#oneaday Day 644: Resident EEEEEVIL... SIX

I'm playing Resident Evil 6 right now, in my ongoing attempts to Finally Catch Up on the series as a whole. I had been led to believe that this one was Not Very Good, but I've been enjoying it so far. It's definitely leaning hard on the action angle rather than feeling like "traditional" survival horror, and it's very setpiece-led and linear, but it's been enjoyable so far. It's definitely the most "big budget action movie" the series has been up until this point, and I don't necessarily think that's a bad thing; we are, after all, talking about a series that has always involved rocket launchers, cartoonishly evil villains and giant slobbering monsters.

I'm intrigued to see how the other characters' campaigns play. I am currently on the last chapter of Leon's campaign, and that has definitely been quite action-focused. Supposedly the other campaigns each have their own distinct gameplay focus, so I am intrigued to find out what that really means — or if, as I suspect, it is just marketing waffle that doesn't really mean anything.

The game clearly being designed for co-op play isn't nearly as bothersome as it was in Resident Evil 5, as your computer-controlled partner when playing solo isn't a complete idiot, and you don't have to worry about managing their inventory, health and ammunition. Plus the overall way the game controls feels much more up-to-date than Resident Evil 5's cumbersome control method did; Resident Evil 6 pretty much uses the conventions of modern third-person shooters, with the only real concession to survival horror tradition being the necessity to hold a button to draw your weapon and aim, rather than being able to fire "from the hip".

There have been some spectacular moments so far, and a few mildly annoying bits, but on the whole it's been a worthwhile journey so far, and I'm glad I've taken the time to play through all the games in the series up until this point. It's a series that has a thoroughly interesting history — and the recent remakes are rare examples of remakes making things significantly better than their predecessors. The PlayStation originals of the first three will always be special to me, mind, as I was playing them during what was probably the happiest period of my life.

I wonder if Code Veronica will ever get the remake treatment? It's certainly a prime candidate for it, but it also sometimes feels like an entry in the series Capcom would rather we all forgot about. It's the only entry in the series that there's no easy way to play on modern platforms today (either in "original" or "remake" form) and that's a bit of a shame; it was a significant moment for the series, being its first shift into full 3D, although my one enduring memory of it is not picking up enough grenade launcher ammunition to be able to beat the boss on the plane at the end of Claire's first section!

Anyway, Resident Evil 6 is fun. Some may well argue that it's not very "Resident Evil", but honestly, having played a big chunk of the series now, like many long-running series, it is not, and never has been, one simple thing. Resident Evil 6 is just an example of it going in one particular direction — and, from what I understand, the seventh goes a very different way after that, too. No bad thing! I'm looking forward to finally getting on to the most recent ones, as I've heard lots of good things about them, though have managed to remain mostly unspoiled on them, too.

There's four campaigns of gloriously silly action movie nonsense to survive first, though, so I better get on with it!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

#oneaday Day 635: Revelated

I finished Resident Evil Revelations 2 this evening. I've got what I think will be an interesting article in the tank for some point in the not too distant future, so I want to save that for MoeGamer. I do want to talk a bit about the game, though, so here I am!

I say "finished" — I've beaten the four main episodes and seen both the "bad" and "good" endings. I haven't yet done the two extra episodes; it's getting late tonight, so I will likely save those for tomorrow.

I was initially dismayed that getting the "bad" ending is the result of making a choice halfway through the third episode that would seem to make narrative sense at the time, and a bit annoyed that correcting this "mistake" would involve having to replay half of the third episode and the finale half of the fourth episode — about 3 hours' gameplay in total. But then I figured that I was already invested in this story and game, so I might as well do it.

So I did it this evening — and I enjoyed it! It helped that for the finale chapter, I had unlocked one of the bonus weapons with infinite ammo, so this all but eliminated any worries over not having enough ammo for the final boss. You can only get a "C" rank for a chapter if you use a bonus weapon, but I was primarily in it for the story, so I wasn't particularly interested in getting a high rank. The additional "stuff" in the "good ending" was definitely worth the effort required.

For the unfamiliar, Resident Evil Revelations 2 determines which ending you will get based on which of the two playable characters finishes off a boss. This isn't a matter of simply fighting as the "correct" character, since there's a narrative consideration: throughout the relevant part of the game in question, only the "lead" character, recurring series heroine Claire Redfield, is able to use firearms, and her companion, Moira Burton, is traumatised from a past event and unable to even contemplate picking up a gun. During the sequence in question, Claire ends up pinned by the boss monster in its death throes, and you have the choice between either making her use her willpower to reach her dropped gun, or switching to Moira and giving her a nudge in the direction of overcoming her trauma.

Okay, yes, it's unrealistic and probably disrespectful to anyone suffering similar trauma, but it does make narrative sense for the more "dramatic" option — Moira overcoming her fear and blasting the shit out of the monster to save Claire — to be the "correct" choice that leads to the "good" ending. My initial frustration was down to the fact that I also felt it made sense for Claire to be the one to make the kill; as a generally nice human being, Claire would have respect for Moira's trauma and thus wouldn't want to make her pick up a gun if she didn't absolutely have to.

But part of Resident Evil Revelations 2's narrative concerns our responses to fear and trauma — the game's virus affects people differently according to how much fear they feel — and thus the concept of someone becoming stronger as a direct result of overcoming their fear, which is what is implied happens to Moira to allow her to survive being buried under a bunch of rubble, does make sense, in retrospect. And having to replay those two half-episodes didn't take that long altogether.

Anyway, I enjoyed Resident Evil Revelations 2 a whole lot! I think it's a very good Resident Evil game, and one I suspect often gets overlooked due to technically being a "spinoff". Its original release as a downloadable episodic game (remember that brief trend?) probably didn't help it either, but these days you can just buy the whole thing (including what used to be DLC) on a disc and enjoy it all in one go. And I recommend you do that, because it's a really great take on the series that strikes a good balance between the more action-oriented nature of post-4 Resident Evil games, and the traditional "survival horror" feel of the earlier titles.

Intrigued to try the extra episodes tomorrow, and then move on to Resident Evil 6. I understand people don't like Resident Evil 6 all that much, but as regular readers will know, I often take "people don't like this" as a challenge and do my best to find the good in it. Will I manage that with Resident Evil 6? I have no idea at this point — but if not, I can at least take solace from the fact that some of the series' most well-regarded recent entries await on the other side.

For now though, bed, and doubtless a few dreams about slobbering monsters.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

#oneaday Day 491: Some first impressions from Death end re;Quest Code Z

I am a big fan of Compile Heart's Death end re;Quest series. For the unfamiliar, it's a series of three (to date… with it looking like there's more on the way) narrative-centric console RPGs with strong horror themes, and involvement from some maestros of the genre like Makoto "Corpse Party" Kedouin on scenario duties and Kei "Mary Skelter" Nanameda on the art.

What I've found very interesting about Death end re;Quest to date is that all the games in the series have been very different from one another. Mechanically, the first two were quite similar, but tonally and thematically they were very different. The first game primarily involved an "if you die in the game you die for real" kind of MMO-gone-mad situation, while the second was based around horrible goings-on in a tiny European town that doesn't appear on any maps. As Compile Heart games, both of them also involved more than a touch of yuri to them — particularly in the case of the second one.

Death end re;Quest Code Z, meanwhile, changes up both the narrative setting and the game's core mechanical conceits. Narratively, I'm not far enough into the game to know exactly what the situation is, but it involves characters from both of the previous two games, many of whom didn't interact with one another directly in their original games — and, moreover, some characters who were very much dead in previous games, such as the father of the second game's protagonist, Mai — are alive in this one. I can't comment on that further as yet, but I'm interested to know more.

The most obvious difference between Death end re;Quest Code Z and its predecessors is that it's now a Mystery Dungeon-like. For those not familiar with such things, this is a Japanese take on the roguelike genre that typically (though not always) favours cutesy visuals; grid-based, turn-based movement and combat; a heavy degree of resource management; limited inventory space; and, of course, a series of increasingly deep, procedurally generated dungeons in which to hack, slash, explore, level up and loot.

Death end re;Quest Code Z mostly plays things relatively straight in this regard, with the exception of one thing: rather than an "energy" or "hunger" bar, the protagonist, Sayaka, has a sanity rating. This gradually declines as you explore, with various "milestones" on the gauge corresponding to her field of view contracting, the background audio becoming more distorted (or completely replaced) and, in the case of extremely low sanity, interface elements like the minimap being unusable and the likelihood of her harming herself going up considerably.

This is very much in keeping with the horror tone the series has always had, but it also means that the game has quite a "survival horror" feel to it as well. Since you're juggling your health, sanity and available items as you progress through each dungeon, you have to make some tough and interesting choices as you play — particularly if you're playing on the "Expert" mode (which I actually recommend in this case), where Sayaka's level is reset every time she leaves a dungeon, and she suffers notable losses in terms of inventory items and weapon power-ups if she's actually killed.

The other interesting thing relates to the series' titular "Death Ends". In prior games, Death Ends came about if you made bad choices during the storytelling sequences, and usually resulted in the protagonist and/or members of the core cast suffering a horrifying, gory death, described in excruciating detail. Towards the end of the first game — mild spoilers, I guess — one of the characters becomes aware of you, the player, and starts addressing you as "God of Death" in recognition of the number of times you have led the cast to a sticky end, and Death end re;Quest Code Z builds on this further by having the main protagonist, Sayaka, constantly aware of and communicating with you — even putting her trust in you.

There's some interesting conflict here, because Sayaka trusts you to lead her through the challenges ahead of her, and you need to successfully do so in order to progress through the story. But! And this is a big but: if you let her die, you can make her stronger. Because every time you see a unique Death End in Death end re;Quest Code Z, Sayaka gets a skill point that you can invest in passive boosts to her basic abilities and resistances, and even complete immunity to certain status effects. The more she dies, the stronger she gets and, presumably in theory, the easier the game gets.

But that places you, as her "Partner" (she very pointedly keeps referring to you as such) in a difficult position. Because in keeping with series tradition, every time Sayaka carks it, there's a lengthy narration of exactly how she dies, often delivered in something of a mocking tone. This is coupled with a gory (and often somewhat sexualised) event image depicting her dying yet again. Thus you are faced with a quandary: do you kill Sayaka a bunch in order to power her up? Do you deliberately lead her to her death multiple times in succession to score some easy skill points at the outset of the game? Or do you actually try and take care of her somewhat, knowing that in doing so you are leaving her as a somewhat sub-optimal character?

Death end re;Quest Code Z forces the player to interrogate their relationship with the death of their on-screen avatar — particularly one that is supposedly aware of them. Sayaka never remembers any of her deaths, but you know you caused them, and there's a helpful checklist of all 104 possible ways to die and the skill tree itself to remind you quite how many times you've seen her devoured, eviscerated, beaten to a bloody pulp, disintegrated, decapitated and any number of other nasty words you might care to mention. Undoubtedly the most "efficient" way to play is to repeatedly let Sayaka die in the first dungeon, but doing so is tedious — and thinking that should give you pause. You are repeatedly murdering someone, and it's boring. Are you that desensitised to violence that you can bring yourself to do that?

Some of you will be absolutely fine with it, I'm sure, and I'm not judging you for it. But after a few initial deaths in that first dungeon, I really started to hesitate and think "hang on a minute, this doesn't feel right at all". And I can't remember the last time a game made me feel quite like that about the protagonist, through my actions, being killed off.

This has made me determined to see how far it's possible to progress without killing Sayaka repeatedly. I've reached a point where I don't give a toss about PlayStation trophies any more, so I don't have the "pressure" from the two that related to getting all the Death Ends and unlocking all the skills weighing on me — and thus it really is up to my own feelings of morality about whether I want to buff up Sayaka by murdering her over and over again, or if I genuinely want to see her succeed, taking her shortcomings into account.

Thus far this is turning out to be one of Compile Heart's most interesting games. I'd expect nothing less from a series whose other two entries were also thoroughly fascinating. I'm intrigued to play more — and it certainly is the season for a bit of horror.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

#oneaday Day 138: Marked

I'm currently playing Death Mark, a game I've had on my shelf (along with its two sequels) for quite a while now, but have never gotten around to. I've been meaning to play it for "spooky season" for a few years now, but for one reason or another the timings have never quite lined up. This year, I made it happen!

As with most things, I'll do a full writeup on MoeGamer once I've finished it, but four chapters in now I can offer some reasonably well-informed thoughts on what I think so far.

For the unfamiliar, Death Mark is a horror adventure game by Experience Inc. Experience Inc. is a developer primarily known for making dungeon crawlers with beautiful artwork such as the excellent Demon Gaze series. Death Mark eschews most of the role-playing game trappings in favour of adventure game mechanics — though Experience haven't completely left behind what they're known for.

The premise of the game revolves around individuals suddenly finding they are "Marked" with a strange scar that looks like a bite mark. This indicates that very soon, they are going to lose their memories and then die horribly. The game consists of a series of discrete cases, during which you, as the Marked amnesiac protagonist, are tasked with helping out one or more companion characters and hopefully giving a restless spirit — the source of the Mark — some peace.

This involves exploring an area from a first-person perspective, discovering clues, solving puzzles and, when the time comes, confronting the spirit directly.

The first-person exploration is where Death Mark is closest to Experience's dungeon crawlers, though the locations you move between are static images rather than polygonal environments. If you know a pathway exists, you can simply hit a direction on the D-pad to go that way, but in some cases you'll need to investigate the environment in a point-and-click style with your torch to find hidden routes.

As you explore, you'll start to learn more about the Ghost of the Week. In the tradition of Japanese ghost stories, all the restless spirits have been wronged in some way, and they are designed to have rather sympathetic stories — even if their ordeals turned them into vicious, violent monsters. And this is relevant when it comes to confronting the spirit at the end of each chapter.

A "battle" with a spirit unfolds in a turn-based fashion. Each turn, you and your companion can use one of the items you've found during the chapter. Some items can be used repeatedly, others have a limited number of uses. And some items can be used in combination, allowing you and your partner to cooperate and achieve something.

The process of the battle generally consists of a couple of rounds of you finding ways to counter the spirit's attacks, and then, when they get close enough, you have the option of either killing them violently, or doing something that will pacify them and lay the troubled soul to rest once and for all. Taking the former option is usually a more obvious, easier choice, but will usually result in the death of your companion. Taking the latter option requires that you really have searched the environment thoroughly and acquired all the necessary clues to resolve the situation.

It works really well. The game is good about not allowing you to get into "unwinnable" situations, as if you mess up you can simply restart from a previous decision point or, in the case of the spirit battle, from the start of the confrontation. This means that even if you've reached the "finale" of a case, you can still wander off and make sure you haven't missed any important clues before taking on the spirit.

It's a game that is, for the most part, creepy rather than "scary" — there aren't many in the way of "jump scares", and the horror mostly comes from the gradual realisation of what has happened to the poor souls you're laying to rest. There are some gory, violent scenes, though, and many of these have a somewhat fetishistic angle, which, as you might expect, caused more than a few people to sniff and tut when it was originally released.

As anyone with basic media literacy knows, though, sex and horror are inextricably linked, and have been for the longest time in both the eastern and western traditions of the genre. So Death Mark is just doing what comes naturally for the genre; while this leads to some genuinely uncomfortable scenes, it's also good to see a game that doesn't feel like it has to hold back from showing you these things.

Anyway, that's enough for now. I'll have much more to say when I've beaten the whole thing. I believe I have two more cases to go, so I reckon I'll probably have it done by the end of the week. We shall see, though; in the meantime, it's been a great pick for Spooky Season so far, and I'm looking forward to exploring the follow-ups!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.