Early Impressions: Resident Evil 2 Remake

Another full remake in the style of the recent Crash Bandicoot N. Sane Trilogy or the 2017 Shadow of the Colossus (we also know about Final Fantasy VII and Crash Team Racing re-dos coming soon), this year we finally get our hands on the treatment for Resident Evil 2. It’s not the first game in the series to be remade (there was a newer version of the original game created years ago), but it happens to be one of the strongest entries in the franchise, and when I first heard about this in 2016 I knew I’d want to play it. Unfortunately, due to moving and looking for work, I knew I wasn’t going to be able to get myself a copy when it first came out. I figured I’d wait for a sale and get it later on this year, but then my lovely woman gifted it to me for Valentine’s Day (thanks babe!).

Let me first note that I have only put in about 3-4 hours so far, so these are early impressions, but I can still elaborate on the pros and cons that I’ve seen so far.

1998 was a long time ago. I was sixteen when this game released, and probably a little bit older before I first played through it. You’ll have to excuse me if my memories of the original game are a little fuzzy. It’s likely that I’ll talk about not remembering something, or thinking something was different and perhaps it was just like the original. I have to say that the game feels new and different simply because the over the shoulder camera view from games 4-6 is back — a difference from the locked cameras of the original, and the latest game in the series that moved to first person camera. One thing that immediately stood out to me is the introduction. It feels completely new, as I don’t remember starting out at a gas station before hitting the Raccoon City Police Department; I just remember a short scene and then being there. Perhaps that’s just my memory playing tricks on me. The graphics are pretty amazing though. They’re similar enough to Resident Evil VII in quality, and as I said having the free look camera allows you to see all of the little details.

Before long you are at the front of the RPD, as expected. The game progresses from this point (and to the point I have played so far) as a sort of mixture of nostalgia and a whole new experience. We’ll go with “New Nostalgia.” The mood feels appropriately apprehensive but there haven’t been any jumpscares that I can recall. I’ve felt anxious for sure, but I sort of feel like I know what to expect at the same time.

The gore level seems to have been turned up a notch, even compared to some of the newer titles. Obviously they didn’t have the technology to pull off these visuals back in 1998, but even in the 2010’s games it didn’t look like this. I’m not put off by it, zombies aren’t exactly friendly and I want to feel the tension even if I am not jumping out of my seat.

What’s most familiar is the item box, typewriter and inventory/crafting systems. I remember spending plenty of time having to micro manage my inventory while exploring the game the first time around, and this remake is no exception. You’ll find keys, puzzle-solving items and supplies as you comb through the police station. Mixing herbs is back, and a new system for crafting bullets is in place. Your knife now serves the purpose of being able to directly slash enemies and get past certain barriers, it can also help you out of being grabbed by an enemy by giving you a counter attack. The police station feels familiar in that it looks to be laid out in a very similar fashion, and certain set pieces are reminiscent of the original. However, it does feel that this is a completely different place. My memory tells me to watch out for the Tyrant, and there will be parts outside of the police station, but I’m not sure if I’m mixing up my games at this point.

Whatever the case, I’m very happy with this remade edition of one of my favorite Resident Evil games. At this point I have just found the shotgun and encountered my first licker. Good times! I hope to be done with Leon’s campaign within a week and on to Claire’s after that. By then I should be able to afford a copy of Anthem! I’ll be back with more thoughts once I’ve completed the title.

Guns, Gore & Cannoli

One of my friends told me about the excellent Guns, Gore & Cannoli back when it released in 2015. I never got around to playing it until recently — it was on sale for a couple of bucks that I just so happened to have on my account so I picked it up. Apparently there is a sequel that released at the beginning of the year as well, perhaps after I complete the original I might pick that one up too.

If you’ve played a side-scrolling platformer, you’ve played them all. There isn’t a lot here to set GG&C apart from the competition outside of its unique storyline and excellent hand-drawn art style. I suppose that goes for most platformers too, as each tries to carve its own niche in the genre in a similar fashion. Our story revolves around Mr. Cannoli, a mob man that was called to “Thugtown” to help with a job. Unfortunately for him, stories have been coming out of the town about angry mobs attacking any and everyone. These mobs of course, are Zombies. I love Zombie related media, so this one fits in nicely as a different take on the Zombie genre. There’s no real explanation of how the Zombies came to be, you just arrive at the town via ship after a short animated introduction, and Zombies have already boarded and eliminated the crew. Good thing you’re a badass mobster who’s packing heat!

As far as the action goes, it’s pretty straight forward. You will pick up a variety of guns that come in varying power levels. You’ll shoot, reload and blow up zombies with grenades and molotovs. You’ll eat cannoli to regain health. You can jump, you can kick, and that’s really all there is to it. You don’t get the full range of direction to aim with, it’s simply shoot left or right, jump if you need to aim higher, and crouch if you need to aim lower. Most zombies are upright, but there are those who crawl, some have shields, some throw barrels/axes, and some run while others walk. Pretty much the entire gamut of zombie themes are present here. I really enjoy the art direction and the gameplay is smooth and easy to jump into. The most recent game I’ve played that I’d compare it to is Rocketbirds: Hardboiled Chicken (which was also a rather excellent game — loved the soundtrack!). Really, there isn’t much to expect in the way of differences, but platformers have always been a fun distraction from more complicated games and are usually a good way to boost your trophy count. I can’t say that I would pay a ton for games like these, but when you can get them on sale for under $5, it’s worth the admission price.

Shadow of the Colossus (2018 Remaster): Complete

Over the weekend I put some more time into this classic title and was finally able to complete it last night. All in all it wasn’t a very difficult game, but for its time it would have been a tad more difficult, only because we weren’t as apt to Google game walkthroughs. For the most part I was able to figure out the puzzle of each colossi, but there were a couple tricky ones (particularly the last boss) that required some research to complete. One thing I forgot to show off the last time I posted about the game was the fact that there is a gallery of comparison shots and it really shows off how much better this version of the game looks. Hearing this from someone is one thing, seeing for yourself is another:

Such a huge difference when the pictures are put side by side! It’s night and day, really. The remainder of the bosses I had to defeat continued to ramp up in difficulty, but as I said it wasn’t anything too terrible. I don’t think I had to take a break and come back later save for on the final boss, as in most cases I quickly dispatched the colossus and moved onto the next. Here are most of them, falling in battle, along with some other generally nice looking screens:

Spoiler alert, your horse falls into a chasm helping you get to the final colossus, and a moment of silence was had for its loss. After the final colossus falls, there is a long drawn out epilogue that is half watched and half played. If you haven’t completed the game yet, I’d avoid the rest of this post.

If you’re still here, I’ll explain what’s happening in the pictures above. Basically there is a group of shamans or druids or something like that which were revealed a couple of fights prior to the last boss in a short cutscene. They are travelling to the shrine where you began your journey, but its not clear at that time what they are planning to do. After defeating the last colossus you aren’t immediately teleported back to the shrine. These folks arrive first, find the dead girl on the altar, and start mumbling about things when you do finally teleport back. When you arrive it’s clear that something isn’t quite right; the shadowy figures you’ve seen throughout the game are also appearing now to everyone else. You rise like a zombie and move in to attack the priests. A fight ensues, you’re stabbed, it doesn’t kill you, then you are covered with the shadowy substance and it is revealed that an evil demon was broken into 16 shards and those shards placed within the colossi, and now he’s possessed the character you’ve played the whole game. You briefly get to control him and attack the people, but they end up escaping across the bridge and destroying it on their way out. Of course, now that you’re dead, your lady friend has awoken. More happy news, your horse didn’t die, but it clearly broke its leg and is now hanging out with your friend. Roll credits.

A strange ending to say the least, and not really much of a wrap up. The priests sealed this temple with some sort of spell to keep the demon locked away, but now this chick and your horse are left behind with no other people in sight. Seems like you cursed her to a doomed existence. I guess we’ll never really know.

You can get a copy of this title for $40 right now if you’re interested in trying it yourself. I’d recommend it.

Thoughts on Until Dawn

My girlfriend is an interesting character. She has shown no interest in playing video games, nor does she particularly enjoy horror movies, but for some reason she enjoys watching me play horror games. This started when I was playing through Resident Evil 7, and since then when I end up with a new Horror title to play with, she wants to watch. It works for me, and it gives us something else to bond over, even if the game isn’t particularly good.

Last month, Until Dawn was part of the Playstation Plus monthly free lineup, and I downloaded it without knowing when I’d get around to playing it. I had heard decent things about it back when it released in 2015, but it was never a game I felt I had to have. Having actually played quite a bit of it now I can say that it’s an interesting title, but I’m glad that I didn’t pay money for it.

That isn’t to say it’s terrible. It’s chock full of cliched horror tropes, the voice acting and character models are fine, and it has some jump scares and gore to boot (plus lots of talk of sex, though that typically means someone is about to die). Despite being full of these cliches, it manages to mix themes from several horror movies that we’ve seen over the years, and there are some interesting sub-layers that I would assume make for a more complete experience.

You remember that movie “The Butterfly Effect?” That is one of the main sub-themes of this title. The Butterfly Effect is a principal that goes like this: A flap of a butterfly’s wings can lead to a string of events that cause a hurricane elsewhere. This game splashes this concept throughout, and you choices in individual scenarios change the narrative of the game. Like TellTale games and other titles where “choices matter,” it’s apparent that there are likely multiple endings and ways that things can go with this game.

I powered through the first 6-ish chapters and have found the story line to be intriguing, if not a bit vague and confusing. Scenes between “episodes” have a mysterious figure being seen by a therapist. I won’t spoil anything here but the mystery man plays a major role in the story. I’ve made choices and people have died. I’ve made choices and people lived. Various innocuous actions have various consequences. It’s definitely more of an interactive narrative than a Resident Evil or Silent Hill game, combat is next to non-existent and there is more time spent chatting and watching cut scenes than actually playing. Of course there are plenty of QTE’s as well, which fans of horror/adventure games will be used to. Honestly, if you play TellTale or similarly styled games you’ll probably enjoy this one. As long as you can get past the terrible teenaged drama these kids bring upon themselves.

As I haven’t finished the game yet I can’t say if the ending will make me want to play through again for a different one, but I will see it through to its end. If you got it for free like I did, you should at least give it a whirl. Otherwise I’d recommend waiting for a sale, as it’s not really worth a full $60. Still a mildly entertaining diversion.

I Am Setsuna — The Beginning

I am Setsuna._20160721002133

It didn’t take much to convince me to pick up I Am Setsuna. No, I hadn’t even heard of it until a day or two prior to its release, and even then this is usually the sort of thing that I tend to avoid. I don’t typically buy day one releases for games I’ve never heard of, and I have definitely strayed from the JRPG path for years now. There was a time when I bought Final Fantasy games on day one, or when I thought JRPGs were better than American ones. Most of the RPGs coming out of Japan for the last decade or so have looked pretty “meh” to me, so I’ve not really paid attention to the genre.

I Am Setsuna used just enough keywords to get me to take a second look. It was published by Square Enix, and was said to hearken back to the Squaresoft days when JRPGs were all the rage on the SNES and even moving on to the original Playstation console. Tokyo RPG Factory was introduced semi-recently as being the future of classic JRPGs utilizing modern technology — essentially “Squaresoft the next generation.” I remember hearing this news but not being very excited about it, mainly because I had basically avoided any new JRPGs for a long time. There was hope though, that games from that era could be similarly made with today’s technology and we’d get some modern classics out of the deal. Lastly, it was said that I Am Setsuna is a “spiritual successor to Chrono Trigger,” which is arguably one of Squaresoft’s most beloved titles. I was sold after reading a couple of articles and watching some video. Plus, it was nice to see a new game release for less than $60 — $40 is a nice number that feels like my own personal spending sweet spot.

This isn’t going back to the 16-bit glory days completely, but the aesthetic and design choices feel very much like a console game from the early 90’s. Since release, there have been plenty of reviews popping up, and the general consensus is that the game is nearly a modern classic, but there are some downfalls. I have noted the general sense that people dislike the world design, think the music is too repetitive, and some even say the graphics look like shit. Systems are not fleshed out enough. It doesn’t really feel like Chrono Trigger.

Some of these complaints have some merit. The world is covered in snow and seems to be in perpetual winter, just like the North in Game of Thrones. This means the map largely looks the same and so far most outdoor areas feel similar. The music is sort of repetitive, in that they only have a piano player and he is constantly playing, but really, have you not turned off the music in FF games because it’s the same damn songs every fight? The same goes for MMOs and most games really — music is repetitive but usually you’re not paying attention. Graphically, it’s not ridiculously good looking; it does have a stylized retro feel but it’s still true 3-D and it runs smoothly the whole time. I have yet to see a single framerate drop. Honestly it’s optimized and looks good, even if snow gets old after a while. I’ll agree that the systems can be a little convoluted, and that I still haven’t figured out how to use “momentum mode” or seen a “flux” happen yet. One review I read said it was completely unnecessary to even figure this out. There are trophies for using these things though, so might as well right?

The largest similarity between this game and Chrono Trigger is the fact that the combat essentially plays out the same, and there are some abilities that can be comboed together to create new abilities. You have a three person party, and each character has their own niche abilities. However, it seems that like the materia system from FF7, you use a material called Spritnite which can be slotted into talismans with varying amounts of slots and passive effects. I’ve gotten to a point where each of my characters has multiple abilities slotted, and combat has been a snap. I’m sure things will get more difficult eventually, but even after facing a few bosses, I haven’t even come close to dying.

Is I Am Setsuna a modern classic? No, I wouldn’t say that. Is it a solid JRPG experience that evokes feelings of nostalgia and makes me yearn for more classically designed JRPGs? Hell yes. It hits most of the right notes, has many of the same feels, has an interesting-enough storyline, and combat that is somewhat satisfying without being overly boring. I’d recommend it to anyone who enjoys a decent JRPG, and enjoys a text-driven narrative with an active time battle system. It’s good stuff, and makes me want to go finish off that copy of FFIX I bought a couple months back.

It’s my opinion that I Am Setsuna is a great first offering from a new studio. I think further iterations will produce a modern classic, as the team seems to be on the right track. For posterity, here’s some screens of what I’ve been through so far, but keep in mind there may be some light spoilers.

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