Showing posts with label Resident Evil. Show all posts
Showing posts with label Resident Evil. Show all posts

Wednesday, June 14, 2017

Resident Evil 7: Biohazard - Thoughts


[contains minor spoilers]

If you would've told me a year ago that Resident Evil would return to its horror roots with its seventh installment, I would've called you a dirty rotten liar. I loathed Resident Evil 6 with an unenviable passion and found no solace in speculating the future of the franchise—it was clear that Capcom wanted their once fearful zombie series to be as loud, dumb, and bombastic as possible. And don't get me wrong—I really did enjoy Resident Evil 4 and 5, but survival horror they ain't, and RE6 only seemed to spell certain doom for the next installment. Perhaps in another timeline we would've received Umbrella Corps as the next official RE game, but thankfully in our universe we've been given a glorious marriage between the old and the new: Resident Evil 7: Biohazard.


Before I begin, I have to point out that the game is bookended by some pretty awful sections. The intro is too slow, linear, and derivative, resembling much better horror media while simultaneously hamming it up to high hell. Meanwhile the end of the game ditches the typical exploration-survival-puzzle loop and becomes a tepid gray gauntlet of enemies that you've already fought before. Neither of these parts particularly ruin the experience, but they stick out like a sore thumb once you've finished, especially the bizarre intro. I can see a lot of people liking how off-the-wall it gets, but I've always appreciated Resident Evil for the game aspect of it, rather than the bonkers presentation.

Thankfully, by the time you step foot into the Baker estate's foyer, it'll feel like home. Boiled down, RE 7 is a more compact and condensed version of the original, hitting a lot of similar notes in its own gruesome way. Instead of zombies you have the molded, instead of being out in the midwestern wilderness you're in the thick of a swampy southern bayou, and instead of wielding a shotgun and grenade launcher you utilize a... well, shotgun and grenade launcher. But the way RE 7 clings to tradition is endearing rather than tiresome; it's been so long since we've gotten to explore a creaky old wooden house that it practically feels like a brave new direction for the series.

And in some regard, it certainly is a new direction: the first person perspective is something that's not nearly as jarring as I thought it was going to be. Plenty of folks disparage the tank controls in the original games but they helped to keep the gameplay tense and uncomfortable, allowing the zombies to be a threat despite their leisurely walk speed. And the first person perspective works as a direct analog to that—your sprint speed is significantly slower than other FPSs and not being able to see what's behind/to the sides of your character creates a ton of tension when you're fleeing from a foe. More than once I made a mad dash for a door with an inhuman gurgling echoing in my headphones, my heart racing as I dove into a safe room (and on one occasion, was pursued up some stairs I wasn't expecting the enemy to climb). The gameplay can still be awkward at times (like trying to shoot a darting mosquito), but it's a good kind of awkward, one that remains subservient to the game's horror.


I mentioned previously that Resident Evil 7 felt like a condensed version of the original, and this is a facet that has its own pros and cons. The minimization of each area means you'll get to know every layout intimately—so you're never lost or left wondering where the next puzzle key is—but on the other hand, it does make the RE 7 feel less like a full-fledged adventure and more like an extended introduction. At first the Baker estate appears to be a massive complex but in reality it's a modest little playground, boasting 1-2 routes to each room. You won't need a plan of attack for going back to a locked room since the smaller square footing means far less enemies, but thankfully the game is packed with a lot of good surprises and jump scares, never outstaying its welcome even by its combat-oriented end. Although there's a part of me that wishes it was longer or that certain sections were more fleshed out, what's here is great and absolutely worth a playthrough for survival horror fans.

I'm not going to talk at length about the story mainly because I think the Resident Evil lore is mostly rubbish, and I largely enjoy the moment-to-moment spooky bits (like reading Lisa Trevor's diary) over learning the internal politics of Umbrella. The main villains of Resident Evil 7 is both corny and nonsensical, each of them running the gamut of different horror tropes (Texas Chainsaw Massacre, The Hills Have Eyes, Saw). Individual fights against them are fun however they're never really interesting to listen to, and the plot doesn't really have any clear direction until its final act. The main protagonists aren't anything special either—if anything, they're less remarkable than the dysfunctional Baker family. Again, there are bits and beats I enjoy (like the "Happy Birthday" tape), but the overall feel, look, and sound of Resident Evil 7 is what kept me coming back to it, rather than learning about the Bakers' backstories.


In the opening hours I was ready to write Resident Evil 7: Biohazard off as a fluke that fans were partial to only because they hadn't played other horror games. After climbing past the lunatic heights of battling a car doing donuts in a garage, RE 7 finally clicked with me just as anxiety was bubbling in my stomach. Did I have enough ammo? Should I combine all my chem fluid now or save some for later? Is it worth it to head back into the house to scavenge around for the antique coins? Even while writing this, I felt trepidation and dread thinking back to certain moments, RE 7 finally accomplishing what every game post REmake had failed to do: fill me with fear via gameplay. It certainly was an awesome ride while it lasted.

Sunday, March 15, 2015

Resident Evil (2002) - Thoughts



[contains spoilers]

The 2002 remake of Resident Evil (often abbreviated to REmake) captures the essence of the survival horror genre. "Survival horror" was initially defined back in 1996 when the first Resident Evil was released, but REmake takes its concept and sharpens it into a deadly point. The amount of work the designers put into reshaping the original blueprint is stellar, adding a bevy of new ideas to make the game feel entirely new. And on top of that, Resident Evil remains legitimately frightening despite its charming b-movie quality.


When I first got REmake back in 2002, I was too cowardly to properly play through it. Every time I began the game on Normal I would stop some shortly after getting the Armor Key, overly concerned for my munitions and fearful of what traps lie ahead. Eventually I wound up starting a game on Easy with Chris to "scout" ahead... and beat it on that save file. So last month with all the excitement surrounding the release on Steam, I decided to play through the Gamecube version again with Jill on Normal this time, fully ready to tackle the challenge that haunted me as a teen.

It wasn't as bad as I thought it would be. The beginning is the most tense section of the game, as you're low on ammo and have no way of dispatching zombies quickly (and even when you finally get the shotgun, ammo is sparse early on). I was intensely frugal during the first two hours of the game on this go-around, saving only after I had made good progress and dispatching zombies next to one another so both bodies burn with a single gasoline use.  Right about the time that I got to the residence on the outside of the woods did I realize that I was pretty well stocked, and the rest of the game became a lackadaisical breeze. By the end I was sitting pretty with eight first aid sprays and around thirty shotgun shells, Tyrant being the only BOW that posed a threat. Despite all of this, I continued to feel trepidation every time I turned the Gamecube on to play.


What makes Resident Evil horrifying isn't just its eerie atmosphere or the misshapen monstrosities—the fear stirs within the gameplay. By limiting ammo, health, and the ability to save, enemies become terrifying due to the impact they can make on your munitions. Jump-scares aren't just frightening because of their unpronounced immediacy but that it also means you might be wasting precious ammo or health if you panic. Every bite you take is an herb lost, and every fleet-footed abomination with claws can send you pretty far back if you haven't saved in a while. That's not to say that games without manual saving and equipment-juggling aren't scary—Amnesia: A Machine for Pigs is plenty unnerving—but REmake's terror is punctuated by how uncompromising the gameplay appears to be.

The tank controls are a point of contention that I think work really well in Resident Evil's structure. The more versatility you have in movement the less intimidating monsters become, unless you also give the enemies an increase in speed or quantity (e.g. Dead Space and Dead Rising). The tank controls aren't meant to be fluid nor lucid; it feels clumsy in order to put you on the same playing field as the shambling zombies, and emphasizes just how powerful the more nimble monsters—Cerberuses, Crimson Heads, and Hunters—can be. It's difficult to get away from enemies when you're being attacked because it's supposed to be, and whether or not you think that stunting the player with awkward controls is a good design is up to you. I don't think it's nearly as clumsy as some people make it out to be, though I admit the tight hallways can make it difficult to skirt around zombies.

While I mostly laud the mechanics, there's plenty of praise that can be heaped onto the game's presentation. I played REmake on a CRT TV so the visual clarity was a bit muddled, but the game still looks fantastic thanks to the pre-rendered backgrounds; I actually think playing it at such a low resolution helped since the character models blend in seamlessly with the backdrops. I was especially impressed with some of the camera angles in the game, giving it a "cinematic" feel without taking agency away from the player (like the tilted frame looking down towards the mask area or the uncomfortable close-ups of the player when they step through a door). One of my favorite tricks is when the camera shifts to a hallway scene where the light flickers from the windows suspiciously, filling the player with inevitable dread. The score works wonders too, becoming downright horrifying during some moments (like the first time you step into Umbrella's laboratory).


Thirteen years later and Resident Evil still remains as ingeniously spooky as it was when it first came out. It may seem contradictory how I praised the game on its survival quirk yet had absolutely no problem with it by the second act, but a large part of this was due to my previous experience conjoined with how immensely cautious I was the entire time. The beginning of the game was still tense for me despite knowing the layout and booby traps barring my path, and the Umbrella laboratory remained one of the creepiest settings in the game even though I was over-armed for it. A special shoutout to Lisa Trevor for being even worse than I remember—realizing I was trapped with her in the mines was nerve-wracking, with the camera angles working in part to obscure her location. I had a blast with REmake and it makes me curious to see if Resident Evil 2 holds up just as well.
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Images obtained from: thisisxbox.com, vg247.com, gamefreaks.co, galleryhip.com