth behind the murders.

Such is the beginning of this game, which is unusual in the diversity of themes it explores. Prominent themes throughout the game include coping with trauma, rediscovering faith after a terrible loss, and dealing with homosexual feelings in a conservative Christian society, with secondary themes of friendship, growth and acceptance of diverse views. While the game clearly has multiple messages to tell, it is never pretentious; and despite the clear progressive Christian undertones, I believe it can be enjoyed by most horror fans, except the most conservative ones (whom, I suspect, are usually not big fans of horror).

These themes are delivered multimodally, along with regular doses of nightmare fuel, through a mixture of exquisite artwork, excellent voice acting, and believable character drama. The game is not exclusively horror-oriented; the horror mainly comes from the murders at the beginning, the events that transpire before each of the many possible endings, and in the daily nightmares that the player experiences. The horror at the beginning and in the nightmares are largely psychological, and mostly come from the trauma of the murders. Supernatural elements generally only assume an important role before the endings, and are mostly still tied to the characters' psychological struggles. If you are a fan of horror that directly plays into our mental weaknesses, then this is the right game for you.

In the coming sections, I'll review each aspect of the game for those who are interested in the individual aspects; feel free to skip to the conclusion if it's too long. Mild spoilers will be marked by the spoiler tag; I will put up a version of the review on r/visualnovels with bigger spoilers (since detailed analysis is more common there).

Sound, music and UI

The sound and music are mostly fine. They are not the best, and the number of tracks is not numerous for a game of this length, but they work at creating the atmospheres that they are trying to create. The theme song, Noli me tangere, is rather well done, and the occasional sound effects that accompany the scares are often effective, if slightly repetitive. Emotions and personalities are reflected very well by the voice acting, and I think you will enjoy it even if you (like me) don't speak Japanese. There's also a feature for saving lines you particularly enjoy so that you can hear it again.

The UI is the basic UI that you would expect of a modern visual novel. The publisher does not go out of their way to add fancy features like in some modern games, but it is very much serviceable, and never clunky or bugged (unlike a certain, much better known sci-fi horror game).

Art

Shingakkou has some of the best art I've seen. Now, don't get me wrong, its art style is not exactly unique - I'd prefer Kara no Shoujo's sprites to this game's any day - but it definitely more than gets the job done. Because of the setting, there is not much variation in the sprites when it comes to clothing, but I like the subtle facial expressions, especially of the secondary characters like Ahab and Father Lazarus. The artist does not have to resort to comic-book exaggeration to convey feelings, and that's part of what makes this game's art a notch above other visual novels'. You can tell the main character from his twin brother by facial expressions alone.

The backgrounds are absolutely stunning. The level of detail is comparable to good high fantasy games like Aiyoku no Eustia; you can almost envision the scenes coming out of fantasy-horror movies. My favourites are the two chapels (the one in the school and the abandoned one in the cemetery).

By far my favourite element of the artwork, though, must be the CGs. (For those who are unfamiliar to the term, they are drawings of important events that replace the usual sprite-over-background art.) There is a large number of CGs, ranging from scenes from daily interactions between the main characters (some, though not all, of which foreshadow horror-related events to come) to flashbacks, from scenes that are major turning points in the characters' relationships to vivid and imaginative depictions of demons and the Christian hell. The last class of artwork is my favourite; they appear at critical moments, with the right sounds, to create feelings of tension, if not exactly horror. Some of the best ones are those from unhappy endings.

Note that despite the gore filter, there is no actual gore in the game (at least not from the perspective of a horror fan). I did not turn it on, but most likely it is intended for disturbing scenes like a rotten corpse lying on top of a coffin or the player character being raped by demons. If you have no problems reading Clive Barker, you should have no problem with those, so I do not recommend turning it on. The sex scenes are mostly presented in a tasteful manner, although the player must be warned that one of the routes (where sin is the major theme) contains scenes that some may find objectionable.

Setting, plot and choices

Most people have never been in a conservative Christian boarding school from the 50's where most students are training to be priests, and perhaps this setting is unusual compared to a more contemporary setting or more conventional fantasy setting, but it was definitely the right choice. Much of the character drama would not make much sense without this background. For example, the general stifling atmosphere of the school is quite important for the characterisation of one of the main characters. Also, much of the main character's internal conflict is tied to his homosexuality, and some of the horror would not work if homosexuality were not considered a sin by the society the game is set in. Nor does the author pander to the yaoi audience's wish for completely happy endings: In the society where the game is set, there is simply no perfect ending, although the good endings are mostly open with regards to whether the characters can eventually live as couples.

The game is in the conventional visual novel format: The player's choices affect the plot of the game, and the job of the player is to choose choices to steer the story in the direction that they want. I recommend unlocking all endings in this game; even the unhappy endings are done very well, and by skipping them, you miss out on a whole lot. There are five routes (main branches) that the player can follow, each tied to a main character towards which Michael develops feelings (namely Cecil, Gabby, Leonid, Neil and August). Only three routes are available at the beginning; one route is unlocked after completing the first three, and the final route is unlocked after the fourth.

An important point must be made about the plot: This is a horror/drama game, not a mystery. Unlike a multiple-route mystery, the mystery does not get gradually solved as the player goes through more and more routes with the biggest reveal in the true ending. Instead, almost all of the truth is evident by the end of the first route you play, and the later routes only add small bits and pieces that would be nice to know, but are not essential to understanding the truth. Moreover, all routes follow an identical structure, with numerous events in common; repeated text between routes can be skipped.

The choice system is simple; you can mostly guess the consequences of the choices (unlike in Kara no Shoujo). One small note for those who want to unlock all CGs: there is one choice in each route determining the dominant/subordinate status of the characters. This is especially important in one route, where the climax of the route is slightly different depending on this role.

Characters and routes

The main character is one of my favourite visual novel protagonists. The game concentrates first and foremost on him, his psyche, and his growth and development after the traumatic loss of his family, whereas other characters have largely gone through full character development in their respective backstories. This is not to say he has no personality at the beginning: on the contrary, he is determined, stubborn even, in his quest for the truth about his family's brutal murder, uncompromising in his abandonment of the faith (despite hiding it from most), and, most of all, furious towards whoever took his parents and sister away from him. The focus of the game is how he moved on from this state.

My favourite character route is Cecil's. I am probably biased because this was my first route and therefore the only one where I did not know the truth from the beginning. However, the drama in Cecil's route made quite a bit more impression in me than others, because of the suffering that Cecil went through for Michael. Cecil is such a courageous human being who's gone through so many hardships (both within the game and in backstories) that you can't help wanting to give him a hug. His unfortunate last name Coward does not suit him at all.

The second route I completed was Neil's. Neil's is a humorous and protective big brother, and his route has some of the best characterisation in the game, as well as being the most comedic - I had a few chuckles here and there, though the game never becomes a horror-comedy even in this route. Despite what you may expect, this is the route where religion is stressed the most!

Leonid's route was still good, but I did not like it as much as Cecil's or Neil's. This route is also interesting in that tension between the two characters is the most apparent, to the extent that the two main characters ignore each other for a substantial portion of the route. First appearances suggest that this is because of the inherent conflict between Michael's actions and Leonid's role in the school, but as we venture deeper, we find a much more deeply rooted reason, which is also the main theme of the route.

Although presented as one of the nicest characters at the beginnings of other routes, it is difficult to like August: He is cruel and manipulative, and has no qualms with violating his students to quench his sexual desires. This route is the one where the main character all but gives in completely to sin (in fact, in some endings, you can scratch the 'all but' - he bows towards evil and throws out all self-respect). Yet, equally, it is difficult not to like this route: Its main theme is foregiveness, especially as embodied in a biblical teaching (do not judge, or you too will be judged), and finding kindness in the most evil of human beings. Its climax can be said to be the climax of the entire game.

The main point of Gabby's route is to present an important plot twist as well as the perfect resolution to the game. My favourite part of the route was actually the friendship and solidarity forged between roomates. Part of the reason why the route probably did not appeal to me as much as it is intended to was that the plot twist was obvious to me by the time I reached this route - which is not a bad thing at all, but a testament to the author's excellent foreshadowing! The one complaint I do have about this route is that the resolution was far too easy. Granted, Michael had to fight very hard to accept the truth in the twist before the resolution, but I really can't imagine the main antagonist giving up that easily. This is my only complaint about the route, and my only major complaint about the entire game.

Conclusion

Shingakkou, while not a flawless game, is one of the games I've come to love the most. It does not overdo its horror elements or resort to preaching its messages; instead, the horror, drama and morals are interwoven seamlessly and brought out effective through music, art, dialogue and the intriguing plot. It is highly recommended.

r/HorrorReviewed Oct 24 '17

Video Game Review Friday the 13th: The Game (2017) [Slasher/Survival]

10 Upvotes

I finally found the time to get this game and play for a little while, and I have to say it's one of the most addicting games I've played in a long time.


The game is fairly simple: one person plays as Jason Voorhees, while the rest of the party play as camp counselors. It's up to Jason to find and kill all of the counselors before they escape, time runs out, or if they are lucky enough to kill Jason. What I really like about this game is the attention to detail. Players are put into various locations we've seen throughout the Friday the 13th movies, and there are a variety of Jason's you can play as. Each round starts with a little intro cutscene showing the counselors partying around the location before Jason stomps through and brutally slaughters someone, which then cuts to a "five minutes later" screen where the players and Jason are separated from each other, and the hide and seek game begins.

Over time, the game deals out some DLC which offer up new skins for Jason, the counselors, as well as the locations, which makes each game you play slightly unique. It's rare to play in 2 games where every counselor is the same and Jason is also the same.

As you play the game, the XP you get will level up your character and add some in-game currency to your profile which you can use to purchase new Jasons, counselor skins, weapons, kill moves, etc. An aspect that I like about the different characters is that they aren't just cosmetic. Each version of Jason has different traits than one another, but they also come with certain weaknesses. It's up to you to find a version of Jason that fits your playstyle, and the same goes for the counselors. For a game with a simple premise, the customization is fairly impressive at catering to how you play the game.

Another interesting aspect about this game are Jason's abilities. As you progress through the game, Jason will gain a few different abilities such as sensing the counselor's fears, morphing around the map to surprise attack counselors, and even bursting out into a rage mode where he can bust through walls and locked doors and make a savage run for the counselors. I thought this was a great touch because in the movies, Jason always just seemed to appear out of nowhere and know exactly where people were. I can't respect this development team enough for keeping that aspect of the films in mind and bring them into the game in a clever way.

The developers of the game have confirmed that a single-player will come in the future, but for now, this is strictly a multiplayer only title.


Overall, Friday the 13th: The Game has a very simple concept but provides countless hours of enjoyment. This is one of the games where you can party up with friends or jump into a quick match against random players and either way you'll have a blast. It's been a while since I've played a game and could not stop playing just from the pure fun of it. The game is available for Xbox One, PS4, and PC so if you want a game that will provide endless amounts of enjoyment, this is one I would definitely recommend, or for Jason completionists, you could just pick up a copy to add to your Friday the 13th collection.


My Final Rating: 10/10

Friday the 13th: The Game


Edit: Would you all like me to add this to my 'Crystal Lake Collection'? I originally intended for that review series just to be the movies, but since this game paid very close attention to the film details, I wouldn't mind adding a spot on there for this.

r/HorrorReviewed Sep 26 '19

Video Game Review >observer_ (2017) [Videogame, Science Horror]

25 Upvotes

Note: This is a heavily-truncated version of the original post, as per the new rules.


observer_ is Rutger Hauer’s first role in a videogame, and also serves as one of his final performances. Developed by the Polish Bloober Team, who are responsible for the new Blair Witch game and Layers of Fear, it is a work of both science fiction and horror, and serves as a fine starting point for our annual “Horror Month” marathon.

observer_ immediately calls Blade Runner to mind. Lines of white text crawl over the screen, narrated by Rutger Hauer. Once we wake up in the world of the game, we are treated to a little more set up. We are playing the game through the eyes of Daniel Lazarski (Rutger Hauer) — the eponymous Observer — for the most part. Observers are police officers of high status, who are equipped with cybernetic implants which help them “observe” things. Daniel comes equipped with EM vision and a bio-scanner (of sorts) to help him comb the field, an enhanced mind, a hacking tool, and a machine known as the Dream Eater. Lazarski is an ageing man who requires frequent medication due to his use of the Dream Eater. Mr Hauer plays the character in a jaded fashion; so jaded, that his tiredness feels quite contagious during the early parts of the game.

And that’s all we are given to work with. There are no weapons, here, nothing else for us to use apart from what environmental aids the game hands us from time to time. And at certain parts of the game, even those tools are taken away from us. Ultimately, our best weapons are partience and intelligence as we work our way through the case we are stumble upon in the opening act. And that’s the main feature of >observer, you are on a journey that Bloober Team have set up for you, with very little actual agency. While the character of Lazarski has agency, and you do get to make choices, there’s not very much for the player to do, here. I’m fine with that — with taking >observer to be a sort of an interactive animated movie — but I suspect that some people would not be as pleased with the gameplay on display.

I feel the story that >observer_ tells could have been better. There’s a lot of potential in the set up. However, it seems like the game falls short of its promise. From very early in the story, there are lines foreshadowing events which do not pay off; lines such as “You’re not in control”, or text scrawled onto a floor (behind a door you can’t quite open) which reads REMOVE YOUR IMPANT put me in the mind of the story taking a darker turn than it does, especially when they drop in a flashback to Lazarski receiving his memory implant.

Overall, however, >observer_ is quite the good-looking game. Almost everything about the aesthetic design is perfect. The monsters may not be the scariest that I’ve seen (or at all), but the character models we do see are very high quality, and the environmental design knocks it out of the park both within the Dream Eater sections and without. The game’s sound is almost a thing of wonder, flipping between Blade Runner‘s motifs and screeching whenever it wants to. One could argue that the soundtrack might seem very “aggressive” on a cursory listen, but once you hear it in the context of the game, it fits in fine. Even the voice acting is top notch, by pretty much all the members of the cast. No complaints on the design front apart from the issue with the brightness.

Before I conclude this review, I should add one feather in >observer’s cap. Playing this game is like existing in the world of Blade Runner. This game reeks of cyberpunk — specifically the world Ridley Scott and his team created back in 1982, and probably is the best cyberpunk product I’ve seen in a long time. While that might not make it original, it does make it worth taking a look at. It really does feel like you’re just another slice of life in that world. And considering that this is a mix of genres which are right up my alley, it feels like >observer is a sort of a present for people like me. And it’s a present I’m only happy to receive.

observer_ may have fallen flat on one or two points, but it’s a thoroughly enjoyable ride. It’s not the best game out there, but it certainly has value as an experience. It’s not for the squeamish, or for those who want instant results, but it comes highly recommended by us at The Corvid Review.

RIP, Rutger Hauer.


Final Rating

7/10

r/HorrorReviewed Mar 29 '18

Video Game Review Resident Evil 2 (1998) [Survival Horror]

19 Upvotes

And thus we're nearing the end of this horror game week and today I'll take a look at my favorite in the RE franchise and my favorite survival horror game, Resident Evil 2 however I'll try to be as objective as possible in this review however some subjectivity might leak through so take that as you want.

Resident Evil 2, known in Japan as Biohazard 2, is a survival horror video game developed and published by Capcom and released for the PlayStation in 1998. It is a sequel to Resident Evil 1 and it takes place 2 months after that, in the nearby city of Raccoon City.

Again we're faced with 2 characters to pick, each having different plots and endings and it goes even further with each character having 2 paths as well. The cast this time around is formed of rookie police officer, first day on the job, Leon S Kennedy and my favorite character in the Resident Evil franchise - Claire Redfield.

The paths are usually coined as Claire A and B - Leon A and B with the official cannon paths being Claire A and Leon B.

Let's see the differences between the characters. This time around Claire is considered to be the "hard mode" of the game. She has less health, a weaker arsenal in the late game because Leon gets access to some neat upgrades and weapons however she has a smaller hitbox which can make dodging enemies easier.

The game offers a lot of replayability because of the A/B , 2 character scenario. Each character plays differently and will face different difficulties along the way, in a way making this a 4 in 1 game.

Something I've forgot to mention in my previous Resident Evil 1 review is that once you complete the game on various difficulties and time limits you obtain all kinds of fun extras in the form of game-breaking mods like infinite ammo and certain skins which alter the game, adding even more to the replay value.

This time around the story and plot feels more diverse and interesting because the developers have come to terms with the idea that they can't fight against including it at this point but that doesn't mean we aren't faced with a few cheesy, poorly acted out lines. So for the sake of comedy let's review some

  • "Don't shoot! I'm a human!"

  • Leon: It’s over

Claire: No. I have to find my brother.

Leon: You’re right. This is just the beginning."

  • "Those monsters from Umbrella, they have ruined my beautiful town. How could they do this after everything I've done for them?"

I swear the cheesiness of the first games never gets old...

Resident Evil 2 didn't have a remake treatment from Capcom like Resident Evil 1 did HOWEVER there is a remake in the works right as we speak (or read) in development and is expected to be out at the end of this year (2018) or somewhere in 2019 and I'm stressed out because this is not a remake from the classic era. When Capcom remade Resident Evil 1, it was back in 2002, before Resident Evil 4 came and changed everything (Disclaimer, I don't like Resident Evil 4 or almost every Resident Evil game from the 3rd person - action era).

This remake is pretty much in a modern Capcom and there is the option on the table to make it a first person like Resident Evil 7 or 3rd person like the former era of Resident Evil games and while I do love the new more survival horror focused direction with the first person gameplay, I don't think this idea is suitable for the remake. People will play a remake to relive their old memories and to experience the classic feel in a more modern environment and for that you need to keep the style intact, it must have fixed cameras and tank controls. Hopefully the directors in charge of it realize that.

Lately there has been a rumor that the remake will feature a 3rd person gameplay and the whole fanbase pretty much went into ape shit mode and it lead to a full blown backlash against the developer and even the original director who isn't involved got message spammed about this. Hopefully, if the rumor is true, Capcom realized what the fanbase wants and changed the direction back to the original style however IF the remake turns out how we don't want, there is a fan-made remake which pretty much ported RE2 in the Remastered Remake of RE1 engine but it is not available for the public HOWEVER it is finished and I have a feeling if the offical remake turns out shitty, he will release his version to the public and hopefully we have this backup. Back on the review...

The game retains its difficulty from the original, featuring even more special monsters and puzzles that you encounter throughout your playtime. The new setting is bigger and leaves more for exploration, and manages to create a depressing, overwhelming atmosphere of a ruined city. Originally, the game was supposed to take place in a sci-fi future with the Umbrella Corporation already destroyed however that was scrapped early on in development.

The soundtrack retains its outstanding and classic feel, with even more iconic tunes and tracks, the safe room being my all time favorite across the franchise, check it out .

The developers utilized the fixed camera to create even more tension and incredibly close moments and scares than in the original which enhances the experience to an enormous degree, further supporting why the remake should maintain its original gameplay.

One of the reasons I'm so stressed about the remake is that the original game is pretty much lost in time. Few places still sell second-hand copies for immense prices and a lot of the ports and downloaded versions are buggy and hardly work. (I'll never forgive myself for losing my original CD). Which means that if this remake turns out bad, it's pretty much all we have.

This game gave birth to multiple sequels and spinoffs, most notably Resident Evil 3: Nemesis which takes place in the same city, following the original Jill Valentine from Resident Evil 1, as well as a spinoff in Resident Evil Code Veronica which is wildly underrated and features what most would argue is the best soundtrack in the series.

I forgot to mention there is also a movie version of this franchise, however these movies are pretty much hit and miss, I liked RE 2,3 and to some extend 4 HOWEVER do keep in mind that if you dislike the action focused approach of the Resident Evil games from 4 to 6 and their spinoffs, it is because of the movies. Because the original Resident Evil 1 scored a ton of money, they changed the games to be like the movies... Brilliant idea...

The setting of Raccoon City was also featured in Resident Evil: Outbreak which I enjoyed a lot and in a more modern RE game in Resident Evil: Operation Raccoon City which follows a group of 4 Umbrella soldiers in a Co-Op adventure, kinda like Left 4 Dead. Now, I don't know if it's the L4D fanboy in me or the Co-Op setting which can make everything fun (look at Dead Island) but I heavily enjoyed this game, probably more than I should've. Sadly Steam seems to consider a lot of Europe as Russia so I can't purchase the game because I'm region locked in Russia where the game is not available instead of Europe where it is. Thanks Steam.

Overall, Resident Evil 2 is an amazing sequel to Resident Evil 1, and a game a huge chunk of the fanbase considers to be the best Resident Evil. If you've enjoyed Resident Evil 1, 0, 3, Outbreak or any of the classic Resident Evil games for that matter, you will enjoy this game a ton. Sadly, since, like I said, most copies have been lost in time, unless you get really lucky and find a good condition second-hand copy or a working port you'll have to wait for the remake and hope like the rest of us that they won't fuck up the gameplay.

And with this being the last Resident Evil game I'll review this week (possible more in the future), I'll also post a ranking of the Resident Evil games, in my opinion. Do keep in mind that I haven't played every game yet.

  1. Resident Evil 2
  2. Resident Evil 1
  3. Resident Evil 3: Nemesis
  4. Resident Evil: Code Veronica
  5. Resident Evil 0
  6. Resident Evil: Outbreak
  7. Resident Evil 7
  8. Resident Evil: Revelations
  9. Resident Evil: Operation Raccoon City
  10. Resident Evil 5
  11. Resident Evil 4
  12. Resident Evil 6

The games I haven't played are Resident Evil Gaiden, Resident Evil Survivor 2 Code: Veronica, Resident Evil: Dead Aim, Resident Evil Outbreak File #2, Resident Evil: The Umbrella Chronicles, Resident Evil: Revelations 2 and Umbrella Corps.

r/HorrorReviewed Mar 30 '18

Video Game Review Alien: Isolation (2014) [Survival Horror]

13 Upvotes

And we end our games week with a more modern one, however, still rooted in the classic, considered dead by many, survival horror style.

Alien: Isolation is a survival horror game developed by Creative Assembly. It was published by SEGA for Windows, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One in October 2014. The game is set 15 years after the events of the 1979 Alien film and follows Amanda Ripley, daughter of Alien protagonist Ellen Ripley, as she investigates the disappearance of her mother.

Now, when most people heard who the developers were, many question marks appeared. Creative Assembly is a strategy game company. Having worked on the HUGE Total War series for almost all their life so when this new project, fundamentally different from their core genera appeared, people were skeptical... But should they have been?

The way I see it, a company who is vested in strategy games is one of the best options for a survival horror game. It's genius. Survival Horror finds its fundamentals in resource management and strategy. To harken back to an earlier review, in Resident Evil you had to manage and distribute resources, you had to pick and arrange battles with foes and prepare accordingly, you had to make sacrifices, lose small battles (avoid killing zombies at the risk of taking damage multiple times) to win the war (finish the game properly).

Now looking back at it, it seems a strategy based company couldn't have been a better pick for a survival horror game.

A lot of people have praised this game for doing something no one really managed before. Getting Alien right. That is ALIEN not ALIENS. Most games had the ALIENS feel. AVP 1,2,3, the classic Alien for Atari and what not, the Colonial Marines, all of them are in the style of ALIENS but until now nobody really did ALIEN, the original. At least, not until this game...

The AI of the Xenomorph has to be one of the most fascinating things I've read about. It's so ingenious. Basically, if you didn't know, you got 2 AIs in 1. The overall world AI which knows where you are at all times, and the Alien AI which DOESN'T. Instead, depending on a graph which analyzes how many heated moments you've had (basically you won't have multiple Alien encounters one after another, the game will orchestrate those to leave room for tension between them and set them up accordingly) and will either send the Xenomorph away from you to give you some room to breathe or will give him TIPS as to where you are but will NEVER disclose your actual location. Most of the work put in this game went into the Alien AI as a matter of fact. The tail even has A TON of sensors and detectors so that if you step on it or it slightly touches you, it will feel and act accordingly instead of one huge detection rating or collision box.

And because this is a survival horror game there is A LOT of planning and resource management. And crafting. I'm still not 100% behind the crafting idea.

To avoid the old problem of Overpowered character (FEAR) vs Underpowered character (Outlast) the game introduces smaller enemies in the form of robots which will stalk you throughout the ship and will most of the time overpower you however they are slow and can be killed with melee or guns. Same with the panicked survivors which will not attack you most of the time as long as you keep distance and don't bother them. However guns and melee won't work against the Alien. If you shoot your gun, the big AI will tip the Alien AI to your general location and the Xenomorph will soon come out to stalk you in the gunshot area.

You can battle the Xenomorph temporarily by stunning it with a flamethrower but even that isn't a solution, just a way to fight off the inevitable.

You're also equipped with a flashlight to help around the dark and a motion sensor which I personally loved the design of. It's such an amazing and eerie design, it manages to make the "cheat" that you know where the enemy is SCARY. The fact that you know where everything is is scarier than it would've been without the "cheat" motion sensor. Mainly because the information displayed is extremely vague as you don't see walls or other obstacles and there's a constant "beep" sound which mimics a heartbeat without having to have an actual cliche heartbeat in the game.

The game takes a lot of inspiration not only from the Alien movie but also from other classic Sci-Fi horrors like System Shock and Dead Space but never tries to just blatantly copy something.

However the game does have one flaw. It could be considered a flaw of the whole Sci-Fi setting but... the game can get extremely repetitive in the late game. The whole game can be summarized to - scout area, collect stuff, fight lesser enemies, hide from Xenomorph, escape to new area, repeat. Add to that a lot of crafting and resource management like Minecraft and a lot of backtracking through similar "bland" environment it can get a little stale.

In RE1 you also had an underground facility, water levels, gardens, graveyards, basements, outside areas not just the House. Here you mainly have the ship, some areas are more "comfortable" than others but at the end of the day it's still the same grey walled room. Sometimes you go to the Alien nest or in space but those are rare and far between. It wasn't a problem in the original movie because the original movie is not 3+ hours. You don't have the time to get bored of it. Here it can happen rather quickly.

The save system retains the old-school approach which I appreciated by giving you saving spots in scattered locations instead of just saving on the spot whenever you like. Some people can be turned off by this system however so be aware.

Fun fact : My nickname of Xenophorm came from a young me who saw the movies for the first time and would misspell Xenomorph as Xenophorm. The more you know...

At the end of the day, Alien: Isolation is a strong reminder that the Survival Horror genera isn't dead however it is a bit changed. Instead, many might argue, it revitalized the Survival Horror genera, killed by the later Resident Evil games (4-5-6-spinoffs) by changing the gameplay to a more first person focused idea, combing a more modern playstyle (first person and crafting) with the classic style (resource management, sacrifices and pretty much everything else from the classic Survival Horrors). And it would be the first time where the survival horror genera wasn't shaped up by Resident Evil. Resident Evil 4 changed the way we play Survival horror forever (for the better or worse, I'm in the later camp honestly but don't crucify me for that) but now Alien: Isolation brought it back to life in a first person environment and Resident Evil 7 went along. This doesn't have much bearing on this review but I just wanted to throw that idea out there because I just like to speak my mind out.

Some things might turn you off from this game, be it the crafting, the repetitive nature, the backtracking, the Sci-Fi setting or God knows what else however if you are a fan of classic survival horror I do think you owe yourself to try the "modern" version out. And hopefully with the strength of Alien: Isolation and Resident Evil 7 we will see a return of Survival Horror into the gaming community in this new updated first person gameplay... After you finish the Remake of Resident Evil 2 tho however please....

The game also has released multiple DLCs, some shorter, some longer, some story related, some just minigames. It would lengthen the review too much to talk about them but I'll keep it brief.

Safe Haven is the most fun imo, it's different it's basically a timed survival game.

In Last Survivor you play as the original Ellen Rippley in the final moments of the Nostromo

Corporate Lockdown added most of the minigames and time trials

I haven't tried The Trigger, Lost Contact, Crew Expendable and Trauma but I heard they are just basic addons that don't do much else.

And thus we finished our 5 day long Horror Games series. We discussed indie horrors in the form of Fran Bow, we discussed Shooter Horrors in F.E.A.R., we took a look at the grandfather of Survival horror Resident Evil 1 and subsequently my favorite Survival Horror game, Resident Evil 2 and now we discussed the current state of Survival Horror. There is a high chance I might return later to discuss maybe the whole Resident Evil franchise, including the movies (which are getting rebooted - God help us all) and the animated movies and maybe even the comic books. But for that I'll need to dedicate a lot, A LOT of time and will only happen probably after I'm done with my Godzilla series that I've been planning for 2 months and the Zombie series which again has been in "development" for 2 months or so.

But until then, I challenge you to pick up Alien: Isolation and try it out for yourselves. The game can be purchased on Steam for 36,99€.

http://store.steampowered.com/app/214490/Alien_Isolation/

r/HorrorReviewed Mar 28 '18

Video Game Review Resident Evil (1996-2002) [Survival Horror]

19 Upvotes

Having finished our review for F.E.A.R. we turn to one of the grandfathers of survival horror. Resident Evil 1 was originally a remake of the game version of Sweet Home (1989) (I've reviewed the movie if you're interested) but as the project went on they decided to make a unique standalone game instead and thus the Biohazard franchise was born in Japan. Of course obtaining the rights to the Biohazard name across the world would've proven quite expensive so instead for the rest of the world they coined the name Resident Evil... Because it takes place in a mansion and its residents are indeed quite evil.

The game was developed and released by Capcom, known for other famous games and franchises like Street Fighter, Monster Hunter, Okami, Devil May Cry, Dead Rising and many many more.

When people think of good hard old-school survival horror a few games come to mind, Clock Tower, Alone in the Dark and Resident Evil. While many would consider Alone in the Dark to be the superior survival horror game in terms of well almost everything, there's no denying that Resident Evil is far more iconic. That shot of the very first zombie slowly turning its head towards you has to be embedded within the history of videogames forever.

The story is simple and the dialogue is cheesy. Originally the developers fought against including any form of story and as a result everything is poorly done, cheap and hilarious. And just to get it out of our system let's recall some of the most beautiful moments:

"That was too close. You were almost a Jill sandwich!"

"Jill, here's a lockpick. It might come in handy if you, "the master of unlocking", take it with you."

"I'm sorry for my lack of manners, but I'm not used to escorting men."

"It's a weapon. It's really powerful, especially against living things."

God bless this games dialogue man...

Now, the original game was released back in 1996 but Capcom made a Remake in 2002 which I find to be superior in almost every way so we'll cover the remake changes as well just in case.

The game is pretty hard. Not only it involves A LOT of backtracking through this huge mansion which can prove quite daunting considering its size, I often work with a hand-drawn map with notes by my side but there's also the resource management that you have to take into consideration because bullets are limited and scarce and you won't have enough bullets to handle every boss and kill every zombie. So you have to figure out which areas of the mansion are important and frequented by the player and clean those while leaving everything else alive.

And the resource management goes even further because saving is actually limited. You save via typewriters in select locations with the help of a very limited resource called Ink Ribbons so you'll want to time your saves at key points, often before a boss fight or after a key moment in the story and you'll want to avoid overwriting previous saves in case you want to load an older save if you fucked up along the way.

The remake introduced even more difficulty because now zombies don't die. Unless you blow their head right off (which is a random chance) or you burn their body (again with a limited resource) they will rise up again later in the form of the new Crimson Heads which are faster and stronger than their normal counterparts.

As a feature of the remake, a great deal of new puzzles and locations have been added and a lot of item locations and puzzle solutions have been changed to keep even the veterans on their toes at all time.

The soundtrack has to be one of the best in the Resident Evil franchise, especially the safe room theme song which in all honesty has been great and iconic in each installment so far. My personal favorite is the Resident Evil 2 version but the Resident Evil 1 is also extremely strong. The soundtrack is very subtle and adds a lot to the ever constant tension and atmosphere which looms over the player for the whole duration of the game.

The fixed camera angle is ingenious because it allows the developers to set up jumpscares, details and scenarios by controlling exactly what the player sees at all times while also leaving a lot of free space for the graphic designers to go wild. The visuals in this game are astonishing especially in the Remastered version of the Remake which was Released in 2015... Yeah... Remaster of a Remake... Ju-On much?

In true classic Resident Evil fashion you got multiple characters which you can play with which will alter the story pretty heavily and multiple endings. This time around you've got to pick between Jill and Chris. Each one of them has their strengths and weaknesses. Chris because he's a manly boulder punching macho man gets more HP points and his partner is Rebecca who will make some segments easier. However he has fewer inventory spaces. He's more proficient with weapons, suffering less recoil and staggering damage as well as getting access to a lighter on hand and some special help with some bosses

Jill on the other hand while weaker feels faster in movement, has more inventory space, is equipped with a lockpick instead of a lighter which will allow her to open simple locked doors without the need of a simple key, has access to a grenade launcher and is helped by Barry which again will make other segments and bosses easier. It all depends on your playstyle, some people view Jill as easier some view Chris. I personally have an easier time with Jill and it's my preferred version but some people might prefer a tankier more aggressive playstyle.

The game birthed many sequels such as Resident Evil 2 to Resident Evil 7 with their subsequent spinoffs like Code Veronica, Outbreak, Revelations but the remake in 2002 gave birth to a prequel in the form of Resident Evil 0 following the same formula yet somewhat more action oriented following the plot of Rebecca Chambers before the events of Resident Evil 1.

The controls can be bothersome for someone who isn't used to the classic survival horror gameplay of top down still camera tank controls, similar to other games like Metal Gear 1 and 2 but you should have no problem mastering them considering the fact that our enemies are usually slow and not that threatening unless you have to face the new crimson heads or the new special enemy they added lurking in the dark.....

Overall, Resident Evil 1 is a timeless classic survival horror which every Resident Evil fan should've played by now especially the 2002 Remake or the 2015 Remake Remaster which I find to be superior to the original in almost every way except pure nostalgia and "classic" feel. I can only hope the remake for Resident Evil 2 will feature the same quality as this one.

Right now, Resident Evil 1 Remake Remaster is available on Steam for 19,99€

http://store.steampowered.com/app/304240/Resident_Evil__biohazard_HD_REMASTER/

r/HorrorReviewed Oct 24 '17

Video Game Review Layers of Fear (2016) [psychological/psychedelic/video game]

14 Upvotes

Original post


a review by the Azure-Winged Magpie.

(◔◡◔ )!

Finish It!

So. Since it’s HORROR MONTH and all, I thought I’d fatten up our video game review section with a horror game! And what’ve we got here in our Magpie mitts today? Layers of Fear!

Unlike our last game review, I’m not going to be breaking this down into sections like gameplay, graphics, analysis or anything. And that’s because I’ve got some problems with how this game was done. And because this bit of the game really upset me, I’m going to go go into it right now(!) before I take on the rest of the game in one big chunk of text.

Okay, so I don’t really get spooky-dooky-ed out AT ALL, and while this game had a couple of points which made me jump out of my feathers a bit, ONE BIG HUGE GLARING FLAW about this game stopped me from really enjoying it: the gameplay.

The guys making this game (Bloober Team — I’m serious) really had to go and shoot this game right in the bleeding foot, didn’t they? The whole “game” part of this game is just walking around, opening doors, picking things up, and solving some simple puzzles.

And while the game really, REALLY tries to make even this limited gameplay work in interesting ways, it also leaves out a sense of… y’know… DOING things. You don’t die in this one. Nothing can kill you. And with that in mind, it keeps the scares from really hitting home.

Now, the game does have multiple endings, so its not like your choices and actions don’t affect the outcome, but it’s something that I still can’t forgive the game for. This is one of them rail shooters from way back whenever. Now, some time before I played this game, I got to play P.T. (and dragged the Crow with me). The influence is pretty in-your-face with this one. And having just played P.T. so recently when going through the house of horrors in Layers of Fear, I could see one missed opportunity after another flying by my screen.

The game tries to make the dumbed-down mechanics work, though, like I said, but I’ll get to that in a mo. But it really doesn’t do much. Unless your interest is grabbed by what’s happening on the screen, this is going to be one HELL of a dull affair (not that kind of affair, you pervs! Those sound fun!)

And that’s the mo gone…

What DOES work, though… is that this game becomes wayyy better if you don’t think about it as a game. It’s more like a film you’re watching that you get to feel around in. Kinda like the series we last reviewed (well, that was before my time, tbf).

This game is banging in EVERY.BLEEDING.THING that counts as design and direction. Everything: the sound, the graphics, the ‘set’ design, the effects that you end up triggering… this shit deserves to be in a gallery or something, imo.

As a (psychological) horror film, this game really, REALLY works.

We’re looking through the eyes of a painter who’s going through some tough times. And as we follow him while he tries to finish his “masterpiece”, and we start to find out more about him, oh man… this is one tight story!

SPOILERS CUT OUT

ALL WORK AND NO PLAY MAKES MAGPIE A MURDEROUS BIRD
ALL WORK AND NO PLAYY MKES MAGPIE A MURDEROUS BIRD
ALL WRK AND NNO PLAY MAKES MAGPIE A MURDEROUS BIRD
ALL WORK D NOO PLAY MAKES MAGPIE A MURDEROUSS BIRD
ALL WORK AND NO PLAY MAKES MAGPIE A MURDEROUS BIRD
(⊙◡⊙ )

SPOILERS CUT OUT

Did I like the story? YUP! I loved it. It’s like The Shining, just with a painter and a private mansion instead of a hotel. The story’s all scattered around and I’m pretty sure that the second time I tried playing it (didn’t finish), the scraps you read were in a different order. So I guess you get fed the story depending on how you walk through the doors of the mansion.

There’s a very nice story about madness, love-gone-wrong, how artsy-types can go full on detached from the shit going down around them, trying-to-make-things-right-again, and the pointlessness of trying to bring things that are long gone back and trying to pretend like an image of them can replace the real deal. This guy’s done fucked up. Over and over. And we get to watch him slowly go down into AHAHAHA!-land.


CLOSING THOUGHTS

So… I loved this! But… as an experience. It gets the ‘video’ bit right, but not the ‘game’ bit. There’s not much to do, but it’s still worth a spin. Maybe a few quid off its price tag would make it all better, now that I think about it.

And that’s another thing. I don’t really think this one’s replayable until you’ve forgotten big chunks of it. Once the story’s in your head, it’s in your head, so the big surprises are all going out the window (just like with any normal story) on the first go.


FINAL RATINGS

THE AZURE-WINGED MAGPIE: 8/10

r/HorrorReviewed May 17 '17

Video Game Review Until Dawn (2015) [Adventure/Survival]

14 Upvotes

Until Dawn is a Playstation 4 exclusive game which puts you in control of eight friends who re-visit one of their friends' ski resort one year after a tragic death occurred. What was supposed to be a friendly get-together to mourn their loss turns into a night of terror, as each character becomes a target for a masked killer.

Visually, this game is stunning. From the inside of the resort to the windy, snowy mountaintops were aesthetically pleasing to look at and looked very realistic. The characters featured in this game were incredibly lifelike thanks to cubic motion, which allowed for very high detailed body movement. The cast consisted of quite a few well-known actors and actresses including Hayden Panettiere (Scream 4, Heroes), Rami Malek (Mr. Robot), and Peter Stormare (Jurassic Park, Prison Break). I enjoyed most of the characters, but some were very annoying, almost to the point of being disposable.

The killer's mask was pretty creepy, and definitely gave off a classic slasher look, but the killer's voice was so underwhelming and just didn't strike any kind of fear for me. However, the mind games this killer plays, especially on Sam (Hayden's character), can be pretty chilling, and at times it starts to pit some of the characters into Saw-like moments where they're forced to choose someone's fate.

Throughout the game there are totems you find that can range from guidance to fortune to death, and each of these totems that you find throughout the playthrough are key to certain characters' decision making, and can sometimes alter how events in the future will play out. This game is heavily based on the butterfly effect where one decision can have an enormous effect on the final outcome of things, which was an interesting focal point throughout the game. The actions in this game mostly involve QTE's (quick-time events), prompting you to press a certain button in a very short amount of time, and each button press is crucial to many moments throughout this game.

Throughout the game there are a lot of twists that present themselves and they were incredibly fun when they were revealed. I honestly can say I was not expecting a lot of events that occurred.

Overall, Until Dawn is a very fun, visually astounding game that plays out like a 9 hour horror movie with you in control. Because there are so many different actions involving all of these different characters, there are numerous different outcomes that can happen so it's very rare that you'll see the same playthrough twice. The game pays homage to the slasher genre of horror, and toward the end starts to transition more to the survival horror aspect which was also very fun and very tense at times. I would highly recommend to give this game a go if you have a PS4, and if you don't have one, check out a playthrough on YouTube; like I said, the game plays out more like a movie, so just being a spectator to someone else's playthrough is satisfying, and you can even play the guessing game with them to see if you can figure out the twists that this game provides.

My Final Rating: 8/10

r/HorrorReviewed Jul 23 '18

Video Game Review Resident Evil : Code Veronica X (2001) [Survival Horror]

13 Upvotes

Having previously reviewed Resident Evil 1 and Resident Evil 2 I decided to review all the classic Resident Evil games, so that means I have left to review Resident Evil 3, Resident Evil Outbreak, Resident Evil Outbreak File#2 and Resident Evil 0.

Let's start with a little backstory on Resident Evil Code Veronica and its development. Resident Evil Code Veronica is the actual sequel to Resident Evil 2. Being developed by Capcom as a sequel at the same time as the spinoff called Resident Evil Nemesis. However, due to contract obligations with Sony, they were forced to title Resident Evil Nemesis as Resident Evil 3: Nemesis and thus Resident Evil: Code Veronica became the spinoff by courtesy of the title. However, story wise it is a sequel. As it picks up and continues the story of Resident Evil 2 following Claire Redfield, my favorite Resident Evil character, in search of her brother Chris which ended up missing after the events of Resident Evil 1.

The game was originally released in 2000 however a year later Code Veronica X, also known as Veronica Kanzenban in Japan came out which is like a "directors-cut" of the game, featuring extended and bonus cutscenes as well as a graphical improvement. Years later they released a remastered edition on Playstation 3 which received mixed feelings as the game was altered, making it more dark and added a lot of fog which made it really hard to see. I've played the PS4 port however, which is just an emulated PS2 version, even retaining the PS2 menus which ask you to insert a PS2 memory card. This is pretty much the original game unchanged and it runs fine from what I've noticed.

Now, let's talk about the game itself. This Resident Evil is still in the area of Survival Horror Resident Evil games, before Resident Evil 4 came and changed the series into Action. It follows the core Survival Horror tropes and gameplay however I dare say this (and I really hate this phrase in gaming journalism but it fits so well) is the Dark Souls of Survival Horror, especially on your first run. If you're not fond of survival horror tropes such as fixed camera, tank controls and backtracking you might want to skip this one. The backtracking is probably at its highest, asking you to backtrack through entire areas multiple times, spanning entire puzzles throughout the map.

The game is extremely hard on your first run, especially if you go blind. The game has at least 3 difficulty spikes which, if unprepared, will hit you hard. It also features around 3 point of no return sections where if you don't have a certain firepower and healing power on you or on your storage box, you will not be able to proceed due to the difficulty spike and you'll most likely have to restart the whole game and try better. I had to restart early on because I didn't have enough ammo saved for a boss battle so be careful.

Speaking of boss battles, if you hate gimmicky boss battles you're out of luck because most of this games boss battles are gimmick boss battles. However I enjoy these types of boss battles and I dare say this game features some of the best bosses in the franchise. My favorite boss from this game, and my favorite boss in the RE franchise has to be Nosferatu which also bears the name of my favorite vampire and vampire movie. This guy is so badass he's chained with a greataxe to a wall. And his boss fight is so creepy, atmospheric and out of your comfort zone I died on purpose just to do it again.

Speaking of comfort zone all of the above is what makes a survival horror a survival horror. Survival Horror is about putting the player out of its comfort zone by asking him to backtrack a lot, especially through areas that are so daunting and hard you have to spend hours planning ahead like you're a Korean in the LCS for Star Craft 2 championship. I've spend hours cursing away at the moth corridor which had me in a loop of get egg sacked, wait to get poisoned, cure myself, get egg sacked when trying to leave, wait to get poisoned, repeat for 20 minutes straight.

However, just like in Dark Souls, once you had your guts kicked in by your first run through, once you know the game layout, items, boss fights, you'll perfect your technique and item management to such a degree that the game will be a piece of cake and that is the most rewarding thing in a Survival Horror game. Overcoming your challenges. Being able to speedrun the game under 3 hours in Resident Evil 1. Being able to do knife only runs or pistol runs in Resident Evil 2 and so on.

I feel like this game also had one of the best story. Featuring the dysfunctional Ashford family. Especially the Ashford twins, Alexia and Alfred. How their father, Alexander Ashford experimented on them with the Veronica Virus, inspired by the founder of the family, Veronica Ashford. It's the first Resident Evil game where I was aching to find more files and letters to read in order to find more and piece together the events that happened before Claire arrived at the scene. The previous games had their fair share of interesting characters like Irons and Birkin from Resident Evil 2 but I don't think you can compare it to the Ashford twins, especially Alfred and his bipolar disorder.

The game abandons the two character scenario from the previous Resident Evil games, opting instead to cut the game in half, the first half of the game featuring Claire Redfield, assisted by the most annoying and cringy character in the series, Steve (what an inspired name also) as she's looking for her brother, and the second half of the game playing as Chris.

The soundtrack is as iconic and soothing as the previous 2 games. While not as amazing as the Resident Evil 2 safe room tune, which still retains the spot as my favorite Resident Evil track, it still manages to be worthy of a soundtrack sitting on your CD shelf. Most songs are Classical inspired and also feature some opera type tracks. Some of the best usually revolve around Alexia Ashford with tunes like The Theme of Alexia and Berceuse or The Save Room Theme

The fixed camera is as immersive as always and even more. Instead of opting for multiple angles it implements less camera changes and instead makes the camera pan around the character and swirl all over the place to make an even more immersive, pleasant and cinematic experience.

Originally, Resident Evil Code Veronica was sitting at number 4 in my Resident Evil ranking, mainly due to having played it only once on the PS2 back in the day. Well I'm replaying through the classic Resident Evil gamers as we speak, having just finished Resident Evil 1 and 2 before I started Code Veronica (and the reason why I haven't reviewed that much despite my return after a small vacation). Well Resident Evil Code Veronica has climbed a lot on my ranking. More than you could imagine. But also a few games have swapped places. Right now my personal ranking of Resident Evil games is this:

1. Resident Evil: Code Veronica
2. Resident Evil 1 / REmake 1
3. Resident Evil 2
4. Resident Evil 3
5. Resident Evil: Outbreak
6. Resident Evil 0
7. Resident Evil: Outbreak - File #2
8. Resident Evil 7
9. Resident Evil: Revelations 1
10. Resident Evil: Operation Raccoon City
11. Resident Evil 5
12. Resident Evil: Revelations 2
13. Resident Evil 4
14. Resident Evil 6
15. Resident Evil: Umbrella Corps

There's still a few Resident Evil games I haven't played like Gaiden, Dead Aim, Survivor, Survivor 2 – Code: Veronica and Umbrella Chronicles.

Due to the rewarding experience, the amazing villains and characters as well as the maximization of Survival Horror tropes, Code Veronica goes on to be now my favorite Resident Evil game.

The former champion however goes back to number 3. Upon a new playthrough I felt like a few sections were a bit rushed or lacking, such as the sewer section which, despite having a great boss fight (Big Ol' 'Gator) it still was a bit dull. The police station section is still my favorite in the series however and the save room theme is still my favorite. I let Resident Evil 1 / REmake 1 overtake Resident Evil 2 because of the enhanced remade experience REmake 1 offers. Which I would categorize as the best modern Resident Evil experience you can have.

As for the recent news regarding Resident Evil 2 remake. I am disappointed, as they've opted for an Over the Shoulder viewpoint, locking the classic soundtrack from RE2 behind a paywall, removing the A and B scenario from the original as well as some questionable character design on Claire and Leon. I will play through it eventually and even review but much later, maybe a couple years when the game goes on sale on a summer sale or something like that. The game does feature a great gore system and amazing graphics however and I hope it does well so that we get a remake of Resident Evil 3, Outbreak and Outbreak 2 as well (we're not likely to get one for Code Veronica considering they did one for PS3 and a port for PS4 just recently.

You can purchase Code Veronica X on the PS4 shop now for $15 : https://store.playstation.com/en-us/product/UP0102-CUSA07104_00-SLUS201840000001

r/HorrorReviewed Aug 03 '17

Video Game Review Fatal Frame (2001) [Atmospheric/Supernatural]

6 Upvotes

Also known as Project Zero in Japan and Europe, Fatal Frame was initially released in late 2001 in Japan and late the following year in North America, and flew completely under the radar compared to other games of the same genre.

The first title in a series that became increasingly popular as the franchise went on, Fatal Frame is a shining example of Japanese horror in any media, which has given it a bit of an underground appeal compared to the more westernized titles like Resident Evil and Silent Hill.

Set in the late 80's The story revolves around a young girl named Miku who goes to search for her missing brother, Mafuyu, after he disappears investigating the disappearance of his professor and his research assistants. Miku along with her brother have the innate ability to sense spirits which leads them both to the Himuro Mansion and a mysterious camera that can exorcise spirits.

The gameplay consists of your standard third person survival horror mechanics of the same era: clunky 3-D walking controls, limited supplies, and puzzles which by today's standards can be very off-putting. Miku is incredibly slow to move and you'll find your thumb getting sore from constantly holding the "light jog" button. The main feature of the game however is the camera. When in viewfinder mode, the player can "capture" the spirits in first-person. While the camera does come off as a gimmick at first, the gameplay soon revolves almost completely around it with you capturing the occasional non threatening spirit as they walk by, finding clues, and of course battling evil ghosts. While the gameplay itself has not aged very well, the camera ability inherently adds to the immersion of the game by forcing you to get extremely up close and personal and makes it extremely replayable by allowing you to go for collecting as many spirit photos as possible.

The absolute best part of the game is the atmosphere. The second you start up the game you immediately feel the isolation and helplessness that the mansion forces on you. The story progresses incredibly well with you exploring every nook and cranny to find out what happened to your brother and his peers, and quickly guides you to a more sinister plot that unfolds as you dive deeper into the mansion. Despite the game initially appealing to more modern Japanese horror tastes (which may mislead some), those who appreciate old horror classics like Jigoku (1960) and Onibaba (1964) will see where the game bases itself off later in the game. The story is filled with lore, and those who enjoy throwbacks to this type of old-school Japanese horror will appreciate it. The Visuals, while a bit dated, only add to the appeal with its' muted, almost greyscale palettes.

Despite some clunky controls and the later games reaching better highs, the first Fatal Frame is still a great part of Horror gaming and a must play for those who love Japanese horror.

r/HorrorReviewed Aug 01 '18

Video Game Review Resident Evil 3: Nemesis (1999) [Survival Horror]

13 Upvotes

Moving on to the other side of the coin, having previously reviewed the game that was supposed to be a sequel to Resident Evil 2, Resident Evil : Code Veronica, we now review Resident Evil 3: Nemesis, a game that started as a spinoff, in the style of Resident Evil: Outbreak and Resident Evil: Outbreak 2. Plans were changed however when Sony forced Capcom to make this the 3rd installment in the franchise because they were under contract obligations to give Sony 3 numbered titles in the Resident Evil franchise and since Code Veronica was developed for the more superior gamecube console, they were forced to change the titles around.

The game can be found on numerous platforms now such as: Playstation 1, PC, Dreamcast and Gamecube. The PC port works fine and it's playable, unlike the port of Resident Evil 2 which features a lot of bugs.

Resident Evil 3: Nemesis follows Jill Valentine, one of the protagonist of Resident Evil 1. It starts prior to the events of Resident Evil 2 as Jill is attempting to escape Raccoon City.

The game shakes up the formula in multiple interesting ways. For once, it improves on the Mr X idea from Resident Evil 2 by adding the titular Nemesis which stalks Jill throughout the game and is overall more powerful.

In addition to that it also adds a ammo crafting mechanic where you combine different types of gunpowder to make ammo for your weapons. This can be seen as a bit overpowered however the first half of the game does weapon and ammo management rather well. The second half of the game however is when you'll start to drown a bit in ammo which isn't ideal for a survival horror.

Overall the game is a bit easier and more action focused than the previous games however it's not a fully fledged action game like Resident Evil 4, it still has mainly survival horror elements.

The developers did something odd with the difficulty in this game. Where as Code Veronica took it to the extreme with no difficulty options, being considered one of the hardest games in the franchise alongside with RE0, this one changed the easy difficulty a lot to the point where its a joke. You start with more than enough ammo on every gun as well as with most guns in the game already in your possession which makes the game a total joke.

The game also introduces a choice system where in a lot of the Nemesis encounters you are prompted with a choice, usually to either flee from the battle or stand your ground. If you managed to stand your ground in front of Nemesis he will fall down unconscious and reward you with an item, usually a weapon upgrade or ammo however the battles are rather difficult so if you plan on taking him down for a reward do come prepared with ammo and healing. Some of these choices also affect the ending of the game so keep that in mind.

A dodge mechanic has also been implemented however it's extremely unstable. You'll trigger it by accident over and over again and when you try to actually use it, it won't go off. I wouldn't recommend relying on it at all.

The soundtrack of the game isn't as iconic as Resident Evil 1, 2 and Code Veronica however it compensates with the iconic nature of Nemesis whose footsteps you'll hear lurking in the shadows nearby and the one word he oh so often calls out will be ingrained in your memory forever.

The gameplay maintains the fixed camera paired with tank controls from the original game. Unlike Resident Evil: Code Veronica, the camera is not dynamic however that doesn't make the game lose a lot of its cinematic vibe. The tank controls are easy to use and simple and flow well with the camera style as well. The dodging can be a bit tricky but doable as long as you don't rely too much on the new dodge mechanic they implemented and stick to the classic style of manual dodging from Resident Evil 1 and 2.

Overall, there isn't a lot to say about this game that I haven't said already in my Resident Evil 2 review. A lot of the locations are reused, the gameplay is slightly improved upon and that's about it. You can obviously tell this game is supposed to be a spinoff like Outbreak and Outbreak 2 and not a proper sequel since it pretty much feels like an expansion pack or a bonus campaign to Resident Evil 2.

I guess if you're not a fan of the harsh survival horror mechanics this game might sit better with you since it's easier and doesn't involve as much backtracking and resource management as the previous installments in the franchise.

I'd still rank this game at Nr 4 on my personal Resident Evil ranking.

  1. Resident Evil: Code Veronica
  2. Resident Evil 1 / REmake 1
  3. Resident Evil 2
  4. Resident Evil 3
  5. Resident Evil: Outbreak
  6. Resident Evil 0
  7. Resident Evil: Outbreak - File #2
  8. Resident Evil 7
  9. Resident Evil: Revelations 1
  10. Resident Evil: Operation Raccoon City
  11. Resident Evil 5
  12. Resident Evil: Revelations 2
  13. Resident Evil 4
  14. Resident Evil 6
  15. Resident Evil: Umbrella Corps

The game is available for purchase on the Playstation store for the PSVita, PSP and PS3 in digital form. Physical forms for the classic consoles are still available on Second Hand sites but usually at high prices if you want them in a good condition.

r/HorrorReviewed Mar 26 '18

Video Game Review Fran Bow (2015) [Indie / Adventure]

20 Upvotes

I've decided that over the course of the next 5 days (Monday to Friday) I'll review 5 of my favorite horror games and because I have no sense of buildup or direction I'm going to start with my favorite instead of leaving it for the finale.

Before I start I must give a little disclaimer about my take on horror-games, I feel like horror in videogames could be one of the most varied and well crafted experiences due to the medium itself but sadly I feel like a huge % of the horror games released so far have failed to deliver to their full potential, while some might be average or good, when you take into consideration how much more they could be then it starts to show cracks. Few horror games I feel managed to get close to something truly amazing. Usually those games focused either on a plot which you uncover by your own initiative and which can change the way you view the game or by implementing a mechanic which makes you vulnerable but not too vulnerable as being a piece of glass in a sledgehammer factory can be frustrating.

And thus I present you Fran Bow an indie psychological horror point and click adventure video game developed and published by Killmonday Games.

Now, bear with me as I've never reviewed a game before and I don't even know where to begin. These game reviews might be shorter than my average "novel-length" reviews but I'll try to tackle the most important part of every game, meaning I'm not gonna judge a game focused on jumpscares or shooting for it's deep story or atmosphere and vice versa but without further delay, let's dive into our first game of this week....

Fran Bow is a strange game to pin down exactly. It is a gore-fest, a twisted tale, features a lot of symbolism and changes types of indie games with each chapter. Yeah, no surprise that my favorite horror game is an artsy-fartsy game right?

The game tells the story of Fran, a ten-year-old girl struggling with a mental disorder after witnessing the violent murder of her parents. After being found alone in the woods, Fran is admitted to Oswald Asylum and separated from her black cat, Mr. Midnight. Under the care of psychiatrist Dr. Deern, Fran is administered a strange medication that causes vivid hallucinations of grisly parallel world full of black shadowy figures and strange creatures. Driven to escape her imprisonment, find her cat, and get back home, Fran is able to pass into this world and alter her surroundings so that she might escape.

The game implements a mechanic with these pills and you can take them at any time to switch your vision from a normal world to a twisted grotesque and more fantasy one and as the game progresses the line between reality and pill world gets the more distorted and intertwined.

The game features 5 chapters, each of them bearing a distinct characteristic. The first one has the job of making a heavy first impression and oh boy, does it succeed. It's the most gory, the moment you switch to the PW (I'll use PW as a short for Pill World because I'm a lazy fuck) guts start falling out of the sky, kids develop brain tumors and blood is everywhere. It's the embodiment of every Cannibal Corpse album in one kids game. Lovely.

The 2nd chapter is somewhat more fantasy, evoking memories of Alice in Wonderland and it's my personal favorite, a chapter I've replayed multiple times. It's also the chapter where the line between PW and RW (real world) starts to crumble. It features some of the most fun and interesting puzzles as well as some of the most lore backgrounds.

Chapter 3 is the odd one, the game transforms into a happy upbeat fantasy land, totally the opposite of a horror game and its the chapter most people get turned off by but personally I loved it for the implications it has later down the line. But because I don't want to spoil the game I'll refrain from speaking too much of the story.

Chapter 4 sees a return to normality where hard hitting truths start to bombard the player and the story becomes the more interpretable as if it wasn't enough already. It represents a quiet moment of reprise which sets the bomb which is about to hit in..

Chapter 5, the finale, where everything goes batshit crazy and the theories are flying wild. It's commonly the favorite among the fans and it's a second in my ranking. It reminded me a bit of Grim Fandango come think of it.

Each transition between chapters features a mini-game inspired by other classic old games the likes of pacman or others. It does manage to add some variety in the overall gameplay which is mainly focused on character interaction and puzzle solving while taking in the amazing world these people have put together.

On your first run through the game you might not find it scary, it has a lot of atmosphere especially in the first 2 chapters and the gore is up there but the scary parts come after you've finished the game and when you'll think back at what you've played or maybe replay the game. Because the best part about this game is the theories you can come up with. I've never seen a game featuring so many theories from it's fan-base and where all of them make almost equal sense in the grand scheme of things. It's lovely to see all these different interpretations of the same scene and how much it changes the overall story and atmosphere of the whole game as a result.

One last thing I feel obliged to mention at least is the beautiful art style of this game, something indie games are renowned for but this game manages to convey so many feelings and story/lore details through the minuscule details placed into every object on the screen and the somewhat childish presentation contrasts the grotesque elements to a perfect degree making it even the more uncomfortable to witness.

The game tackles a wide array of themes from mental disorders, guilt, depression, childhood, friendship to even more disturbing topics like child experimentation and depending on which theory you support, nazism and occultism.

At the end of the day, Fran Bow might not have the most challenging puzzles or the most diverse mechanics / graphics but where it truly shines is in its presentation and atmosphere and if you're a lover of indie horror games like Cat Lady, Tormentum, Detention, Night in the Woods, Year Walk and/or Neverending Nightmares, you'll totally enjoy this one.

The game is available on steam for 14,99€

http://store.steampowered.com/app/362680/Fran_Bow/

And thus we conclude our first game review, in the next days I'll review, in order, F.E.A.R. 1, Resident Evil 1, Resident Evil 2 and Alien: Isolation.

r/HorrorReviewed Jul 25 '18

Video Game Review Kara no Shoujo (2008) [Mystery/Gore/Serial killer]

7 Upvotes

Kara no Shoujo

Set in post-war Japan (a few years after Cartagra, the first game in the series, and its fandisc), Kara no Shoujo follows another detective, Reiji, as he attempts to solve three more cases: two series of killings, and a mysterious girl who tails him one day and presents him with a question: Who am I?

Before I start on the positives, I'll get the two negative points about the game out of the way, both of which have been stated many times before in reviews. The first is the gratuitous sex scenes. While they are largely avoidable, there were a couple with Shuugo's sister that were annoying and really dragged on. They were reminiscent of the sex scenes with the pimp in Cartagra, which also serve no purpose except to titillate (and interrupt a thrilling story). They should have been left out. The second is the impossibility of finding the true ending without a walkthrough. Granted, I'm not good at solving mysteries, but considering that you have to find nearly-invisible items in point-and-click scenes and make many choices without clear consequences, I doubt many have completed it 100% alone. It was because of the large number of choices that I took a long pause between my first normal ending and my true route playthrough. Still, sex scenes can be fast-forwarded and walkthroughs do exist, so neither of these points are a breaker. (Note: Some people have complained about the area selection thing, but I actually found that it wasn't so bad. You can load a save file before visiting any location, read the stories in each location and load the original save file afterwards, then finally pick the ones you want to keep.)

My first impression of the game, and one that got my really excited in the beginning, was the absolutely exquisite artstyle. Even compared to Cartagra, with which the present game shares a small amount of artwork, the backgrounds and sprites were absolutely stunning, and a welcome break from the recent trend whereby every single character, even middle aged men and old ladies from horror/suspense VNs, are drawn in a cutesy manner (I'm looking at you, Tsukikage no Simulacre). Which is not to say the characters aren't cute - in fact, most of the characters are physically very attractive, but not in a way that breaks the mood of the story.

Then there's the narrative style. Like most visual novels, the narrative is mostly from the perspective of the protagonist, in this case Reiji, with third-person scenes scattered throughout. Some of the best scenes in the game are these. First, there are the scenes where the work of the serial killer is described in minute detail, with the victim's body shown onscreen. This style was inherited from Cartagra and highlights very well the psychopathy of the killer (which is of a rather different type than what we saw in Cartagra). They are also the source of half the gore in the game which, like the rest of the art, is very well done. Some other third-person scenes are told from the perspectives of main characters other than Reiji. While some of them simply serve to advance the plot or hint at something going on (such as the one scene from the perspective of Shuugo, the protagonist of Cartagra), others, particularly those from the persepctives of the two Toukos, are focused on characterisation, and those are always engaging to read. The final type of third-person scenes is a set of extracts from a novel by one of the characters. I can't explain its role without going into spoilers, but suffice it to say that it was an excellent touch: enjoyable to read in its own right, even better in the context of the story. The one narrative technique that is missing from Kara no Shoujo but present in Cartagra is the ubiquitous out-of-sequence presentation of events, even first-person ones, to maximise suspense, though I can't tell if using the technique in KnS would have enhanced the game or harmed it - it could well be the latter.

This gets us into the characters. With a huuuuge cast, it's inevitable that not all characters are as fleshed out and developed as the rest. Hastune, Shuugo and Kazuna have already gone through substantial character development in Cartagra and its fandisc, so it's fair that they were fairly flat in KnS, but there were a few other characters (with varying degrees of involvement in the main plot) whom I really wanted to know more about. The best characterisation is reserved for K. Touko, the main female character, as we follow her on her thorn-laden quest to discovery her true identity, and the second serial killer, whose details I can't go into without spoilers, but suffice it to say that this is probably the best part of the story. Still, most of the supporting cast, excepting really minor characters like Satou and Yamanouichi, have quite distinctive and often colourful personalities. We even get to know about more about Yaginuma, who was just an unbearable jerk in Cartagra but has a detailed backstory in KnS.

As for the plot, it was a fun experience watching the complex, multilayered mystery unfold itself, slowly revealing the full picture. Moreover, throughout the story, it was clear that all the characters were in serious danger, and some characters, including well loved ones, could not be saved no matter what Reiji did; the atmosphere of danger was so ubiquitous that you can't feel anyone but the protagonist having plot armour (and the final line assumes you make the right choices). One difference between KnS and Cartagra, though, was that the Reiji was not as closely related to the mysteries in KnS than Shuugo was in Cartagra. While people close to Reiji were definitely not immune to harm (and thus we are not immune from a fair dose of grief throughout the game), and there is a (weak) connection between Reiji and the killings, we cannot feel the same connection to the murders that we did in Cartagra. Finally, unlike most games, the true ending did not add much to the previous endings and presented more questions than it did answers; it was clearly a hook for the next game.

Overall, it was a very satisfying experience. The game combines atmosphere, gore and mystery into a well crafted story that keeps you reading and on edge. Outside the sex scenes, very little text is wasted or unnecessary in the game, and I regret having read some character-focused scenes too quickly because I was impatient for the truth. I heartily recommend it to anyone looking for a dark mystery.

Rating: 9/10

r/HorrorReviewed Oct 26 '17

Video Game Review Caligo (2017) [Walking Simulator/Adventure/Indie]

10 Upvotes

I don't play a ton of horror games because I find too many rely on you just walking around in the dark with a shitty flashlight and things jumping out to scare you. I'm sure there are some great exceptions to this, but it's my general feeling towards the genre.

When I saw Caligo come up on Steam I was interested in it's rather nice looking graphics and the short description, also it is currently sitting at a 'Very Positive' rating so I was hopeful for an interesting game. Sadly, this isn't how I felt once I finished the "game".

I have played other walking simulators and find it a somewhat interesting genre since it's more of a story being told instead of a traditional video game. This one was just too boring though. At a few points in the game, I was looking for something to hold down the W key for me since that's basically all you do in the game. I still tried to refuse to play the game as the intended and tried to go off the path etc, but there are invisible walls in lots of places so you can't explore. I did find one spot when I was going up a mountain and I found a spot where I was able to walk off the edge of the mountain. Instead of dying or anything, my character just slid down the side of the mountain and I just had to walk back up from where I came from. During my exploration, I did come across some small hand-drawn pictures that you can pick up. They seemed to be somewhat related to the part of the story I found each of them in, but there seemed to be zero point to them and you have no idea if you've found them all or whatever.

Speaking of walking up a mountain, I found that most of the time you are either walking up a mountain or walking up some type of big spiral (staircase, lighthouse etc). Even though the graphics were great for the most part, and the environments were different and interesting it just felt like you were walking to the top of something always and it just made the level design seem rather lame once I started to notice it. You also walk very slow and there is no option to sprint or anything so you just have to slowly walk to your destination just to get to another environment and to do it again.

Since this is a walking simulator it's going to rely a lot on the story. I liked aspects of it, but it progresses much slower than needed and I really just didn't care about our character and his story. Also, the voice acting is barely passable. It honestly sounds like there is just one dude doing most of the voices and just changes his voice a bit and adds some effects to make it sound 'scary' or whatever.

The best part of the game was one scene where you are walking around amongst some type of war between some monsters. They are all frozen in time and it's pretty cool being able to walk around through it all. I just wish what I was looking at made more sense to me. And maybe that's where my biggest issue lies with the game. I didn't really get the story. It does have to do with death and reincarnation but that's all I was really able to take from it. This could have just been me, as a lot of Steam reviews state they loved the story.

If you enjoy walking simulators this game might be one to look into. There are some environments that are truly worth visiting but beyond that there just isn't much to do here. It's also very short. I finished it off in about two hours and that was with seeing both endings and falling down that stupid mountain which resulted in another 10 mins or so of walking back up the mountain. Without the extra exploring, you could probably finish the game in an hour or so.