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 Evilgames 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
Fucking hell it took 2 explosions, 10 shotgun shells and 55 rounds of machine gun ammo to kill 1 chainsaw guy. On fucking Normal difficulty. What the actual fuck RE5!?
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.
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.
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 2 – REmake 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.
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.
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.
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. Unlikesomebands, 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.
“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.
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.
Oh hey, it’s time for me to be a corporate whore and provide an update of my opinions on what the best Reese’s products are. As before, I’m not exclusively going over “official” Reese’s products, but any exceptions are done at my discretion. I’ve also once again excluded the original Peanut Butter Cups from the list, because they’re just timeless and the default baseline for quality (and therefore would just end up on the lower half of the list for being less interesting, which I feel is unfair for something that good).
Also, I really don’t know how regularly I’m going to update this list. Updates depend, of course, on Reese’s releasing new products, which is inevitable but also unpredictable. Maybe I’ll update again in 2022, maybe not. That said, I also don’t really like effectively copy and pasting the same list with minor updates every couple years, so we’ll see. Maybe this will be my last, definitive list and we’ll keep it at that. Who knows?
Oh, and I stopped by the Hershey store in Niagara Falls in summer 2020 and picked up some new Reese products (which I added to this list) and some Reese socks… which I proudly wore to my own wedding. I liked them so much that, sadly, I’ve already worn a hole though them. A nerd and a corporate whore? Yup, that’s me.
Anyway, without further ado, let’s get started!
49) Reese Mix – These things got a dishonourable mention in the original version of list because they’re way too expensive for what you get, so I could never bring myself to buy them. However, my (at the time) fiancé knows I like to try new Reese products and hadn’t seen one of these before so she bought me a couple. So, it turns out that Reese Mix are kind of worse than I expected. I mean, it’s just the sum of its parts – peanuts, pretzel, Pieces and Minis, but the pretzel bits are really salty. On the one hand, this just makes you want to eat the Minis more to counter-act the excessive salty taste, but it’s a pretty bad look when your snack food is actively making me want to ignore parts of it to get to the bits I like. Plus, the saltiness is so prevalent that the taste has been passed over to everything else in the package anyway. All-in-all, it’s not the ideal way of eating any of the ingredients and I’m 100% certain you could make your own Reese Mix that would not only taste better but be far cheaper overall. Hell, the neighbourhood pre-teen entrepreneur could make a killing on knock-off Reese Mix and they’d taste better. These things are just all-round failures as far as I’m concerned.
48) Reese’s Ultimate Peanut Butter Lovers Peanut Butter Cup – These are a disaster. You’d think that a peanut butter cup made entirely out of peanut butter would be tasty but then you try it and, oh yeah, it really is entirely made up of peanut butter. It’s interesting how Reese have been advancing their technology to make half-and-half shells or shells that aren’t chocolate at all, but this is just science gone mad. Think about it – you’re basically just eating several large globs of peanut butter that is too rich and too sweet and it goes against the whole idea of Reese, that chocolate and peanut butter are a match made in heaven. Never again.
47) Reese Puffs – Reese Puffs are the KFC Double Down of the breakfast cereal world: breakfast cereals are already towing a fine line trying to justify themselves as something other than sugary junk food, but Puffs shit all over that line and head into territory that’s just disgusting. I mean, the tag line when I was a kid was that they’re “Reese, for breakfast!” Yeah, uh, no thanks. I mean, I like Coca-Cola, but I don’t want one until after noon at the earliest because who starts their day that way? Fruit Loops and Lucky Charms at least pretend like they aren’t pure sugar in a bowl, but Reese Puffs don’t even put up a pretense about what this product is. I had these maybe once as a kid, and even then I was not taken in. Of all the things on this list, if I had to sacrifice one Reese product for the good of humanity, this is the one I’d cast into the fire.
46) Reese’s Pieces Peanut – These might have been the first Reese’s product I’ve ever tried that I will straight-up never buy again. Like, at least I like parts of the Reese Mix, but these? Reese’s Pieces Peanut is so… bleh. Nothing about it worked for me – the salty peanuts just didn’t gel with the peanut butter taste, and since they’re Pieces there’s no chocolate in them to balance out the peanut butter. So basically, you’re just eating a bag full of crunchy, salty peanut butter. It’s super disappointing and I hated it.
45) Reese’s Mallow-Top Peanut Butter Cup – I don’t like marshmallows. With this in mind, when I saw the Reese’s Mallow-top I knew that my enjoyment of it was going to hinge on whether the white top actually tastes like marshmallow or not. Well, I’ll tell you one thing, I’ve got to give some props to the marketing and R&D team because boy does that top taste like a marshmallow. Unfortunately, that also means that there were revolting to me. Maybe that’s just my preferences tanking this product for me, but if you’re a big marshmallow junkie then this could easily be a big hit for you.
44) Reese’s Peanut Butter Clusters – Imagine a Reese’s version of Turtles chocolates – that sounds amazing, right? Just swap out the caramel in Turtles with peanut butter and we’re golden. However, I was very surprised by how underwhelmed I was with Clusters. You’d think that taking a Turtles and then adding peanut butter to it would just make Clusters tastier and better by default, but I’m not particularly keen on them. Personally, I don’t feel like the peanut butter really adds much to the taste. If anything, it makes them a bit too sweet, to the point where I’d rather have a Turtles chocolate instead. Hell, I’d rather have a knock-off Turtles chocolate like Almondillos instead of a Clusters. However, the real crippling issue with Clusters is that they also ripped off the worst part about Turtles – they are bloody expensive. Like, I’m talking $7 on the low-end for a small box of these things. I’ve actually seen them selling for as high as $10 before! And, like Turtles, you’re not getting enough chocolate in that box to make that steep price worth it. If you see any marked down 50% after Christmas is over then they might be worth the purchase, but I would never pay full retail price for these again. In fact, I did pick a box of these up at 50% off on Boxing Day for about $5 and I’m still pretty iffy on whether they were worth that price.
43) Reese’s Half-Pound Peanut Butter Cup – In the original version of this list back in 2018, I made a joke about how a half-pound Peanut Butter cup was just too much Reese’s to actually enjoy yourself… well, I went and bought one to test out that theory. It is, indeed, a huge peanut butter cup and, as expected, way too much to eat by yourself in one sitting. I got about halfway through before it started to make me feel that sickly feeling of peanut butter and chocolate overload. These things are just too rich and it’s not like they’re cheap either (over $5 for one), so I can’t really see why someone would go for one of these other than as a gimmick… that said, a couple weeks after I finished it, I was sorely tempted to get another. There’s something about the extra sweetness of a half-pound cup’s ludicrous excess that justifies its existence and tempts me, but in my head I know that it has so many caveats that it’s not really worthwhile.
42) Reese’s Popped Snack Mix – Sure, this is basically one of those shitty Reese’s Mix packages, but the addition of chocolate-coated popcorn makes enough of a difference that it actually improves the overall package. Instead of just having a bunch of excessively-salty filler to slog through and then some compromised Miniatures to actually enjoy, the addition of the popcorn at least gives you something else to make the whole package feel worthwhile. That said, these still have most of the same weaknesses as a regular Mix, including the excessive saltiness and the high price, but at least the tasty popcorn make it a much more balanced product if you do decide to indulge in it.
41) Reese’s Whipps – I swear that I tried one of these things when I was a kid, but I can’t remember much about it, it didn’t leave any sort of fond memories. I don’t recall it being bad, but there’s not much else on this list that I wouldn’t rather have instead. I’d probably buy one just for the memories if I saw one, but it isn’t a particularly interesting choice. That said, considering that it’s like 90% nougat I can see why it wouldn’t leave much of an impression either.
40) Reese Bar – I’ve had a Reese Bar a few times, but I’ve never been particularly impressed. Maybe it’s just me, but these things are too big and push over the limit where you’re getting “too much” sweetness. Plus they don’t hold together very well – I always find that if you try to break pieces off of the bar it caves in on itself and the peanut butter filling is very soft, almost liquid. They’re certainly edible, but whenever I buy them I inevitably will tell myself “Oh right, that’s why I stopped buying these things.”
39) Reese Blizzard – So I usually order a Reese’s Blizzard on the rare occasion where I go to Diary Queen, but that said I definitely have issues with them. For one thing, Dairy Queen Blizzards are stupidly expensive in general, and keep getting worse year after year. Furthermore, if I order anything more than a medium, I feel gross afterwards. I mean, think about what you’re actually ordering: you’re basically eating 3 or more packs of Peanut Butter cups, in addition to the ice cream itself. I have gotten sick from the sweetness overload on multiple occasions… not that that stops me from ordering them again, but the fact that these things literally can make me feel sick makes them harder to recommend than nearly everything on this list.
38) Reese Minis – They aren’t quite as satisfying as a full-sized Peanut Butter Cup, or even the wrapped Miniatures for that matter, but Reese Minis are a nice little treat. The fact that they come in resealable bags is great, it helps to make them last and not over-indulge in them. There are 2 varieties of Minis available too, regular and white chocolate. The variety is nice, but I tend to lean towards the white chocolate – for one thing, I think that they taste better, and Hershey’s rarely sells white chocolate Reese products north of the border so I’ll take whatever avenue I can get for that fix.
37) Reese’s Pieces – These things are iconic, easily the second most popular Reese product after the original peanut butter cups, in part thanks to the textbook usage of product placement in E.T. which made everyone want to try them. While I enjoy Reese’s Pieces, I find that their quality is wildly inconsistent. Sometimes I’ll buy a box and they just don’t taste all that great. I’m not sure if it’s inconsistent recipes, poor quality control, corner cutting, or what. When I was in high school I remember several occasions where this would happen, so it was like a flip of the coin on whether I was actually going to enjoy my box of Pieces or not and it completely soured me on them. Don’t get me wrong, I’ll still have Pieces on occasion, but I don’t care for them nearly as much as some other people might and I don’t actively seek them out.
36) Reese’s Crispy Crunchy – I was pretty disappointed by this thing. It’s essentially a Crispy Crunch bar, which I do really like, but bigger and with peanut butter and nuts added to the mix. Wow, how can that possibly go wrong? Well… it did somehow, because I would rather have a Crispy Crunch, no contest. This bar tastes like a cheap, dollar store knock-off of a Crispy Crunch rather than a product put out by a major chocolate manufacturer and nothing about it really “works” for me. Hell, it doesn’t even deserve to be a Crispy Crunch knock-off, it’s a freaking Butterfinger knock-off. Just unfortunate all around.
35) Dark Reese’s Peanut Butter Cups Thins – Holy shit, they weren’t kidding when they called these things “thins”. They’re, like, half the size of a normal cup at least! Clearly intended as a “diet” option for the calorie-conscious, the chocolate on these is much harder and denser by necessity in order to keep the cup from collapsing on itself, and there’s far less peanut butter inside than usual. They’re certainly not bad, but… like, if you’re trying to be calorie-conscious and eating these as a result then you’re not going to be making much of a difference. Meanwhile, my indulgent ass is just going to be gravitating to the full-sized versions of these instead. Of the three varieties that launched with the “Thins” label, the dark chocolate is my least favourite, but it’s still worth checking out.
34) Reese’s Peanut Butter Cups Thins – I have to give the milk chocolate thins the slight edge over their dark chocolate counterparts, but honestly there’s barely a difference. They’re still tasty, still thin and still a fool’s refuge if you’re looking for something that’s actually calorie-conscious.
33) Reese’s Dark Chocolate Miniatures – I was on vacation in Niagara Falls in the summer of 2020 when I found these at the Hershey store and bought a big bag of them. I’m glad I did too because I haven’t seen any since then. I don’t typically care for dark chocolate, but I can imagine that particular taste working well with Reese’s peanut butter. Unfortunately, the balance just isn’t quite there in Reese’s Miniatures, meaning you get just a bit too much dark chocolate for my liking and not enough peanut butter. If you like dark chocolate anyway then this probably isn’t a negative, but for me it manages to tip a very delicate balance in the wrong direction.
32) Reese’s Chocolate Lovers Peanut Butter Cup – I’m not entirely sure who this product is for. It’s just a peanut butter cup, but with slightly less peanut butter and slightly more/somewhat richer chocolate. It’s like they tried to design a peanut butter cup for people who don’t like peanut butter cups… but still left a lot of peanut butter in there so it doesn’t even accomplish that. Oh, and it only comes with 2 cups, so I really don’t see why someone would buy these over other Reese’s products, except as a gimmick. Don’t get me wrong, I enjoyed this well enough, but I just don’t understand why these exist when they’re so similar to a regular peanut butter cup, but with less in a package.
31) Eggs, Hearts & Christmas Bells – This entry covers a couple seasonal Reese’s variants under one umbrella; they don’t really deserve to have their own separate entries, since they’re all basically the same product in different shapes and packaging each time. The Christmas Bells, Valentines Hearts and Easter Eggs are, in essence, seasonal versions of Reese’s Miniatures – small, individually wrapped peanut butter cups with a shape based on the season they’re made for. They’re great, and if you find some of these in your Christmas stocking or on an Easter egg hunt, you know that whoever bought the chocolates was slaying it this year. Always a welcome gift, although the one thing keeping them a bit lower is that, as seasonal releases, Reese price gouge you for them. On the flip-side, as soon as the holiday is over the prices will get slashed in half so you can get lots of them cheap, so it’s a bit of a trade-off.
30) Reese’s Peanut Butter Lovers Peanut Butter Cup – The Peanut Butter Lovers cup definitely comes out on top compared to the Chocolate Lovers. That said, neither of them do much to stand out, instead just providing a bit more of a niche for a Reese’s lover. What makes the Peanut Butter Lovers cup stand out is that the top quarter of the cup has been replaced with shaped peanut butter, which naturally gives the whole cup a more pronounced peanut butter taste. I’d say that it is more akin to the taste of a Big Cup, just in a smaller package. It suffers the same sort of issue as the Chocolate Lovers cup where the difference isn’t a big deal and there are only two cups in a package, but I’d have to say that the Peanut Butter Lovers does a little bit more to stand out and at least it still has some chocolate in it, unlike the disastrous Ultimate Peanut Butter Lovers Cup.
29) Reese’s Nutrageous Bar – I’m kind of surprised that I hadn’t tried a Reese’s Nutrageous before 2020, considering that they’ve been around since 1994. That said, I can kind of understand why they haven’t become particularly widespread, because this is basically just an Oh Henry! with peanut butter… except that there are also Oh Henry! bars with Reese’s peanut butter in the middle, which taste basically the same and are cheaper, so I struggle to see the point for this product to even exist. The bar itself tastes fine, but I did find the caramel to be particularly sticky, making the bar a bit more of an effort to eat than I was expecting.
28) Reese’s Peanut Butter Cup with Pieces – These things have been around in years in king sized form so it was surprising that it took them this long for regular-sized versions to start being sold. That said, maybe there’s a reason for that, because in standard-sized form they really don’t taste all that different from a regular or crunchy Peanut Butter Cup. The Pieces in this are tiny and all they do is provide a little extra crunch. Not bad by any means, but not much to get excited over.
27) Reese’s Take 5 Bar – The Reese’s Take 5 is a very unique addition to the Reese canon, combining a thin layer of caramel and peanut butter with a pretzel and then coating it all with chocolate. Apparently these have existed for years as their own separate thing but were recently brought under the Reese’s umbrella, which kind of makes sense because they’re unlike any other Reese product. It all comes down to that pretzel, which dominates the taste and texture of the bar, giving it a nice crunch and salty taste. That said, I don’t particularly care all that much for pretzels and there’s a bit of that pretzel aftertaste, which is unfortunate, but I found this bar far more intriguing than I was expecting. I don’t know if I’d buy these with any sort of regularity, but I can definitely see myself trying them again if I encounter any.
26) Reese’s Fast Break – As far as Reese’s chocolate bars go, the Fast Break is definitely one of the better ones. The nougat is very soft and subtle, but it’s the healthy serving of the peanut butter that really makes this thing shine. It’s very simple (basically a Snickers, but with the peanuts and caramel swapped out for extra peanut butter), but it works so well. If I come across one of these again anytime soon I know that I’ll be buying one because these are delicious.
25) Reese’s Peanut Butter Cups Stuffed with Crunchy Cookie – These things sound like an amazing combo… I mean, peanut butter, chocolate AND cookie bits!? Unfortunately, they don’t really live up to the hype. It’s really just a regular Peanut Butter Cup but with a subtle crunch to it from the cookie bits. The cookie bits don’t change the taste substantially, but the crunch is very satisfying. However, you only get 2 cups in these packs, whereas you get 3 in a Crunchy Peanut Butter Cups pack and I can’t really say that it’s worth the difference considering that they taste basically identical in the end.
24) Reese’s Peanut Butter Cups with Crunchy Peanut Butter – I’m not sure if I’m just not remembering these things very well, but the big “crunchy peanut butter” gimmick of this product never actually stood out to me – they always tasted like a normal Peanut Butter Cup, just maybe a bit less smooth. It’s a small difference I guess, but not much to justify having a whole other variation on the market. I think Reese agreed because I haven’t seen one of these things in years and imagine they were probably discontinued. It’s too bad though, just remembering that these exist makes me hungry for one…
23) Reese’s Miniature Cups – On first glance, these might just seem to be the same thing as the aforementioned Minis, but there are a couple notable differences which make Miniatures stand out. First of all, Miniatures are all individually wrapped and are maybe about twice the size of an individual Mini. This might not seem like a huge difference, but for whatever reason, Miniatures just taste better to me. There just seems to be more quality put into each one and the size makes for a better balance of chocolate and peanut butter taste. Plus, they come in regular and white chocolate versions, which just helps to vault them over the comparable seasonal Reese’s chocolates, in my opinion.
22) Christmas Trees & Easter Eggs – At first glance, these appear to be nothing more than low-effort, cheap holiday cash-ins (hell, that “tree” is more reminiscent of a chocolate turd than an evergreen). However, these things over-deliver in a big way, being enormous compared to other Reese products and are stuffed with that delicious peanut butter. Plus, unlike most seasonal chocolate, they actually tend to be priced reasonably. The fact that they come in regular and white chocolate varieties is just icing on the cake. I fondly remember buying these things all the time around Christmas when I was in university. Hell, I would not be surprised if I was eating a Reese’s Peanut Butter Tree while writing some of the earliest posts on this blog.
21) Reese’s Easter Eggs with Pieces – Reese’s have clearly figured out the answer to the question “How do you make a Reese’s product better?” Answer: Just added Pieces. That’s really the only difference here between regular Reese’s Easter Eggs and these, but it’s enough of a difference that it deserves its own entry. I haven’t seen Reese’s Christmas Trees with Pieces yet but I’m sure they’ll exist by soon enough.
20) Reese Swoops – I can remember back when Reese Swoops first came out and really enjoyed them at the time. They had a very unique taste and texture that no other Reese product has had before or since. I was saddened when I heard that they were discontinued. If you never got the chance to try one, imagine a Pringle made entirely of chocolate and with a little Reese’s peanut butter swirl mixed in directly with the chocolate. Suffice to say, they were delicious and it was easy to forget just how much chocolate you were consuming as you scarfed them down, especially considering that they were originally intended as a “lite”, diet chocolate.
19) Reese Big Cups – Unlike some of the Reese’s products I mentioned earlier, while Big Cups tow the fine line between decadence and overindulgence, I feel like they strike the perfect balance where I feel just guilty enough. I definitely feel like I’m pushing some limits with a Big Cup, but I never feel like they’re too much or like I’m going to be sick or disgusted with myself for having one. There’s got to be some Catholic priest on staff at Hershey HQ who’s doling out the exact measurements of guilt that are acceptable whenever a candy bar is released and goddamn he towed the line flawlessly with the Big Cup.
18) Reese’s Big Cup Crunchy – It’s a Big Cup, but with peanuts in it. It really simple and doesn’t make a major difference in terms of the actual taste, but I’d be lying if I said that the crunch of the peanuts isn’t really satisfying. Literally, that’s it, I enjoy the crunch of the big peanuts pieces more, that’s enough to put it over the regular Big Cups and Cookie Big Cups for me.
17) Reese’s Outrageous! Stuffed with Pieces – The naming convention for this chocolate bar is pretty weird. It’s a Reese’s Nutrageous bar… but the nuts have been replaced with Reese’s Pieces. I don’t know why they didn’t just come up with a completely new name, especially since they make sure to specify that the bar is stuffed with Pieces anyway, but whatever, I’m not a big marketing exec now am I? In any case, the Outrageous bar is quite good! In fact, it is significantly better than the original Nutrageous bar. It tastes very similar to the peanut butter Oh Henry! bars, minus the nuts of course, and adding in Pieces always makes a Reese’s product better by orders of magnitude. My only real complaint is that the standard size version is quite small for a chocolate bar and, like the Nutrageous bar, the caramel is still a bit too sticky, but it is a tasty treat regardless.
16) Reese’s Big Cup with Pretzels – I’m not a huge fan of pretzels, so I was a bit wary of putting them in a peanut butter cup where the saltiness could overpower the perfect balance of chocolate and peanut butter. Thankfully, I actually had it backwards, because the pretzel taste is overwhelmed by the peanut butter and chocolate. What gives this a leg up is the fact that the surprisingly-big chunks of pretzel you get give you the most “crunch” of any Reese add-on I’ve ever tried and if you’ve learned anything about me thus far it’s that I love me some crunch. This was good enough that after I finished by one-cup package I was sad that I didn’t have a second cup to go with it, which is about as good an endorsement as I can offer. Will definitely buy again if I see any.
15) Reese Sticks – It shocks me just how good these damn things are. If you thought peanut butter and chocolate were a match made in heaven, Reese Sticks prove that 3 thin strips of wafer make a case for a hot threesome. Just… these things are brilliant. They sell smaller versions in the same sorts of bags as Minis too, and they are so addictive that you risk scarfing down half a bag in one sitting if you’re not careful. If you’ve never tried these, then seriously, freaking do it.
14) Hershey’s Milk Chocolate with Reese’s Pieces – I normally don’t care about a Hershey’s bar; the milk chocolate is tasty but it’s a boring product as far as chocolate options go and so they’re almost always overshadowed by more enticing treats. However, the fusion of Reese and Hershey bar really surprised me – the bits of peanut butter taste and the crunch from the Pieces gives the simple Hershey’s bar some more flavour than usual and there’s even little bits of peanut added in for added texture and taste! All-in-all, it’s pretty similar to the M&Ms Bar (which I do really like), but much better!
13) Reese’s Dark Chocolate Peanut Butter Cups – Like I said with the miniature and thin versions of these things, I don’t typically care for dark chocolate, but I had a feeling that dark chocolate would work really well with Reese’s peanut butter. That said – goddamn, I was not expecting them to be this good! Like, given the choice between these and regular peanut butter cups I’d say that I’d go with the dark chocolate ones more often than not (assuming the number of cups in a package and the price are equal). The balance between dark chocolate and peanut butter is so much better in the full-sized cups compared to the minis or thins. Compared to standard peanut butter cups, these have a bit of a richer taste to the chocolate which works spectacularly with the peanut butter. These get a hearty recommendation from me, whether you like dark chocolate or not.
12) Reese Crunchers – These might be the most surprising entry on this list for me. I saw a package of these at a gas station and, similarly to Reese Mix, the price seemed steep but I figured I’d give them their one shot to impress me. The price is definitely a bit too high, but bloody hell are they worth the cost. They’re kind of like little, delicious bite-sized clusters and just writing about them is making me want to eat the package of them sitting beside my desk. (Post-script: Yeah, within 5 minutes I had that package opened and was scarfing them down greedily.)
11) Reese’s Outrageous! Crunchers Stuffed With Pieces – These things are nearly identical to regular Crunchers, but they’ve had miniature Pieces added in. That gives them the slightest of edges over regular Crunchers for me, but they’re so close that you can’t really go wrong either way. That said, if you have to pick between the two in a pinch? Outrageous! Crunchers, 100% of the time.
10) Breyers Reese Ice Cream – Breyers’ Reese ice cream has some big legs up on the Reese Blizzard which propel it so far up the list. For one thing, a whole container of Breyers ice cream can be purchased for about the price of a Blizzard… even less when they go on sale for around $4 on the reg. Secondly, the ice cream is flavoured to actually complement the peanut butter cups in there, which makes it taste better than a Blizzard in general. Thirdly, you control the portioning, so you shouldn’t ever feel sick when eating this. Whenever I see this product on sale at the grocery store, I love to pick it up because I know that I’ll get to enjoying it on a hot day. Still less economical than, say, buying a big tub of vanilla ice cream, but it’s Reese ice cream, can you blame me if I want to indulge a little sometimes?
9) Reese’s Crunchy Peanut Bar – You’ve probably gotten the idea by now that I like my Reese’s peanut butter with a crunchy texture and the Crunchy Peanut Bar may just be the best way to experience that particular taste. There is a lot of peanut butter in this surprisingly-wide bar, so peanut butter lovers are going to be over the moon. Taste-wise, it’s very comparable to the King Size Crunchy Peanut Butter Cups, but you get a lot more here and in a more convenient package. I checked this out on a whim and I came away very impressed.
8) White Reese’s Peanut Butter Cup Thins – White chocolate Reese’s are the best and these thins offer one of the most convenient ways to get ahold of them. They are quite comparable to their full-sized counter-parts and don’t feel like a sacrifice in quality like, say, the White Chocolate Minis. They are also by far the sweetest option between the three Thins varieties, but they are just so damn good that I’d pick them nearly every time.
7) Reese’s Peanut Butter Cup Eggs – I overlooked these things on previous versions of this list, which isn’t too surprising considering that Reese’s have at least 5 distinct Easter egg products. However, Peanut Butter Eggs are easily one of the best seasonal variants out there, so I do feel bad for missing them for so long. Unlike the aforementioned Reese Easter Eggs (which are mostly peanut butter with a thin chocolate shell) and Mini Eggs (which are bite-sized treats), Peanut Butter Eggs are a nice sized egg with a thick chocolate shell around a generous interior of delicious peanut butter. I love them, but their only real drawback is that they’re expensive. Individually-wrapped Peanut Butter eggs are about $1.50 each, but if you want a bag of them you’re looking at about $15+. Unlike some expensive Reese’s products though, I’d actually be tempted to spend this on Peanut Butter Eggs, because they’re just that good. That said, I’ll always prowl the local Walmarts and Giant Tigers when Easter is over to find bags of these things at discount prices, but you have to be quick because they usually get snatched up within hours of opening on the day after Easter.
6) Royal Reese’s Brownie Blizzard – My God, a Reese’s Blizzard is already tasty enough, but this one was so over the top that it was unbelievable. A peanut butter filling and brownie bits in addition to the Reese’s Peanut Butter Cups? Holy crap, this thing is completely amazing. Like most Dairy Queen products, it’s insanely expensive, so you’re only going to be indulging in this kind of thing on a special occasion, but man… that special occasion is going to be the freaking best. This product is also discontinued as of the time of writing this, but if you tried one then you know the magical time that the Royal Reese’s Brownie Blizzard graced us with.
5) Pieces Eggs – The most exciting part of the Easter season for me is that the Easter chocolates are going on sale. For most people, that means Cadbury Mini Eggs, but for me that means Pieces Eggs. While Pieces themselves don’t set my world on fire, Pieces Eggs are a whole other animal. To put it simply, Pieces Eggs are quite a bit bigger than a regular Reese’s Pieces and have 2-3x more peanut butter filling, so they’re far more satisfying to me. The only real issue is that, like all Easter chocolates, they charge you through the nose for them. That said, I’ve paid nearly $20 for a big bag of Pieces Eggs before, which pains me, but it’s (just barely) worth it and that bag will probably last me for months when all is said and done.
4) Reese’s Peanut Butter Franken-Cups – I made the bold declaration that these Halloween chocolates were the best Reese’s product I had ever had the first time I tried one and while I have cooled slightly since then, they’re still easily the best seasonal variant I’ve ever tried. The reason for this is simple – that green creme you see? That’s not mint like I originally thought. It’s basically just green-coloured white chocolate. In other words, Franken-Cups are half milk chocolate, half white chocolate peanut butter cups. Can you see why I got so enthusiastic about them? Taste-wise, they’re quite close to a white chocolate peanut butter cup, but a tad less sweet, hence why I was so enthusiastic about them. Having had them a couple more times alongside white chocolate peanut butter cups, I still have to give the edge to the full white chocolate cups, but the fact that a new product was able to get so close is remarkable in itself. Plus they came in packs of 3 or 4, which is freaking generous as far as promo Reese products go.
3) Big Cups with Reese’s Pieces – Who is the diabolical candy-making genius who thought up this decadent combination? Taking a big cup and then adding a whole additional candy into it is just such a brilliant mixture that I have to applaud it, even if it might be enough to break that delicate balance that Big Cups strike and put them on the side of over-indulgence. They’re as good as they look, but I definitely feel some shame afterwards for how decadent they are… not that that has done anything to stop me from eating several of these since they first came out.
2) Miniatures with Reese’s Pieces – As I predicted in my original rendition of this list years ago, Miniatures with Reese’s Pieces are the perfect version of the “just add Pieces” puzzle which Reese has been pursuing the past few years. Whereas Big Cups with Pieces feel like they’re too decadent, Miniatures with Pieces give you the benefit of portion control. Unlike some of the other, smaller “just add pieces” products, Miniatures are just big enough that you can distinctly taste the crunch of the miniature Pieces. They are small enough that you can eat a few at a time without feeling like you’re going overboard, although you know that some people are going to eat the whole damn bag at once.
1) White Chocolate Peanut Butter Cups – Dear God, white chocolate Peanut Butter Cups are still absolutely amazing. There’s only 2 of these in a package, compared to 3 in a regular package of Peanut Butter Cups. When I was in my early teens they sold these everywhere in Canada, but for a decade or more they were bloody impossible to find here. I’ve seen enterprising international candy-sellers listing these things for $5 EACH, and I love these so much that I begrudgingly bought 3 packages of them. Hell, I’ve considered dropping $60 or more of a whole box of them on Ebay, because they are just that good. The white chocolate Minis aren’t nearly the same, and while the white chocolate Trees and Miniatures get close, they’re still hard to get ahold of and nothing quite matches just how good a white chocolate Peanut Butter Cup is. That said, in recent years I have been finding these on sale more often at specialist chocolate stores, so I try to get a few packages on hand to enjoy on special occasions and they’re always just the goddamn best. While these finally got some legitimate competition from the Franken-Cups, white chocolate Reese Cups are still the absolute best.
As I havestatedinthepast, I’m a long-time fan of Warhammer 40,000. I love the building, painting, battling, lore, etc but one area where I feel like I have been always lacking is the fleshing out of my characters and army’s lore. I usually just come up with a name for the army, maybe name a few characters and then leave it there – any “lore” they get tends to be built up organically from campaigns or impressive deeds during battle. Perhaps the most neglected of my forces is my Adepta Sororitas, which is particularly egregious since they’re also my favourite army. I’ve had this army for more than eight years now and I hadn’t even given my Canoness a name! Well, I decided it was finally time to give my army a proper identity, which was originally just supposed to be a few paragraph overview but it quickly started ballooning into a full-on army profile with several prominent named characters and personalities and a full-on photoshoot. So… yeah, where better to host that then on I Choose to Stand? It’s something a bit different compared to what I usually do around here, but I’ve been considering hosting some creative writing here for a while. Who knows, maybe this will become more of a regular thing in the future? In any case, enjoy…
The 51st Commandery
Stationed in the shadow of the towering spires of Balor’s refineries, billowing plumes of smoke to choke the atmosphere, the shrine-bunker of the 51st Commandery of the Order of Our Martyred Lady stands resolute, a bastion of the Emperor’s light. Within its cavernous halls is a convent of approximately 200 Sisters of Battle who have operated from Balor for more than a century. Following the massacre and martyrdom of much of the Order of Our Martyred Lady during the Third Battle for Armageddon, a contingent of veterans of the battle, led by the newly-minted Canoness Commander Petronilla Magdelaine, were sent to Balor to establish the 51st Commandery. Their founding mission was to provide support to the Order Fenestrus, escorting them to perform their holy duties in war-ravaged worlds in the vicinity of Balor.
However, the nature of the 51st’s mission has changed since its fourth Canoness Commander, Maria Orantes, has assumed the mantle of authority. Her predecessor, the long-serving Angela Impassia, was martyred in defence of a holy Imperial shrine on Rascella. Their position was unexpectedly overrun by Necrons and Angela gave her life to ensure the safe retreat of the Order Fenestrus. This also bought time for her sisters to reorganize and push the xenos back, but by the time they did so there was little left of Angela Impassia to salvage – having been hit by scores of gauss beams, all that could be found of her were a few scraps of cloth.
In addition to the Order of Our Martyred Lady and the Order Fenestrus, the 51st Commandery’s shrine bunker hosts pilgrims, missionaries, relic-hunters of the Order Pronatus, Hagiographers and a handful of members of the Order Familius, among others.
Following the death of their commander, the 51st Commandery had to choose a new leader to carry them forward. While the role of appointing a successor ultimately falls upon the shoulders of the Order of Our Martyred Lady’s Canoness Superior, in practice the decision is often too minor for the Cannoness Superior to personally oversee the selection. It would require a Commandery of crucial strategic importance for her to put her full attention into the decision and the 51st had not earned that level of distinction. As a result, the decision was to be delegated amongst the veterans of the Commandery and this selection would then be passed up through the chain of command for approval. This was how the selection was intended to worth in theory, but in practice the appointment could also be influenced by other interested parties capable of catching the ear of the Ecclesiarchy.
When it was announced that Maria Orantes had been selected as Canoness Commander, this proved to be controversial. The first reason for this was that, while Maria Orantes was unquestionably an esteemed warrior and battlefield leader, command was expected to be passed on to the favourite among the 51st’s veterans, Sister Superior Ludmila Stanbridge. Ludmila had long been seen as the logical successor to Angela Impassia, having proven herself a capable battlefield commander and was dedicated to strengthening the 51st’s relationship with the Order Fenestrus. There were several other candidates in the running for command, including Maria Orantes and Ludmila’s twin sister Sophia, but it was clear that Ludmila held the largest share of support amongst the veterans of the 51st.
The second reason that Maria Orantes’ selection as Canoness Commander proved controversial was that it was strongly believed that the choice was made, or heavily influenced, by someone outside of the Order of Our Martyred Lady. Despite the 51st’s clear desire for command to go to Ludmila Stanbridge, it is not unheard of for the Canoness Superior to select a successor who more closely fits her vision for the Commandery, or even send a Canoness from a completely different commandery to fulfill the role. However, this has done little to stave hushed speculation throughout the halls of the 51st Commandery’s shrine-bunker. While there is no physical evidence to support these suspicions, it is believed that the Ordo Hereticus played a hand in the selection. The Ordo Hereticus have been active on Balor for millennia, but their influence on the 51st began to be felt during the early parts of the Rascellan campaign and has only become more hands-on since Maria Orantes has assumed command. While the Ordo Hereticus and Adepta Sororitas have worked closely since their inception, there are still some among the 51st who express concerns about their loss of autonomy, feeling like they have become puppets to the Inquisition.
Foremost amongst the non-militant orders in the 51st Commandery are a number of Hospitallers of the Order of Serenity who have been ensuring that no sister martyrs herself lightly. While there are several Hospitallers serving in the shrine-bunker and abroad, the two most distinguished members amongst the 51st are Perpetua Kazuhera and Euphemia Pacifica, who have accompanied Maria on several crusades now and saved countless lives in the process.
In spite of all this, perhaps the most controversial aspect of Maria’s selection as Canoness Commander was that her methods differed greatly from those of her predecessors. As soon as she took command, Maria set about preparing the 51st for war. No longer would they be acting as support for the Order Fenestrus, they would be taking the fight to the heretic and xenos directly. For nearly a century the blood of countless martyrs of the 51st had been spilled providing support to the Order Fenestrus. As a result, this mission had taken on a holy significance among many of the veterans of the Commandery, especially among those who supported Ludmila, so this dramatic shift was met with strong opposition. However, it was only Maria’s unimpeachable faith and force of will which kept the 51st Commandery from fracturing entirely.
In her decades of service among the 51st Commandery, Maria had become well-known for her faith and fervour, which reached a level of devotion that was notable even amongst the pious ranks of the Adepta Sororitas. However, it was not always so. In the early years of her service among the 51st, Maria’s adherence to the tenets of the Ecclesiarchy was found wanting and so she was stripped of her place among the Battle Sisters and forced into the Sisters Repentia. Here, exposed to all the dangers of an uncaring galaxy with little more than her desire for redemption, Maria found her faith not only renewed but redoubled as she hurled her body at the Emperor’s foe and laid them low with the roar of her eviscerator. When her tenure in the Repentia was completed, Maria’s renewed faith found herself quickly rising in prominence among her peers until she reached the honoured ranks of the Seraphim. However, this was not enough and Maria voluntarily surrendered herself to the Repentia for a second time. It was a shocking decision as, even then, Maria was seen as a beacon of faith by her comrades. However, Maria declared to them that her faith had never been stronger than when she was in the Repentia and that she desired to temper it there once more. When this second round of trials was completed, Maria’s convictions were stronger than ever and she quickly became the Sister Superior of the 51st Commandery’s Seraphim and held this rank until her promotion to Canoness Commander.
The Emperor laid down his life so that we may live, to bring about this great Imperium. The least we can do is put our lives in His hands, to cast aside our armour and clad ourselves in pure faith. If we die, we do so knowing that it is for His glory, not our own.
-Maria Orantes, Seraphim of the 51st Commandery
Whatever differences there were when Maria Orantes assumed command, none of her Sisters could find fault in her belief and so even the most ardent skeptic among the Commandery was willing to give her a chance to either prove or damn herself. This took the form of a series of holy wars into Imperial worlds around Balor contested by expansionist xenos forces, the Necrons and the T’au. It soon became undeniable that purging these hated foes breathed new life into the sisters of the 51st and opinion began to shift in Maria’s favour. If there was any doubt about the righteousness or divine will of her cause, that was quickly washed away with the opening of the Great Rift, the start of the Indomitus Crusade and the fiery Morvenn Vahl’s promotion to Abbess Sanctorum, which saw Adepta Sororitas of all Orders across the Imperium rising up to make war.
In recent times, the 51st Commandery has been seen fighting Necrons, Tau and Tyranids ravaging worlds in the Ultima Segmentum, before being forced back towards Balor to deal with the Blood Crusade. Most recently, they have been seen fighting under the command of Morvenn Vahl herself in the Charadon system…
Forces of the 51st
Foremost amongst the heroines of the 51st Commandery is the Canoness Commander herself, Maria Orantes. After her two tenures in the Repentia, Maria has come to favour the eviscerator, both as a reminder of her trials and as a brutally-efficient instrument of death. Complementing her melee weapon of choice is a sacred inferno pistol of the Order of Our Martyred Lady, said to have been once wielded by a venerated saint. Maria Orantes leads from the front always and her sisters have learned to follow her into battle without question. While her strategic direction for the 51st comes from a deep-seated conviction to bring death to the heretic, xenos and mutant alike, Maria ultimately desires that greatest of all honours – to achieve the status of Living Saint. No member of the 51st has yet attained such a distinction, but Maria desires this goal above all else. When the time comes for her martyrdom, she prays that her deeds may be recounted amongst the venerated names of saints long past.
One of the most influential members of Maria’s retinue isn’t even technically a member of the 51st Commandery. Instead, she hails from the non-militant Order Dialogus, the Order of the Holy Word. Her name is Agnes Aemulator Existens Paternarum and she operates as a fervent and pious spiritual advisor to the Canoness Commander. Her voice can always be heard intoning prayers across the battlefield to embolden her sisters. However, it is no secret that Agnes also operates as an agent of the Ordo Hereticus, providing linguistic and intelligence-gathering support for them, among other duties. It is believed that this close relationship secured Maria Orantes’ bid for leadership, as the tacit support of both the Dialogi and Ordo Hereticus would have been an influential vote of confidence in her favour.
Among Maria’s retinue perhaps the most revered is Felicity Gracelyn, Imagifier of the 51st. In addition to recounting the deeds of martyred sisters among the Order, Felicity holds aloft a sculpture of Saint Joan the Pierced of Armageddon. Joan was a Celestian in the same squad as Petronilla Magdelaine, the first Canoness Commander of the 51st. During the Third War for Armageddon, Saint Joan held off an entire squad of Orks by herself, giving her comrades enough time to secure their retreat before she was hacked to death by the Orks’ blades. However, when this position was retaken days later, she was witnessed once again by her sisters charging into the greenskin lines where she disappeared in a gout of holy fire, slaying many score Orks in the process. Naught was recovered of her but her rosary and a handful of ashes, which were placed at the heart of her simulacrum alongside the bones of other Sisters martyred on Armageddon alongside her. Hearing the deeds of Saint Joan sets the hearts of the 51st aflame and push them to ever greater deeds in order to become worthy of commemoration.
If the Ordo Hereticus have been more hands-on with the 51st in recent times, then Bethel Ingran is that hand made manifest. Ingran first encountered the forces of the 51st during the Rascellan Campaign while she was on the trail of the radical Ordo Xenos Inquisitor Felix Rex. After they helped her to bring the Emperor’s justice to the rogue Inquisitor, Ingran relocated to Balor, obstinately to continue the Ordo Hereticus’ observations of the population, but also to keep the 51st within arm’s reach if needed. After all, Ingran is a resourceful, calculating and cautious Inquisitor and would prefer to keep a proven-successful resource available whenever possible. Ingran is always found flanked by her Crusader bodyguards who safeguard her and ensure that she lives on to accomplish her mission.
Despite being passed up as Canoness Commander, Ludmila Stanbridge holds no ill-will towards Maria Orantes. In spite of this, Ludmila is Maria’s most vocal critic in matters of strategy and it is not unusual for war counsel to be interrupted by Ludmila’s protests. While some may find this to be insubordinate, Maria appreciates the presence of a dissenting voice, especially one who still holds great reverence throughout the ranks of the 51st. As a result of this, Maria has revised battle plans on a handful of occasions after hearing out Ludmila’s concerns. Ludmila, along with her more impetuous twin Sophia, are both honoured Sister Superiors, leading squads of Battle Sisters to war and earning herself even greater respect among her peers.
Ludmila Stanbridge
Sophia Stanbridge
Amongst the veterans of the 51st, Seira Ignata, Sister Superior of Squad Ember, has the greatest burden upon her. During the Rascellan campaign, early in her career with the 51st, Seira’s squad were wiped out by Orks and, with the help of a Deathwatch Kill Team which were operating in the area, she managed to avenge her fallen sisters. From there, she worked closely with Bethel Ingran to help him bring rogue Inquisitor Felix Rex to justice and has only risen in prominence since. In fact, just as Ludmila was viewed as Angela Impassia’s future successor, Seira is expected to one day take up the mantle from Maria Orantes when she is inevitably martyred. Perhaps this is why Seira has been entrusted with a copy of the Litanies of Faith. While this is likely not the legendary original copy of Sebastian Thor’s preachings, it is still enough to set the hearts of the Sororitas afire, so why risk sullying such belief? As for Seira herself, she leads squads of her sisters into battle with grim determination, eager to strike down all foes of the Emperor, but is particularly eager to drive a stake directly into the heart of any witches.
Sister Superior Seira
Sister Superior of Squad Rose
Sister Superior Camilla Wend of Dominion Squad Dusk
Katherine Nephil has become Sister Superior of the Seraphim
Sister Superior Hitomi Feng of Squad Nephilim
Sister Superior Lalatina Brody of Squad Aquilla
Whenever the 51st Commandery go on crusade, they are invariably accompanied by masses of Eccelsiarchy priests, missionaries and pilgrims. These hangers-on have proven to be quite useful to the Sororitas, as they spread the word of the Emperor in a more direct and sustained manner than the Order of Our Martyred Lady is capable of accomplishing. In this way, the 51st clears the way so that the masses may receive the word unopposed by any opposing, heretical dogma.
Maria’s fervent leadership has seen the ranks of the Sisters Repentia swell to numbers never before seen in the 51st Commandery’s history. This may be seen as alarming, but the vast majority of the those consigned to the Repentia were put there of their own free will. For them, Maria is an exemplar of the kind of faith they should aspire to and many sisters feel as if they fall short and have shamed themselves. For others, they did not agree with Maria’s leadership when she was appointed but have since come to realize that she was divinely appointed and seek redemption for their weak faith. For some, self-flagellation is not enough of a penance. The Sisters Repentia are always ready to accept these wayward souls and it is considered the honourable first step on the path to redemption to take up the eviscerator in the Emperor’s name.
With influx of Repentia come, inevitably, an influx of Mortifiers – disgraced sisters for whom redemption is no longer an option. All that is left for them is prolonged agony and damnation as they make themselves useful to the Emperor one last time. Most notorious amongst the 51st’s Mortifiers is the Anchorite is known as “The Damned”, a sister who has been locked inside of her armoured sarcophagus for decades. Her suffering has been so prolonged that only the longest-serving veterans of the chapter can remember her sins, but these are so grave that they refuse to speak of them. Younger members of the sisterhood don’t even dare speculate in hushed tones – as they see The Damned launching herself into battle to end her suffering, they fear that their idle curiosity may one day earn them a similar fate.
Attack on Titan is one of those blockbuster series that you can expect even the most casual manga/anime fan to enjoy, up there with Death Note, Sword Art Online and Full Metal Alchemist, among others. However, like Death Note, I have never understood the praise this series has gotten – with both of these series, it’s almost like people are in love with the fantastic premises more than the actual execution. I watched the first two seasons of the anime when they came out and was initially intrigued, but soon lost interest due to the glacial pacing and wasted characters, to the point where I dropped off entirely a couple episodes into season three. That said, I knew that there were big, interesting developments as the story went along and so when Humble Bundle were offering 26 volumes of the manga (plus a ton of spin-off manga to go with it) for cheap, I decided to jump on the opportunity. I’ll be honest – the manga sunk its hooks in and captivated my attention in a way that the anime never could. I greedily devoured multiple volumes every day as if I was one of the series’ titans. There were a few niggling issues, sure, but the writing was too damn engaging to really hold this against the series.
…and then chapter 100 comes along and out of nowhere the series’ quality plummets off of a fucking cliff. I’m serious, as soon as I hit this chapter I said to myself “Wait, what the hell!?”, but kept going because “The writing has been strong to this point, surely Hajime Isayama knows what he is doing”… Well, turns out he didn’t, because the last 40 chapters of Attack on Titan are disastrous, going off the rails in ever more spectacular ways and outright harming the preceding chapters in the process. It’s so bad that, as of the time of this writing, the fanbase are still up in arms about it. I would personally say that it’s a disaster on par with Game of Thrones season eight, an ending so bad that it torpedoed most peoples’ previous love of the series.
So, what is so bad about Attack on Titan? Let me count the ways… Oh and just a note, this is mainly going to be based off of the manga – the anime is extremely faithful to the manga so story criticisms are likely to carry over between the two. My main criticisms unique to the anime are that the pacing is painfully slow (like, when your goal is to pick up a rock and move it, it shouldn’t take you two whole fucking episodes to pick up the goddamn rock) and that the show leaves me questioning how anyone ever gets caught and/or killed by titans (they are portrayed as being so slow, stupid and unthreatening that everyone who is dies does so because the stupid morons were frozen in place for minutes at a time).
Anway, with that said, you know what time it is!
The Characters
Before we get to the ending we should probably lay some groundwork on the issues I had with Attack on Titan, even before it all went bad. Foremost among these issues were the characters. Don’t get me wrong, there are some great characters in Attack on Titan – Jean is by far the best character of the main cast of heroes, Reiner is such a compelling and tragic character, Gabi has a strong character arc (which is one of the few bright spots in the last 40 chapters), Erwin Smith is a good example of a morally-complicated leader and Captain Levi is just cool. The story itself mainly centers on Eren Yeager and his two childhood friends, Mikasa and Armin, but unfortunately Eren is a generic, boring anime protagonist. You’ve seen this kind of protagonist before, someone whose sole characteristic is a philosophical opposition to some external force which is further fueled by a defining, tragic event. In the early parts of the manga his character entirely revolves around wanting to kill the titans and save humanity and this is fine for this kind of story, if not particularly interesting. I’ll cover more of Eren’s character development as we go along, but the main thing to know for now is that the series is centered on a rather shallow character.
Then there’s Mikasa, who initially seems like she’s going to be a total badass. She’s extremely capable, the best fighter in her class in every category, but is emotionally distant. Unfortunately, her character revolves entirely around Eren to the point of being ridiculous. Seriously, when she is told that Eren was killed by titans, she straight-up tries to commit suicide and almost gets herself killed several times trying to protect him. Why is she like this? Well, turns out that her parents were killed and she was kidnapped by robbers, but then Eren came along and fucking stabbed them to death and then told her to stab the last one to save him, so she believes she owes him her unending devotion (even though, y’know, she saves his ass several times and he doesn’t return the favour). As a result, Mikasa’s character is constantly kneecapped by being slavishly devoted to Eren, while also being upstaged by Eren at all times in the process. To make matters even worse, Mikasa also has the indignity of being upstaged twice, because as the stone-cold badass she occupies the same role in the story as Captain Levi. As soon as Levi gets introduced, every time something badass needs to be done Levi gets to do it, leaving Mikasa as Eren’s over-glorified bodyguard for the rest of the series. It sucks, and to make matters worse, it’s treated like some sort of revelation towards the end of the story that, oh my God, Mikasa is in love with Eren! And then we discover that Mikasa’s talents aren’t because she’s just a badass, it’s actually because her family were experiments infused with the strength of titans… and also because she’s Asian. I’m serious, if you thought Midichlorians were the stupidest demystification in fiction, you clearly haven’t read Attack on Titan. As if that wasn’t enough, it’s also implied that Mikasa rejecting Eren turns him into a genocidal maniac in the series’ ending. It definitely comes across to me like this is the intended reading, but even if it isn’t, it’s self-internalized by Mikasa and is just another shitty development for this wasted character. Oh and worst of all? One of the last panels in the series is Mikasa kissing Eren’s severed head WHAT THE ACTUAL FUCK!?!?!
I bet you thought that that was a joke. Also, I wanted to make this the featured image for this so much.
Armin, on the other hand, is easily the best character of the main trio. He isn’t physically impressive, describing himself as weak and useless on several occasions. However, he has a sharp mind which gets the characters through many dire situations and he draws strength from his friendship with Eren and Mikasa, while inspiring them in turn. The main characters manage to survive impossible odds because of Armin’s keen wit on several occasions, showing how invaluable he is to the survey corps. In perhaps the most climactic arc in the whole series, the retaking of Shiganshina district, Armin’s character arc hits its peak. The survey corps are nearly wiped out by a trap, but Armin’s strategic mind and his deep friendship with Eren are what wins the day, as he sacrifices himself to allow Eren to defeat the Colossal Titan. It’s a heartbreaking moment and a perfect death for the character, showing the pyrrhic cost of victory with the decimation of the corps and the sacrificial death of Commander Erwin Smith… but then, in perhaps the first example of Isayama committing a cardinal sin with his narrative, he reveals that both Armin and Erwin Smith somehow survived their injuries and are barely holding onto life. Let me lay this out to you so you can truly understand how insane this is – Armin was fucking cooked to death by the Colossal Titan, covered in full body burns (not to mention that he probably burned out his lungs in the process). This makes for a very intense chapter where the surviving characters fight and argue over which of these character should be healed (they happen to have a serum which will resurrect one of them and give them the powers of the Colossal Titan). They ultimately decide to save Armin, a decision which haunts him as he feels unworthy of being saved instead of Erwin Smith. This could have made for a fantastic new character arc in the latter-half of the narrative… except that Armin does nothing of consequence for the rest of the story (with the one exception being that he blows up a fleet of ships with his titan powers, but it’s not like this actually has any bearing on the plot). I’m serious, this genius character who had carried the heroes to victory several times up to this point gets resurrected and then does absolutely nothing of value for the rest of the story. I should also point out that the latter-half of the narrative revolves around several conspiracies and involves trusting clearly-untrustworthy characters. You’re telling me that Armin couldn’t do a goddamn thing to unravel any of these plots? Oh wait, that would have inconvenienced Isayama’s narrative, that’s why they neutered Armin. But… why even bother resurrecting him at all at that point? I’m serious, he had a fantastic death, just let him die instead of dragging out his character as a shadow of his former self.
The Ending
So, how exactly does the last third of Attack on Titan drop the ball so badly? Well, it all starts with a sneak attack by Eren on the nation of Marley. Marley are attempting to get support for a global coalition to wipe out Eren’s people, the Eldians living on the island of Paradis. The Eldian bloodline are the only ones capable of turning into titans and they are viewed as monsters because of this, and because in the past the Eldians had conquered the world and committed atrocities which they are still hated for. At the time of the story, Eldians are a ghettoized and demonized people, used as weapons of war by Marley through forced transformation into titans, with the only “free” Eldians having isolated themselves behind their walls on Paradis for nearly one hundred years now. So how does Eren react to this call to commit genocide against the people of Paradis? Why, he gives them all the excuse they need to go to war with them by becoming a fucking terrorist and attacking the public gathering of nations!!! Might I add that this declaration of intent was a huge public event, with dignitaries and civilians from all around the world gathered together and caught up in the crossfire as Eren rampages through the city. His actions force the other people of Paradis to act as well, causing a gigantic titan fight right in the middle of a city and leading to the aforementioned destruction of the Marley fleet by Armin in an attempt to debilitate their military response.
Why does this moment bother me so much and why does it mark the point where Attack on Titan nosedives in quality? Well, I believe that the issue here comes from the way that Eren’s character is handled throughout the story to this point. At the outset of Attack on Titan, Eren makes all sorts of bold declarations about how he’s going to kill all the titans, but in his very first mission his blind rage gets him consumed and seemingly killed until it turns out that he’s secretly had titan powers all along. He then spends the next several volumes trying (unsuccessfully) to understand and get control of his titan powers. During this time, he learns that he cannot just act as he wishes to, he needs to trust his allies who see the bigger picture. Then during the coup storyline, Eren gets kidnapped and spends most of the arc sidelined. Finally, during the retaking of Shiganshina, Eren does a lot of the fighting but he’s not really making the decisions, by this point he’s just following orders to save humanity. As you may notice, in addition to being shallow and boring, Eren is a passive protagonist, which is a lethal combination. Whenever I see people saying stuff like “Eren is so cool!” or “Eren is a chad!” my first response is “…seriously?” What Mandela Effect universe did they come from? This makes Eren’s sudden turn into being an active antagonist in the final third of the story so jarring and unconvincing – it just doesn’t make sense given the trajectory of the character up until that point. Those Game of Thrones season eight comparisons don’t end at how bad the ending is, this sudden heel-turn by a major character is a big reason why the ending is so unsatisfying. It’s not just that Eren attacks Marley either – after touring other countries he decides to wipe out the freaking world’s population in order to save the people of Paradis. WHAT??? In my opinion, Isayama didn’t lay the groundwork for this twist. Having a character say “My friends are the most important thing in the world to me” isn’t justification for “Okay, I guess I’m going to kill everyone in the world now”, especially after he tours the world and sees that there are many good people within it.
Beyond forcing Eren to become a villain “because plot”, the final third of the story has so many stupid twists that it wants us to go along with. The biggest among these is the idea that anyone believed that Zeke (an Eldian working for Marley who has the power to turn into the Beast Titan… and also, Eren’s half-brother) could possibly be working to save Paradis. Like, how did anyone in the survey corps go along with this? The guy was gleefully turning Paradis’ civilians into titans and hurling rocks at the survey corps (which killed Erwin Smith, I may add) a couple volumes earlier, now you’re trying to convince me that anyone believes that he has the best interests of Paradis in mind? The fact that the characters lampshade how stupid this is by talking about stealing his titan powers away from him and yet do not do it does not make this any better. We later discover that Zeke truly does have nefarious plans all along – he’s planning on sterilizing all Eldians the world over, killing them all off in about a hundred years and ending all conflict with them… a horrifyingly evil plan which turns out to be preferable to what actually ends up happening…
Then there are the numerous plot twists involving the Yeagerists, a radical faction of Marley defectors and Paradis soldiers who view Eren and Zeke as saviours. This is a huge conspiracy which somehow goes undetected for years, but even within the Yeagerists themselves there are secret sub-factions, some of whom strive towards Zeke’s sterilization plan and some of whom strive towards Eren’s plan of wiping out the world beyond Paradis by releasing the titans within the walls in an event known as “the rumbling”. There are some clever moments within this storyline (particularly the revelation that Zeke has been spiking the soldiers’ wine supplies with his spinal fluid, which creates a ticking time bomb where he can turn everyone affected into a titan at will), but for the most part it is exhausting and pushes the bounds of belief that this conspiracy wouldn’t be uncovered at some point, especially considering how fanatical these Yeagerists are. Thankfully, it all mercifully ends with Eren getting his head blown off by an anti-titan rifle, but just before his brain shuts down he makes contact with Zeke and then sets his plan in motion, beginning the rumbling which leads into the final arc where the main characters have to stop him once and for all.
The final third of Attack on Titan is a good example of the dangers of the mystery box style of storytelling. Attack on Titan absolutely thrives on mystery boxes. What are the titans? What is outside the walls? What is Eren’s father’s secret he keeps locked in the basement? Where did the Colossal and Armoured Titans come from? As the story goes along, and even as some mysteries get answered, new mysteries appear. Why can Eren turn into a titan? Why are there titans in the walls? Why did Reiner, Bertolt and Annie betray the survey corps? How did Eren control the titans that one time? While this kind of storytelling is a big reason why Attack on Titan is such a compelling read, it’s also a big reason why it all feels so deflating in the last third of the narrative, as the mysteries it has been building up either have unsatisfying answers or get thrown to the wayside. One big question I always had was why did Ymir go with Bertolt and Reiner, abandoning Historia (who she is clearly in love with) in the process? What duty could she do that would outweigh protecting Historia and fighting alongside the people of Paradis? Well, turns out, absolutely nothing because by the end we realize she literally handed herself over to the people of Marley to be killed and all she got for it was a promise from Reiner not to kill Historia… whoop-de-fuckin’-do. This is a fairly minor issue in the grand scheme of things, but it’s one that makes repeat readings of Attack on Titan more unsatisfying because Isayama puts twists and mysteries ahead of actual payoff. Another big example of this is Annie, who is revealed to be the Female Titan and encases herself in crystal early in the story to avoid capture. She spends almost a hundred chapters encased in this crystal, the audience tense the entire time, knowing that it’s only a matter of time until she decides to free herself and wreak havoc once more… only for Isayama to finally remember “oh shit, I’m in the end game, better release Annie now!” and have her just randomly escape and join the heroes to take down Eren. It’s a rushed, jarring and unsatisfying payoff which feels like it was done as an afterthought rather than actually planned to go this way. Oh, and just to shit on everything even more, it’s revealed that Eren’s titan power allows him to see into the memories of past and future inheritors of the Attack Titan, meaning that he’s known what was going to happen all along and has been manipulating his past self from the future into making all the misery of the series happen (including killing his own mother, setting the events of the story in motion). Just… holy fucking shit, that is a stupid fucking twist. I literally rolled my eyes and said “Are you fucking kidding me?” when Isayama dropped that steaming load on my lap. Oh, and in the final chapter, it turns out that Eren told Armin about this and that he’s going to massacre the world and Armin thanks him! AND THEN Eren uses his titan powers to ERASE ARMIN’S MEMORY OF THE CONVERSATION UNTIL THE MOMENT OF EREN’S DEATH. Jesus fucking Christ, fuck mystery boxes, fuck “big twists”, just tell me a good story for fuck sake!
I would be remiss if I failed to mention the most egregious waste of character in the last third of the story: Historia Reiss gets completely shafted. She’s a crucial character during the middle chapters of the story, revealed to be the secret heir to the throne of Paradis and the only one who can change the fate of the nation after a hundred years of oppressive rule. The whole point of the survey corp coup storyline is to put Historia in charge of the nation, so surely when they get her in charge something important happens, right? Well… no, not in the slightest. Isayama knocks her up and then sticks her in an orphanage for the rest of the story. I’m not joking, this major character shows up in maybe three or four panels in the entire last third of the story, which is absolutely insane and down-right insulting. Why do this, you may ask? Well, I believe Isayama got high on twists and then wrote himself into a corner. Part of Historia’s importance is that, as a royal descendant, she is capable of unlocking the power of the Founding Titan, which is possessed by Eren but unable to be used unless he comes into contact with a titan of royal descent. There are several discussions about turning Historia into a titan in order to use this power for their advantage, so why don’t they do it and give one of the established, main characters something to do after hyping them up during the entire middle-section of the story? Well, Isayama decides to instead reveal that Zeke is secretly of royal descent all along and is already a titan, so he’s capable of unlocking the power of the Founding Titan for Eren and is more than happy to do so. Again, this makes the fact that the survey corps places trust in Zeke even more insane. You clearly can’t trust the guy, kill Zeke and transfer his powers on to Historia, goddammit! And, again, lampshading this idea and then not following through with it doesn’t make it okay!
As if the ending wasn’t bad enough, it has been revealed that in the soon-to-be-released final volume of Attack on Titan there are going to be additional pages which add onto the ending. The existing ending sees Eren use the rumbling to wipe out 80% of the world’s population before being killed by his old friends in the survey corps in order to stop him. This erases the ability to turn into a titan for all Eldians around the world, meaning that their race can no longer become monsters. They return home to Paradis where the Eldians live in peace thanks to Eren’s sacrifice and it’s implied that Eldians are viewed as heroes who saved the world. It’s a poor ending, but it’s going to get even worse when Isayama shits on it even more by showing a time skip where Paradis gets carpet bombed into oblivion. Goddamn, I guess preventing complete global genocide was the wrong course of action then? I get that this is thematically appropriate – Attack on Titan frequently shows that cycles of violence are inevitable and that people are incapable of uniting, but holy fuck is that a cynical way to end your story. It effectively undoes everything that has happened because none of it matters in the end and, like I said, it makes the lesson “don’t half-ass a genocide, you have to wipe out all of your enemies to secure your future”. Just… it’s a story. I don’t care how pessimistic you are, break the fucking cycle you cynical dickhead!
So… How ‘Bout That Imperialism and Antisemitism…?
I was aware of the commentary about Attack on Titan taking a fascist, imperialist and antisemitic turn in its latter-half, so I was keeping a critical eye out for this while reading. While I feel like some of these hot takes may be a tad overblown, Isayama does weave in some uncomfortable themes which I have a hard time just dismissing away. Up-front, Attack on Titan appears to be staunchly anti-war – from the first volume you have soldiers haunted by the things they’ve seen, the comrades who have been devoured around them, desperate to feel like their sacrifices have any meaning to them (not to mention all of the horrific deaths we witness throughout the series). This would seem to paint war as something to be avoided at all costs, but as the story goes on I get the sense that that’s not really what Isayama is getting at – in Attack on Titan war is portrayed as a horrible thing that is necessary. After all, the while the narrative sympathizes with cadets who want to join the military police to stay as far away from titans as possible, they’re very clearly looked down upon in comparison to the survey corps who will lay down their lives for the good of humanity. Sure, they’re going to die in droves, often painfully and without even knowing their contribution to the betterment of humanity, but it is hammered home several times in the narrative that their sacrifices were not in vain.
In addition to this, war has to be led by great people who can make these sacrifices worthwhile. While there are hints of this early on, it’s stated outright by Armin when Erwin sacrifices dozens of survey corps members to lure out the Female Titan:
“The commander my be a cruel, even evil, man… but I… I think that’s good. Even if it puts his comrades’ lives in danger, he has to envision every possible development and make a choice. Between the lives of 100 of us and those of humanity, behind the walls. […] The people capable of changing things are the ones who can throw away everything dear to them. When forced to face down monsters they can even leave behind their humanity. Someone who can’t throw anything away will never be able to change anything.”
As if that wasn’t enough, Erwin Smith is viewed as the best hope for humanity’s future and there’s a whole chapter that revolves around how the previous commander of the survey corps admitted that “Average men aren’t able to accomplish anything. […] Special people do exist. It’s just that I wasn’t one of them. But I had to lead so many of my comrades to their deaths before I was able to figure that out.” We get a few of these “great men” in the story, most of whom are active military leaders, including Commander Pixis (who is based off of an Imperial Japanese general who Isayama admires). They are contrasted by the weak, selfish elites of Paradis who contribute nothing to society and who are shown to always put their comfort and power above any efforts to better humanity. This comes to a head when Eren’s titan powers are discovered and he is arrested and brought to trial. The elites want him to be killed because his existence threatens their seat of power, while the survey corps want to utilize him as a weapon to retake Wall Maria and save humanity. During the middle-section of the story (particularly during the coup arc), the elites and their cronies do everything they can to stifle the efforts of the survey corps up to and including going to outright war with them when they feel that their threat to their stability is too great. Again, this is the sort of thing that seems anti-authoritarian on the surface – they are, after all, trying to take down this corrupt regime. However, the resulting military coup and emphasis on these “heroes” who should be trusted above all others to reshape society puts that into question. I found the discussion on this Reddit thread about whether Attack on Titan is fascist to be particularly interesting and worth reading for more perspectives on this topic.
Another contentious aspect of Attack on Titan is the way it co-opts Jewish imagery and history in questionable ways. The most glaringly obvious of these is that the Eldians living in Marley are all hated by society, confined to ghettos and forced to wear armbands to identify their race. The parallels are evident, which makes me question whether Isayama gave any thought to the implications that this would bring about. First of all, every Eldian has the capacity to turn into a titan, lending credence to the notion that Jews are secretly monsters and suspicion or hate of them is in some way justified. Furthermore, the Eldians once ruled the world and are accused of committing atrocities around the globe centuries ago, harkening to the anti-Semitic ideas of nefarious Jews ruling the world. Hannah Collins, herself of Jewish descent, describes why this is so problematic within the narrative:
Anti-Semitism, like any form of predjudice, is based in fear, which has no logical root. By making Eldians former conquerors and genetic ‘freaks’ of nature, Isayama provides a plausible rationality to something that should have none. He didn’t have to make Eldians analogous to Jews for us to understand them as victims, and I – like many others – would have felt far more comfortable if he didn’t, to be honest.
It’s the same issue we’ve seen time and time again where racial and political imagery are co-opted in a narrative (Bright and Tom Clancy’s Elite Squad being recent examples of how crass and offensive this can be). At best, Isayama didn’t consider how making Eldians obviously analogous to Jews would lead to some questionable implications. At worst, it belies a racist worldview, which brings me to my next criticism…
Isayama seems to be obsessed with bloodlines in Attack on Titan. Race is, in the real world, largely a social construct, but in Attack on Titan it’s about as “real” as you can get. As I have already said, the ability to turn into a titan is a genetic trait of the Eldian race, but not only that but all Eldians have the ability to have their bodies and minds altered by the royal bloodline. This, of course, adds a whole other hierarchy to these bloodlines, since the royal bloodline possess special powers that are unique to them alone. As I previously mentioned, the fact that Mikasa is Asian is also a weird plotline in Attack on Titan. It’s revealed that non-Eldians were hunted down in Paradis since they are immune to the royal family’s memory-altering powers so the fact that Mikasa is Asian is made out to be a big deal that makes her special. In addition, her status as a member of the Ackerman family also provides her with the genetically inherited ability to be a really fuckin’ good fighter… again, it’s not because she’s just a badass or talented, it’s because of her stupid bloodline. Hell, Eren reveals that Mikasa doesn’t even really love him, she’s just genetically predisposed to protect them due to her bloodline (that said, the truth of this statement is left ambiguous and I personally believe he was lying). All this obsession with bloodline is weird and, in my opinion, narratively lazy on its own, but add it up with the co-opting of Jewish history and the imperialist themes and it becomes harder to believe that Attack on Titan isn’t promoting a pro-fascist worldview (and that’s not even getting into the ending, which promotes genocide as the only way to protect your loved ones).
Well If You’re So Smart, How Would You Fix It, HUH?
There really is a lot to like in Attack on Titan – as I said in the intro, I greedily devoured every volume of the manga I could get my hands on because it was such a compelling read that any complaints I had were excusable until chapter 100 came along. There are a lot of things to love up until that point – engaging and compelling plot progression, well thought-out world-building, fantastic art that conveys the sheer speed and force of the setting, and a handful of outstanding characters. I even really like the big twist about the world outside Paradis, but it has to be said that this reveal represents a fundamental shift in the narrative with little direction on where things will go next. As a result of the open-ended nature of this moment, it’s hard to make any substantial changes without having to just write the whole ending out yourself. That said, I do have two scenarios where I would diverge the narrative and make Attack on Titan into a whole other beast.
First of all, the obvious – change chapter 100. I hate the entire notion of Eren becoming a terrorist and bringing the wrath of Marley down on the people of Paradis (not to mention the subsequent stupid twist with Zeke, the Yeagerists, Rumbling, etc). It only really happens because of Isayama’s cynical worldview, but it rings false to me. Eren and the survey corps have spent the last hundred chapters talking about how they’re trying to save humanity, so when he finds out that humanity is doing fine he just… decides that the people of Paradis are the only actual people who matter so time to flatten the rest of them? Again, I don’t like this villainous turn, it doesn’t make sense to me. So here’s my suggestion for an alternate post-chapter 99 – focus the narrative on war between Marley and Paradis, while the characters try to break the mental trauma of the Eldians living in Marley.
The second place where I would consider diverting the narrative is that Eren should have stayed dead. That first battle with the survey corps was almost brilliant. Having Eren’s boring-ass protagonist schtick end up being a red-herring as he is brutally killed in his very first battle would have been incredible and would have given Armin and Mikasa someone to be inspired by throughout the rest of the narrative. Obviously, this would be a HUGE diversion as it would also take with it the whole idea of titan powers (and we wouldn’t get four or five variations of “oh my God, so-and-so is also a titan!”), the world outside the wall, coups, etc, but it would focus Attack on Titan back to the simplicity of its premise – the bleakness of its world and the actual titan fighting. It doesn’t take too long for Attack on Titan to lose track of the regular titans and instead become more interested in the politicking or special titans, to the point where they barely matter after the first dozen volumes. This change would scale everything back and make for a far more simple narrative centered around that initial premise of the last of humanity killing titans. It would be far more simple, but that’s not necessarily a bad thing and could be far more satisfying in the end. At the very least, it would have been interesting to see how Attack on Titan could have turned out if it didn’t get immediately bogged down with typical anime bullshit.
I think that what’s so frustrating about Attack on Titan is that it has left itself effectively unsalvageable. Like, look at it this way – The Rise of Skywalker sucks but at least The Last Jedi is a good enough open-ended, cyclical conclusion that you can happily ignore it. You can’t really do that with Attack on Titan – the whole early narrative revolves around getting to Eren’s basement and once you get there and find out about the wider world you can’t really end there – it begs for a conclusion and unfortunately the one we got was bullshit. If we’re being honest, I still liked the first two thirds of Attack on Titan enough that I’d probably still recommend reading it, but goddamn you need to go in knowing that the ending is really fuckin’ bad.
Hey, I know that my writing output has slowed considerably in 2021, down from three posts in the first half of January to… well… one (really great) article since then. It’s not that I don’t have ideas – I’ve got a Retrospective planned for months and ready to go as soon as I get time to dedicate to watching the franchise again, and I wanted to write about Gamestonk back when that was in the news. Unfortunately, since mid-January my life has be complete chaos and making time for writing hasn’t been realistic. Not only that, but I’m the sort of writer who needs to have a creative spark in order to make any sort of progress and so I haven’t even had the time for inspiration. It’s only in the last few weeks that I’ve gotten some of that creative spark back, so here I am writing a bit of a reflection on what I’ve been up to lately to stretch some of those creative juices. Hopefully I will be able to dedicate more time in the near future to bring posts to life.
So what really pushed this stressful period of my life into overdrive? Well, first of all, my wife and I bought a house… so that was a break-neck month and a half of stress getting finances in order, dealing with lawyers, banks, mortgage brokers, etc to make that work, not to mention that we then had to co-ordinate the actual move in the middle of a snow storm (have I mentioned before that I live in Canada?).
As if that wasn’t enough to deal with, a week before we moved in my wife decided she wanted to get a puppy. And not just any puppy – a Belgian Malinois puppy. Freaking John Wick 3 attack dog puppy. Perhaps unsurprisingly, we have had our attentions fully on him since to ensure that he is properly trained and have had to get a trainer to help. This alone has kept my hands full and away from the keyboard, since basically my entire day gets dedicated to either work or keeping him from getting into trouble until bedtime where I might get an hour of free time if I’m lucky. So, uh, yeah maybe you can see why there haven’t been many posts lately.
Good thing the little bastard is so damn cute though.
That said, it hasn’t been all work for me. I do get a bit of downtime while the dog naps, but that has mostly been dedicated to painting miniatures. I started getting into Warhammer 40,000 again last year and have been expanding my Adepta Sororitas army with some of the new models they received recently. I’m really happy with how they’ve been turning out and can’t wait for COVID to be over so I can get them on the tabletop. Since moving into the new house, my huge pile of shame is now readily available to me so I’m trying to work away at it (which is also nice because I’m on a very tight budget now, so miniature purchases are extremely low priority).
Mortifiers
Battle Sisters squad and an Imagifier
The uncontested centerpiece of the army and probably the best mini I have ever painted, The Triumph of St. Katherine.
Other than that, most of my free time has gone towards reading. Having finished the 2000ad Humble Bundle, I’ve moved on to other comics. First was Strontium Dog, one of 2000ad’s classic, flagship franchises. I bought and read the original series run, which is available in the five volumes of S/D Agency Files. Volume 1 is rough, pulpy fun, but the series really hits its stride in volumes 2 through 4. These stories are incredible, I heartily recommend reading them and getting drawn into the dangerous universe of Johnny Alpha, Wulf Sternhammer and Durham Red. Unfortunately, it all comes to a sticky end with volume 5, the aptly (if unsubtly) titled “The Final Solution” which brought the original series to a close. I am really mixed on it. I feel like it may have worked eventually but feels unearned and rushed at this point in Johnny Alpha’s story, especially the villains’ place in the story. It’s too bad, Strontium Dog has never recovered since then, with every attempt to follow-up or retcon this ending being half-baked and not measuring up to the original run. C’est la vie, even if it’s not the best ending, sometimes it’s just best to allow characters to rest.
Speaking of which, I followed-up on the other four volumes of Judge Anderson: The Psi Files. Volume 1 is just as great as volume 2, showing a more philosophical, rebellious and downright weird side of Justice Department than we get from Judge Dredd. However, things go completely off the rails in volumes 3 and 4. I’d like to know what drugs Alan Grant was on in the late 80s and early 90s because some of the stories he comes up with here are insane. While some of the more philosophical ones are at least interesting, none are satisfying and some are at odds with established characters such as Chief Judge Volt or make no sense (you’re telling me most of the children of MC1 disappear or die and this never gets brought up again…?). Meanwhile volume 4 hinges entirely on one epic storyline about a psychic virus… which ultimately makes no sense. So Judge Anderson dreams she’s on Deadworld? Okay, but how does this leave a psychic virus in her head? And how does this psychic virus even spread? And how are they even supposed to figure out the very fine details which end up defeating it at the last second? It all makes no sense and ruins what could have been an interesting storyline which feels like a prototype for the apocalyptic Day of Chaos which would come years later. Luckily, volume 5 turns things around with far breezier storylines, although it’s still a far cry from the series’ heyday in the early 80s.
Finally, I’ve recently started the Attack on Titan manga, having picked up a huge bundle off Humble a couple months ago. I’ve got a love-hate relationship with this series, having seen the first two seasons of the anime and a couple episodes of the third before dropping off of it. It’s at the point where I might even make a “Attack on Titan is Kind of Trash” in the near future, depending on how the manga shakes out. If it’s as frustrating as the anime was for me? Hoo boy, you can count on it. I’m on volume 2 currently and it has been very close to the anime so I’d say count on it.*
Anyway, that’s my life these past few months. I’m hoping to get back into writing a bit more regularly, but it all depends on how life shakes out and if the dog’s training becomes less of an overwhelming situation in my life. Fingers crossed that I can bring this latest Retrospective series to life soon and maybe even come out with a couple writing projects I’ve been plugging away at… we’ll see.
*Post-script: So I’ve binged through a couple dozen volumes of Attack on Titan in the past few days and I’m not so sure about this being worthy of a Trash post. I legitimately enjoy this manga and most of my complaints are going to be nitpicks in comparison to all the praise I have for this story. I don’t want “____ is Kind of Trash” to turn into a hyperbolic, nitpicky complaint platform, I want it to be for popular media that I legitimately did not like or that I think are massively overrated. I will be watching the anime after I finish the manga, so maybe there will still be a post for the anime, since I was unimpressed by the first two seasons, but they’d really have to drop the ball for it to qualify. I guess we’ll see.
*Post-post-script: Oh. Oh my. I may have spoken too soon. Attack on Titan‘s final arc can only really be equated to a Game of Thrones Season 8 level disaster.
Godzilla vs. Kong was easily the most excited I have been for a movie since… well, since right before Covid-19 hit and delayed A Quiet Place: Part II indefinitely. Most of the Monsterverse films are little more than disposable fun (except for the 2014 Godzilla, which is a straight-up great blockbuster as far as I’m concerned), but I got hyped regardless and found myself entertained as I watched the big gorilla and the big lizard punch each other on-screen. To the surprise of no one, Godzilla vs. Kong‘s human characters feel superfluous, which led to the common refrain of “well it’s a kaiju movie, of course the human characters suck!” This feels like a total cop-out though, because not only are there several good human characters in the long history of the Godzilla and Kong franchises, but we had a solid human cast in Godzilla 2014. Think about it – we don’t get any giant monsters until about forty minutes in and Godzilla himself doesn’t show up until nearly an hour has passed. The humans have to hold up the entirety of that first hour and the film doesn’t suffer because of it – can you imagine that with one of the more recent Monsterverse movies? So what happened? How did we get from the grounded human drama of Godzilla 2014 to the melodrama and camp of the latter-Monsterverse? Let’s examine each of these movies in turn and see how the human characters were handled there.
Oh, and in case it wasn’t obvious?
Alright, with that said, let’s get into this…
Godzilla (2014)
At the time of its release, one of the big controversies with Godzilla 2014 (which I’m just going to refer to as “Godzilla” from here on for simplicity’s sake) was that Bryan Cranston’s Joe Brody shouldn’t have been killed off and that they should have killed the film’s actual main character, Aaron Taylor-Johnson’s Ford Brody, instead. The reasoning for this is because Joe was a far more compelling character than Ford, which is hard to deny – he’s a broken man driven to self-destructive obsession to try to understand the unexplained nuclear reactor meltdown which killed his wife a decade and a half ago. There’s some good family drama early on where he and Ford reluctantly reconnect and try to uncover what caused the reactor disaster. Cranston puts his everything into this role, and the writing is interesting enough to carry the film on its own long before any kaiju appears on-screen. However, as soon as the first MUTO emerges and Joe dies, Ford takes over and is characterized as a dull, lawful good soldier. I can see how this would be a big come-down from Joe’s more compelling characterization, but I feel like this was an underrated narrative decision which ultimately made Godzilla a stronger film overall.
The best and most distinctive part of Godzilla is that it frames the kaiju action at a human level. The monsters are enormous, rarely able to fit into the frame and they are so gargantuan and unstoppable that the lives and cares of humans are unworthy of their attention. Some of the most memorable scenes in this film are just random humans trying to survive the destruction going on around them, with the audience’s full understanding that it is all unintentional collateral damage. For example, the tsunami in Hawaii or Godzilla going through the Golden Gate Bridge aren’t particularly crucial moments in the plot, but they get so much focus because they show the scale of the devastation that these monsters can unintentionally cause from a human perspective. In this kind of narrative, you need someone on the ground level who would have to be in the vicinity of the monsters in order to progress the story and Ford works perfectly in this regard. Think about it – what would Joe have done to improve the plot if he didn’t die? He’s not a soldier; at most he would be working with Monarch to try to stop the MUTOs. In order to keep Joe in this film, we would either require more dull expository scenes with Monarch (which would hurt this film’s pacing), or he’d have to be awkwardly shunted to the background of the film in order to preserve the narrative direction. Ultimately, killing him off was the most efficient solution – unfortunate, but necessary to preserve the pacing of the narrative.
On the other side of the narrative, we have Ken Watanabe as Dr. Serizawa. He isn’t really a main character per se, instead acting as more of a mouthpiece to deliver exposition and, perhaps unintentionally, deliver memes straight to the audience. He’s in the movie just enough to let us know what’s going on and who we should be rooting for, but he doesn’t make a huge impression. He’s functional and unobtrusive.
That said, Godzilla‘s biggest sin would be how badly it wastes Elizabeth Olsen’s Elle Brody. Like… seriously? You got Elizabeth Olsen (who had just received critical acclaim for Martha Marcy May Marlene and was poised for superstardom in the MCU) and then trapped her in a forgettable role as Ford’s wife. She barely even appears in the movie, but there’s no good reason for this to be the case. She’s a freaking nurse caught in the big showdown in San Francisco, you’re telling me you can’t find something for her to do? Especially in the early hours of the attack in San Francisco, before Ford is even on-site, she should be treating victims, avoiding falling buildings, etc.
Godzilla‘s human characters aren’t the most compelling out there, but you can see that they’re interesting enough to carry a good chunk of the film by themselves and provide a strong narrative grounding which only serves to make the overall film stronger. The monsters are still the main draw, but the humans don’t feel like they’re actively robbing us of anything interesting. It strikes by far the best balance in the entire Monsterverse and looking back it really is shocking how bad the human characters have become in comparison.
Kong: Skull Island
Kong: Skull Island starts out promisingly enough, introducing us to a large and colourful cast of human characters. They’re all clear archetypes (Tom Hiddleston’s your action hero, Brie Larson’s your tough leading lady, Samuel L. Jackson’s your Vietnam squad leader, John Goodman’s your shady, desperate scientist), but they’re interesting enough to give us people to care about and get the plot moving forward. The problem with Skull Island is that these characters don’t really go anywhere beyond these basic archetypes. Once the characters end up on Skull Island, they have little to no development to speak of, with the only real exception being that Samuel L. Jackson’s Preston Packard goes kill-crazy (which is particularly notable because it is implied to be due to PTSD from the Vietnam War which leads to this breakdown, providing some well-trodden political commentary on the film’s 70s backdrop). The lack of development is particularly disappointing with Tom Hiddleston’s Conrad and Brie Larson’s Weaver – you’d think they’d at least give their leading duo something to do other than just look cool, but nope.
Luckily, Kong manages to get away with having such a disposable human cast by treating them as, well, disposable. The cast gets quickly whittled down one-by-one in fun ways at a quick pace. Like Godzilla, Kong: Skull Island wastes several of its talented actors, but I’m less annoyed about it here because Kong seems to understand the how high-profile its cast is and revels in killing them off unexpectedly. If anyone feels truly wasted it would be John Goodman, but he gets a funny and memorable death which helps make up for it. That’s not even mentioning Shea Whigham who, as a recent viral tweet stated, has one of the funniest death scenes ever. It almost feels like a disrespectful way to off one of the most colourful characters in the film, but it’s so funny that it is hard to hold it against the movie.
Kong also has one ace up its sleeve in the human character department and that’s John C. Reilly’s Hank Marlowe. He gets by far the most interesting characterization as a World War II fighter pilot who gets stranded on the island with a Japanese soldier and is instantly endearing to us with his fun personality, capability and desperation to get home to his wife and son who has hasn’t seen in almost thirty years. Seeing him reuniting with his family at the end is surprisingly poignant for a film that is almost entirely breakneck-paced action up to that point.
Kong: Skull Island represents the best and worst of human characters in a kaiju film. On the one hand, the cast is undeveloped and exist mainly to be killed off in fun ways, but on the other hand they’re just interesting enough to carry the plot forward, shuffle us along to a lot of entertaining action sequences and don’t feel like they’re detracting us from the good stuff (Kong kicking ass). While developing a couple more cast members would make the narrative resonate more, this is around the baseline of what you could consider “acceptable” for a broad-appeal adventure movie.
Godzilla: King of the Monsters
The number one complaint about Godzilla was that the title monster didn’t show up nearly enough. King of the Monsters came along to try to right that, but the end result leaves me so mixed. On the one hand, this is a fundamentally flawed film, but it might be my favourite entry in the Monsterverse and is the best 5/10 movie I’ve ever seen by far. At the very center of King of the Monsters‘ flaws are those human characters, which are probably the worst in the franchise in some ways.
King of the Monsters has more of an epic, globe-trotting scale compared to Godzilla‘s grounded and human-level scope. This necessitates a larger cast of soldiers and scientists who are constantly giving exposition dumps to explain what big disaster is going on at any one time, which they make sure to constantly update us on. As if this wasn’t enough by itself, we also have family melodrama between Kyle Chandler, Vera Farmiga and Millie Bobbie Brown (I could not tell you their actual characters’ names for the life of me), who are caught up in a bio-terrorist plot to unleash monsters across the world. This family drama has the potential to be compelling – their son was killed in the attack on San Francisco and it has caused them to grow estranged from each other. Kyle Chandler blames Godzilla for his son’s death and wants to destroy all the monsters, whereas Vera Farmiga uses their loss as motivation to try to save the world. Unfortunately, the film doesn’t explore their relationship any further than that. There’s just no time for human drama with all the action going on and it ends up serving as a way to have a fractured family caught on opposite sides of the conflict.
Serizawa also returns to lead the scientists and he’s about as functional here as he was there. His heroic sacrifice resonates because we’re familiar with the character and he seems like a good person who wants to do the right thing, although he still isn’t very well-developed. As for the rest of the characters, they are a bunch of nobodies. Like, don’t get me wrong, there’s a bunch of people we see a whole lot on the Argo: the lady commander/pilot, the smart alec, O’Shea Jackson Jr.’s soldier character, and probably a couple other nobodies that I’m forgetting because they were all so pointless. Oh and Sally Hawkins reprises her role from the first movie as well, but she was so forgettable there that I didn’t even realize she wasn’t in this as a stunt-casting due to her role in The Shape of Water. Oh, and she gets unceremoniously stepped on early in the film, making her character’s entire existence feel even more hollow.
Unlike Kong: Skull Island, King of the Monsters sticks to Godzilla‘s more serious tone, making these characters all just so dull to watch and entirely forgettable. For example, there’s the scene where Rodan flies over a Mexican town, destroying it from the hurricane-force winds created by his passing. Conceptually, it’s similar to the scene in Godzilla where Godzilla comes ashore in Hawaii and unintentionally creates a tidal wave which wipes out the entire downtown sector, but far less exciting because the film doesn’t bother to make us care about anyone on the ground. Like, they throw O’Shea Jackson and a kid into the scene, but at this point I don’t even know a thing about this soldier and this kid literally just showed up out of nowhere. Not only that, but we don’t even get a proper resolution. One second we see O’Shea Jackson desperately holding onto this kid and then like five minutes later we find out that they’re all fine, not that any of us were wondering anyway. To make matters worse, King of the Monsters does a fantastic job of giving all the monsters distinct personalities. Hell, King Ghidorah’s individual heads have more interesting characterization than anyone in this movie! Worst of all? The human characters actively take up time which should be dedicated to the monsters fighting, especially in the second half of the film. The two most egregious examples are when Rodan and King Ghidorah are fighting and suddenly the film cuts away to dumb drama aboard the Argo and when we get just one shot of Ghidorah wrecking downtown Washington D.C. That’s the kind of moment where some ground-level scenes of destruction could go a long way, but King of the Monsters‘ scope is planted so firmly on its epic, globe-spanning scale that it can’t even take the time to linger on this before zipping the plot ahead to the next big event. Again, I like King of the Monsters and in some ways I think it’s the ideal Hollywood blockbuster interpretation of a kaiju movie, but the human characters are by far its greatest weakness, to the point of being actively detrimental to the whole experience.
Godzilla vs. Kong
I was nervous going into Godzilla vs. Kong, but after seeing the first trailer I was reassured that they had learned one lesson – even if the human characters inevitably sucked, they had pulled off a masterstroke by making Kong the film’s true leading character and emotional core. That said, some studio head out there decided that there still have to be human characters in this movie, and these are a tale of two halves…
For the Kong half of the film, we get Alexander Skarsgård as Nathan Lind, Rebecca Hall as Ilene Andrews and Kaylee Hottle as Jia. They’re all functional at best and serve little more purpose than to drive the plot forward (Lind has researched the hollow earth, and they need Kong to guide them there) or provide a connection to Kong (Andrews is the top researcher on Kong and Jia has bonded with Kong to the point of being able to communicate with him). This half of the film also features Eiza González in an obviously-villainous corporate underling role as she funds their expedition to the hollow earth, but she similarly has little in the way of development or interesting motivation, you just sit there waiting for her sudden but inevitable betrayal. Like most people in the Monsterverse, the humans in this half of the film are purely functional – not actively detrimental or disruptive, but about as uninteresting as you’d expect from a film like this… so better than King of the Monsters, at least.
Speaking of which, that brings us to the Godzilla half of the film, which is centered around Millie Bobby Brown’s returning character, Madison, along with her friend and a bumbling conspiracy theorist who unearth a sinister conspiracy afoot at Apex Cybernetics… and good God, this is by far the worst set of characters we’ve gotten in the entire Monsterverse. Godzilla vs. Kong makes the interesting decision of dialing back on the po-faced seriousness of Godzilla and King of the Monsters and instead goes for a campier tone. This is an sensible idea for a monster movie, since they are intended to be a breezy fun time, but the camp is cranked to the max whenever this trio is on-screen to the point of being grating. It’s to the point of being cartoonish, as these three clowns bumble their way into Apex Cybernetics, somehow avoiding detection the entire way, until they come face-to-face with the moustache-twirling corporate villain. This half of the film also suffers from two egregious sins (actually let’s make that three – Jessica Henwick was cast but cut from the final film, what the fuck movie!?). The first is that poor Kyle Chandler is completely wasted, relegated to little more than a cameo role. A familiar face would have done wonders and I struggle to see how you couldn’t have worked him into the plot in a more substantial manner. The second sin is that the bad guy’s main henchman is freaking Ren Serizawa, the son of Ken Watanabe’s Dr. Serizawa, and the film doesn’t play this fact up at all. Hell, he even dies unceremoniously, making the entire existence of this character pointless. Like, at that point why not just make him a nameless goon? Or just fold his role into that of the main bad guy? I don’t understand this decision and all I can think is that there was significant chunks of story cut out in the final film which may have expanded on his role.
So Godzilla vs. Kong has one set of characters who are functional at best and another set that I actively wish would die. This might have been a crippling flaw for the film but, like I said at the outset, Godzilla vs. Kong downplays this issue by making Kong the true main character. This provides what should be a blueprint for future Monsterverse films where they won’t feel like they have to saddle us with boring or annoying humans and instead focus on the monsters directly. That said, I would like to see a return to what made the first Godzilla film so successful, where the action is shown from ground level with humans scrambling just to survive. King of the Monsters already put the stakes about as high as they can realistically get, so I feel like trying to maintain that kind of scope just isn’t sustainable and instead the right course of action is to lean into the human stakes instead. I really enjoy the Monsterverse and it would be great to see this franchise continue and improve as time goes on
Welcome back to the 2000AD Humble Bundle round-up! I’ve finally gotten a chance to sink my teeth into the rest of this comic book overload and have plenty of thoughts to share. If you missed part one then I would definitely recommend checking it out before reading this. With that said though, let’s dive right back in with a real banger…
Judge Anderson: The Psi Files
Judge Dredd may be the poster-boy for 2000AD but I’d argue that Judge Anderson is the far more compelling judge character. Bizarrely, the Humble Bundle only includes volume two of Judge Anderson: The Psi Files, but luckily it is a compelling snapshot into what makes this character so great. The volume picks up in the wake of the tragic suicide of one of Judge Anderson’s friends and her final words haunt her throughout the entirety of the book: “People with gifts like ours shouldn’t use them for ugly things.” Unlike Dredd, Judge Anderson sees the judges for what they really are, oppressive fascists who make life worse for everyone and questions her role in propping up this system. The social commentary is pointed, including a story which is a blatant Rodney King analogy and which is just as relevant today and another which equates the judges with the Roman legionnaires who persecuted the early Christians. This refusal to just play along makes Anderson a far more radical and personable character, to the point where she abandons her post and goes on a soul-searching journey for the rest of the book. Anderson and the villainous Orlok the Assassin start to have a complicated relationship during this period as well, which is as unlikely as it is intriguing to see play out. The lengthy, serialized nature of the stories makes The Psi Files less focused than, say, Halo Jones (for example, the first third of the book is steeped in Christian imagery before suddenly switching to a story about freaking ancient aliens), but it’s still impressive that this collection is as coherent as it is.
Judge Dredd: The Complete Case Files
Of the books included in the Humble Bundle, the Judge Dredd case files were the only ones I had already read and I knew that they, by themselves, were well worth the $20 asking price several times over. The bundle includes the first five volumes and there are several all-time classics in these pages. While there are far two many good stories to list them all, especially notable are the series’ signature “mega-epics”, including such monumental stories as “The Cursed Earth” and “The Day the Law Died” in volume two, “The Judge Child” in volume four and the eye-wateringly epic “Block Mania” and “The Apocalypse War” in volume five (an event so momentous in the history of Judge Dredd that we’re still feeling the effects of it over 40 years later). Honestly, I’m underselling just how amazing these stories are because I just want you to go ahead and get them for yourself – they’re seriously that good!
Kingdom
Oh hey, another story from the mind of Dan Abnett! Kingdom is a far different beast than Abnett’s other story in this bundle, Brink. Set in a world where giant insects have taken over the world, most of humanity has gone into cryo-sleep to allow genetically modified dog soldiers to win the war in their stead. We follow Gene the Hackman, an alpha male dog soldier who loses his pack and begins wandering around the world trying to repel Them. As you can probably tell, Kingdom is full of dog/soldier pop culture references, to the point where the giant insect antagonists are literally called “Them“. The story is also loaded with dramatic irony, largely revolving around the fact that Gene is kind of an idiot – like, he’s cunning but his understanding of the world is incredibly limited and he generally doesn’t bother to expand his horizons. In a particularly funny example, one of his dog soldier companions is put down for being too old to fight and a human tells Gene that he was taken away to a nice farm where he can run around and enjoy himself, a lie which Gene references throughout the series as a place he’d like to visit someday. This wry humour helps to keep Kingdom from getting too grimdark and makes it consistently enjoyable, while Abnett’s writing keeps the story engaging. There are four whole volumes of Kingdom in this bundle and by the time I got to the second one I was hooked. The scope becomes more expansive and complex as it goes, but my one main complaint would be that Abnett has a bad habit of resetting the cast of supporting characters at the start of each volume, which is more annoying and frustrating than anything.
Mazeworld
Mazeworld is an intriguing self-contained story from Alan Grant and Arthur Ranson, the duo responsible for some of the best stories from volume two of Judge Anderson. Mazeworld largely succeeds due to its protagonist Adam Cadman, an unrepentant asshole on death row who learns to work with others and become a hero when he is transported to the titular Mazeworld. Cadman himself doesn’t change that much, merely his perception of himself – in Mazeworld he’s seen as a hero and so he attempts to live up to that reputation. The world itself is interesting, being built up of several mazes which the local populace lack the complete (or true) maps to, which helps the maze-lords keep control over them and Arthur Ranson’s art utilizes Aztec architecture which gives it an exotic and unconventional feel. However, the world itself isn’t particularly well sketched out, especially compared to a similar sort of high-concept fantasy setting like Brass Sun. The finale is also pretty underwhelming, it feels like Alan Grant wanted to make this a limited series and as a result rushed the ending instead of getting there naturally. The ending itself is certainly appropriate, but I feel like it could have been more satisfying if they had given it a bit more room to breathe. Still, Mazeworld‘s a fun, short read that leaves you feeling better about the potential of humankind.
Scarlet Traces
We’re back with another Ian Edginton story, one which I’ve actually read a bit of in 2000AD already – Scarlet Traces, which acts as a companion piece, and eventually sequel, to The War of the Worlds. Featuring art from D’Israeli (for my money, one of the most distinctive artists at 2000AD), the humble bundle collects the first volume of the story along with Edginton and D’Israeli’s graphic novel adaptation of The War of the Worlds. This adaptation is fairly faithful to the source, if somewhat truncated, although it loses a lot of its literary significance in translation. That said, the first part of Scarlet Traces captures the sinister anti-colonial elements of the original novel far better, giving us a nice little pulp mystery which takes on a shockingly bleak and tragic tone as it goes along. Unfortunately, volume one ends just as things are getting truly interesting. There is a second volume available which I’ve purchased and I’ve already followed some of the newer issues in 2000AD, so I know this is a story that I’m really into but just be aware that the single volume in the bundle is but a tease of how good Scarlet Traces really is.
Shakara
Shakara is bonkers. To set the tone, the first page of the book has humanity and the Earth being destroyed unceremoniously, while the last surviving human, a defiant, would-be “hero”, has his head crushed in humiliating fashion just pages later. That’s barely scratching the surface of how insane Shakara gets though. The story follows a bio-mechanical alien who is basically John Wick in space, cranked up to 11. Like… seriously, everything about Shakara is so over the top that it’s brilliant. I’m talking over-the-top aliens (one species is basically a spinal column in a vat, another is a gaunt creature with a giant floating eyeball for a head, while yet another is a sentient dwarf galaxy), impossible planetoids and imaginative spacecraft (one psionic species literally flies around in giant brains). The out-there denizens of the story match just how insane the story itself is. The first act follows the titular Shakara as he interrupts galactic-scale atrocities and takes on entire armies single-handedly in his quest for vengeance. The second act has a team of equally over-the-top assassins being brought together to hunt down and kill Shakara. The third act has every mercenary in the freaking galaxy coming after Shakara… again, it’s basically like John Wick, with the story and world slowly being doled out over time. I love it, it’s such a joy to read and each panel just gets more and more imaginative as it goes along. Like many of these stories there’s a second volume available outside the Humble Bundle and you know I snatched that up before I had even finished the first volume.
Sláine
From what I understand, Sláine is something of a big deal in 2000AD, to the point where he has his own entire tab in the graphic novels section of the webstore. He’s basically an Irish version of Conan the Barbarian and has been with 2000AD since the 80s. I’ve never really read any of his stuff before now and… hoo boy, I have to say that I was really not into it. The Humble Bundle has two Sláine graphic novels included in it. The first is Warrior’s Dawn, a collection of Sláine’s original adventures which sees the titular character and his dwarf companion Ukko trying to make their way back north to reunite with Sláine’s love, Niamh. Warrior’s Dawn is… fine. It’s typical barbarian fantasy fare, with most of the entertainment coming from the constant bickering between the meat-headed Sláine and the unscrupulous Ukko.
If Warrior’s Dawn was the only Sláine story in the Humble Bundle then I would have been unimpressed, but the graphic novel entitled Book of Invasions vol. 1 completely turned me off all things Sláine. Set sometime looong after Warrior’s Dawn, Sláine has gone from a pulpy adventure story to thoroughly-unenjoyable, grimdark seriousness. It’s just so damn cliché, basically coasting off its grimdark tone and art style to try to appeal, but it did not work for me at all. Clint Langley’s art really leaves me mixed – on the one hand it has some of the most detailed and impressive work in the entire bundle. Langley’s style reminds me of Chrisopher Shy’s gorgeous work on the Dead Space graphic novels, not to mention that his work for Warhammer 40,000 is some of my favourite and really captures the horror of that setting well. However, there are times in Sláine where it is just ugly and feels like too much. When Sláine has a “warp-spasm” (translation: he hulks out) his muscles are exaggerated to such a ridiculous degree that I had to laugh at how stupid his tiny torso looked in comparison. To be fair, his warp-spasms have always looked stupid even in Warrior’s Dawn, but here they really clash with the more serious tone. It also does not help that the story itself is just a bunch of boring, grimdark barbarian clichés. Like, oh no, the demon army is only invading because they delight in raping the women and killing the children, how awful! The council of elders are dumb cowards, the only power that matters in this world is the sword and overwhelming violence! And spoiler alert, can you believe that Sláine goes on his quest for vengeance because the demons rape and murder his wife, Niamh? To make matters even worse, Ukko is basically shunted away in this story, so we don’t even get any sort of entertaining banter. Maybe Book of Invasions is just a shitty starting point to get into Sláine, but frankly I’m completely turned off by it. Like… at least I turned around on Bec & Kawl a bit by the end, Sláine was just a slog for me from start to finish. Book of Invasions is easily the worst story in the bundle and Warrior’s Dawn wasn’t much better. Maybe it’s just a matter of taste, but Sláine did not work for me at all.
Zenith
Oh hey it’s another comic from an industry legend, Grant Morrison (who, I was recently informed by some dumbass on Twitter, sucks donkey balls… oh hey, and then another Twitter user informed me Morrison recently came out as non-binary, cool! As a result, I will be using they/them pronouns as they have requested). Zenith is a straight-up superhero comic, which is very unusual in the sci-fi and fantasy-dominated pages of 2000AD, and the Humble Bundle collects all four volumes of the story. It’s obvious that Phase One was written in the wake of industry titans Watchmen and The Dark Knight Returns, having been published just over a year after both landmark comics came out and shook up superhero narratives forever. It bears some resemblance to Watchmen in its narrative, taking place in an alternate-history timeline where superhumans fought on both sides of World War II, where an atomic bomb was dropped on Berlin and where the superheroes of the 60s have become washed-up shells of their former selves. The only hero still active is the titular Zenith, the only third-generation superhuman who happens to be a selfish, yuppie arsehole more interested in furthering his music career than helping people.
The most interesting thing in Zenith is the world Grant Morrison has created for his story. Finding out about the backstory of the first superhero, Maximan, learning about the second generation of heroes who refused to be tools of the government and instead joined the hippy movement, discovering that the second generation of superheroes have been lying about losing their powers, etc – personally I found this more interesting than the actual A-plot about Zenith dealing with life as a reluctant hero. The side-characters tend to be more interesting than Zenith as well. Washed-up superhero Siadwell Rhys (aka Red Dragon) spends most of Phase One an alcoholic, but Zenith helps to get him off the bottle and into fighting form to deal with a superpowered Nazi… only for him to instantly get one-shotted when they finally do battle. It’s a shocking and tragic moment because by that point Morrison had really gotten me to like Rhys before cruelly snatching him away. Peter St John (aka Mandala) is also fascinating in what he represents. Powers-wise he’s basically Mysterio and he was the ultimate hippy figure during the 60s. However, by the time Zenith takes place, he has fallen so far from his ideals that he has become a key politician in Margaret Thatcher’s conservative government! These generational commentaries are very clear throughout Zenith and are perhaps the most interesting aspect of the stories in my opinion.
All that said, the story starts to go a bit off the rails by the end of the second volume. Suddenly the story involves superheroes from hundreds of alternate dimensions teaming up to defeat the Lovecraftian Old Ones (literally, they name-drop them on a few occasions) and there are several dimension jumps, entire universes being destroyed and a bunch of new characters to keep track of. The art can also make it really hard to understand what’s going on, but Phase Three does give us a couple good twists and a brilliant splash panel of a robot riding a smiley face dinosaur into battle (which is as awesome as it sounds, even if it’s basically pointless in the actual story). Unfortunately, it also ends with an awful trans panic joke, which isn’t unusual for a comic written back in the 80s, but it’s disappointing none-the-less. Meanwhile, Phase Four is a disappointing conclusion. It finally reveals “The Plan” which has been teased for four whole volumes and it’s far more conventional than I had expected. This volume also tease a End of Evangelion-style apocalypse but doesn’t commit to it. Perhaps worst of all, Phase Four continues to just have Zenith as a passive actor within a story that is obstinately his own, making the whole endeavour feel kind of pointless. Zenith is just… strange. If you already know and like Grant Morrison then it might resonate with you, but I find it to be more interesting as a curiosity of a bygone era and a writer stretching himself rather than as a piece of entertainment on its own merits.
Zombo
Zombo wastes no time. Within a couple pages it has already set up its world, story and demonstrated its morbid sense of humour… which is to say that I dig it. The deadpan, dark humour is what really makes Zombo stand out. Sure, like any good piece of zombie media it’s loaded with gore, but how many other zombie stories have a half-human, half-zombie who asks if he can eat you? Zombo scratches the same sort of itch that Metalocalypse does for me, with stories about people getting stranded on a death world getting eviscerated in humourous ways, a suicide cult trying to make their deaths trend on a snuff version of Youtube, a half-zombie, half-bee hybrid called… Zom-bee, and Zombo having to fight his evil twin using the backup brain that’s been built into his ass. For all its dumb thrills though there’s some interesting commentary about putting too much trust in the government and an intriguing concept about the universe consciously pushing back against unchecked human expansion. The Humble Bundle collects the two volumes of graphic novels which have been released so far. I liked the first quite a bit and the second is also good but the second story in the second volume leans way too heavily on the same sort of referential humour that I hated in Bec & Kawl and really soured me on the whole thing. That said, if there was a third Zombo volume I probably would have bought it, so they clearly are doing something right.
And that does it for the stories in this Humble Bundle! There are definitely some great stories here and even at full price I’d recommend several of them wholeheartedly. That said, because I have an obsessive compulsion with ranking the things that I consume, here’s how I’d rank each collection in this bundle. Think of it as a quick-and-dirty recommendation list:
Judge Dredd: The Complete Case Files
The Ballad of Halo Jones
Shakara!
Brink
Judge Anderson: The Psi Files
Absalom
Brass Sun
Kingdom
Scarlet Traces (This rank based purely on the limited volumes in the Humble Bundle; if I was counting the continued volumes then this would surely rank higher.)
Defoe 1666
2000 AD‘s Greatest: Celebrating 40 Years of Thrill-Power!
Back in mid-2019 I wrote an article about how I thought that Death Note, popularly considered one of the best anime out there, was kind of trash. It was disappointing – I love the premise but after the first few episodes it drops off a cliff and becomes a slog. Well, back then I wasn’t really expecting this to turn into a new series for the blog but I spent 2020 slogging through another piece of wildly popular media and I’ve got to say… The Witcher 3 is kind of trash. I happen to be writing this while Cyberpunk 2077 backlash is in full swing and I often hear the refrain “Someday Cyberpunk will be as good as The Witcher 3!”… which makes me not want to play it at all. There’s so much stuff that I low-key hate about this game which I really need to get off my chest, because I don’t understand why people are so enamoured with it.
The Open World
First off, the big new feature for The Witcher 3 was its open world and I have to admit that it truly is massive, sporting one enormous map for Novigrad, Oxenfurt and Velen, separate open maps for the Skellige Isles and Kaer Morhen (and Toussaint in the DLC), plus a couple smaller maps for White Orchard and Vizima. It’s an overwhelming amount of ground to cover and while I can understand why someone would be excited by this, it’s where some of my first issues with the came come in. First of all, open world fatigue has well and truly set in in the past few years, but I had already gotten sick of most open worlds by the start of 2011 with Assassin’s Creed: Brotherhood. That’s the game that made me realize that, in most games, open world traversal sucks. Spending most of your playtime just trying to get from point A to point B as quickly as possible is such a boring gameplay loop and it was bad enough that I dropped Brotherhood (which I was otherwise enjoying) entirely. Since then I’ve often found myself getting tired of open world games with sluggish, restrictive and downright boring traversal options, to the point where I tend to avoid the genre entirely since you’re spending at least half your playtime just putting yourself through tedium in order to get to something interesting. Fallout 4, Far Cry Primal, even Metal Gear Solid V (which I loved at the time, but having to sneak past the same two or three boring outposts to get to any objective was frustrating) have left me tired by the end with me just begging to be able to reach my objectives and end the damn game already without dealing with endless open world bullshit. Compare this to Gravity Rush, a game where the act of moving from place to place is, in itself, a total joy. I hear that Spider-man captures a similar experience with its web-slinging mechanics – I haven’t played it so I can’t confirm, but I just offer these as examples of how getting from place to place can be fun in itself in an open world game rather than a constant, frustrating obstacle.
…which brings me to The Witcher 3. After the first couple hours soaking in the beauty of new location have worn out their welcome, traversal becomes boring at best and infuriating at worst. Need to get to an objective directly on the other side of a mountain range? Better hope you have found a fast-travel point that’s only, like, 600m away from the objective or you’re going to be stuck with two unappealing options – either ride your horse around the mountains or cross your fingers and hope that the game will allow you to climb over the mountain. Of course, if you choose to climb then the game will also force you do to this at walking speed and if you fall off the mountain you’ll die and have to do the whole thing over again after a lengthy loading screen. How fun! Sailing is also painfully slow, but nowhere near as slow as trying to swim from place to place. Better hope your boat doesn’t get sunk in the middle of the seas around Skellige!
To make matters worse, you’re likely to come across some manner of annoying enemy on your way from point A to point B. Random attacks by bandits, wolf packs, sirens, etc can make the world feel a bit more alive, but good God they quickly become a waste of time to encounter. I usually just moan and run away from wolves as fast as possible, but enemies like the sirens basically have to be fought because otherwise they’ll sink your boat and cause you even more wasted time. It can be thrilling if you come across a monster several levels stronger than you are since at least they’ll offer some challenge, but these are rare occurrences (unless you’re going out of your way to punish yourself).
On top of that, the open world in this game is loaded with points of interest marked on the map with a “?”. These things are a blessing and a curse. On the one hand, it can be enjoyable and satisfying tracking these all down and filling up your map. Some of them are even super useful, such as the Place of Power spots. Unfortunately, most of these are open world busywork at best, or useless bullshit at worst. The majority of the points of interest are monster dens, bandit camps, hidden treasure and the like, which require you to hunt down a nearby cache or slay some bandits or monsters in order to get some rewards. Unfortunately, these rewards lose any sort of value within a few hours of gameplay. They don’t scale with your level so you’re going to be pocketing hundreds upon hundreds of useless weapons and armour which exist only to be broken down into parts or sold to merchants in order to get yourself a bunch of gold (which is, in itself, pretty useless as well once you’ve stocked up a few thousand crowns). Maybe the intent is that players aren’t supposed to try to complete all these points of interest and I’d even recommend looking up the Places of Power and skipping the rest, but I cannot stop going to them. I just have this obsessive compulsion to uncover every point of interest on my map and I don’t know which are useful and which aren’t so I don’t want to miss any. Skellige was the point where this hit its absolute worst, as there are dozens of identical smugglers’ caches hidden in the water, meaning that you have to sail for literal hours around the islands, killing sirens over and over again just to get a bunch of useless items that you’re just going to sell anyway. CD Projekt RED, sometimes less is more – cut the useless bullshit out, please. I get that this is partly my problem, but I really can’t help it and if CD Projekt RED are going to put such worthless content into their game then they deserve to take shit for it.
Inventory Management
Like I just said, 99.9% of the loot you get in this game is worthless crap. I mean, sure, you can sell it for coin that you have no practical use for after a few hours or break it down into crafting components which you’ll quickly be drowning in. It also doesn’t help that the vast majority of the loot you find in the world is clearly procedurally generated, uninteresting guff that exists just to fill out the world. Beyond this, the overabundance of loot leads to two big issues. First, it makes acquiring loot at the end of a quest or out in the open world feel unrewarding and nothing more than a boring chore. If I complete a quest and get a cool sword, I’d like to be able to use it, not go “oh, this is way weaker than the sword I crafted 10 hours ago”. Secondly, this contributes to this game’s frustrating inventory management. Most of this stems from the restrictive encumbrance mechanic. Like many annoying RPGs, a good chunk of your playtime in The Witcher 3 is going to be spent running back and forth to merchants because the loot you picked up put you one point over your encumbrance threshold and now you suddenly have to walk slowly across the world map. This just makes the traversal issues and unrewarding loot that much more frustrating, and this is compounded even more when you consider that encumbrance is totally arbitrary. Sure, some people may say “it’s more realistic!” or “it’s for immersion!” but both of those arguments are shot right out the window when Geralt can comfortably run around with dozens of swords, armour sets and saddles but then that one last flower pushes him over the edge. That doesn’t even take into account that several items don’t even have an effect on encumbrance, such as the hundreds of pieces of food that Geralt can carry at once.
To make matters worse, The Witcher 3 also features a weapon degradation system, because you weren’t spending enough time in your inventory already. On the one hand, I could see this being somewhat useful if the game was set up in such a way where degradation would force you to use other weapons until your favourites get repaired, but that just isn’t the case at all. After the first hour you’re almost always going to have a dozen weapon and armour repair kits on hand, not to mention that you can just go to a blacksmith and pay to get your gear fixed – it’s one of the few things actually worth paying gold for. Again, you could argue that this is about realism or immersion, but it’s just not fun. It’s not common enough to actually affect gameplay in any significant manner, which means that it’s nothing more than a pointless chore the game makes you go through. Seriously, just drop it, weapon degradation systems always suck.
Combat
Which brings us to the combat in this game. The Witcher 3 drowns you in options right out the gate. Not only do you have your actual sword fighting skills, but you also have access to five signs (aka, minor spells), a crossbow and an ever-growing collection of potions with varying effects. These are all improved as the game goes on, with you being able to put skill points into new techniques and upgrades for whatever abilities you want to focus on. Me? I put all my points into sword damage buffs and upgrading my favourite signs. These upgrades never felt particularly significant to me – like, sure, 25% more damage from sword attacks is probably making a difference, but I can’t say that I actually feel it. It wasn’t really until I got the charged heavy attack that I really felt like an upgrade was actually changing my playstyle any. It also doesn’t help that some options are just broken. The Quen sign in particular is so OP that it not only makes combat boring but makes me play lazily and treat it like a crutch. The very first upgrade gives you a one-hit shield which blasts back enemies and recharges quickly. This means that every fight I get into starts with me casting Quen, dealing damage and then taking a hit, backing off for two seconds til Quen recharges and then casting again. Rinse and repeat. Sure, there are other options available, such as buffing your potions (and spending even more time on inventory management!), getting limited-use out of new melee techniques, or applying damage buff oils to your weapons but… like, why? Unless you’re stupidly under-levelled against a tough enemy, you can coast by on all the crutches this game gives you – and I call them that because when the game suddenly takes them away from you (such as in fist fights or Ciri segments) you realize you now need to remember how to parry effectively or you’re going to get annihilated.
It’s cool seeing Geralt spin around and decapitate foes for the first couple dozen hours, but the combat in this game is just not good enough to sustain itself over the course of a hundred plus hours. As I said before, I dread coming across packs of weak enemies because they’re such a waste of time to deal with and that’s because most fights are stupidly easy. You either get one- or two-shotted by enemies more than five levels above you or you’re massacring everyone with ease. If you play like I do and try to complete as many side-quests as you can, then you’re going to be insanely over-levelled with very little effort, making most of the game’s quests a slog to get through. Like… could they not have implemented a level-scaling system, or anticipated that players would actually play their content, or something? I’ve read elsewhere that I’m not the only one with this issue, it’s like the game’s difficulty was designed for you to be only playing main quests and doing even a couple side quests throws the difficulty curve out of whack. And note that I’m playing the game on Blood & Broken Bones difficulty, so it’s a step up from the standard difficulty. I haven’t played Death March, but considering how mind-numbingly boring B&BB is I can’t help but think that it won’t make the game much harder.
Writing
For what it’s worth, the writing in The Witcher 3 is by far the best part of the game. Long after I grew bored of the combat and open world, I was still hanging on because I wanted to see what would happen next. There are also some fantastic stories and characters within this game, particularly the “Bloody Baron”, who is a textbook example of how to write a charming, sympathetic monster, and many of the side-quests have fully fleshed out stories that make them worthwhile to grind through. However, even the writing begins to wear thin over time and test my patience.
Sometimes I’ll decide “fine, it’s time to start getting the main quest underway again” and you try to get the story moving… only for some stupid, random bullshit to happen in the plot which halts all momentum and you have to deal with before you can move on, even though it’s less important than several of the side quests in the game. One annoying example of this is on Skellige when the plot has finally moved on and you’re ready to leave the island, all that’s left is that a king needs to get crowned. So you’re ready for that to be decided when, uh… bears attack the kingsmoot. What the fuck? I should mention that this kingsmoot is taking place in a guarded castle atop a seaside spire, so when this army of bears attacks it’s truly baffling. Then you’ve got to solve a mystery about who unleashed the bears at the kingsmoot and the person you decide to support in the search ends up being the king. Man, I was done with Skellige when this happened and was just ready to move on, but then this happened out of nowhere and felt like an annoying, uninteresting shark-jump that the game was dropping in my lap just to make the game that much longer.
The worst example of this narrative padding is definitely what happens after you complete Dandelion’s doppler play. You spend hours getting a play put together so you can put out a message to an ally who has gone into hiding and it all goes off without a hitch, hooray! You find the ally, he gives you info about Ciri and now you’re ready to move on with the plot… except immediately afterward someone randomly attacks Dandelion’s girlfriend Priscilla and leaves her near death! Oh no! So once again you have to solve a mystery that comes out of nowhere and halts the actual progression of the plot, except in this case the writing is utter bullshit. Turns out there’s a serial killer who ritually murders prostitutes and makes a big scene of calling them whores. You have three suspects: a doctor with a history of violence, a shady coroner who the doctor doesn’t like and a fanatical priest of the Eternal Fire. You find clues about who the next victim is and, oh, looks like the killer doesn’t like people working against the church, imagine that. He kills an acquaintance of yours who has renounced the church and then you discover the name of his next victim, a prostitute. So you go to the brothel and, oh my God, it’s the priest there torturing her. You get the option to kill him, spare him or let him continue torturing her (!?!?!!), and obviously I’m going to kill him because he has to be our murderer, right? Wrong, turns out that it was the coroner and he was just masking his crimes by pretending to be a fanatic because he’s actually a vampire feeding on people. Umm, what the hell? I mean, I get that misdirection is difficult in a mystery but how do you make a red herring so bad that they end up being an entirely separate serial killer with an identical modus operandi? There’s no reason to assume that the coroner is responsible given the evidence that the game gives you, other than metagaming when the game allows you to spare the priest’s life because why would they let you do that unless he wasn’t the killer? The worst part is that when you think you completed the quest you’ll later find clues that the killer is still at large and Geralt basically just shrugs his shoulders and lets them keep at it. Like… dude, turns out one suspect was a different serial killer and you had only two other suspects, maybe look into that!? The fact that this doesn’t reopen the quest or open an alternate version of it is legitimately infuriating to me, I get that this game is complex and ambitious enough but this quest just shows weakness within the game’s structure and it would seriously be better off without it.
Bugs
The Witcher 3 was apparently a buggy mess at launch and while I would consider the bugs that remain in the game a fairly minor issue at this point, there are still several that will pop up in every playthrough that range from funny to infuriating when they happen. The worst one I encountered was this weird audio glitch that happens when you encounter the Crones of Crookback Bog, where the dialogue completely cuts out for like ten minutes, while you awkwardly read the text on screen and watch the crones pantomime to you about how evil they are. Worst of all, my PS4 crashed at one point and I had to restart my game from the beginning, so in two separate playthroughs this glitch happened… how is this still unpatched to this day? I also had one bug that happened repeatedly during the horse races – I would win the race quite handily, but when I crossed the finish line the game wouldn’t register it, forcing me to restart the game and redo the entire race six or seven times before it would finally register the win legitimately. I have no idea why this one was happening but it was maddening when it did.
Perhaps the most persistent and irritating bug though is that the swimming controls will randomly crap out at times, not allowing you to dive in the water. This is particularly annoying because if I’m in the water then odds are I’m only there because I’m diving for sunken treasure. When this happens, your only options are to climb back onto your ship and hope that that fixes the issue, fast travel to reload the world map, or just restart the game and cross your fingers. This is so goddamn annoying and just makes the already awful Skellige smugglers’ caches that much more of a slog to get through, because this issue happened to me multiple times in just that one section of the game.
Bloat
You may have noticed that there’s a running theme throughout all my issues with The Witcher 3 and that is simply that the game is bloated beyond belief. The open world is massive, but it seems to prioritize size and pretty vistas over actually being fun to explore over a hundred hour journey. The game showers you with loot, but when 99.9% of it is worthless it becomes nothing more than a chore to deal with. Combat gives you tons of options, but overpowered options make the rest redundant, the combat is ridiculously easy and it just can’t sustain itself over the game’s playtime. The writing has some truly great moments, but it just feels padded for nothing more than making the game even longer. I had a similar issue with Alien: Isolation, where the game felt like it had to force itself to be a bloated, twenty hour game when it would have been perfect as a tight, terrifying eight hour experience. All-in-all, The Witcher 3 is a game in serious need of content trimming and a tighter focus. I shouldn’t have to actively force myself to not engage in most of the content you’ve put into your game in order to find any sort of enjoyment with it.
At this point I’ve dropped The Witcher 3 after slogging through it over the course of a year. I’m only at Kaer Morhen now and I just can’t bring myself to play it again. Instead I’ve played the remakes of Resident Evil 2 and 3 and just started Hitman and the difference in enjoyment is palpable. Knowing that I can finish these games casually in a week or two is exciting in itself, not to mention that these are far better curated experiences that deliver greater levels of enjoyment in each play session. If I can give The Witcher 3 one big prop in spite of all this it’s that the game does offer hundreds of hours of playtime for like $20 – that’s a pretty insane value if you need to stretch your money out, but for my own part I’d like to actually get close to finishing a game I started.
But hey, at least Gwent was fun. If I ever do pick The Witcher 3 back up, it will probably be because I want to take part in the Gwent tournament. So that’s something at least.
This shot from a sex scene is one of the featured media screenshots on The Witcher 3‘s website. Seriously.
So How Would You Fix It, Smart Guy?
First off, if even a couple of my big issues with The Witcher 3 got addressed then it would make the experience much better overall, but we’ll go pie-in-the-sky and try to address them all here. Let’s start with the open world. Just due to the mechanics of the game, traversal is never going to be fun, so let’s at least make it less annoying. To that end, make fast travel points a bit more common and make random packs of enemies only really a concern if you’re going deep into the wilds off the main roads. Maybe make them scale in level as well so that they can be an actual obstacle. Similarly, I’d cut down on the useless “?” spots on the map (ESPECIALLY in Skellige), or just straight-up reveal what type of point of interest each is so you know whether to bother with it or not.
For the loot and inventory management, I’d want to make some sweeping changes. First of all, ditch encumbrance and weapon degredation. They suck and can never not suck until you remove them entirely. Secondly, let’s make the loot you get far more valuable. Cut down on the number of random items you can steal or loot from enemies significantly. Let weapons be upgradeable, with each level requiring you to get upgrade materials which you can craft and get the materials around the world map. This would allow reward weapons to actually be useful and could cut down on the number of useless items the game drowns you in. Plus it also means you don’t have to say goodbye to a favourite weapon when you outpace its damage output. Boom, all of a sudden inventory management is no longer a hassle, you actually can get some sort of satisfaction out of new items and it makes looting itself more rewarding because it’s helping you get something that can make your equipment better.
The combat in this game should be Monster Hunter-lite. I get that, conceptually, this is what the game is going for with its decoctions and oils, but they’re pointless compared to spamming signs. Make monster encounters something you have to actually plan for instead of just rushing headlong in like an idiot and suddenly combat would feel far more rewarding. Most importantly, introduce a level-scaling system to make enemy encounters more interesting.
For the writing, basically all that needs to be done is to trim down the padding in the main quest, or at the very least move these into the side-quests. As far as I’m concerned though, that serial killer quest needs to be completely reworked or cut out entirely. In any case, the sum total of these changes would result in the game’s annoyances being reduced or removed entirely, while its strengths are more up-front. It would also mean that the main game would likely be shorter, but if more side-quests were incentivized for the post-game then this would allow players more time to play the game the way they want without feeling like they have to or are missing anything. Given that the lack of urgency in spite of the game’s actual narrative is one of the main criticisms of The Witcher 3, I feel like it would make it a much better game.