Tuesday, 30 November 2021

Mind browsing

Recently Double Fine finished and published Psychonauts 2. Considering the first one was 20 years ago and finished with a cliffhanger situation and plenty of unexplained details, that's a lot of time to pass.

The original game was amazing. Original, colourful, deep and full of innovative mechanics. Basically the game allowed you to navigate people's minds and each mind is different, of course. Each mind represented a number of traumas and obsessions and problems, and lot of them introduced unique gameplay for their sections. 

The game was not successful commercially and caused issues for Double Fine, that took a long time to recover and stabilise. I didn't play it originally, only much later. I usually love all their games, so I'm glad they managed to recover and continue with this plot, even if it took that long. 

The second part continues just a few days after the previous game, and answers all the mysteries the first game left. The mechanics are the same, this is a platformer game with special "psychic" powers like levitation or telekinesis, and sometimes you enter minds and have to deal with special mechanics of that particular mind. 

The graphics of the game are cartoonish, better than the original with more details but still with the same look, that could seem more childish and cartoonish, also because the main character is a small kid. They've improved and polished them though, with vibrant colours and effects, making them more alive and cinematic. 

The controls remain a bit strange. 3D worlds are hard to navigate if you need to jump and move fast, that's a problem that has always plagued 3d platformers, and this is no exception. Sometimes it's hard to figure out where are you and if you'll fall in a ledge or not. However this feels just charming, and part of the game.

The combat is functional, but a bit chaotic too, with lots of powers to balance depending on the situation, while you only have 4 mapped to buttons. The common enemies also feel sometimes like "extras", not integral parts of the normal game, added because you need to fight enemies sometimes in a game but not because it makes sense thematically, while the proper bosses of each area are great.

All these traits don't look impressive. However, the plot is where this game shines, like most of Double Fine games. The plot is amazing and deep. Quite moving at times, quite inclusive, and surprising and mysterious, even if I called some of their twists. The characters are also great, developed and funny and interesting. And the mind levels are a treat, visually stunning, imaginative, complex, etc. 

Special mention is needed for the sensory overload level, which needs to be experienced, Jack Black song included. This game is pure art, plain and simple.

The game may not attract people initially, like the first one,  because the synopsis of the plot, the character description, the style of game, etc...all conspires against it somehow. By the game description you would not expect to have complex puzzles like a graphic adventure. By the game characters, you wouldn't expect too much depth. By the graphics, you would not expect serious topics discussed. But the game has all that, and it's infuriating that a studio as good as Double Fine seems to have to be begging for scraps while horrible bland games are made by the hundreds. 

So yeah, I'm recommending it strongly: Even if it seems like it's not your kind of game, give it at try. And try to buy the first one too, they're a pack and they're incredible, even if there has been 20 years between each other.

Monday, 15 November 2021

Remastering and Remaking

 One of the reasons I wanted to get the PS5 was because I wanted to play the Final Fantasy 7 remake.

I played the original FF7 with my laptop when I was young. I spent one whole month not doing anything else than playing FF7, during summer, and it was an incredible experience. It was like playing an anime series. The music was incredible, the combats were epic, the plot was complex and curious, dramatic, with twists and funny moments too, and well, it was a very emotional experience overall, especially at that age. 

So, when I saw about the remake and actually played the demo, I was impressed. Much better graphics, like a permanent CGI movie, better than the CGI movies of the original game, and with expanded story? I mean, evidently I wanted to get it and try the full game. So I did. 

For starters, the game is just the first part of a series that will remake the original game, but with unknown changes. This game only covers the plot until the party leaves Midgar, which is a sizeable chunk but represents around 15-20% of the total of the original one, I'd say. That's a lot of game left to do, which is a bit annoying, but oh well. 

The graphics are incredible. I didn't really play any FFs after the 9, and therefore I didn't see how they progressed, last I played was with the original PlayStation. Therefore the current graphics feel amazing. This is how the game played in my imagination basically, like when reading a book when you create your own visual world, the first game's limitations created such a world inside your head with the actions you could see. This new version actually plays as if you see what your inside world looks, with all the details and movements and everything. It's amazing. 

The gameplay, I have to say, is interesting, but now being more action-oriented instead of turn-based was not a plus for me. I quite like turn-based games, and while it's cool to perform actions yourself, the way this game works means you're usually controlling one character while others do whatever, while in the original you did order all characters, because there were turns. This new combat system means you always start with Cloud attacking, while sometimes I'd like to start with another character. It's cool though, that's undeniable. Again, maybe I missed the previous FFs that prepared the terrain for this gameplay and I'm just not used to it, but well, for me this is not an improvement from the original. 

The plot remains amazing, but with more in-depth. Some topics are explored with more detail, new characters are introduced, some characters are developed more, and in general it remains interesting while feeling also fresh. And there's a little twist: The game introduces the concept of....how to say it, continuity guardians. Basically, there's creatures trying to make the plot to happen like in the original game. However, you can fight them. And as you do, some plot things change. This has incredible potential and it's a great way to make the remake while changing the plot, and also allowing for a new fear/hope in this one: will Aerith die again, or you'll be able to change things enough to save her? It's a hard question that is not answered in this game, but the fact that now the plot may change opens up this interesting possibility. For sure there are several characters that all of a sudden have survived their previous demise, so it's clear that they're catering a bit to the fans and opening up possibilities. I'm quite excited about this, actually, and I found it was a genius move to go in different directions while having an explanation as to why is that possible, by linking both games as two different dimensions. 

The music...I have mixed feelings. Some songs are amazing as in the original or even improved with the better sound quality. However, some others have been...reduced? They feel more generic somehow, when trying to make them more commercial-like and actual, pop-like, which detracts from the experience. Some themes still caused goosebumps, that's for sure. 

In general, the game is pretty great. However, there's one little detail that made me...not like it as much as the original. And that's the combat length, and the new "padding" sections. The combat, again maybe I missed the previous FFs and it has evolved to be like this, but now every single monster has ungodly amounts of HP, which means that it takes forever to kill even the simplest ones. This feels like cheating, extending the game length and difficulty simply because some bosses require 30-min marathon sessions or similar. There's also the fact that in the original you could train and become god-like yourself, totally breaking the game, but hell, it was fun to achieve that and overpower all the enemies easily and quickly. I feel this change detracts from the game, especially considering I don't always have time to dedicate uninterrupted attention like this. Then there's these "padding" sections, sections where you need to do the same thing 3-4 times instead of just one, like the plate lights or Hojo's lab, apart that this last one breaks an important tense moment and delays it, which reduces drama. It feels a bit of  a copy-paste to extend the game without adding to the plot much and without advancing much, and doing one of these tasks just once would work perfectly well and enough. The game is long enough with the added content, so this feels like "cheating" to claim it's a very long game when some parts are repetitive.  

Nevertheless, I enjoyed it, especially the parts that deviate from the original, and the PS5 exclusive section with Yuffie was a lot of fun and quite interesting too, and it was great to see a final secret video after finishing it. 

I have also to comment that playing this made me wanna play the other FFs I played, 8 and 9. I found them remastered and I've been playing 8 again lately, with slightly better graphics but same game. And I have to say, it's awesome still, and I'm enjoying it a lot and finding it was not as long as I remembered. For sure the remakes can be fun, but it's also really good when you can just replay the remastered version, getting all the original content.

Anyway, now I'm waiting for the next instalment to see in which direction they will go...

Tuesday, 26 October 2021

Challenges can be fun

With the PS5, I also managed to get some games to play with it, of course, but most of them were PS4 ports or adaptations, not exclusive PS5 titles that really used its potential. 

That's why recently I got Returnal, which is a game developed only for PS5. I got it second-hand, because I was wary of the game. I did some research and I've heard it was really difficult and frustrating. At the same time it's crazy expensive if you get it as new. After completing it now, I have to say it may be worth it, the game is THAT good, but with some disclaimers.

The game is hard, really hard. One of the reasons why is that the game has sections, or biomes as they're called, and after one of these sections (and their boss fight) you get some permanent upgrades sometimes, but before that anything that you manage to get gets lost after death. After death, you start from the beginning, again, with nothing. This is rough, since you can have a great number of items and stats that you managed to scavenge from around, and then you have a misstep and you lose everything. There's also the fact that every time, minimum, you need to go through the first section to get to the second or third one. And the same applies with the last 3, you need to go through the 4th section always.

There's also the fact that it's a rogue-like, which means that after dying the next map will be automatically generated and randomised. In this game that means that each biome has an X number of rooms, with Y number of places that can have items in each room, from a Z selection of items, and with V types of enemies available for that biome and room, and every time you die the game randomizes this selection of combinations. Each run is a bit different. You can find the same rooms, yes, but now the items are different in them, or now there's this type of enemy when before there was that another type or no enemy whatsoever, or now there's this trap, etc. 

The gameplay itself is a strange one, a third-person bullet hell: You control your character from a third-person view, use a weapon to shoot enemies and the enemies launch thousands of glowing bullets, circles and other stuff that can damage you and tends to fill the screen with colours that you need to avoid. In order to not get damaged you should not cover but run around, strafe, jump and use dash to avoid most attacks, although you can occasionally cover too, yes. 

The graphics are incredible, the game looks beautiful and alien, and the different biomes look different and cool. Boss fights need to have a special mention, they're incredible, with so many colourful attacks and strange designs, they feel quite epic and are just beautiful to see. The sounds effects/music is great also in putting you in a tense position, you keep hearing the monsters sounds around you and lots of little actions have their sound clue. And here we need to talk about the controller. The PS5 controller promised some type of "haptic" feeling: That is, that it makes you feel things that are happening in the game through special vibrations. It sounds a bit strange, because haptic feelings need usually some strong electric engine and a fixed base, but what they've achieved without all that is quite amazing. There's a lot of actions that make the controller vibrate and sound, and then you feel what's happening. Like the rain, you feel tiny drops falling on you through the controller, and it's really really cool and immersive. It´s hard to describe, you need to experience it a bit, but it´s really impressive.

The story is...very weird. This game is quite the mind-fuck. I'm not sure I have a good explanation about what happens and why, even after unlocking the second ending. However, it is quite an interesting experience, and open to interpretation. I don't wanna spoil anything in this case, but I´m not entirely sure what to believe or take as true after the experience.

I finished the game recently, and while it's hard, I had a lot of fun with it. I was immersed quite fast to the pace of this game, and I got better and better at it, with some moments thinking there was no way I could pass a certain element, and then after some training seeing I could, or even making it easy thanks to a special combination of luck, practice, the right weapon and the right consumable item.

The game is a challenge, and like all challenges, if you do succeed, it feels amazing. Not only that, you discover yourself doing very hard stuff that you thought you'd never be able to do. This is a great feeling, but requires patience and time, and also some predisposition to it. I was lucky to be able to master the game more or less, but it's true it was time consuming and could be quite frustrating sometimes, when you think you have a great weapon and items and some random encounter that is not even a boss or side-boss destroys you and you need to restart from scratch. But I have to say, I enjoyed it immensely nevertheless.

It's a beautiful, exasperating game, and it's totally worth it.


 

 

 



Monday, 13 September 2021

Resident Evil 8: Action-horror like RE4, but good this time

Recently I self-indulged a bit and got myself a PS5. I only had the original Playstation, so this allows me access to plenty of exclusives that, over the years , I had to miss. 

For the moment though, I'm also using it to see some of the newest games at their best, since it's quite a powerful thing. And one of these games that I got new was this Resident Evil 8, or VILLAGE (written so the initial "vill-" looks like VIII, like 8 in roman).

There was a lot of hype about this game but what I've saw beforehand was not very inspiring, reminding me a lot of RE4 (which I hate)....but I gave it a try, and was pleasantly surprised. For starters, the graphics are still amazing, very realistic, painfully so when getting hurt. The gameplay is streamlined and it's a lot more action-like, with less focus on the survival part and easier to manage and kill enemies. You need to pace your resources but there's more of everything. The inventory is huge and it separates consumables and weapons from keys and treasures. There's an upgrade and shop system, and well, some parts of it feel a lot like RE4 but somehow in a better way (the shopkeeper even jokes, saying the same sentence and intonation from RE4 and saying he's joking, he knew someone who said that).

You continue after 7 playing as Ethan Winters, living in "Europe" (probably Romania), and in the first 5 minutes of the game Chris Redfield apparently kills your wife Mia and kidnaps your daughter Rose, only for her to be stolen from him 5 minutes later too. So that's the main drive of the game. Things are not really as they seem, spoilers ahead, just in case. 

After waking up from the accident where your daughter gets taken by someone else, you end up in a village. At first the initial house looks very much like RE7, but soon enough you just go out and it's dawn, and you see yourself  in a small rural area with a huge castle and some weird houses, windmills and a factory. 

You discover the village has been attacked by these monsters that looks like a half-zombie half-werewolf, and after finding some survivors that die immediately afterwards, you're captured and brought to the presence of the 5 big bads of the game: Mother Miranda (the leader, like a religious local figure that has protected the town till she decided to kill everyone), Lady Dimitrescu (the lady of the castle, very very tall and drinks blood), Heisenberg (the one managing the factory, with magnetic powers), Moureau (an ugly half-fish person-monster) and Donna Benevento (a girl that has creepy puppets that talk for her). 

These people have...charisma, really. Maybe except for Mother Miranda, who is more hidden, the other characters are quite interesting. They're bastards, but interesting bastards. You kind of wanna know more about them, as you see them verbally fighting to decide what to do with you.

After escaping their little games, you go back to the village and meet Duke, the shopkeeper, who seems like a weird 6th member of the family but that is trying to help you somehow. He's quite mysterious. He tells you your daughter may be in the castle, and you go there to find her. There Lady Dimitrescu and her daughters try to kill you to drink your blood, together with their zombie-like servants, but after some going around you do manage to kill all of them, in the case of the lady with the help of a poisonous knife that turns her into a monster, because otherwise she's perfectly immortal. This castle section was really cool and big, mysterious, and the vampire theme, while ridiculous, was cool. It was also very nice to see their total disdain for males (they call you man-thing), although they treat their female servants quite bad too. You end up picking up a flask, and Duke tells you that's your daughter, split in 4 pieces, but that your daughter is special and is not dead, she can reform if you gather all 4 flasks, in hands of the 4 lords (the bad guys, apart from Mother Miranda).

The castle occupies quite a lot of the map, but after finishing this section you never go back there. Next there's Donna Benevento and her house. She's in fact making you hallucinate. As part of these hallucinations there's this little segment of a very creepy autopsy you perform on a doll that represents your wife, and you discover clues hidden in the doll that allows you to escape and kill the creepy main doll, which in fact was Donna. I really loved this part too, it was like a ghost story, without enemies (except for a specific one that is best left to discover, that is extremely creepy and unsettling and not a doll) but with puzzles and mysteries. You do feel a bit of pity for Donna, she seems to have some mental problems or something, and she did attack you somehow but she could have killed you from the start and she didn't, it seems she wanted you to like her like a daughter or something.

Between these main sections you always return to the village for a bit, discover new areas in there and can gather some special treasures and recharge on ammunition. You also find out that all monsters are usually created though the use of the mutamicene from RE7, the mold thing, but with different variants and results, and that Mother Miranda was the one that found it, became immortal, gave immortality to 4 "childs" of hers, the 4 lords, and was isolating the village, getting tests subjects from it and keeping it uncommunicated from the rest of the world.

Next is Moureau, that lives in a reservoir with water. You find him fast, but he turns into a giant fish monster that is also blocking escapes with disgusting mucus-like substances, and you need to drain the water and fight him to escape. This section was a bit more painful, more generic, and you feel sorry for Moureau too, because he's not all that well in the head and he's not that much in control, it seems, and wants the approval of Mother Miranda. 

Finally there's Heisenberg. However, he contacts you and tells you he wants to help and get rid of Miranda, but you need to prove yourself. He leaves his flask in a stronghold with the werewolf-zombies, and after defeating lots of them and returning you can access his factory, where you talk. He keeps saying you need to use your daughter to kill Miranda, but Ethan says his daughter is not a weapon and gets all angry about it, so Heisenberg pushes him into the basement of the factory, where a weird monster with an airplane engine in the thorax and chainsaws instead of propellers chases you, till you fall even deeper. This section is full of robotic zombies, improved by Heisenberg with metallic parts. While talking he seems nice and a person you can reason with and the verbal fight you have with him seems extreme, but in the notes you find later in the factory you do see he's quite psychopathic too and has conducted horrible experiments with people in there. 

This area is long and dark and labyrinthic. After learning the paths it's not too bad, but it's quite hard to orient yourself and the map doesn't help, with levels and corridors that go up and down and up again interwoven with others, so when you see them in a 2D map it's quite confusing and then it's hard to find where you need to go. There are cool mechanics in there, but it felt claustrophobic and a bit too long. After clearing several floors and having to fight and kill the airplane-engine monster, Heisenberg drops you again to the bottom, which feels a bit annoying. In there you find Chris, who finally tells you that your wife at the beginning wasn't your wife, it was Mother Miranda, because she can transform into others and wanted to get the baby. This is very ridiculous in the sense that most of the tension between you and him could have been avoided with this simple explanation, but oh well...even other soldiers that work with Chris keep telling him later that he should have explained this to Ethan, so it's referenced inside the game that it's a very stupid decision. 

Anyway, he gives you control of a special tank that is immune to Heisenberg's magnetic powers, and you get into an elevator to the top and end up fighting Heisenberg, turned into a metallic monster. This fight is ok, but if he had remained in human form and instead used his magnetic powers, there's no way you would have won, while as a monster and just hitting you it's relatively easy.  Once the fight is over, Miranda appears, shows you she has your daughter and proceeds to rip off your heart with her hands, leaving you, Ethan, dead on the ground. 

You continue playing as Chris now, raiding the village with other soldiers (that this time do not die), because the mold in there is going wild and Mother Miranda has made a mold fortress around a place where she expects to do some ceremony. Some guys from an organization that was good in RE5 but is now bad seem to be trying to access it too, but they're killed by the mold. You fight waves of werewolf-zombies and get into the fortress, only to find Mia, Ethan's wife, alive and relatively well. You also discover that Miranda learned that the mold keeps consciences of dead people that died around that area, and wants to resurrect her daughter's consciousness inside Ethan's daughter, and all her experimentations have been for that purpose, to find a worthy vessel, while her other "childs" were not good enough. They also explain that this mold is the original one that was used to develop Eveline from RE7 later on, and that Umbrella's founder met Mother Miranda and was inspired by her to do the viruses and parasites, even using her symbol as the company's symbol. Chris tells Mia that Ethan is dead but Mia seems not worried, and says that's impossible, because there's something she has kept secret...

...and you start playing again as Ethan. You're having some type of dream where Eveline tells you you're actually dead, and that you died in the first scene of RE7, after Mia attacked you and the dad of the family basically killed you. But Eveline resurrected you, and you're mold, yeah. Which explains also why your daughter has some mold-like properties. Here I feel totally vindicated from my theories, as I expressed in my post for RE7. I mean, it wasn't that hard to guess, but still, I totally called it. It didn't help that Ethan glued his hand back in RE7, has flashes from Eveline, he can glue his legs too in RE7, and also in RE8, after Dimitrescu cuts your other hand during the castle, you just put it back and use some disinfectant to heal it. I mean, it's quite obvious, but still nice to have guessed it correctly. 

Anyway, even if you're mold, you're in horrible shape. You make your way to where Miranda is, and find her with your daughter. Your daughter does something to her, apparently trying to help you even if she's just a baby, which makes Miranda vulnerable. You fight her, and she's just very very tough, but you manage to kill her. However you're crumbling too, apparently, and you just give your daughter to Chris, and grab a bomb detonator and wait for the mold to come to you to detonate it, destroying everything and yourself, as Chris and Mia leave in a helicopter with your daughter. A final scene after the credits shows Rose, your daughter, older now after an indefinite number of years, visiting Ethan's grave. Then some guy in a suit escorts her out, saying they have a mission for her, and calling her Eveline. She gets annoyed and says her name is Rose, and pushes the guy but goes back to the car. This implies that she has some part of Eveline in her, and I really like this idea, because in her last moments Eveline sounded pitiful, she was a little girl that people experimented on and she just wanted a family and to be loved, so it does feel kind of nice to know she has had some type of redemption and can re-live a bit through Rose. 

And that's the game. I really really enjoyed it, although it can be ridiculous at times or make no sense too, but I think it's a similar idea to RE4 implemented a lot better. It's not so much survival horror this time, it's more action-like, but the gameplay and the characters give it a life of its own and made me replay the game several times. After the first playthrough I got some bonuses and managed to get some infinite ammo for some weapons, which helped in me wanting to play it again. It was also nice to try and complete many of the challenges the game has, which return special points that you can use then to get special weapons and stuff. Some of the challenges are insane, but there's a lot of replayability value. People said the same of RE4, that it was a good action game, but for me in RE4 the story implementation specially ruined it, and didn't make me want to play it, while in this case I'm happy to replay. The only shame is that the 4 lords were dispatched very fast. They're very colourful characters, even if evil, and I wouldn't mind seeing more of them in other games or DLC, but well,for the moment that's all we'll get it seems. 

Quite enjoyable and good, in summary. I'm pleasantly curious about what they'll do next after such strong 7 and 8.

Tuesday, 31 August 2021

How to fuck up stories because of ego

 I haven't written in a while and have some games and comments pending, but I wanna finish my comment on the Mass Effect trilogy (I haven't played Andromeda anyway and I understand it should be considered apart). 

The third game in the series seem to imitate a style of making series and science fiction, popular in the first decade of 2000, were things are bleak and very unbalanced, and anyone can die. Recently I finished Battlestar Galactica (I got tired at some point of the drama and had not watched it all), and certainly the style of ME3 reminded me of that. 

I've talked about ME3 in the past, when it came out. It has epic moments, and there are plot points that are amazing. Curing the genophage, or making peace between geth and Quarians, both things optional and only available if you had done the right choices in previous games, felt very good and adequately epic. Apart from that, graphics are still great, more detailed now and a lot more gory, and the gameplay still holds quite well, although the downgrade of the shockwave ability done from the previous game hurts a bit, I have to say. So, the game is quite decent overall, and does delivery in some of their promises.

Where it fails, it's in other aspects. First and foremost, the fact that Earth is made as this special place that is worth saving over all the other races and planets. This is so human-centric that is annoying, and one cannot help but make easy parallelisms with colonialism and white supremacists, where there are countries "worth saving" and others that are not (like recently in Afghanistan, for example). Other races have planets that fall or get hit pretty hard, but earth is the one that seems to endure the most and also where everything needs to happen.

Then there's the fact that, while some decisions from previous games are truly explored and expanded, some others are translated into points. These points mark if you'll be able to reach the "best" possible ending or not, or if you will fail while trying. The point system feels...weak. A cheap way to translate decisions into something that affects the game. The ending of ME2 took decisions and made them matter. ME3 turns them into "+100", definitely a downgrade. 

What is most grating, though, is probably how the ending has been managed, and how it turned out to be. In the end, the problem is that some race decided that any universe that has AI, will then have these AI revel against their creators and kill organic life. Which is....not true, even in the ME3 universe. As part of the game, we could make peace between the current rogue AIs and their creators, and the AIs showed they just wanted to help and coexist. So this argument is pure bullshit and undoes plenty of things inside the story. Then, I mentioned it before but the last decision about what to do about it is taken there, without considering previous ones, which is....easy, very easy, not taking any risks. An ending that changes based on one last decision has been made before and is boring, you just reload and see the different ones. ME2 did this a lot better. 

What's worse in all this is that I understand this ending was the result of some boss that, instead of deciding what to do in a committee, like all the rest of the plot points of the game, decided to do whatever they wanted without external supervision from the rest of the creative team. This sounds....awfully familiar to how Game of Thrones ended, or also the creative process behind the movie Prometheus, that left plenty of bullshit too. More and more, I've seen "famous" people that did great things do shittier stuff the moment they're considered famous and don't have a support team around them that helps them streamline their good ideas, to make them really good, instead of assuming they're great and going forward with horrible stuff because no one dared to tell them they suck now. I mean, see what George Lucas did in the prequels. Check the latest movies Steven Spielberg has done, or the 4th Indiana Jones (or as we like to say, the movie that shall not be named). Check Ridley Scott, James Cameron, etc...hell, even Terry Pratchett in his latest novels where he clearly was mentally affected by Alzheimer and no one dared to tell him it wasn't that good anymore, although in this case he's quite innocent and more understandable...there's sometimes these ego trips by people that fuck stories really bad, and it's quite a shame.

Well, anyway, after all this negative comments, I have to remind that ME3 is still a great game, and I really enjoyed this replay. And I have to make a special mention to the DLC. DLC can be quite "evil", when it greatly improves the original game or adds important plot points, and I have to say, yeah, ME3 DLC is quite evil in that sense, because it's really really good and it makes up for the flaws it had quite a lot. 

ME3 has 3 big DLC packages that improve the plot a lot. First, there's Leviathan, which explains the reaper's origins (interesting but maybe it was better to leave them a mystery), is quite epic and feels a bit like Abyss (the movie). Then there's Omega, which doesn't add as much but explores a bit more an "asshole" character from ME2, Aria. She's still an asshole even if she's nice with you, but you understand her better after this and the whole plot is really cool with action. Finally, there's the Citadel DLC. This one is just amazing. It's funny, intense, curious, introduces cool concepts, and has some of the greatest moments and dialogues of the series. This DLC is an apology letter to the fans of ME3 by the creative team, showing what ME3 could have been, and it's a proper send-off for the trilogy, allowing you to interact with all the people that have been part of your squad (unless they died, and then they also get a special moment for them) . I know it's paid content and I'm against it usually, but in this case it's totally worth it and amazing. Originally I didn't get it when I played for the first time, but now I did, and this really redeemed ME3, because I think ME in general shines more when it's funny and warm and properly epic, instead of when it tries to just be epic in a very limited and overdone military-style way. 

And it's best left unexplained, so you can experience it if you'd like :)

Tuesday, 29 June 2021

Mass effect 2: Bigger and better

Following up on my previous post, I want to talk about Mass Effect 2 this time. The game came out some time after the first one, enough time that I had partially forgot about these games the first time it came out. It promised to continue the epic tale, although the scope seemed a bit less epic from the description. 

The game said that now you worked for Cerberus, a racist organization in the first game that performed dubious research and were bad guys, focused in humanity first and fuck the aliens, basically. And that your mission was to attack a base used by a race called "Collectors" that were kidnapping humans. When stated like that, this game seemed initially a downgrade from the first one.

Therefore, it was a big surprise to see the game ended up being awesome. I'd say, overall, it's better than the 3rd game. The 3rd game requires another post, of course, but let's say that, without DLC, it has several screw-ups that made it inferior. With DLC this is compensated, but that's "cheating". ME2 is really really good since the start, with no extras. 

The game is basically a "heist" story, with the heist being the attack I mentioned. To succeed you must find a group of people willing to help you and you need to gain their trust. Some characters repeat from the previous game, although there's plenty of new ones. You work with the white supremacist organization but they give you free reign about what to do and you can put distance with them, and there's a lot of character development, for you and for your partners.

Graphics are still awesome, slightly improved from the first game. Gameplay is similar, but with a lot more action: the power system has been remade, and biotics especially have been improved and are pretty awesome now, more dynamic, you can keep using them instead of a weapon.The weapons have been changed, and they've backtracked on the idea of having no ammo, and now they do have ammo, which I think it's a downgrade and makes no sense story-wise, but it may be true that it accelerates combat if you compare it with the previous game. Enemies are a bit more varied and there's less feeling of padding or combat repetition, although some sections do feel a bit elongated. 

What has been developed a lot are the side missions. You no longer explore deserted little squares with the same 3 interiors copy-and-pasted, now you don't really explore with a vehicle but you do missions, each with their layout, their objectives and goals. This feels fresh, interesting and does not seem repetitive at all, and the game gets really better from it. The resources mechanics, where you scan planets for resources, is still a bit tedious but in no time and just checking the ones around you as you do side missions you can get all you need.

The game now mostly consists of recruitment missions, where you find a new crew member, and then if you interact enough with them, crew members also give you loyalty missions, missions that guarantee their loyalty to you. All of this is purely optional actually because from the start or at any point, you can try and trigger the suicide "heist" mission, but if you don't have enough ship reinforcements, the right crew and the right equipment, the mission will fail. As you recruit members, there's a few special missions that let you gather extra information that you'll need to at least be able to start the suicide mission without failing immediately, and after these are completed you're free to try and do it, but if you don't have everyone's loyalty, people will die, and sometimes it won't be the person not loyal the one that dies.

That means that what makes sense is to delay the mission as much as possible while you make sure your whole crew is loyal and happy, while at the same time not delaying it too much after a certain event that happens after the third special mission. Some of them are tricky to convince, because certain pairs will fight each other and you need high diplomacy/intimidation stats to make them both happy, and the same apply to some loyalty missions where you need to do some convincing, but nothing crazy if you've been consistently trying to increase one particular stat of these two. 

Where the game shines is in the fact that you interact with all your crew members, establish a relationship, get to know each other and befriend them. This game is basically a huge character development plot for all your team members, and it's brilliant to see and experience. This is a strong character-driven story, and their diverse stories are original and interesting, and they make you wanna try and help everyone. After you've developed relationships with all of them, friendly or romantically if you romance one of them (you can only romance one person), you want to keep everyone alive, and then you try extra hard for the final mission. 

The final mission is also a very bright moment for the game. It's epic, it's big, and it's made in such a way that there's a lot of possible outcome combinations. Some characters may die, and you need to select the right people for the right tasks to avoid it. If you mess it up enough, you may also die while still completing the game, which is a pretty awesome thing, although it's a "bad" ending. The level of care about your previous choices and options is amazing and I've never seen anything like this in other games that mention that all your choices matter, since in other games it's more common that this is not true at all (and I'm including ME3 in this list, which makes the case of ME3 all the more annoying, because they did do it well in ME2).

This time I played with a female renegade vanguard Shepard, and I have to tell, it felt amazing and awesome to launch enemies left and right with biotics, or to dash towards them and hitting them hard to then shot them with a shotgun, and being able to be sarcastic and foul-mouthed and just a lot more aggressive than what I used to do the first time I played. I still don't like to be mean in such games and I tried to be quite gentle with the crew, they were friends after all, but it was liberating to play a female character like this, and I totally recommend the experience.

Wednesday, 12 May 2021

The wonders of space

After finishing most of the games I had for xbox, I decided to relive the Mass Effect saga, seeing as they were going to re-publish it in a special version. I tried to use the original games with my xbox one, and they work fine plus I have all the DLC I've bought over the years or that they made available for free after some time. 

Similar to RE, I'd like to talk about each game, starting with Mass Effect 1 (ME1). This is one of the first games I bought for Xbox 360, and when I saw the trailer I thought it was fake or misleading: It couldn't be that we had a long, well-developed sci--fi roleplaying game with such nice graphics and complex story. I thought I'd start it and it would be somehow reduced.

And well, while it had room for improvements, I have to say that no, ME was as spectacular as it seemed it could be. The game offers a lot of world-building, that is clearly inspired or derivative of other works of science-fiction, but that doesn't reduce its glory or its scope, which is massive. From the first seconds you get several choices and the game starts recording these and keeping them stored, to develop a story.

Mass effect defines a universe with aliens where humans have joined the intergalactic civilisation. You play as commander Shepard, a human, that is tasked as the first human member of an elite group of soldiers that can do pretty much whatever they want(Spectres), with the task to investigate what another "evil" guy from this group is doing and disrupt him. As you try to perform this task, you keep discovering that there's more at play, since the bad guy seems to be working helping the Reapers, giant artificial intelligences that kill all galactic civilisations advanced enough to space-travel every 50.000 years, which in this game are just some myth, a boogeyman, but that you believe are behind this. 

As you play, you discover that the bad guy's ship is actually one of those Reapers and has mind-controlled the "bad guy", something the Reapers can do, start controlling everyone in their proximity. If you have enough persuasion points you can make the bad guy see this and he kills himself, and end up defeating both of them (well, you and hundreds of other ships, the Reaper is big and tough) right before they can invite all the others to start the galactic extinction process.

So, this first game puts a very strong foundation. It creates a rich lore with different alien species, makes the scope epic enough while being just an introduction to the overall story arch and starts recording these key decisions that will influence the overall experience: did you save this or that character, did you help someone in there, did you kill these others? Depending on your choices, the experience will vary, and it's quite cool. 

Having said that, the game has numerous issues. 

The first one is that the non-story part is a bit lacking: Combat feels slightly static and repetitive: You go into cover, maybe use some powers, shot some enemies. Not having bullets and depending on the "heat" of your weapon is cool and I think it was innovative, but the combat was very basic cover-based stuff, not very exciting and a bit strange. Powers are also not very practical, most biotics make people float in some way but don't do proper damage and feels like it's not that spectacular then. Tech abilities are a bit better but not much. Then, when you're driving the Mako, a kind of tank, you just keep blasting at people and it's not that interesting, really. Combat is something you do to advance, but it's not something cool or very enjoyable, basically. 

Related to that, the exploring mechanics is cool in principle: You get to check all the planets in several galaxy sections, and you can land in some of them, some ships and some stations. However, the implementation of this results in a lot of very very similar terrains, where each planet that you can land has only a square of explorable terrain were you find some dead bodies and ruins and that's about it You spend most of the time trying to climb mountains with the Mako in order to get to some little point, no more than 5 per region, if that many. It makes you feel quite....alone, in what should be a vibrant populated galaxy. When you find structures that you can enter, all of them have the same look and distribution. You have the mine, the ship and the research bunker, multiplied by 10 or 20. You never find characters living there, only enemies with some exceptions where you can actually interact with some bad guy before they kill someone or before fighting, but that's it.  Side missions always include going to such places, and therefore a lot of this ends up being like a chore because you already have done 20 of the same, before.

So, you have a lot of time spend in the game, if you want 100% completion or close to that, just repeating the same tasks, which is not ideal. However the main story quests are good and diverse, so that compensates this issue a lot, and the main quests are really great and interesting, and the places you explore are amazing.

Another problematic point is that, in this game and the third one specially, you can feel the USA military industry has influenced it. I'm hundred per cent sure of it. You, in theory, are a spectre and respond only to the council, but you accept your former military chain of command without question, taking missions and orders from them, and there's lots of instances of "patriotic" moments and comments about how good it was to serve the military. I mean, I get it, shooters in general tend to be militaristic, and you need fights in theory to make the game challenging. But there's a....tone, in the game, that defends a lot the military, explains its glories and shows it as they say with modern ones, that they're the people defending your freedom and fighting for you. However you soon see that you're fighting for the humans, and the other races sometimes can go fuck themselves, which is totally not fair. I mean, you do try to help other races, but when there's a human-other species conflict, the game tends to heavily side with the human one, to the point that is shameful and bothersome. There's stuff that humanity's army does, that would be painted as evil if it wasn't because it's the human army. 

Related to that, there's a human bias in the game, as if humans are the best ones, more diverse, more daring, etc. This feels....very racist, sometimes. And the game gives you the option to explore this "racism" as a valid way to play the game, sometimes as "renegade" options, when maybe part of being "renegade" would be to say, "well, fuck humans, I'll help this other species now because I like them more". I kept finding this rather problematic. I mean, I understand in rpgs you are free to be an asshole, and it may be part of your choices....but there's "racist" options that are not painted as "bad" as they should be, in my opinion. Also, let's face it: humans are boring! You have a lot of other species to explore, and the game centres on  humanity, as if you'd be unable to relate to some other species. I guess there's male idiot players that think like this, and there's too many of them, and the developers pandered to these groups, but well, these incel-type with no empathy can go fuck themselves as far as I'm concerned and the game industry should not cater to them.  

In this first game, your supporting characters are also missing some definition. You start knowing them and you talk with them, but they don't say much. You can already do a type of "loyalty" missions for them, but they're very generic missions like the rest of side quests, and they only trigger a bit of conversations with them. However it's enough at least to start knowing them, and seeing glimpses of their personality, and they're already likeable, just not very developed yet, and they all adore you somehow without you having done much yet. 

Another issue that the game has is sexism. Sexism is rampant in videogames, but well, as you create new species, the typical thing of giving the females boobs is quite common in here, while at the same time hiding some females of certain species that look weird already as males and probably the developers thought would be too unappealing to the standard male gamer and didn't bother to design, at least in this first game, where you only see males apart from female humans and Asari. And related to that, special mention for the Asari, a race of hot blue girls that are all girls and pair with any other species, clearly a sex fantasy of someone. Although in the second game you do discover that the way you see them as beautiful human-like may be them mind-controlling you a bit, since every other species sees them as beautiful and similar to themselves, a nicer explanation that does not remove the fact that all of them are beautiful in-game and tend to have quite big breasts....

Finally, it's worth mention that the game is quite derivative. We're not doing anything revolutionary here, the game uses tropes and ideas from famous other science-fiction works and movies, from Ender's game to Alien, Star wars, etc. You could still take it as a homage more than pure plagiarism: The game tries to evoke a feeling most present during science-fiction works of the 80s, as the developers mentioned.

However, even after listing these issues, the game is quite awesome. The side quests are tedious but necessary to get nice perks in later games, and the main plot is great and amazing. The Citadel gives you a sense of wonder that is difficult to describe, but feels amazing. Ilos is incredibly creepy and epic. The music accompanies you in great ways, especially when it's not the military sections, but the sections where you're in awe. And the interactions you can have, the choices and the people you meet, all create an amazing experience, like having really a first contact with alien life.

Tuesday, 20 April 2021

Conspiranoia

I've made a small research and it seems this is a term used more in Spanish than in English, were people usually just refer to conspiracy theorist. Nevertheless I like the term. 

During this period, I've not seen a lot of cases in my social networks, but there's an occasional one sometimes. And I cannot help but get nervous about them, but it's not much I can do. 

Conspiranoia would refer to this tendency to believe that there's dark conspiracies involved in certain world events.  Conspiracy paranoia, basically. And current events are easy to cause strange irrational reactions that make us believe such things indeed. However, applying basic logic can help diffuse these strange feelings, even if not everyone applies it. 

For starters, let's clarify that there has been conspiracies in the world, and even now I totally believe there's some conspiracies being executed. The thing is, they're conspiracies that make sense. For example, if you review the history of C.I.A., you'll see that yeah, they're bastards that have conspire to overthrow legitimate progressive governments in order to put right-wing corrupt dictators in the past. So yes, I totally do not trust any "official" occidental comment about South-American politics where USA and Europe are supporting some party in there that is trying to gain power, because more often than not they're trying to overthrow a legitimate leftist government. Venezuela is a mess and I'm not sure what to think about it apart that every side is bad in there, but I'm sure that the official opposition backed by USA is a corrupt right-wing piece of shit. Bolivia, I totally believe USA tried to remove Evo Morales and put some bullshit right-wing government that would let them steal the countries resources by bribing them. 

Same way, and considering how they don't want to release information about it, I'm totally convinced Kennedy was killed as an act organized by its own government and security agencies, because he was too progressive for their tastes. 

There has been proof about the surveillance that USA wants to apply to us all as revealed by Snowden. And there has been proof that, in Spain, there's a number of policemen, lawyers, judges and other law members, plus politicians and parties that are organized to lie, prosecute and condemn people that do not follow their right-wing fascists ideals.

So yeah, there are secret conspiracies in the world. Usually by right-wing fascist, by rich people, and by strong authoritarian powers. I will not talk about Russia and China because they don't hide it, so it's not secret they want to control their population and such things. They don't care as much about PR, and they're happy to point at the hypocrisy of other powerful countries that pretend to defend "justice" and other such concepts and then they do the same shit and try to justify it or hide it, like Spain with political prisoners as Russia pointed, or Spain with the police repression as China indicated too.

In general these conspiracies are "easy", usually. The surveillance one was a bit more complex, but we suspected it would be possible by just adding certain code to apps or by not sharing security holes in programs and such things. Other conspiracies are more in the sense of  "give money and weapons to this South American party", or "accuse this person of something so we can put them in prison", or just "kill this person". They tend to have a basic idea and with a clear objective that benefits certain people. Like, "this guy wants to prevent us from making money from this business that exploits people", so "we kill this guy, we scare others, we manage to make money exploiting people".  It's pretty straightforward, you can see the logic, it's basic.

We need to consider that people are idiots. Even powerful evil people. So, complex plans to achieve difficult weird objectives are quite unlikely, really. 

This virus is not a fucking conspiracy. The vaccines are not a fucking conspiracy. And for fuck's sake, the bloody stupid masks are NOT a conspiracy. 

Do I like to wear masks? No. Do I like to stay inside home? No. Is this some stupid "plan" to control us? Of course fucking not.

So, let's discuss some of these comments. 

-The Vaccine will control us and monitor us: Do you have a smartphone?  If you do, I can assure you that there's no need to provoke a global pandemic and to create a fake vaccine so they put a chip in us. We carry the chip every day, use it and provide information to it. I'm not saying different companies and organizations don't want to track us, but that there's a lot of easier ways to do it and they're already doing it in simpler ways. Also, most of us are not interesting enough for particular information, they just want "Big Data" to try to create models for prediction and control. Yes it's scary and not good, but vaccines and current situation has nothing to do with this. 

-The vaccine will modify our ADN: First, that's not how the ARN thing works. Second....why? What is gained by "modifying our ADN"? What basic gain will this provide to the organisers?? This enters the terrain of believing that someone has researched some way to modify our behaviour via ADN or some crap like this, which is just ridiculous and not worth mentioning.

-The vaccine is actually the illness and the thing that will kill us:  That's why before the vaccine people were dying left and right, correct? I mean, we're hiding at home for the shits and giggles, because before the vaccine everybody was healthy, yes? Actually scratch that, some people may believe this is the case. To that, please volunteer in a COVID ward in any hospital.

-The virus has been created in a lab by China/USA/Bill Gates/ Etc: First, virus occur naturally. Second, the people and countries you're proposing benefit from having big amounts of population to exploit, so they win nothing by killing it. Third, the people and countries you're proposing got hit nastily by it and are in shambles. For this to be some type of plan to destabilize the others, we'd need to accuse the country that has dealt with this better...which probably is New Zealand! Known conspirators for the fall of civilisation, of course. 

-Masks are "muzzles" that want to silence us / they make us breathe CO2 so our brains get smaller: Here it's just a matter of looking at people that used them before this, basically doctors and nurses and lots of Asian countries. They were doing fine while using masks and were using them to avoid transmitting diseases long before this. So, no, masks are a bit uncomfortable but they're not controlling you or killing you. And yes, if you don't use them you're certainly a narcissistic egotistical piece of shit.

-Confinements are attacks to religious freedom, they don't want us to to meet in churches/other religious meeting points: I mean, if you think you need to meet in crowded places yes or yes to practice your religion, here I'm not going to argue, please do so. But please don't meet anyone else outside this community of people, and when you catch pneumonia, please stay inside your house and don't cough at anyone else.

- The whole pandemic has been planned and it will create a new world order: So no, it hasn't been planned because there's several important business that have been hit by this and they would rather not have been hit, even if others are having more benefits now than before. And about the new world order stuff, look, there's already a war ongoing as I said before, where rich and powerful are trying to fuck with the rest of us, yes. But they want to fuck us by making us powerless and make us work more. Closing us inside houses or killing us is just not profitable long term. So just consider profit, this situation is not nice for them either. 

All these have this issue of complexity, strange goals and dubious benefits. However, there's a few things that may be true, because they fit with what we've mentioned before, simplicity and direct benefit: 

-Some vaccines are not being approved or bought, or they're stopped suddenly from being applied, because different governments want to give money to only certain companies and countries: Yeah, I totally believe that, and you can see it by which vaccines are being treated worse in which areas. 

-Going to work with public transport and working in an office is a much worse infection vector than they say: Indeed, but they have to pretend it's outside work that people get infected, or they'd be forced to force employees to provide teleworking, pay more for risks or temporarily stop activity, and the economy cannot deal with these things so they ban the "fun" time people may have while keeping the "boring" working part, when both are equally dangerous, because one produces money and the other does not.

After saying all this, I have to say I'm as tired as anyone about the situation. However, being selfish about it and defending it with a conspiracy theory is not helping anyone.

Monday, 12 April 2021

Resident Evil 7: Awesomely Creepy

All this time that I played the older RE games was to lead to this point, to play RE7. This one I was told that it was again scary and good by several people, so I was very curious about it. 

The game clearly breaks itself from the past trend and decides to reinvent the saga, in another direction, a much better one. For starters, even if it's the 7th installment, the official name is Resident Evil: Biohazard, a way to start anew somehow. And what they did was to go back to its roots in some ways, regarding important details and regarding horror. RE7 is finally a horror game. Yes there's action, of course, but this game is again properly scary, properly tense and visceral and dark and very creepy. 

I have to confess I love creepy atmospheres. Creepy is a subtle feeling of dread. Not too obvious, not too evident, it's achieved by creating an environment that just feels....wrong, for some reason. And where you expect you'll be jump-scared at any moment, or that reality itself will crumble around you or something bad will happen. It can be lots of things, but when done right it creates a tension that is amazing to feel. It's like scared but interesting, like you cannot stop watching now and wanting to learn more, and it's fascinating. You don't achieve creepy by just making gore, for example, you can make gore creepy but it needs to be subtler than this. The creepiest things are the ones that look the most normal or innocent right before they don't. 

 RE7 achieves high levels of creepiness. It's also a bit disgusting sometimes, or not as subtle as it could be, or very gory at moments, but the feeling you get playing it has this special something that makes it extra interesting and compels you to go on and find out what's happening. 

Let's start with the "boring" part: Graphics again have been improved, the game looks very realistic. Humans appearing in it have a lot of detail, while still clearly being fake they are high on the scale of realism, to the point that they're a bit uncanny-valley too, a bit disturbing sometimes. The game is dark and greenish, somehow, that's the best explanation I can make of the general colors you see. The game happens in a single night, regardless of how many hours you really play, so you notice as you advance around, when it's still dark, or when you finally get to a point where the sun starts to raise, almost at the end. Most of the time you're inside some house, and the details you see are both gruesome, sometimes a bit too much, but also detailed and creating this special atmosphere. It feels claustrophobic at times, and it does make you wonder sometimes why the main character didn't run away like after the first 5 minutes of the game. 

The game is done now from a first person perspective, which makes it very immersive. At the same time it's not like a shooter, it's a first-person survival horror so you don't have a lot of ammo or health to just splurge and waste resources. Also, the main character is not an action hero. He does a lot of stuff for being a normal guy, but the game manages to make you feel like you're not comfortable with all this action around you somehow. You do need to aim and shoot from a first-person perspective though, but sometimes you need to run around or evade, more than fight. It has some similarities at times with Alien Isolation, in the fact that some enemies are only really vulnerable in some moments, and other moments you can only run away. These moments are a bit arbitrary, it's not clear why in one instance you can and in the other you can't, but it's fine, it's not too confusing anyway. Your inventory is very similar as to how RE1-RE3 worked, with limited space that you can increase if you find extra bags, but a general storage unit that is interconnected between locations so if you find one you can find all your items, regardless of the place. It has also this concept of a "Safe spot", the room with the storage that also has a save point, a place where you will not be attacked or followed. 

Weapons are varied. You progress from a knife, to a pistol, to a shotgun. You can get a flamethrower and a grenade launcher, you can find better pistols and shotguns for the second half of the game, and you can unlock a Magnum with very limited ammo, useful for the final boss fights and particular moments. You also find explosives, that are nice sometimes for the slowest but tough monsters. To heal yourself, you use disinfectant, which is frankly funny because you just pour it over your hand and ta-dah, you're cured, but it's part of the charm of the game, not taking itself very seriously but this time clearly being in parody-style, not like in RE4. Plus, there's another reason that I suspect about how you heal, but it's not confirmed, we'll talk later about it. In this game you need to combine base materials with chem fluids to obtain ammo, disinfectant or other useful items, and the end result is that you need to manage your inventory to have space but also have ammo and health. There's special injections that you apply directly into your arm that make you reload faster or have more life, but those are rare and hard to find or unlock, usually only as secrets. There's also sometimes secret pictures that show the location of those secrets. In general there's quite a lot of variety of things, rather interesting.

Puzzles are still simple, but better. You need special keys for different areas, you need to examine some objects, you need to think a bit for some sections and get the proper combination, or shadow, or examine the right thing, and overall the game feels less linear, having to go back to areas and re-explore them or access previously-shut doors. Linear games feel like movies, less interactive, plus purely linear environments feel very fake: Our houses and streets are not one long corridor, so when previous games did that it didn't feel right and here this is corrected. The maps themselves are interesting and very creepy, although most of the action happens in a central group of houses. The only weaker place is a section that happens in a salt mine that feels more monotonous and less creepy in the main game, but the rest do feel scary and tense. 

So, let's talk about the plot/campaign, and its ramifications. Previous RE were very old  (RE6 is from 2012) so I didn't warn, but here I do, even if it also has some years already: Spoilers ahead. 

In RE7, you're Ethan Winters, a married guy. Your wife, Mia, had some weird "babysitting" job a while ago, and then she disappeared, with one last message telling you that she lied to you, and that if you see this, to stay away and do not search for her. However, you get another message from her, not even a message, some card mentioning an address in the middle of nowhere, an abandoned plantation in  Louisiana, USA. Basically redneck/hillbilly territory. So you go to investigate. 

The game is set in the current time, but it has this strange very retro feeling, and it uses a lot of retro things. You don't bring a phone with you it seems, and you just get there at the fence of the property, leave your car and start walking around the forest. I'm not sure if you warned the police as well about this place, but it seems like you didn't exactly. 

Ethan....seems to be not very bright or something. Soon enough you find proof Mia has been in the area, her driving license, but at the same time you start finding dead birds and animals, and some weird sculpture made of cut up cows. At this point you should just call the police and leave, and there's actually two points at the start where he should have done that, this is the first one. You seem to see some guy in a yellow raincoat passing by, but he disappears. So, you find an area with several houses, and only one is accessible, marked as "the guest house". Inside everything is disgusting, with rotten foot and mold and worms, dead crows, etc. It's an abandoned horrible place, that also has some articles talking about disappearances in the area. Here you also find your first save point, in this game represented by cassette recorders. Yes, like if we were in the 80s or something. Also, you find an old CRT TV with an old videotape. Again, this feels...strange, there's no explanation why in the game you're finding usable old things. I have my theories but we'll get back to that. 

In RE7 when you find a tape and play it, there's this cool mechanic where you actually play what's happening on the tape, you turn into the character that is filming. In this first tape, you observe a crew investigating old "haunted" houses for a Youtube channel or something. You're the cameraman, accompanied by the actor and a producer I think. You enter the guest house, that looks exactly the same as not although maybe a bit better, and after a bit you lose track of one of the guys that seems to have disappeared into thin air. You discover a secret chain in the fireplace that opens a secret door, you go through this secret door to a basement and you find the guy standing against a wall and not saying anything. When you touch the guy so he answers you, he falls backwards on top of you, apparently dead, bleeding from his eyes, and the video gets cut there. That's the second time Ethan should just say "screw this" and leave as fast as he can from the place, but he doesn't: Instead he has the awesome idea of opening the same door and going the same path. The stairs to go down break, preventing you from going back up, and you need to navigate through horrible water covering up to your neck to get out of the area. You do find the body that you saw on the tape again, he floats suddenly in front of you, all gross but very dead and not a zombie or anything...and then you arrive to an area with a prison door and a woman inside. You unlock the door, and there's Mia!

Such a short game! And so easy! You can just go back now :).

..Except you don't, exactly. As you try to find a way out with her guiding you, she says she lost her memory, but that "daddy's coming" and asks why did you come. You tell her she wrote to you and she says she didn't. You find some door, but then while exploring another area she screams and disappears. You explore a bit forward, find some stairs out of the basement and go up, but find another locked door. You hear noises, go back to the basement and find Mia in all fours, making weird scary sounds and looking paler. She screams at you, hits you very very hard and her face contorts and changes, turning uglier somehow with rage and glee. She pushes you into a room where you grab an ax and are forced to hit her with it until you hit her neck and she goes down, dying. You leave the area for a sec, but when you get back her body is gone, and the locked door opens. As you exit, she appears again saying that it's ok, she understand...and then she goes crazy and ugly again, hits you, stabs your hand to the wall with a screwdriver and proceeds to cut your left hand with a chainsaw. You escape, find a gun and shoot her until she goes down, while bleeding from your left hand like crazy (yeah, that's impossible), and she goes down again...and then this other big guy with the yellow raincoat, Jack, hits your head and takes you and Mia away.

And that's the intro of the game :D. It's visceral, violent, creepy and scary. It resembles more a ghost horror story about possession than an old RE game. And it's amazing, cannot compare at all with the action-based crap they did before. 

So, you get kidnapped by a crazy family,: The husband (Jack), the wife(Marguerite), the old lady(?), and the son(Lucas). There's also a daughter (Zoe) but she somehow remains sane and actually helps you, she contacted you before on the phone and said she wanted to help you. They seem to regenerate, which explains why Mia is not dead, she also regenerates. And someone has stapled your left hand back to your arm, and it seems its working as if nothing has happened, which is ridiculous but funny. In this first half of the game you explore one of the old house and then another older one, where you fight dad and then mom, in that order. Jack is super strong and regenerates, and follows you around. You end up beating him and he explodes into goo, but you don't know if he'll stay dead, because he shot his head in front of you before and still recovered. Mom seems more fragile but she turns into a giant bug and her area is full of big flies/mosquitos, bug swams and other such nasty things. The old lady meanwhile keeps showing up at weird places around the houses, smiling at you, seeming catatonic and following you with her eyes but not moving more than that and being all creepy. You sadly cannot shoot her, the game prevents that if you aim in her direction because you know she'll try to murder you at some point....

Soon enough, apart from the family and the bugs, you run into "Molded", which seems to be converted almost-dead people, that have been covered in mold until the mold controls them and creates claws and giant mouth with teeth. They're quite disgusting and scary, especially because they're black and tend to show up on dark places, plus they look like some of the molded background walls. As you progress, you find out that Mia arrived to their house from some crashed boat found in the swamp with "Eveline", a little girl, and Eveline gave them a gift. Seems clear Eveline is somehow responsible for making them almost immortal and for creating and controlling molded. After the first house and before the second, you find the trailer where Zoe lives, apart from all the madness. She's not there but she talks with you on the phone and mentions a serum that can cure Mia and her from Eveline's influence. 

After defeating Mom, you find Eveline's room, where you can see that she's some disturbed little girl, and you find some disgusting weird arm, an ingredient of the serum together with a head. You hear Eveline for the first time, although you don't quite see her. She seems mad at you but wants you to be the new dad of the family or something, together with Mia, so you can turn into her parents. As you escape the molded she sends your way, you go back to the trailer to discover Lucas has kidnapped Mia and Zoe, and has the head. Lucas is quite the psycho, and seems he was disturbed long before Eveline arrived with Mia, his house is full of traps, in "Saw" style. After playign his little games and not being able to kill you, he escapes and you manage to get the head and liberate the girls. Zoe prepares two doses only of the serum. Jack appears again as some weird giant monster and you're forced to use one of the doses to "heal" him and kill him for real in the process.

After this you only have one dose, and you're forced to choose between Mia and Zoe. This is quite interesting because it's been a while since RE games had the courage to pull multiple endings, and I approve of it. However, it was badly implemented: saving Zoe gives you a bad ending, the game progression makes no sense and then her and Mia get killed, while saving Mia gets you the best ending, is internally consistent and saves both of them in the end. Saving Zoe seemed like the "morally" right choice, plus Mia has been clearly lying to you about some stuff, apart from being possessed, and Zoe has been really helpful and nice to you by contrast, but the game punishes you harshly for selecting Zoe, and I think there's room for improvement here, they could make the final sections more different based on your choice or something.  Anyway, let's pretend we save Mia, Zoe gets mad at you but says she didn't know what to expect, and you say not to lose hope, that you'll send help and rescue her too. 

You leave with Mia but find the ship that had the accident, a huge tanker that is just sitting there, and at that point "Eveline" attacks you, a giant-molded tentacle. At this point you change perspective and play as Mia, where she sees Eveline taking Ethan. You explore the big ship as her, at first with no weapons which creates a lot of tension when you do find some molded crawling around, and while having hallucinations where Eveline shows up, really a little girl that seems quite psychotic. You seem to start remembering things, and Eveline shows you a tape that shows what happened. This is the moment you quite see that "tapes" in this game seem more like an illusion, a mechanism where I guess Eveline transfers knowledge to you mentally, because there's no way Mia was recording what happened on the boat in first person and then she transferred this into a VHS tape inside the boat. Which makes sense, since no one would use tapes and CRT TVs in this current time.

In the tape it's clear Mia worked with some Umbrella-like bad organization that was developing bioweapons, and they created Eveline, a girl that produces fungus spores that can infest and control people, give them powers but also turn them into monsters. The girl itself then has control and communicates with the infected people and creates illusions in their minds, which is why Mia sees her and gets possessed. Mia and another guy acted as her parents for transport, but she reveled and escaped, while keeping Mia as a mom figure. After reviewing the tape in which she infected all the people in the ship and made it crash against the swamp, she asks you if you'll be her Mommy, and when you reject her openly she gets mad and dissappears. In this section you search for Ethan in the boat, replaying a lot of things you've seen already in the tape, which makes it a bit repetitive. The only enemies in the area are molded and they're scary but less interesting that the family, so this was the more cumbersome part of the game, although still interesting. You rescue Ethan but Eveline possesses you, and you kick Ethan out of the ship before she makes you kill him. 

Now back as Ethan, you escape the ship and reach an old salt mine. You go inside the mine, and found out Lucas was cured from Eveline's control by the company that made her in exchange for reports, and he's just bad, he's not really possessed, although he is regenerating. Eveline unleashes a lot of molded on you while signing a children's song, being all creepy, and after you survive the attack you find yourself back at the guest house. You also make a special venom from her cells, that Mia gave you, that is the only thing that can apparently kill her. In the guests house you confront Eveline, who is plaguing you with hallucinations of the attack Mia did to you in there, but now you see she was controlling her and guiding Mia's actions. As you advance towards her as she unleashes psychic waves against you, you inject her with the venom, which disperses the hallucinations: Eveline was the old lady that you kept finding, that you assumed was a grandmother of the family. Leaving the lab made her get old super-fast. As she complains no one liked her, she dissolves.....just to come back a second later as a huge tentacle mold monster with her face in the middle. You fight her one last time, until a passing helicopter drops a special gun against bio-weapons, that you use to freeze and finally kill her. The helicopter lands, and Chris Redfield, this time with human proportions and being a lot nicer, rescues you and shows  you Mia is in the helicopter (if you choose her instead of Zoe). And the game ends. 

So, there's a few loose threads: What happens with Lucas? And What happens with Zoe? These are solved in expansions that I will comment quickly. The first expansion is free, you play as Chris Redfield, working for Umbrella. Yes, Umbrella turned its head around and decided they had done horrible things and now they have started working to fix what they have been doing. And you fight Lucas and his traps, in the Salt mine, now saturated with spores and quite claustrophobic, I have to say, very good atmopshere, you want to get out of there as you play. You again lose a lot of soldiers from your squad (that's starting to becoming ironic, Chris loses people left and right) in Saw-like traps (the movie, I mean), but you manage to hunt down Lucas and kill him The second expansion I had to buy, you play as Zoe's uncle, a big strong guy that decides he can punch molded until their heads explode (yep, this one is a bit ridiculous). You find Zoe infected but are told there's a cure, and you punch your way around enemies till you manage to save her with the help of Chirs. Chris tells her Ethan sent him, and Zoe is happy that Ethan fulfilled his word.  

And thats RE7, at least what I played and found interesting. I will comment a couple of extra things: First, the fact that Ethan has glued his hand back and also sees Eveline as a girl that appears and dissappears, and is affected by her powers may mean he's actually infected but not yet controlled. That would make a lot of sense and would explain how can you survive all the crap that you do, or how come you see tapes with what happened in the past: All those are Eveline making you see things or somethign like this. However, a bit like the indoctrination theory in ME3, this is not explored, at least in this game, which is a bit of a shame.

Second, that I loved this game a lot. I found the plot quite dark but interesting, and that it was the right decision to reduce scope so much and focus on a little story here in a small place with a few houses. That's how you do horror well. Horror that is at planetary scale is not really horror, is usually just action. Great horror needs to be minimalist, and here it was done perfectly. I liked this so much I don't mind playing it again and sometimes I have replayed some section or watched some area again, and it's still interesting and compelling. 

Apparently, RE8 will come out soon. The game is set in some village, and there's apparently werewolfs and vampires ans who knows what else. This doesn't fill me with excitement, because reminds me too much of RE4. However after an RE7 that was this solid and good, I'm definitely curious...

Tuesday, 6 April 2021

Resident Evil 6: Some Improvements

 Although I enjoyed RE5, I didn't really feel interested in RE6. I've heard it was more of the same as RE4 and RE5, no original ideas. The one I was curious was RE7. However, for completeness' sake, I played it too. 

In the end, I have mixed feelings about RE6. There's aspects of it that are great and huge improvements, and other aspects that are just like in RE4 or even worse. RE6 tries to combine lots of ideas, consisting in 4 different campaigns with different characters that are all interconnected. It returns back to the zombie/virus concept, while keeping also the parasites(now they're called J'avo for some reason) although they're also caused by the virus administered differently, so it is quite diverse, that's true. The action happens in different parts of the world, and the timelines of each campaign overlap, and sometimes you play the same moment twice but from another character's perspective.  

Let's start with the easy part: Graphics are still awesome, even more now, and the detail and color it achieves is great. The setting is more focused in dark areas or at night-time, and the end result of shadowy areas feels again scary, finally. It is still an action game, but it recovers some horror elements that I've been missing from RE4 and RE5. Zombies are so much creepier somehow, maybe because they show they've lost their intelligence in the process, or because they're rotting. Not that parasites are nice, but with parasites in previous games it seemed like they were still people, and it hits very different if they're like mutated people with superpowers and mind-controlled or if they're actually dead, rotting people that were alive before. Zombies now die gruesomely, falling apart, while the parasite enemies show varieties of mutation that are also disgusting, like the two giant grubs that explode. Hunters return, together with plenty of other varieties of animal-like creatures, and regenerators too, although they don't have spines this time but still move creepily and jump at you.

The gameplay is almost identical to RE4 and RE5, third-person view where you aim at where you shoot and you need to be mobile. They added a lot of physical contact, which is nice: yes, now you can punch and stab enemies as a valid way of killing them, and it works well except you're limited by a fatigue attribute that gets used in these attacks or while running. The interface is a bit more chaotic, even changing between campaigns, and the inventory is weird, I didn't really get it apart from the fact that you grab things until you cannot grab them any more and then you may need to use something or just discard it. This time you don't upgrade weapons nor grab money to purchase anything, but at the end of a chapter (each campaign has 5 chapters) you can use the points to get specific boosts, although you can only have 3 active boosts at a given time. Your save file actually registers your status, like in RE5, allowing you to replay chapters, change settings or re-select boosts, but there's less motivation for it, since you don't have the shop system or the money or the individual weapon upgrades. Overall the changes are not bad, not great either, just shuffling a bit the situation, or even simplifying it I'd say: You don't need to worry much about anything, you just need to keep playing the campaigns. Enemies continue to drop ammo and health, and sometimes points (since there's no money and you can use the points to buy boosts). You will get the weapons, they're not secretly hidden or anything, and you need to use all of them in different situations. Each campaign even has different ones, although some repeat of course. 

There's a lot of characters you play as, because each campaign has 2 except for the last one, with only 1. You can select who to play as, although the game has a very sexist bias and the "proposed" main player tends to be a guy in every campaign where there's a choice between guy or girl. To talk about the game it's easier to talk about each campaign separately now, because they're very different experiences.

Overall, what we need to know is that Umbrella is now called Neo-Umbrella (which is ridiculous, why would you change your name to that) and they've developed a C-Virus that turns people into zombies or mutates them into J'avo or turns them into cocoons that then transform into big monsters or, basically, turns them into whatever the plot needs.

The first campaign you play as Leon or as Helena. Leon has turned into less of an asshole, although he's still "defending the president of USA" and such crap. he's still quite intense, more than in RE2, but now he seems more reasonable and he's actually likeable. Helena is a new character that is also part of the people defending him. And the game starts as you shoot the president because he turned into a zombie. Of course Leon is like traumatized by it (while I cheered as it happened), and Helena says she was somehow involved and that has info about it, but she won't tell until going to some church. You need to cross the now-infected city, helping survivors (although they all have awful cutscene deaths or similar) and reach the church. This area is full of zombies, it's dark and it's scary again, finally. You get back the feeling of RE2 and RE3 of an infested city, which is dramatic and tense and proper horror again. The church is like very very far from you and you go through a cemetery, where zombies are even creepier, as they're old corpses that are coming out of their tombs, again a move in the right horror direction. Helena keeps saying she'll explain something but she doesn't, you reach the church and find some secret lab with some disturbing things, like a video where apparently Ada Wong emerges from a C-Virus cocoon, although that makes no sense at the time. You find Ada there too, all cool and mysterious, also not telling you what's happening, and Helena finds her sister that was kidnapped, but she's infected and you need to fight her (while she's naked, of course, turned into a monster but a nice-looking naked-lady monster. Sexism is still a big thing in this game). Eventually you learn that the president wanted to explain publicly how the government was also at fault in RE1-RE3 because they were working with Umbrella, and this other guy from the government, Simmons, that is kind of your boss actually works for Neo-Umbrella and infected the president, gaining access from Helena after kidnapping her sister. After all this you decide to go against this guy, which for some reason makes you travel to China, where your plane gets infected and crashes, of course. You meet with Sherry from RE2, now an adult and also working with you, and some guy that is helping her called Jake, that has taken the mantle of  asshole protagonist in this game. Together you all fight a big monster similar to Nemesis from RE3, Ustanak, that is following them. You get separated and fight some regenerators, and then you meet Chris Redfield who's very angry at Ada and wants to kill her. Together with him you find an Ada, that has different clothes(purple dress) than the previous Ada(red jacket and black pants) and acts more evil, but you convince Chris to not kill her because you trust Ada. Somehow after that the whole city gets infected from a C-Virus missile that is launched on it and is full of zombies. Then Simmons gets infected too, and he becomes a huge monster that you end up defeating with the help of the first Ada(the red and black one) before she disappears, ending the campaign. 

This was a bit confusing, because it was. In the first campaign you don't know why Chris is so mad at Ada. Also, it's weird that Ada keeps switching between two outfits, but Leon or Chris never analyze this further. Also, it was a bit anticlimactic to kill the big bad guy in the first campaign. A problem this game has is that we've run out of Albert Wesker as charismatic bad guy, so they had to introduce random ones and pretend they had control over a global conspiracy while also being quite easy to track and kill in the end. And this push of being bigger and bigger and bigger, started in RE4, makes it hard and ridiculous because stakes are higher and higher, crazy people want to basically destroy the world for no apparent reason and well, doesn't makes much sense what's their ultimate goal, really.  Having said that, this campaign has a creepy vibe that is much welcomed, with proper zombies and dark and mysterious areas and catacombs, stuff that is actually creepy and I like in a horror game.  

So, second campaign: You are Chirs Redfield again, more buff and gorilla-like, angrier and more soldier-like than before. You're joined by another soldier, your second-in-command, called Piers. You seem to have forgotten something that happened and are just drinking somewhere, and you're brought back to commanding a squad to fight J'avos in china leading a new platoon. In the process you somehow finally remember a previous situation like that some months ago, fighting J'avos, where your platoon discovered some C-Virus lab. You cross paths with Sherry and Jake, and Sherry has the mission to bring Jake back so you let them go even if you and Jake get all alpha-male on each other and seem to want to fight (blergh). You end up finding a lab, and in there there's Ada Wong (purple one), that betrays you and infects all your squad with the C-Virus, turning them into horrible monsters, except Piers and you. After this flashback you go back to current time, where you again loose all your squad except Piers to monsters and are following the purple Ada. You find her, but Leon stops you from killing her because he trusts her (by now it's clear there's two Adas, the original red-and-black and the doppelganger, which seems to be the one you saw emerging from the cocoon, but Leon and Chris didn't understand this and cannot tell them apart even after seeing one in different clothes minutes ago.). Things get confusing, and you follow her again to an aircraft carrier (both Adas are there but you don't notice the difference) where the purple one gets shot to her apparent death in a very anti-climatic way. You travel to some sunken platform where a superweapon is being created, and also discover that Jake is the son of Wesker, he's immune to C-Virus and his blood can be used to make a cure, and you again fight stupidly with him, just saying you killed him and kind of taunting him to kill you in an unnecessary way. You split ways in the end and as him and Sherry go away to extract the cure you and Piers stay to stop the super-weapon. The super-weapon seems to be some type of giant skeleton/mutant/zombie thing that emits C-Virus stuff, and Piers ends up getting infected. However this just means he gets cool superpowers, and together you defeat the monster. Piers sends you away while remaining in the sinking lab, and giving the final strike to the monster and dying together. You survive and are seen again about to lead another platoon of soldiers on some other mission.

Ok, this clarifies some things, while others remain as obscure as ever: Why exactly is Neo-Umbrella creating a giant zombie that infects everything? I mean, what's the benefit of that? Apart from being able to cackle maniacally, of course. And why is Chris still doing missions when he clearly has a horrible case of PTSD? Also, the fake Ada is killed so easily and it's also not clear what exactly she expected to gain from her actions. This campaign starts to have over-the-top action too, although the plane crash on the previous one was pretty exaggerated (and how you survive it so easily). The different timelines crossing is fun, but the plot is still an absolute mess. Also, Piers was clearly conscious enough, maybe he'd be able to control the virus, but he stupidly decides to kill himself for some reason when he had cool superpowers. Sure he was ugly, but well, he's a soldier and shouldn't care that much about that, should have seen if he could be stable and have powers, that'd be cool. But the writers of this one were too conventional to let that happen, that's clear. This campaign felt a bit like a drag after the second half, I have to admit. But well, we deciphered some other aspects of the plot, while still having some doubts (ignoring the ridiculous parts that are just bad writing). 

Let's move to the third campaign: You're Jake and Sherry. Jake is a mercenary that has been infected by C-Virus but doesn't transform, and Sherry is tasked with rescuing him and convincing him to give a bit of blood. He accepts for some ridiculous price, and joins her into leaving an area infected with J'avos. You cross paths with Chris and Piers, play a bit together and then you go separate ways. At this point you meet the Ustanak, that seems another version of Nemesis in charge to capture Jake to avoid him giving the cure for the virus. You avoid it as much as you can, and it's revealed that Sherry can regenerate from wounds thanks to the infection with G-virus her father gave her in RE2, or something like that. There's some discussion about bad fathers, of course, and you end up being both captured for some months. You're not killed so in the end you escape. In the process you're mysteriously saved several times by a shadowy figure (it's clearly the good Ada, even if you don't see her right away), and meet Leon and Helena. You fight the Ustanak again but now from their perspective, and somehow after this and some more plot about Simmons you get captured again and send to the secret platform. In there you again escape, find Chris and Piers and go your separate ways. As you're exiting the place, you have a final confrontation with the Ustanak and you finally kill him for good. Jake decides to help for less money, and accepts his father was a kind of bastard in the process but that he doesn't have to be. 

So, this campaign ties up the cure subplot, but apart from that doesn't introduce much else. I think it's the one that felt more like a chore, because it has a lot of areas that you already explored with other characters. Also you fight J'avo, which are more annoying than zombies. There's also the fact that this campaign exaggerates a lot the action, even more than in previous ones, with car-riding through houses, impossible jumps, surviving falling from helicopters, etc... However, the biggest "sin" this campaign makes is that has been labelled as "Jake" campaign. Jake is a new character, a rather selfish person, clearly an anti-hero, and not even as half as interesting as Sherry! Sherry from RE2! I wanna know what happened to her, how she discovered she's almost immortal now, regenerating from horrible wounds as if it's not a big deal, how is she working against the monsters that plagued her as a child, if she kept in touch with Claire too...I mean, I have so many questions about Sherry! And guess what? The game doesn't answer any of those. They focus on Jake. That's, to me, the biggest, worst problem of RE6, the blatant sexism in this campaign in particular, the inability to see that we don't need more stupid male protagonists, we have already lots, we could have explored this other character a lot more. I mean, of course I played as Sherry, but the focus of the campaign is Jake, and it's the main thing in RE6, the introduction of this guy. There's also the fact that we haven't heard anything else from Jill or from Claire, and that would also be interesting. RE games do have a good list of interesting female characters, and they could have split the game between them, really. But well, in RE6 we did get a little treat, the last campaign.

In the fourth campaign, you play as Ada Wong. The real one, in red and black. You play alone of course. First you start in a submarine full of J'avos, a submarine that proceeds to sink, quite a cool section actually. In there you find proof of the other Ada, which puzzles you, and you don't know what's going on. Then you go to the research facility Leon and Helena also visited, and you help them fight Helena's sister. At this time when Leon asks whats going on and Ada says she doesn't have time to explain, now it makes sense: Ada, you, have really no idea either and are just investigating. You discover the video with the fake Ada, and you go to China to investigate too. You find out about Jake and Sherry and decide to help them a bit, saving them from the shadows, what we experienced in the previous campaign without knowing who saved us exactly. You follow the fake Ada to the aricarft carrier where Chris and Piers are too, and they confuse you with the fake one and chase you. You see how the fake Ada "dies", but this time you manage to talk to her, she infects herself with more C-Virus and turns into a giant face monster that you need to kill, a better end for her, considering she was the other evil guy in this game, apart from Simmons. You figure out she was another person, a research partner of Simmons that turned into a copy of you for some reason and to blame you on stuff, so you go back to where Simmons is and help Leon and Helena in killing him, as in the first campaign. 

Ada's campaign was the most enjoyable I'd say, because even if she did outrageous action stunts, it had quite original settings plus she was the smartest character of them all, really. The others could be quite stupid, but Ada being herself means she was more aware of the general plot, and it's nice to play as a character that is actually intelligent enough. It was also nice to help others, and in general her campaign felt shorter and more informative and tying all general loose ends. It seemed easier too, somehow. The only problem is that at the end, instead of getting some little video of Ada doing something, they show Jake killing some random monster-guy, which is again a wasted moment to show more of whatever Ada was doing next. But oh well.

 So that's RE6. The campaign was very ambitious, a bit too much, and it goes into exaggeration. The different timelines crossing is a bit confusing but not bad, although repeating scenarios does get tiresome. It's main problems were the need to make everything bigger, the stupid over-the-top action, Chris' evolution and the focus on Jake instead of Sherry, but the 1st and 4th campaign were quite solid and it went back to being more scary, which I find I prefer.

Since they had gone that big, they had to do something for RE7 to change the trend or they would have run into issues. So, for RE7 they re-analyzed the situation and took some risks. We'll talk in the next post, but I loved what they did in RE7.