Love/Hate: Halo 2

Welcome back to the Halo love/hate series! In this entry we’ll be going over the series’ second entry, Halo 2! Like I said in the first entry, I had played a bit of Halo 2‘s multiplayer back when we did LAN parties at my church, but other than that, I had very little first-hand experience with the game. I didn’t see past the campaign’s opening cutscene, and I didn’t get that far into the novels to reach any Halo 2 content, so nearly all my knowledge of the game was just general cultural osmosis (Arbiter, the cliffhanger ending, etc). Would it be able to improve the rough edges of the original game? Read on to find out…

Love

  • Major Gameplay Improvements – It’s hard for me to really describe how much better Halo 2 feels to play compared to Combat Evolved in nearly every facet. Let’s put it this way: when I was playing through Combat Evolved, I’d be able to stomach one level per sitting before I’d want to turn it off. For Halo 2, I blitzed through three levels the first time I sat down to play and the only reason I didn’t play more was because I really needed to sleep. So I went to bed, and then I blitzed through another three levels the next day. Throughout this playthrough, I was gleefully playing two-to-three levels back-to-back whenever I could get the opportunity, it is that much fun. Knuckling down to specifics, major improvements include:
    • Vehicle handling is similar to Combat Evolved, but so much tighter and more responsive. No more crashing into everything because you can’t control your damn vehicle (plus, it also confirm that this was not an engine issue, it was very much a Combat Evolved issue, because vehicles are a blast here).
    • Explosives are far less oppressive now. You’ll still die to the occasional rocket launcher or plasma grenade, but the combat actually feels fair now.
    • Weapons held by allies can now be taken, meaning that you can customize the support that they provide, and you can get yourself a better weapon if needed (you are, after all, the best warrior in the room, so why are you stuck with the needler!?).
    • You can also hijack enemy vehicles now, which makes for some epic moments on its own, but it also means that you aren’t necessarily left flailing around if you have a weak weapon and some Elite is charging at you with a Ghost or a Banshee.
    • I also like the changes made to health. In Combat Evolved, you had a regenerating shield and a health bar which would be depleted when the shields went down. In theory, this sounds like a good system, but in practice, it means that you have very little margin for error. Shields down? You need to hide IMMEDIATELY or you’ll die in one hit next time your shield goes down, and who knows how long it will be before you find a med pack to restore those lost health points. Halo 2 simplifies this to just be a regenerating shield and then a set amount of damage you can take before your health and shields fully regenerate. It makes taking damage more forgiving and makes you feel like more of a badass, since you can choose to take that risk to take some damage if it means that you get to kill the last couple enemies in the process without punishing you for it.
  • Dual-wielding! – Easily the coolest new feature in Halo 2 is the ability to dual wield any one-handed weapon. I was grinning ear-to-ear like an idiot as I blasted away with dual SMGs in the opening levels. Granted, you can’t throw a grenade or melee when you’re dual wielding, but it’s very much worth it and, with this franchise’s strategic weapon-based combat system, it opens up so many options. You can choose to double-up your damage potential with a second copy of a particular weapon, or you can choose to shore up one weapon’s weakness with another (eg, SMG in one hand for Grunts, plasma rifle in the other for Elites). This is such an inspired feature and just another aspect of what makes combat in Halo 2 so goddamn fun.
  • New Weapons – Halo 2 introduces several new weapons to the franchise. My favourite is, without a question, the energy sword, which kills almost everything with one melee strike and which closes the distance with an enemy if you swing while close to them. I also really love the beam rifle, which is kind of like a plasma sniper rifle. The battle rifle is also excellent, leaving Combat Evolved‘s assault rifle in the dust where it belongs and I also rather enjoy tearing through Grunts with the SMG.
  • Level Design – One major reason why Halo 2 is so much more playable than Combat Evolved today is that they completely fixed my issues with the first game’s level designs. The way that levels are designed is far better at directing you to where you need to go next, to the point where I never got lost.
  • Graphical Leap – Graphics only matter so much, especially when comparing two twenty-year-old games from the same console generation, but it is notable just how much better the graphics of Halo 2 are compared to the first game (I played both games with original graphics, so their anniversary updates did not factor into this assessment). The character models are so much better and environments are all much more detailed than before, making the opening warzones and areas like the Covenant holy city truly awe-inspiring in open vistas.
  • “Blow Me Away” – As a big fan of Breaking Benjamin, the hype was off the charts when I was playing through Gravemind and this track started playing during one of the toughest battles in the game. You’d think that a post-grunge rock track might feel out of place, but no, it’s easily one of the highlights of the campaign.

Mixed

  • The Arbiter – One of the most interesting additions in Halo 2 is that you have a second playable hero: the Arbiter, the Elite who was in charge of the Halo ring that we blew up in the first game. A lot of the most interesting world-building and narrative beats comes from his perspective, as we get first-hand insight into the Covenant hierarchy and society. He also plays somewhat differently to Master Chief, getting access to an active camouflage system which encourages more stealth gameplay. That said, his levels suffer somewhat due to us not really having much investment in the fate of the Elites initially, as our concerns are on the fate of humanity. This improves over time, but it takes a while to really appreciate this side of the story. Arbiter’s gameplay can also be less enjoyable than Master Chief’s… I wasn’t able to find anything to confirm it, but I swear that Arbiter has less health and/or shields than Master Chief, meaning that you’re going to die way more and have to play much more carefully when playing as him. This isn’t necessarily a bad thing, but it’s not communicated well and, since you swap between the two characters throughout the campaign, the difference in health is going to throw you off every time you swap back and have to remember to play more conservatively again. It’s just kind of a bummer in a game that otherwise makes you feel like a total badass.
  • The Story – This is a true “Mixed” section for me, as the narrative of Halo 2 is extremely polarizing. It’s simultaneously one of my favourite and least favourite aspects of the game.
    • On the plus side, the presentation is way better. The opening sequence of Master Chief’s award ceremony, contrasted with Arbiter’s shaming, is downright cinematic and demonstrates that Halo has some of the best narrative presentation in gaming. In accordance, the narrative scope has expanded to the point where it is downright epic. We’ve got the fate of Earth hanging in the balance as the Covenant launch their final offensive on humanity, we’ve got Master Chief trying to stop a second Halo from firing, we’ve got Arbiter being sent to quash heresy and the getting caught up in a full-on Covenant civil war with three different factions involved. It’s extremely impressive stuff, especially for a goddamn first person shooter from the early 2000s.
    • That said, the way that this story is told is extremely confusing. The story is far more complicated, but the way that it is communicated to the player is often unclear, making it difficult to follow at times. For example, the first Arbiter missions take place on a second Halo installation, but the game takes a while to actually make this clear, and never really confirms if this is supposed to be the same installation that Master Chief and his allies are fighting on at the same time. Similarly, the Flood Gravemind just kind of shows up with zero foreshadowing or explanation. This is arguably the most dangerous being in the galaxy and we don’t really get any indication of what it is until very late in the game (hell, you’d need to use context clues to even clue in that this thing is a “Gravemind”). The way the game switches between Master Chief and Arbiters’ campaigns also doesn’t really help, as you’ll probably forget some of the details of what was happening in each campaign by the time you switch back to the other character.
    • Oh, and I’d be remiss to not mention the cliffhanger ending. I didn’t mind it, especially since I’m playing this game years after we’ve already had follow-up to it, but I can see how the story just suddenly ending with no resolution would be a problem for some people.

Hate

  • Energy Sword Lunge – As much as I love the energy sword, the way that its lunge has been implemented is a goddamn liability. Getting close to an enemy and then swinging will launch you forward in a lunge attack, even if you’re in mid-air. It’s really helpful and helps make the energy sword an absolute beast, but my God, you will launch yourself off the side of the map several times when you first get the energy sword until you come to grips with how it works. I swear, during the first couple Arbiter levels, I died more to the energy sword throwing me off the map than I did to Flood and heretics, combined. I did eventually get used to it around the time when the game stops having so many lethal drops around every combat arena, but it was infuriating for a while.
  • Weapon Balancing – Bungie were clearly aware of how overpowered certain weapons were in Combat Evolved, because the nerf bat has come for them. The shotgun is, sadly, the most nerfed. It’ll kill a Flood in one shot still, but it struggles to down Covenant outside of point blank range (and even here, you’ll likely need a couple shots to do the job) and its damage drop-off is pitiful. The magnum has also been made basically useless, and the plasma rifle’s damage is lower. Beyond general nerfs, there’s a pretty big gulf between the good and bad weapons in Halo 2. The brute plasma rifle, for example, is a weapon you never pick up unless you have no other option – it’s literally just the regular plasma rifle, but it overheats twice as fast. How exciting!

Halo 2 is a triumph. The original game was already acclaimed and revolutionary for its time, but Halo 2 absolutely blows it out of the water in nearly every regard. Everything has been tuned to make you feel like a total badass while playing and the campaign is simply enthralling. If Combat Evolved set the bar for quality, Halo 2 cemented this franchise’s place in gaming history. I’m so glad that I finally got the chance to play this game in full and I hope that I get the chance to relive one of those LAN parties someday soon to really enjoy that multiplayer carnage too.

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Love/Hate: Halo – Combat Evolved

Surprise! It’s time for a new love/hate series! As you can probably tell, we’re going to be diving into the Halo franchise, going over all the mainline entries and their campaigns. Multiplayer is a pretty major aspect of Halo, obviously, but I’m about 23 years too late to properly dive into these games’ multiplayer modes, so we’ll just stick with the campaigns for this analysis.

As for my history with Halo, I got invited to a LAN party at my church a couple times where we hooked up four Xboxes and played Halo and Halo 2‘s multiplayer. It was an absolute blast and, for many years thereafter, Halo was the gold-standard multiplayer game in my mind, unsurpassed until 2007’s Call of Duty 4: Modern Warfare. I purchased an Xbox 360 with Halo Anniversary several years later and tried to play through the game’s campaign, but fell off about halfway through before selling the system. Recently though, Steam had a huge sale on for the Master Chief Collection, so I picked it up and finally decided to knuckle down and play through this series. How do these games hold up today? Read on to find out…

Love

  • The AI – No, I’m not referring to Cortana here (although she is an excellent character). No, I’m referring to what was probably the most defining aspect of Halo for me: the incredible amount of personality that Bungie have baked into all of their NPCs. Grunts scream and run from battle when you kill their superiors. When you kill an enemy, they will fire their gun a few more times in a death spasm. Your allies will rage and unload magazines into dead enemies in revenge. These are just some of the more obvious examples, but there is just so much personality baked into the NPCs that it makes them feel like more than just bullet sponges. It’s even more impressive considering that few shooter games today even bother with these kinds of touches to make their world feel real.
  • Enemy Designs – Combat is so much fun in Halo because you can feel how well-designed the enemies are in these games. Each enemy type requires different approaches to defeat them: for example, Elites have powerful weapons and shield generators, requiring plasma weaponry to kill effectively before they obliterate your own shields, while Jackals have an arm-mounted shield which needs to be overloaded with plasma or bypassed with precision weaponry, grenades, or good ol’ fashioned melee. In addition, each enemy type has a very distinct silhouette, making it easy to tell who is who in the heat of combat. As a result of this strong design foundation, Bungie are able to mix and match enemies and environments to make for endless potential for fun encounters.
  • Large-scale Warfare – While Halo is primarily a corridor shooter, like many of its contemporaries, it does open up during a few levels (most notably in the second level) and allow you to engage in large-scale open warfare. These areas are always the game’s biggest highlights, allowing you to pilot vehicles, including the Scorpion tank and Banshee, or you can just hoof it on foot and use the terrain to your advantage. There are also multiple moments where you can choose to just sit back and watch the Covenant fight your allies or the Flood, which helps sell the idea of this huge war that you are just a part of. It’s wild to see this kind of ambitious design in an Xbox launch game!
  • The Lore – The actual plot of Halo is pretty basic: you crash land on Halo, rescue your comrades, and then try to figure out what the Covenant are doing here. What really makes it stand out to me though is how authentic and real it feels. You can clearly tell that the people who wrote it are military history nerds and they ensure that the UNSC characters speak and act like real soldiers. Add in the intriguing zealotry of the Covenant and the mysteries of the Halo installation and this is a world that feels positively lived-in, even in this first entry.
  • The Flood – No one who played Halo for the first time expected it to turn into a full-on horror game about halfway through, but man is it effective. It’s a cool twist which comes just in time to shake-up the gameplay and introduce several new enemy types to deal with, which function differently than any other enemy you’ve encountered up to this point. Plus, y’know, the Flood are an existential threat which really ramps up the narrative as soon as they’re introduced.
  • The Shotgun – Oh. My. GOD! In the pantheon of video game shotguns, Halo‘s is easily one of the most satisfying. This thing is a fucking beast, shredding Flood and Covenant alike in a single blast. Most weapons in this game feel kind of weak, requiring a lot of shots to actually kill anything, but it is so refreshing when the shotgun arrives and bucks this trend. You don’t get access to it until about halfway through the game, but as soon as it was introduced, the entire back half of the game for me was ride-or-die with the shotgun.
  • Weapon Variety – One of the most impressive aspects of playing Halo today is seeing just how unique the various weapons are. This was kind of par for the course back in 2001, but since video weapons became codified as “assault rifle/pistol/shotgun/sniper rifle/DMR/SMG/machine gun”, it’s refreshing to see weapons as distinct and iconic as the needler and plasma pistol. Even the assault rifle and plasma rifle don’t overlap – the assault rifle is purely a low damage, high rate of fire weapon, whereas the plasma rifle specializes at knocking down energy shields and will overheat if fired for too long. There’s simply no overlap for any of the weapons here and, given what I said about enemy design previously, they all have some strategic use depending on the situation you find yourself in.

Hate

  • Level Design – This is my biggest complaint about Halo by far, and it’s the reason I fell off the game the first time I tried to play. It took me months to slog my way through this game and that largely came down to how dull the levels can get at times. This is mainly due to the time-period in which Halo was developed, as you can see the DNA of early corridor shooters like Doom or Star Wars: Dark Forces with these maze-like environments. It’s especially bad because the levels in Halo are, ultimately, quite linear, but I was still managing to get lost because of all the reused assets and non-sensical level layouts which make it hard to tell where you’re going and where you’ve been. Making matters worse, Halo loves to just throw wave after wave of enemies at you. I remember reading the second Halo book, The Flood, and realizing it was basically a full-on walkthrough of the game when it would describe how Master Chief kills all the enemies in a room, then goes to the next room and does it again for another wave. For how dull that was to read, it was a pretty accurate description of how these levels often play out and, while the enemy designs keep things fun, it does start to get a bit much towards the end.
  • Vehicle Controls – As much as I love that Halo lets you shake-up the gameplay by driving vehicles, the actual controls are fucking dogshit, specifically for the Warthog. They are so slippery and unwieldy, causing you to crash into everything if you end up in a situation where you need to drive with any sort of precision. This is especially a problem because the final level requires you to race a Warthog through an obstacle course while a timer counts down. Suffice to say, I failed the first time I tried this and that was almost entirely due to the poor vehicle controls screwing me over.
  • Explosive Spam – Holy shit, the sheer damage and blast radius of explosives in this game is nuts. A single explosion is often enough to kill you instantly and can come out of nowhere, with even basic Grunts frequently hucking plasma grenades at you. You are going to die to explosions all the time, especially in the latter levels when enemies are unloading barrages of grenades, fuel rod cannons, and full-on rocket launchers at you.
  • The Assault Rifle Suuuuuuucks – So I did say that every weapon in Halo is useful in certain situations, but the assault rifle’s the closest we come to a weapon just being worthless. Unlike most video game assault rifles, Halo‘s is only good at extreme close range due to some insane bullet deviation. Even Grunts take most of a magazine at close range to kill, which is insane. The only situation where the assault rifle shines is in killing pod infectors… but that’s not that impressive, because literally stepping on them will kill pod infectors, and they do such miniscule damage that it’s barely worth wasting a bullet on them.

Halo: Combat Evolved is rough. I can see how it revolutionized the shooter genre and it still has some brilliant aspects that hold up today, but actually playing the game can be exhausting at times. Still, for all its rough edges, I’m glad that I finally got to experience this game for myself and live out my teenage dreams for real.

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15 Best Movie Posters of 2024

It’s mid-December, so that means another count-down of my favourite movie posters of the past year! In case you’re unfamiliar with how this works, I spend the year trolling through impawards and collecting all the really cool, interesting and striking poster designs for 2024 movies and then narrow them down into a shortlist. As always, any poster released during the year is eligible to make the list, but special consideration is given to posters which are intended for mass distribution rather than posters which are intended to be limited-release, alternative, “artistic” posters. As usual, you can see the full-sized poster in all its glory if you click on the images.

Anyway, with those considerations out of the way, let’s get onto the list, starting with some dishonourable mentions:

Bloodline Killer is a badass title for a horror movie, and this poster is trying its damnedest to be edgy, but it just comes across as goofy to me. Maybe this movie is good, but this poster sure as hell isn’t making that case for me (also, that axe head is tiny).

OH FUCK ME“, I literally said when I saw this poster with Matt Walsh’s shitty, fucking face plastered on it. All that this poster makes me want to say, upon seeing it, is “yes, you are, you piece of shit”. That said: I’ve heard that the movie is not nearly as bad as it looks. I may, in legitimately good faith, check it out just to see if that’s true.

Yeah… they’ve made another one of these movies (two, actually, since I last covered the series). Unfortunately, God’s Not Dead 3‘s more moderate message was rejected by the audience, so they went back to full-on conservative circle-jerking for these last two movies. In God We Trust appears to be the most overtly-political of them all, featuring Pastor Dave trying to run for office… good fucking God, given how bad the other movies were, I cannot begin to imagine how awful this one will be. I am probably going to do another Retrospectives catch-up in 2025 covering all the new movies in existing Retrospectives series, so expect more suffering from me when I get around to watching this…

And with that said, let’s get into our top 15 proper:

15) The Wild Robot

I’ve said it before and I’ll say it again: I’m a simple man. You put a cute fox on your movie poster, and you’ve instantly caught my attention. That said, these posters genuinely do a great job selling the movie: a sense of wonder, joy, and mystery with charming characters, reminiscent of The Iron Giant. Hell yeah, I’d love to see that, sign me up.

14) Twisters

Twisters made for a pretty good, back-to-basics summer blockbuster. Lots of excitement and mayhem, with a fun, Hallmark-style romantic drama at its center. These posters for Twisters do a good job of letting you know what you’re in for: the wonder and terror of nature, and how powerless our heroes will be in the face of it. Also, probably goes without saying, but the posters hearken back to the iconic poster for Twister, so it also promises to be a good time like that movie was (I’d say they succeeded).

13) Alien: Romulus

Even if you know nothing about the Alien movies, this poster for Alien: Romulus is uncomfortable. If you do know what a Facehugger does to you, this poster is downright disturbing. The overwhelming red gradient makes the poster eye-catching, while also feeling threatening and alarming. A very well-composed and considered poster all-round, does a great job appealing to Alien fans and general horror audiences too who may be less familiar with the franchise.

12) Destroy All Neighbors

This year’s “what the fuck is this movie!?” poster, Destroy All Neighbors is certainly eye-catching. Initially this appeared blasphemous – the guy looks and is posed like zombie Jesus. However, after a bit more analysis, I think the guy got electrocuted, which burned his face off? It looks pretty wild and wacky and it makes me kind of want to know what the hell is going on in this movie.

11) Despicable Me 4

I haven’t cared about Despicable Me since the first movie came out, but I will say that this poster is pretty cool. I like how they’ve composed the image: first you look at Gru, then the goofy minion trying to look like a badass, and then up to the baby. Really sells what this movie’s going for: a colourful, light-hearted, comedic, family-friendly spy caper.

10) Furiosa: A Mad Max Saga

While not as grand as some of the posters for Fury Road, I kind of like that Furiosa is going for its own thing here. Furiosa is posed like a saint in a medieval painting, a connection which is only reinforced by the adoring skeletons and war boys at her feet. The car parts everywhere remind the audience that high-octane vehicular action is at the core of this series’ identity. Having everything in the poster be made out of gold highlights this film’s turn into grandiose myth-making. It’s a very cool poster in its own right, the sort of thing you’d be stoked to mount on your wall, but the extra depth just makes it all the better.

9) The Apprentice

Admittedly, I didn’t want to put this film on the list. I was sick of Donald fucking Trump in 2017, I sure as hell did not want to see his stupid, fucking face when this movie came out, and the 2024 election results have just made me hate the idea of anything Trump repulsive. That said, when I had to make my list, I couldn’t help but begrudgingly accept that this is one of the best posters of the year. It’s appropriately gaudy, invoking the desperation of Trump to appear rich. Sebastian Stan looks perfect as Trump, to the point where I kind of want the movie to turn into Inglourious Basterds in the third act… Jeremy Strong looming over it all makes you wonder what part he has in shaping Trump as well. As much as I hate to admit it, this is really solid poster.

8) Kingdom of the Planet of the Apes

I am happy to report that the latest Planet of the Apes film had some of the most visually-interesting posters of the year. I particularly like the center poster, which references the colours and composition of the original film’s poster, while also working in a destroyed cityscape and the main characters. I also really like how much they set the king ape up as a real sinister bastard. Considering that the previous films set the apes up as the good guys, it’s good to remind the audience that there’s going to be a shift in tone going forward, with the established moral lines being much more grey. I haven’t actually gotten the chance to see Kingdom yet, but these posters certainly suggest that it will be a good time.

7) Godzilla x Kong: The New Empire

A new Monsterverse movie released this year and, once again, the marketing team was on-point, giving us some of the most visually striking posters of the year. While I do think that Godzilla x Kong‘s posters are a step down from their previous work, and they haven’t given us anywhere near the same number of absolute bangers, what we did get still looks really cool. Hopefully next time they step their game up a bit more, because I’d love to see Godzilla top one of these count-downs once more.

6) Art of a Hit

Like Alien: Romulus, Art of a Hit uses red to invoke threat and alarm. Unlike Alien: Romulus, I do not know what this movie is about, and it makes my mind brim with imagination. We’ve got five characters, presumably a rock band central to the narrative. The guitar is dripping blood, suggesting that this isn’t just a standard music biopic – some pretty nasty events are going to play out. The title itself is clearly a double-entendre, promising murder will be involved. I had never heard of this movie, but this poster legitimately has got me interested, which means it’s doing its job. Bravo, poster.

5) Back to Black

I do not particularly care about Amy Winehouse’s music, but damn, even I am impressed by how perfectly they’ve transformed Marisa Abela to look like her for this poster. I also appreciate that they’re being respectful here – they don’t invoke the a lurid, grimy side of Winehouse’s life here. Instead, they celebrate her at her peak, the best image of her that the public would have seen. Sure, it’s probably all in service of yet another Oscar-bait music biopic, but this poster is at least promising.

4) In a Violent Nature

Speaking of grimy posters, In a Violent Nature‘s posters absolutely deliver what you’d want to see out of a brutal, old-school slasher film. I especially like the first two posters, which use evocative, messy stills to invoke 70s grindhouse film advertisements. They don’t show too much directly, but the implications are all there that you’re in for a bloody, nasty time. The third poster is more modern and conventional for a slasher film, reminding me of the sorts of posters we got for My Bloody Valentine 3D. All-in-all, these are some pretty impressive posters for an indie slasher film, easily some of my favourites of the year.

3) Terrifier 3

Of course, as far as grimy, nasty, old-school posters go, it would be pretty hard to top Terrifier 3. True to form, these posters are fucking gross, which is entirely appropriate for a Terrifier film. I’m not a huge fan of art that is shocking and violent solely for the sake of getting people offended (Crossed, Cannibal Corpse’s entire discography, etc), but these posters are absolutely warranted in the case of Terrifier 3, considering that they intentionally market this franchise as “movies so shocking that only the most hardcore of audiences can make it through them”. The Christmas imagery just makes this even more offensive, likely intended to be evocative of the moral panic which occurred around Silent Night, Deadly Night.

2) A Quiet Place: Day One

In an industry inundated with meaningless character posters and Drew Struzan rip-offs, I am always a sucker for a good “simple” poster, which A Quiet Place: Day One nails beautifully. You will see the image and the warnings before you realize what movie is being advertised, due to the small title. In my opinion, this makes them much more effective. In addition, they also have some more subtle additional details about the film’s setting and the importance of obeying the “rules” to survive in this world. As for the last poster for Dolby Cinema, it’s very much an ad (the double-Ds take up more real estate than the actual movie being promoted), but I love how elegantly it communicates the importance of sound in these particular films. It straight-up sells me on the idea that, yeah, seeing this movie in Dolby Cinema would probably be the ideal way to go about it.

1) Longlegs

These posters for Longlegs perfectly combine my favourite things about a good subtle poster and a good horror movie poster. It reminds me a lot of 2018 best poster runner-up, The Clovehitch Killer, where the there isn’t really any one “thing” going on with it to tell you what the movie is about… however, the image is so beautifully shot and composed that it communicates far more than you might expect at first glance. The first poster is downright disturbing – why the fuck is she holding that knife to her belly?! That doesn’t look like the face of someone who is scared. The implications are profoundly unsettling. Meanwhile, the poster featuring Maika Monroe is just her reaction to something horrifying. We see that she has a gun, and she’s still terrified. Naturally, this gets your imagination going, wondering what she could have seen: did she see the end-result of the previous poster? I don’t know, but it is very effective.

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Geek Hierarchy

Back in the mid-2000s, I came across a somewhat-famous flowchart which purported to illustrate the hierarchy by which geeks look down on each other:

Geeks live in a pecking order. Every geek is going to be hit with a level of societal shame for having interests outside what is considered “normal”. The common response to this is to minimize that shame: “Oh sure, I may be a geek, but at least I’m not as bad as (insert geekier kind of person here).” I thought that the chart was pretty accurate when I read it. Sci-fi/fantasy literature were easily the most “acceptable” geeky pursuits, to the point that your parents and grand-parents are doing it. And furries… well, they were the punching bags of all geekdom when this was written. Seems pretty legit for 2002, all things said.

However, I was reminded of this hierarchy chart after a conversation with my son, which led me to tracking it down again. While I think the concept of this chart is fantastic, it really has not aged well. You can feel that this was written in 2002 with snippets like:

  • “Pokemon Fans Over the Age of Six”: If this was written in 2002, then it would have been right at the start of the third generation of Pokemon games. This was the time when most of the original Pokemon-obsessed kids grew out of it, moved on, and Pokemania had finally ended… I can see someone at that time looking at a Pokemon fan their age and thinking “Why are you still interested in that kids thing?!” Now though? Open adoration of this franchise by people of all ages is basically mainstream culture since Pokemon Go released.
  • Roleplayers are placed fairly low in the hierarchy, alongside fanfic writers. This doesn’t feel quite equivalent anymore though, not since DND5e exploded in popularity. Being into roleplaying games is also basically mainstream now.
  • Furries at the bottom of the list is also very much a reflection of the time. Furries as an active subculture were still fairly new, and I imagine that the internet caused people to become more aware of the subculture. As a result, this would have been at the time when people were still reacting viscerally to anything furry-related. Even in 2008, I can recall how annoyed I’d get when a forum poster would have a furry avatar and then would submit art where a fandom’s characters had been turned into furries. Hell, a friend of mine once chatted with the guy who managed the website “God Hates Furries”, which we would frequent often for a laugh. It was the furries who would have the last laugh though (fun fact: the guy who managed God Hates Furries and my friend both ended up becoming furries years later). Eventually, the world just kind of moved on from hating furries, to the point where they’re just accepted now. If you walked into a room of geeks and started talking about how you want to use a flamethrower on all the furries, if it was the year 2002, they would have agreed and died laughing. However, in 2024, most people will look at you and wonder “why you are so weird and out of touch?” and “oh, you’re a homophobe, aren’t you?”
  • It’s also worth noting that this was clearly written in a pre-GamerGate world. As I said in my 2013 review of Noobz, the racist, basement-dwelling geek was progressively seen as an outdated stereotype, up until GamerGate happened and showed the world that there really was an ugly side to geek culture and it was not going away. This has only gotten worse since then, with geek media outrage merchants grifting entire fandoms and making any kind of discourse exhausting.

Suffice to say, I had opinions on the old chart. I wanted to see what an updated version might look like in an era where geek culture has become the culture. How does that affect what is considered “normal” and what is aberrant? And how has backlash to this culture change caused certain geeks to be perceived as worse than others?

Well… here’s my take on it:

The chart pretty much speaks for itself, but I do want to provide some commentary regarding the entries. Please note, ranking in the hierarchy is not intended as a value judgement – I’ll clarify my thoughts on the rankings below, but just keep in mind that this is entirely a measurement of how geeks would classify themselves on the spectrum of geekiness.

The Mainstream

  • Firstly, “Celebrity Geeks”. This ranges from your Henry Cavills, Robin Williamses, and Vin Diesels, to your Wil Wheatons, Felicia Days, or Hideo Kojimas. They may be bigger nerds than you are in some ways, but they ultimately transcend above all due to the sheer power of fame.
  • “Mainstream Geek Media Fans” is pretty much a catch-all for most popular media: film, tv, and books, specifically. This would cover all the famous geek properties that are so ubiquitous that you might not even identify them as geeky at all (such as the MCU, Star Wars, A Song of Ice and Fire, The Lord of the Rings, Pokemon, etc).
  • Next up is “Video Gamers”. Suffice to say, gaming is currently the world’s most popular entertainment medium, to the point of being entirely normal to engage with. In spite of this, gaming still has a bit of a lingering stink which causes it be perceived as inherently more geeky than more traditional media. Not a big deal, but enough to knock it down one spot on the hierarchy.
  • And then we come to our first big branch of the hierarchy. Some of these are pretty obvious: anime and Dungeons & Dragons have become straight-up mainstream in the past decade, which has pushed them way up the hierarchy. “Erotic Cosplayers” probably deserves a clarification though: erotic cosplayers may be geeks in their own right, but there’s definitely a perception that they’re “faking” it in order to be a thirst trap for a geek audience. That’s why erotic cosplayers are actually above regular cosplayers, since they are likely to not even be seen as “real” geeks.

Pretty Geeky

  • All the layers we’ve been through so far are geeky, but entirely mainstream. The next couple layers of the branch is where things start getting identifiably geeky. MMOs, by their complexities and life-eating nature, feel like they deserve to be a couple layers down from video games as a whole. This is also where we start to differentiate between the popularity of geek properties. If you asked a random, middle-age co-worker which Star Wars movie is their favourite, you’ll probably be able to have a full conversation. Now, ask that same co-worker which Doctor is their favourite, and the odds of them even knowing what you’re talking about is going to drop pretty significantly. Comic book readers should also be pretty obvious: the MCU is the biggest media franchise in the world right now, but the majority of viewers do not engage with the comics at all.
  • Next up we have “Fans Who Engage with EU Content”. Going off our previous example, you ask your co-worker what their favourite Star Wars is. They say “The Empire Strikes Back” and then you respond with “the Timothy Zahn Thrawn trilogy” and then suddenly the entire conversation comes to an awkward end as they realize how much of a nerd you are. Star Wars is particularly egregious for this, as there is so much EU content that the fans who engage with it are basically an entirely separate fandom from those who just watch the movies. As a result, I think it’s entirely fair for this kind of geek to get placed lower down on the hierarchy.

Fuckin’ NEEEEEEERD

  • And then we come to “Redditors” and the next branch of associated concepts. Tumblr probably would have also had a place here at one time, but it has been largely usurped over the past several years by Reddit as the popular gathering place online for geeks. Reddit, by its nature, fosters insular communities and specialized interests, which can push a geek to the next level of obsession. The branches coming off of it are directly related: “oh, sure, I may be a Redditor, but at least I am not posting erotic fan art/arguing about who would win in a fight/showing off my Funko Pops/etc”. Oh, and of course, every Redditor thinks that Reddit mods are the biggest geeks there.

Out-and-Proud Stereotypical Geeks

  • Then we get to the low-mid layer, where things get undeniably geeky. “Coders” really speaks for itself – if you’re making your own programs and video games, you’re definitely going to be seen as very geeky, even if it’s in a professional capacity. Bronies, LARPers, ren faire folks and furries are all the biggest geek stereotypes, but that’s the funny thing about how things have changed since 2002 – there’s not only way more acceptance for these groups, but they own their geekiness moreso than anyone else on the hierarchy. So, while furries are still somewhat low on the hierarchy, there’s no longer the scorn you could feel for them in the original chart, which is a nice change. No, that scorn has now gone to…

The Basement-Dwellers

  • Aaaand that takes us out of the “socially acceptable” geeks and the looooong drop down to the bottom rungs of the hierarchy. “The Basement-Dwelling Mountain Dew & Doritos Racist Gamer Stereotype” is what it sounds like – the sort of dickhead who emerged during GamerGate to announce that they actually were proud to be the shit stains that everyone thought that gamers had moved beyond a decade earlier. They’re definitely a lot rarer now adays, but when you come across one, you can’t help but cringe.
  • If you’ve been to any kind of geek convention, then you definitely have cringed at a “Geek Who Openly Display Hentai/NSFW Anime Merch”. Say what you will about how acceptable this is, but you can’t deny that most people are going to see this and think “At least I’m not that much of a geek”.
  • Next up is “Geeks Who Whine About Politics/Fandom Purity”, arguably the most annoying people in modern geek culture. Some of this comes from general culture war brain rot, some of this comes from too much exposure to outrage grifters, and some of this comes from geniune concerns about changes to the fandom over time. Whatever the source, they manifest this concern by being insufferable and toxic, polluting fandom discourse and making engaging in the community exhausting. As a result, any fandoms where these kinds of geeks are accepted ends up pushing the less-geeky folks out, leading to an endless spiral where those communities become more and more geeky and more and more toxic at the same time.
  • The next level is, of course, 4chan, notorious for all manner of geeky degeneracy (and home to many of the aforementioned “unacceptable” geeks). This is largely down to how much 4channers have embraced their worst stereotypes as NEETs and degenerates. 4channers may not be so bad individually, but 4chan itself acts as a rallying point for less-extreme geeks: “Hey, I may be a basement-dwelling Mountain Dew and Doritos racist gamer, but at least I’m not a 4channer”.
  • Finally, we have the punching bags of the internet, the incels. These feel like the most obvious omission from the original chart to me, to the point where “incel” has become a mainstream insult. Do incels deserve this scorn? Certainly not all of them, but considering the hateful environments incel forums become and the prevalence of incel mass shooters and the subsequent praise of these shooters within incel communities, it’s no wonder that these kinds of geeks get absolutely shit upon.

And that’s my modern take on the hierarchy. You could definitely argue that there’s room for refinement and I’m sure I’ve missed some pretty big types of nerds, but I’m fairly happy with the result. Not bad, considering that I put this chart together and wrote most of this article while high on edibles.

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Love/Hate: Resident Evil 1.5 (BONUS)

Welcome back to a very special bonus entry in the Resident Evil love/hate series! In this entry we’ll be going over the original version of Resident Evil 2, dubbed by fans as Resident Evil 1.5. A very rough build of this unfinished game leaked years ago and a group of dedicated fans have stitched it together into a mostly-playable demo. I thought that it could be fascinating to see how this early prototype plays, considering that much of the work put into it was scrapped and didn’t make its way into the game we ended up getting. How does it hold up and differ compared to the Resident Evil 2 that would ultimately see release? Read on to find out…

Love

  • It Exists – Look, the most remarkable thing about Resident Evil 1.5 is the fact that it exists at all, that we have access to it, and that it’s playable. In the world of video game development and releases, this is a straight-up miracle. We rarely get to see in-development game builds, let alone actually play them for ourselves. This stands doubly-true when a game gets scrapped mid-development, with all the ideas and concepts that had been in production at the time never seeing the light of day. RE1.5 stands as a relic of a game that never was and shows a snapshot of the ideas which eventually evolved into the Resident Evil 2 we know, which is just fascinating to experience first-hand.
  • Elza Walker – Leon is largely the same in RE1.5 as he is in RE2, but what’s really interesting is the character who didn’t make it to the full release: Elza Walker. Considering that she is basically an unrefined version of Claire Redfield with very little writing and no voice acting to flesh her out, it’s kind of remarkable how much Elza Walker stands out as her own distinct character in RE1.5. Her racing outfit is instantly iconic, distinctive, and striking. In addition, her skills as a race car driver give the character an interesting and unique hook compared to this series’ stable of cops and soldiers. I’m endlessly fascinated by the fact that this game allows us to play as this character who never got to see the light of day. Sure, we didn’t get to learn much about her in this scrapped build of the game, but there’s enough character here that Elza could legitimately make her way into a future Resident Evil game and be accepted with enthusiasm (in fact, Capcom are definitely aware of this as well since they gave Claire an Elza Walker costume in REmake 2).
  • Zombie Variety – One of the coolest aspects of RE1.5 compared to RE2 is that you’re not just shooting the exact same zombie type over and over again. There are a lot more different varieties of zombies, including female ones, fat ones, etc. This doesn’t have a massive impact on gameplay or anything, but it does make this feel more like a massive outbreak with casualties all across the populace.

Mixed

  • Damage Status – RE1.5 has its own unique way to show damage on your character. As your character takes damage, they will begin to have cuts and show tears on their clothing. It’s definitely an improvement on RE1, but it’s also really easy to miss in the heat of combat. RE2‘s ultimate decision to use a limping animation was far better at conveying information and making you want to heal ASAP.

Hate

  • Technically Rough – Look, I get it. Resident Evil 1.5 was unfinished and has basically been cobbled together to even get into a playable state. If you play it, you’re accepting that you’re not playing a completed video game, or even one that was meant to be played at all. Even with all that in mind, you can’t help but acknowledge that actually playing RE1.5 ranges from awkward, to rough, to straight-up broken. Characters are not properly integrated with the pre-rendered backgrounds, so they will regularly walk “over” scenery that should be in the foreground, the map is completely broken and useless, none of the type writers or item boxes work, picking up items and reading files can cause the game to crash, animations are incomplete… again, this is to be expected when you’re playing a game like this, but it still makes for a rough experience at best.
  • You Can Kinda See Why It Got Scrapped – While there is clearly more work that needs to be done to make this game functional, you really can start to understand the developers’ concerns that the game just wasn’t coming together. This version of the RPD has no personality compared to the released version – it’s just a big, square, stereotypical police department building with three main floors and then two basement floors. It doesn’t have the sprawling exploration of other Resident Evil games, you just travel between floors, clearing them out one at a time. The majority of the obstacles are either masses of very stupid and easy to dodge zombies, or shutters, which are closed all over the damn station.
  • Combat Feels Bad – I’m not sure why it’s like this in RE1.5, but the shooting feels massively nerfed compared to even the first Resident Evil. Maybe it’s just because Elza is not skilled with guns, but every shot I took was painfully slow and it takes a lot of rounds to actually down a zombie. As a result, you rarely have enough space to just stand your ground and kill a zombie before it reaches you, let alone if you have multiple zombies approaching. Sometimes you don’t even have enough room to back up either, so just running tends to be the best approach.
  • Not Entirely Original Content? – This I am not entirely sure of, but there were a couple things I came across which seem like they have been added by modders, which makes me question what exactly is in RE1.5 which has been added in after the fact. The two big things were that I encountered the Brad Vickers poster from REmake 2, and in the basement there is what appears to be a statue of Pochita from Chainsaw Man (for some reason). I get that this is just some modder putting a piece of themselves into RE1.5, but it undermines this game’s status as a snapshot of a game that never was, because now I just can’t know how much of it is original and what isn’t.
  • There’s Not Much to Do – Again, I get it, the game is not finished… but that also means that playing this game as-is doesn’t give you a whole lot to do. It’s the equivalent of a digital museum: lots of interesting things to see, but not a whole lot to actually do while you’re in it.

Resident Evil 1.5 is a fascinating peek into the processes which bring us the games that we love. While it isn’t particularly compelling as a game in its own right, viewing it that way is kind of missing the point. If you’re a big fan of the early Resident Evil games, I definitely recommend tracking this down so you can get a look into the early development decisions which helped shape the RE2 we know today.

Love/Hate: Resident Evil 3 – Nemesis

Welcome back to the Resident Evil love/hate series! In this entry we’ll be going over the original Resident Evil 3: Nemesis! I’ve got quite a history with this game in particular – I can remember seeing Nemesis on the box art for the game and hearing that he would actively stalk you around the game, and I thought that sounded like the coolest shit ever. It was the first Resident Evil title that I can remember being interested in and I would eventually purchase it, RE1 and RE2 for the PS1 Classics store on my good ol’ PSP. However, it’s also the only one of those games that I actually put any time into (again, I really dug the premise, so I really wanted to try it out). I ended up getting about 1/3 of the way in during that attempt, despite not getting on well with the tank controls and general gameplay at the time (that said, I had vivid memories of reaching the train car and a couple of the puzzles and locales, so I know I managed to make it a couple hours in).

Well, in the years since I have played through a lot of Resident Evil games, including this game’s remake and all the other “classic” entries in the franchise, and I’ve been very excited to finally dive back in and complete the game that first piqued my interest in this series in full. Would it manage to live up to the lofty expectations I had placed on it? Read on to find out…

Love

  • Raccoon City – I had already praised Resident Evil 2 for expanding the game’s scope compared to RE1, but RE3 cranks things up to the point of making RE2 look tiny in comparison. Most of this game takes place within the streets of Raccoon City itself as Jill Valentine has to scrounge up the supplies needed to make her escape. For a PS1 game, it is impressive just how sprawling the city is, as you traverse throughout the streets and into various locales (including the RPD itself). The environmental design has also improved once again, really bringing Raccoon City to life, showing the scale of the devastation it has been subjected to, and showing glimpses of the lives that once were lived here.
  • The Outbreak – On a somewhat-related note, RE3 really hammers home the reality of Raccoon City’s zombie apocalypse in a way that RE2 conspicuously ignores (all versions of RE2, for that matter). The game’s opening cinematic really hammers home how brutal and terrifying this situation is for those caught up in it. The streets are absolutely overrun with undead and we find that there really isn’t anywhere left in the city that’s safe for survivors. Moreso than any other Resident Evil game (other than Outbreak, fittingly), RE3 nails the idea of being caught up in a zombie apocalypse and allows you to live out that scenario.
  • The Story – RE3‘s story is, by and large, the same as REmake 3‘s (which I have praised as probably the strongest story in the franchise). While it is less flashy and refined, it is still solid and enjoyable. Like its remake, RE3‘s story largely stands out in the ways that it differs from your typical Resident Evil game. The overall plot is incredibly simple: escape the city. However, there is a strong focus on character, particularly in the development of Jill and Carlos. Jill does not trust Carlos due to his affiliation with Umbrella, and Carlos believes that Umbrella has the city’s best interests in mind when he’s deployed to try to rescue civilians. However, over the course of the game, Jill learns that there are well-meaning people working within Umbrella, and finds herself coming to trust Carlos. Carlos, on the other hand, gains a deep appreciation for Jill’s strength, comes to realize his complicity in Umbrella’s crimes, and questions his loyalty to the company’s orders. Furthermore, the game greatly benefits from its nigh-unkillable and persistent antagonist, who keeps the pressure on throughout the entire game in a way that no other Resident Evil antagonist can really compare. Furthermore, the game also keeps its focus on the bigger picture – the fate of Raccoon City as a whole is kept in focus as we see the city destroyed at the end. It would have been easy for the game to end like RE2, content that our heroes have escaped, but they made sure to show the ultimate devastation wrought by Umbrella.
  • Nemesis – The titular big-bad is, without a doubt, the most intimidating and imposing enemy in the franchise. The story sets him up this way, and the gameplay does not disappoint. He’s incredibly difficult to fight, running at you in a terrifying sprint, firing a rocket launcher, or making you shit your pants when you try to run to another area and then he follows you and donkey punches you in the back of the head. He can put you into a real panic, but he rarely outstays his welcome, and there are only three mandatory confrontations in the whole game, so if you need to run you have the freedom to do so. However, if you want to stand and fight, that’s also an option, and the game will reward you for it with some fantastic weapons and items.
    • For my part, I elected to stand and fight in most cases, including the incredibly difficult first and second fights where you simply do not have the weapons and ammo required to make this fight short. I died to Nemesis more in these two fights than I did in my entire playthroughs of RE1, 2, and Code: Veronica. I had to put on my Dark Souls pants and git gud, which helped make the rest of my encounters a little bit more manageable. Simply put, try to get him close, then run past his right arm so he’ll be baited for a grab. Then get a few meters away from him and unload a shotgun blast or two pistol shots. Rinse and repeat a dozen times and he’ll go down. Sounds simple enough, but he will sometimes charge at you and leave you with little time to react/dodge. Still, using a couple heals is preferable to dying over and over again.
  • Live Selection – RE3 improves on RE2‘s zapping system with (in my opinion) its far more impactful “live selection” mechanic. At certain points in the game, you’ll be given the option to take one of two different courses of action. While these choices won’t drastically alter the story or let you explore entirely new areas (often you’ll just start in one of two rooms, which you will be able to find pretty quickly), the choices they often the player can often be pretty huge. There are several Nemesis encounters that you can avoid entirely, or cheese to get free item drops from using this system. In addition, I found that the game really encourages taking the “bold” course of action, so it’s nice that it’s not punishing you with a cheap death because you didn’t know enough to make the “right” choice. Ultimately, I love how this lets the player tailor the experience to their wants and needs in any given situation, and it encourages replays to see how much you can affect the game.
  • Improved Map – Once again, the map in RE3 has been improved substantially from its predecessor. In addition to all the previous improvements, viewing the map now has its own dedicated button (L2), you can zoom in and out, all save rooms are marked on the map, and areas of interest are highlighted in blue. It’s not quite at the level of REmake 2‘s user-friendly map, but considering that this is only three years after RE1‘s bare-bones effort, this is a quantum-leap forward.
  • Gun Powders – RE3 introduces the concept of gun powders that you can use and mix in order to make ammunition for your various weapons. Like the live selection mechanic, I love how this allows player choice and expression to take center stage. If you want, you can produce ammo for your mainstay handgun and shotgun, eventually learning how to make stronger ammo if you keep doing so. However, you can also choose to mix ammo types together to produce various types of grenade launcher shells or even magnum rounds in order to fight Nemesis more efficiently. It all depends on your ammo situation at the time and your preferences and priorities, which is fantastic as far as I’m concerned.
  • Graphics – Perhaps unsurprisingly, considering that it was the last PS1 Resident Evil game, but RE3 is easily the best-looking entry on the system. In addition to everything I said about how Raccoon City is brought to life, the character models are all a noticeable step up from the previous games.
  • Stairs! – This is a pretty small change in the grand scheme of things, but OH MY GOD, you can just walk up and down stairs now without having to press a button first! Not only does this make for much smoother gameplay, but it also means that you can stop and turn around if you wish (say, if you’re heading down some stairs and then see that Nemesis is waiting for you at the bottom).

Mixed

  • Dodge – RE3‘s dodge is somewhat notorious for how unreliable it is. In my experience, it’s not that it is bad or unresponsive (unlike, say, Resident Evil: Revelations). When I wanted to dodge, I found the timing was pretty reasonable and, against certain enemies, I was dodging like a champ. However, the main issue is that the dodge is mapped to R1 (aka, the aim button), or if you’re already aiming, then it’s R1+X (aka, the button you’d press to shoot). The biggest issue this creates is that, unless you’re actively, intentionally practicing your dodges, most of the dodges you are going to do are going to be completely by accident. Furthermore, you have no invincibility during a dodge. As a result, you can successfully pull one off, and then still get caught in a grab attack, or attacked by a different enemy altogether. It’s kind of bullshit, but luckily the game doesn’t require you to be able to dodge in order to be successful (looking at you again, Revelations…). As a result, it feels more like a bonus when it happens that can get you out of trouble on occasion, or a high-skill mechanic to master, but it would have been really nice if the game let you map dodge to its own dedicated button.
    • This is where I should note that there are apparently custom patches for this game where you can map dodge to the R2 button. I didn’t find out about this until I was just about the finish the game, but if I had known sooner, I probably would have given it a try.
  • Randomized Puzzles – I think that RE3 was the one classic Resident Evil game where I didn’t need to look up the solutions to any of its puzzles. They tend to be pretty intuitive, or straight-up tell you what you need to do, or can be brute-forced without too much trouble… which is good, because you can’t really look up the answers the way you could in the other games, because the puzzles and their solutions have been randomized. I get that this is done to make subsequent playthroughs feel more “fresh” and for the puzzles to not feel like a boring obstacle when you have already completed them once, but if you were to get stuck on one, it could be a uniquely frustrating experience in RE3.

Hate

  • The Controls – While I don’t really like tank controls, I’ve gotten used to them over the course of the last few games because they were necessary to make the games function within their technical limitations, and the games were designed with them in mind. However, RE3 reaches a tipping point where its controls are actively starting to feel inadequate for the situations the game is putting you in. First of all, a lot of the difficulty with Nemesis comes down to his incredible speed, coupled with your inability to maneuver with any speed in response. If you had more “modern” and “free” movement controls, Nemesis would be significantly easier to deal with as you could bait his grabs more consistently, and you could actually respond to his charges. It’s not just Nemesis either, as even the basic zombies are now significantly faster and will close the distance with you in a fraction of the time required of other Resident Evil games. It feels like these changes were made because of the addition of the dodge and quick turn. However, the dodge is unreliable as we have said, and the quick turn is still too slow to actually be useful when fighting Nemesis, so the game just ends up feeling like it has gotten faster than your movement can really keep up with. Oh, also, when Nemesis throws you to the ground and you have to button mash like mad to stand up? Fuck that shit, it sucks.
  • Reload Tool – As much as I love the gun powder system in this game, it all revolves around the reload tool, which some genius at Capcom decided should take up an inventory slot instead of being Jill’s default item… y’know, the sort of thing every other character in a Resident Evil game had had up until this point. Hell, Jill never even has a default item in this game, so would it have killed them to give her this? As a result, I’m putting my reload tool in the box most of the time, because most of the gun powder you find will be near a save room anyway.
  • Difficulty Modes – RE3 has two difficulty modes: easy and hard. No “normal” mode…? The differences between these modes is pretty substantial too. Easy is laughably easy, playing more like an action movie power fantasy, as Jill starts with a veritable arsenal of overpowered guns that she can use to just blast her way through the entire game. Meanwhile, hard mode is straight-up the hardest Resident Evil survival horror experience I’ve ever had. I breezed through the first two games, Code: Veronica, REmake, even 0… this was significantly harder than all of those games*. To be entirely fair, this is at least partially on me for deciding to try to fight Nemesis when I was not well-equipped to do so. It’s not just Nemesis though, the streets are absolutely swarming with zombies, you will barely have enough ammo to deal with them, and if you do shoot everything you see then you will be hard-up when Nemesis shows up. Around the mid-point when you get more ammunition and can actually deal with Nemesis in a (somewhat) fair fight, the game becomes easier, but it would have been nice if there was a bit more granularity between “ridiculously easy” and “tough as nails”.
  • The Mine Thrower – Man, fuck this gun. It fires mine projectiles, which stick to surfaces and enemies and then detonate after a couple seconds (or, if you miss, when an enemy is in proximity). However, there are so many drawbacks to using it. First of all, if you’re in close proximity to the mine when it detonates, you’ll get hit. Guess which blazing-fast enemy you’re going to be using this against the most, who will close the distance to you after being stuck twice, therefore damaging you twice with your own weapon? Oh, and lest you think you can manually reload the mine thrower to avoid getting caught with no shots in the barrel, for some god-forsaken reason you straight-up cannot manually reload it until its empty. That’s not even the end of it though – if you’ve emptied the gun and try to manually reload it before all the shots have detonated, it will cause all unexploded mines to fizzle. What. The. Fuck. Seriously, this gun fucking sucks, just stick with the grenade launcher.
  • The Discourse – This isn’t something I hold against RE3 itself, but I do feel like it needs to be said. As a self-processed lover of REmake 3, I’m absolutely sick of the discourse surrounding RE3 vs REmake 3 within the Resident Evil fandom. If you went into REmake 3 expecting a faithful remake of the original, then I can understand your disappointment. However, then saying that REmake 3 sucks and is one of the worst Resident Evil games of all-time is absolutely insane to me. REmake 3 is a great game and has different strengths compared to the original – the story and characters are better, the controls make the challenge a lot fairer, the presentation is much slicker and modern, the hospital section is a big improvement on the original, and it’s more of an action-spectacle thrill-ride. Meanwhile, the original has that PS1 charm, classic gameplay style, it’s got a lot more exploration, more freedom in its gameplay and story, and has areas which don’t make it into the remake. Both games can stand out in their own ways. Honestly, as we’ve seen with RE1 vs REmake, that’s probably a better fate for a game than getting completely upstaged. Also, I’m old enough to remember when RE3 was considered the black sheep of the franchise – a disappointment compared to the blockbuster RE2, lacking the groundbreaking history of RE1, less-exciting than Code: Veronica, and then forgotten after the release of RE4. It wasn’t until years later that people started looking at this game the way I do, and I feel like history has kind of repeated itself with REmake 3. All I can hope is that it someday gets the reappraisal I think it deserves.

Resident Evil 3: Nemesis is another true classic in the franchise’s early entries, but what really makes it stand out for me is just how unique it is. No other game in this franchise plays quite the way this one does, with its large-scale scope, full-on apocalypse setting, focus on character development, a persistent and incredibly difficult antagonist, and all the gameplay additions like the dodge, live selection, reload tool, etc. Given that no other game in this franchise has improved or iterated on these concepts, it means that Resident Evil 3: Nemesis still stands out all these years later as an entry worth experiencing.

*Note: Code: Veronica and 0 are notoriously difficult games, but their difficulty is largely down to bullshittery. Code: Veronica will fuck you over if you don’t already know about all its progression-halting roadblocks and respawning enemies who simply waste your resources. 0 is somewhat similar, screwing you over when an out of nowhere boss fight takes away one of your characters, or becoming damn near impossible if you just so happen to not have any flame-based ammunition on you when you come across a leechman. However, the moment-to-moment gameplay of these games is not that bad (although I would say that 0 is easily the second-hardest classic Resident Evil). Contrast this with RE3, whose difficulty comes down to it’s mechanics being more demanding than other Resident Evil games, where even the basic enemies are more dangerous and numerous than in any other classic entry and your movement isn’t really sufficient to keep up with it.

Love/Hate: Resident Evil 2

Welcome back to the Resident Evil love/hate series! In this entry we’ll be going over the original Resident Evil 2! Often considered the best of the “classic” era of Resident Evil, its popularity has been overshadowed several times over the years – first by Resident Evil 4, then by the cult reappraisal of REmake, then by the remake of Resident Evil 2 released twenty one years later. Given that REmake 2 was the game that started this whole Love/Hate rundown of the Resident Evil series, I’ve been excited to check the original and see how it compares. Does it still hold up or, like its predecessor, is it doomed to be eternally overshadowed by its remake? Read on to find out…

Love

  • Scale and Scope – The original Resident Evil was a rather claustrophobic, isolated, and intimate affair, taking place within a single mansion grounds in the deep woods. Resident Evil 2, on the other hand, takes the James Cameron approach to sequels – bigger and better. This game takes place in a full-on zombie outbreak in a crowded city. It feels far more like a Romero-style zombie apocalypse, complete with an opening escape sequence with more zombies attacking you than there might have been in the entirety of the first game. You also encounter survivors who actually get to do more than just die the moment you meet them, making this feel like a massive event that everyone’s struggling to survive through.
  • Everything is Improved – Rather than making a ton of repetitive bullet points for all this stuff, I really need to emphasize just how much everything has been improved in Resident Evil 2:
    • First of all, the presentation. The environments in this game are SO much more detailed than they were in the original Resident Evil. The Spencer Mansion’s environments were sparse to an extreme, whereas every frame of Resident Evil 2 is packed with details, whether these be for mood-setting, environmental storytelling, or to draw you towards objectives and items.
    • Secondly, the voice acting and writing have improved immensely. While not exactly up to modern standards, it’s passable even now, and a damn sight better than most of its contemporaries.
    • On a related note, this game’s CG cutscenes are solid and far more impactful than the laughable live-action FMVs from the original game.
    • They also didn’t waste much time improving a lot of the annoyances I had with the original Resident Evil. The new in-game map is significantly improved, actually showing you what doors are locked, colour-coding them by the key needed to open them, and allowing you to check maps of areas other than the one you’re currently in. Everything just feels like it’s faster too – stair-traversal, text scrolling, discarding useless key items, etc. I would have expected such improvements to occur over the course of a few games, but Resident Evil 2 has already improved to the point where even it makes the original game feel archaic.
  • Refined Design – I was very annoyed with how unfair the original Resident Evil could feel to a new player, especially in the early game when health and ammo are in short supply, zombies are everywhere, and there isn’t much room to maneuver around them. Resident Evil 2‘s environments have been designed in such a way where dodging zombies and Lickers is far more consistently doable, making it a far more reliable strategy to fall back on. Tying into this, this game also gives you way more HP than the original did – at one point, I took three zombie bites (which would have killed me in the original Resident Evil) without dropping out of green health. In addition, button mashing to escape a zombie grab actually works in this game and there’s actual animation and visual feedback to show that it’s working. Similarly, the game also has visual indicators to show how low your health is, so no more just dying out of nowhere – if you’re in danger, you are going to know it and try to heal ASAP.
  • RPD – Okay, I said that the Spencer Mansion was arguably the best environment in the Resident Evil franchise, but that was kind of a mistruth… because I would be the one to argue that RPD is straight-up better. It’s smaller, and we don’t spend quite as much time here, but it has a similar design where two floors are split up on each side of a central hub area. However, the biggest leg-up that RPD has is that several shortcuts are opened up as you explore the area, cutting down considerably on the amount of backtracking required to reach any given area.
  • The Story – You should know by now that I’m always ragging on how disappointing Resident Evil stories are, and I knocked REmake 2 for this very thing… but, man, I was surprised by how much more effective the story of this game is told in the original Resident Evil 2. In REmake 2, the game’s actual plot is “escape the city”, with Leon and Claire just happening to bump up against a more interesting story that’s going on every once in a while that they have no real reason to be involved in. However, everything makes a lot more sense in Resident Evil 2. First of all, it takes actual effort to tie this game’s story into the events of the first Resident Evil. Additionally, the game slowly draws Leon and Claire into the G-virus research and Umbrella politicking going on, and the way it played out made more sense to me for these characters to be getting involved in the unfolding mess. Furthermore, the A and B scenarios are integrated into the story far more organically and make way more sense as overlapping events compared to REmake 2.
  • Lickers – Lickers are easily the coolest non-boss B.O.W.s in all of Resident Evil, so I have to give major props to Resident Evil 2 for introducing them. They’re not even all that difficult to deal with here (either by avoiding them, or by blasting them with a single acid grenade round or 2-3 shotgun shells), but they are such iconic, disgusting monsters and can potentially be such a big threat that you can’t help but be intimidated any time you encounter them.
  • Impressive Gore – The original Resident Evil had some pretty gnarly PS1 gore (even if the best stuff was censored in nearly every release of the game), but Resident Evil 2 kicks it up a notch. In addition to everything that was in the previous game, you can kick downed zombies’ heads off, explosive grenades blow individual limbs off of zombies, Chief Irons gets nearly torn in half from the inside out by a G parasite, and the bowgun violently impales zombies with multiple arrows (which puts the piddly arrows from Code: Veronica to shame). Probably most impressive though is the shotgun: not only can it explode heads (like in the original), but if you blast a zombie with it, it can blow off entire chunks of their body, or blow them in half, causing the lower half to dawdle about for a moment, while the top half falls to the floor and then starts crawling after you. My jaw was on the floor when this happened to me the first time, it’s seriously impressive and unexpected in a game this old.

Mixed

  • Hidden Items – This game’s more detailed environments are definitely a huge step up from the original Resident Evil, but the one big issue I have with them is that they make it a lot harder to determine where items are. The original game’s items were all pretty obvious – they were on the one table/desk/shelf in the room, or the one object in the room that was a 3D model, and were usually modelled in the game. In this game though, many of the non-key items are not physically present in the game, so you’re expected to just inspect everything to you come across to make sure you’re not missing any items. This does seem to be at least partially intentional in order to get you to investigate your surroundings, but it can also be finicky about your inputs and exact placement. I also nearly missed the grenade launcher in Claire’s playthrough, which would have made completing the game orders of magnitude more difficult.
  • Zapping System & Alternate Scenarios – I’ll fully admit, me putting this in “mixed” largely comes down to how hyped this system was for me before playing it. All through the reviews of REmake 2, old-school fans would complain that they nerfed the A and B scenario differences, that it was so much better in the original in comparison, so I was expecting some pretty big changes and for the overlapping stories to make more sense… and then my game starts and I immediately am rupturing the same water tower that Claire did to put out a fire that Claire put out, opening the same safe and locked doors, opening up the same shortcuts, etc. Maybe it’s a bit unrealistic of me to expect this to have been changed more, but it was somewhat disappointing and the unmatched hype left me deflated. That said, I will admit that the A and B scenarios are more fleshed out in the original than the remake in a couple ways:
    • First of all, in REmake 2, an A and B scenario will establish where and how the characters start at RPD, but each character’s plot will play out the same otherwise. In this game, each characters’ A and B scenarios can have some pretty big effects on how the story plays out, which bosses you fight, and what areas you end up visiting.
    • While there is a lot of gameplay overlap in the A and B scenarios in this game, it will heavily remix the order in which events play out in each area (eg, in Claire A you start out exploring the first floor wings of the RPD, whereas in Leon B you’re running around all over the second floor and east wing for the first stretch of the game).
    • In addition, this game has it’s aforementioned “zapping” system, where actions you take in the A scenario will have an effect on how the B scenario plays out. These decisions, admittedly, will barely affect how your B scenario actually plays out, but they’re a cool idea.
    • What this all comes out to is that this game incentivizes at least four playthroughs to see everything its main story has to offer, and makes each of those playthroughs feel fresher in the way it has done this. REmake 2, by contrast, crams most of the content from these four playthroughs into two playthroughs, although the second playthrough is a lot less “unique”. Your mileage will vary on which approach is better and, honestly, I don’t really know myself which option I prefer. I like to move on to new games after beating one, so I’m not going to experience a Leon A/Claire B run anytime soon. I guess it can be said that, when I do get to it someday, that experience will be more interesting, but there’s also something to be said about just getting the experience I wanted the first time around instead of having to do it all over again two more times just because.

Hate

  • No Auto Lock-On (By Default) – I was not too happy when I started Resident Evil 2, saw how many more zombies there were coming at you from all directions this time, and then realized that the game was forcing me to slowly, manually point my character at any zombie I wanted to shoot instead of automatically snapping to them like in every other Resident Evil game I’ve played to this point. However, I did soon discover that there is auto lock-on available, but that it’s found in the controls menu and has to be toggled to. This is baffling to me, why would this not be the default option? You know that there are probably a large portion of this game’s audience who didn’t discover this and ended up playing through the whole thing without it.
  • Sherry Babysitting – While playing as Claire, Sherry will follow you around during a few sections of the game. She’s helpless, so the game will make her stay at a little bit of a distance to avoid getting damaged… buuuut, she will also stop moving if you get too far away from her. What this means is that, on multiple occasions, you’re going to reach an exit, only for the game to say “I can’t leave without Sherry!” because she decided to crouch down an hide somewhere back along the route you took. It’s a minor inconvenience at the end of the day, but it is annoying regardless… and, honestly, nitpicking is about the worst that I can say, that tells you all you need to know about how good this game is.

Resident Evil 2 is fantastic. It’s a massive improvement on its predecessor and it’s easy to see why it was considered the gold-standard of the franchise for so long. It’s basically flawless for its time and I daresay that I enjoy it a bit more than its remake (although REmake 2 is certainly better in its own ways, but I’d have to give the original the slight edge overall). I wasn’t really expecting that going into this game, but it made for a pleasant surprise!

Love/Hate: Resident Evil

Welcome back to the Resident Evil love/hate series! Now that we’ve been through all the main entries in the franchise, it’s only appropriate to go back to the beginning with the original PS1 trilogy. Naturally, that means we’re going to start with the original Resident Evil! How does this game hold up 28 years later? Read on to find out…

Note: Since I played REmake was Jill, I decided to play as Chris for this run. I know that this makes the game a fair bit harder, but given that this is essentially a second playthrough for me, I figured I was up for the challenge. This may or may not colour some of my opinions on the game, so fair warning.

Love

  • Cheesiness – Early Resident Evil games are known for their bad voice acting and writing, and they don’t get any cheesier than the original game (other than maybe Survivor). The live-action FMVs, the bad localization, and the pathetic voice acting are hilarious and give this game a unique charm that we simply do not get in games anymore. There are just so many unintentionally funny and awkward lines in this game. I already knew about Barry’s heavily-memed lines, but experiencing Chris’s campaign first-hand introduced me to some funny lines I’d never heard before. By far the funniest moment is when Wesker is trying to show off Tyrant, and Chris just laughs at him and calls them both failures. It completely clowns on Wesker as a character, which really undermines what he becomes later in the series (complete with Chris saying that he’s “sleeping with the ultimate failure”), but goddamn is it not funny to see here in the first outing.
    • I’ll also say this – the janky voice acting and writing actually manages to mask some of the more ridiculous aspects of the story compared to REmake. For a particularly egregious example, Enrico’s death is kind of an idiotic plot point. He calls Chris a traitor, points his gun at him, and then someone off-screen shoots him. Instead of, y’know, trying to figure out who shot Enrico or why they might have done this, Chris just goes “huh, I wonder what happened?” in both this game and REmake. That doesn’t make a lot of sense with REmake‘s much flashier and serious presentation, but here it’s just par for the course.
  • Spencer Mansion – I’ve played a lot of Resident Evil games and I can confidently say that the Spencer Mansion is still arguably the best-designed layout in the whole series. Having a central hub area that you figure-eight through throughout most of your journey works fantastically and it’s kind of surprising that no game since has been able to match this kind of design. It also helps that item boxes are never more than a couple hallways away, which really facilitates the kind of survival horror gameplay loop that this game is going for without making it a constant slog.
  • Established the Classic Formula – The quintessential “Resident Evil” formula is here and pretty much all intact, albeit in an unrefined state. That said, it’s kind of amazing how much the core gameplay of “ammo/health scarcity and exploring to find new items to unlock new areas” is still intact nearly thirty years later and as compelling as ever.
  • Some Unexpected QoL – Even here in the first entry, the game will tell you when a key item is no longer useful and allow you to immediately dispose of it. I was shocked by this, I’m used to games of this era being very unrefined and would have completely expected them to expect you to head back to an item box to deposit it. This is especially helpful in a game like this where inventory slots come at a premium and disposing of it automatically might mean that you now have room to pickup whatever new item is in the next room. Also, the Black Tiger boss fight ends with a door covered in spider webs, and the game helpfully provides you with a second combat knife so you know what you’re expected to do and to save you a trip to the item box. Handy!

Hate

  • REmake Exists – Without a doubt, the biggest issue the original Resident Evil faces is that you’re going to be constantly aware that a better version of this game exists. REmake is literally just Resident Evil, but with more content, phenomenal presentation, and better execution. Unlike Resident Evil 2 and 3, where their remakes are more reimaginings of the locations and concepts of those games, Resident Evil is left completely overshadowed. There isn’t much reason to go back to this version of the game other than the novelty of it and to laugh at the cheesiness.
  • Low HP – Compared to other Resident Evil games, you have shockingly low health reserves in this original entry. The first time I took a bit from a zombie and then realized I was already in the yellow, I knew something was up – and, remember, I was doing this playthrough as Chris, the character who is supposed to be significantly tankier. Jill has even less health than he does! Legitimately, you can’t take more than three zombie bites without dying in this game, which is kind of insane considering you can take that many hits in other Resident Evil games without even going into the yellow.
    • Just a note: I’ve read that you couldn’t shake off zombies in this particular entry, so you’ll always take full damage from them. However, this appears to be somewhat conflicting – some people say you can, some say that you can’t. I tried button mashing to push them off towards the end of the game when I became aware of this and didn’t notice a difference. I’m willing to own up if I’m wrong about this, but my opinion here was based on my experience in this playthrough.
  • Frustrating Early Game – The first thirty minutes or so of this game are incredibly irritating. Nearly every single door you come across is locked, you only have two viable paths to start exploring, there are zombies all over the place, and you are extremely limited on ammo. As even more of a piss-off, some of the paths you will HAVE to go at the start of the game have several zombies blocking the way, and each zombie takes at least six handgun rounds to kill, even if you’re also using the knife to soften them up. Basically, the start of this game requires either: 1) knowledge from previous playthroughs to know where to go and what you can afford to kill, 2) considerable trial and error, or 3) a walkthrough. This presents a massive hump to get over in order to actually start enjoying the game and I can see a good chunk of players just quitting in frustration right off the bat as a result.
  • Unrefined Design – Being the oldest game in the franchise, you can really feel the lack of refinement and QOL features which would quickly become standardized throughout the franchise. I don’t want to hold that too much against the game, but there are some particularly frustrating examples. Most egregious is the in-game map, which is about as bare-bones as it could possibly get. It shows the mansion layout, tells you what area you’re currently in, and what rooms you’ve visited… and that’s it. You can check other floors and areas, there’s no information about the names of the rooms, save points, item boxes, locked doors, etc. You’d legitimately be better off making your own map on paper while playing, that’s how archaic this game’s map is.
  • Presentation and Game Design – This is one of my harder-to-articulate complaints about this game, but I’ll try to explain it. I think that Resident Evil‘s fixed camera angles and tank controls were sensible and clever design choices given the technical restraints of the time. However, the way that these have been implemented here create more frustration that they needed to.
    • Pathways are often very narrow, making it difficult to dodge zombies without taking a hit or requiring gunning them down to pass safely (again, see my complaints about low HP and the early game lack of ammo for why this is such an issue). To make matters worse, the camera angles are often so zoomed out or angled in such a way that it can be difficult to judge exactly how much space you have to maneuver around a zombie, making you take hits that you could have dodged otherwise.
    • In addition, the graphics and camera angles combine to make it difficult to even see what paths you can take. On more than one occasion, I completely missed paths forward because they just blended into the background. This is especially pronounced in the underground, where the background textures are extra low-resolution and monotonous.
    • This can also make knowing what to interact with the the environment really frustrating. The most prominent example of this is the placement of the eagle and wolf crests on a fountain with four corners. I walked up to the first, most visible corner and nothing happened. Turns out that the game wants you to go to two other corners, whose points aren’t even on-screen when you reach them, and then interact with them know that’s where you’re supposed to put the crests. It is incredibly easy to miss this and I’m sure plenty of people got stuck wandering around trying to figure out where to go next.

All-in-all, the OG Resident Evil is still a pretty fun time, but you can really feel how unrefined and aged it is, even in comparison to its immediate follow-ups. While REmake is the best way to experience this game, there’s still some old-school charm to this original rendition which makes it worth playing through at least once.

Love/Hate: Resident Evil – Dead Aim

Welcome back to the Resident Evil love/hate series! In this entry we’ll be going over the third, and final, Survivor game, Resident Evil: Dead Aim! I’ve been pretty up-front with my thoughts on the first two Survivor games – they’re two of the worst games in this entire franchise little to no redeeming qualities between them. For Dead Aim, Capcom looked to shake up the formula a bit to try to finally make a Survivor game worth playing. Would third time be the charm, or is this yet another failure for this sub-series? Read on to find out…

Love

  • Morpheus – Hands-down, the most interesting and notable aspect of this game is its villain, Morpheus. This might seem kind of surprising at first glance, since Morpheus’s characterization is extremely shallow. The game’s opening blurb pretty much establishes their entire character and motivation: to create a kingdom where beauty has absolute authority. But then the game goes in a completely unexpected direction, as this guy injects themselves with this game’s virus and it causes them to… turn trans!? Like, I’m not even kidding either. Morpheus was introduced to us as a Sephiroth-style pretty-boy, but then they come out as a big booby Tyrant with goddamn biological heels (I’m going to go with “they” here simply because we never get a clear-cut answer about how they identify). It’s completely off the wall, but it’s a choice that makes Morpheus significantly more memorable and interesting than they have any right to be. It’s also kind of wild because of how well it’s handled – no one’s calling them a freak because of the change, they’re treated no differently than any other Resident Evil antagonist would be, and Morpheus seems to be living their best life because of it. I’m not even sure that it was the developers’ intent for this to be as positive a representation as it is, but for a game released in 2003, it’s pretty shocking to see. Hell, the game even seems to lean into it. You can’t tell me that the scene where Morpheus’s transformation is revealed, where this tall, booby trans woman turns Bruce into their bitch as he moans pathetically as he gets dominated isn’t meant to come across as kinda hot… and not even in a trans fetish way, I mean more in a general domination kink sort of way. Like I said, it’s kind of insane how well the trans aspect of the game comes across to me (although, to be fair, I’m not trans, so maybe I’m missing some key context). On top of all this, the section of the game where Morpheus stalks your character is legitimately intense, and they have easily the best boss fight in the entire game. Simply put, Morpheus is one of the most interesting Resident Evil villains, almost entirely due to the bonkers decisions they made with the characters, and then how well they managed to execute these decisions.
  • Bruce – Our hero, Bruce McGivern, is about the most stereotypical 2000s-era male you could imagine. Dude looks like the lead singer from Crossfade, an image which I have not been able to shake the entire time I played this game. Bruce is an American spy who is trying to stop Morpheus from unleashing a bio-terror attack on the world. He’s also a massive, bungling doofus, has an extremely weird vocal performance, is constantly getting clowned on by his rival and love interest, Fongling, and, as I stated previously, Morpheus absolutely turns him into their bitch… and, honestly, all this actually makes him kind of endearing. There’s a real charm and sincerity in seeing this dork stumble through mishap after mishap as he tries to save the day and it’s the kind of thing that you just never see from a Resident Evil hero.
  • The Map – Legitimately, Dead Aim has one of the best maps in the entire series. Every room you come across is labelled, making navigating to specific areas much easier. In addition, every locked door you come across with get marked on the map with a cool little scribble effect, like Bruce is updating it in real-time as you explore. He’ll also mark key doors, and circle areas of interest. It’s also great that the map is mapped to the select button for easy access. All-in-all, it’s just an extremely handy tool to have at your disposal and makes exploration less of a hassle.
  • Ambition – Look, the Resident Evil: Survivor games we’ve looked at so far have all been pretty different. The first game was kind of like a stripped-down Resident Evil game with more of an emphasis on shooting. Meanwhile, the second game was a full-tilt, run-and-gun, arcade light gun game. Dead Aim is more similar to the original Survivor game, but it’s very much its own beast. It adds first- and third-person gameplay elements, a stealth system, and a far more cinematic plot and narrative. I’ve actually heard it described as a prototype for Resident Evil 4… which is kind of insane to say, but also not entirely wrong either…? Even if its ideas aren’t always executed as well as one would hope, I appreciate just how far off the beaten path this game is willing to go; it makes Dead Aim a very unique entry in the sprawling Resident Evil franchise.

Mixed

  • Stealth – The aforementioned stealth system is pretty handy. Hold down X, L1, or L2, and you will begin sneaking around, making it a lot harder for enemies to hear you and making them less likely to aggro to you. You can get through the game without using it, but it definitely makes the game easier and you will waste significantly less ammo… however, there are a couple drawbacks. First of all, you’re moving a hell of a lot slower, so the game’s pace is also going to be slowed during general traversal. Secondly, sneaking around isn’t really all that fun, especially compared to blasting zombies.

Hate

  • The Story – The actual plot of Dead Aim is pretty standard spy thriller stuff: Morpheus is going to launch missiles when they reach their island base, it’s up to Bruce and Fongling to stop them. This is a good setup, but man is the story told poorly and barely develops at all (the only major plot points being: Morpheus infects themselves, the cruise ship crashes into Morpheus’s base and blows up, and the Chinese government make a deal with Morpheus and try to kill Fongling off). It also doesn’t help that the game completely bungles its opening. Instead of giving us any kind of setup to establish characters, the setting, plot threads, etc, instead the game starts in media res with Bruce already on Morpheus’s cruise ship and captured at gunpoint by the villain. Then Fongling immediately rescues him and the game starts, despite us having no fucking clue who any of these people are or what the hell is going on. It feels like we’re missing at least fifteen minutes of setup and doesn’t come across like it was an artistic choice – rather it feels like they were just trying to put in the minimum effort to get this story underway.
  • The Sounds – Dead Aim has some of the worst sounds for a major video game release that I’ve ever heard. First of all, the voice acting – I don’t think the performances here are bad like they are in some other Resident Evil games. However, they are recorded and/or mixed terribly (in the English release, at least). You can barely hear what Bruce or Fongling are saying half the time. On top of that, there are all sorts of bizarre and unpleasant sound choices in this game. Most infuriating, most of the cabins on the cruise ship have this awful high-pitched sound that plays the entire time you’re in the room for some godawful reason. In addition, enemies have an incredibly limited pool of sound effects, so you will hear the same zombie sound over, and over, and over, and over, ad nauseum. I’ve also got to say that Pluto, the morbidly obese zombie, makes the weirdest fucking sounds that I’ve ever heard in a zombie game when he’s chasing after you. It gets incredibly annoying and makes this boss fight even more annoying than it already is.
  • The Length – Once again, we have an insanely short Survivor game, clocking in under two hours total playtime. For me, it took 1 hour and 43 minutes, which is just nuts. Unlike the original Survivor, there aren’t even any branching paths to incentivize replays. Perhaps the craziest part to me is that there doesn’t seem to be much reason for the game to be this short? Like, there are plenty of opportunities to pad out the length if they wanted to and allow us to take more time exploring areas, solving puzzles, fighting enemies… y’know, Resident Evil stuff. Instead, the game has a break-neck pace as it blasts through areas with little pomp or circumstance. Like, at one point, I fought a boss and then like two minutes later I was fighting another, completely separate boss who was only like one locked door away. Does it not make sense to space these kinds of big moments apart more, or is that just me…? All I can think is that Dead Aim was incredibly limited for cash and/or has a concrete release date, so they had to cut a lot of corners and use only what they had for the final product (which would also explain some of the story issues).
  • The Controls – Dead Aim has some really strange controls. I’ll admit that some of this comes down to me not having a Guncon 2 to play the game on, but this isn’t really an excuse. Halo: Combat Evolved had been out for two years when this game came out, so there’s no reason for the game’s controller support to be any worse than that. Anyway, the game uses tank controls like every other Resident Evil game up until that point. In addition, you can hold X or L2 to sneak and strafe, while holding L1 will allow you to sneak… but, for some reason, you’ll only be able to move forward and backwards? Not sure why this is even a thing, but it’s here. In order to go into first person mode to shoot enemies, you need to tap R1, and then use the right stick to move your reticle. Want to leave first person mode? You have to press… down on the D-pad. Oh, but pressing left or right on the D-pad will allow you to move the reticle as well…??? Pressing R1 again will allow you to shoot. You can also hold X to strafe in first person mode, or you can also press X to dodge (although the timing is pretty tough to nail). Look, this control scheme works, but is it good? I would say that it is not, lots of its features feel redundant, contradictory, and/or unintuitive and I don’t know how many times I accidentally wasted bullets forgetting that you had to press a different button to close first person view.
  • The Environments – The cruise ship is kind of an interesting area to explore, but even at that point in the game, you can feel how much of the environments are being recycled over and over. This just gets worse as the game goes on, as you pass through identical areas with even less variation to them.
  • The Subtitles – Look, how fucking bad does your game have to be when I’m out here complaining about the goddamn subtitles?! Dead Aim has that infuriating issue with imported Japanese media where the subtitles do not match up with the dialogue. I’m assuming that this is down to different localization teams who, for some godforsaken reason, decided to translate the Japanese dialogue for the subtitles, and then localized the dialogue separately. It makes the awful sound mixing for the dialogue even worse, since you can’t tell what exactly is being said at all times, but it sure as hell is not lining up with what the subtitles are telling you is being said.
  • The Assault Rifle – I’d like to know who the bastard was who decided that every single round fired from every gun in the game needs to make the screen flash white. The reason for this is because the assault rifle, a rapid-fire weapon that holds 100 rounds of ammunition at a time, turns into a fucking seizure-inducing, eye-ball searing nightmare every time it is fired. Making matters worse, it’s an incredibly powerful gun that you kind of need in order to win some of the tougher boss fights, so you’re pretty much going to have to use it at some point, even if it will leave you a frothing, twitching mess in its wake.
  • The Facial Animations – This might sound like a weird complaint, but Dead Aim might just have the worst facial animation I’ve ever seen in a game. Bruce and Fongling are constantly making the weirdest, most unnatural faces that I’ve ever seen (and, in Fongling’s case, they’d feel borderline offensive if they weren’t clearly just the work of crunch and/or incompetence). The end result is that it becomes even harder to take either of these characters seriously.
  • The Sewers – Resident Evil games are notorious for having bad sewer levels, but this game’s sewer section is easily the worst in the entire series. There are a hell of a lot of reasons for this too:
    • First of all, the game suddenly becomes very stingy with ammo out of nowhere. Ammo was reasonably plentiful on the cruise ship, but here you simply will not find enough ammo to kill most of the creatures you come across, let alone have enough to deal with the level-end boss. To make matters worse, if you waste your high-powered ammo down here then you’re a sucker, because what little ammo you do find is going to be mostly for your handgun. Joy.
    • Secondly, the sewer layout is maze-like, but you’re going to very quickly realize just how linear and repetitive it is. Seriously, there’s only one path forward, and you’re not going to be able to more than a few steps off the path without finding that the way forward is blocked and/or locked behind a grate. As a result, when you enter an area, you can just look at your map and pretty much be able to tell which way you can go without even being able to see which doors and routes are blocked yet.
    • Thirdly, this area is full of Glimmers, one of the absolute worst enemies in the entire franchise. These Hunter variants are a massive pain in the ass – they hide in the dark, so you can barely see them, they take a ton of ammo to put down, and they’re incredibly fast, so you have a literal fraction of a second to react before they sprint across the entire room at you in the blink of an eye and grapple you. The concept of a cautious, stalking enemy is really cool, but fighting Glimmers ends up being complete bullshit here in execution. Even the Resident Evil wiki says to just avoid them, because fighting is a waste of time and ammo.
    • Finally, the whole area is capped off with a boss fight with the aforementioned Pluto, a very fat zombie who hunts you through sound. Again, cool concept, but my God is the execution awful. If he hears you, you will take damage. However, you get a silenced pistol very early in the game, so you can trivialize the entire fight by staying far away, and sniping his head with dozens of pistol shots over, and over, and over again. It makes for a tedious joke of a boss fight, to the point where I had killed him and didn’t even realize it until the cutscene started playing about ten seconds later.
  • The Game Incentivizes You to Not Play It – When I first got to play as Fongling, I had been given an assault rifle and a ton of zombies. “Cool,” I thought, “the game’s letting me have a power fantasy where I get to let rip with this gun against a horde of enemies”. Only, no, it turns out that I’m actually an idiot. Later, when I play as Fongling again, she was still out of ammo and was stuck with just her pistol. She never gets more ammo for the assault rifle and never gets any other gun for the rest of the game, making some of the sections where you play as her harder if you wasted her ammo earlier in the game, like a fucking idiot. What did you think I was playing, a light gun shooter!? That’s when it dawned on me: if you’re even bothering to fight enemies in this game, you’re a sucker. Even basic zombies take a stupid amount of ammo to down, you only get to carry six boxes of ammo of any type at a time, non-handgun ammo is exceedingly rare, and if you run out of bullets, there’s no melee option, meaning you are just plain fucked. Literally, the best course of action in this game is to shoot only enemies that cannot be avoided without taking damage. In all other cases, running or sneaking past them is always the best course of action. Again, this is supposed to be a light gun game. For all its faults, at least the original Survivor nailed the idea that you were supposed to want to kill the zombies. This also, obviously, just makes a content-bereft game even shorter and hollow, which is about the last thing it needed.

I appreciate just how bizarre and unique Dead Aim is within the Resident Evil franchise. However, it really fails to elevate the Survivor sub-series out of the depths of the garbage bin it had been residing in. I do think it’s probably the best of these three games, but it’s still easily one of the worst games in the franchise all things considered. Still, there’s not other game quite like it, so it’s certainly worth experiencing, if only to see all the bonkers decisions put into it.

Love/Hate: Resident Evil Survivor 2 – Code: Veronica

Welcome back to the Resident Evil love/hate series! In this entry we’ll be going over one of the most obscure titles in this franchise, Resident Evil Survivor 2 – Code: Veronica! The original Survivor is, by far, one of the worst games in this entire franchise. However, this was largely down to the execution being really poor, so the prospect of seeing the concept of “first person shooter Resident Evil game” get another try was an intriguing one at least. Could Survivor 2 do what its predecessor could not? Read on to find out…

Note: I did not play this game with a light gun. This may colour my opinions on this game somewhat, but I honestly doubt it. This is not a game where precision matters (even moreso than the original Survivor), and I just can’t see how a light gun would make an appreciable difference compared to a controller as a result. All opinions here are made under the assumption that I’m experiencing this game using a controller.

Love

Umm… this is a first for the Love/Hate series. Nothing. There’s nothing I love about this game. In every other piece of media I’ve covered, no matter how much I hated that media, there was always something nice I could say about it. This is the first time where I sit down, try to think of anything nice I could say, and cannot. Any positive thing I can think of is then immediately spoiled as I remember some major caveat that pushes it into “mixed”.

So, yeah, buckle in…

Mixed

  • The Controls – Survivor 2 came out right before Halo: Combat Evolved released and nailed down how to design a shooter for console. Unfortunately, that means that Survivor 2 has a really weird control scheme by modern standards. Left analog stick moves your character, right analog stick… does nothing. No, you need to use L1 and R1 to turn your character, and then square to shoot. I kinda see what they were going for, and in a vacuum it’s a reasonably ergonomic layout, but it feels so foreign to a modern gamer’s mindset. In fact, I had to go into my emulation settings and change all my button inputs to make it more natural to me. Even then, I managed to break the R2 button on my RP4+ playing this game from the constant gunfire spam. All the more reason for me to hate it I guess.
  • AI Partner – Survivor 2 lets you have an AI-controlled partner with you at all times, which is helpful for providing some extra fire or drawing enemy aggro. I legitimately like having them there, but their AI is also dumber than a sack of bricks. In particular, if you end up against any kind of strong enemy (particularly against end-of-level bosses or Nemesis), they’ll run right into them and die very quickly because they don’t know enough to run.

Hate

  • Pathetic Playtime – Look, I’m not someone who rags on about gameplay length. I tend to prefer a short game so I can move on to something else. However, even I have my limits: Survivor 2‘s campaign lasts approximately 40 minutes. I’VE LASTED LONGER THAN 40 MINUTES! Like, I’ve legitimately lost more time in Fallout 3 forgetting to save and then dying than I would get from the playtime of this game. The reason it’s so short? There are only five levels and they all last mere minutes.* I had to think about how much I’d hold this against the game – it was, after all, designed as an arcade cabinet game first and foremost. There’s a different sort of design philosophy there and a shorter runtime would be expected. However, even with that in mind, I can’t give Survivor 2 a pass. First of all, it was released as a full boxed game in Japan and Europe, so it should be treated like any other full release title. Even taking into account its arcade game status, it’s not even good when compared to other arcade games. Furthermore, it’s not like they adapted the entirety of Code: Veronica in those five levels and that’s the length the game had to be as a result. No, they only adapt the first half of the game! We never even go to Antarctica! Did they develop this game in six months…? All I can say is “What the fuck?” over and over again.
  • Mindless Gameplay – Survivor 2 is about as mindless as a game can get. At least the original Survivor was trying to stick to the classic Resident Evil gameplay formula, but Survivor 2 is straight-up as mindless a shooter as you can get. Gameplay consists of going from point A, to point B, to point C, all while shooting every single thing in sight and trying not to get hit back. Levels are very short. There are no puzzles. There is no real reason to explore, other than finding gem collectables. The game doesn’t even want you to explore, as it has painted the floors with arrows pointing to your objective. It’s just a mindless gauntlet that becomes more frustrating as it goes.
  • Enemies Are Wasted – Perhaps the weirdest thing about Survivor 2‘s length is how much the game actively avoids stretching it out. For what it’s worth, Survivor 2 has a fantastic roster of enemy types which could easily support a much longer game’s runtime. However, most games will slowly introduce you to new enemy types so you can learn to get good against them. Survivor 2 is playing like a meth addict, throwing new enemy types at you every 30 seconds, only for them to die in mere seconds and then never be seen again. It’s baffling, I don’t know what else to say about it.
  • Feels Recycled – This is a weird thing to say about a game, but trust me, if you played Survivor 2, you would feel it. As far as I can tell, 99% of this game’s assets are taken directly from Code: Veronica and the Dreamcast ports of Resident Evil 2 and 3, with the menu UI and the map system being the only parts that I can see which are wholly original to this game. On the one hand, this is kind of a cool way for Resident Evil fans to see Code: Veronica up close in a way that was impossible before. However, this also means that every stage in this game is literally played on Code: Veronica’s existing maps. THEY’VE FRANKENSTEINED A SHOOTER OUT OF A GAME WORLD DESIGNED FOR SURVIVAL HORROR. This means loading screens every five seconds as you go through a door. This means constantly seeing in-game models which were never designed to be seen this close. This means finding yourself asking why the hell Lickers and Nemesis appear in this game. All I can think is that they just used what they had and didn’t do a single thing more than they had to to ship a minimum viable product.
  • No Voice Acting – It’s really awkward when you start playing this game and see Claire and Steve meet up and their lips are moving… but nothing’s happening. On the plus side, this does mean we’re spared Steve’s voice acting again, but it’s very jarring not being able to hear them speak after I just got done playing Code: Veronica proper.
  • No Stage Select – Much like the original Survivor, if you die in Survivor 2 and run out of lives, it’s game over, back to start. Even though you’re likely to only lose about 15 minutes of progress, that’s still 15 minutes of bullshit to get back where I was. You either get gud, or stop playing. Well, I’ll be honest here, I got through four levels and then died. I was done, I don’t even feel the need to see this final level. The whole thing’s the bloody same shit over and over, there’s no reason for me to believe it will change at all.

Despite all my rage, I honestly don’t think that Resident Evil Survivor 2 is the worst Resident Evil game. Umbrella Corps is still the reigning champion, due to how much more baffling it is that it was bad, and also because the state of its online mode even shortly after launch hampered it significantly. That said, when, in comparison, I find myself suddenly saying nice things about the original Survivor, you know you fucked up badly.

*Your mom lasted mere minutes.

Love/Hate: Resident Evil – Code: Veronica X

Welcome back to the Resident Evil love/hate series! It has been quite a while since the last entry, but I’m finally ready and able to continue the series with Resident Evil – Code: Veronica X! This is another one of those Resident Evil games that I owned and tried to play through several times (my most recent abandoned attempt being back at the start of 2023), but never made it more than an hour in. However, much like REmake, those failed attempts all made this final attempt go much more smoothly – I knew more-or-less what I needed to do at the start of the game, which allowed me to get over the early game hump of not wasting ammo and health. Practice from previous attempts also meant that I didn’t struggle with the tank controls either and acclimated to them very quickly. Having played through the whole thing now, how does Code: Veronica X hold up? Read on to find out…

Love

  • Classic Gameplay – Code: Veronica is the oldest mainline Resident Evil game with no remake, which means that it also has the most “classic” gameplay formula for anyone wanting to play through the story of the series’ main entries. This also means that it’s the only mainline entry where tank controls are mandatory. While this will definitely be a hang-up for some, I had fun acclimating to them and, after a couple short attempts, they finally “clicked” and I had basically no issue with them through the entire experience. It makes me excited to go into the PS1 Resident Evil games and Outbreak now that I’ve got this down pat. Code: Veronica is definitely less polished and refined than REmake, but the classic Resident Evil formula is still executed well and is really fun.
  • Wesker – Albert Wesker was a decent villain in the first Resident Evil game, but he got clowned on by his own monster. The Wesker we know today though? He came into his own in Code: Veronica. This is the first time he really became King Shit as he laughs maniacally and monologues while beating the tar out of Claire and Chris Redfield. He gets some classic lines and cool new powers that helped establish him as the franchise’s greatest villain.
  • Claire – I really like Claire’s character design here, it’s probably my favourite look for her in the whole series. You can really see how her experiences in Raccoon City have jaded her and turned her into a full-on action heroine badass, best exemplified by the Matrix-inspired opening cinematic.
  • The Story – I almost always rag on the stories in Resident Evil games, even in the franchise’s best-regarded games. They just tend to be poorly told, disjointed nonsense when you apply any thought to them, or they have an interesting story happening in the background which the main story barely bumps up against. However, Code: Veronica seems to have struck a good balance between a story that’s relatively simple and straight-forward (escape the prison/Antarctic base), while also weaving the series’ larger lore into the main plot in a way that makes it all more interesting. Towards the end, Code: Veronica turns into a full-on succession war between the Ashfords and Albert Wesker to see who will control the BOW market in the wake of the Raccoon City incident, and seeing that play out in front of us instead of through optional files is pretty exciting to see play out. On top of that, there are a few good, unexpected twists that keep things interesting and a fairly coherent narrative throughout. All-in-all, it makes for a story that is easily one of the most interesting and memorable in the whole franchise.
  • Nosferatu – If we’re being honest, this boss fight is kind of bullshit. The boss has a poison spray attack that is nigh-on unavoidable and very long-ranged attacks that mean you can barely even see the boss before he can damage you, and he can instant-kill you if you’re too close to the edge of the platform. However, I don’t mind too much in the end because Nosferatu has an awesome, exceptionally creepy creature design – easily one of the coolest monsters in the whole franchise. On top of that, the fight has fantastic atmosphere, taking place in a blizzard as you try to find Nosferatu in first-person view and shoot him in his weak point. Even though I kept dying cheaply to this guy, I couldn’t help but have a good time each time I replayed the fight.
  • Checkpoints – Code: Veronica has added a checkpoint system which makes dying against bosses less of a pain in the ass. Instead of being kicked back to the last save room (however long ago that was), most bosses will have a checkpoint sometime before the boss that you can start at, making these showdowns less frustrating. The game also doesn’t kick you back to the main menu every time you die, which makes dying slightly less rage-inducing.

Mixed

  • Graphics – On the one hand, Code: Veronica is a pretty big step up from the PS1 trilogy in terms of its graphical fidelity. Technology had also increased enough where backgrounds were no longer pre-rendered and were now being done in real-time, which means that the camera can also freely move at times and there’s no more “loading stutter” whenever the camera angle shifts. However, this is a bit of a mixed bag for me in the end. For one thing, being a Dreamcast and early PS2 game, Code: Veronica is, graphically, in the transition period between what PS1 games were doing and what PS2 games would end up looking like. As a result, it looks kind of pathetic in comparison to REmake and 0, which came out only 2 years later (or 1 year if you played Code: Veronica on PS2). That’s not really the game’s fault, but what is the game’s fault is that the ability to move the camera isn’t really explored at all. Fixed camera angles were a necessity of PS1 technical limitations and pre-rendered backgrounds, but if you have this world entirely rendered in real-time, there isn’t really much of a reason for this game to continue sticking it fixed camera angles. The camera just kind of works within the general framework of fixed angles, moving on occasion, but then switching angles as needed because that’s the expectation for the series. This makes all the occasions where you get damaged by an enemy your character could see, but you can’t because it’s off-screen, all the more egregious than they were in previous Resident Evil games.
  • Alfred Ashford – Our initial antagonist in the game, Alfred Ashford, is a foppish, annoying, effeminate, borderline-offensive cartoon villain… but I can’t really bring myself to hate him like I do the Leech Controller in Resident Evil 0. I think it’s because it was entirely intentional for him to be eccentric and pathetic, so he ends up being almost endearing as a result. Definitely one of the worst Resident Evil villains, but he’s at a level of derpiness that I could see me really leaning into the character someday.

Hate

  • Steve – Sigh. As soon as I heard this guy’s vocal performance, I knew I was in for a rough ride. Steve sounds like an early 2000s Final Fantasy/shonen anime hero, complete with squeaky, nasally voice, melodramatics, and his obsession with dual-wielding guns at all times. Unfortunately, it’s not just his vocal performance that does him in. The writers clearly want you to like Steve, giving him a very tragic backstory, moments of over-the-top badassery, and forcing a romance between him and Claire. Uuuuunfortunately, this all fails miserably because you can’t take his vocal performance seriously and the writing of the character just doesn’t work. Like, that “romance” between him and Claire? The “build-up” for this romance is him trying to kiss Claire when she’s sleeping, then telling her he loves her when he’s dying. It just doesn’t work and there is little indication that Claire looks at him with anything more than pity. All that said though, Steve makes for a goldmine of memes. Going into a PTSD meltdown because he has to shoot his zombie dad? Hilarious. Being told that “Steve is suffering” as we try to free him from a room full of poison gas? I’m literally on the floor laughing. Steve gets distracted staring at Claire’s ass, causing their getaway vehicle to crash, releasing a cloud of poison gas that Claire gets stuck dealing with? Comedy gold.
  • You Kind of Need a Walkthrough – Code: Veronica is one of those games where you can find yourself screwed over through no fault of your own because of a sudden difficulty spike or completely unpredictable change in the way that the game works, and you just are expected to deal with it. If you’ve already played through the game, this isn’t a big deal, but if you go in completely blind, you might find yourself having to replay massive chunks of the game, if not restarting entirely.
    • The first big instance of this is the Tyrant fight on the plane. It’s a sudden and massive difficulty spike that is beyond anything else you faced in the game to this point (and, arguably, at any other point). This sonofabitch can stun-lock you to get off two colossal hits in succession. Given that it only takes three or four hits from it to die, this is incredibly frustrating. Your goal in this fight is to launch it out of the plane by activating a catapult system to throw a crate into it. Each time this is activated, you need to wait about thirty seconds for it to recharge before you can launch it again, during which time you need to avoid getting hit and launch as much damage as you can at the Tyrant to wear it down enough for the next crate to take it out. This can take anywhere from two to five launches to pull off, and if you used all your grenade launcher or explosive arrow ammo earlier, then sucks to be you. This difficulty spike can straight-up soft-lock you if you didn’t conserve your ammo and healing well enough up to this point.
    • About halfway through the game, you switch from playing as Claire to Chris. Chris has access to Claire’s item box, but I sure hope you weren’t holding onto your best weapons and all your healing items when you were playing as Claire (which is quite likely, because you switch right after the Nosferatu boss fight). Chris can get by without Claire’s best weapons, but it definitely makes playing as him harder than it needs to be, purely because you had no way of knowing that this switch-up was happening.
    • Likewise, later in the game you switch back to Claire, briefly. Once again, you don’t have access to any weapons or items Chris had and, when you switch back to Chris, any items you take with you will be gone for good. This sequence also has a nasty action sequence against mutant-Steve where you die in only two hits, and you’re going to be hit at least two or three times (if not more). Again, I sure hope that you have enough healing items, or you are literally screwed here.
    • On the smaller end of things, there’s a metal detector early in the game where you have to stash all metal objects on you before you can enter. Not only can you easily forget any important items you left here, but there’s a fire extinguisher you’re likely going to put here after using it, which you actually need to bring with you to Antarctica as Chris in order to get the strongest gun in the game and make the final boss fights significantly easier. This one’s kind of easy to miss, but it’s also kind of bullshit that they’d hinge the best endgame weapon on whether you remembered to grab a seemingly-useless key item hours earlier and put it in your item box until it became useful again. The ID Card sure as hell didn’t do anything after its one short usage (in fact, I accidentally mixed it up with the Security Card, so it actually was a pain in my ass that I still had it at the end of the game)…
  • Bandersnatches – These ugly bastards are a pain in the ass. On the one hand, I appreciate that they don’t do much damage to you, but they will constantly attack you from long range, will stagger you with each hit, and are almost-always doing so from off-screen. They’re just a massive pain to deal with every time you see one and are often not worth the ammo and health you’d need to waste to actually kill them.
  • Unmemorable Locales – Compared to the Spencer Mansion and RPD, the locales in Code: Veronica are not particularly memorable. A prison and an Antarctic base should be really cool areas for a Resident Evil game, but the way they have been designed here doesn’t really do the premise justice. I think the main issue is that the Spencer Mansion and RPD have a main, central hub area that all paths branch outward from and then loop back to. In contrast, Rockfort Prison, the Palace, and the Military Training Facility are three separate compounds which you cycle between (and which take about a minute of travel time each time you go to change areas). On top of this, when you play as Chris, a lot of your routes you memorized suddenly change and get blocked off, making it really hard to remember where exactly you need to go to get to a particular destination.
  • Chris – This one is a bit unfortunate. On the one hand, I think that Code: Veronica might be Chris at his most likeable. He’s straight-up the all-American action hero that he should be, actually getting to interact with Claire also makes him the world’s best big brother, and he also gets a personal antagonist in Wesker. Unfortunately, the mid-point twist where you start playing as him and then realize that they’ve transported you back to the prison right after we’d gotten all excited about escaping was not a great decision. It ends up dragging the prison section out for another hour and a half and feels completely superfluous, like they were stalling for time and reusing as many assets as they could. It also rubs me the wrong way that, as soon as Chris shows up, Claire is completely upstaged for the rest of the game. She basically gets turned into a damsel in distress from that point forward and lets Chris do all the work. I remember when Kaya Scodelario said that Claire doesn’t get to do much after Resident Evil 2 and wanted to change that if they made more sequels to Welcome to Raccoon City, to which Resident Evil nerds went “umm, have you not heard of Code: Veronica and Revelations 2?!” To which I can now confidently say: Claire gets shafted halfway through this game and is easily the most superfluous character in Revelations 2. Kaya’s right, and if we do get more movies with her as Claire, I wouldn’t be opposed to seeing some changes made.

I’ll be honest, I went into Code: Veronica not expecting to like it too much. It’s one of those games that has been hyped up for me for years by certain people, but I’d also heard other people who said really mixed things about it. As a result, I went in with a more critical bias against it. However, I was pleasantly surprised to find that I really did dig it. I wouldn’t say it’s one of the best in the whole franchise by any means, but it is a really fun, solid entry that is well worth playing through when you’re ready to dive into the “classic” Resident Evil entries.

Female Space Marines and the Wokehammer Agenda

Hide your 3D printer and grab your Imperial Infantryman’s Uplifting Primer, the wokes are coming for Warhammer 40,000! Or so you’d believe if you’re unfortunate enough to be a 40k fan on social media these days. The discourse going on right now is absolutely exhausting and I’m at the point where I just want to get all my thoughts out in one place (and preferably in a place that doesn’t have a 280 character limit). So what is all this hubbub about? Simply put, people are arguing about whether female Space Marines should be a thing… but, of course, it’s really about a lot more than that. Let’s get into it, shall we?

As a note, you don’t necessarily need to know anything about 40k to get through this – I’ll try to keep it understandable, but I’m going to have to nerd out just due to the nature of this discourse, as some of the arguments are nonsense if you don’t know the finer details of the lore.

So What Is This Discourse All About?

In Warhammer 40,000, the main, iconic faction are the Space Marines: genetically altered and enhanced super-soldiers who are amongst the most elite warriors in the galaxy. In the lore of the universe, Space Marines are recruited exclusively from young males. It has been this way for about 30 years now and through several editions of the game.

In recent years, there is a growing (albeit, still minority) desire amongst some fans to relax this bit of the lore and allow Space Marines to also be women. There are several arguments in favour of this, which I’ll get to later, but recently this discourse has come to a boiling point again as it has become a rallying point for reactionaries to bring the culture war to 40k. This is also drawing in a lot of people who have never cared about 40k one way or another, but view it as a battleground to push back against “the regressive left”, or as fertile ground for them to grift people through rage and engagement.

That’s the basics. It’s becoming pretty clear to me that Games Workshop are, inevitably, going to need to formally address this at some point or another. So, as a result, we’re left with the question: “Should there be female Space Marines? Why, or why not?” With that question in mind, let’s look into what I consider the legitimate arguments against, and for, female Space Marines:

Arguments Against Female Space Marines

  • Monastic Elements – Traditionally, Space Marines have had a monastic theme to the faction’s identity. Most chapters straight-up are based out of strongholds called fortress-monasteries, and a lot of chapters have similar levels of religious reverence that you might expect out of monks. You could argue that allowing women in the Space Marines would dilute this aspect of the army… and, y’know what, that would be fair if that was the reasoning given. That said, these monastic elements are already very diluted compared to where they were in 2nd and 3rd edition, and different chapters have different traditions, so it doesn’t even apply neatly across the faction.
  • Fascism/Traditionalism – One could make the argument that the fascist society of the Imperium could be the reason why Space Marines are all male, even if there might be the ability to recruit women. Perhaps The Emperor decreed this, or when he recruited only men to be in the original legions, the chapters have kept this going out of tradition. This could also be a legitimate excuse to keep Space Marines male as far as I’m concerned – it honestly would help reinforce the themes of the setting in ways that are far more interesting and intentional than what we currently have by just handwaving “Marines have to be male, because reasons”. This is a bit shaky though, because, again, Space Marine chapters have incredibly diverse traditions, and the Imperium at large doesn’t seem to have this male/female division in the rest of its military forces (outside of the Sororitas, but that’s because having an all-female army was a loophole for the church to have its own standing army).
  • Artistic Intent – If Games Workshop came out and said “Nah, Space Marines are all male, because that’s what we want and we don’t intend to change it”… then, man, how do you even argue with that? I mean, there will no doubt continue to be arguments (and you can certainly argue about an artistic choice you disagree with), but that’d be pretty clear-cut.

Arguments For Female Space Marines

  • The Lore Changes All the Time – 40k’s lore isn’t the goddamn Bible. Games Workshop need to sell us new toys, and as a result it changes constantly. The past couple editions have seen some of the biggest lore changes in the history of the game. Just in the past few years, we’ve had the story move forward with the Fall of Cadia, the resurrection of primarchs Roboute Guilliman and Lion El’Jonson, and the introduction of Primaris Space Marines. These were monumental, narrative- and lore-changing events which have fundamentally altered the 40k universe and Space Marines as a faction. And then there’s the lore impacts every time a new faction gets added, or a faction gets fleshed out. Recently we got the League of Votann, a brand new faction which now, it turns out, have always been there actually. Before them, we got the T’au, and then we got the fleshing out of the Necrons, which fundamentally altered an existing faction’s lore (for the better, it must be said). In comparison to all of this, changing the lore to allow female Space Marines is miniscule. You could literally change a couple sentences in the lore section of the rulebook to make it work – either Cawl figured out a way to make female Space Marines work, or they’ve always been a thing, but we weren’t privy to it. If you wanted to make it something more elaborate (like one of the missing primarchs is involved somehow), then that could work too, but in my opinion this works best when it’s simple. People who go “But the lore!!!” as an excuse for why there shouldn’t be female Space Marines baffle me, because that is easily the weakest ground for them to stand on in this fight.
  • Gender Essentialism Excuse Makes No Sense – As it stands in the current lore, Space Marines are all male because “the gene-seed zygotes [which are used to turn someone into a Space Marine] are keyed to male hormones and genetic structure”. It’s basically just a hand-wave to explain why things are the way they are, and why they’ve been that way for 30 years. This is one of those anti-female Space Marine arguments that just gets more dated year after year, as discourse about gender and biology become more a part of the public conscious. Like I said in the lore section, it would be incredibly easy to just change this – it’s not like gene-seed is based in any real biology, so it’s not breaking the laws of reality or something for it to suddenly be able to be implanted in women too, whether that’s just retconning it, or having some new development make the process viable.
  • Space Marines Aren’t Inherently Male – This is my personal argument in this. Space Marines are all male, but there isn’t anything inherently male about them that would be lost by allowing there to be women in their ranks as well. About the only thing I can think of is that they all call each other “brother” a lot, but that’s more of a sign of respect and comradery. In terms of the faction’s identity, I’ve seen it argued that Space Marines are a male power fantasy, which holds some merit, but I don’t think it’s strong enough to extend to “therefore there should be no female Space Marines”. Space Marines are effectively sexless – they are pumped so full of modifications that they aren’t really human anymore, they’re sterilized and asexual, and most chapters have no personal connection to any normal humans. Given all this, what is lost by allowing Space Marines to recruit from women as well? They will end up the same weapons of war, not defined by their gender. It’s honestly so small a change that Games Workshop could get away with not even making new models to make this work (at most, they could sell a sprue of optional head swaps, so there’s even a financial incentive to consider).
  • They’re The Poster-Boy Faction – One common argument against female Space Marines is that people should just play one of the other factions which is mixed-gender instead. Maybe they should, because the other factions in 40k are all more interesting than the Space Marines (well, except for the Aeldari, because fuck elves), but Marines get the majority of the attention in the game and are likely going to be the first faction for most players. It doesn’t seem unreasonable to me to wish that the noob-friendly faction could have some more representation for women as it might subsequently draw more people in. From my understanding, this is pretty much the core argument for why people wanted female Space Marines in the first place.
  • Space Marines Are Meant to Be Personalized – Ever since the first Tactical Marine box was released, Space Marines have been meant to be highly customizable. The entire point of chapters and the various foundings is for you to be able to make up your own custom chapter and tell your own stories. The introduction of Primaris marines in 8th edition reinforced this, opening up the lore so that chapters that used to not have a “lore justification” for having additional foundings now could. Hell, the 40k universe has intentionally been designed as a playground you get to tell your own stories inside, rather than a grand narrative like something like Star Wars or Marvel. It’s an inherent aspect of the miniature hobby that you have full control over the painting, design, and customization of your minis, and that is represented fantastically through the Space Marines’ diverse array of traditions and options. In light of that, if people want female Space Marines in their chapter, it seems in-line with this philosophy to allow it as an option. Similarly, if people wanted their chapter to be all-male, then that would be fine too within that customization, but at least people would have the option this way.
  • There Used to be Female Space Marines – In 1987, Games Workshop sold two women in power armour with bolters and swords. Ever since, they’ve been a contentious aspect of the lore. Were they Space Marines (which were a thing at the time), or were they actually Sisters of Battle (which weren’t a concept yet)? Legend has it that they didn’t sell well, so Games Workshop phased women out of the Space Marines and made them all male to appeal more to the young boys who were their primary audience at the time. Supporting this theory, several armies also had female models get phased out of production, although the Space Marines were somewhat unique as this got extended to their lore as well, which would become more solidified and recognizable to the 41st millennium we know today by the time 2nd edition dropped in 1993. We could argue that female Space Marines are a call-back to the game’s history, although (to be fair) that was a time when 40k wasn’t even 40k.

Those are the legitimate arguments, for and against, as far as I can see them… and it should be pretty obvious which way I lean on this. There are other arguments though, and I’d be neglectful not to go over those as well:

Other Arguments Against Female Space Marines

  • The Sororitas Are the Faction For Girls/Are All-Female – I alluded to this one earlier. The Adepta Sororitas (aka Sisters of Battle) are held up as the female version of Space Marines, but they’re not quite the same thing. While there is some overlap, they ultimately aren’t the same since they are not super-soldiers, are physically much weaker, have a far different aesthetic, theme, and playstyle, and do not have anywhere near the same recognition and exposure as Space Marines do. They’re also 100x more interesting that Space Marines, but that’s a completely different argument altogether… Oh, and there’s also the argument that Sororitas are all-female, so Space Marines should stay all-male. Put simply, in the tabletop game this isn’t accurate: the Sororitas have multiple male units and characters in their army (specifically: Priests, Missionaries, Crusaders, Arco-flagellants, and Penitent Engines; they also used to have several more in previous editions, but these have been sectioned off into the Inquisition supplemental codex or discontinued). You can theoretically make a whole Sororitas army with nothing but male models if you wanted to. I recently got into it with a guy on Twitter who said that these “don’t count” and even argued that Penitent Engines and Arco-flagellants don’t count as male because they are just drugged-up killing machines… first of all, they make sure that these heretics are still somewhat lucid so they can torture them more for their sins, and secondly, at that point do they even consider Space Marines to be male? There are people who will argue that the Adeptus Custodes to be a mixed-gender army because it has six Sisters of Silence units (one of which is a named character, one of which is a generic leader, one of which is literally just a generic transport tank, and three of of which are literally just the same models with different weapons options), but will also argue that the Adepta Sororitas are all female because it suits their argument (and if the Sororitas are not all female, then there is no all female faction in 40k). Ultimately though, this argument is entirely a distraction from the actual discussion about female Space Marines and not worth getting into all the pedantry required to wade through it. Keep the argument on the question of female Space Marines where it should be.
The absolute insanity of calling Slaanesh daemons female is really sending me. Most of the army are full-on hermaphrodites, they’re as non-binary as you can get.
  • Goes Against the Lore – I’ve already addressed this previously, but there certainly is the argument that the existence of female Space Marines goes against the lore. If you view the lore as something that can’t/shouldn’t be changed, then I’m probably not going to convince you, but it’s the shakiest ground you could hinge this argument on. The options available to outright change the lore, or to introduce new elements to make it work, make this incredibly weak and the people making it must be constantly pissed off whenever a new 40k product comes out.
  • Why Are You Injecting Politics Into My Escapism? – Guys, if you are legitimately entertaining this idea, you need to take a long, hard step back and re-evaluate this. You’re saying you can’t enjoy a piece of media anymore because there’s a woman in it? You’re saying that, because they wanted to appeal to a wider audience, you can’t enjoy your hobby anymore without thinking about politics? Does progressive society make you so miserable that you have to retreat into your hobby and try to shut people out? That’s just silly. This is the sort of argument that you can hold and scream to the heavens about, but it’s not going to convince anyone one way or another.
  • It’s Misogynist/Sexist! – LOL. That’s all I really need to say about this take. Basically, some people try to claim that forcing women to go through the initiation process is torturous and would be misogynist/sexist. It’s a transparently bullshit argument and clearly just an attempt to use “woke” words to make their ideological enemies look like hypocrites. Don’t even entertain this kind of idiocy.
  • Why Are You Injecting Your Fetishes Into My Hobby? – LOL. Do I even need to entertain the argument that people want female Space Marines because they want dommy muscle mommies? No one is seriously motivated by this idea.
  • The Wokes Will Destroy 40k! – Finally we get to the core of the latest round of discourse about female Space Marines. In the wake of Gamergate, outrage merchants and political strategists have found that nerds will work themselves into a frothing mess when they think that their properties are being threatened with change. The culture war has made engaging with nerd properties fucking exhausting for the past decade. Star Wars is probably the clearest example of this – the sequel trilogy didn’t ruin Star Wars. Wokeness didn’t ruin Star Wars. The toxicity which has invaded the fandom in the wake of The Last Jedi‘s divisive reaction is what has made this franchise exhausting to interact with. It’s turned into a narrative that woke Kathleen Kennedy and Rian Johnson are trying to destroy the brand, but Jon Favreau and Dave Filoni are there defending it for the real fans… but they are also responsible for The Mandolorian season 3, The Book of Boba Fett, all the shit parts of Obi-Wan, and forcing Filoni’s OCs into canon at every opportunity. Meanwhile, we’ve got Rogue One, which people complained had another (!) female lead before release, and Andor, which is probably the wokest Star Wars has ever been, is nearly universally acknowledged as the best Star Wars project since the originals… So maybe “wokeness” isn’t the issue, but rather that Disney is sucking the life out of the brand and mismanaging it. That’s a long tangent to go on about why the woke 40k argument is fucking bullshit, but it illustrates the point – they’ll point to all these other properties that “wokeness” ruined, but when you look into it, it’s almost invariably bullshit. Female Space Marines are viewed as the first step to wokeness ruining 40k, but I just can’t see it. The entire appeal of 40k is that it’s a fascist hellscape, and I don’t see a single person interested in this setting wanting that to change, including the vast majority of people who want female Space Marines. If you believe the slippery slope argument and that’s what’s motivating you to push back against female Space Marines, you’re a fucking rube. I had an argument years ago with someone who similarly believed that having wheelchair-bound mini-figs was representing the woke-ification of Lego. It was an absolutely mad argument at the time, and the intervening 8 years have shown how fucking stupid this kind of logic is.
I already wrote a ton of words above about Star Wars, but Halo? That was clearly shit showrunning and disrespect for the source material rather than shoving wokeness at you. World of Warcraft? From what I can see, looks like they’re pissed because Blizzard added some gay couples in an expansion, lol.

Closing Thoughts

When it comes down to it, I have the same philosophy when there are calls to make a change in a media property: “is there a legitimate reason not to do this?” With female Space Marines, I see very few reasonable reasons not to introduce them into the game – the impact on the game and lore would be miniscule, while the upsides of making more people feel welcome and giving people more options for their armies is obviously a great thing. Games Workshop clearly agrees as well – just look at the Stormcast Eternals, the fantasy equivalent of Space Marines in Age of Sigmar, who are filled out with a cast of colourful men and women. It’s a different system of course, but it shows you that this is something they’re aware of and that they would do differently if they were to start fresh. If the idea of welcoming more people into the hobby is repulsive to you, then you are the problem.

Also, funnily enough, this whole discourse is reminding me of when I was a crusty gatekeeper in the 40k community. Around 12 years ago, bronies were infiltrating the 40k community. You couldn’t go on Dakka Dakka without seeing a brony avatar and there were several people converting up Space Marine pony armies. People fucking hated it, myself included. This was making a mockery of the game! Why can’t they just like 40k as it is? It completely goes against the tone of the setting!

…then, over time, we as a community got used to it. I stopped caring about all the bronies who were posting regularly, enjoying the hobby. I grew the fuck up. If people want to have fun their own way with their own army, why the fuck should we care? That’s one of the things that draws people to this universe, the ability to carve out your own little slice of it and go “pew, pew” as you fire a deathstrike missile at your opponent’s face. If some more representation would make it easier for others to share in that joy, then who are we to deny that?

15 Best Movie Posters of 2023

I may not be writing as much as I used to, but it’ll be a cold day in hell before I miss my mostly-annual year-end countdowns! In case you’re unfamiliar with how this works, I spend the year trolling through impawards and collecting all the really cool, interesting and striking poster designs for 2023 movies and then narrow them down into a shortlist. As always, any poster released during the year is eligible to make the list, but special consideration is given to posters which are intended for mass distribution rather than posters which are intended to be limited-release, alternative, “artistic” posters. As usual, you can see the full-sized poster in all its glory if you click on the images.

Anyway, with those considerations out of the way, let’s get onto the list, starting with some honourable and dishonourable mentions:

The Drew Struzan style is over-done and tired at this point, a lazy trope to make a poster look nostalgic and exciting without having to put in any actual effort to design something original. On top of that, I couldn’t care less about a new Indiana Jones movie in 2023. However… I’d be lying if it wasn’t nice to see the iconic Struzan style brought back for one last hurrah where it absolutely is warranted, for the franchise which is perhaps most intrinsically tied to this style. It wasn’t enough to make the list proper, but I felt it worth highlighting.

Oh, and speaking of the Struzan style, here we have the poster for a new Left Behind movie. I’ll be honest, the poster itself is incredibly dull, but I mainly put it here to shit on this series and Kevin Sorbo. Also, Neal McDonough, you poor man, what the hell happened to you to make you have to slum this hard? I haven’t had the spark to do a new Retrospective series, considering all the time and effort that has to go into writing them, but dammit the idea of looking at all the Left Behind movies fills me with a sinister excitement… Maybe stay tuned in 2024 if I can muster the motivation.

Okay, this one deserves some mention for how effective these posters are for a “ridiculous slasher villain” movie. These would all be slightly-above-average posters for a regular slasher film, but add in the decent tagline and how seriously they’re taking the ridiculous premise, I can’t help but chuckle.

And with that said, let’s get into our top 15 proper:

15) Saw X

Saw X starts the list with a couple posters that I found fairly clever in their simplicity. First off is the “eye poster”, which instantly evokes a sense of primal terror before you even notice the saw shape at the edge of the iris, revealing what the victim is so scared of. The “I Heart Saw” isn’t quite as striking, but I do appreciate how it cheekily calls back to the series’ legacy of posters featuring severed body parts, hinting that this is a sequel aiming to go back to the franchise’s roots.

14) Nimona

Back when I was in university, one of the most important lessons I learned came from an American literature prof who had a blunt, but effective motto when we were writing essays: “Why should I care?” I think about that whenever I’m writing, and it’s a lesson that can be applied in most walks in life. For a poster designer, the job is (usually) to sell a movie, so “Why should I care?” presents a challenge with results that can be intriguing, if you check out this countdown annually.

I mention this because these posters for Nimona represent a twist on the usual approaches to “Why should I care” from graphic designers. Honestly, these posters have sold me on Nimona, and they aren’t doing anything particularly special in their own right. They just demonstrate that if you are working with a strong, charming art style, then that can be enough to sell a movie on its own, without any special flair being required on top of that. The designers of these posters are clearly putting in some work in order to be able to highlight the art so stylishly, so credit where it’s due, but this is one of those cases where character and tone are expressed so strongly in the character designs that you don’t really need anything else. These lists aren’t just about elaborate artistry or unique twists, sometimes it’s just working with the pieces you have and realizing that they can speak for themselves. I just thought that that was neat.

13) Super Mario Bros.: The Movie

I’m not a massive Mario fan – I enjoy the 8- and 16-bit classics, but never have played much of the games beyond that point. However, looking at this poster, I can’t help but get hyped. This is a perfect distillation of what a Mario fan would want to see in a movie, full of colourful, iconic imagery and easter eggs, similar to the Detective Pikachu poster a few years ago. It’s also worth noting that this establishes that the art style will be familiar to fans, which you wouldn’t think would be that notable, but considering that the last attempt at a Mario movie ended up being a surreal, dystopian, live-action fever dream, it’s warranted.

12) The Boogeyman

Look, if a movie’s posters are pulling off imagery which would be The Moneyshot in your average horror film, you know someone’s doing something right. The fact that these posters are actually rather scary in their own right, while still keeping its titular villain shrouded in mystery, is a bonus as well. I have no idea if this movie is any good, but if the marketing is this strong, it certainly suggests that you’d be in for a good time.

11) Expend4bles

Full disclosure: I’ve always loved this poster design which has been used across the entire Expendables franchise, to the point that it was the basis for my custom logo back when I spend hundreds of hours playing Battlefield 4. The skull + wings (or, in this case, hair) made of various weapons is a flawless bit of symbology for a deeply flawed franchise, promising all the action you could ever want from its star-studded cast. It still works here for me, and it’s good enough that I’ll even forgive that idiotic tagline.

10) The Deepest Breath

I call this the “Free Solo poster design philosophy” – a poster for a documentary which is just a simple picture of someone doing something batshit insane. While The Deepest Breath can’t quite match the same level of sheer intensity as Free Solo (to be fair, few could), it still promises an ass-clenching thriller of a documentary that will thriller your thalassophobia to record levels.

9) Cocaine Bear

THE BEAR. IS MADE. OF COCAINE.

8) How to Blow Up a Pipeline

This one gets a spot for how its title is worked into the image. It’s simple on its face, but very stark, evocative, even transgressive. I can’t help but be impressed by how the title makes it work – on many posters, the title is just there to let you know what the movie’s called. Some posters use a tagline to try to tell you what it’s about, and use characters and imagery to try to sell it. This just has a simple barrel and some inflammatory language, and it instantly gives you an idea of the sort of journey you’re in for with this movie. Kind of like Nimona, this is a lesson in using what you have, to an even more extreme degree, since they’re almost exclusively using the title to sell the film. While maybe this makes for a poster that’s less striking than some of the others on first glance, it’s a fascinating case when you think about the decisions put into it.

7) Barbie

I could not be further from the target audience for a Barbie movie, but goddamn do these posters nail the titular character’s pop cultural footprint. First of all, the “larger than life” poster is what made this rank so highly – it succinctly and artfully evokes how Barbie is an icon, a monolith which girls have looked up to for decades (literally, in this case). Meanwhile, the second poster deserves some mention because it shows that not only is Margot Robbie the perfect casting for Barbie, but assures the audience that the film understands Barbie as a character and is going to deliver on those expectations.

6) Swallowed

Do I really need to explain this one? This one just looks BLOODY PAINFUL, and assures you that you are in for an extremely uncomfortable time if you watch this movie. For a certain class of horror fan, what more could you ask for?

5) Candy Land

I really love this poster. It’s so evocative – it’s appropriately sleazy and erotic, hinting at nudity while barely obscuring it, and the faux-vintage design and blood splatters only serve to heighten all of that. Obscuring the subject’s face also serves to depersonalize her, lending the whole design a forbidden, voyeuristic quality which is nearly as uncomfortable as the more overt imagery Swallowed uses.

4) John Wick: Chapter 4

A John Wick movie came out this year, so you know they went hog wild on amazing posters. As usual, the artists really need to be commended here, because they’ve put together enough stylish designs that I could have made an entire list just of the best John Wick posters. They’re all just goddamn cool, but not quite enough to put them at the top of the list this year.

3) Oppenheimer

This is one of those posters where the title kind of brings it all together. First you see the extremely harshly-lit picture and wonder what the hell is happening. Then your eye is drawn to the title and it becomes chilling as you realize the apocalyptic awe of what is unfolding. It’s a poster that basically tells the story of Oppenheimer in one image and makes you want to see that unprecedented power unleashed for yourself. Pretty impressive I’d say for a poster which is so harshly lit that it obscures most of what you can actually see in it.

2) Spider-man: Across the Spider-verse

Every frame of this movie os fucking art and these posters prove it. The “Gwen and Miles” poster is just a random frame from the movie, but it is so stylish and well-composed that it is enough to completely sell me on the movie by itself. Just looking at it, you can tell that they’re having a good time just sitting and chatting, and that Gwen is absolutely simmering for Miles. It’s wild – this is a bombastic Spider-man movie, but what is selling me is wanting to hang out with these characters and see how their relationship blossoms. Again, that’s the power of a strong art style, it can make the marketing easy if you know what you’re doing.

Then there’s the standard character poster. You’ll notice that I haven’t even included any other “character posters” in this list, despite them making up like 70% of all movie posters released in a year. Usually these are bloody dull affairs, meant to do nothing more than introduce and familiarize an audience to the characters of the movie, but more often just turn into boring window-dressing made more out of obligation than inspiration. This poster of Gwen breaks that tradition, being colourful and eye-catching on its own, but it also utilizes the movie’s strong art style to hint that Gwen is going to be on a conflicted journey in Across the Spider-verse. It’s not just an excuse to show a name and have them look cool, the same thought that’s gone into every frame of the movie is on display here in its marketing. It would be enough to take my #1 spot, if not for…

1) Evil Dead Rise

These posters got me for the sheer sadistic creativity on display. They might be confusing at first as your eye is naturally going to be drawn to the rather mundane household objects, but if you’ve ever seen an Evil Dead film (especially the 2013 remake), then when your eye is eventually drawn to the title, these objects are twisted into PAINFUL promises. “Oh God, I can just imagine the brutality of the cheese grater and scissors, but what the fuck are they going to do with the wine glass!?” It’s a less-is-more approach as you think of all the gory possibilities and this nasty bit of imagination born from such a simple bit of imagery is exactly why Evil Dead Rise‘s posters get my #1 rank this year.

Love/Hate: Resident Evil – Operation Raccoon City

Welcome back to the Resident Evil love/hate series! In this entry we’re looking at Resident Evil: Operation Raccoon City, an intriguing spinoff for a number of reasons. For one thing, it was released in the spring of 2012, the same year as Resident Evil 6, and featured squad-based third person shooter gameplay developed by Slant Six Games, who had worked on some latter-day SOCOM U.S. Navy Seals games. Considering the somewhat awkward co-op shooter gameplay the mainline entries were engaging in at the time, the developer’s pedigree suggested that this could have some of the strongest Resident Evil gunplay in the franchise. Perhaps the biggest selling point though was that its story was a non-canon “what if?” scenario where you play as Umbrella special forces going into zombie-overrun Raccoon City to cover up Umbrella’s involvement in the outbreak. The idea of exploring the iconic location on HD consoles was too much for some to pass up, but how did the concept play out in execution? Read on to find out…

Oh, and before we get further, I just want to note that I played this game on the Veteran setting, just in case that difficulty setting added some elements to the game which coloured my perception of it. I wouldn’t be surprised if it did, apparently in this mode enemies receive 25% less damage, inflict 25% greater damage, and drop items with less frequency.

Love

  • The Wolfpack – Operation Raccoon City was overtly edgy even when it was released, but playing in 2022 I can’t help but find the way that it leans into “dark, badass evil guys” for its characters endearing. They clearly just looked at HUNK, used him as a baseline and then created a bunch of similarly mysterious, black-clad, mask-wearing special-ops. Their designs are all unified but distinct enough that you can pick them out in the chaos of combat (which, honestly, is pretty impressive considering they’re all dudes in black). They also all have their own special abilities and perks which make playing each member of the team distinct (which, obviously, is important for a squad-based shooter like this). I also enjoy the little touches, like how each character has their own little bio you can read and how cutscenes and dialogue change depending on which characters you’d brought with you on each mission.
  • Weapon and Ability Upgrade System – Perhaps unsurprisingly, Operation Raccoon City features a system to upgrade your weapons and abilities using XP you earn in each mission. It’s in the squad lobby screen and isn’t really signposted so you might miss this (I certainly did for the first couple missions), but I was pleasantly surprised to find that each character has dozens of weapons options and multiple perks to choose from, and perks all have multiple ranks you can purchase to increase their effectiveness. It’s nothing revolutionary, but it works and it helps make you feel like you’re growing more powerful as you go.
  • It’s Only Like 7 Hours Long – Your mileage is definitely going to vary on this one, but I for one was glad that Operation Raccoon City is a finite, focused experience. You can just play through a shooter story campaign and then be done with it if you want to, or go back to unlock more perks, find secrets, etc.

Mixed

  • Snap-to Cover System – As a rule I don’t really like automatic, snap-to cover systems; I prefer to be able to manually enter cover with the press of a button. However, if you’re going to implement a snap-to system then it had better work well. Compared to Resident Evil 5 and 6, Operation Raccoon City‘s implementation is better, although it still has some hiccups that make it more annoying than I’d like. Half the time I’ll get put into cover without wanting to be there, but then when I do want to get into cover it will work seamlessly 99% of the time. However, occasionally you get those stupid situations where you’re in cover and can clearly see an enemy but the game decides you’re not allowed to shoot from the specific spot you’re standing in, so you end up either wiggling until the game decides you can shoot now or just leave cover to get control back, which is always infuriating. Again, I give the cover system some credit for working most of the time, but it has too much in-built annoyance for me to give it any serious praise.

Hate

  • Weak, Inaccurate Guns – Operation Raccoon City is a shooter, so you’d hope that they’d make sure that they get the shooting right at the very least, right? Well, unfortunately one of the worst parts about this game is that the guns feel like shooting a fucking peashooter. With your starting assault rifle you can expect to use nearly an entire clip to down a single enemy at medium range. Seriously, as soon as I started the game I noticed that it was taking me around 20 rounds to kill basic enemies; even if you’re a headshot god it takes 2-3 headshots just to down a basic special ops soldier. Playing on Veteran difficulty exacerbated this (enemies get 25% more HP), but requiring 16 rounds on a lower difficulty instead of 20 isn’t a great look either. It also doesn’t help that most of Operation Raccoon City‘s weapons are really ineffective outside of medium range, seemingly gaining massive amounts of random bullet deviation away from where you’re actually aiming and adding substantial damage drop-off. It wasn’t until I unlocked the strongest assault rifle, the Hammer, that it felt like I was doing an appropriate amount of damage. Even this was a double-edged sword though, because the Hammer has a paltry amount of ammo, to the point where I was constantly having to scavenge for ammo boxes to stay alive. That’s the trade-off Operation Raccoon City gives you – lots of ammo but no damage, or good damage but no ammo. Also not helping matters? The guns sounds are also weak, they feel like stock assets and don’t make the shooting feel any better.
  • Weird and Unintuitive Controls – Shooters were more-or-less figured out by 2012, which makes it so weird that Slant Six really tried to break the mold with Operation Raccoon City in some truly baffling ways. Why are my active abilities tied to the same button as the melee execution? I don’t know how many times I went to execute an enemy and accidentally activated my temporary invulnerability (thereby putting it on a cooldown when I might need it in the meantime). Why is X the interact button but also the button to perform a slide if you’re moving at the same time? The absolute weirdest decision though is your side-arm. If you tap L2 then it’ll switch to your pistol. That’s weird enough on its own, but if you hold L2 it will let you draw your pistol and the game will auto-target enemies and let you shoot at them for as long as you hold the button down. Naturally, there were lots of moments where I meant to tap or hold L2 and it registered the opposite command, leaving me vulnerable, but the real issue here is how weird the camera controls are when you hold L2. On the one hand, the auto aim is more accurate and reliable than manually aiming. On the other hand, the camera doesn’t follow where you’re aiming at all in this mode, so you’ll be pointing your pistol around and often won’t even be able to see the enemy when you shoot at them. I have no idea what they were thinking when they implemented this control scheme, it’s one of the most baffling core design decisions I’ve ever seen in a AAA game.
  • Infuriating, Unfun Enemies – Aside from the zombies (which are actually pretty enjoyable to fight and dismember), every enemy in this game is a chore to fight. Special Ops soldiers? Bullet sponges who always just have a limb or two poking out of cover so you can stagger them out and then shoot them, over and over and over again. NE-α parasites who’ll power up zombies and then detach to infect another one if you don’t shoot them first. Stun-locking lickers who always show up in the dozens. Tyrants who literally take hundreds of rounds to down. Worst of all though are the Hunters who dominate the last couple levels of the game. Fuck. Them. They are bullet sponges who take 3-4 full clips from a Hammer to down, they’ll close the distance to you in an instant, stun-lock you and then rip off massive chunks of HP with each swing, AND they enter the arena in drop pods that trigger when you walk beside their landing zone, meaning that you instantly lose half your HP before the fight has even begun, what the absolute fuck is this bullshit? Seriously, their implementation in this game has got to be one of the most infuriatingly unfun enemies in the entire franchise. Like, I get why the game’s like this – you’ve got to balance it for four people to feel challenged and not just steamroll their way through everything with concentrated fire, but it is really unenjoyable in execution.
  • Terrible AI – This entry breaks down into two subsections of note:
    • On the bad-but-not-gamebreaking level is that enemies and allies are just plain dumb. You’ll see enemies and allies standing in place all the time, oblivious to the firefight going on around them. You’ll see zombies running in circles, you’ll see zombies right in front of allies and no one is opening fire (in fact, with friendly fire and the random bullet deviation, if you shoot the zombie yourself then you are probably going to do more damage to your allies than the zombie), you’ll see special ops getting swarmed by zombies but decide to shoot you instead… You’ve also got AI so bad at pathfinding that the game will literally teleport NPCs in front of you when needed and hope you don’t notice (I did). It’s pretty much par for the course to expect bad AI in a shooter during this era, but it’s certainly immersion-breaking.
    • On the unacceptable end of things though is the sense that this game is out to fuck you over if you dare play the game with AI companions. Seriously, it got so malicious that it began to feel like a cruel joke that the developers were playing on me. We’re talking AI not being able to detect huge, glaringly-obvious trip wire mines and setting them all off, half the map being on fire and the AI just walking into it because they have no pathfinding ability, and an environmental hazard on an elevator where you have to move side to side to avoid flames and of course the AI just stands still the entire time and get barbequed. These hazards would all be so trivial with co-op partners that the devs needn’t bother to include them at all, but with AI partners it feels like an intentionally-cruel, spiteful joke that the devs have included to give you the middle finger for not making three of your friends buy a copy of the game to play with you.
  • Noticeably Bad, Poorly-Considered Design – Operation Raccoon City has got to be the most scripted video game I’ve ever played. It feels like such a weird complaint to say, but I can’t think of another game where you could feel the developers’ hands everywhere, where you could feel all the scripted moments triggering when you perform a certain action in a very transparent, ham-fisted fashion. Like, I get that this is how all video games work, but in most games you don’t notice it. In Operation Raccoon City, it’s jarring how obvious it is.
    • Most firefights with spec-ops boil down to a handful of enemies rushing into the room and taking cover. The second you kill the last one, three more guys come in from just off-screen and take cover, starting the cycle again. The second the last of this wave dies, the final wave comes in and does the exact same thing. This pattern happens in nearly every spec-ops fight; I was literally calling it before it happened it got so predictable.
    • The other really obvious example of this is that like half of the closed doors in the game are zombie jump-scare machines. Walk by a closed door and there’s a good chance that this will trigger the door to open and for a bunch of zombies to suddenly attack you. This will happen whether you’re in the middle of a gun fight (which can be pretty intense), or after you’ve killed everyone and are just exploring the area (in which case it’s just annoying). Humorously, you can also just avoid these doors entirely and they’ll never trigger. Again, this just becomes predictable. It doesn’t really make the combat any more enjoyable, it’s just something that the developers threw in hoping that it would make the game feel tense.
    • I also want to mention how the guns and cover system seem to be at odds with each other in this game’s design. As I’ve already said, shooting does less damage and is more inaccurate the further you are from enemies, and the game doesn’t give you enough ammo to win a firefight at range. That suggests that you need to move forward to close in on enemies, but enemies are accurate and points of cover are often far enough away that you’re always going to get shot once when you move forward. Furthermore, health doesn’t regenerate, so you’re almost always going to be low on HP if you play the game the way it incentivizes you. Maybe Slant Six want you to feel like you’re barely hanging on at any given time, but it makes the basic gameplay of Operation Raccoon City frustrating.
  • Mindless Gameplay – If Operation Raccoon City had fun shooter gameplay then pretty much all of the other complaints I had here could be ignored, but unfortunately the game gets real dull real fast. The gameplay is truly mindless – unless you’ve completely cleared an area, there’s very little downtime or breathing room; as soon as you reach the next area you’ll be swarmed by zombies or spec-ops all over again. Combat doesn’t have much variety either: zombies make up the majority of the enemy combatants and they just need to be mowed down with impunity, whereas the special ops all follow the same “stagger them out of cover and then pump them full of bullets” gameplay from start to finish. Other than using an active ability to stay alive or conserving some of your ammo because the game is too stingy, there’s barely any thought you have to put into it at all – just shoot, shoot, shoot.
  • Ugly Graphics – The PS3/Xbox 360 era were notorious for dreary, dull colour palettes and Operation Raccoon City has to be one of the most soulless games to be released of that generation. It’s so bad that even the blood in this game is so desaturated that it is straight-up black. 10 years on from its release, this game’s graphics are also noticeably aged, with most of the enemy designs looking really bad (William Birkin looks so plasticky, Crimson Heads look like they dyed the standard zombies red, T-108s appear to be made of chrome, a lot of people think that this is the worst-looking version of Nemesis, etc). Considering how many issues this game has, the graphics are the least of its worries, but they’re still bad enough to be worth mentioning.
  • Poor Performance – Piggybacking off the last point, Operation Raccoon City‘s performance chugs at times, especially in large, open areas like at city hall or the cemetery. I’m talking like 15FPS for considerable lengths of time, sometimes through entire levels.
  • Infection Mechanic is Annoying – Operation Raccoon City has an infection mechanic where if you get attacked by a zombie you can randomly get infected with the T-virus and then have a limited amount of time to dose yourself with the anti-virus or become infected and start attacking your teammates (or just get a game over if you are playing solo). On the fun side of things, your enemies can also become infected and start attacking their allies when they succumb. This did happen once or twice in my playthrough and, honestly, seeing a spec-ops soldier turn and go off on his allies was really cool. However, for the most part it’s just annoying. Anti-viral sprays are the only way to stave off an infection and if you don’t have one on you then your only option is to sprint around to find one (bonus: they also happen to be pretty rare, maybe 2 or 3 per level), hope an ally will save you (bonus: AI companions won’t do jack shit for you) or just die. This means that infection is either little more than a nuisance, or it’s a game over that takes way longer to complete than normal. Even infected enemy soldiers aren’t that common either as you’ll usually just gun them down before they can be turned.
  • Several Awful Gameplay Segments – Even with everything I’ve mentioned above, for a while I was thinking “well, at least this game’s only about 7 hours long, I’d probably prefer this game over Resident Evil 6‘s bloated 20 hour campaign…”. However, the further I went, the more infuriating moments cropped up that were literally causing me to reevaluate my distaste for Resident Evil 6, which is always a sign that someone has made a major mistake.
    • On the more minor end of things, the first level ends with a QTE boss fight with William Birkin and you barely have any time to react to the prompts, which usually means you’ll die in a hit or two. It was bad enough that I died on this several times, and then you have to try to run away from him while figuring out which direction to go in, dodging obstacles and trying to avoid getting stun-locked. It was a really annoying way to cap off the start of the experience.
    • The first real taste of how bad this game gets though is the Power Generator station. Sometimes this game just becomes pure, unfiltered chaos. It’s a pretty simple objective – raise three generators and plant an EMP on each. The complication is that you’ve got spec-ops spawning all around you whenever you interact with a console, zombies appearing from nowhere throughout the entire fight and Nicholai from Resident Evil 3‘s up on a catwalk during the entire fight sniping at you and there are very few safe places you can hide from him. It makes for an incredibly difficult and frustrating battle as you’re rarely able to find a safe place to hide from Nicholai and the spec-ops’ gunfire, let alone find an opening to activate the generators and EMPs. You’re always going to take some damage, meaning that you then have to find health pickups to stay in the fight (oh and for a fun bonus, one of the health pickups in the area is glitched to make it hard to pickup unless you approach from a very specific angle). Oh, and to make matters worse, if you die at any point here, you have to redo the entire fight (eg, it doesn’t checkpoint after each generator is destroyed). I imagine it’s significantly easier with co-op partners, but that doesn’t make it any better designed, it’s just throwing unending waves of shit at you in place of actual difficulty.
    • Next is the Nemesis fight, which should be a highlight of the game, but instead is just mindless. Here you pump Nemesis with a seemingly endless number of bullets (which absolutely no feedback from him to show that you’re doing anything), while hordes of zombies swarm into the room and then special ops soldiers show up halfway through to make it even more chaotic (and tank the performance even more). Given how weak this game’s guns are, it should be no surprise that I went through all my ammunition and grenades several times just trying to put a dent in this giant, annoying sponge of an encounter.
    • The Umbrella lab level is also so poorly thought out. You’ve got barely any ammo pickups, bullet-spongey Hunters and Crimson Heads are everywhere and barely any health pickups, meaning that you’re just dying over and over again. It got bad enough that I just said fuck it and started running for the exit instead of actually playing the game, which was the only reason I managed to get through to the end of this level at all.
    • The crown shit has to go to the final level though. My God was it awful. Once again, no ammo pickups for your weapons, swarms of zombies and Crimson Heads are everywhere which will infect you in seconds before you’ve gotten a chance to find an antiviral spray, snipers picking you off from so far away that your weapons won’t be able to hurt them (and for a bonus I had a sniper glitch to be able to shoot me through the wall of a crate, hooray)… and this is literally just the first area. In the next area you’ve got a literal endless swarm of Crimson Heads spawn in and run at you. If you try to play smart, take cover and whittle them down, then the devs clearly think you’re a fucking idiot because you will be overwhelmed. To make matters worse, I actually managed to have two people join my game at this point (in 2022 no less!) and we were still being overrun, forced into an endless retreat and were each downed several times. If not for being able to be revived I would have undoubtedly died here many times, but after my fifth or sixth death I decided to run and dodge past the zombies until I reached a ladder to end this part of the level. You then have to choose to fight or defend Leon (I chose to fight him, obviously), which results in yet another bullet sponge boss battle as you pump dozens of sniper rifle rounds into the rookie cop, while fighting everyone else who chose to defend him. It is a truly shitty fight and the ending is just embarrassing as Claire gets executed off-screen and the game immediately cuts to credits, no epilogue, fanfare or anything. What a shitshow of a level, literally not a moment of fun to be had in it.

Operation Raccoon City has the spark of a good idea buried in it, but the execution is so fatally flawed that it somehow manages to be even worse than the bloated and much-maligned Resident Evil 6. One kind of wishes that Capcom would have tried to iron out the issues with this game for a sequel but… well, they gave us Umbrella Corps instead.