Love/Hate: Resident Evil 0

Welcome back to the Resident Evil love/hate series! In this entry we’re going to be looking at Resident Evil 0, the oft-overlooked Game Cube prequel to the original game. Having come out at a time when classic survival horror fatigue was at an all-time high, does this game hold up 20 years later? Read on to find out…

Love

  • Partner Switch Mechanic – By far the most notable addition in Resident Evil 0 is the ability to switch characters with the press of a button. Not because it opens up new gameplay possibilities (which it does, but it’s arguably under-utilized), but because the technology of it is so cool. Seriously, in a game series where opening every door results in a loading screen, the ability to press a button and then a second later be on an entirely different part of the map with another character is mind-blowing. Seriously, this is the kind of thing that modern games struggled with until the most recent generation where SSDs became standardized, but seeing it on a Game Cube game is wild.
  • Graphics – Resident Evil 0 was easily the best-looking Resident Evil game until the series made the jump to PS4. The pre-rendered backgrounds look great and, uncharacteristically, Capcom managed to not lose their hi-res masters so the HD remaster actually looks fantastic in action (although, like the Resident Evil remake, the cinematics are still in stretched 480p). I feel like the art direction in Resident Evil remake is a bit more distinctive overall, but Resident Evil 0 is definitely the prettiest of the “classic” era of the franchise.
  • Train Opening – Resident Evil 0 makes a big impression in its opening hour, which sees you having to deal with zombies on a train. It’s easily the most memorable and unique area in the game and… well, honestly, it was pretty frustrating to play this section but the art direction and level design are so distinctive that it left a positive impression on me overall. It’s too bad that the rest of the game feels like it’s recycling series tropes with its locations, but at least the train at the start of the game gives 0 its own legitimately iconic identity.
  • Billy and Rebecca – Like Sherry and Jake in Resident Evil 6, Rebecca Chambers and Billy Coen make for a great odd-couple pairing (albeit without the romantic tension). At the game’s outset, Billy is straight-up a convicted murderer whereas Rebecca is the straight-laced soldier, which makes their forced cooperation and eventual warming up to one another great to see play out. The voice acting is also better-than-average for a Resident Evil game, especially from Billy’s actor, James Kee, who gives his character a confident, menacing, sarcastic edge.
  • Innovations – It’s not unusual for a prequel to be used as an excuse to repeat familiar beats one more time, but Resident Evil 0 actually makes the brave decision to shake up the gameplay of the franchise. For better or for worse this gives the game its own unique identity. First of all, as I’ve mentioned, it introduces an AI partner for the first time in the franchise who you can switch to control on the fly. The game also allows you to drop items and they will stay on the map later, alleviating some stress about item management. Both of these changes fundamentally switch up the way you play the game and make Resident Evil 0 an interesting entry even now, whether you like the changes or not.
  • HD Remaster Costumes – Okay, I’ve gotta say that the plethora of costumes available in the HD remaster right off the bat is a great touch. Most Resident Evil games will have unlockable costume sets that only become available for subsequent playthroughs, but I don’t tend to replay games all that regularly so I never really get to use them. However, right from the outset you get a bunch of choices to customize Rebecca and Billy and can swap them on the fly. It’s a small touch but I personally loved the option!
  • Wesker Mode – THIS is how you convince someone to replay a game that they just beat. The HD remaster of Resident Evil 0 adds the ability to have Billy swapped out for Albert freaking Wesker, complete with his own unique moveset and abilities which fundamentally shakes up the gameplay. It’s such a cool idea and I don’t understand why more games don’t have cool bonus modes like this to reward players for completion.

Mixed

  • Partner AI – Your partner’s AI can be reeeeeeally stupid at times, often being more of a liability than an asset. You get a few toggles you can set to make them passive or aggressive, or to stay put or follow you, but even if you put them on attack mode they will often stand around doing nothing half the time. Worse, they will usually have to be micro-managed to avoid taking any damage and in certain areas of the game you’re best off leaving your partner behind so you can weave through enemies alone so your partner won’t waste your resources, which you’re only going to know through either pre-existing knowledge or trial-and-error.

Hate

  • The Load Times – Here’s a caveat: I played this game on Switch so maybe this is just down to the platform I played on, but oh my God the load times kill me in this game. Every time you go through a door it can easily take ten seconds or more before you get back in control, which adds up big time over the course of a playthrough. Hell, it’s not unusual for me to spend more time waiting for an area to load than actually playing in an area before getting to the next loading screen. This is especially baffling when the player switch is so seamless and quick, despite you potentially being on the other side of the game world at the time… is it not loading in the same resources either way? Why does that take only a second whereas entering some rooms takes upwards of fifteen seconds…? Hell, the Resident Evil remake didn’t take nearly this long either and its definitely comparable technology. In any case, this is a major frustration which makes Resident Evil 0 a slog to playthrough in the moment-to-moment gameplay.
  • No Item Box – While being able to drop items where ever you want is handy, the way it is implemented turns it into more of an exercise in frustration than the Godsend that it sounds like. This is mainly because the game decides to show off this feature by doing away with the traditional item box, which leads to two big issues:
    • First of all, while it sounds more realistic and immersive, managing your big stockpile of items is not intuitive when they’re in a big pile on the floor. There are a couple rooms in the game which were clearly designed as your “item drop” areas and you’ll find yourself annoyed as you try to maneuver just right to be able to pick up the one item you want to get, and not the item beside it. Remember, this is a fixed-camera game and you’re trying to reach the exact point you want to get to in 3D space, it’s not as easy as it sounds and I often found myself grabbing the wrong items. Making matters worse, all areas have a cap on the number of items you can drop there and you will eventually run out of space, forcing you to find another safe area to be your backup item drop room, meaning you now have to remember where you put which items.
    • The second, bigger issue is that eventually you are going to have to move all those items. There are three points in this game where you are going to have to move all your shit around, which is a long, annoying process of dropping all your items, heading back to get more, dropping those off and then backtracking again to get whatever stuff you weren’t able to bring the first time. It’s not fun and all that they would have needed to do to solve it is give you an item box that you can put your stuff into in addition to being able to drop stuff on the floor if needed.
  • The Worst Enemies in the Franchise – Resident Evil 0 has some of the most frustrating enemies in the whole series to have to face, to the point where it makes the thought of replaying the game less enticing. The leech zombies are everywhere in this game and I hate them. They are vulnerable to fire, but if you don’t have a couple molotov cocktails or a grenade launcher then you will literally waste all your pistol and shotgun ammo trying to kill them if you don’t just take the damage and run past. Again, like I said earlier, if you already know how to deal with them or learn through trial-and-error then you can mitigate the frustration, but if you go in blind then it’s just straight-up unfair. The leech zombies aren’t even the worst enemies, that would probably be the Eliminator monkeys since you can’t just run past them. These little bastards can stunlock you, deal huge amounts of damage, attack in groups and take several shotgun rounds to take down. Oh, and I’d be remiss to not mention the Lurkers, which can show up if you cross one particular bridge. If you happened to not bring your partner with you at the time, you die instantly and without warning… how fun!
  • The Leech Controller is Super Lame – So, the main villain of Resident Evil 0 looks like… this. I don’t find myself hating him because of his actions or for being threatening, I want him dead because he’s such a stupid looking villain. That’s it, I just hate this character. When I get through the series I want to do a character tier list and this loser is going to be in the bottom tier, no question.
  • Just a Really Frustrating Experience – I would argue that Resident Evil 0 is probably the hardest game in the franchise. Even playing on normal mode, the game is designed to keep you on the absolute bare minimum of health and ammo, while also throwing you into situations where you have to fight, have to take damage, or get put up against enemies like the leech zombies which you can’t possibly deal with without losing all your resources. Sure, maybe you’ll figure out a way to deal with these problems through trial and error, but you’re going to want to throw your controller across the room because of it. I died maybe a couple times playing through Resident Evil remake on normal and was able to stockpile a lot of resources, whereas I must have died more than a dozen times in Resident Evil 0, and each death just pissed me off. Resident Evil remake feels like it’s more interested in being fun than difficult, but Resident Evil 0 is definitely trying to be difficult.
    • The first half of the game especially is so frustratingly designed, putting you in very narrow corridors where dodging enemies is not a realistic expectation, while also not giving you nearly enough ammunition to kill all the enemies the game throws at you. Even then, it’s not unusual for the game to respawn enemies in areas where you’ve already cleared them out (the train is especially bad for this). This can lead to unwinnable situations where you’ve already used all your ammo or health and can’t deal with one of the big enemies that show up in the early game.
    • You can also get screwed over out of the blue when the game decides to throw a boss fight at you, as these are mostly one-character-only battles. What’s that, you were using Billy as Rebecca’s inventory monkey and all he has is a pistol? Too bad, he’s gotta fight this giant centipede now, good luck!
    • Special mention has to go towards one of the big “fuck you’s” the developers put in this game. See, these bastards knew that their no item box system meant that you were going to have to drop items and backtrack to get more, so they spawn a group of fucking Eliminators in this path after you’ve dropped all your items to free up inventory space. Thankfully I happened to have a shotgun with me, but holy shit that is a clear as day example of the developers knowing their shitty design decisions and then just trying to fuck over the player. It’s either pre-existing knowledge, pure luck, or frustration.
    • Speaking of backtracking, there are chemicals that you have to find and add to Rebecca’s mixing set throughout the game. I just added these by habit during the game, but you need specific chemicals for two or three puzzles at various points in the game, so it was pure dumb luck that I happened to have the right ones when needed. If I didn’t I wouldn’t even begin to know where to go for what chemical, or even know that I needed a specific one. Again… pre-existing knowledge, pure luck, or frustration.
  • The Story – Oh hey, another Resident Evil game, another underwhelming story. Resident Evil 0 has some unique issues though that make it particularly frustrating. First of all, its status as a prequel creates issues, the most glaring being that Rebecca’s characterization in this game and in Resident Evil remake is completely off. Here she’s a capable badass, but in Resident Evil, which occurs literally a day later, she’s a scared little girl who can’t do anything without Chris’ help. The presence of Albert Wesker and William Birkin also irks me, since they don’t really do anything and it spoils their roles in Resident Evil 1 and 2, meaning that new players shouldn’t experience the games in chronological order. It also just isn’t a very good prequel. The idea of finding out what happened to S.T.A.R.S. Bravo Team sounds cool, but the premise is almost immediately dropped as the team splits up in the woods and gets lost on their own side quests. We encounter Enrico about three quarters of the way through and then, after blowing up another Umbrella lab, Rebecca decides to wander into the mansion at the end of the game, but that’s not really a great connective story now is it? Honestly, Resident Evil 0 would have been better without trying to tie it directly into the original game.

Overall, I did enjoy Resident Evil 0 and I appreciate its attempts to shake-up the series’ formula which was growing stale at the time. However, there are so many intentionally-frustrating design decisions that the idea of replaying it anytime soon is totally soured for me. I’d recommend checking it out, but unless you’re a masochist then glancing at a walkthrough to know what to expect would probably be wise if you want to avoid some rage-inducing moments.

Love/Hate: Resident Evil Survivor

Welcome back to the Resident Evil love/hate series! Previously we went through the series from the remake of the original to Resident Evil 7. At the time I said I’d pickup the franchise’s several spin-offs and other media at a later date, and that time has finally come. We’re going to start with Resident Evil Survivor, the franchise’s first spin-off video game. While oft-forgotten and overlooked, it is still a canonical entry thanks to the shoutout it gets at the start of Resident Evil 0. At a time when Resident Evil games used pre-rendered backgrounds, fixed camera angles and auto-aiming, Survivor differentiated itself by being a first-person shooter with fully 3D environments. How does it hold-up playing it today? Read on to find out…

Love

  • The Writing and Voice Acting – Early Resident Evil games are known for having bad voice acting, but Survivor‘s bad voice acting combined with its atrocious writing come together to make every bit of dialogue and every file you come across into an unintentional comedy sketch. The main character is often reacting incredulously to the things going on around him but their voice actor sounds like he’s holding back his performance, as if he’s recording his lines while hiding in an attic as the police are searching the house for him. The writing makes it all worse though – the writers want you to know that, get this, VINCENT IS A MURDERER, so every file and line about him hammers home what an over-the-top monster he is, how everyone hates him and is afraid of him, and they’ve got to write all this down to record it because people need to know how much of a murderer Vincent is. There’s even a part where the main character comes across a recording of Vincent’s mother calling to tell him to stop being a murderer, it’s fucking hilarious. Every line feels so unnatural and inhuman, even innocuous stuff like when a character says “At the request of my friend, Leon S. Kennedy, I came here to investigate!”… because we wouldn’t know which Leon they were referring to without throwing in their middle initial. It’s so bad, I legitimately adored this part of the game.
  • Branching Pathways – So the one legitimately good thing that Survivor does is that at a few points in the game you will get a one-use only key item which can be used to open a couple different side-routes of your choice. For a game that is expecting replays this helps keep the game from feeling the same every thing time and there can be some extra rewards for going through some of the more off-the-beaten-path routes.
  • It’s Short – After spending like 20+ hours of my life on Resident Evil 6, I appreciate that Survivor only wasted a couple of my evenings. That said, the fact that it’s short also gives you some excuse to check it out – it’s not going to waste a ton of your life so if you’re curious then maybe give it a shot.

Mixed

  • It’s Still Survival Horror, For Better or Worse – Survivor plays very much like a first-person version of the classic Resident Evil games, including tank controls, item management and even much of the button layout. One big difference though is that pistol ammunition is unlimited, so you’ll always have at least one gun available for any situation. However, ammo for other weapons and healing items are very limited, which is nice for keeping the game from getting too easy. That said, the game gets real stingy about doling out healing items in the latter section of the game… which is the part where you are actually going to need your healing and special ammo the most. Seriously, health was pretty abundant early on but I don’t even think the game gave me more than one herb during the entire last area of the game, not even before boss fights, which is a major problem because I reached the final boss with literally 1 HP left and low on special ammo types, so I had to either git gud or replay the whole game knowing that you’re not actually supposed to use the resources the game gives you because it will stop giving you them later. I went with option three and just Youtubed the final cutscene.

Hate

  • Bad Controls – Resident Evil Survivor is in the unfortunate position of being a console FPS before the control schemes for these kinds of games were figured out and standardized. As a result, Survivor literally lifts its controls from the main Resident Evil games, including tank controls, having to hold R1 to draw your weapon and then press X to actually fire it. Classic Resident Evil manages to get by on this control scheme, but for a first person shooter it does not make for a good time. Probably the worst part of this is that there is no way to move the camera vertically, which is a major problem for two reasons. First of all, you have to just walk over some items and hope you bump into them because you have to get too close to see them in order to pick them up. Secondly, dogs and lickers will get under your line of sight and be untargetable as a result, which is a major issue in a game where 99% of the enemies are trying to melee you. The game’s solution is to lock the camera onto enemies when you shoot them, but this can cause the whole camera to flail wildly as it tracks their erratic movements. Oh, and this also makes follow-up shots ridiculously easy to chain, which leads into the next problem…
  • Bad Game Design – Survivor has a litany of badly designed elements which can make playing it feel dull. One of the worst elements compared to mainline Resident Evil games is its brain-dead use of key items. Classic games in the franchise will have you collecting multiple key items and carrying them all over the map to find their use. In Survivor once you pick up a key item you’re rarely more than one or two rooms away from the place where it’s needed, meaning that you’re barely going to be holding them for more than thirty seconds. Also not helping matters is what I call this game’s “dummy button”, L1. Tapping L1 will lock-on to the closest door, item or enemy, which turns into a crutch to make you have to think even less while playing this game. Also, having played the game like a shooter and fighting all the enemies as I went, in retrospect this game is unintentionally encouraging you to not fight unless you’re going to take damage otherwise. Any area rarely has more than 2-4 enemies in it, there’s plenty of room to maneuver (even when you’re up against tougher foes like Lickers or Tyrants), and ammo for your stronger weapons is too rare to waste on every Tyrant and Hunter you come across because the game does not reward you for fighting them. Running through every room to avoid combat isn’t going to do this already short game any favours. Which leads into the next issue…
  • Bad Checkpointing – What do you do to make your two hour game feel longer? Why, make it so when the player dies they have to replay like a half hour of content to get back to where they were! Brilliant! Seriously, I died on the final boss and the game plopped me back in somewhere before the ruined mansion area, which was easily 30+ minutes of gameplay (and unskippable cutscenes!). Thankfully I was on an emulator so I could just reload a save state, but to make matters even more infuriating, there are no save rooms in Survivor. Anyone who bought this game for PS1 was expected to complete it in one sitting and only got three lives before they just straight-up lose. If I was playing this game back in the day, I would fling my disc across the room if that happened.
  • Bad UX – Item management is a real pain in Survivor. Any time you need to heal or switch weapons, the process is laborious. First, you have to pause, open the inventory, scroll through all your items to find the one you want, select it, press equip/use and then unpause the game. Oh and button inputs are delayed so everything just feels like it takes longer than it needs to, on top of the whole process taking several more steps than it needs to.
  • Bad QA – So, Resident Evil Survivor is so slapdash that it may not have even had a quality assurance team involved in its creation. I can’t verify the veracity of this claim, but it really wouldn’t surprise me because I came across a few bugs in my short playtime. Perhaps the most annoying one was that I had to go into the sewers in order to progress, which involved picking up a manhole opener and then walking over the manhole. I did so, but it wouldn’t trigger, making me think that I had to manually press “Use” on the item. This did not work. It wasn’t until I walked in a straight line from the place where I got the manhole opener to the manhole itself that it finally triggered, which is just ridiculous. How could they not anticipate players maybe approaching the manhole from a slightly different angle…? Perhaps the most common bugs though will be with the enemy AI. I’ve had spiders run headlong at me but not be able to do any damage, enemies getting caught helplessly on scenery and each other, and enemies just running around in circles while you shoot them.
  • Bad Sound Effects – How bad does your game have to be when I’m even ragging on the sound effects??? The pool of sound effects in this game are incredibly limited, meaning that every time you shoot your gun you’re getting assaulted with the exact same gunshot over and over again, and enemies just keep making the same stock sound effects every time they’re hit and die. The worst offenders for this are the Undertakers, bio-weapon soldiers who make this bizarre, ungodly screech like a jungle cat when they die (I guarantee that you have heard the awful sound effect they use for this before).
  • Bad Story – Look, the writing in Survivor is at least ironically funny, but the actual story here is even worse than I was expecting. Like, to set the stage for you, the whole plot revolves around amnesia and a bunch of ridiculously contrived misunderstandings and blatant lying from the writers to make you believe that you are Vincent (who is a MURDERER). It’s bad enough that any sort of story they could have told about what Umbrella was up to on Sheena Island gets lost in the shuffle.

My God Resident Evil Survivor was bad, easily the worst Resident Evil game I’d played up to this point and probably up there amongst the worst games I’ve played through, period. That said, at least it’s short so if you want to check it out you’re not going to suffer for long. And with all that said, Umbrella Corps can’t be worse than this though… right? Right?

RPG Characters Update

In October 2020 I released an article about all the different RPG characters I’ve played over the years. I doubt anyone cared about it, but I had fun writing it. Well, I’ve continued playing games since then and have new tales and new characters I wanted to share. The past three months in particular have been some of the most active for me in terms of RPGs… which is actually a pretty big contributor for why I haven’t posted anything on the blog lately, I’ve been really struggling to find time between RPG nights, playing Magic: The Gathering or working my way through more Resident Evil games for future Love/Hate articles. However, let’s take a moment to look into the adventures of my RPG characters, new and old alike!

Orome Arrick (FFG Star Wars)

Orome was very much a new character of mine when I wrote the last article, but we’re now more than 40 sessions deep into this story and he’s really had a chance to develop, find some glory and wallow in his failings. This campaign has been grueling, with the party constantly drowning in debt, wanted across the galaxy and struggling to eke out any meaningful victories. However, Orome’s crowning achievement has to be when the party had a mission on Bespin to pull off a massive heist (we were running The Jewel of Yavin source book at the time). As the party’s pilot, I ended up competing in a race to get us entry to an exclusive party where we could influence the bidders in a secret auction (and then fleece them all and steal the titular jewel). The race was incredibly intense, but my expert piloting got us an early lead before half the competition got themselves destroyed. It ended up being neck-and-neck at the end, with the end result coming down to literally the final die roll where our opponent’s engine blew right before the finish line, giving us a victory by the thinnest of margins. The mission ultimately ended with Orome, in pure scoundrel style, stealing a crimelord’s money and wife and then flying off into the galaxy to find his next fortune.

On the other side of things though, Orome’s life has been a total mess. He’s extremely self-destructive, turning to drugs or alcohol rather than facing any problem in his life directly. It has been a legitimate problem on more than one occasion – I can recall at least two instances where the party needed Orome to pilot their ship but he was too high to do it. Hopefully an opportunity comes when Orome can find the motivation to get clean, he has a good heart and I want to see him succeed someday.

G’Dorah Hirose (DND 5E)

Back when I wrote that first article, G’Dorah was still a theoretical character, one that I was waiting to get a chance to play. Well, I was soon thereafter invited to join a campaign playing through Descent Into Avernus, and G’Dorah finally got the chance to come to life. I made a few changes from my original concept in order to make the character work here (she’s a paladin of Bahamut instead of Eldath, which honestly makes way more sense), but she has been everything I was hoping for. She’s a platinum dragonborn paladin of redemption, marching through hell seeking those who can be redeemed and smiting down those for whom forgiveness is beyond reach. Our party in this game consists of a tiefling monk, a human war cleric and a half-giant barbarian and G’Dorah has slotted into a group as a support/damage character. She can put out a ton of damage in a hit – I’ve had her do over 60 damage with just one attack! Her utility abilities are what makes her most interesting though, she can heal allies, buff everyone with +5 to their saving throws or provide support through her warding spells and religious devotion.

Perhaps the most interesting interactions have been between her and the tiefling. She saw that the tiefling had lost several fingers and assumed that he was a thief and treated him coldly as a result. However, over the course of the campaign she’s come to realize that these fingers were lost because the tiefling was making bargains with hags to protect the group and other innocents. G’Dorah has learned that she is perhaps too quick to judge others and has gained considerable respect for her half-devil companion, to the point where she was willing to trust his judgement. The tiefling had discovered that the barbarian had been overcome by evil influences and G’Dorah trusted him enough to side with him to try to save their companion. This ultimately forced the whole party to beatdown the barbarian until G’Dorah could break the chains which bound his mind. At the time of this writing, there are only one or two sessions left in this game and soon G’Dorah will be tied with Ellri as my highest-level character. I’ve really grown to love her, she’s a lot of fun to play and I really hope she can make it out of Avernus alive. I have an ending in mind that I want to get the chance to play out (I’ll edit it in here after the game is over if it all plays out)!

Valdyr Lenya (DND 5E)

A couple months ago, our regular DM decided they wanted to run a Ghosts of Saltmarsh campaign, alternating between that and Star Wars every second week in order to get some more variety. By this point I had decided that my next character would be a druid as I was very keen to try out that class, and so Valdyr was born. Like most of my characters, he’s an edgelord with a tragic backstory (which is funny because there are eight other players in this campaign and somehow the druid is the only goddamn edgelord). Valdyr is a young man who has made some major mistakes and is now at a crossroads in life. He’s spent the last half decade with a band of highway robbers alongside his childhood friend and lover, Arianne. However, a few months prior to the start of the campaign, everything blew up in their faces as a heist turned sour and most of Valdyr’s companions were killed in the process, including his love. He’s now very solemn, trying to avoid attention from the authorities while rebuilding his life and figuring out what comes next. We’re still pretty early into this campaign so things are still evolving, but I view the awakening and expanding of his druid powers and developing the skill to wild shape as a sort of visual metaphor – he’s in the process of becoming someone new.

Maria (DND 5E)

Another returning character! Back in the original article I said that I hoped that the campaign Maria originally appeared in would continue. Alas, it never did! However, I was invited to join a campaign for Curse of Strahd and decided that it was time to dust off one of my favourite characters whose journey hadn’t reached its end. Given that this game starts me off at a higher level, I’ve even incorporated the events of the first campaign into her backstory, with her shriveled arm still being there as a reminder of how far she will go to see her task through. This game is also pretty early on so there hasn’t been much development of her character yet, but I look forward to future sessions. That said, I’ve come to realize that Maria’s flaw is a deep-rooted sense of fanatical self-loathing. She sees the evil wrought by vampires on those weaker than them and internalizes it as a failing of her kind, something that she can’t separate from herself. This leads to her being very cold and distant. Perhaps one day she can learn to let someone close to her, but I fear she will destroy herself before that day comes.

Lucatiel (DND 5E)

My newest character may draw their name from my favourite Dark Souls character, but it is more tribute than inspiration. I was invited to join an in-progress game of Out of the Abyss and was told that a rogue would fit the party well. Having never played a rogue, I was on-board and formulated a character from there. Lucatiel is a kenku, DND’s diminutive and untrustworthy crow-like species. He’s getting old by kenku standards, with greying feathers and an unimposing frame. However, his mind is his real weapon and I mean that quite literally – he’s a soulknife rogue, who creates psychic blades he can hurl at enemies at range, meaning that even if he appears to be unarmed he can put a knife in your gut at a moment’s notice. Lucatiel is easily the most skilled character I’ve ever played, with several ridiculously high skill proficiencies which, combined with his sub-class, make it nearly impossible to fail key skill checks. Again, I haven’t had a lot of chance to play Lucatiel yet, but he’s a very interesting and different sort of character for me, plus his class sounds straight-up badass.

Ranking the Albums I Listened to in 2021

Surprise, surprise, the first half of 2021 was much like 2020 with lockdowns and social restrictions making listening to music at home an escape from the hell of anti-vaxxers screaming incoherently outside our doors. The second half of 2021 has been more lively, but somehow infinitely more depressing due to the people obsessed with their freedumbs making this pandemic draw out longer and more deadlier than it needs to be. Through it all there has been music and thank God for that, because I know I needed the escape and emotional release. As is tradition now, let’s look back at the good and the bad new music that I listened to in 2021…

Dishonourable Mention: Volume IV, September Mourning

In early 2021 September Mourning announced that Volume IV would be coming out this year, much to my excitement. However, we’re rapidly approaching year-end with no release date in sight. It happens, especially in a wild year like 2021, but that brings us to why this is getting a dishonourable mention: frontwoman Emily Lazar is a crypto nut and has spent the year going all-in on NFT bullshit. September Mourning has always been a multimedia project, but she’s riding the NFT grift hard, selling bargain-basement animated gifs and her own line of incredibly ugly generative artwork. Considering that earlier in the year she said Volume IV would be out this year, it sounds like the only reason we don’t have Volume IV yet is because she’s tying it into her NFT metaverse bullshit, which is incredibly disappointing and his basically torpedoed any interest I had in supporting this band going forward.

28) Soft Songs for the Quarantined Mind, Smile Empty Soul

Every time I think that I’m done with Smile Empty Soul forever, they find a way to pull me back in through sheer morbid curiosity. 2020 was one of the most unpleasant releases I put myself through last year (only surpassed by the unprecedented awfulness of Trapt) and I did not intend to listen to any new music from this band ever again… but when they released their newest EP on the 12th of January my jaw dropped, knowing that I was looking at a front-runner for “Shittiest Album of 2021” already. That EP’s title? Soft Songs for the Quarantined Mind. Sounds innocent enough, but remember, this is a grunge band who looked at all the political turmoil in America in 2020 and decided that the most important statement they could make is that Instagram and Facebook are making “kids these days” self-absorbed. Also consider that I had serious concerns that Smile Empty Soul were pushing an anti-vax message in 2020, but was giving them the benefit of the doubt due to ambiguity. Well wonder no more because Smile Empty Soul have gone mask-off (literally) with Soft Songs for the Quarantined Mind.

I initially thought that the “Soft Songs” part of the title was going to be a sarcastic dig at people who apparently are too fearful to deal with “real” music, but it’s actually pretty apt – this is a soft, toned-down, mostly-acoustic EP. Even more to my surprise, it starts out fairly well with “Follow”, a strong grunge song which is easily one of the best tracks I’ve heard from the band. The rest of the album feels like a step down in comparison, going a bit too far on the “soft songs” idea and sapping so much energy that they feel downright lethargic. That said, this format does show off frontman Sean Danielsen’s strong vocals, so even though I found the rest of the album to be dull at best, his singing was at least a treat.

All that said, Soft Songs for the Quarantined Mind is absolutely torpedoed by the inclusion of “The Good Boy”. Right off the bat, the song is abrasively anti-mask:

Close those eyes, so scared again/Take the fear and drink it in/Put that mask over your face/You worthless piece of shit/Looking down and giving in/Cover up that ugly skin/Be the slave that everybody/Knows you’ve always been

Fuck you too, Sean. The fucking idiot says “You can’t look in my eyes/Pretend you don’t hear these lies”, because he thinks that no one can believe what public health officials across the world are saying. In Sean’s mind, this is all just an attempt to take away our freedoms so he’s gonna be a big man and not wear a mask, stick a Gadsden Flag and cop Punisher logo on his guitar, post a picture of Bill Gates using Anthony Fauci as a dancing monkey to promote conspiracy theories and go on tour in the middle of a pandemic. For context, this EP and tour announcement are coming out in January of 2021, right as America surpasses 400,000 deaths from COVID-19, where so many people are dying that the air in Los Angeles is being polluted due to the number of cremations that are being performed, and where even in Canada cities are running out of space in their morgues and having to use cold storage instead… and this chuckle-fuck thinks that the real problem here is that the government might step in to keep assholes from killing people in the name of “muh freedumbs”!? I said it last year, you’re supposed to be a punk Sean, but you’re just a fucking tool. Politics-aside, Soft Songs for the Quarantined Mind is a meh EP, but factor in the COVIDIOT political bent and this is total shit. Seriously, fuck this band, I’m not even going to bother covering the other album they put out this year, Black Pilled, even though its title is potentially an alt-right dogwhistle and therefore ripe for the IC2S treatment. No, fuck that, you’re not even worth my time, Sean. Go hang out in IC2S music hell with Trapt.

27) Exile, The Raven Age

The Raven Age intrigued me for two reasons. One, they were one of those bands which I checked out because they had a cool album cover on Spotify. Two, their lead guitarist is the son of Iron Maiden’s Steve Harris. Unfortunately, I wasn’t a big fan of their sophomore effort, Conspiracy, but I decided to give them a second chance with Exile. Little did I realize that this was a terrible idea because Exile isn’t a proper, new studio album, it’s actually an acoustic/compilation album. In other words, as someone who was unimpressed by The Raven Age, I was diving into an album explicitly made for existing fans. I am keenly aware that I am not the target audience for this album, but I’m still rather underwhelmed by what the stripped-down songs they deliver here. Sure, there are some highlights, such as the guitar solo towards the end of “Fireflies” and the four live tracks which have been randomly bolted onto the end of the album, but overall this is a forgettable soft rock album that may have torpedoed any lingering interest I had in The Raven Age.

26) Songs of Death and Resurrection, Demon Hunter

Long-time Demon Hunter fans have been accusing the band of softening their sound since at least 2012’s True Defiance, but it has become blatantly obvious in the last few years that the band just doesn’t want to put out more of their signature brand of energetic, aggressive metal. If Outlive didn’t make that obvious then Peace sure did, ditching their sound entirely for stripped-back ballads. That brings us to this year’s Songs of Death and Resurrection, which once again sees Demon Hunter delving into their softer side, this time with an acoustic cover album. Scott Fryberger at Jesus Freak Hideout may have put it best: “It’s the same issue I had with 2019’s Peace, which is just that I don’t listen to Demon Hunter for the ballads. […] Their best work isn’t found in their rock songs, but in their loud, abrasive, pummeling metal.” Look, I tend to enjoy it when a rock/metal band puts out an acoustic album, because it offers a new spin on their usual sound. However, when your band which is traditionally known for their aggressive metalcore puts out three stripped-back albums in a row, an acoustic cover album isn’t a nice diversion, it’s reinforcing the new status quo. Even worse, the tracks chosen for the album were already the band’s stripped back ballads, some of which were already acoustic, such as “Dead Flowers”. So how do they choose to adapt these songs here? Why, by slowing the tempo down to a lethargic crawl, naturally! Granted, on “Dead Flowers” they do do some interesting stuff to change the feel of the track, making it sound like a military funeral song. Most of the other tracks don’t get the same sort of transformative treatment – tracks like “My Throat is an Open Grave” and “Heart of a Graveyard” feel like their original renditions, but with no electronic elements and less energy. The sole new track, “Praise the Void”, is one of the few highlights, perhaps because it was built from the ground-up to be an acoustic track. All-in-all, Songs of Death and Resurrection is another disappointing release from Demon Hunter. If they want to keep putting out these soft rock tracks in their twilight years then more power to them, but I really miss the days of The Triptych when they could make me headbang through the whole album.

25) Mӕre, Harakiri for the Sky

Surprise, surprise, we’ve got one of those “I saw a badass cover on Spotify and listened to it” picks that happens every year. Mӕre‘s cover reminded me of The Company of Wolves, which has the gnarliest werewolf transformation scene ever put to film, wherein a guy tears his own skin off piece by piece. As for Harakiri for the Sky? Never heard of them before this, so it made for a fresh experience. Unfortunately, I didn’t feel like Mӕre particularly stands out. Their music is quick and heavy, with very harsh, shouted, incomprehensible vocals. Overall they’re very reminiscent of black metal, but a bit less heavy and gloomy… so, like, dark grey metal…? Harakiri in the Sky aren’t doing anything bad, but their music just didn’t stick with me. It also doesn’t help that Mӕre is nearly an hour and a half long with only ten tracks! Holy crap! Every song is anywhere from 7 to 11 minutes long, so even though the tracks are all well-written and performed, the overall package begins to fatigue as it goes along. Like I said, this is certainly not a bad album, but it wasn’t really doing it for me. That said, if you’re curious, I’d recommend checking out “Sing for the Damage We’ve Done” and then decide if you want to go further from there.

24) Visions of Another Hell, Blood Youth

There’s a dude on Allmusic called Simone Appollini who is notorious among metalheads who frequent the site. The guy listens to like 30 albums a day and leaves ratings and reviews for every single one, so his name shows up on nearly any metal album you can think of on the site. What really makes the guy notorious though is that the vast majority of his reviews are a one (or, if he’s feeling generous, two) stars out of five and his reviews are almost always “this album is a carbon-copy of the band/another band’s previous work”. I’ve actually been mulling over doing a whole article on the guy, because he’s clearly well-versed in music but to a point where he can’t even enjoy it anymore because it’s all so familiar-sounding, like he’s a cautionary tale about the dangers of acquiring too much knowledge. Anyway, the reason I bring him up is because, on occasion, there really are bands whose music does feel like a carbon copy of another band’s… which brings me to Blood Youth and Visions of Another Hell. From the moment this album started it was obvious that Blood Youth’s sound is heavily-indebted to Slipknot, with their heavy, aggressive music, angsty lyrics and screamed vocals sounding just like Iowa or .5: The Gray Chapter-era Slipknot. I am, clearly, a Slipknot fan so this makes Visions of Another Hell at least an enjoyable listen, but as it keeps going it becomes distressingly clear that Blood Youth are only interested in ripping off Slipknot wholesale rather than bringing their own twist to this style. Imitation is the sincerest form of flattery, but it’s ultimately to Blood Youth’s detriment that they don’t deviate more – Slipknot is a nine-piece band, so Blood Youth’s sound is small in comparison and their refusal to break their own ground makes their songs feel insincere, like they’re just trying to fit the formula. To be fair, Blood Youth do very occasionally show glimmers of mixing some metalcore into this sound which would have been enough to make them feel like they were doing their own thing (such as on “Open Window” or “Human Blur”), but these are few and far between. It’s too bad, I do think this is an enjoyable-enough album but the lack of originality really soured me on Visions of Another Hell.

23) Vicissitude, Monochromatic Black

If you know anything about my taste in music (and artwork) then you know why I gave Vicissitude a shot. That album cover is badass. Other than knowing that Monochromatic Black were a deathcore band, I went in blind. What did I think? Well, Vicissitude feels like a scattershot album. Most of the album is punishing deathcore, verging on noise at times, although the band also has a female secondary vocalist who, when she’s allowed to shine, will suddenly turn songs into melodic metal out of nowhere. This is most clear on “Cerulean” and “Disillusioned”, which sound really out of place among the relentless screams and death metal that permeates the rest of the album. All-in-all, Vicissitude just didn’t gel with me, it was an okay experience but if I’m being honest I don’t think I’ll ever listen to it again. That said, you may enjoy it more than I did – you can pick the album up on Bandcamp for $10 if you’re interested.

22) The Fire Itself, Phinehas

The Fire Itself made me nostalgic for the days when Weathered Steel was still in operation and I could get a curated look at the Christian metal scene (coupled with a good rage-laugh at every buck-wild fundamentalist advertisement that would play between songs). Phinehas were a staple on the station back then, so I was already somewhat familiar with their aggressive metalcore style and sound before going into The Fire Itself. If you’re into metalcore then The Fire Itself is certainly enjoyable – Phinehas are full of energy and aggression here which is exactly what you’d expect from this kind of music. That said, the album reminds me why, when I listened to Weathered Steel, I gravitated to bands like A Feast for Kings and Impending Doom rather than Phinehas: they just don’t feel all that distinct. That’s not really meant to be a knock against Phinehas, I think they’re talented and this is a fairly good album, but the Christian metalcore subgenre is quite expansive and this album exemplifies what I would think of if I was to picture typical Christian metalcore. It’s not like I dislike this kind of sound either, but metalcore bands like Bleed From Within, Bad Omens or The Wise Man’s Fear resonate with me far more because they feel far more distinct. I feel like The Fire Itself is worth giving a shot if you are into aggressive metalcore, but if your tastes are like mind then you may find that it fails to carve a place for itself in a crowded subgenre.

Oh, fun bonus fact, Phinehas have had so many lineup changes over the years that there are zero founding members still with the band to this day!

21) Haeretica Ecclesia, Apostolica

As I’ve said in the past, religious fanatics are one of my favourite types of characters, so when I saw Apostolica and Haeretica Ecclesia I knew that I had to give them a shot. That said, I’m also a big Powerwolf fan, who already have made a considerable name for themselves the “dark, religious aesthetic” metal market, so I was curious to see how they would stand out. The answer to that is… they don’t really. Right off the bat Apostolica gives off Powerwolf-wannabe vibes with their latin chants, choirs, use of organs… hell, even their riffs sound the same at times and the fact that both bands are using the same themes of being dark, religious heretics makes Apostolica feel like even more of an imitation. It also doesn’t help that Powerwolf is fronted by Attila Dorn’s soaring, operatic vocal style, and Ezekiel* struggles to live up to that. The main ways that Apostolica try to differentiate themselves are by cutting out the “creatures of the night” and the tongue-in-cheek humour of Powerwolf in favour of playing the heretical religious themes straight. What we get as a result is basically just standard power metal with some Catholic flavour thrown in. Haeretica Ecclesia is an inconsistent mess in many ways. “Sanctus Spiritus” feels like discount Powerwolf off the bat, but then we get strong efforts like “The Sword of Sorrow” and “Thanatos” which stand out on their own merits. Unfortunately, the entire back half of the album feels half-assed and mediocre. That said, “The Sword of Sorrow” and “Thanatos” were great enough that I have some optimism that the band may be able to pull off a great, more-distinct sophomore effort, but as it stands Haeretica Ecclesia is a rough debut for the band.

*Playing up the theatricality of the band, its members are all unknown, going by single-name aliases (Jonas, Malachia, Isaia and Ezekiel) and wearing masks at all times. Their label claims that they are “some of the finest musicians of the international heavy metal scene”, whatever that actually means.

20) School of Thought, DED

DED’s debut album, Mis•an•thrope, was basically a modern-day version of early 2000s nu metal with its heavy, aggressive sound and overflowing with blistering, uncontrolled rage. The band’s long-awaited sophomore effort, School of Thought, consciously dials back some of that angst towards the world and aims to be more introspective at times. Blind rage is replaced with sullen brooding, such as on the opening track “Ghost”, which feels like a Breaking Benjamin track and is clearly aiming to be a radio-friendly hard rock song, while “Kill Beautiful Things” feels like a sequel to Mis•an•thrope‘s one introspective track, “Beautiful”. That’s not to say that DED don’t cut loose and bring the aggression though, far from it. “A Mannequin Idol” is a blistering track and feels like old-school Korn at times, while the anger in “Parasite” feels totally justified and “Persona”‘s plea to “Stop making stupid people famous” is sobering. That said, DED’s cover of “Love Song” featuring Maria Brink (who is dating DED frontman Joe Cotela) doesn’t work for me at all. It’s got an industrial sound to it that gives it this eerie vibe, but the lyrics don’t make a lot of sense when put to this music in my opinion and comes across more like trying to be creepy than actually creepy. Overall, School of Thought is a fine evolution for DED. It doesn’t hit nearly as hard as Mis•an•thrope, but there’s some clear growth going on here which make me curious to see where DED are going to go in the future.

19) Dear Monsters, Bad Wolves

Bad Wolves have been one of my favourite bands of the last few years, with their first two albums being in perennial rotation for me. However, my interest in the band was soured in 2020 when it came out that lead singer Tommy Vext was a die-hard, Trump-loving Republican, which only became worse and worse as he spoke out against Black Lives Matter (in case you’re unaware, this is made all the worse by the fact that he is a black celebrity) and started spouting Qanon conspiracy theories. It all came to a head when Vext quit the band (or possibly was pressured to do so) and was replaced by Daniel “DL” Laskiewicz. Vext alleged that this was due to him being censored for being a conservative, whereas the band tastefully kept quiet until Vext’s loud mouth caused them to reveal that he was kicked out for being verbally and physically abusive. Vext didn’t help matters by becoming more and more deranged, to the point where he went on tour as “Tommy Vext and The B@d W8lv3s”. Suffice to say, there has been some serious drama surrounding the release of Dear Monsters and given the circumstances I was really hoping that the transition from Vext to Laskiewicz would go smoothly – after all, Vext is clearly the asshole in this situation and I’d hate to see the guy getting more ammunition to disparage the band with.

…unfortunately, while Dear Monsters is definitely still Bad Wolves, it feels like the band is at a crossroads. Laskiewicz sounds quite similar to Vext, but brings his own distinct style. It doesn’t feel like he’s just aping the previous vocalist. Meanwhile, the rest of the band sounds as solid as ever, so I don’t think that it’s an issue where Vext was the key creative spark. However, the music here is just less interesting and feels less inspired than the best tracks on the band’s last two albums. Whereas Disobey felt like it was throwing every musical style at the wall to see what would stick, Dear Monsters is very focused on radio-ready rock, with just a dash of metal remaining. We do get some heavy-hitters such as the delightfully energetic “On the Case”, but the heavy stuff is outnumbered by softer rock tracks such as the clearly-designed-to-be-the-hit-single “Lifeline”. For the most part, these tracks are decent enough (except for “Comatose”, whose opening lines/chorus lead-in make me cringe every time), but they lack the energy and bite of their previous work. On the other hand, there’s only a single break-up song on this album, whereas there were like 5 on N.A.T.I.O.N., so at least the band is spreading their wings even if the results don’t resonate with me that much. Hopefully this is just a transition period for Bad Wolves, because if their next album underwhelms as well I think it would deflate any interest I have left in the band.

18) Bullet for My Valentine, Bullet for My Valentine

Bullet For My Valentine are one of those bands that I’m familiar with because they were in every game soundtrack in the mid-2000s to the early-2010s. However, I didn’t really get into them til the last couple years where I found their brand of angsty and energetic metalcore infectious. The band really hit a peak in 2010 with Fever and then immediately plummeted off a cliff with Temper Temper. Since then, every subsequent album has been a bit better than the last but they’re still nowhere near the quality of their heyday… which brings us to their 2021 self-titled album (and, just to be extra confusing, their debut EP was also self-titled). Bullet for My Valentine continues the band’s trajectory of putting out solid metalcore, but it’s still a shadow of the band’s best efforts. The main differentiators here are that Matt Tuck’s vocals have gotten harsher with a lot more growling and yelling than in previous albums. There are a couple really good tracks here, particularly “Knives”, “Can’t Escape the Waves” and “Shatter”, if you’re interested then I’d recommend checking these ones out and deciding if you want to give the rest of the album a shot. For what it’s worth, Bullet for My Valentine is fine but I don’t expect that I’ll be an album I come back to much (if ever) in the future.

17) The Bitter Truth, Evanescence

Considering how huge Evanescence were back in the early 2000s, it’s wild to me that they don’t have more albums – The Bitter Truth is only their fourth original studio album and their first new album in 10 years. For my own part, I had a very brief Evanescence phase in the early 2010s, but fell out of them pretty quickly. There’s a reason this band has become a meme – their lyrics tend to get so angsty that’s hard to take them seriously. That said, they do have some catchy songs and Amy Lee’s soaring, operatic vocals have carved the band their own place within the hard rock/alt metal landscape. I had no idea what to expect from The Bitter Truth, only that I felt like I had to give it a fair shake.

Ultimately, I’m kind of torn on The Bitter Truth. On the one hand, fans are going to love it – I can see tracks like “Broken Pieces Shine”, “Wasted on You” and “Use My Voice” slotting into the band’s live setlists seamlessly and becoming new staples going forward. Then there’s tracks that tread totally new ground for the band, particularly “Yeah Right” which sees Evanescence drawing on jazz and swing influences. I was even rather impressed that Evanescence are still dedicated to their nu-metal influences, as The Bitter Truth is no less heavy than their previous albums. All that said, The Bitter Truth isn’t going to convert any skeptics – I went into the album pretty meh about Evanescence and I came out able to acknowledge that it’s a decent rock album, but not really one that I cared all that much about. I’m probably being a bit hard on it to be honest, as it did review fairly well, but I’m sorry, it just didn’t resonate with me. I’m sure there’s an audience out there that’s going to love this thing, but unfortunately I’m just not among that number.

16) Kindred: Act II, Red Cain

True to its name, Kindred: Act II picks up right where last year’s Act I left off, providing us with more epic fantasy power metal to enjoy. Also appropriately, Act II feels like the darker middle chapter compared to its predecessor and sees Red Cain being a bit more experimental with their sound. Sure, tracks like “Kindred” and “Baltic Fleet” are straight out of their usual playbook, but then there’s “Precipice of Man” which is slowed down and almost ballad-like for the first minute before becoming one of the heaviest tracks in the band’s catalogue. Then there’s “Varyag and the Shrike”, which feels like an evolution of Red Cain’s “Snakebouquet” and is the highlight of the album in my opinion. As I more-or-less expected, it’s more Kindred, and considering that it was one of my favourite albums of last year that’s not a bad thing.

15) Inner Universe II, Words of Farewell

I got an email alert that Words of Farewell had put out a new EP and almost immediately jumped at it. Funnily enough, I was actually the first person on Bandcamp to get Inner Universe II. As the title would imply, this is basically more of the same from Words of Farewell (which shouldn’t be surprising because they’ve been mining the same soundscapes for nearly a decade now). However, I quite enjoy their music so that’s not really an issue for me. If you’re into fast, aggressive melodic death metal (or progressive metalcore, which I still feel is a more apt descriptor for Words of Farewell’s sound), then you’ll probably enjoy Inner Universe II… and every other song Words of Farewell have put out for that matter.

14) LIVE, Bad Omens

The problem with these annual countdowns is that I always, without fail, discover a band who released some of my favourite music of the year after I’ve already published my list. Bad Omens are one of those bands. 2019’s Finding God Before God Finds Me would have easily taken a top 3 spot on that list. Its polished and surprisingly-commercial metalcore sound really resonated with me and its themes of religious rebellion and soul-searching have kept me hooked on it through the very end of 2020 and into 2021. LIVE is their first album that’s come out since then and, as its name implies, it is a live performance of some of the band’s bigger tracks. Right off the bat, the band came swinging with “Glass Houses” which, while not as polished as the studio release, still works well due to the band’s energy. Unfortunately, Bad Omens then spend most of the album on softer, quieter rock songs. While I like songs like “The Worst in Me” or “Never Know”, by the time they got to their third soft song in a row I was itching for some actual metalcore. It also doesn’t help that frontman Noah Sebastian’s vocals can sound really strained at times on these tracks. However, Bad Omens entirely redeem themselves with the finishing one-two punch of “Dethrone” and “Mercy”. “Dethrone” is a brutal track, which builds in tension and then just explodes with a death growled “YEAHHHH!” The song is just as good, if not better, live and brings back the energy which was sorely missed all this time. The album then ends on “Mercy”, my favourite Bad Omens song, and easily their best fusion of their quieter and heavy sides. It’s a fantastic close to the album, but you’re definitely left wanting more after these two tracks. The album itself is only about half an hour long, which I can only imagine is because Bad Omens aren’t really headlining any live shows yet, so they’re going to have very limited setlists. LIVE makes for an interesting sampler for fans and newcomers, but honestly I feel like the best way to experience this band would be to listen to their two studio albums. Maybe consider checking out the last two tracks here though to get yourself hyped up.

13) 20 Years of Gloom, Beauty and Despair – Live in Helsinki, Swallow the Sun

Remember how I said Bad Omens’ Finding God Before God Finds Me would have been a top 3 pick for 2019 albums? Well, if I had listened to it in 2019 then Swallow the Sun’s When a Shadow is Forced into the Light would likely have taken my #1 spot. I am enthralled by that album’s melancholic beauty, it’s one of those albums that needs to be experienced from start to finish in one sitting. Like Bad Omens, Swallow the Sun have also put out a live album, this one in celebration of their twenty year anniversary as a band, where they put on a mammoth, two-hour show. The first half of the show was a full performance of “Beauty”, the acoustic, second disc from their 2015 triple-album Songs From the North I, II & III, whereas the setlist for the second half of the show was voted by fans.

“Beauty” kicks off the live album in a low-key, sombre and atmospheric fashion. Given that the songs in this half of the show were already very stripped-back, they translate very well to a live setting, although Mikko Kotamäki’s clean vocals aren’t quite up to task at times (they get particularly strained on “Away” and “Autumn Fire”). It makes this half of the show a bit of a mixed bag, and it also doesn’t help that “Beauty” worked as well as it did in Songs From the North because it was interspersed between the melodic doom metal of part one and the brutal, funeral doom metal of part three; when it has to hold everything up on its own it can start to drag. Certainly not bad, but not what I’m looking for from a Swallow the Sun live album.

However, when the fan-voted setlist starts, that’s when 20 Years of Gloom, Beauty and Despair really kicks off. “Lost & Catatonic” sets the mood right away, with the transition to harsher vocals happening seamlessly, with no vocal straining to be heard and with the heavier tone bringing far more energy. From there it goes into “Empires of Loneliness” which was one of the most intriguing tracks for me in this live album. As one of the funeral doom tracks on Songs From the North III I didn’t really care for it before, but hearing it live gives it a whole different perspective that I appreciated far more. In a live setting it feels far more epic and brutal, while bringing that haunting and melancholic feel which the best Swallow the Sun songs embody. “Empires of Loneliness” was an unexpected pick, but this fan-voted set has some truly esoteric choices which really surprised me (usually when you hear a “fan-voted” setlist for any other band you’d expect to hear a bunch of fan-wank tracks). Most surprising to me was freaking “Plague of Butterflies, Pt. II” from their 2008 EP of the same name which was written for an extreme metal ballet that never got off the ground. There’s some great variety here across Swallow the Sun’s entire career and running the gamut from epic, moody, quieter tracks to the brutal and depressing. This disc fires on all cylinders and it really makes me wish that Swallow the Sun had struck a little more tonal balance in the first half of the show. Ahh well, regardless 20 Years of Gloom, Beauty and Despair is well-worth a listen for fans of Swallow the Sun, people who are curious about their music and fans of extreme metal and is a worthy celebration of the band’s career thus far.

12) Hellbent, Impending Doom

As much as I love their brand of crushingly-heavy and energetic deathcore, Impending Doom have become something of a problematic favourite of mine. In case you’re unaware, they are unabashedly Christian, and I’d put them up there as one of the best Christian metal bands. However, considering how many of their songs complain about the evil in culture and their at times ugly worldview, I can’t help but feel like any day they could come out with an awful song or statement which could tank all my interest in the band. Thankfully that day hasn’t come yet, because Hellbent is another really solid and catchy release.

The one somewhat problematic track here is the opener, “Satanic Panic” (which, apparently, is also the name on the album art…?). Given that the Satanic Panic was a moral panic caused by hysterical Christians which ruined several innocent lives, it seems like a pretty tone-deaf move for a Christian band to go around slinging that term but meaning it in full sincerity. Again, I’d half expect Impending Doom to start slinging Qanon talking points, but thankfully I didn’t get any of that here. Thankfully the rest of the album didn’t get my hackles up as much and every track on here is Impending Doom’s signature brand of brutal metal. The band has always been really good at making their tracks catchy and make you want to scream along and Hellbent is no exception. “New World Horror” and the title track in particular are highlights. The band isn’t doing anything particularly new, but they’re doing it well which is what’s most important.

11) …and the Triumph of Justice, Countless Thousands

Countless Thousands have been cooking up a triumphant, anti-fascist punk rock opera for years now and it’s a stroke of luck that it came out when it did. In the wake of the fascist riot at Capitol Hill and the Biden inauguration, not to mention after four turbulent years of Trump, we were starved for something triumphant and that’s just what Countless Thousands deliver with …and the Triumph of Justice. Countless Thousands take their signature brand of enthusiastic, nerdy punk rock and infuse it with a timely political message which makes the album feel relevant. The political aspirations of the album are clear right from the outset as the opening title track is anthemic and clearly pays homage to “The Star Spangled Banner” before launching into “Game Change”, which opines about how little meaningful difference there is in Americans’ political choices, “The Rat”, which is blatantly about Michael Cohen, and “Fat Cat”, which is about how the rich will fuck over everyone for another dollar. For all the complaining I do about bands being wishy-washy with their political messages, it’s refreshing to see a band making an unapologetic stand. That said, Countless Thousands aren’t above using politics as a springboard for a joke, such as the hilarious “Space Nazis Must Die!” which recounts the tale of Countless Thousands travelling to the moon to kill Astro-Hitler or “Lazar Wolf” which, as far as I can tell, is about a goddamn LAZAAAAAAAR WOOOOLF! There’s also an adorable running storyline about frontman Danger van Gorder’s daughter and how she will one day inherit the world, giving the album a surprisingly poignant justification for its political leanings.

Of course, politics can only take an album so far, but luckily Countless Thousands have put together some real bangers on …and the Triumph of Justice. Every track feels unique: the aforementioned “Space Nazis Must Die!” is an epic, humourous treat, “Solidarity Forever” is a fantastic, surprisingly-patriotic socialist gospel track that pays homage to the “Battle Hymn of the Republic”, “Fat Cat” sounds like a swingin’ Disney villain song, and “Can’t Quit (An Orchestra on the March)” slowly builds up into a triumphant anthem for our generation – life sucks but we have to keep working away to make it better for those who come after. The whole album works really well and even on some of the weirder tracks (like “Murder Assassins from the Future”), Countless Thousands’ humour and energy is infectious. I’m also happy to say that the production quality on this album is great, which I wasn’t really expecting after the lackluster quality on Pretzel Champions and the fact that this album was recorded in the bandmembers’ kitchens! All-in-all, …and the Triumph of Justice is another winner for Countless Thousands.

10) Senjutsu, Iron Maiden

Iron Maiden are, without a doubt, one of the biggest names in metal and every new release of theirs is an event worth paying attention to. Even if they undoubtedly peaked in the 80s, they’ve still had moments where they’ve recaptured their glory days, such as Brave New World, have continued putting out solid albums throughout the 2000s and 2010s, and even their most forgettable works tend to have a few gems that stand out. With that said, Senjutsu fits into the trail Iron Maiden have been blazing for the past two decades – good metal, more of the same we’ve been getting for the past forty years, but not as good as their classic albums, so it feels a bit unmemorable as a result. Don’t misunderstand me, there’s nothing really wrong with Senjutsu – I found myself enjoying tracks like “Stratego”, “Lost in a Lost World” and the title track, but I just wasn’t excited by it. You can tell this is an album made by professionals who are extremely comfortable with their craft and know what they’re doing, but after the novelty wears off Senjutsu is going to be like The Book of Souls or Dance of Death – a Maiden album that’s going to constantly get passed up in favour of another spin of Seventh Son of a Seventh Son or Powerslave. Again, that shouldn’t take away from how well-made Senjutsu really is but it’s hard for me to even talk about this album without deflating my enthusiasm about it. Even listening to it in one sitting can be a slog because this is another double album clocking in at nearly an hour and a half. Hell, at this point, I’m not even sure that this album has a track like “Empire of the Clouds” or “Fear of the Dark” that I’ll happily come back to even if I don’t want to listen to their respective albums in their entirety. Look, I definitely think you should give this album a fair shake, maybe you’ll enjoy it with less caveats than I did.

9) Call of the Wild, Powerwolf

We last saw Powerwolf in our 2018 album ranking where I mentioned that Powerwolf have dutifully trodden the same formula laid down in 2007’s Lupus Dei over and over again throughout the years. 2018’s The Sacrament of Sin was a very tepid step into breaking up the formula and Call of the Wild continues that very cautious step forward. What you get here is unmistakably Powerwolf, but with a couple of twists. On the fresher side of things, we get “Beast of Gévaudan” which reminds me of Sabaton’s style with its retelling of the titular beasts that ravaged France in 1764-1767. The track is also quite different for Powerwolf, featuring fast, staccado, machine-gun-like beats which make it stand out. “Blood for Blood (Faoladh)” is also quite different for Powerwolf, opening with a bagpipe solo (!) which instantly makes the track feel unlike anything in Powerwolf’s gothic power metal catalogue. That said, there are plenty of familiar tracks here for fans to sink their teeth into. “Faster Than the Flame” starts things off strong, “Varcolac” feels like “Werewolfs of Armenia” while being different enough to not feel like a ripoff and the title track feels like it was made to be sung in front of a packed arena. And, of course, there’s the now-obligatory horny track, carrying in the tradition that “Resurrection by Erection”, “Coleus Sanctus” and “Demons Are a Girl’s Best Friend” trail-blazed. This time we get our nun fetish-bait in “Undress to Confess” and oh my God it is the horniest Powerwolf track ever. Seriously, check out these lyrical excerpts:

For any sin you confide we take a cloth off your breast […]
From the lord she will get her kicks / Dressed to hide the dark and obsessed to ride him hard on the crucifix […]
Reveal yourself to the pastor, brings forgiveness at best / For any fabric on skin corrupts your mind like the pest […]
Naked skies see her go down at night, when on the cross she licks

All-in-all, Call of the Wild is more Powerwolf. It’s more of the really solid power metal we’ve come to expect from them and while they do take a few steps towards breaking the formula, the band is still clearly well within their comfort zone.

Like The Sacrament of Sin and Blessed and Possessed, one of the most exciting aspects of Call of the Wild is its deluxe edition. This features a whole bonus disc called Missa Cantorem, featuring vocal covers of Powerwolf songs. While I wasn’t too keen on the offering in The Sacrament of Sin, Blessed and Possessed‘s bonus disc was so good that I liked it more than the actual main album so I was interested to see what Missa Cantorem would be like. It was… about what I expected to be honest. Calling this a vocal cover isn’t an exaggeration, the band got a bunch of guest artists in to sing over Powerwolf’s own master recordings of hits that weren’t covered on the last bonus disc. It almost feels like a karaoke album in that regard and while it makes it feel kind of cheap, I can’t help but think that the pandemic made anything more than this too difficult to coordinate. That said, Missa Cantorem actually does have two really good vocal covers on it. First is Alissa White-Gluz’s gender-bent take on “Demons Are a Girl’s Best Friend” and I honestly like this version even more than the already-stellar original. Alissa’s gutteral vocals are extremely impressive and work surprisingly well with this song, lending it an entirely different feel to the original. Similarly, Johan Hegg (of Amon Amarth) brings his death metal vocals to “Nightside of Siberia” and it sounds awesome, once again working because it brings an entirely different feel to the song. Other songs don’t do quite as well, such as Doro Pesch’s admirable attempt at “Where the Wild Wolves Have Gone” or the inspired decision to have Christopher Bowes’ (of Alestorm) take on “Resurrection By Erection” – neither live up to the originals. Still, it’s worthwhile enough to upgrade to the deluxe edition if only for the two great tracks we get here.

8) Hushed and Grim, Mastodon

When Emperor of Sand came out back in 2017, I said it felt like it was a throwback to Mastodon’s greatest hits. As much as I liked it, I had hoped that Mastodon would continue to evolve going forward instead of giving us something safe, comfortable and familiar. Well, I’m happy to say that Hushed and Grim is a brand new chapter for Mastodon, unlike any previous album they’ve released. Their closest analog would have to be the Cold Dark Place EP, but even that doesn’t paint a proper picture of what to expect of Hushed and Grim. Coming off of the death of the band’s long-time manager Nick John and Brann Dailor’s divorce, Mastodon are clearly dealing with some serious grief on this album which gives Hushed and Grim a palpable air of melancholy. Lyrically, this could be a doom metal album, but musically it’s clearly Mastodon’s sound, reminding me of their Blood Mountain and The Hunter albums. And, true to their name, Hushed and Grim is a mammoth double album at nearly an hour and a half in length. The result is a sprawling album with tons to chew over. While I definitely do like Hushed and Grim, it does have a couple issues for me. The first is that it’s so long that, to date, I haven’t managed to get through it all in one sitting. Secondly, the length causes the album to feel like it drags at times; I feel like Mastodon could have trimmed this album down quite a bit without losing its impact in the process. That said, this is an album that has so much going on with it that it is going to take me a very long time to fully appreciate, but I’m already starting to get drawn into the rawness of tracks like “Dagger” and the epic sludge metal in “Gobblers of Dregs” stands amongst Mastodon’s best work. I definitely recommend experiencing this album, I know that it’s getting a somewhat mixed reception among fans, but I do think it will be looked back upon as another classic in time.

7) Infernum in Terra, A Pale Horse Named Death

While I wasn’t a huge fan of 2019’s When the World Becomes Undone, A Pale Horse Named Death managed to make a big impression on me due to their grunge-like sound and hopeless lyrics which really do wonders when you’re going through a depressive episode. Well, Sal Abruscato is back with another round of despair and I have to say it is quite welcome. Infernum in Terra doesn’t do much to change my perceptions of A Pale Horse Named Death, but there is some very incremental evolution here: the production is a bit better, the music is a bit more heavy and interesting and the songwriting is definitely stronger which makes for an infectious listen. Also worth noting is that, unlike their previous albums, Sal Abruscato’s singing doesn’t feel lethargic here, the album doesn’t feel like it drags on (I mean, it’s still slowly-paced due to the whole dour tone, but it feels more deliberately curated this time). Particular highlights include “Shards of Glass”, “Lucifier’s Sun”, “Slave to the Master” and “Reflections of the Dead”, all of which I’ll find myself singing at random times, which just makes me want to listen to the album all over again. If you’re like me and like to channel your emotions into music then Infernum in Terra is a great album and is going to do wonders for your depression.

6) Servant of the Mind, Volbeat

Silly me, I was ready to hit publish on this article when suddenly I was caught completely unawares by a brand new album by one of my favourite bands of the last decade. I knew there was no way I was going to let a new Volbeat album pass me by on the year’s best-of list, even if their last effort, Rewind, Replay, Rebound was easily one of their weakest albums.

Thankfully, Servant of the Mind is a return to form and evolution in one, a fact which is clear as soon as the opening track, “Temple of Ekur” starts up. Volbeat are often considered a metal band, which is a label I’ve never really agreed with, but they really are heavy on this album. This is easily the heaviest they’ve been since their first two albums, if not heavier, which is a really refreshing twist after their last couple albums made the shift towards commercial arena-ready rock. That’s not to say that this album isn’t familiar (it certainly is) or that it doesn’t have commercial appeal – tracks like “Wait a Minute My Girl” and “Dagen Før” are made for radio and are both incredibly catchy in their own right, standing tall beside the heavier tracks like “Shotgun Blues” and “The Sacred Stones”. In addition to their usual rockabilly influences, Volbeat also brings some surf rock guitar onto this album, most obviously on “The Devil Rages On” and “Step Into Light”. I’m glad to see that Volbeat are still delivering surprises and aren’t content to put out the same album over and over again. While I’m going to look forward to their next album, in the meantime I can tell you that I will be listening to Servant of the Mind on repeat for quite a while.

Oh, also worth noting, Volbeat love their deluxe editions and Servant of the Mind is no different in this regard. Whereas Rewind, Replay, Rebound‘s offerings were very slim (basically just some demos that were barely different from the released track), Servant of the Mind‘s deluxe edition is worth the extra couple bucks in my opinion. Bonus tracks “Return to None” and “Domino” stand out quite a bit from the rest of the album’s offerings and the alternate versions of “Shotgun Blues” and ” Dagen Før” are transformative enough to be worth a look.

5) Shaman, Orbit Culture

I’m a simple man – I see a metal album with a badass cover and I listen to it. By that measure, Shaman is one of the most darkly evocative covers I’ve seen all year, thanks to the incredible work by Bahrull Marta, whose art style is best described as the stuff of nightmares. A cool cover is all well and good, but what about the music? Orbit Culture are described as a combination of groove metal and melodic death metal, which is a pretty accurate categorization – their music is heavy and aggressive, but more focused on the rhythm rather than speed like you might expect from a death metal band. Their vocals are not so much screamed, growled or yelled as they are roared, akin to Impending Doom, while the backing vocalist (who features in every track) sounds like James Hetfield of all people.

While I found “Mast of the World” and “Flight of the Fireflies” interesting and enjoyable, I initially was thinking that Shaman would probably be in the middle of the pack for 2021 until “Carvings” started and made me sit up and take notice for real. “Carvings” is where Orbit Culture’s brand of groove/melodic death metal really started to stand out and had me literally headbanging along to the beat. This continued into “Strangler” but it was “A Sailor’s Tale” that truly blew the lid off of this album for me. Perhaps unsurprisingly given the title, this track is pirate death metal and holy shit is it amazing. It builds up in momentum until it gets to the incredibly heavy end section where I literally just want to headbang and put my devil horns in the sky, it’s easily one of my favourite tracks of the year. It was so good that I played it the first time and then immediately played it a second time (and would have done a third time if I didn’t have to be elsewhere right then). All this for two freaking dollars on Bandcamp!!! Suffice to say, I was quite happily surprised by Shaman and will definitely be checking out all of Orbit Culture’s music as a result!

4) Perfectly Preserved, Love and Death

Holy crap has it really been eight years since Between Here & Lost? To be fair, at the time Love and Death was Brian “Head” Welch’s side-project and he went back to Korn around the same time so he was a bit too busy to get the band back together. As a result, half the band has been replaced for Perfectly Preserved, but it seems to be for the best because Love and Death are forging their own identity with this release. No longer are they just “Head’s side project”, Love and Death actually feels like it’s the product of a full band’s collaboration. The most obvious evidence of this is that band co-founder JR Bareis shares equal vocal duties with Head on this album, lending a more melodic and soft tone in contrast to Head’s harsh, aggressive, shouted singing. When the two work together on a track it adds new layers to what’s possible for Love and Death. That alone would lend Perfectly Preserved a new feel for the band, but then there’s the addition of Jasen Rauch on bass – that may not sound like it would make much of a difference, but his influence is all over this album. Rauch is perhaps better known as the former lead guitarist for Red and current lead guitarist for Breaking Benjamin, and has also produced albums by Breaking Benjamin and Love and Death. You can feel all these influences colliding because Perfectly Preserved very much feels like Korn meets Breaking Benjamin and it’s a mix I really dig.

The album kicks off strong with “Tragedy” before moving to “Down”, a moody and introspective track which is up there among the best tracks of Head’s solo career. Then Love and Death pull off a coup with perhaps the most surprising track of the year. What, you thought Head’s Devo cover on Between Here & Lost was cute? Well pull over because “Let Me Love You”, a goddamn DJ Snake and Justin Bieber cover, is fucking fantastic. Lacey Sturm is on guest vocals here and everyone gives this 110% to knock it out of the park, easily one of my favourite tracks of the whole year. This album came out in February and I’m still shocked that this Bieber track is as good as it turned out to be. Perfectly Preserved would already be up there among the best of the year for me at this point, but the band keeps the strong tracks coming, from the duelling vocals of “Slow Fire”, to the melancholy of “Lo Lamento”, to the raw “Affliction” and closing on the aggressive and energetic breakdowns of “White Flag”. Perfectly Preserved is fantastic and a very welcome return for Love and Death. I just hope that we don’t have to wait too long for their next evolution, because Perfectly Preserved shows that Love and Death are every bit as good as their members’ main acts. Let this be a reflection of just how good 2021 has been for music – Perfectly Preserved was, for a while, my favourite album of the year and a top contender for the year-end accolade.

3) Primordial Arcana, Wolves in the Throne Room

I’ve mentioned in the past that I had been searching for a band to fill the void Agalloch left with their disbandment and Wolves in the Throne Room seemed to be the band most often recommended. At the time I wasn’t really a big fan of what I heard, but in 2021 I’ve found myself coming back to their 2017 album Thrice Woven with fondness for its take on atmospheric black metal. As I was getting back into that album, Primordial Arcana dropped and I was curious to listen to their newest LP. All I’ll say is holy crap did I ever pick a good time to get back into Wolves in the Throne Room because Primordial Arcana has got to be by far the best black metal album I’ve ever listened to (again, this is coming from someone who has complained several times in the past that most black metal bleeds into an undifferentiated mass for me).

Primordial Arcana takes you on a musical journey, each song capturing a different tone and conjuring a new mental landscape, from the ethereal and sinister “Mountain Magick”, to the East-Asian strings of “Spirit of Lightning”, to the marching beat that unites “Primal Chasm (Gift of Fire)”, “Underworld Aurora” and “Masters of Rain and Storm”, to the atmospheric and spooky feel of “Skyclad Passage”. “Masters of Rain and Storm” bears special mention, as it can be best described as the black metal “Jesus of Suburbia”. Seriously, this song goes places, seamlessly transitioning from one style to another, almost like a full album crammed into one incredible eleven-minute song.

It’s also quite clear that Wolves in the Throne Room brought a ton of craft and talent to this album – it doesn’t feel like a bunch of 30 year olds jamming for fifteen minutes with no plan, every minute has been laid out to produce a specific feel. In addition, the production quality is fantastic – again, some black metal bands think that they have to record on a potato to get a “raw” feel, but Wolves in the Throne Room prove here that good music speaks for itself. Primordial Arcana is best experienced as a journey from start to finish (which, at only 50 minutes if you include the bonus track, isn’t bad), but if you’re going to experience a single track from this album, make it “Masters of Rain and Storm”. This album is fantastic from start to finish and at only $10 USD on Bandcamp it’s an absolute steal.

2) Moonflowers, Swallow the Sun

What a year for Swallow the Sun. For most bands, a massive live album like 20 Years of Gloom, Beauty and Despair would have been enough, but then Swallow the Sun had to surprise us with a whole new studio album to boot. Like I said earlier, Swallow the Sun have a way of making misery beautiful and Moonflowers may be the best example of this in action. Coming off of the death of songwriter Juha Raivio’s partner, Aleah Stanbridge, to cancer in 2016, When a Shadow is Forced Into the Light felt like a monument to grief. Moonflowers, in contrast, feels like an extended lament at the lingering feelings of loss. While this could be oppressive in its dourness (see: A Pale Horse Named Death’s discography), Moonflowers is finds the beauty in the sorrow which makes it very easy to listen to. Swallow the Sun hit a strong balance between softer and heavier tracks, all in their signature doom metal sound. Moonflowers doesn’t reinvent Swallow the Sun’s sound – the only real musical evolution is the inclusion of more backing strings, which give songs such as “Enemy” and “Woven Into Sorrow” a bigger, more epic feel and which make the album’s strong emotions hit harder. My favourite track may have to be “All Hallows’ Grieve” though, which features the delicate guest vocals of Cammie Gilbert and best exemplifies the beautiful melancholy that Swallow the Sun strives for. However, the album does start to drag a bit in the latter-half with “The Void” and “The Fight of Your Life”, which ditch the backing strings and losing some of the energy of the first half of the album. That’s basically the only reason why Moonflowers isn’t my album of the year, I had to debate long and hard between this and my #1 pick, but a couple of weaker tracks here were ultimately the difference-maker.

Moonflowers also features a bonus disc where every single song on the album has been redone as classical string music. It’s an interesting take on the material, but one that I quickly grew bored of. For my tastes, I’d much rather experience this album the way it was intended, especially because these string versions lack the vocals of the main album. It doesn’t really hurt anything, but I would have liked if this disc was something I’d find myself going back to.

1) God is Partying, Andrew W.K.

As I’ve said many times in the past, Andrew W.K. was introduced to me as “life metal” (as opposed to death metal), best exemplified by his wall of sound style and enthusiastic lyrics that are obsessed with having a good time. His first two albums, I Get Wet and The Wolf are classics and nothing else he’s put out has come close to matching that quality. 2018’s You’re Not Alone was a return to form, but it felt very safe, like a conscious effort to recapture Andrew W.K.’s glory days rather than doing anything different. So, with all this in mind, if you’d told me that God is Partying was going to be a departure from Andrew W.K.‘s classic mold (including his harsh, shouted vocals I like so much) and his darkest album ever, I would have likely expected this to flop since it goes against everything I know that I love about this artist. Thankfully, this is why artists shouldn’t give fans what they want, because God is Partying is every bit as good as Andrew W.K.’s two classic albums, if not better.

One element from You’re Not Alone which carries over to God is Partying is the spiritual, pseudo-religious themes, but they’ve taken on a more ominous and dark turn here. “Everybody Sins” demonstrates this with epic grandiosity, at times feeling like a gospel track while also being one of the heaviest songs in Andrew W.K.’s entire discography. In fact, there’s two other tracks on here which are easily among Andrew W.K.’s heaviest songs, including “Babalon” and “I’m in Heaven”. Pretty much every track has some sort of experimentation going on, from “Everybody Sins”‘ backing organs, to “Babalon” incorporating electronics and synthesizers, to the sinister tone and incoherent screams backing “I’m in Heaven”, to “Remember Your Oath”‘s ballad-like feel, to “I Made It”‘s energetic, piano-led melody which makes it feel like a Michael W. Smith worship track.

Oh and it’s also worth noting that Andrew W.K. has dropped his signature harsh vocals on this album that I like so much. I hated his mid-2000s albums because they did this, but man does the new, soaring vocal style ever work here, especially on the epic, eye-watering “No One to Know”. Meanwhile, Andrew W.K. is mining much more personal and dark territory than ever before (I’m pretty sure he doesn’t even say “party” once in this whole album), most clearly evidenced with the nasty breakup song “My Tower”, which is downright vicious for an Andrew W.K. song.

God is Partying is Andrew W.K. at his most diverse, mature and assured. I figured I’d enjoy this album, but it was way better than I was expecting. It’s impressive enough as it is, but when you factor in just how off-brand Andrew W.K. is on this album it makes it even more impressive that I’m this blown away by it. If that’s not album of the year material, I don’t know what is.

15 Best Movie Posters of 2021

Welcome back to the mostly-annual year-end countdown of the best movie posters of the year! Obviously since we basically got no movies in 2020 I had to take the last year off, but we’re back for 2021 with a very solid selection of eye-catching posters that I had a seriously difficult time narrowing down into just a top 15. As before, I’m using impawards as the source for 2021 posters. Any poster released during the year is eligible, but special consideration is given to posters which are intended for mass distribution rather than posters which are intended to be limited-release, alternative, “artistic” posters. As usual, you can see the full-sized poster in all its glory if you click on the images. Anyway, with those considerations out of the way, let’s get onto the list!

Dishonourable Mention: Cosmic Sin

Okay, the idea of Bruce Willis and Frank Grillo as a couple of space marines sounds fucking awesome, but the cheap, obvious, awful headswap Photoshop job on this poster makes this whole movie seem cheap and laughable. Not that Cosmic Sin needs much help, this movie is apparently so bad and forgettable that no one has even fixed the numerous grammatical errors in its Wikipedia page as of October 21, 2021. Ouch.

15) The French Dispatch

This one mostly makes the list because you take one look at it and go “Oh hey, it’s a Wes Anderson movie in poster form”. It’s quirky, detailed and has tons of stuff to look at, each cell is practically a miniature character poster of its own and the Fibonacci sequence-like layout directs your eyes in an unusual and interesting way. The pulpy, 30s/40s serial art style also helps this standout amongst the other posters of 2021 and no-doubt reflects Anderson’s distinct visual style and aesthetics. All-in-all, a unique and fun poster which undoubtedly reflects the film’s aesthetic as well.

14) Spencer

This poster is very striking. Between the massive, elaborate outfit, the contrast between the dark and the light of the dress and Kristen Stewart’s flawless transformation into Princess Diana, there’s plenty to draw you in. What helps make this more than just a visually-appealing piece is that the design also belies the story’s darker elements, with Diana seemingly stifled, like she’s trapped in the opulence. It’s a true art piece in its own right and I’m curious if Spencer can live up to it.

13) Billie Eilish: The World’s a Little Blurry

I’m not really a fan of pop music (shocker), so unsurprisingly I don’t give a shit about Billie Eilish and could care even less for an Apple TV exclusive documentary about her. However, it’s hard to deny that she doesn’t have her own distinct style, best highlighted in these posters for The World’s a Little Blurry. I like the first one mostly, it has a moody tone to it, Eilish’s signature green hair gives it a strong hue and it (obviously) lives up to the “blurry” part of the title. It reminds me of the Joker poster from 2019 that I liked so much. Like most good posters, the use of colour is very intentional, bringing its own tone, mood, style and even symbology to these posters which I can’t help but appreciate.

12) Prisoners of the Ghostland

While I find this poster very visually-arresting, promising me the trippiest samurai movie you’ve ever seen, there’s one small element that really makes me love this poster. I love how this poster draws your eyeline downward – first you see a samurai badass with his back to you, then the spooky mask, then the title and then “This wildest movie I’ve ever made”. Wow, who’s saying that? Nicholas goddamn Cage and for him that is a freaking declaration. The poster itself is cool but that strategically-placed quote gets my imagination racing, just going to show that every aspect of poster design can be crucial to its success. For that, Prisoners of the Ghostland deserves special commendation!

11) A Classic Horror Story

This one succeeds for a couple reasons. First of all, it’s called A Classic Horror Story and the poster design makes this look like… a classic 70s horror story. Secondly, if I saw that horned devil lady in my doorway, I’d be legitimately unsettled. The fact that it seems to be happening in full daylight just makes the whole thing even more unsettling to me, while the red and black colours give the whole thing a sinister vibe. Like I said, colour is very important in good poster design (a trend which you will likely notice going forward) and the use of it here helps contribute to the horrifying atmosphere that A Classic Horror Story is giving off.

10) Honeydew

There are several horror posters this year that get by with their disturbing and unnerving imagery, including choices that just missed the list such as Malignant and We Need to Do Something. However, this poster for Honeydew is the most unsettling for me. I’m not entirely sure what is happening here, but it sure looks uncomfortable and you can see the fear in this guy’s eyes at whatever’s going on. It conjures images in my mind of some Saw-like trap and all the nastiness associated with that. The sickly, yellow hue over the entire poster just makes it feel even more disconcerting.

9) Old

This one is pretty simple but effective. While other posters for Old get across the idea that it takes place on a beach more, this one is far more interesting. In my opinion, it captures the concept of the inevitable, uncontrollable and even frightening passage of time and death very well, all wrapped up in a minimalist, black and white style that makes it striking to view.

8) The Sleeping Negro

Oh and speaking of minimalist styles, while the poster for Old mostly just looks cool, this poster for The Sleeping Negro uses it to get across some pretty clever racial imagery. This poster deftly gets across the theme of alienation and isolation in this film in a very simple manner that makes it even more effective than if they had gone for something more complicated or less stylized. Hell, they could honestly go even more minimalist if they wanted to, cutting out the title completely, and the message would still be conveyed just as strongly, as even the black character’s afro highlights that he’s singled out because of his race. When you can afford to strip down your poster even more then you know the designers hit on something right.

7) Bulletproof

This is another one of those posters where the imagery captures the ideas of the film in a really striking manner. Bulletproof is about the American response to school shootings and seeing children pointing finger guns at each other here is an eerie encapsulation of the topics this film will be exploring. Once again, the eyeline works perfectly – you see the finger guns, then you’re drawn down to the title and know what this movie is saying in chilling fashion.

6) The Suicide Squad

The Suicide Squad has a huge cast of extremely colourful and varied characters and this first poster captures that aspect of the film and its off-kilter tone in glorious fashion. It also doesn’t give any of the characters more prominence than the others, which makes the characters’ fates in the film even more ambiguous (which is pretty important for a movie where, like, 80% of these characters get annihilated in gory fashion). The second poster captures the feel of a pulpy, 60s-era action movie, which isn’t nearly as interesting but it it’s worth highlighting and contrasting it to the first poster. These are very different styles but they both work to capture the fun of this very enjoyable romp of a film.

5) The Green Knight

I love the use of bright red and gold and the subjects facing away from the camera across The Green Knight‘s posters, it gives them all a unifying, sombre tone. While the main theatrical poster would have made this list regardless due to its strong aesthetic, what really pushed this into the top five for me was the presence of that brilliantly huggable foxy boi. When I first saw that poster I squealed with glee. For the record, graphic designers, throw a fox on your poster and you’re pretty much guaranteed to make my top 15 if your poster is any good.

4) Godzilla vs. Kong

I’ve said it before and I’ll say it again, the Monsterverse consistently have some of the best posters of all Hollywood blockbusters. We get posters like Spiral which are pretty and posters like Bring Your Own Brigade and The River Runner which give you massive scale, but Godzilla vs. Kong gives you pretty colours and massive scale! The fact that they have so many cool posters and so many of these were actually used in the general marketing of the film make this even more impressive to me. Even if Godzilla vs. Kong was kinda disappointing, there’s no denying that the marketing was, once again, on point.

3) Army of the Dead

I didn’t really care for Army of the Dead – I thought it was bloated, poorly written and squandered what should have been an over-the-top action romp. While the film itself fell short, the marketing department for Army of the Dead clearly understood what this movie should have been. We get gorgeous poster after gorgeous poster of colourful, macabre excess, all of which make the film look way cooler than it actually is. This is just a handful of the great posters Army of the Dead got this year, so even if the quality wasn’t there (which it is) then due to pure variety this would have ranked highly. For my own part, I especially like the neon-hued skull in a river of paint and the pile of corpses in the shape of a skull. Man, seeing these posters is making me think about how I wish the movie lived up to them all over again…

2) The Night House

We’ve had a slew of spooky and disturbing horror movie posters in 2021, but for my money The Night House has the best of them. What makes it more impressive is that there isn’t much horror imagery to speak of – there’s a blood-red moon, a scared expression from Rebecca Hall and, in one poster, a ghostly hand cutout, representing a spectral figure or perhaps someone who’s been lost? Then there’s the strong use of red and black to give everything an eerie atmosphere. In any case, it works, I really want to see this movie and figure out what sort of thrills The Night House has in store for me, which makes it more than worthy of this spot. However, there can only be one #1 pick…

1) Jackass Forever

There’s something about this poster where I looked at it and said “this is perfect” and instantly put it as a frontrunner for the year’s posters. Like, just look at it, it’s the perfect encapsulation of what Jackass is. You’ve got the rainbow hang glider and obese man to draw your attention and then the eyeline goes down to the cactus plants and then down to the film’s title. Just by looking at it, it creates a story in your head that is equal parts funny, painful and so incredibly stupid that I can’t help but applaud it. It’s so simple, but so striking that I still can’t quite believe that it’s this good, especially because the other Jackass Forever posters don’t hit me the same way at all. Don’t let anyone tell you otherwise though, this right here: this is art.

POST-SCRIPT: Well, shit. I usually have a rule here – only posters for movies released in the year in question are considered and here I have completely flubbed as Jackass Forever is going to be released in 2022 instead. To be fair, when I started this list it actually would have been a 2021 film, but it was delayed and I missed that in the time it took to make selections, write and release the list. This isn’t the first time I’ve had this issue due to unexpected delays, but it should probably go without saying that I’ll not take Jackass Forever into account for 2022’s list (because it would probably win again).

Love/Hate: Resident Evil 7: Biohazard

After the bloated and unpolished Resident Evil 6, excitement for a new mainline Resident Evil game was at an all-time low. Capcom were certainly aware of this and actually took their criticisms to heart. Resident Evil 6 wasn’t anywhere near as successful as they had hoped it would be, so they decided to take the opposite approach – gone were the bombastic setpieces, action-heavy gameplay and globe-trotting story, instead we were going to get a back-to-basics, claustrophobic, true horror experience. Resident Evil 7 feels, in many ways, like a complete reboot of the franchise, but is it quite as much of a dramatic departure as it seems? Read on to find out…

Love

  • The Baker Estate – As much as I loved the intricate level design of Resident Evil 4 (and even 5 to a lesser extent), coming back to a confined environment with locked doors, puzzles to solve and monsters to dodge makes Resident Evil 7 feel like a true return to form.
    • First of all, the environments really feel like a lived-in location. The main house is covered with details that are just there to hint at the Bakers’ family life, hobbies and backstory before they turned into a bunch of psychos. Meanwhile, the old house is dilapidated and literally crumbling apart, making for a very eerie environment to explore. This makes the arrival of the Molded all the more frightening as you suddenly enter environments which are completely unnatural compared to the spaces you’ve been travelling through to this point.
    • While the Baker Estate is quite large, covering three separate complexes with several floors each, it’s so well-designed that you get very familiar with each location and can navigate with ease quickly enough. Undoubtedly you will enter an area and find something you can’t access right then, but file it away in your brain to come back later when you get the key or lockpick you needed for it.
    • I also have to say that the actual design of the environment really makes Resident Evil 7 a satisfying game to play. For example, early on in the game you’ll find a shotgun on pedestal. If you pick it up, the door behind you closes. So you put it back, but now you know you need to find something to put there in order for you to get that shotgun. Eventually you’ll see a broken shotgun on the other side of a locked door, so now you’re trying to find out how to open that door so you can get that. Eventually you find the way in and get the broken shotgun and trade it to get yourself a fancy new gun. However, later still you can find a wooden shotgun and, if you’re reasonably clever, you may realize “oh shit I can repair the broken one now!” and swap it with the wooden one. If you find one of the super-rare repair kits then you’ll net yourself an optional, more powerful secondary shotgun! It’s stuff like this where the devs make use of your environmental knowledge that makes Resident Evil 7 such a great experience.
  • Return to Survival Horror – One of the biggest changes in Resident Evil 7‘s design philosophy is that this game is a horror experience at its core. It takes inspiration from popular horror games of the era, such as Alien: Isolation, Outlast and Amnesia and applies the classic Resident Evil formula of combat, exploration and light puzzle-solving to make for a very compelling experience. The game also loves to build the tension, allowing you to explore and hinting at danger, but knowing when to hold back and when to finally unleash a pursuer enemy at you. I’d argue that this is as scary as Resident Evil has ever gotten, at the very least since the original game on PS1 as the game oozes an eerie atmosphere and builds tension effectively, while forcing you to make tough choices and conserve your resources in order to survive the horrors coming for you.
  • First Person Perspective – The shift to first-person was one of the most contentious changes in Resident Evil 7, but this isn’t simply trend-chasing or a further slide into Call of Duty-like gameplay, it’s a very calculated and (dare I say) brave decision to increase this game’s immersion and make the horror more effective. The third person perspective of previous games in the franchise is because the series started out trying to be a cinematic horror experience and carried that on even after the camera shifted to over-the-shoulder. This game’s first person perspective makes for a more intimate, focused and immersive experience which this game has clearly been built around. There’s a reason why it’s the default for most horror and survival games of the era.
  • Spectacular Boss Fights – Resident Evil bosses are almost always “shoot big monster in its glowing weak point until it stops moving”, which can get really frustrating because there’s usually little indication of just how much damage you’re actually doing to the boss. While Resident Evil 7‘s bosses don’t deviate from this too much, they do stand out as some of the best bosses in the entire franchise because of all the clever twists and environmental interaction that the developers have brought to the table. The first fight with Jack Baker has you searching around an enclosed garage for the keys to a car to fight him with and then the fight plays out in one of two ways. If you’re quick enough, you get in the car and can drive around, running him over until a scripted event happens that will end the fight. If you’re too slow, Jack will throw you out of the car and try to run you over instead. It makes this into two wildly different boss fights and it’s a big surprise seeing the different ways this can play out. Similarly, the second fight with Jack has him getting into a freaking chainsaw duel with him!!! I died several times in this battle but didn’t care because it was so much fun learning the mechanics and using the environment to my advantage to the point where I was feeling some of that Dark Souls-like satisfaction for overcoming the challenge. Meanwhile, spider-Marguerite is classic “shoot the weak spot” Resident Evil, but mixing it up by having her stalk you in a darkened, dilapidated house where she can emerge from literally any direction may be the creepiest showdown in the entire game. The showdown with mutated Jack is also a highlight, taking the classic Resident Evil boss formula and allowing you to strategically maneuver across two storeys to get different angles on his weak points. All-in-all, Resident Evil 7‘s bosses are consistently some of the most creative, fun and well-designed in the entire franchise.
  • Rewards Exploration – Unlike Resident Evil 6, 7 really wants you to look carefully around your environment. To this end, there are some diabolically well-hidden items in this game. Chief among these are the collectable Antique Coins, which you can use to unlock useful upgrades, including increased health, faster reloads or the freaking magnum. However, that magnum’s ammo is extremely limited and you only find 1 to 2 rounds at a time and they’re all hidden very well in the environment so you could theoretically go the whole game and never even see a magnum round if you don’t look carefully. To help with this, the game has a psychostimulant item which briefly highlights items around the environment, making these tricky hidden collectables more attainable and further incentivizing you to look everywhere for secrets.
  • Influences – While previous Resident Evil games paid homage to other horror media (most notably, George A. Romero films), Resident Evil 7 seems to wear these influences on its sleeve most proudly. As a horror fan it’s really fun to see all the nods to films that influenced this game’s design. Probably most obvious is The Texas Chainsaw Massacre, which is most evident in this game’s iconic nod to the dinner scene. Taking that idea and tone and then transplanting it to Louisiana was an inspired move that helps it to feel like more than just a simple ripoff. Other big influences include The Evil Dead (Mia’s possession scenes and chainsaw duel), The Blair Witch Project (found footage and Andre facing the wall) and [REC] (Mia found footage sequence). Hell, there’s even a random Planet of the Apes reference for good measure! All these different influences also help shake up the Resident Evil formula, expanding the scope of what this franchise is capable of in the process.

Mixed

  • Found Footage – One of the obvious influences on Resident Evil 7 is the found footage trend that had been popularized in the horror film genre in the years prior to its release. At several points in the game you can find video tapes which, if you bring them to a VHS player, will allow you to play through the footage. On the one hand, these can provide clever ways to learn new details about the environment in an organic way, preview an area you haven’t gotten to yet or simply shakeup the gameplay a bit. The VHS tape filter also makes the environment just creepier – at a certain point, everything becomes blurry and out of focus. However, I have a couple issues with these tapes. First of all, the fact that you can die in them just doesn’t make sense. More importantly though, whenever I find a tape I get annoyed because I know I’m going to have to set aside what I’m actually doing in the game to go deal with some diversion for the next 15 minutes or so. Tapes can be a pace-killer and feel like they’re just there to pad time, or give you an excuse to breeze your way through an upcoming area. Finally, as the game goes on these “found footage tapes” lose a lot of their narrative justification. The first one you find was literally left by a camera crew, but by the time you find Mia’s tape in the last hour and a half the camera gimmick has been dropped entirely in that footage and it seems like it’s just… a memory maybe?
  • The Story – At a certain point I had to sit and ask myself “What is driving me forward? The narrative or the gameplay?” and concluded that it was overwhelmingly the gameplay. The story in Resident Evil 7 is far more personal and low-stakes compared to a globe-trotting, world-ending affair like Resident Evil 6, which works in this game’s favour. However, the specifics of what exactly is going on in this game are left ambiguous for a long time in the game, meaning that most of your time spent playing is going to involve you getting more confused and frustrated as narrative events play out around you. This all comes to a head towards the last third of the game where you’re given a choice between helping Mia (who’s the whole reason you’re in this place) or helping Zoe (some rando you’ve been talking to on the phone off-screen a few times), but by this point I still really didn’t understand what was going on. The ending of the game is tied to the choice you make here and while the “right” choice seems kinda obvious, if you’re going to implement a major choice like this then maybe inform the player better beforehand so they can actually understand what they’re doing. The final third of the game (and most of the DLCs for that matter) has many revelations which make things a bit better in retrospect, but personally I would have liked to have a bit more insight into what was happening earlier.
  • Molded – I’m pretty torn on the Molded enemies which permeate the latter-half of the game. On the one hand, I love their unceremonious introduction: at one point in the game you just enter a room and suddenly this freaking blob of oily flesh sprouts from the wall and starts chasing you out of nowhere, it sets a great impression for them. They’re quite intimidating when they first appear, taking at least two headshots to take down with your starting pistol, and if you find yourself facing off against multiple Molded then you’re probably going to die. However, as the game progresses you’ll become more adept at killing them and the game throws more and more of them at you. At this point, the Molded become more of a nuisance than anything substantial. The first half of the game works so well because you’re being stalked by one powerful enemy in each area, regularly getting into combat with handfuls of Molded is less interesting in comparison.

Hate

  • Sluggish Movement – I swear to God, Ethan Winters is the slowest motherfucker in videogames. Oh sure, there is a sprint button in this game, but it barely makes a difference and if you’re being chased, it’s not going to be enough to get you away from that enemy. The game’s sluggish movement is not not helped by the difficulty of avoiding damage from enemies. If an enemy gets right in front of you, you basically have to either shoot it and hope to kill/stagger, block and reduce the damage you take, or quick-turn and hope you can run away (thereby completely losing sight of the enemy). Strafing and backing up are pretty much unviable with this movement speed. Most encounters in this game are designed to be very close-quarters (there’s no easy sniping in this game) so this is a more frequent headache than you may expect. You can compensate for it a bit as the game progresses, especially if the developers throw a big obstacle in the room that you can use to generate distance, but there are times where you’ll be in a completely open hallway and your only real option is to run, or you’ll see an attack coming but have no way to actually avoid it.
  • Load Times – I don’t usually worry that much about loading screens, but good God the load times in Resident Evil 7 are brutal. For me at least, going from the main menu into the game takes around 45 seconds to a minute to complete. And those found footage tapes I mentioned? Well, having to sit and wait for a load screen whenever you start and finish one is just more reason why those segments annoyed me and brought the pacing to a halt.
  • The Final Third of the Game – The gameplay loop of the first two thirds of this game is top-notch survival horror, exploring areas, avoiding enemies, gathering and managing resources, etc. However, shortly after you finish with Marguerite’s section in the Old House, the game becomes far more linear and never really gets back to the same level of quality. It’s a bit of a mixed bag – on the one hand, we get more story context and Mia goes from a damsel in distress to a straight-up badass, but the game also suddenly strips you of all your items not once, but twice which is a bit of a momentum-killer and the shift into more linear, action-heavy gameplay takes away a lot of what made the game fun to this point.

Resident Evil 7 was a great return to form for the franchise when it desperately needed it. By going back to its horror roots and not feeling like it had to fit the same mold as previous games in the franchise, it revitalized the series and finally got people excited to see where the series would go again. After slogging my way through 5 and 6, it was refreshing to play a well-paced, focused experience that didn’t overstay its welcome.

Love/Hate: Resident Evil 6

Resident Evil 6 is often considered the point where the franchise jumped the shark, leading to Capcom’s total rehaul of the series with Resident Evil 7 and REmake 2. I also never played it and didn’t know a whole lot about it, other than that there were three wildly-different main campaigns and they all had a co-op component, so I was going in largely blind. Is it nearly as bad as its reputation would have you believe? Read on to find out…

Oh and one thing I want to note before going further is that I played this game on Veteran on my first playthrough. This is in contrast to the other games on this list which I usually would play on Normal first time since I was unfamiliar with their gameplay. However, by the time I got to Resident Evil 6 I was like 5 Resident Evil games deep and figured I’d be down for a challenge (I usually prefer to play games on Hard if I’m familiar with their gameplay). I don’t think this affected my experience with Resident Evil 6 disproportionately compared to other games in the franchise, but I wanted to note this just in case the higher difficulty did affect my enjoyment and I’m unaware of it.

Love

  • Free Movement – After Resident Evil 5 took a half-measure of modernizing the series’ movement controls, Resident Evil 6 goes all the way, ditching the last vestiges of tank controls in favour of Uncharted-style, fluid movement. It makes the game play far more intuitively for modern audiences without any kind of learning curve involved. In addition to this, Resident Evil 6 finally also allows players to move and aim at the same time, adds a sprint to your already-fast movement speed and even throws in options for slides, dodges and even shooting while lying on your back. These may not be the best option in most circumstances, but at least it’s an option that you can utilize if you choose to (especially in boss fights). All-in-all, it gives Resident Evil 6 probably the most developed movement system in the whole franchise.
  • Gameplay and UI Customization – I’ll be honest, I may have squealed a bit when I went into the menus in this game and saw all the customization options available. In addition to the standard options, there are several control customizations (including if you want to manually or automatically reload when you run out of ammo), you can choose whether you want a reticule or laser sight for aiming, and you even get to choose the colour of your laser sight! Given how I kept losing sight of the red laser in Resident Evil 5, I immediately went with green and never regretted it. It’s a little thing, but holy crap do I love when developers go to the effort to include these kinds of optional quality of life improvements for players.
  • Improved AI Partner – Capcom must have taken some complaints about Resident Evil 5 to heart because your AI companion in Resident Evil 6 is (usually) great. In addition to just being straight-up smarter in the minute-to-minute gameplay, you never have to micro-manage their inventory, health, weapons, pathing, etc and they’re even more helpful in combat. This makes the single-player experience a hell of a lot more enjoyable than I was expecting. Unlike Resident Evil 5, I didn’t play any of this game in co-op so I have nothing to compare my experience to, but I can’t say that I felt like I was getting a lesser experience, because my AI companion was mostly unobtrusive throughout. Sure, a human partner would have been more useful but an AI that stays out of the way, draws aggro and doesn’t die is all I could ask for. That said, there’s one big caveat to this and that’s when your AI companion has to do something that’s outside the scope of their normal tasks (eg, manning a gun camera, staying away from an enemy, etc). At these points their AI is completely useless and makes for some of the most frustrating sequences in the whole game. Still, compared to Resident Evil 5‘s pain in the ass AI companion? It’s an undeniable improvement.
  • Unique Character Builds – I really like how Capcom have differentiated the characters in Resident Evil 6. Whereas Chris and Sheva played identically, every character in Resident Evil 6 brings something unique to the table, from their starting weapons to unique abilities. For example, if you play as Leon you start with a pistol and knife and can dual-wield with another pistol for crowd control, whereas Helena starts with a stronger pistol and a shotgun she can rapid-fire, but she has to deal with more reloading due to her smaller clip-sizes. The most unique pair have to be Jake Muller and Sherry Birkin. Jake gets powerful melee abilities, whereas Sherry gets a burst-fire pistol and stun rod, both of which bring entirely new options to the table when going through their campaign. These different loadouts encourage unique playstyles and it’s enough to tempt you to replay each campaign just to see how it differs with the other character. That said, characters get a bit more homogenized as the game goes along – soon you’ll find a shotgun, a sniper rifle and an assault rifle, but these are almost always some sort of unique variant for each character.
  • Melee System – I’m kind of torn on whether Resident Evil should even have a melee system to deal with enemies, but that said I really enjoyed it in this game. When you’re not aiming a weapon, the attack button allows you to unleash a melee strike at a foe, which can be comboed to unleash a flurry of blows in quick succession. In Leon and Jake’s campaigns, I actually prefer melee to shooting because most enemies will die to 2-3 hits (especially if you can get an environmental kill or kill them with their own melee weapon), or will get knocked prone so I can go for a one-hit-kill curb stomp if you position yourself near their head. Melee works on a stamina bar, so you can’t spam it too much either, which encourages a healthy balance of shooting and melee for the best effect.
  • Some Attention to Detail Can Make Combat More Interesting – Imagine my surprise when I started shooting at a zombie and all of a sudden the flashlight mounted on the zombie’s body got damaged and went out. Similarly, shooting a J’avo in the chest causes their shirts to get torn off from the bullet impacts. It was a bit of extra effort which didn’t really do anything but was cool to see and made the world a bit more immersive. That said, Resident Evil 6 does give these bits of extra detail some actual gameplay importance later on when there are enemies carrying dynamite (either in-hand or on their body), oil lamps or grenades and if you shoot them it makes for an easy instant-kill on all surrounding enemies. Perhaps the most impressive example of this comes in the first fight against the Ustanak – the arena is full of cover, but Ustanak bursts right through it all to get to you, which is terrifying in its own right and further illustrates how relentless this foe is in an organic manner. This level of extra attention is the sort of thing I really didn’t expect from this game but it was really cool to see.
  • Ustanak – Despite being a blatant Nemesis ripoff and having a design which screams “late 2000s edgelord”, Ustanak makes for a fantastic antagonist in Jake and Sherry’s campaign. Every time he shows up, shit gets real and the game gets a whole lot funner. In fact, he disappears for a good chunk of Jake’s campaign and is definitely missed. There are also several boss fights with Ustanak and they’re all by far the best and most impressive showdowns in the whole game. I particularly enjoyed the first and last Ustanak fights. In the first fight against him, the level of destructibility in the environment is shocking for a PS3 game and it does a great job of conveying just how dangerous Ustanak is (akin of what God of War would do to introduce Baldur years later). Meanwhile, the last fight is just badass, culminating with Jake literally fist-fighting Ustanak over a pit of lava and the whole fight makes great use of this game’s dodge mechanics. I went in assuming Ustanak would be a discount Nemesis, but I was pleasantly surprised that he holds his own despite his obvious and far more iconic influence.

Mixed

  • Inventory Management is… Different – Inventory management has seen another drastic overhaul in Resident Evil 6. You open the menu which brings up a menu similar to the XMB UI on the PS3 – your horizontal cross houses weapons, items (like herbs) and ammunition, whereas the vertical bar holds grenades, explosives and first aid sprays. Oh and this is done in real-time like in Resident Evil 5, so enemies can attack you if you’re not careful. It’s pretty meh on its own, but what makes this better than Resident Evil 5‘s clunky system is that weapons and items are automatically mapped to the d-pad, making hotswapping far more easy. However, it also comes with the caveat that ALL weapons and items are mapped to this system, meaning that you’ll likely have to cycle through several things you don’t want before you reach the item you do want. In addition, if you use a grenade the game automatically swaps back to your weapon, so if you wanted to use another grenade you have to hotswap all the way back to find the grenade you wanted. It’s still cumbersome but it works a bit better on the fly, especially if you memorize how many times you have to cycle through to get to the weapon you want.
  • The Graphics – I’m really mixed on the graphics in this game. The character models for main characters? They’re quite good, I played this on PS4 and I wouldn’t have noticed that this was a PS3-era game if I was shown the main character models. Pretty much everything else though? Hoo boy. The environments especially can look like ass, with textures so bad at times that they’re literally PS2-era quality. NPC character models are also noticeably worse than the main characters; if some rando comes along and starts talking to the main characters, there’s a stark difference in quality. This is actually a legitimate problem, because this happens several times in the campaigns and you can always tell that the poor bastard is about to be used as cannon fodder by the devs.
  • Improved Cover System – Compared to Resident Evil 5‘s half-assed system, the cover system in Resident Evil 6 works much better, although it is rougher than its contemporaries. Sometimes you want to free aim near cover, but it will automatically snap you into cover and mess up your shot. Or, let’s look at the sequence of buttons you have to press to actually use cover and shoot an enemy, shall we? To take cover you have to hold L2, then press X, then move to a corner with the left analog stick and then poke out and shoot enemies… all while continuing to hold L2, because if you let go you will immediately exit cover. Could they not just make it a single button press? Press X to take cover, press X + left analog stick to vault. Simple, why do I need to press half the buttons on the controller for such a simple action? In addition, sometimes the system itself is just frustrating – I can’t count the number of times it looked like I should be able to pop out of cover to shoot an enemy but the game just wouldn’t let me, because it wasn’t registered as a location where you’re allowed to do that. It’s functional enough, and you damn-well need to use cover to survive some of these campaigns, but it definitely could have been better.
  • No Weapon or Loadout Customization – While I appreciate that Capcom differentiated each character, that comes with the caveat that each characters’ weapons are locked to them and unlocked at the same time in every playthrough. No saving up money to get a rocket launcher early or beelining through a dangerous area to get your favourite weapon, when Resident Evil 6 says you get a weapon is when it happens (hell, even if you miss picking up a weapon it will force it into your inventory by the time the next chapter starts). Again, I appreciate that this contributes to differentiating and specializing the characters, but it’s somewhat disappointing compared to Resident Evil 4 and 5‘s system.
  • J’avo – After two games focusing on parasite-infected enemies, Resident Evil 6 brings us a new variety of cannon fodder in the J’avo. I was expecting to get another round of Plagas-esque parasites from these guys, but was pleasantly surprised to see something completely unique. J’avo initially are just psychotic humans with masks and extra sets of eyes, but they have the ability to rapidly mutate in response to your actions. Miss your headshot and hit the J’avo in the arm? It’s suddenly going to sprout a massive arm that it will then attempt to beat you down with. Blow a J’avo’s legs off? It might just grow a pair of wings and fly around to harrass you. You also run into various special J’avo, such as ones that skitter around like spiders, ones with grasshopper-like legs for long jumps, one with a Rhinoceros beetle head to instantly down you if you’re caught and others with gigantic centipede-like heads which they use to hide their weak spot. They’re a cool enemy type whose dynamic transformations make for really interesting combat… which makes it a shame that their actual implementation often spoils the promise they have. Most J’avo either run at you with a machete or spray bullets at you the second they see you, which isn’t helped by their braindead AI. Seriously, you see these guys walking past you obliviously in a gunfight all the time. In Chris’ campaign they can also be difficult to differentiate from your allies so you can find yourself getting attacked unexpectedly by a J’avo who wandered past you that you didn’t even notice. Their transformations are still cool enough that I have to give them some credit but the actual execution is lacking polish. It’s too bad, J’avo could be top-tier Resident Evil foes in a better game.
  • Jake and Sherry’s Campaign – Of all the campaigns in this game, I was actually surprised to find that I enjoyed Jake and Sherry’s the most. All of Resident Evil 6‘s campaigns are blatantly aping other game franchises which were popular at the time, but Jake’s campaign is the most successful in this regard. It mixes the gameplay and character of Uncharted (seriously, about halfway through the campaign Jake and Sherry literally put on two of Drake’s outfits) and the villain of Resident Evil 3: Nemesis to mostly-good results. There are all sorts of setpieces which are fun and just ridiculous enough to feel tongue-in-cheek (Ustanak chasing you through a convoy of helicopters and the avalanche snowmobile race being particular highlights), the gunplay is eased back enough that fights feel fun rather than a slog and it’s the only campaign that has an ending that’s at all satisfying. In fact, I would have put this under love if not for one major caveat – in nearly every chapter there will be one stretch of gameplay which ranks amongst the absolute worst in the entire game. I’m not exaggerating either, I really liked this campaign but these are inexcusable gameplay segments:
    • Chapter one ends with the awful giant J’avo fight which is just as bad as it was when I first played it in Chris’ campaign.
    • Chapter two has a sequence which is damn-near unplayable in single player where Ustanak is breaking through a series of sealed doors and your success or failure hinges entirely on whether you can rotate the analog sticks extremely fast. With a co-op partner there may be more margin for error, but with an AI? That crazy bastard will walk right up to Ustanak and get instantly one-shotted unless you rotate those stick stupid fast. I only managed to get through this because there’s a bug (?) where you can rotate the left and right analog sticks at the same time and this counts as rotating faster as a result, but I was absolutely infuriated dying here over and over again for no good goddamn reason.
    • Chapter three starts with an abysmal stealth sequence where enemies can spot you unpredictably and, if they do, you get swarmed until you die. Making it worse, enemy damage has been nerfed, but you have no real way of surviving, meaning that you die and restart the sequence slower. Again, this is designed with a co-op partner in mind, but the AI is not built to handle this kind of gameplay.
    • Chapter four has a sequence where you’re supposed to help Chris and Piers deal with a helicopter, but all this really results in is you sitting around waiting for a helicopter to show up from off-screen so that you can miss your shot and have to wait another thirty seconds for it to come back.

Hate

  • The Story – My initial impression when starting Resident Evil 6 is that this game puts an emphasis on telling a cinematic story far more than any previous game in the franchise. I thought that perhaps the hate this game gets was due to this change in direction, but as I progressed further I soon came to realize that this game’s story is not good. To be fair, Resident Evil games tend to have B-movie quality stories at best, but they either lean into the campiness (Resident Evil 4) or are unimportant compared to the survival gameplay (REmake 2). However, Resident Evil 6‘s story fails for several reasons:
    • Resident Evil 6 continues the po-faced, self-serious tone that 5 started. This could potentially work, but Resident Evil 6 also wants to be a bombastic action game like Uncharted, so one minute you’ll have gruff characters having a serious conversation and then the next an entire highway will be exploding as you run away from flying cars, or you’ll be jumping from one helicopter to another and then start shooting down your own convoy to stop an approaching enemy, all without a hint of irony. These spectacular setpieces could be incredible if the game leaned into the comedy of them, but they’re so few and far between that I can’t help but think that they were intended to be completely serious (at least in Leon and Chris’ campaigns, in Jake and Sherry’s they come often enough that it feels more intentionally campy).
    • The plot is also so poorly paced. For example, in Leon’s campaign you spend an hour and a half in a zombie-filled campus before you get into a car and escape. I shit you not, you barely even get onto the road before the damn vehicle crashes and explodes. At another point, you fight through a swarm of zombies and then the second you get free from them suddenly a giant shark appears, not even giving you enough time to breathe and build the tension back up. Entire sub-chapters feel like they were done by separate teams and then mashed together in the end haphazardly. For another example, in chapter 2 of Chris’ campaign you go from gunfights with enemies in the streets of a city, to fighting across a random bridge in the middle of a gorge, to suddenly being back in the city and then fighting at city hall with little-to-no story or context linking these gameplay segments together. On a wider-level, entire campaigns just feel “off”. Again, Leon’s campaign feels sluggish for the first three chapters, then suddenly in the fourth chapter they get to China and immediately get in a plane crash set piece, then there’s two boss battles back-to-back and massive setpiece battles. It just feels like this plodding campaign goes off the rails out of nowhere. Similarly, in Jake’s campaign he and Sherry get captured and spend all of chapter 3 trying to escape… only for them to get captured again at the end of chapter 4. It feels like a cheap excuse to get the characters from place to place but it is so deflating to the momentum of the story.
    • One of the major issues with Resident Evil 6‘s story is that it is fundamentally over-ambitious and bites off far more than it can chew. I addressed this in a previous article about Resident Evil 6, but to summarize the way that the developers have put four overlapping campaigns together makes it so that none of them can tell a satisfying story. Each one feels incomplete and incomprehensible on its own and even when you bring them all together it doesn’t make for a better experience than one, focused, well-told story: it’s just four half-baked stories. Ada’s campaign especially gets shafted. I went in expecting her story to be the most important and revelatory, but instead we get one chapter of unique setup and then the other four chapters are 90% recycled content, anything from recycled boss fights to reused environments and enemy encounters, and Ada’s role in the story becomes more about providing backup to the other characters rather than actually doing anything substantial on her own. Sure, we get a handful of revelations which explain what’s going on, but the campaign itself feels like an afterthought.
    • Just… bad writing in general. I’ve already said that the campaign crossovers make it so that there’s no satisfying payoffs in this game, but that’s just the start of this story’s problems. Take Chris’ storyline, where for some inexplicable reason the writers decided to give him amnesia. This begs the question of why the BSAA would knowingly force a PTSD-ridden, revenge-fueled amnesiac to lead a squad into battle. It’s so stupid and then Chris spends the whole campaign trying to get revenge on Ada Wong, until suddenly he runs into Leon and decides that he doesn’t need to get revenge anymore. I’ve said it before, but it is literally that sudden. Oh and there’s the constant shifting of the stakes – the J’avo attack in Eastern Europe and the catastrophic C-virus outbreak in Tall Oaks that take up entire chapters of gameplay? Just a distraction! The C-virus missiles being launched in Lanshiang are the real plan! Oh wait, these were also a distraction, the actual plan was… to have a single, giant BOW called HAOS escape and spread the C-virus through the Earth? WTF? (Also, given that all it takes to stop HAOS is the destruction of its containment facility, I’m pretty sure most governments could kill it before it becomes a problem, honestly missiles full of C-virus are way deadlier.) Worst of all though is the fact that this entire game’s plot revolves around… Jesus Christ, it’s so stupid, are you ready for this? The entire plot revolves around US National Security Advisor Derek Simmons being a simp for Ada Wong. When she rejects him he creates a virus to clone her, forcing a female scientist to become an Ada Wong doppelganger. The clone is so mad about this that she decides to destroy the world. Like… holy fucking shit, I have no words.
  • Unrewarding Level Design – One of the obvious ways that Resident Evil 6 takes inspiration from other AAA franchises of its era is that the level design has gotten far more linear, akin to Call of Duty. Resident Evil 4 and 5 may have ditched the maze-like exploration of Resident Evil-past, but at least those games had lots of hidden secrets and rewards waiting for those willing to go looking. Resident Evil 6, on the other hand, is distinctly underwhelming for those who bother going off the beaten path. You may find a crate that you can smash to get a little bit of ammo or a miniscule amount of Skill Points, but that’s about it. Basically, nearly every level in Resident Evil 6 is functional window-dressing, funneling you along to the next gun fight and isn’t meant to be appreciated on any deeper level than that.
  • Skills – Resident Evil 6 ditches the merchant/upgrade system from Resident Evil 4 and 5 in favour of the new skills system, which operates similar to Call of Duty‘s perks system. Honestly, this would be great if it was done as its own, separate mechanic, but as a replacement to the upgrade system it is infinitely inferior. Instead of improving the stats of my favourite weapons as the game goes on, I just get three flat upgrades to my character, which are far less consequential. Oh, and Resident Evil 6 doesn’t put in interludes between sub-chapters, meaning that you only get to upgrade your skills at the end of a chapter or from the main menu, meaning you get far less use out of the system… not that you will get much use out of it anyway because holy shit any useful skill is stupidly expensive. Seriously, I’ve gone through entire campaigns and still haven’t been able to afford an upgrade by the end, making this system feel even more unrewarding. This also means that your weapons never really get better – your weak-ass starting pistol is still your weak-ass starting pistol in the endgame unless you use one of your extremely limited skill slots on it and several chapters worth of skill points to improve it, but ultimately it’s just not worth it.
  • Zombies – What’s that, franchise purists, you miss zombies? Well, they’re back in Leon’s campaign in Resident Evil 6, for some reason (actually, the reason is literally because fans whined about it)! While I was initially rather impressed with the zombies in this game, they outstay their welcome quickly. On the one hand, they’re suitably squishy and they can even be a bit scary at times when they swarm and suddenly pounce at you from afar. They also show up in urban locations, bringing us our first real glimpse of a Resident Evil zombie outbreak on modern hardware. That said, they can take a lot of shots to put down, which can be annoying for a game like this where you’re expected to kill every enemy you come across and it gets really annoying when they’re constantly pouncing on you and grabbing you, interrupting the action as you deal with their lengthy animations. What really annoys me though is the super-zombies which, by the time you reach the second chapter, the game will throw at you endlessly. They feel like a bunch of bargain-bin, Left 4 Dead knock-offs – screechers, berserk zombies and fatties… that’s about it. They aren’t particularly fun to fight and the worst part has to be their uninspired designs. This is a franchise where zombies stand side-by-side with iconic enemies like Lickers, Tyrants and Hunters and feel like they are an integral part of the experience, the “special” zombies in Leon’s campaign are completely forgettable. Compared to J’avo, this game’s zombies are underwhelming foes.
  • Respawning Enemies – You know what’s annoying? Having enemies spawn from behind you, out of nowhere, all the time. Congrats, you now know what Resident Evil 6‘s combat encounters feel like. Seriously, you can completely clear out an area, move on to the next one and get into a gun fight when suddenly you’re attacked by multiple enemies who showed up from behind you. While I have seen enemies spawn literally out of nowhere in this game, the main culprit seems to be Left 4 Dead and Vermintide-style “nests” where enemies can spawn at will and then enter the area. Unlike those two games, Resident Evil 6‘s system isn’t nearly as dynamic or interesting. Hell, it even gets predictable and exploitable at times, because apparently the developers of Resident Evil 6 are terrified of the idea of having an area completely cleared of enemies. At one point in Chris’ campaign I noticed enemies kept spawning from two directions, one at a time, during an encounter with a giant monster where I took cover in a place where the monster couldn’t reach me. The enemies are obviously meant to keep pressure on you but they were so dumb and predictable that I could just cycle over to them every 15 seconds or so and then get back to the fight. This is a best-case scenario for the respawning enemies, usually they’re just a frustrating pain in the ass.
  • Over-animation – Resident Evil 6 has a bad habit of over-animating actions to the detriment of the gameplay. Like, whenever a dead body is placed into the environment, your character will trip over them, causing you to lose control of them for a couple seconds as they stagger forward. This is especially prominent in Leon’s campaign, but it is always incredibly annoying when it happens. You also get knocked down A LOT in combat. As I understand it, every time you lose a square of health you will be knocked down onto your back. With some enemies, this will happen every time they hit you. As you can probably imagine, this gets infuriating as you get up and then are immediately knocked down over and over again. In addition, there’s also a baffling bit of animation in chapter 4 of Chris’ campaign where the ship just… bobs and there’s an animation as you steady yourself. It’s completely random, very infrequent and I just had to ask why they even bothered to make this happen. (Pretty sure that this is representing Ada fighting her doppelganger during this part of the game… but still, why bother making a whole animation for this?)
  • Very Rough and Unpolished – For a game that had over 600 developers working on it, Resident Evil 6‘s quality is wildly inconsistent. On the one hand, you have those cool (but useless) details I mentioned earlier like being able to shoot out the lights on zombies. On the other hand, you’ve got things like terrible lip synching, sniper laser sights that clip through cover and a game engine that can’t handle sprinting if you do it on stairs. Everywhere you look there’s something that makes this game feel rushed, like the devs needed more time to actually go over everything and give it a consistent level of quality. There are far too many examples to go over them all, but one of the most egregious is that the NPC squadmates in Chris’ campaign are completely braindead, unable to provide any sort of support in a fight and are more likely to stare at a wall than they are to actually shoot at an enemy. It’s so bad that the game will actually spawn more allies ahead of you hoping you won’t notice and will assume your allies are actually doing something. On the gameplay side of things, there’s also moments that feel like they were barely tested to ensure they were actually fun. For example, in the underground in Leon’s campaign trains will pass through the area. When one is coming, you literally have a second to figure out where a train is coming from (behind you, it’s always behind you) and you get insta-splatted if you happen to be on the wrong side of the tracks at the time. Similarly, later on in the campaign you end up in Tall Oaks at a gas station where, late in a siege, an ambulance will come careening through the area out of nowhere. If you just happen to be standing in its path when this happens, you die and have to redo the entire fight. The first time I did this, my AI partner happened to be in its path and died. Suffice to say, I was livid, there was nothing I could do to avoid that cheap game over.
  • The Treatment of Female Characters – Resident Evil 6 feels like the peak of the PS3-era, pre-Gamergate, corporate-fueled pandering to teenage boys in gaming. Resident Evil games up to this point have always had female co-leads which were just as important (if not more) than their male leads (with Resident Evil 4 being the one exception, but that game also had a much different structure than past games and even this got rectified in the Separate Ways expansion that came out not even a year after the original game).
    • For a game that’s so obsessed with reliving its past glories, great female leads like Jill Valentine and Claire Redfield are conspicuously absent. However, Sheva might be the most conspicuous omission of all. Chris’ campaign continues exploring the heroics of the BSAA, but instead of bringing back Sheva or even Jill to act as Chris’ partner, they’re instead replaced with Piers Nevan, a boring, oorah soldier-boy type who feels like he was made specifically to pander to the male, teenage, Call of Duty-loving crowd. Given that this campaign was designed to be the most action-heavy, it wouldn’t surprise me if the decision to have two male leads in this section was 100% deliberately intended to pander to teenage boys.
    • Helena Harper, Sherry Birkin and Ada Wong are cool characters in their own right, but it’s all soured by all the design decisions in this game that make me roll my eyes. For one thing, we’ve got deep cleavage for Helena, Hunnigan, both Ada Wongs and Helena’s sister (who, for bonus points, get transformed into a big titty naked mutant). Even Sherry at one point in the game gets captured and stuck in a medical gown that, for some reason, has a deep v-neck. In addition, Helena’s storyline revolves around the idea that she’s “too emotional” for her job as a Secret Service agent (the unlockable records literally state this), which results in her being used to assassinate the US president and causes an outbreak which requires an entire city to be nuked to prevent it from spreading. Oh, and the trophy for completing Leon’s campaign? Literally “The Trouble With Women”… Like, none of the characters are stuck in bikini armour or anything like that, but seriously? Literally every female character in this game is showing prominent cleavage?
    • I also get annoyed by the way this game positions its characters and campaigns. In the records section, it’s not Leon and Helena’s campaign, it’s “Leon’s campaign”. It’s not Chris and Piers’ campaign, it’s “Chris'”. It’s not Jake and Sherry’s campaign, it’s “Jake’s”. It straight-up acknowledges that the male characters are what’s important here not the women (and that Piers loser). This isn’t a super big deal by any means, but when you add it on top of all the other decisions it’s just another thing that annoys me about how this game places its female characters.
    • Here’s a baffling bonus: during Leon’s campaign there’s a segment where you have to fight a boss inside a cathedral full of civilians. These civilians will almost certainly all be killed and/or turned into zombies during the fight – you can try to save them but it’s almost inevitable that they will all die unless you go out of your way to save them. Well, turns out that there’s a trophy for that… except to get the trophy you specifically have to save at least two female survivors for some reason. Oh, and the name of that trophy? “I Prefer Them Alive”. Is… is that a necrophilia joke? Just… why, Capcom?

Resident Evil 6 is an over-ambitious mess of a game. It went the route that all AAA games of the PS3/Xbox 360-era were going and tried to be a bombastic, serious, cinematic action game and lost a lot of the series’ identity in the process while not being anywhere near as good as the Uncharted, Gears of War or Call of Duty games it so wants to emulate. Hell, it’s not even worthy to stand next to its closest contemporary, Dead Space. It’s peak early-2010s Capcom, in trying to be something for everyone the devs bit off way more than they could chew, leaving us with a game that is lesser overall than if they had made a more focused experience. Thankfully, at least it seems that they took these lessons to heart because the series would make a dramatic shift going forward…

Love/Hate: Resident Evil 5

Resident Evil 5 was actually the first Resident Evil game I got far into. I had a friend in high school who was a big fan of the series and when this game came out we played through two thirds of the game in co-op and had a good time. Since then, Resident Evil 5‘s reputation has taken a bit of a hit as it took the franchise into a more action-oriented direction. How did it hold up for me? Read on to find out…

Love

  • Improved Controls – When you start up Resident Evil 5, one of the first things you’ll notice is how much smoother the game plays compared to Resident Evil 4. Aiming is much quicker, you can strafe (when you aren’t aiming), the knife animation plays much faster and overall the game is easier to play today compared to its predecessor.
  • Graphics Still Look Good – Certain parts of Resident Evil 5 look dated but the game has a distinctive look which make it stand out even today. This largely comes down to the game’s very bright, washed out tones which (like many PS3-era games) was clearly inspired by Black Hawk Down. The lack of colour can be dreary, especially since every other game of this era was just as washed-out, but at least Resident Evil 5‘s early chapters do it in a way which is distinct for this game.
  • Albert Wesker – Resident Evil 5 gets noticeably better as soon as Albert Wesker enters the picture. He’s such a perfect camp villain with his delusional, smug attitude, silly sunglasses and grand monologues. He makes for a far more memorable and enjoyable antagonist than Saddler was and, honestly, this portrayal of him may just be the best villain in the whole franchise (only truly rivaled by Nemesis).
  • Voice Acting is Pretty Good – Resident Evil games have always been known for their dodgy voice acting, but Resident Evil 5 definitely has the strongest voice acting in the series up to that point. This is especially highlighted by Roger Craig Smith and D.C. Douglas’ performances as Chris Redfield and Albert Wesker, respectively. Even if I couldn’t give a shit about what’s happening in the game, they are clearly giving it 100% and their performances elevate the material considerably.
  • Game Picks Up in the Latter Half – Resident Evil 5 reminded me of Dark Souls in that it gets significantly funner when you’ve finally built up your arsenal and aren’t starved for resources anymore. While this flies in the face of Resident Evil‘s survival horror roots, I’ll at least say that the game they’ve built here isn’t firing on all cylinders until it stops pretending to be anything other than an action game around the start of Chapter 5. There are still plenty of bone-headed decisions made in this part of the game (which I’ll get to), but at least it’s a funner time… plus that’s when Wesker shows up and Wesker makes everything better.
  • A Few Really Fun Bosses – While a bunch of the bosses are bullet-sponges, rinse-and-repeat snorefests and/or puzzle bosses that aren’t well-suited to this game’s controls, there are a few really clever and fun bosses in this game.
    • In particular, I found the second battle with an Uroburos-infected enemy really fun. It’s standard Resident Evil-fare where you exploit the weakness to expose the weak spots and then blast ’em away, but the game gives you lots of environmental methods to defeat the boss if you didn’t pack specific weapons to make the fight easier… that said, they make it glaringly obvious going in that the boss is weak to fire, giving you a bunch of incendiary grenades and flame rounds before the fight, so on my second try I beat the boss in less than 30 seconds which was a bit much…
    • The final battle with Albert Wesker is also a total blast. It’s fun, cinematic and gives both players something to do while Wesker closes in on them before the final showdown which uses the tried-and-tested Resident Evil formula of blasting the weak spot to win the fight. It makes for a really great and memorable finale to the game.

Mixed

  • Co-op – Mandatory co-op was the big feature of this game, for better or worse. On the one hand, playing with a friend is enjoyable and the game is best experienced this way. However, even then, the co-op aspect brings some baggage with it. Most notable is that the menu-based inventory management of Resident Evil 4 has been ditched entirely. Now you get a mere nine inventory slots per character and it all has to be managed in real-time – no pausing when an enemy is bearing down on you or to get the item you need in a boss fight. It’s a far more clunky and inconvenient system, especially because you can only map four items to d-pad shortcuts. It also doesn’t help that the game only lets you upgrade and buy items between chapters or after you die… I’d get it if it was just between chapters but the fact that they let you do it after you die makes it just feel like this was bolted on as a solution to the problems created by forcing co-op in.
  • Brings Back the Main Plot of Resident Evil – Some people feel like Resident Evil 4 diverged too far from the main plot of the series, but honestly it felt like the main storyline was reaching its limits by the end of Resident Evil 3 and the destruction of Raccoon City. With Umbrella gone, they were going to have to go to new places and Resident Evil 4 figured out a way to do that while reinventing the franchise. Resident Evil 5 feels like it’s pandering to the fans at times, it tries to make the parasites linked to Umbrella and brings back some fan-favourite monsters (with diminishing returns). Let’s be honest, Resident Evil‘s plot tangles of viruses and corporations isn’t all that interesting anyway, I’m more interested in seeing the characters survive than anything else. I will give Resident Evil 5 some credit though, it loops back to the series’ main plot while also creating a scenario with the BSAA where Resident Evil games can continue indefinitely.
  • The Serious Tone – After the delicious camp of Resident Evil 4, pivoting to a very self-serious, grim tone for Resident Evil 5 was… interesting. It is perhaps unsurprising for a modern military shooter of the PS3/Xbox 360 era to go this way, but the game’s opening especially is a mess of military and counter-terrorism jargon that is delivered in a very self-serious manner. Of course, this all gets dropped by the final third of the game where it basically turns into a freaking anime with acrobatics and superpowers, not to mention that the “serious” story was still a tropey, D-grade effort. It’s interesting to see the attempt at a serious story, but I can’t say that it was successful.

Hate

  • Bullet Sponge Enemies – There are few things that will turn me off of a shooter more than bullet sponge enemies. I’ve written off games like Borderlands, Destiny, The Division… basically the entire looter-shooter genre because every single enemy soaks up entire magazines of ammunition. You can imagine my frustration in the opening hours of Resident Evil 5 as it takes entire clips of my starting pistol to down even basic enemies and even a single point-blank shotgun round is usually not enough to down them either. Look at the tweet I made above when I started this game – in what world is it reasonable for an enemy that can one-shot you to take that much damage to die? At least in a traditional Resident Evil game, which also have bullet sponge enemies and much more limited resources, you’re intended to avoid combat unless it’s a necessity. In Resident Evil 5, you’re intended to kill every single enemy you come across (other than a few optional mini-bosses, but these reward you for your efforts so it’s always worth trying). I will admit that, as I said previously, this becomes less of an issue in the final third of the game when your weapons are fully upgraded and you’ve given your pistol the max crit chance so you can headshot most enemies to death in a couple shots, but even here the game likes to tip the balance. The last fight in the game is against a mob of enemies who are supported by two giant Majini with mini-guns who take several high-powered shots to down, and God help you if you don’t have any explosives, rifles or a magnum when they show up.
    • On a similar note, several of the big setpieces and boss battles turn into mindless exercises where you unload literally hundreds of shots into an enemy for 5-10 minutes until it falls over and dies. One of the worst examples of this is the first Gigante fight, where you and your partner fire miniguns at the boss constantly, with the only sort of “strategy” involved being that you have to avoid overheating your gun. It isn’t fun and it feels like it goes on forever. Too many of the bosses also last for far too long and are far too repetitive as you pump hundreds of rounds into their weak point. I felt like Irving and the spider boss in Chapter 5 are especially egregious examples of this as each of their boss fights take 10 minutes or more of the same repetitive actions.
  • The AI is Dumb – In this most recent playthrough, I had to play solo and experience Sheva’s AI for the first time. I will admit that she’s not quite as bad as I had feared or heard, but there were some situations where she was incredibly frustrating. There’s an early encounter where you have to lure an enemy into a furnace to kill them. This would be simple and fun with a co-op partner but with the AI Sheva kept walking into the furnace and getting trapped inside, burning to death over and over again. Towards the latter end of the game I also needed Sheva to shoot a button to raise a crate, then she had to go over to the other side so I could do the same for her. Simple enough with a partner but when I did it Sheva would then jump off the crate and refuse to come forward unless I did the task the way she wanted me to. It was very frustrating. Beyond that, she’s at least reasonably okay in a firefight, I don’t feel like she ever wasted resources and she was constantly keeping me from dying, but I was doing all the heavy lifting in this game. If Sheva wasn’t there at all I certainly wouldn’t have minded.
  • Co-op Ruins the Single Player Experience – As you may have gleaned by now, the decision to add co-op to this game results in a lot of compromises to the Resident Evil formula. That’s all well and good if you’re playing with a friend as intended, but try to play the game solo? It just makes for an inferior game all-round. The bullet sponge enemies are only that way because they were balanced for two players gunning them down, when you have one player doing all the work it becomes a chore. Don’t want to deal with an AI companion? Too bad, you’re stuck with them (at least Dead Space 3 had the good grace to keep co-op entirely optional). You can’t even pause to change your items, even though the whole reason this is even a thing is because you can’t pause during online co-op. All-in-all, the single player experience has clearly been shoved to the wayside and it makes those of us who don’t have someone to play with have a clearly-compromised experience.
  • Zombies With Fucking Guns – You read that right, in Chapter 5-2 zombies with guns suddenly show up as regular enemies and then you’re stuck with them for the rest of the game. It’s not like these are like the single-shot archers or dynamite enemies you deal with in Resident Evil 4 and 5 either, these are full-on automatic weapons that they’re spraying at you. Unsurprisingly, facing off with these enemies sucks because it suddenly forces the gameplay into an extremely stiff cover shooter (gotta ape Uncharted and Gears of War after all), which the game clearly isn’t designed for. This turns into a boring game of “shoot the bad guy when he reloads” and “take cover when they shoot or you’ll get filled with bullets”. Every time these enemies show up it’s a pain in the ass.
  • Quicktime Events – QTEs sucked in Resident Evil 4, so of course they brought them back here too. In one egregious example near the end of the game, I didn’t enter the button prompt within a second of when it flashed on screen, so I had to go through a lengthy cutscene all over again and all the button prompts therein. Mercifully you can skip ahead to each button prompt, but fail and you have to do it all over again. I’m so glad that these fucking things are a relic of a bygone age now.
  • Lickers – I could have put this under the bullet sponge entry earlier, but lickers get wasted so badly in this game that I feel like they deserve their own special mention. Lickers are, in my opinion, the most horrifying and iconic enemy type in the entire franchise, in part due to their sound-based hunting method which requires the player to confront them differently. However, in Resident Evil 5 they are a shadow of their former selves. For one thing, their design is butt ugly. For another, they have been turned into hordes of bullet sponges which crawl towards you and are more annoying than horrifying. Sure, you can technically sneak around them when encountered, but sooner or later they’re going to get automatically triggered and then you’ll have to deal with huge hordes of them all at once.
  • The Knife – Holy shit how the mighty have fallen, the knife is pathetic in this game. The range on it is ridiculously short, I’m talking like less than an arm’s length, somehow. On top of that, unless you’re at the exact perfect angle, the sweep will only hit one thing in front of you. This means that if you’re standing right in front of two crates that are literally side-by-side, the knife will only break one of them, even if a second swing without moving or readjusting your aim will break the other box. Just… why? The only positive is that the animation speed has been considerably improved, otherwise this thing is nothing more than a last resort. (POSTSCRIPT: Turns out that this may actually be a bug associated with the port to PS4/Xbox One. That doesn’t really change the fact that this is an issue, but it gives it greater context that’s worth mentioning.)
  • The Aiming Reticle – Maybe it’s just me, but I’m constantly losing track of where exactly my character is aiming at any time. This is due to the game’s laser sight aiming, I’ll often try to line up a shot but it goes beyond the enemy, or I’ll start shooting and it will recoil off the enemy without me realizing. I’m not sure if it’s the brightness, the more zoomed-out FOV compared to Resident Evil 4, or the fact that the dot disappears entirely if you’re not on an enemy, but this was a problem for me from start to finish. I can’t say that I ever had that issue with Resident Evil 4 or even in other third person shooters of the same era, whether their aiming reticule was diegetic (Dead Space) or non-diegetic (Uncharted).
  • So… Uh… About That Racism… – I remember there being some discourse about Resident Evil 5 being racist due to the way it depicts black people and at the time I brushed it off. After all, they portrayed Spanish people the same way in the last game! Well, let me tell you, playing this game 12 years later in 2021, this game feels fucking racist. Sure, it is indeed the same sort of scenario that the Spanish were put in in Resident Evil 4, but the way that the Majini are depicted feels different. They’re all treated as these ravenous, angry, mindless beasts, which hits differently with the history of colonialism and racist propaganda against Africans. It’s almost certainly unintentional but that doesn’t make it any more comfortable.

Look, all-in-all, Resident Evil 5 is fine. I hated it at the start but by the end I was moderately enjoying myself. It’s a huge step down from Resident Evil 4, but it’s still reasonably enjoyable even if you aren’t playing it in co-op as intended.

Love/Hate: Resident Evil 4

Resident Evil 4 is often considered one of the greatest games of all time, having reinvented the Resident Evil franchise and whose influence changed the way action and horror games were made to this day. I was late to the party on this game – after the PS3 came out, I got a copy of the PS2 port, but could never muster the interest to make it past the first village segment. Well, after devouring Resident Evil 2 and 3‘s remakes, I finally had an itch to knuckle-down and give the game a serious try for once. With rumours of a remake on the horizon, how does Resident Evil 4 hold up in 2021? Read on to find out…

Love

  • Insanely Ambitious and Influential – You can’t really talk about Resident Evil 4 without bringing up how big of a deal it was when it came out. 2005 was a big year for the 6th generation of consoles with huge games like Devil May Cry 3, God of War, Splinter Cell: Chaos Theory and Shadow of the Colossus coming out, but Resident Evil 4 still manages to stand out as the biggest game of the year, if not the entire generation, and has definitely been the most influential too. For example, the Dead Space franchise owes its existence to Resident Evil 4, as its entire gameplay is ripped-off wholesale from the Regenerators, which are just a single enemy in one chapter of the game.
  • Adapts the Franchise Well to a New Design – Resident Evil 4 makes me realize that tank controls aren’t really the barrier to entry that makes me struggle with old-school Resident Evil games; rather, it’s the fixed camera angles. Resident Evil 4 is basically still using classic tank controls, but with a freed camera. It takes a bit of getting used to by modern standards, but I found it far more easy to get used to compared to REmake despite being effectively the same control scheme. It’s also worth noting that the game has third person shooting mechanics instead of auto-aim, which actually opens up entirely new gameplay opportunities. For example, having to shoot the parasites hidden inside the Regenerators’ bodies just wouldn’t work without manual aiming and having to shoot hidden items means that environmental exploration goes to entirely new heights.
  • Great Level Design – Resident Evil 4‘s levels are packed to the brim with secrets, be they hidden treasures, optional ways to get an advantage on enemies, or full-fledged mini-games you could sink hours into on their own. The game’s levels are also quite distinct from chapter-to-chapter, which keeps it all fresh. The first two chapters take place in the village and grow more horrifying as it progresses. Chapter 3 then takes things in an entirely different direction, taking place entirely within a spooky castle. People love to hate on this part of the game but honestly, it’s nowhere near as bad as they say it is, I enjoyed it. Chapter 4 then takes you into an underground cavern while Chapter 5 goes to an island military base for the action-packed finale.
  • Quality of Life Improvements – In addition to the new shooting mechanics and free camera, Resident Evil 4 also brings some quality of life changes to the Resident Evil formula. The biggest one would have to be that ink ribbons are gone entirely, meaning you can save as many times as you want to now. The game also has a checkpoint system, meaning that if you die you’re not punished for not saving regularly. These both help to alleviate a lot of frustration.
  • Leans Into the Camp – Part of the reason Resident Evil 4 is so fun is because it is so unabashedly silly and relishes in it. You’ve got the memorably-weird Merchant, Leon (and Ashley!) performing pro wrestling moves on enemies, one of the main villains is a tiny, shrill, monologuing weirdo, you can kill enemies by throwing rotten eggs at them, etc. It’s yet another reason why some series purists hate this game, but this just reminds me of the people who hate Jason X, despite it being the single funnest Friday the 13th movie. Resident Evil isn’t high art, give me more silliness of this variety because it’s really enjoyable.
    • On a related note, Resident Evil 4 is basically the original Metal Gear Solid 4. Capcom were clearly inspired heavily by Kojima’s franchise, as the game’s structure closely mirror’s one of Snake’s adventures – you’ve got the world-ending terrorist plot, over-the-top baddies, a similar sense of humour, literal codec calls, and there’s even a post-credits scene.
  • Inventory Management – I usually hate inventory management and consider it a total chore (oh hi Nioh and The Witcher 3!), so it is truly remarkable that I enjoyed this aspect of Resident Evil 4 so much. How many games are there where inventory management is a freaking highlight!? Resident Evil 4 gives you an attaché case and each item you pick up takes up a certain number of blocks of space. As a result, you’re arranging and rearranging your items to fit together and, over time, you start organizing everything in a convenient and satisfying manner. I know I was keeping all my grenades in one area, all the healing in another, ammo was all stacked together, etc.
  • Introduces All-New, Iconic Enemies – Gone are the zombies, Tyrants and Hunters of the old games, Resident Evil 4 completely shakes up the franchise with an entirely-new stable of enemies (another fact which pissed off purists). Many of these enemies are now iconic in their own right, such as Dr. Salvador (aka, the chainsaw man), the plagas parasites, the Garradors (aka, the claw man) and, obviously, the Regenerators.
  • Fleshed-out Optional Side Content – The amount of work put into Resident Evil 4 is insane. You’ve got treasures and emblems hidden all over the game world just waiting to be found. You’ve got silly little mechanics like the chickens who lay a variety of egg types you can find throughout the villages. You’ve got a freaking trick system for the jet ski that you ride for only a couple minute escape sequence at the end of the game! There’s also a shooting gallery mini-game you can find that’s so extensive that it has its own series of reward items and challenge levels. The level of detail is just ridiculous to consider.
  • Cool Boss Fights – Nearly every boss fight in this game is enjoyable, if not for their mechanics then because they all bring something unique to shake-up the gameplay. For example, the first boss Del Lago gives you a spectacular battle on a lake where you have to balance throwing javelins and avoid getting gobbled up when you inevitably fall in the water. Later you get to fight Mendez, whose transformation into a horrifying monster shakes up the cultist shootouts you’ve been having to that point. Then there’s the relentless hunters Verdugo and U-3, which can be almost Nemesis-like in their relentlessness. Krauser is a fan-favourite for the spectacle of the fight and the final showdown with Saddler is a good excuse to unload all your magnum rounds on the guy. Really, the only fight that’s more annoying than fun is against that little shit, Salazar, but it isn’t so bad that it detracts from the game.

Mixed

  • Ashley – People like to hate on Ashely, but honestly she was completely fine in this game. For an AI companion who can be kidnapped or killed, and who is susceptible to friendly fire, she only got captured once and walked in front of my gun once in the entire playthrough. Honestly though, if anything Ashley may be under-utilized as a game mechanic. I only really had to hide her from a horde of enemies once and she’s separated from you for large chunks of the game, so she’s not that much of a factor most of the time. That said, she could definitely get annoying if she became more of a burden so it may be for the best that she’s mostly a non-factor.

Hate

  • Controls Take Getting Used To – Resident Evil 4 feels very sluggish and archaic by modern standards, so there’s definitely a frustrating learning curve in the opening hour or two. It doesn’t help that the first encounter of the whole game is the tense siege segment where you’re getting swarmed with Ganados and a Dr. Salvador, so you’re probably going to die several times just due to being unfamiliar with the game’s tank controls and the stiff aiming at this point. However, things definitely get easier quickly and soon it all becomes second-nature. I also suspect that the starting pistol is part of the reason why this opening is so painful is because the starting pistol seems to be intentionally sluggish to aim compared to the weapons you get later. As soon as I got the Punisher the game suddenly became significantly easier from there onward.
  • The Water Ski Segment – Oh my God the water ski escape at the end of the game was by far the most frustrating moment for me in the entire game, to the point where I died there more than any other part of the game. Hell, I died there more than I did in entire chapters of the game. Why’s that? Well, because you have to maneuver around pillars while a tidal wave is chasing you and if you aren’t going fast enough, or if you hit an invisible, ambiguous kill-point, you die. Seriously, I swear I was avoiding the pillars but it wasn’t good enough for the game and it pissed me off so much. Worst of all, it’s literally the last bit of gameplay in the whole game, so you’re stuck doing this new mini-game in order to finish the game you’ve basically already beaten.
  • No Hotswapping – One unfortunate design that Resident Evil 4 carries over from its predecessors is that you have to dive into a menu in order to change your weapon. It really hurts the pacing and tension when you’re constantly pausing the action in order to switch to another weapon or grenade. This feels particularly egregious to me for two reasons. First, the game isn’t using the d-pad – it’s used here to literally just double the function of the left analog stick, which in itself is a legacy control scheme left over from when Resident Evil games didn’t even have analog sticks to utilize. Secondly, the game is already drawing inspiration from Metal Gear Solid, it couldn’t use that game’s item and weapon menus to make things a bit more convenient?
  • Quick Time Events – Resident Evil 4 introduces QTEs to the franchise and they’re a blight on the game. You never know when one is going to happen and when they do you’ve got about a second to pull it off or you get punished for it. Worse, some of them will even one-shot you if you fail.

Resident Evil 4 is still a fantastic game. While Resident Evil purists love to vocally hate it to this day, I had an absolute blast playing it from start to finish. Given how readily available the game is and how minor its issues are, I’m adamant that the game is not in need of a remake at all. Hell, REmake is more in need of a remake at this point than this is.

Love/Hate: Resident Evil 3 (Remake)

While the remake of Resident Evil 2 was widely acclaimed, the follow-up remake of Resident Evil 3 has been one of the most divisive games in the entire franchise. Some people hate it, some people were left thoroughly disappointed and some loved it. With a reputation like that, you’d best believe that I have thoughts…

Love

  • Action Horror Spectacle – REmake 3 may look a lot like REmake 2, but this is a wildly different game. REmake 2 was more in the vein of the first REmake and RE7, emphasizing exploration, survival gameplay and inventory management. REmake 3 is more akin to RE4, 5 and 6, emphasizing action, set piece moments and narrative. I think this deviation disappointed some people, but what we got instead was a game that is completely focused on giving you fun spectacle and it totally delivers in that regard. Whether it’s fleeing Nemesis up a building that’s catching fire all around you, getting swarmed by a horde of zombies, or luring Nemesis away from a train full of civilians, there’s plenty here to get your blood pumping. That’s not to imply that there’s no horror here either, rather that it’s less “tense” and more “intense” and in-your-face. Between Nemesis chasing you at mach speed, the throat-fucking Drain Deimos hunting you in the power substation, getting stalked by two different varieties of Hunter and trying to deal with the Pale Heads, there’s still plenty in here to make you jump.
    • I need to give particular shout-outs to the first twenty minutes or so of this game in particular as it encapsulates this game’s strengths so well. After a quiet intro, Nemesis bursts through the wall and shows that he is basically indestructible. It’s all scripted so well and makes for one of the most badass and terrifying villain introductions that I’ve ever seen in a game. From there, Jill escapes into Raccoon City and finds that it is in total chaos as zombies roam the streets and quickly off her only ally, Brad. Then she has to flee to the roof of a parking garage, but Nemesis intercepts her, so Jill rams him off the roof of the garage with a car… but he keeps coming until Carlos shows up with a rocket launcher and takes him down, temporarily. It’s an incredible opening and I honestly don’t know how you couldn’t love it.
  • The Story and Characters – Here’s a hot take for you: REmake 3 has the strongest story in the franchise (well, that I’ve played so far anyway). It’s exciting, well-told, well-performed, the characters we meet along the way are all great and it feels like the gameplay is driven by the story. The game’s narrative is also bolstered by the fact that, due to the circumstances, Jill finds herself working alongside Umbrella. She isn’t forced to either, she makes an active choice to do so because she thinks it is the best option, which reveals insight into her character, while also ultimately humanizing the grunts at Umbrella who have been completely absent in the series to this point. The game also makes a point of showing Jill’s psychological damage from the Mansion Incident in the opening sequence. It’s very efficient decision because it never really comes up again, but you can tell that Nemesis becomes an embodiment of her trauma. This makes him more satisfying to take down since, thematically, he’s not just a big monster here, he’s all of Jill’s fears made flesh.
  • Jill and Carlos – Okay, I know I mentioned the characters in the last point, but I really need to hit home that Jill Valentine is a fucking badass in this game. She does so much cool shit, takes on an indestructible monster without letting the fear get to her and isn’t afraid to speak her mind. She (justifiably) isn’t on very good terms with Carlos at the start of the game, but their relationship improves over time in an organic fashion. Speaking of which, Carlos is also a pretty cool character. He’s confident, capable and tries to do the right thing, which becomes more complicated when he realizes that his employers are responsible for everything that is happening. All-in-all, they make for a good duo, are given a ton of personality and the story wouldn’t be nearly as good without them.
  • Nemesis – Naturally, Nemesis’ shadow looms large over REmake 3. Every time he shows up, something crazy is about to go down. When he’s chasing you through the streets of Raccoon City, he’s utterly terrifying, making Mr. X look like a walk in the park. In fact, he may possibly too overpowered: he can sprint after you, snatch you with a tentacle and drag you back to him, dodge shots if you’re facing him head-on, launch a combo of punches at you, and turn regular zombies into dangerous NE-α zombies. Sure, a lot of his encounters are scripted, but damn if he isn’t one of the most intimidating antagonists in the whole franchise.
  • Dodge – Like the original RE3, REmake 3 includes a dodge mechanic. The game doesn’t do a very good job of explaining the timing for this, but I wanted a dodge so badly in RE7 and REmake 2. In those games, you get caught up close with enemies and have no real way to avoid damage at that point, so I’m happy that REmake 3 gives us this option. Once you come to grips with the dodge, it is a total life-saver, especially during fights with Nemesis.
  • Enemy Variety – There are quite a few different enemy types in this game, from regular zombies, to Cerberus, Drain Deimos, NE-α zombies, Hunter β and γ varieties, Lickers and Pale Heads, not to mention all the varied Nemesis encounters. The pacing for new enemy types is perfect as well, just when you’re getting used to an enemy the game will introduce a new one to spice up the gameplay. In fact it’s impressive enough that it made me realize how sparsely varied REmake 2 was in comparison.

Mixed

  • YMMV – I struggled to decide where to put this section, or if I should even include it at all. I really enjoy REmake 3, but I get that others are much more critical of it and that their complaints deserve to be addressed in some fashion. As this is a Love/Hate article based on my opinions on the game, it could easily give the wrong impression about the game to someone for whom those complaints could be a big deal. Ultimately I decided to address some of the complaints about this game here.
    • Cut Content/More Reimagining Than Remake – Fans of the original game were disappointed to find that areas from the original game were removed, most notably the clocktower sequence. Having not completed the original game, I don’t really have much nostalgia for it, nor am I expecting REmake 3 to play the same way, so ultimately this doesn’t impact my feelings about the game I actually got.
    • Short Playtime/Not Enough Replayability – REmake 3 is a 6-8 hour game on a first playthrough and can be completed in about a quarter of the time if you really rush through it, prompting some people to say it’s not worth the money if it’s that short. The game doesn’t include any alternate campaigns or bonus game modes like REmake 2 did. These complaints doesn’t hold any water for me, not only because I didn’t buy it at full price, but because I’m old and love games that deliver a great, focused experience in a reasonable amount of playtime. The way that the game is scripted to deliver fun in well-paced bursts makes it more than worthy of a replay in my opinion.
    • No Emphasis on Exploration/Too Linear – REmake 3 is a far more linear game than REmake 2, featuring much less exploration in its areas. You’ll basically just need one or two key items to backtrack through an area and completely explore it, which can take maybe half an hour of playtime or less. As I’ve stated, REmake 3 plays very differently than REmake 2 so if you were expecting or wanting the same gameplay then I can see how this would be disappointing. Personally I like a well-told, linear game so this doesn’t bother me much.
    • Nemesis Doesn’t Pursue You – After getting a load of Mr. X in REmake 2, a lot of people were expecting this game to have Nemesis pursuing you constantly in an unscripted manner. When they found that most Nemesis encounters were scripted events, they were disappointed by the result. I’ll be honest, Nemesis is at his most annoying in the unscripted sequences, being able to take away a lot of your ability to flee from him safely. For that matter, Mr. X worked well because he’s not following you through the whole game, I can see him being really irritating if you just want to get something done and you can’t because X gon’ give it to ya. Ultimately, while it might have been interesting to have a couple more unscripted Nemesis encounters, I am still pleased with what we got.

Hate

  • Nemesis De-evolution – About halfway through the game, Nemesis’ power limiter is destroyed and he starts to mutate. In the original, this just caused him to sprout some tentacles, although he retained his shape until he really devolved in his final form. However, in REmake 3, Nemesis goes from an intelligent pursuer to a large, dumb, beast-like form. It’s a big let-down, becoming a far less interesting foe than he was before. Sure, it’s still intimidating to get hunted by this relentless animal, but when he was still humanoid he felt far more cunning and dangerous.
  • Technically Rougher Than REmake 2REmake 2 was a very well-polished game but REmake 3 feels rougher in comparison. For one thing, the zombies in this game lack the dismemberment and gore system which was so satisfying in the previous game. Shoot a zombie in the arm and, instead of detaching, the arm will just explode and disappear. Similarly, distant zombies appear to render at a lower FPS, which is very noticeable at certain points in the game. I don’t know if these were all issues caused by the greater number of enemies on-screen, more detailed environments or maybe just a development issue, but it’s hard not to be at least a little disappointed that REmake 3‘s presentation is rougher.
  • Too Many Item Boxes and Typewriters – I feel like this is a weird complaint, but honestly there are way too many of these things in the game. The game’s areas aren’t all that big, but it feels like there’s always a safe room close-by when there really doesn’t need to be. It’s bad enough that there are multiple instances where you’ll be fleeing Nemesis and you’ll come across two safe rooms in the process, which not only breaks up the pace of the escape because he can’t follow you inside, but also trivializes the encounter since you can just save at each step. This also contributes to the game’s more linear feel, because if you throw save rooms around all over the place then the map doesn’t have to loop back to them. I just think it was an unnecessary and inelegant move. Like, if you’re gonna do that then you might want to rethink having an item box or typewriters to begin with and just do some other system. It feels like forcing survival horror elements into a more linear, action-focused adventure simply because it’s expected, not because it’s the best move for the game.
  • Siege Section – The hospital section of the game culminates with a big siege where Carlos has to battle a horde of zombies… and man, does this one part of the game suck. This is the game leaning too hard into the action side of action horror and it just feels like a chore, like the lamest version of Call of Duty‘s zombie mode. The worst part is that if you die, you have to redo the whole damn thing, which happened to me the first time I tried it.

I really don’t get the hate that REmake 3 gets. I can understand arguments about not being faithful enough to the original game, having a different feel than the acclaimed REmake 2, and being “too short”, but none of these hold any weight for me. The way I see it, REmake 3 is a game laser-focused on giving you a fun and totally badass romp through Raccoon City, and in that regard it succeeds with flying colours. During this most recent playthrough there were so many moments where I just had to stop and say to myself “How can you not love this?” Honestly, I enjoyed Resident Evil 3 remake more than Resident Evil 2‘s remake. Maybe that just speaks to my taste in games more than anything else, but if you write off REmake 3 then I just don’t understand you at all.

Love/Hate: Resident Evil 2 (Remake)

It took nearly twenty years, but fans finally got the Resident Evil 2 remake they had been begging Capcom for. While I had played several Resident Evil games over the years, this was actually the first game in the franchise that I played from start to finish, so it’s ultimately the reason I started this whole Love/Hate series. I gave it another replay before writing this article to make sure my impressions were fresh. How does it hold up after playing through the rest of the series? Read on to find out…

Love

  • RPD Design – The Racoon City Police Department makes for a great setting for this game, it has so much character and personality. The decision for it to have been converted from a museum was inspired, granting it a history that you can see and makes it far more visually interesting than if it was just a standard police precinct. I like the Spencer Mansion just a bit more, but RPD would easily be my second favourite area in the whole series.
  • Open-Ended, Interconnected World – Carrying on from the last point, the game’s world is initially maze-like, but over time you’ll get keys and unlock doors to allow yourself to travel back to areas you’ve previously explored. Even when you’re done with any story moments involving the RPD, you can find passages leading back to it so you can pick up items you missed or just to show how connected the various locales in the game are.
  • Graphics – Resident Evil 7 looked good, but REmake 2 looks incredible. The team at Capcom have clearly come to grips with the RE Engine and are pulling out all the stops in this game. These visuals aren’t just to look pretty either, there’s a clear attempt here to make the game feel grounded and realistic and the at-times borderline photorealistic visuals really pull their weight.
  • The Gore – Resident Evil games have traditionally had a warning at the start that they’re full of explicit violence, but very rarely do they live up to that. Well, REmake 2 is living up to its zombie movie inspirations because it is not fucking around. In explicit detail you’ll get to see got faces torn open, a dude getting ripped in half from the waste down, chests exploding… and that’s just the stuff in cutscenes. The zombies show wounds as you hit them, so subsequent headshots will quickly leave their faces as nothing more than a fleshy mess. That’s not all though – zombies have a dismemberment system, so if you shoot them in the arm, then it may slowly detach and fall off over time. Hitting them with acid is probably the most gruesome example of this though, because it causes their skin to slough off in real-time as it literally consumes their flesh. Also, as someone who has seen what a shotgun does to a human face, I’ve gotta say that the critical headshot animation in this game is disturbingly realistic.
  • The Map – All my complaints about the map in REmake are addressed in REmake 2, it is an incredible quality of life addition which keeps all exploration-based frustration at bay. It clearly marks locations explored/unexplored, locked/unlocked doors, what key you need for each door, the locations of items you’ve found but haven’t picked up yet, points of interest and where your safe rooms are. Seriously, every game with a map needs to take a lesson from REmake 2, this is how you do it.
  • The Zombies – It’s a minor miracle that the basic zombies in this game are so goddamn terrifying. They move very erratic and unnaturally, which makes them unsettling and makes it very easy to miss a shot. This is particularly problematic because zombies take a ton of ammunition to put down, it can easily take 5+ headshots to down one and even then they will get back up again if you don’t double-tap them while they’re down. The resource-intensive nature of zombie combat means that, especially in the early game, non-confrontation is paramount for survival. While your resources are limited, you’re generally going to avoid zombies or only shoot them enough to get past them safely.
  • Mr. X – X gon’ give it to ya! Making Mr. X hunt and pursue you around RPD may just be the most inspired design decision in REmake 2. Jack Baker could be a localized nuisance, but Mr. X will hunt you around the entire police department (minus a few safe rooms, which is a bit immersion-breaking but it’s a welcome compromise). The best part is that even if you know what’s going to happen in the game, Mr. X will inevitably surprise you sooner or later. He’s always good for a couple jump scares, especially if you left any lickers or zombies alive in the RPD when he starts pursuing you. Hell, even listening to him stomping nearby and opening doors to find you is frightening as you can’t be entirely certain if it’s safe for you to head out or not.
  • A/B Scenarios Encourage Replayability – While Leon and Claire’s campaigns go through most of the same beats, each character has access to exclusive areas, story content and bosses which really encourages players to go through the game again with the other character. In addition to this, there are lots of optional game modes and scenarios for players looking to get more out of the game’s ~8 hour runtime.

Mixed

  • Post-RPD – REmake 2 loses some lustre after you leave RPD, as the subsequent levels are less well-designed and more linear in scope. While I don’t hate the sewers like some people do, it really can be hard to find your way around from place to place. It also doesn’t help that the map doesn’t clearly layout where the various staircases in the level lead you to, so you can wander trying to find a specific room if you forget how to get there.
  • The Story – I like how Resident Evil 2‘s campaigns play out for the most part. Leon and Claire are very likeable and charismatic leads, the mishaps they get into in their campaigns are enough to keep pushing you forward and the greater “lore” is compelling. However, the actual narrative itself can’t help but feel a little hollow to me. Leon and Claire don’t really change much over the course of their adventure and the antagonists have no real reason to be after either of them. The plot itself basically boils down to “the characters try to escape Raccoon City” and that’s it. Again, this works but it made me less engaged with the actual story than I would have liked.

Hate

  • Story Does Not Make Sense With A/B Scenario – The intent for this game is that your A and B scenarios are playing out at the same time, but because they overlap so much this doesn’t make any sense. You’re telling me Leon and Claire just happen to fight William Birkin in the same place, one after the other, multiple times in a row? Most egregiously, if we’re to make sense of the A/B Scenarios, then Annette Birkin pretends to die for one character and then comes back for the other one only to die for real that time. On top of that, the original games made certain items and characters disappear in the B Scenario depending on your actions in the A Scenario, but this game doesn’t do that. All-in-all, this contributes to the somewhat hollow feel that the game’s story leaves me. It’s top-notch survival horror but without a stronger plot it doesn’t resonate with me as much as I would like it to.
  • Sherry’s Stealth Section – Oh hey, a stealth segment in a non-stealth game is annoying you say? How surprising. In Claire’s campaign you get to play as Sherry Birkin briefly and her scenario has a stealth sequence where Chief Irons is looking for her. It’s basically just trial and error. If you know where you’re supposed to go then it’s fine, but you have a moment to figure it out or you’ll get caught and instantly lose if you fail.

Resident Evil 2 is a fantastic melding of classic survival horror game design and modern, single-player, AAA polish. Even if you haven’t played any Resident Evil games before I’d heartily recommend it, it’s a phenomenal experience that’s a joy to play through. It’s also on sale cheap all the time so you really have no excuse not to give it a shot if it interests you.

Love/Hate: Resident Evil (Remake)

Welcome back to another Love/Hate series! You may be surprised to hear that, despite having a whole Retrospectives series about the Resident Evil movies, until just over a year ago I hadn’t played through a Resident Evil game from start to finish. Sure, I had owned and played several Resident Evil games over the years, but it never really resonated with me much til recently. I’ve since been on a journey exploring this franchise and I’m now ready to put out my thoughts on most of the mainline entries. To start, we’re going to look at the Game Cube remake of Resident Evil (aka REmake), often touted as the definitive way to play the game. Does it still hold up almost 20 years later? Read on to find out…

Love

  • The Spencer Mansion – There are several iconic and well-designed locales in the Resident Evil franchise, but the Spencer Mansion is probably my favourite of the bunch. Its layout is maze-like and filled with locked doors but you’ll become very familiar with it over time, which is helped by the way the developers encourage you to traverse the map in a figure eight pattern. Its design also reminds me of the best parts of Dark Souls, where opening up new shortcuts makes the whole thing more interconnected.
  • Compelling Gameplay Loop – The basic gameplay in Resident Evil revolves around “find items to open new areas” and “manage your items and plan your routes to best survive”. While simple, it’s very compelling to play through. Every time you figure out where a key item needs to go it feels satisfying and every single item you take with you has to be strategically calculated because you’ll never have enough for all the weapons, ammo and healing you may need. Moreso than any other game in the franchise, Resident Evil is a game that emphasizes exploration over combat. The game’s basic, slow and infrequent combat works well because it keeps the tension going and makes the exploration feel dangerous.
  • Encourages Replayability – REmake has a frankly ridiculous amount of replayability. First off, the character you pick at the start of the game isn’t just a cosmetic choice – they can have a huge impact on game progression, cutting off entire boss strategies, providing unique weapons, items and skills (eg, Jill knows how to play piano whereas Chris cannot which makes solving a particular puzzle different), and opening up opportunities to get items early (eg, Jill can get a shotgun early if she performs actions in a specific order). In addition to this, while the game plays out largely the same, the story itself changes pretty significantly as Chris and Jill interact with different cast members who are absent from the other run and the ending you get changes depending on how many characters you keep alive. This makes a “B Scenario” run a very different experience. In addition, the game is more satisfying and can be completed in about half as much time as a first playthrough when you already know what needs to be done.
  • Atmosphere – One thing REmake does really well is nail the spooky, gothic atmosphere of the Spencer Mansion. The art direction for this game is spectacular, giving the Spencer Mansion a very antique, lived-in feel that comes across as believable. In addition, the game’s fix camera perspective allows the developers to direct players’ attentions in very deliberate ways, hiding enemies just off-screen to get a very cinematic scare or showing the action in a very voyeuristic manner to put you on edge. It gives the whole affair a very cinematic feel.
  • Meaningfully Adds to the Original – REmake takes the skeleton of the original game and remixes and polishes it to make for a much smoother and expanded way to experience this story. Additions like defense weapons make the minute-to-minute gameplay less punishing and overall this feels less like a graphical overhaul and more like a second chance to let us experience Resident Evil as it was always intended.
  • Option For More Traditional Controls – While REmake originally released with classic tank controls, the HD remaster added in the option to play the game with an altered control scheme. This altered scheme essentially allows you to move with traditional analog controls and removes the need to hold the sprint button. Basically, point the analog stick in the direction you want to go and the character will move that way. The controls are essentially reset every time the camera moves, but if you were already heading in a direction the game will continue to move you that way until the stick is shifted, at which point it will update. It still takes some getting used to, but for someone who didn’t grow up on tank controls it was easier to get into and actually made tank controls easier to wrap my head around.
  • Crimson Heads – Crimson Heads were a brilliant addition in REmake. In case you’re unaware, every time you kill a zombie in this game, their body will stay behind and a timer will begin to countdown. You have about an hour to either blow their head off or light them on fire or the body will resurrect as a fast, hard-hitting zombie the next time you pass by. This works so well on numerous levels. First of all, it provides a huge, unexpected shock for a first time player or veteran of the original game. The best part though is that even if you know about them ahead of time, it transforms the dynamic of every zombie encounter. There isn’t enough kerosene to burn every zombie, so you find yourself avoiding zombies for as long as possible, burning them only at the most high-traffic areas and remembering where you’ve left bodies that you’ll have to deal with later. It’s so weird to me that Capcom hasn’t brought them back since (unlike, say, Regenerators) because they’re top-tier Resident Evil enemies and brilliant game design.

Mixed

  • The Map Feels Half-Baked – REmake‘s map is handy and will be a constant companion as you learn the layout of the mansion. Beyond showing the building’s layout, it will also show you what doors are locked and unlocked, where you have found typewriters and item boxes and whether a room is unexplored, has items still in it or has been completely explored. That said, while it’s nice that it’s more than a bare-bones map, it could have gone so much further to make for an indispensable resource. For example, knowing which key you need to unlock which doors, what items are still in each room, what other points of interest there may be, etc. There is a lot of shit to keep track of in this game, especially in the mansion at the start of the game, so having it laid out on-screen would have been nice. It feels like it’s just pushing you to buy the guidebook to get all the item locations in one place… which, now that I mention it, is probably why the map is the way it is.
  • The Story – I’m pretty mixed on the story in Resident Evil. On the one hand, it’s very simple and functional, which serves the gameplay well, so that’s a major point in its favour. However, for the story we do get, we’re missing some major context to understand it. We get thrown right into the game with no real idea who is in S.T.A.R.S. Alpha or Bravo team, so whenever we run across a comrade in this story I have no idea if this is one of the survivors I’m supposed to be finding or someone who came with me and got lost. The story is also baffling at times, like when the player finds Enrico and then he GETS SHOT by someone behind you… and then Chris or Jill decides to focus all their attention on Enrico instead of, y’know, the murderous gunman who is just behind them. That said, we’ve also got stuff like the story of Lisa Trevor, which is conveyed well over the game’s runtime through text files and environmental storytelling.
  • HD Edition Graphics – The HD remaster of REmake is the most accessible version of the game out there, but its presentation is compromised compared to the Game Cube original. Apparently Capcom either lost the assets or source code for this game and had to Frankenstein the HD remaster together with what they had available. The pre-rendered backgrounds have had to be up-rezzed and stretched into widescreen and the results are mixed. I’ve played this game in 1080p on PS4 and you can definitely notice the low resolution there, whereas in 720p on Switch in handheld mode it holds up much better. Worst of all are the pre-rendered cutscenes which are in incredibly muddy 480p stretched to HD widescreen. Imagine if someone threw a bad Youtube rip into a game and you can imagine how it looks. Thankfully the character models are pretty decent, although I can’t help but feel that Jill and Barry got a lot more effort put into them than Chris and Rebecca. Chris’ dead-eye stare is more unnerving than most of the game’s zombies… The graphics issues don’t really tarnish the game overall, but they do hold back the presentation because, when everything falls into place, this game looks incredible.

Hate

  • Old-School Design Takes Getting Used To – As I have alluded to, if you didn’t grow up on old-school Resident Evil then REmake is going to take time just to get used to the simple act of moving around. I had tried to play this game 2 or 3 times before I finally knuckled down and did a full playthrough for this series. That said, the experience and knowledge of the Mansion I got in my previous attempt certainly helped make this playthrough much easier to slide into. It’s just too bad that there’s such a potentially steep learning curve to overcome before you can enjoy the game.
  • Inventory Management Can Get Frustrating – While inventory management is a fundamental aspect of Resident Evil, it can be frustrating, especially in a first playthrough. The item box is never far away, but you don’t know what enemies to expect or what you’re going to find, so you pack your best weapons and head out. Within a few minutes, you’re loaded up on key items, so in order to advance you’re going to have to go back and dump them in the item box. Then you set back out and, lo-and-behind, you find where those (or a different) key item needs to go, so now you have to turn around again and get them, then head back to use them, etc. Resident Evil‘s game design encourages conservative play, especially with its punishing save system, but the drawback is that it will bore you if you play conservatively. Again, this is why repeat playthroughs will be a bit more enjoyable since you should know when and where you need key items, but prior knowledge shouldn’t be a crutch for game design. There has to be a middle-ground where you maintain the game’s strategic inventory management while making it less frustrating, such as having less inventory slots overall but you can carry all key items, or maybe you could get an attaché case pickup that can store key items only.
  • A Lot of Uninspired Enemy Designs – For a series with such iconic, mutated monsters as Lickers, Hunters and the Regenerators, it’s surprising to go back to this first game and find that most of the enemies are just big animals. Seriously, four of the main bosses in this game are a big snake (who you fight twice!), a big spider, a big plant and a big shark. They don’t even look mutated or disfigured either, they’re literally just big creatures.
  • Voice Acting – Look, I get that the dialogue and voice acting in this game are a HUGE improvement over the original game, but if you think the voice acting in the game is good then you have a serious case of nostalgia. Most of the line-readings in this game are stilted and awkward. It’s an early Game Cube game from a Japanese studio and the voice acting is what you would expect of that era (eg, Final Fantasy X). In Jill’s campaign this wasn’t too big a deal for me – Barry and Wesker give the best performances in the game so that helps offset things, and Jill’s line deliveries give the game an unintentional B-movie horror tone. But, oh my God, the voice acting and writing is so bad in Chris’ campaign. I beg you to check out that link; between Chris’ dead expression, the awful dialogue and bad line deliveries, I cannot take the story seriously at all.

While it did take me a long time to come to grips with this game, I’m really glad that I finally gave REmake a fair shot. It’s still a really fun time and its emphasis on exploration above all else still gives it a unique feel which no other game in the series can really boast. Plus it takes what worked with the original game and expands it, polishing it to a mirror sheen and establishing itself as the definitive way to experience this story. If you have any interest in the series, I’d definitely recommend checking this game out.

5 Dumbest P.O.D. Controversies

Growing up in an evangelical household, there were lots of things which were considered “unhealthy” to my soul – heavy metal, horror movies, Dungeons and Dragons… perhaps unsurprisingly, all things I love today. However, one magical summer at an evangelical bible camp in 2002, I got introduced to my gateway drug to all things heavy metal, P.O.D. They became my favourite band and held that honour for more than a decade. Hell, at this point I still am incredibly fond of their music even if my tastes have gotten heavier and more depressing. However, during the years when I was really into them, I couldn’t help but notice the ridiculous level of controversy that has come their way with seemingly every new album they put out. Unlike some bands, I don’t even think this is intentional on their part, because the controversies they’ve courted are largely really stupid. So, with that in mind, let’s go over some of the band’s dumbest controversies over the years.

Before we get to that though, I want to cover the one legitimate controversy they’ve had, which would be the whole Marcos controversy. Sometime in early 2003, lead guitarist Marcos Curiel was kicked out of P.O.D. and was quickly replaced with former Living Sacrifice guitarist Jason Truby. It led to a whole bunch of bad blood and he-said-she-said about what really happened. Given that Marcos was brought back into the band when their contract with Atlantic Records expired at the end of 2006, it seems pretty obvious that Atlantic management were behind the split, but no official explanation has been given by the band since (as far as I’m aware).

Also, one last thing before we begin the list proper: I’m not going to pretend that P.O.D. are perfect. They certainly have some songs which could be controversial if the band was more popular than they are now. Their very first album has a (very shitty) song called “Abortion is Murder”, although the band had disowned the song by the time they were signed to Atlantic, so make of that what you will. There’s also a B-side from Murdered Love called “Find a Way” which implies that Obama is the antichrist and another song called “West Coast Rock Steady” which makes a rather dumb, tongue-in-cheek joke that could be interpreted as homophobic. Thankfully, for a Christian band, their politics tend to be much better than you might expect – I haven’t seen any anti-vax or pro-Trump stuff out of them and they were even vocally in support of Black Lives Matter during the George Floyd protests.

Anyway, with all that out of the way, let’s get to the list…

5) Playing Ozzfest 2000 and 2002

Evangelicals are a fickle sort. On the one hand, they love the idea of evangelizing to people and are always happy to remind you that Jesus shunned the religious elite in favour of hanging out with tax collectors, prostitutes and Samaritans. However, actually getting an evangelical to spend time with people they consider to be “lost sinners”? Good luck, as this first controversy demonstrates. P.O.D. have gotten heat from Christians for appearing on soundtracks for Blair Witch 2: Book of Shadows and Little Nicky and for touring with bands like Korn and Insane Clown Posse, but the most notable convert-related controversy for the band would have to be their appearances at Ozzfest in the early 2000s. The early 2000s were a really shitty time to be an evangelical teenager. After being energized during the 80s, the 90s and 2000s left evangelicals completely impotent. They continued whining about video game violence and the depravity of rock music, but no longer were their complaints resonating in the larger culture, rather they were making evangelicals even more insular.

As a signal that the people leading the evangelical movement were a bunch of boomer fucks, evangelicals were still railing against Ozzy Osbourne in the early 2000s, despite the fact that he’s a Christian himself. To them, Ozzfest represented a symbol of everything they hated – dark music that promoted a satanic and sinful lifestyle, the perfect target for a reactionary conservative movement to organize against. Then along comes P.O.D., the biggest name in Christian music at the time, performing on the main stage alongside Ozzy, Rob Zombie and Tommy Lee (of Mötley Crüe fame). Suffice to say, the presence of a “Christian band” at these events ran entirely counter to the idea that Ozzfest was a source of all the evil in the world.

Professional dickhead James Dobson said that the band had forsaken their religious beliefs by participating in Ozzfest and there were several young evangelicals who thought that the band was selling out for fame. Looking back on the controversy years later, P.O.D. lead singer Sonny Sandoval has said that this view “didn’t make sense to us because we were called to go to the light and spread the word”. Unsurprisingly, I’m inclined to agree – the evangelical hatred of Ozzfest is more political than theological. They use it as a target, a representation of culture which is offensive to their intensely conservative values (note that James Dobson is the founder of Focus on the Family, which should tell you everything you need to know about what he would consider a “proper” Christian life). Having a Christian band happily playing these shows and using it as an outreach tool suggests that the culture of rock music isn’t evil, opens up the word of God to the people who may need it most and may even encourage Christian teens to take a second look at rock festivals. This is unacceptable for these conservative fundamentalists, so therefore they have to call out P.O.D. for their “transgression” against the evangelical hegemony.

4) Getting Censored Because “Youth of the Nation” Is “Too Violent”

I came across this controversy while doing research for this article and, I’ll be honest, this might be the most buck-wild of the bunch. Back in October of 2012 P.O.D. was scheduled to play Monster Jam Fest at the Majestic Ventura theater when, mere days before the show, the fairgrounds which were hosting the show emailed the promoter saying that P.O.D. weren’t allowed to play “Youth of the Nation”. The reason for this? Apparently the song was “too touchy and controversial” and “too violent” for a family event. If you’re unfamiliar, the song is about the tragic experiences of a group of teens, including a school shooting which was inspired by a real life shooting at Santana High School in 2001. Suffice to say, the song by no means glorifies violence and being against school shootings is in no way controversial, so I don’t understand what the problem is? In any case, P.O.D. agreed not to play the song, but the damage was done – several bands dropped out of the lineup, the venue had to be changed, $130,000 in tickets had to be refunded and P.O.D. themselves eventually dropped out of the show. Making things even more intense though was the fact that the fairgrounds were state property so there was some debate about whether this could be considered a First Amendment issue. Marcos Curiel certainly seemed to want to spin it that way, but ultimately the band moved on without making more of a fuss.

To make things even more wild, this was only a couple months before the Sandy Hook shooting, which should give one even more pause about this entire controversy. The US is a country where a band can be told not to play one of their biggest hits because talking about school shootings isn’t family friendly, while also conditioning their elementary school children to believe that shooting drills, bulletproof backpacks and teachers with firearms are normal, all because they consider gun control measures out of the question (despite overwhelming public support).

3) Censored and Banned Because Album Covers “Promote Paganism”

P.O.D. have had several album cover controversies over the years. While it didn’t become a full-blown controversy due to the band being too small to make a real splash, there was some complaints about the cover of their debut album, Snuff the Punk, whose original artwork featured an angel holding a gun to the devil’s head (this was subsequently changed to a far more family friendly version where the angel was just going to punch the devil mercilessly instead). Their first real album artwork controversy came with The Fundamental Elements of Southtown, which features a surreal, symbolic and mystical album cover by Jean Bastarache. I personally find it fascinating and evocative, it’s easily the best album cover in the band’s career. Naturally, because the cover required some interpretation, Christian retailers refused to stock it, claiming that it was “pagan” and objecting to the presence of a cigar. Christian stores wouldn’t even stock the album until a black box was placed over the cover, all because they couldn’t understand the symbolism.

The biggest album cover shitstorm would come with Payable on Death, which came out at the height of P.O.D.’s fame. The album cover, seen above, features a naked woman with butterfly wings with Latin script (which apparently is the word for the sung part of the preface for Mass) covering her nether regions. The cover alone caused 85% of Christian retailers to ban the album, mainly because the art depicts the woman’s public bone and some people argued that having “Sanctus” covering her genitals sexualized a holy term… because, y’know, naked women are inherently sexual according to these people. This ignores the fact that artist Daniel Martin Diaz is himself Catholic and put overt Catholic symbolism into the album cover (although that’s probably not a plus for some evangelicals, many of them believe that Catholics aren’t real Christians). That’s not even the end of the Payable on Death art controversies though. Noted crank Terry Watkins of Dial-the-Truth Ministries put out a long screed about how the art and symbols depicted in the album and its liner notes are “clearly among the most openly occult and dark I have ever seen”. Suffice to say, it’s absolute quackery and will give you a good laugh to read through. For their part, P.O.D. were now popular enough that they refused to censor their art this time around.

The real reason for this particular controversy? P.O.D. come from San Diego in poor, diverse neighbourhoods. They have roots with evangelicalism, Mexican Catholicism, Rastafarianism and various other spiritual practices which are unfamiliar to your average white evangelical. It doesn’t matter that Payable on Death‘s artwork is overtly Catholic to these people, it’s unfamiliar to their evangelical sensibilities. It doesn’t matter that P.O.D. are professed Christians, these people see a surreal cover like The Fundamental Elements of Southtown and, when they can’t see Jesus blatantly depicted, they assume that it’s because they’re trying to hide SATAN. It’s frustrating but that’s what you get when evangelicals have a cultural monopoly on the faith.

2) P.O.D. Aren’t “Real Christians”

Before I really dive into this one, let’s put this all in perspective – I’m talking about a band which is famously considered lame in the mainstream for being a nu-metal Christian act. You’d think that they’d at least get embraced by Christians for being as successful as they are, but no, as you can probably see from this list of dumb controversies, the Christian crowd are probably their biggest critics. This lack of acceptance from the most conservative parts of Christianity has dogged the band for their entire career, to the point where “not Christian enough for Christians, and too Christian for the world” has basically become their go-to descriptor. In a 2015 interview, Sonny Sandoval described one of their earliest gigs where they were asked to play at a local church, but not even a minute into their set they got shut down for their “ungodly” music. I found a depressing thread from back in 2005 on the (I shit you not) Christian Gamers Alliance forum, which covers such important and debated topics as “Is playing a warlock going to send me to hell?” and “Is Minecraft evil?”. Anyway, the thread in question was about Demon Hunter and P.O.D. and whether they could be considered Christian bands, or were “Christian” at all. In regards to P.O.D. they claim that because they don’t proclaim the name of Jesus in every song and because they don’t stand and preach during their concerts that they’ve sold out to the world. It’s not just this gaggle of weirdos that believe this either, this was a pretty common refrain amongst evangelicals at the height of P.O.D.’s popularity. I found a study by Bobbi Hooper whose thesis paper was about the attitudes of Christians towards various CCM bands and P.O.D. were often highlighted as a band which “wasn’t Christian enough” for many evangelicals because they aren’t overt in their lyrics. There’s actually an anecdote from one participant who said his friend loved P.O.D., but when he went to a concert and they didn’t proselytize to the crowd he lost respect for them.

Then there’s the cranks. Terry Watkins has a whole article about how P.O.D. aren’t real Christians because they swear, have tattoos and don’t adhere to white, evangelical Christianity. The European American Evangelistic Crusade take it a step further, saying that P.O.D. don’t believe in hell, that they believe in a perverted Rasta Jesus and various other ridiculous accusations. Then there’s convicted pedophile David J. Stewart of Jesus-is-Savior fame who more-or-less echoes what the others have said (although he REALLY wants you to know that Jesus wasn’t Rastafarian). All this evangelical gatekeeping can be dismissed outright since, nearly twenty years later, P.O.D. are still out there witnessing through their music the same as they ever were. Evangelicals have just never truly embraced P.O.D. because, in my opinion, they don’t represent the safe, white norm that they want and expect… which is perhaps why, despite all their successes, P.O.D. have never won a Dove award (which is basically the Christian equivalent of the Grammies.

1) “I Am” Swearing Controversy

“I Am” is, without a doubt, the most controversial song in P.O.D.’s career (and, again, this is from a band that has a song called “Abortion Is Murder”). What could possibly stir up such a shitstorm, you may wonder? Simple: a Christian band said “fuck”. Now, this is especially dumb for several reasons. First, the record label got cold feet and bleeped out the lyric, so no officially released version of the song even has the word in it (although there are uncensored, pre-release versions out there with the word intact). Secondly, the band had been publicly using profanity for a decade by this point and had strongly considered putting out an anti-suicide song with profanity six years earlier, so it really shouldn’t have surprised anyone. Third, within the context of the song it makes a lot of sense. “I Am” is an incredibly angry track told from the perspective of someone who has been hurt, rejected by society and who is questioning why they should give a shit about a God who people say loves them. There is a powerful, real sincerity when they say “Are you the one that’s come to set me free? / ‘Cause if you knew who I am, would you really want to die for me? / They say you are the cursed man, the one who hangs from this tree / I know this is the one and only son of God, so tell who the fuck is he?” It’s especially poignant because, prior to the release of this album, Sonny Sandoval had been thinking of walking away from the band. He went on a hiatus for four years, during which he started doing youth outreach where he met a lot of broken teens who clearly were the inspiration for the track.

Naturally, evangelicals took all this into consideration and threw a fit. Jesus Freak Hideout, one of the biggest Christian music review sites, notoriously halved the score of their official review of the album because they felt that the use of profanity soured the entire experience, which just made the controversy even more contentious. If people were talking about P.O.D. at this time, then they were debating whether they had crossed a line with this song (I know that my childhood youth pastor, who was a big fan of P.O.D., was disappointed by the track and wouldn’t let his kids listen to it… again, they bleeped out the goddamn swearing on this track). There were plenty of hot takes about the subject on both sides, from people saying that it’s unacceptable to sin to promote God, to others saying that the Apostle Paul swears in the Bible, the translators just don’t accurately convey this. I think my favourite take has to be from Christian blog The Two Cities, which explains why swearing is nowhere near as big a deal as evangelicals make it out to be:

“Is sin bound to phonetics or intentions? Of course, the issue is not phonetic. It would be absurd to suggest that the F Bomb is sinful because words that begin with a fricative and end with a velar are evil. Well, here’s a made-up nothing word that matches that criteria: “Vug.” Try pronouncing it. It is phonetically very similar to the well-known F Bomb, yet apparently it would not be inappropriate to say! Now, this is an admittedly absurd example, but it helps prove the point. To go further, what of the halfway swear words that have appeared? When someone types “sh*t” on facebook for instance, are they trying to keep themselves from sinning? Has the removal of the “i” rescued one from moral downfall? Or by saying “freakin” instead of the F bomb are we saying anything different? Additionally, what’s the moral weight of saying “A$$” that “butt” does not possess? It’s arbitrary. Completely. Same thing applies to poop=crap=sh*t (it’s the same referent for goodness sake). I’m reminded of something Paul may have said about the letter of the Law here…

“The truth of the matter is that swear words are cultural products that have come into existence in multiple contexts and in multiple languages. In fact, this is an evolutionary linguistic phenomenon as certain words become taboo over time (e.g. faggot). For our American readers, it is generally recognized that “crap” is a more sensitive word for refuse than “sh*t,” but in the UK many regard “crap” to be a cuss word. So words can contain cultural stigmas, but not inherent worth. The excessive use of swear words can indicate a certain heart attitude, such as a rebellious spirit, or indicate a dearth of active vocabulary. But these words per se are not sinful. Thus, there is no inherent moral value in swear words, or any other word for that matter. The Apostle Paul warns us to refrain from crude speech (Eph 4.29; 5.4; Col 3.8), which refers to being crass. Additionally the passages speak to belittling others. Berating a fellow brother — you idiot! — is far worse than saying, “I fell on my A$$.”  What truly matters is the heart.”

Sandoval himself said, in regards to the controversy, “the only thing the Christian community hears is the F-word. They disregard the whole point of the song, because of the F-word. I think that’s pathetic.” Unsurprisingly, I’m inclined to agree.

When it comes down to it, most of P.O.D.’s controversies come from them not fitting into what white evangelicals expect of them. P.O.D. are more than happy to go about their business and preach God to their own people, but the people who are already saved and who don’t accept them to begin with keep finding reasons to tell them they’re not good enough for them. To show why these people need to calm the heck down, I’m going to end with a little anecdote. Back when I was in my teens, the one black family in our evangelical church had their two nieces from Jamaica come to live with them. They were at a church youth event where various Christian rock bands were being played and these two clearly weren’t interesting in what they were hearing. I then happened to put on The Fundamental Elements of Southtown and suddenly they lit up and asked me what band this was. The reggae, funk and rap that P.O.D. weave into their hard rock sound resonated with these two far more than any of the safe, white, evangelical gospel that they’d had to listen to up to that point, and that’s always stuck with me. There’s a wide world out there and, if you still have faith like I do, then we need more bands like P.O.D. to spread the good news to the people who get ignored by wider Christian culture.

Resident Evil 6 Has a Chapter That’s So Bad That It’s Amazing

I played Resident Evil 2 Remake back in October and since then I’ve been making my way through this franchise for a future Love/Hate series. I’m on Resident Evil 6 at this point and was dreading and looking forward to it in equal measure. I went in well aware of the reputation that this game has, but was more than willing to give it a shot. While I think the game is a mess (which I will go into with plenty of detail when that Love/Hate series comes out), there was one chapter in particular that went so far off the rails that it went from being awful to a transcendental masterpiece.

A big caveat here before we begin: I took edibles before playing this chapter and they kicked in about halfway through, making this experience even more baffling and surreal for me as I struggled to make sense of any of this nonsense. It was so baffling that I rewatched this whole chapter on a Youtube let’s play just to make sure it was as incomprehensible as my drug-addled mind believed. I was not disappointed and neither will you if you check it out.

The chapter in question is Chapter 4 in Chris’ campaign. Context is everything in this story, so let me set the stage for you so you understand what has happened in this game up to this point. Chris’ campaign opens with him as a drunk amnesiac who gets pulled back into duty by his second in command, Piers Nevan. They investigate a bioterrorism incident in Lanshiang involving mutant soldiers known as J’avo. This chapter ends with the building getting bombed and Chris and his men barely making it out alive. Chapter 2 then flashes back to an earlier bioterror incident in Eastern Europe where J’avo had turned a city into a warzone. Chris leads his men through the city til they encounter someone calling themselves Ada Wong. However, she betrays them and infects all of Chris’ men with a virus that mutates them into monsters. Chris and Piers barely escape, but Chris couldn’t handle the loss of his men and so became the drunken, amnesiac, PTSD-ridden soldier we met at the start of the game. The story then returns to the present, where Chris discovers that Ada Wong has been spotted in Lanshiang and he goes on a revenge quest to kill her, which once again results in the death of all of his men (except Piers). When he finally catches up to her, Chris discovers he’s not the only one after Ada Wong, because Leon Kennedy shows up and stops him from killing her. After a brief pep talk, Chris decides he doesn’t want revenge anymore… it’s seriously that sudden. Anyway, Ada escapes and Leon and Chris split up, with Chris and Piers pursuing Ada. There’s a ridiculous car chase before Ada escapes to an aircraft carrier, where you and Piers pursue her.

So, with that all said, Chapter 4 opens in about the most boring way possible. Chris’ campaign has clearly been trying to ape the gameplay and tone of Call of Duty and Chapter 4 opens with the most generic, low-quality Call of Duty map you could ask for. You’re in the hangar of an aircraft carrier and have to fight your way from one side of the hangar to the other, using shipping containers as cover against the snipers raining fire down on you and the J’avo (who suddenly look like Metal Gear Solid 2 tengu soldiers) swarming you relentlessly. It’s a particularly tedious and annoying fight, especially because the J’avo weren’t dropping much ammo for me. This is also a very large, wide-open area and I completely missed picking up a sniper rifle hidden away in a random room at the start of this mission which would have helped a lot. As a result, I was constantly struggling to actually deal with all the enemies that were getting thrown at me and eventually I had to just rush for the objective. There was a bulkhead on the far side of the hangar that we had to break through and when we get to it I discovered that I had to head up some stairs onto a gangplank over the hangar and then turn around back to where I started and launch a missile that was hanging over the starting area. Then you get the privilege of fighting through the shipping containers all over again, oh joy! So you move up the hangar again and then find that a set of stairs was retracted, so when you get to the far end you have to go through a side-door and reactivate the stairs… which places you back at the starting area and you have to fight through the containers AGAIN (but this time there’s a jet on a turn table shooting at you). Having to fight through the hangar twice felt like padding, having to fight through a third time feels like a joke. This whole section of the game was awful and tedious but it inadvertently lulled me into a sense of boredom that was about to get shattered.

Anyway, you finally get out of the goddamn hangar and get this weird cutscene where Ada has a private conversation with the bad guy in Leon’s campaign, except for some reason she’s having this conversation over a loudspeaker which broadcasts it to the entire ship. Wow, Ada sure is a great super-spy isn’t she? This is literally the sort of material you’d expect out of a spy comedy film and here it’s played totally straight. I’m not really sure why they needed to have Chris and Piers listen in on this conversation anyway. It’s about as stupid and pointless an exposition dump as you could imagine.

From here, you get into a few quick fights in corridors and rooms as you make your way to the ship’s bridge to catch up to Ada Wong. This part is actually reasonably enjoyable in its own right – not only is there a sense of urgency because you keep catching glimpses of Ada just ahead of you, but there’s progression and some actual craft behind the gunfights you get into with the J’avo here. Soon enough, you catch up to Ada and Chris decides that this whole revenge quest he’s been on is no longer about revenge, it’s about “Justice” and so he tries to take her into custody instead of killing her. Ada reveals that she’s about to launch missiles to create zombie outbreaks around the world when suddenly a freaking helicopter appears behind her and shoots her to death. Wait, what the fuck!? Just like that, the whole narrative drive of this campaign is gone halfway through the fourth chapter, now we’ve just got to clean up the mess she left behind.

Chris decides that the best way to deal with these missiles is to get to the hangar so you run off to do that, urgently. You’re immediately faced with a really annoying road-block – a locked door that requires three passcodes to enter. Wow, this imminent missile launch definitely seems like the right time to make the player go on a ten-to-fifteen minute side quest! Jesus Christ. Not only is the area that these three passcodes have been hidden in an absolute maze that easy to get lost in, this is also where the developers decided to confine their Regenerator-wannabes who only show up here and never again in this campaign. While they are clearly modeled after the Regenerators, complete with their own breathing problems (which sound more annoying than creepy), they’re kinda pushovers in comparison because you can kill them with a bit of firepower… so, in other words, like any other enemy in this game.

Anyway, I was slogging through this side quest and this was around the point where the edibles really started kicking in and I realized I had long forgotten what it even was that I was supposed to be doing or why. This whole segment of the game is clearly padding out the chapter, at the cost of bringing the game’s pacing to a screeching halt. My drug-addled mind was having a really difficult time remembering what the fuck was going on in the game, but by the time I got those three passcodes and was able to advance I was not prepared for what came next.

That hangar bay Chris was trying to get to? It never really clued in to me that he wanted to go fly a jet. Not only that, but for once this isn’t going to get confined to a QTE-sequence, the game literally expects me to fly the jet. So imagine me, already confused and high out of my mind when suddenly the game turns into a fucking Steam Early Access-quality arcade flight game! Let me explain just how insane this is: this gameplay segment lasts, like, two minutes, tops. The devs went to the effort of designing an entire arcade-style jet fighter minigame and give you no time to get used to it. It would almost be impressive, except for the part where it controls horridly. Like I said, not only did they have to design this within the engine they’re already using for the rest of this game, but they have to make it as simple as possible so players can understand how to play it immediately. Now, I’m no stranger to arcade flight games – I’ve played a couple Ace Combat games, Rogue Squadron, Battlefield, etc. However, because this flight sequence is using Resident Evil 6‘s control scheme as its base, it’s not using traditional flight controls (eg, left/right control roll, up/down control pitch) to treat this jet like it’s an airplane. Instead, it’s using Resident Evil 6‘s normal movement controls to treat the jet like a human that can’t stop moving forward (eg, left/right on the left stick make the jet yaw hard in that direction and up/down on the right analog stick controls the pitch). Suffice to say, I was all out of sorts with this control scheme and it probably wasn’t (only) the drugs that were making it so difficult to understand. The way this whole sequence is put together reminds me of the Fallout 3 train hat, I wouldn’t be surprised if there was all sorts of sorcery involved behind-the-scenes to make this sequence actually work in-engine. It’s glorious and by this point I was laughing my ass off at the absurdity unfolding on my screen.

It only gets better though. Piers jumps out of the plane and runs over to deactivate the missile, instead of, y’know, landing right beside it or shooting the fucking missile with the goddamn jet. Since I was playing Chris, the game then turns into a sequence where you hover in mid-air and provide air support to Piers (which, being honest, sounds really boring for the person who gets stuck playing Piers in this scenario). Oh and to make things even better, suddenly a giant fucking mutant J’avo appears from under a tarp and starts chasing after Piers. By this point I had completely lost it, I was laughing my ass off at how absurd this level had gotten. To make things even better, my wife happened to call at this time (she was away seeing family that evening) to say good night and in my drug-induced delirium I tried to explain just how batfuck crazy this level was. That went about as well as you could expect.

Anyway, despite all your efforts one of the missiles gets away “because plot” and Chris and Piers feel bad. While this is technically the end of the chapter right here, the lead-in to Chapter 5 is just as ridiculous and bears mentioning. Chris and Piers are just chilling in their airplane when they get a radio call from Leon telling them to go rescue Jake and Sherry Birkin at an underwater lab. Oh, also, Jake is Albert Wesker’s son, which Chris clearly holds against him. They do what Leon said and head down an underwater elevator, where Chris tells Piers that he’s going to retire when this is all over and that Piers will be his successor. Like, recall what I said earlier – the whole point of this campaign was Chris wanting to get revenge on Ada Wong for killing his men and that got resolved halfway through the last chapter. By having a whole other chapter after that point, the game suddenly has to come up with entirely new directions to take the characters and story which ring hollow given how rushed they are. This is the problem with the way Resident Evil 6 structures its four campaigns – they aren’t four self-contained narratives that, combined, tell a wider story. Instead, they’re three four that weave in and out of each other inextricably. As a result, you’ve got the actual story of Chris’ campaign told by the end of Chapter 4, but then we need Chris and Piers to provide co-op in Jake’s campaign so suddenly they’re given a whole other chapter to go resolve things for someone else’s story. The result is four campaigns that are trying to tell one epic narrative but instead tell four unsatisfying narratives.

Resident Evil 6 has been a ridiculous, insane trainwreck and I have to say that Chapter 4 was undoubtedly the best experience I’ve had in the whole game. The way that it goes from boring tedium to full-on batshit lunacy with a straight face the entire time is just baffling when you sit down and think about what the game is actually making you do. I’ll have a full Love/Hate out for Resident Evil 6 when I’ve gotten through a couple more games in the franchise, so hopefully that will be done before the end of the year. In the meantime, I had to give this chapter its own entire write-up because holy shit did it ever leave me in hysterics.