Tag Archives: horror

The Deep Remembers Him (Still Wakes the Deep: Siren’s Rest Fan Song)

Hey all, it’s Kern here! Still Wakes the Deep is a horror game set on an oil rig. A quick review of the game can be found here. However, earlier this year a short DLC was released Still Wakes the Deep: Siren’s Rest, and in my opinion it really is a solid DLC all around.

In Still Wakes the Deep: Siren’s Rest, you play a member of a specialist dive team. The group goes to the North Sea to uncover the truth about what happened on the rig, and as you can guess you’re underwater for the majority of the game. I don’t want to give away too much, it’s a short DLC to play through, but I do believe it’s worth the time for anyone who enjoys undersea horror with a dash of eldritch horror meets “The Thing”, which is how I describe Still Wakes the Deep to anyone who wants to play it without spoilers.

Kresh and I thoroughly enjoyed the DLC to the point we made a fan song about it. This is that song, I hope you enjoy it, and if you’re looking for a horror game to play, maybe give Still Wakes the Deep a try. Just be ready for a lot of water related havoc, and that goes double for the DLC.

Happy gaming everyone, and now, for the fan song:

If you like the song, and want to pick up the MP.3 for yourself, you can get it over on our Patreon if you’re a paying member: patreon.com/TheDementedFerrets. As always, you can listen to the song here or over on our YouTube channel whenever you want. Remember to check out our Twitch channel to catch up playing all kinds of video games and having a great time!

This has been Kern of The Demented Ferrets, where stupidity is at its finest and level grinds are par for the course! See you next time.

RWBY Fan Song: Loneliness Like Mine

Hey everyone, it’s Kern here! I’m coming at you with a RWBY fan song for the Freezer burn pair (Weiss and Yang). These two are amazing, even if they aren’t a canon ship. I hope you enjoy it!

Survival, Terror, and the North Sea: Still Wakes the Deep (Quick Review)!

Hey everyone, It’s Kern here…. you know, last year was packed with standout horror titles, and I didn’t really get around to reviewing them the way I hoped for. It’s time I got around to it now; Still Wakes the Deep makes a haunting impression with its claustrophobic tension, atmospheric design, and a chilling dive into psychological horror. This thing won a lot of awards too, which you can see for yourself:

The game was developed by The Chinese Room, the same studio behind narrative-driven games (walking simulators as some call them), like Everybody’s Gone to the Rapture and Dear Esther. Because they’re easy to play, they’re very accessible for novice gamers looking for a good story. You can find both of those games on Steam. For those of us who want some heavier gameplay, though Still Wakes the Deep is a solid choice.

As far as Still Wakes the Deep is concerned, the game is a slow-burning nightmare set against the brutal backdrop of the North Sea in the 1970s. You play as Cameron “Caz” McLeary, who happens to be an electrician working aboard a massive oil drilling platform. After everything goes right to hell in a handbag (as things tend to in horror games), the rig is damaged and everything rapidly descends into chaos. To make matters worse, monstrous entities begin to appear, stalking the creaking metal corridors. So, yeah, you’re screwed!

There’s no way off the rig, no help coming, and nowhere to hide for long. So what do you do? Run, hide, and keep away from the big baddies, that’s what! Still Wakes the Deep foregoes combat entirely. It’s all about survival. You spend time sneaking past unseen horrors, solving environmental puzzles, and navigating the collapsing rig under relentless storms. The first-person perspective heightens the immersion, placing you firmly in the hot seat as Caz, come hell and high water. That’s right, you get both! If you don’t like deep water horror, this is NOT the game for you.

For fans of story-driven horror set on open water and oil rigs, Still Wakes the Deep is a must-play experience. It’s not about cheap jump scares…. nah, instead, it delivers a slow, dread-filled experience that lingers long after the credits roll.

Kresh even made a fan song about it, so take a listen, if you want to! Just keep in mind, spoilers are layered within the song, obviously!

Well, that’s all for now everyone. This has been Kern of The Demented Ferrets, where stupidity is at its finest and level grinds are par for the course.

Anime Review: Another

Hello all, to our little corner of the internet! I’m Frost, and today I want to talk to you about one of my favorite anime of all time.  And since it’s the season, it seemed appropriate.

Of course, spoiler warnings apply.

The anime Another is one of the best examples of what makes Japanese horror so unique that I have ever watched.  It’s gory and bloody, but not in the ‘Have a pile of body parts’ way that a lot of American horror is.  It has a plot, it has interesting characters, and it makes you think.  It was produced in 2012 by P. A. Works based on the novels by Yukito Ayatsuji, and for a ten year old anime, I think it still makes an incredible showing.

The story is good, if you ask me.  Twenty-six years ago, there was a girl in class 3-3 that was the kind, popular person that everyone was attached to.  You know the type, the one that the entire class just seems to gravitate around, the one that becomes the very heart and soul of the class?  Yes, that one.  Her name was Misaki.

Then…  She died.  The class started to go through the classic stages of dealing with grief, but they got stuck on denial.  One day, one of them pointed at her empty desk and said “She isn’t dead, she is right there.” Then the other members of the class started to do it, as well.  Even the teacher became part of this.  It went so far that at their graduation, the principal included Misaki’s chair at the ceremony.  It was even in the final class photo.

The thing is, there were no empty chairs in the picture.

Ever since then, this particular class, class 3-3, has been cursed.  The door has been opened, and they have been brought closer to death.  Every year, there is an extra desk in the class, one that no one knows of.  And the person who sits in that desk is no longer alive.

How does that work, you wonder?  Wouldn’t they know who the extra was, who was the other?

Wouldn’t the fact that there was Another stick out like a sore thumb?

That is where the next part comes in.  For the entirety of the school year, no one knows. Their memories have been altered. Everyone just knows that everyone in their class should be there.  They remember each other, no one stands out.  Every list of names, every photo, conforms to this new reality.  This new perception.

No one knows who the extra person is.  They can suspect, they can wonder, but the exact person is unknown.

They have tried many things over the years to counteract this curse, to stop the cycle of deaths from starting, but the one that they have settled on is to decide before the school year who the Other is.  Who to treat like they don’t exist, so that there is the correct number of students in the class.  The person who they ignore to make the numbers right.  The one they will exclude to balance the books.

Then, an outsider gets thrown into the mix.  A transfer student who doesn’t know the rules, who missed all the planning sessions.  Who doesn’t have a clue about the hell that is about to be unleashed.  Someone who had reasons to not be present, to have to change schools the way he did.

He interacts with the class, and one girl in particular.  Misaki Mei, who the rest of the class treats like she doesn’t exist.  Like they can’t see her.

Things go downhill fast from there.  The preparations have been upset, and the curtain rises on their little drama.  The cycle begins, and the curse shows no mercy.

What makes it even worse, is the fact that as you start to get to know the characters, you start to get connected to them.  You begin to learn who some of them are, as people, before tragic  things begin to happen.  It is one of the things that I have always found impactful about the Japanese style of horror.  They are not shy about letting you get to know the characters before they do awful things to them.  It is definitely the style I prefer over the bloody slasher flicks of American cinema.  It makes the impact more meaningful, and the dread more visceral when you have some level of emotional attachment on the line.

I would recommend Another for anyone who is a fan of the Japanese’s unique take on horror.  The fans of Final Destination, the Sixth Sense and other deeper horror series.  The visuals are very strong, and disturbing, even if they are starting to show their age.  They are used like a scalpel, to cut straight to the heart of the situation.  To show just how sudden death can be, how unexpected…  How inevitable.  The use of foretelling and symbolism really drive things home, and make re-watching it an interesting experience.  

There is a reason this has stuck at the top of my list with all the others that have come out before and since it.  There might be shows that look better, or that have a different approach to telling their stories, but few have ever really made the kind of impact that Another has on me.

So, I hope you watch it, and see if you can figure out who is…

Like anime, gaming, movie reviews and more? What about RWBY Analysis? If so, check out our other platforms and support our content. Also, please don’t forget to follow our blog for more content like this.

Click to Donate

You can help support us through PayPal or Patreon. You can support us for as little as $1 a month.

Patreon Supporters:
($1) General Ferret: None
($3) Little Ferrets: Emily Turner
($5) Demented Minions: Andrew Wheal.
($7) Fandom Ferret: None
($14) True Blue Ferret: Francis Murphy and Bryan BSB.
($25) Premium Ferret: None.
($50) Round Table Ferret/Fluffy Ferret: Josh Sayer

Game Review: The Static Speaks My Name

Warning: The game I’m reviewing today is called “The Static Speaks My Name”. This game contains mature themes.
Mature Content: This game deals with the concept of suicide… it’s not too overly dark or graphic, but the theme is looming and present.
Kern’s Disclaimer: This is not just a typical little indie title, it has a narrative that needs to be handled with care and respect. Know that going into it. One more time for the people in the back. This game is NOT for young or impressionable gamers. If you have delicate sensibilities regarding the content warnings above, maybe just don’t read this review or play this game. I won’t be held responsible if it triggers the absolute crap out of you.

I enjoy indie content, particularly when it pushes the conventional narrative limitations of media in an interesting way. The game I’m reviewing today does strictly that. Before I begin my review though, I do hope you didn’t disregard my content warning above. If you did, scroll back up and read it first.

The thing that sets this game in a different category from other indie horror titles, is that this game is less “terrifying” and more along the lines of “tragically unsettling”. I wouldn’t call it a horror game per say, because I don’t find it scary in the traditional sense, nor unnerving in the general one. Rather, this game dives deep into the realm of psychological horror in ways I rarely ever see.

It’s not scary, it’s chilling. Thematically speaking, “The Static Speaks My Name” is a short title, but far from a sweet little package. The game is more of a “narrative experience” than a game itself. Actually, I’d hesitate to call it a game because there is a clearly a narrative to be found here, but there’s not a whole lot of “gameplay”. The price is right though. As of writing this blog it is completely free on steam, and the time investment to complete the game is minimal.

The fact that it will take most people about ten minutes to to complete it says enough on its own. Honestly, you can beat in it half that time if you really wanted to rush it. Now, while some people may find the length lacking, the content isn’t. What you’re given in that short time isn’t anything to scoff at.

When you begin the game, a brief prologue begins. Surrounded by a dark space, you’ll see something in the distance and you’ll have to walk closer to it. As you do, you’re given three things. A name, an age, and a cause of death. When you get close enough to what is basically that floating cloud in the middle of a dark expanse, you enter into the body of a man, and you live out is last moments alive.

The beeping alarm drags the man from slumber and he awakens to a home that’s just a little strange. Everything seems just a little out of place and just slightly out-of-sorts.

As a first-person game, you play as a man named Jacob Ernholtz. As a player, you soon put the pieces together to find out more about this man, and his final decision. To be clear though, the game isn’t all doom and gloom. It’s not all awfulness caked in pure and unbridled cynicism. If it was, I wouldn’t have enjoyed it.

Actually, “The Static Speaks My Name” does something else. It attempts to tell a story that has little to do with the event that ended this man’s life, and more to do with his final moments that preceded it. This game is not an analysis nor a deconstruction of the prevailing topic at hand. It’s not even about the physiological nor social conditions at play when ones goes about making such a choice.

Rather the game carries a heavy undertone with the concepts of obsession more than taking one’s own life. As though the pictures hanging upon the wall act as an all consuming focus that Jacob Ernholtz couldn’t possibly escape a fascination with. He isn’t a good man in the slightest, which only further makes it hard to relate with him on any level. I’d say that that fact alone is what makes it a horror title. It isn’t the inevitable end that makes the game so unnerving to me, it’s the character you play as, and just how disturbed he obviously is.

Just take a look at the image below as a hint to just how obsessed he is with that one painting and the painter behind it. I assume you could extrapolate all kinds of meanings from this if you really cared to, but as for me, I don’t care to try at all… really, just playing as the guy is enough for me to be unsettled about just what in the hell could have been going on in his brain.

As for gameplay, it’s just a game about slowly twisting mundane moments in this one man’s life. Cleaning the microwave, admiring his collection of paintings among the wall, or eating his pet shrimp. Simple details, really. However, it soon becomes clear that this is the point of the game, the simplicity beyond horrific spectacle, which the game cares very little for. it doesn’t glamorize it’s core themes, but rather, it seems to spit upon the idea that typical cliche’s about depression needs to be continued on in ways we would normally expect.

They’re tired, they’re dusty, they’re old and we don’t need them. The game seems to say this, to exemplify that notion in every act, The game doesn’t spell things out for you concisely, there is no neat or tidy conclusion, and you won’t be likely to find yourself re-playing the game more than once to pick to pieces every little detail.

Once is enough, and the slow spiral of madness seemingly induced by paintings upon the walls is truly macabre in notion, but not quite in a way that inspires empathy or compassion… especially after you notice just what else this man keeps in his house.

The fact of the matter is, what makes this game notable, is that it inspires a gambit of emotions. There’s dark humor mixed with tragedy and although it is sad, dark and pretty disturbing, I find that it is a fitting end to this short game.

Now, onto the “static” concept and the idea of seeing other “static deaths”. If you look at the reviews, or commentators on Steam you see that notion brought up often enough in their reviews section. Here’s the thing, I’m glad we only have one story. One glimpse, one looking-glass, and that’s all. I don’t want more than this, and I’m glad that we don’t get more than that.

The reason for this is because while I do think that perhaps more “statics” would have been interesting, I believe it would have made the game rather unpalatable in the long run. There’s only so much of this grittiness that anyone can take, and there comes a time when a compelling point to explore these concepts crosses a line too far.

If this game had been any longer, if it had explored too many more deaths or the disturbing minds behind them, it wouldn’t have just crossed the line for me. In fact, it would have trampled all over it and left a big steaming pile of dung in its wake. The solo developer, Jesse Barksdale, was wise not to take this narrative, or this game that far.

So, I guess the final question is, do I think you should play this game? All in all, if you can handle these sorts of themes, it might be worth your time to play it. Keyword being might. Once again, it’s short and it’s free. Those are low barriers to entry, so long as you can swallow down the core themes, which is the much larger, prevailing question. I can’t answer that, and to me that remains the ultimate conflict.

I think “The Static Speaks My Name” is an interesting narrative experience. However, I don’t think most people would “enjoy” playing as as such a disturbed man who eats his pet shrimp and has a nasty little propensity to obsess about a single painting. Honestly, give it a try if you want to take a dive down into that kind of character. If you have no interest in that, then this game is not for you… keep away from it.

This has been Kernook from The Demented Ferrets, where stupidity is at its finest and level grinds are par for the course. I’ll see you next time. Don’t forget to check out our other great content.

To Our Supporters: Thank You!

With your contributions, you make our efforts possible. Thank you for supporting our content. Patreon supporters receive access into our official Discord server, and a few other perks depending on the tier.

There is a $1 tier, perfect for blog readers, so don’t hesitate. Join today!

Patreon Supporters

At the time of this post there are 3 supporters of our content, currently all of them are in the “Demented Minion” tier.

($1) Little Ferrets: None
($3) Fandom Ferret: None
($5) Demented Minions: Francis Murphy, Josh Sayer, and Andrew Wheal.
($10) True Blue Ferret: None.
($25) Premium Ferret: None.
($50) Round Table Ferret: None.

Kresh Plays: Call of Cthulhu

Hey everyone, it’s Kern here, and today I’m bringing you more archived content from previous live streams. Over on out Twitch channel Kresh completed Call of Cthulhu, so that’s what you’ll be getting today.

Now, for those of you who don’t know, Call of Cthulhu is a fusion between a role-playing game (RPG) and the survival horror genre.  Developed by Cyanide and published by Focus Home Interactive on 30 October, 2018. This game is the epitome of existential horror at it’s finest, but it isn’t particularity scary compared to other games that would be considered “horror” by nature. It’s more “creepy” or “unsettling” than scary. You might even say it is atmospheric more than anything else.

Kresh Plays Call of Cthulhu

The gameplay footage accompanied by our commentary can be found on YouTube and Twitch. If you like more content like this, please be sure to follow us on our other channels too. Kresh managed to beat the game in two parts.

Part 1:

Part 2:


The game was developed for Microsoft WindowsPlayStation 4 and Xbox One in 2018. Roughly a year later it saw a release on the Nintendo Switch. The game boasts a  decently crafted narrative, heavily inspired by the written works of H. P. Lovecraft, a man made famous for his weird and often unsettling fictional stories.

 The story that the game is heavily inspired by, also named The Call of Cthulhu was first publicized in February 1928. Later the story and universe would be adapted into plenty of other forms of media, such as table top role-playing game in 1981. That’s not the only renditions and retelling of the story we’ve seen though. In 2005, a silent fort film was even made, despite the fact that many considered “The Call of Cthulhu an entirely unfathomable project to produce, and unable to be filmed besides… but the movie is out there if you care to look for it.

So then, other other swaths of media aside, what is “The Call of Cthulhu video game about and what it is like? Well, let’s take a look.

The plot is fairly standard. The year is 1924, you play as a private investigator Edward Pierce, a man that suffers greatly from bizarre nightmares that become more vivid as time goes on. He is both a war veteran and a man of many vices. Notably, he self-medicates with sleeping pills and alcohol. How you choose to handle these vices will impact your gameplay experience, by the way… more on that later.

In any case, Edward is called upon to study the mysterious case surrounding the tragic Hawkins family. Apparently they’ve all died in a fairly violent fire… or have they? Edward must find out the truth.

Your only clue to go by is a an oddity; the picture painted by the supposedly crazy mother. Even weirder, it was painted shortly before she died. Now it’s Edward’s job to go to a place called Darkwater Island, and untangle this baffling mystery. I don’t want to spoil too much here, but it has a decent story. It all depends in how you choose to play and the choices you make. As for gameplay itself, that’s a mixed bag. You’ll find elements of “investigatory type” games laced deeply within the horror setting you find yourself in. A lot of mystery games use this sort of system, particularly when horror is closely ties to it.

Of course, this means dialogue options. Now, I don’t personally care too deeply for wide range of dialogue options myself… particularly when a few options are locked behind a skill tree. Obviously there’s a market for complex dialogue wheels and the illusion of player choice, but all games have some sort of “on rails” experience to them when you really start scrutinizing the matter…

Generally, I find complicated wheels that have options hidden behind a skill tree to be a cheap argument for “replay value” at best, and flat out annoying at worst. Beyond that, though, most games that use these sorts of systems aren’t the type that I’d typically replay with any regularity anyway. That’s just a personal preference. The system isn’t too clunky, if you’ve played Mass Effect or any game like that, you know basically what you’re in for.

It’s not awful, it’s just not my preferred method of narrative progression. Speaking of the narrative though, let’s discuss the aspect of sanity. Since that is one of the most paramount features in the game when it comes to driving the narrative, it merits a discussion.

Depending on choices made throughout the game, such as your dialogue options, the way you’ve explored the areas and all of the events that affect your sanity gauge, there are four possible endings total. However some of them are more desirable than others.

The more insane you become, the more likely the “darker” endings will be. Kresh managed to land a fairly gruesome one in our footage, but there are other endings too, if you manage to make the correct choices early and often… I will say this, due to the nature of this game none of the endings are what one might call “happy”, it is a horror game after all.

Sanity management, skill trees, careful conversational choices, and stealth action all play a decent part in the greater narrative. There is some combat, but not a whole lot. You’re better off hiding than attacking things, unless of course, you’re meant to attack them. A few key encounters come to mind, but I won’t spoil them here.

The Call of Cthulhu isn’t a bad game, all thing considered. It’s not far and away amazing, but it’s not god awful. It’s a solid experience and narrative is worth the ride if you can pick it up on sale.

You’ll probably enjoy the game far more if “cosmic” type horror and further reaching and looming existential dread appeal more to you than jump scares and mindless gore. Give it try, you may like it.

This has been Kernook from The Demented Ferrets, where stupidity is at its finest and level grinds are par for the course. Hopefully you’ve enjoyed the content and will be in search of more like it. If so check out our other content below, and don’t forget to follow is on our other platforms.

Kern Plays: Dinner with an Owl

Hey everyone, it’s Kern here! Good games sometimes come in small packages, often times when you least expect it. That’s what happened to me when I played a game called Dinner with an Owl.

It was a game I streamed live on Twitch late at night, long after Kresh was asleep. It is also now up on YouTube.

To be honest, I wasn’t exactly sure what I was getting into with this thing, as the description only says this: Break the puzzling spell of your eccentric host! Dinner with an Owl: A short surreal point and click adventure.”

Kern Plays: Dinner with an Owl

Kern’s “let’s play” footage of Dinner with an Owl. This game was played in one sitting, as it is very short.

Part 1 of 1 (Watch on YouTube)

The game is exactly as it says it is, really. This game is short, and the puzzle itself is actually quite interesting. In retrospect, it was actually easy to solve, hiding in plain sight, but that’s what gave me such great difficulty.

The game is certainly “spoopy” instead of truly spooky or frightening in any way. Although it did catch me by surprise a few times, though not in a “jump scare” kind of way. It was more like a “Well, I wasn’t expecting that!” sort of way.

I’ll say this though, I doubt this is the sort of game anyone would want to play or watch more than once. If you’d like to experience the game yourself, go and do that instead of watching anyone play it, myself included.

Don’t worry about barriers to entry, there really isn’t any that I can think of. If you have a computer that’s even remotely functional, this game shouldn’t give you any issues. It’s free and you can get it over on Steam, so the price is right too.

More Information

If you like slightly grim point and click puzzle games, this one is worth a look. What we have here is strictly that. Dinner with an Owl is a point and click adventure game with surreal and grim undertones. The somewhat “Spoopy” part of the game lingers within the confines of the narrative.

Originally, this game was part of a game jam in 2017. On May 18, 2021, the enhanced “Dessert Edition” was released on steam. This is the version is the one that you see me playing in the video above.

Dinner with an Owl is compelling to say the least, because it isn’t overly complex, but it isn’t mindlessly simple. It stands in a strange in-between. The graphics aren’t god awful, and fit the over all design of the game well enough to get by without complaint. The soundtrack has its own original lyrical song as well, and that’s something noteworthy for an entirely free title like this one.

The voice acting isn’t half bad either. It is certainly good enough not to be earsplitting or absolutely awful. To be honest, I actually found some of the voices to be perfectly fitting, notably the owl himself.

If I had one gripe, it’s the repetitive nature of the game itself when it comes to dialogue options, though since this game was originally a game jam project made by BoringSuburbanDad you can hardly fault the project for being lacking in that single aspect. This likely wouldn’t be as annoying of an issue if I had figured out the puzzle far earlier than I did.

I wasn’t expecting it to be so straightforward, and that’s what gave me such great difficulty. All-in-all, this is a compelling little game, all things considered. For what it is, I found it enjoyable, and the price was right too.

This has been Kernook of “The Demented Ferrets”, where stupidity is at its finest and level grinds are par for the course. Be sure to check out our other great content down below.

I’ll see you next time.

To Our Supporters: Thank You!

With your contributions, you make our efforts possible. Thank you for supporting our content. Patreon supporters receive access into our official Discord server, and a few other perks depending on the tier.

There is a $1 tier, perfect for blog readers, so don’t hesitate. Join today!

Patreon Supporters

At the time of this post there are 3 supporters of our content, currently all of them are in the “Demented Minion” tier.

($1) Little Ferrets: None
($3) Fandom Ferret: None
($5) Demented Minions: Francis Murphy, Josh Sayer, and Andrew Wheal.
($10) True Blue Ferret: None.
($25) Premium Ferret: None.
($50) Round Table Ferret: None.

Kern’s Thoughts on Resident Evil Village

Don’t forget to follow the blog for more content like this. Want to help keep the blog advertisement free? Please become a patron! We have a $1 “Little Ferret” tier that’s perfect for blog readers.

As a “Little Ferret” you will be allowed to help decide topics for the blog, and have access to patron only updates. Your name will be credited on every post for as long as you are a patron. This will also get you access into The Demented Ferrets official discord server. Join here today!

I prefer to review series critically only after I’ve had time to look back upon it retrospectively. I like to have time time to play the game more than once, and let myself really sink into the core narratives and confines of the game as a whole.

Resident Evil Village is too new, and I’ve only played and beaten it once with plenty of dying and screwing up to say that yes, it is certainly a Resident Evil title in that way at least. Actually that’s probably the only way.

Anyway, this isn’t a review. It isn’t meant to be one. These are just some initial thoughts about the game, and my overall enjoyment of it.

I don’t know if I could call this game a masterpiece, but what I will say is that Resident Evil Village pushes boundaries I never thought it would. So, let’s dive into my thoughts, because god knows I have a lot of them.

This is mostly spoiler free. Nothing big will be discussed. Although I do briefly touch on a few things, you won’t be getting any deep details, so don’t worry about massive plot being spoiled here, you won’t be.

A Thoughtful, Captivating Opening.

Most Resident Evil titles don’t captivate me right out of the release gate anymore. Mostly, that’s because the series is too old to really give me a halfway decent bone to chew on. Usually I have to wait to I sink onto the meat of the game properly before I’m surprised by an opening.

This one did surprise me, and not just because it actually had a halfway decent recap of the events in Resident Evil 7. Though, because it was decent, there’s merit in that too. It told the Resident Evil 7 plot without getting too deep. It was easy to digest and simple to consume. It does strictly as it needs to, and nothing more.

Now, you’d expect that after this you’d dive into gameplay, but that isn’t what happened. What we’re greeted with instead is the truly astonishing part. Something that made me take two steps back. It was simple, but for the narrative it was compelling.

We got to listen to rather grim a fairy tale…

Typically, you only see things like this used in puzzles in the Resident Evil series. Survival horror as a genre likes to take fantasy elements use them to craft clues for puzzles or use them as incredibly vague item or enemy metaphor. Yet, we rarely get to see elements like this used as part of character development, or as a taste for a larger metaphorical narrative.

Fantastical music boxes, nods to classic novels, and other such tropes are usually only puzzles only. So it was super nice to see them pulling that key aspect into something greater than making a character merely interact with it. Instead of just getting some sort of key or clue, we get a greater poetic narrative of the game at large.

This opening primes the player, and through my entire play-through I was searching for those metaphorical hints that the opening provided. All-in-all it was a solid opening, and a great creative addition that deserves praise.

On Horror: Lacking/Poorly Managed At Times…

There are times it certainly looks like a classic Resident Evil game. However, it’s not even close.

The game took me about eleven hours to beat since I was taking my time, and occasionally dying. One thing that became noticeable to me at about half an hour into the game was I hadn’t received any meaningful tension to make me feel scared.

Sorry, spooky sounds and jump scares just don’t cut it. Around that time I was wandering around this spooky, snow covered forest filled with dead birds (one of them acting as a cheap jump scare), and subsequently the cabin in the aftermath that creaked and groaned but provided no real payoff.

Continuing to play the game, through more snow covered woods and several more homes (with plenty more mangled and dead animals to go rounds). It was a decent bit after that when I finally picked up my first knife and things actually became interesting.

All of this is to say that the game does have some very good horror elements, but sadly it also fails to manage them correctly at times. This leads to somewhat boring gameplay during certain stretches of time. Considering that many of the areas of the game feel like something out of the original mansion, I do take issue with that.

It just reminds me of how good horror can truly inspire fear, and how this game just can’t cut it in that regard.

Also, the gore itself was just occasionally hard to believe or immerse myself into. It was nearly bombastic at times, but the gratuitousness lacked reason or subtly.

Again, this would not have been an issue, if I had not been so thoroughly reminded of what subtle build-up can provide. That is an ongoing issue of this game. It reminds you of older titles, but never in a way that satisfies.

This style is particularly true early on, when some things weren’t explained yet. There is only one very noteworthy section of the game that is absolutely horrifying, but the rest of it is truly hit and miss for me.

Enemies: What The Hell?

No, seriously, what in the actual hell were the development staff thinking on this one? This goes back into what I was saying before about poor management of horror. The dude in this image, he is a miss.

Listen, I don’t mind when enemies get smarter and faster than your typical zombies. Chainsaw dude from Resident Evil 4 is without a doubt the kind of enemy that will make you crap yourself if you don’t know what to expect. However, when enemies that are half yeti, half zombie roar at me, I feel a distinct lack of chills, and a clear amount of agitation instead.

Come on, seriously? I wasn’t exacting this to be your typical Resident Evil game, but some of these enemy types are flat out stupid. They don’t scare me, they just make me wonder one simple question: what the hell? This goes back into what I was saying before about poor management of horror.

Unintentional Humor (Hands have never been so funny).

No image here, because I don’t want to take away from that moment. I have only one word for you….

“Good.”

That moment, which I won’t go into detail about, is the one genuinely funny thing is this game, far better than the likes of “Jill Sandwich” and other such campy dialogue, simply because it was not supposed to be funny.

Even so, I legitimately laughed out loud. Considering this has become something of an in-joke among players who know what I’m talking about, I have a feeling this moment will stand the test of time.

Looks Nice, Plays Decently…

I don’t want to show you too many enemies, because again this is mostly spoiler free, but look at this hallway. This isn’t even one of the more stunning moments in gameplay, I’m just running away a villain that’s behind me. I just wanted this image to prove a point. Let’s face it the only ugly things in this game, are the ones meant to be ugly.

Unless you’re super focused on everything looking absolutely sunning no matter what, you’ll have no problems here. Everything looks good (some wonky enemy designs aside), and it feels good to play Resident Evil Village.

I will say that I believe there are too many “chase” moments. I don’t understand why people can dislike Mr. X or Nemesis, and yet they enjoy running away from these constantly circling abominations. The sisters are a particular pain in the butt as a whole in my opinion. They’re just not needed. We already had one very compelling villain willing to chase you. Did we really need three cronies too?

It’s like out of a really bad anime, and don’t even get me started on the fact the woman in question might as well be Lust from FMA. Actually, that’s an insult to Lust, because I don’t care how well loved she is, I take extreme issue with Lady Dimitrescu, the reasons why will be details in her own separate post, because she is entirely offensive.

There are times aiming can be clunky, and first person view is the absolute last camera I want to be using, but those gripes aside, it’s a solid player experience. I wouldn’t say that it’s the best experience out there. Then again, it’s by far not the worst thing I’ve played either.

First person view is a major gripe for me, though. I just don’t like that style, and it’s becoming more common in horror games. Still, if they wanted to make more first person horror, why not revive the Resident Evil: Survivor series, or something? Remake those games and then add onto them, why not do that?

Why does it need to be in a main series title twice in a row? I suppose ultimately that is what I’m asking. Then again, you could argue Resident Evil 7 set the precedent, and that’s fine I suppose. To me though, it just comes down to personal preference.

Resident Evil 2‘s remake proved that you do not need first person camera angles to make a good Resident Evil game. Anyway, this first person camera thing, it’s just not my style. At least, not for Resident Evil, or horror in general. It pulls me out of the experience more times than not.

Not My Resident Evil…

Honestly, the game is good, it is very fun to play, but it just isn’t a typical Resident Evil title. It doesn’t feel like one, it doesn’t really play like one. Although I did enjoy the game, I won’t be praising it as heavily as I would other games.

The games looses brownie points for me because if you call it “Resident Evil” I expect to feel like I’m playing a “Resident Evil game”. I don’t think that’s unfair to expect.

I feel like this the game you’d get when you let BloodRayne have a very confused orgy with Resident Evil 4 and Outlast, without anyone knowing who the father really is. Aw hell, let’s just throw in uncle Silent Hill and aunt Clock Tower for good measure. See what I’m getting at? The identity of this game is hard to pin down, and it looses a great deal of charm that I’ve come to expect from the Resident Evil series because of that. I’ll explain more about that when I do a review properly.

The enemies don’t feel like something out of a typical Resident Evil game. Rather, it felt more surrealist in scope, or particularly high fantasy horror. Think something along the lines of Alice: Madness Returns. While there isn’t anything inherently wrong with that, there is a time and place for those things. It doesn’t feel like Resident Evil when you include those fantasy elements to the degree Capcom did.

Again, that doesn’t make it a bad game. I just thought they would balance the setting and horror vibes more carefully, that’s all.

A lot of people compare this title to Resident Evil 4, but you know, I just don’t feel like that’s a fitting comparison either. Resident Evil 4 was certainly action packed, but it had a lot of truly creepy moments. This game doesn’t have that same creepy factor that I know and love.

You can’t really compare this to Resident Evil 7 either, because that game was super dark thematically. Way more than previous titles in the franchise. It was gritty, it was grotesque, and it was unapologetic. It glorified being disturbing to general sensibilities. Emotional abuse and mistreatment of the family dynamic runs rampant. Those qualities really upset some people, but at least Resident Evil 7 knew what it was. I wasn’t a huge fan of some of the lines it dared to cross, but at least I can respect it for understanding what it was trying to do.

To me, Resident Evil Village really jumped the shark. It’s not a scary game most of the time. When I play a horror game, I want to be freaked out, or at least mildly unsettled.

Resident Evil Village offered a thematically confusing, high octane experience. I really don’t care for that to such a large degree.

Now, there were moments that were actually unsettling or terrifying, but they were lightning in a bottle moments. They were not commonplace as I would have liked. I so rarely experienced the sort of tension required to be unsettled in the first place.

I wish I could say I loved this thing from start to finish, but I just don’t. It’s a good game, but for a Resident Evil title, it has earned itself a place in my mind of one of the worst in the franchise that I have ever played on the first run-through.

That being said, I felt the same about Resident Evil: Code Veronica and Resident Evil 5 at one point in my life, and they eventually grew on me.

If I pretend it isn’t a Resident Evil title, or at the very least pretend it is a spin-off, then the game is really damn good. Unfortunately, it’s hard to do that. You need a lot of the Resident Evil 7 backstory to even care about what happens to be going on. So let that ideology speak for itself.

This has been Kernook of “The Demented Ferrets”, where stupidity is at its finest, and level grinds are part for the course. I’ll see you next time. Be sure to join our other profiles for more great content.

Be sure to check out some related content, in case you missed it before…

A Glimpse Of Anime HISTORY: Vampire Hunter D

Like Anime, Gaming, and RWBY Analysis content? Check out our other platforms and support our content:

Click to Donate

You can help support us through PayPal or Patreon.

It’s long been said that the 80’s were the golden age of anime. With rose tinted glasses, and fond memories of simpler days, many anime fans were introduced to the medium thanks to the masterpieces of this decade. Every now and then, we should take a step back in time to appreciate these gems.

Vampire Hunter D, is one of these long buried diamonds. This is not a review of the movie that came out in 1985, this is just a glimpse and a few thoughts about it.

This movie deserves to be mentioned because in this day and age, older anime falls off the radar. It can be easy to forget about them. Vampire Hunter D was considered a fairly huge success upon release. It mixed the finer arts of sci-fi and high fantasy in an easily digestible way.

The 1985 film carries a narrative that you can easily enjoy, without requiring knowledge of the series. The movie will explain things as it goes along.

The anime movie swiftly became known as a cult classic following its release, and that’s one of the many reasons it remains beloved to this day. In spite of it’s age, the anime holds up very well, all things considered. As one of the anime films to hit the United States in the ’90s, american fans were given a world that was little dark, and somewhat gritty.

All of this was wrapped in stunning visuals that only occasionally dropped in quality. It was the era of hand drawn, so occasional dips were to be expected. These visuals coupled with musical genius, making for an atmosphere that still echoes into fandom to this day.

It stands alongside the giants of its time, Generally speaking, the movie was more or less a direct adaptation of the first Vampire Hunter D novel, which had been written two years prior. 

In this series, the vampire hunter is hired by a blonde-haired, blue-eyed farm girl named Doris Lang who wants to kill the vampire that attacked and bit her. The hunter in question is the child of a vampire and a human. This means he has extraordinary vampire powers but his human blood protects him from having many of the usual weaknesses you might .

It’s a simple premise but the story is compelling, and for many viewers it was our first real taste of body horror in anime, not counting shows with even more of it, like Akira that came out a little later.

Yes, that is a hand with a face in it. This is what I mean by body horror. There are other good examples throughout the entire series too. It’s enough to be unsettling, without being too awful.

The blend of many horror tropes is both amusing and freighting depending on what scares you. It could be both hilariously delightful, or well and truly haunting. It simply depends on what horror manages to scare you and what horror doesn’t.

All of this said, the movie, and later iterations of the series do a good job at keeping spirits held high. It’s not all doom and gloom despite the setting. From nearly steampunk robotic horses and Gothic architecture, the series carries diverse themes, though none feel out of place. Tacked onto this are the psychic abilities found in the in the universe, which is also a wonderfully addition.

On the topic of the horse for a moment, this is what I mean by it doesn’t feel out of place….

It very much could have felt that way. Many of the core themes, ideas and setting could have been campy, or clunk. They don’t feel that way, and is worth mentioning that directly. If these little things would have been poorly handled at all, the movie we would have ended up being total crap.

This was an animated film unlike any other for it’s time. It had the luxury of not having too many predecessors in its themes or ideas. At least, not in the animated format of a movie. This gave it an edge. Nowadays, it stands tall as a piece of anime history, and it’s worth the watch if you haven’t seen it already.

If you want a second opinion of the series, and one that directly contradicts mine a fair bit, might I suggest you check this post out written by CAMSEYEVIEW.

I do like to offer fairness when it applies. Although I don’t particularly agree with the review on a personal level, I do find it to be a fair and impartial one. It might be worth it to you to give it a read.

This has been Kernook of The Demented Ferrets, where stupidity is at its finest and level grinds are par for the course. I’ll see you next time.

Click to Donate

You can help support us through PayPal or Patreon.

Meanwhile, check out some of our other great content below. You can also find more information about supporting us at the bottom of this post.

With your contributions, you make our efforts possible. Thank you for supporting our content. Patreon supporters receive access into our official Discord server, and a few other perks depending on the tier. If you don’t care for Patreon, and don’t care about perks, you can always support us through PayPal too… links below.

Those who join via Patreon get special perks, such as extra content, quicker updates, and more.

Click to Donate

To Our Supporters

Thank you for helping us to enrich our content.

Patreon Supporters:
($3) Little Ferrets: None
($5) Demented Minions: Francis Murphy and Andrew Wheal.
($7) Fandom Ferret: None
($14) True Blue Ferret: Bryan BSB
($25) Premium Ferret: None.
($50) Round Table Ferret/Fluffy Ferret: Josh Sayer

Game Review: Resident Evil 2 (1998)

Hey guys, it’s Kernook here, back with another review for one of my favorite franchises, Resident Evil, and this time we’re looking at the second game in the series, Resident Evil 2.

Thank you to our Patrons for supporting our content. If you’d like to support too, you can do that via Patreon or with PayPal.

As I said in my Resident Evil 1.5 review, the series had a rocky footing when it came to making the squeal for the smash hit that the first Resident Evil became.

After only a month of the first game’s release they knew they’d need to make another. Production began, but the prototype was scrapped, and this failed prototype is known by fans as Resident Evil 1.5 You can read my review of that prototype here…

In spite of the failure, the staff working on the team picked up the pieces and set to work again. This time, they ended up creating a game that they knew fans would absolutely love. So much attention to detail was poured into every aspect of this game, and Resident Evil 2 stands as a fan favorite for several very good reasons.

It was everything we could have asked for in a sequel to the franchise. Literally, it was by far everything we loved cranked up and polished to the max. It deified logic now that I think about it. This game was full to bursting with great content, almost like a gift to the fans. A labor of love that without a doubt many people recall fondly.

There were more weapons, new characters with compelling narratives, better graphics and core improvements to game design. Ultimately this made Resident Evil 2 a much beefier gameplay experience than its predecessor, and it blew fans right out of the water.

So, lets dive into this game and take a look. There is a lot to unpack here, and I really want to do this masterful game justice. First, we should begin with a bit of history…

Topping Charts

It might not look like much by today’s standard, but don’t let that fool you. It was truly a landmark title for it’s time. Making it’s way to the PlayStation here in america in 1998, later it hit the Nintendo 64. Over time, several other ports followed. A lot of people were able to get their hands on it, and this likely had a lot to do with its popularity.\.

For younger fans of the series who may not recall those days, you need to remember that survival horror was a fairly new genre to console gamers. Resident Evil had given us fans this rare taste of what a horror game could be, and it had become nearly iconic among us as a result.

So, when Resident Evil 2 entered the scene, we gobbled up copies like a zombie horde after fresh meat. We were clamoring for more, and it delivered in spades. It’s no surprise that the game topped the charts when it came to sales, because it was fresh, and new. There was so little competition when it came to strong horror titles, this gave the game a distinct edge in the market.

The game beat out Super Mario 64, and Final Fantasy 7 when it came to gross profit margins and sales. That’s how popular this game was. Then again, survival horror was a scarce thing. There were platformers and role-playing games aplenty.

At the time, there weren’t many games like the Resident Evil franchise. I attribute these sales to that fact alone. The fact that Resident Evil 2 was just a good game comes secondarily in my personal opinion. It’s certainly a key factor, but let’s face it. That wasn’t the only thing going for it.

It’s easy to beat out other games if you can do the following:

  • Have one good game in the franchise that’s well known already.
  • Appeal to a mass and under served audience.
  • Have absolutely little in the way of solid competition for the genre of game you’re selling.

Resident Evil 2 had all of these factors at play, and that can’t be overlooked. On to of that, the game just looked awesome, and for graphic fanatics you really couldn’t do better than this in the horror genre at the time.

This is a zombie from the opening scene is a great example. It freaked me out for sure.

When fan saw this thing come shuffling out of an alleyway, it was amazing. The upgrades to the zombies and new additional enemies proved to make the hype for the series reach a new all-time high.

To make a very bold statement, Resident Evil 2 was a nearly perfect game, and a therefore a solid addition to the franchise.

Like Anime, Gaming, and RWBY Analysis content? Check out our other platforms and support our content:

Click to Donate

You can help support us through PayPal or Patreon.

Nearly Perfect, Really? Yeah, It Really Was…

Resident Evil 2 improved on the standard formula of the first game, but it didn’t forget what made it so well loved in the first place. It changed nothing that would hinder the experience, only enhance it.

Director Hideki Kamiya and producer Shinji Mikami, hadn’t been able to see eye-to-eye on the original prototype, and this lead to a falling out of sorts. Hideki Kamiya took full creative control of the game after that, and this was ultimately the right choice if the popularity and sales are any metric to go by.

Plus, when it comes to Shinji Mikami, the man has interesting visions and all around bad execution when it comes to the Resident Evil series sometimes. It just isn’t his forte, but that’s a side rant. I’ll get to in other games, when that actually matters.

Anyway, with Hideki Kamiya at the helm the team got focused and things got done. A masterful story was crafted, and the world of Resident Evil stepped outside of the confines of a mansion, and out into the city.

The Plot Thickens. Coagulated Blood, Anyone?

Resident Evil 2 takes place about two months after the events at the mansion. The surviving S.T.A.R.S. members have done all they can, but the city can’t be saved. It’s come down with a bit of an infestation, and these buggers mean business. No exterminators are going to get rid of this viral mess.

Zombies have overtaken the city. Most of the residents are doomed to die in this hell, but if you’re lucky you’ll survive. You get to play as one of two characters.

The first is Leon Kennedy, a rookie police officer suffering his first day on the job. Today is just not a good day for him at all. The Second is Claire Redfield, a young woman in search of her older brother, Chris Redfield of the first game. To see the full game, you’ll have to play both of them.

These two characters have just arrived in the city, only to be greeted by carnage and zombie hordes. They meet entirely by chance, but they’re both happy to see a friendly face that isn’t trying to eat them. Choosing to stay together, they plan to head to the police station.

Leon gives Claire a gun to protect herself and things are going good. Well, everything except for the zombie in the back seat of a car, and a bitten truck driver losing control of his vehicle. This, of course, ends in the typical explosion you’d expect.

They still make it to the station, though how you get there depends on the character your playing. Once meting up again, they decide it’s best to just leave the city. Chris isn’t there anyway, and by the looks of it the little matter of the zombie horde isn’t going away any time soon.

The story is simple, but it doesn’t need to be complicated. The concept of escaping the city is enough on its own.

We’ve seen it in horror films time and time again, but getting to play through that concept in a game was an exciting addition to the format. It fits all of the typical troupes we’ve come to love.

Added to this are the characters themselves. Again, most of them have simple stories, nothing too complicated. The survivors are few and far between. Some are terrified, others are deranged, and a few have plans that go beyond the narrative scope of the game itself. Obviously, this leaves more questions than answers. However, a good horror title isn’t going to coddle you.

Resident Evil 2 certainly doesn’t hold your hand when it comes to these characters or their personal stories. There are some things you’ll just have to figure out on your own. Occasionally you will have control of two of the side characters, but those moments are carefully planned out.

Sherry Birkin and Ada Wong are wonderful additions to the game. They never seemed out of place, and their inclusions help to enrich the greater Resident Evil universe. Now, a nice thing about Ada Wong is that there are files in the first game to compliment her entry here.

It’s nice to have characters that are establish in the narrative, and Ada fills this role wonderfully.

Furthermore, the characters are edged up a notch by their voice actors. The acting is the game can still be hokey at times, but it’s a leap above what it used to be. It never takes itself too seriously, but it no longer feels like a campy horror movie made with bad actors and comedy that feels like it was written by a five year old.

Instead, this game finds levity in hopeful optimism, well placed snarky comments, and the occasional bad joke to lighten the mood.

When I think of great story telling and narrative clarity, I look no further than Resident Evil 2 as the benchmark for this series. It’s by far one of the best in this regard, it certainly feels satisfying even if it doesn’t entirely flesh out every conclusion, and there’s a lot to be said for that.

I never felt cheated out of an ending, or key character moments. I never felt as though the game refused to give me something meaningful just due to pure laziness. Every unanswered question felt like the correct choice. Either because we didn’t need to have it, or because the answer wouldn’t have been fulfilling anyway.

Some things are just better left unsaid. The game understood where the line was, never crossing it.

One last thing I want to mention, Leon and Clare have two scenarios each, and they take place basically right on top of each other.

Gameplay: A Mixed Bag

A great story isn’t the only thing that matters in a game. It needs to have good mechanics to back it up. There is a reason I say the game was almost perfect, or nearly perfect. Perfection is an impossible standard, and this game did have a few flaws.

Disregarding this would just be idiocy. The game is wonderful, and I’m a huge fan. However, setting down the fan goggles is absolutely required for a proper review. So, I’m about to do that. Don’t chase me with your pitchforks. I love the game too, but there are a few situational problems. No matter how slight they may be, it’s worth talking about them.

One of my small complaints is the lack of differences between the two main characters. They may have entirely different stories, but they feel the same to play. In the first game there were differences in gameplay based on Jill’s ability to pick locks, and Chris’s ability to carry a lighter and take more hits from enemies.

I feel none of that between Leon and Claire. The character specific weapons are nice, but this aspect is shallow when compared to it’s predecessor. It’s the story that makes up for this lack of gameplay.

While we’re still on the topic of characters, let’s discuss a new addition to the game.

Referencing back to the back to the scenarios I mentioned above, if you pick up certain items on an “A” scenario, you may not be able to get that item on a play through of the opposite character’s “B” scenario. You need to play both to get the real ending.

Depending on what scenario you play, and in what order, your starting location changes. Key items will be switched around. Enemy placement will dramatically be altered. There will be unique cut scenes to watch, and a new enemy to face. This adds replay value and a bit of added strategy.

Sadly, it’s not as much as you might think…

Fans praise this aspect of the game. I do as well, but I think we often over hype it. At the time it was genuinely a great addition, and a lot of fun. Still though, I think we place this aspect on a pustule far too often. It was good, but the popularity of this addition is almost legendary. That’s almost a bridge too far.

The new enemy added is okay, but he’s stupidly easy to outsmart. He’s all brawn, no brains. Intimidating when he first comes on screen, and then flat out annoying after you have an idea of how he works. He’s also the base idea for another enemy that shows up in the next Resident Evil title, and in my opinion the concept was done way better in that one. However, I’ll speak about that when I get to it.

All in all, the changes are solid here. They’re good choices, and you can tell they were made with care. They don’t hinder the standard Resident Evil format we all came to love from the first game. This was a boon for us. We could dive right into the game without any issue whatsoever.

All of the old mechanics we’ve come to know make a complete return. This includes fixed camera angles, tank controls, puzzle solving, exploration, healing and item management. This is the mixed bag part…

If you think tank controls absolutely suck, you’re in for a bit of bad news. They’re just as clunky as you recall them to be. Now, I’ve never had an issue with tank controls myself. For my personal situation, tank controls actually make the games easier to play, not harder.

There is a very direct reason for that. Given my Dyspraxia, which is a motor skill disorder, having limited movement allowed me to have better control over the character. I didn’t need to be careful of subtle movement, because the characters only move in very particular ways. When it comes to my thumb being clumsy, the game just didn’t pick that up. This meant I could pay closer attention to my environment, and not what my hands did of their own accord without my noticing. While I love tank controls, I do understand that most people hate them.

For me personally, it’s not a downside. Objectively speaking though, it very well could be. I won’t overlook that just because of my nostalgia or personal situation.

There is a ton of backtracking as well. If you hate that sorry, you’re stuck with it. Thankfully the game got really creative with backdrops and surprise zombies, so it’s not nearly as mindless as it was in the first game.

Puzzles are incredibly elaborate and diverse. Some are super easy, like this one. You just push statues. It’s almost a no brainier. Not all of them are this easy though.

In some places they’re insanely hard, and this is one of my favorite things. That said, they can be even more unforgiving than in the first game. I know many people who complained about some of the puzzles being too obtuse, and I can understand why some people would think that.

Although I loved the puzzles, some of them felt very out of place then, and still do to this day. That detail took me out of the atmosphere more than once, and ripped me out of horror I was trying to experience.

Item management is just as much a pain in the neck as always. This is to ramp up tension of course, and to make you think strategically. This was one of my greatest downfalls in the first game, and it was my downfall in this game too. As a new player deaths were attributed to my lack of item management in key places. Nowadays, I have it down to a science.

All-in-all, the gameplay was everything we needed it to be. It didn’t add an insane amount of new things, and that’s fine. Too much would have taken away from the simplicity of just enjoying a zombie title. Since there wasn’t a huge learning curve, we could enjoy the story which was spectacular.

Graphics and Sound

The graphics were a step above it’s predecessor, which is why it was impressive to look at for its time. The rendered backdrops were more detailed, even once compressed onto a disk. While the Nintendo 64 port couldn’t live up to its PlayStation counterpart in terms of visual aesthetic the pure novelty of playing the game on the system alone was enough to be noteworthy.

Nowadays unless you like retro graphics, it will likely look like crap. The only thing to do is blame the flow of time and pure advancement.

I’ve said this many times, but the sound design on any retro Resident Evil game is paramount to gameplay in a very important way that other games don’t suffer from. Due to the fixed camera angles and zombies loitering around just off screen, it is absolutely paramount that monsters give sound cues.

The enemies need to highlight where they might be. If you can’t see them, you’re as good as dead. This is the key to that new enemy I mentioned above, and this aspect is even more important for him.

He will chase you through certain places. Knowing where he is, and what he’s doing is fundamental. It’s going to be the difference between life and death during hard mode on your first play through. Even if you’ve played the remake, don’t underestimate him. With ammo conservation still playing a heavy role, new players are better left to just leave this thing alone.

Thankfully the sound engineers working on the game understood this, and the sound quality is top notch.

The Nintendo 64 port actually had a better sound quality, which is an odd little quirk. It’s a neat little claim to fame, though. At least that made up for the lacking visuals of the system’s hardware and the need for even more compression than was on the disk.

Final Thoughts

Resident Evil 2 is a very solid entry to the series, and arguably the best of the first three named titles out there. Now, as I mentioned in passing in recent years we received a remake of the game, complete with high definition graphics, great atmosphere, and all the gore you could hope for in a zombie game.

That being said, fans shouldn’t abandon the retro version of the title. The remake is wonderful, and it will receive its own review. However, it lacks one thing that I find fundamental to the franchise.

Charm… Yeah, you read that correctly. It lacks charm. All of the older games, and the remake of the first game all have something charming about them. There are these the little moments that make you smile, even if it’s for stupid reasons.

As games become more realistic we gain a lot in the horror factor, but we lose a bit of that charming, and sometimes silly, poetic atmosphere. That’s the trade off for horror of the current era, and it is to be expected.

The Resident Evil 2 remake is more gritty, not just in the realistic look of the zombies, but in every single way. That’s amazing if you just want horror, but if you want the far more optimistic story telling found in the retro titles you won’t find it in the remake. Instead, you’re going to get a lot of cursing, and darker dialogue.

To me, this is why the remake cannot fundamentally be held on the same sort of stage that it’s retro equivalent stands upon. They’re very different experiences, and they have to be treated that way.

I love the original Resident Evil 2 because of the characters, they have such optimism. With an almost foolish desire to save people and a near gentleness especially when it comes to Claire. To me, that’s what makes this game so beloved in the first place.

It’s not just the horror, it’s the heart. To me that defining factor makes this version of the game the definitive Resident Evil 2 experience.

If you call yourself a fan of this series at all, you should play this version at least once…

This has been Kernook of The Demented Ferrets, where stupidity is at its finest and level grinds are par for the course. I’ll see you next time.

Click to Donate

You can help support us through PayPal or Patreon.

Meanwhile, check out some of our other great content below. You can also find more information about supporting us at the bottom of this post.

With your contributions, you make our efforts possible. Thank you for supporting our content. Patreon supporters receive access into our official Discord server, and a few other perks depending on the tier. If you don’t care for Patreon, and don’t care about perks, you can always support us through PayPal too… links below.

Those who join via Patreon get special perks, such as extra content, quicker updates, and more.

Click to Donate

To Our Supporters

Thank you for helping us to enrich our content.

Patreon Supporters:
($3) Little Ferrets: None
($5) Demented Minions: Francis Murphy and Andrew Wheal.
($7) Fandom Ferret: None
($14) True Blue Ferret:
($25) Premium Ferret: None.
($50) Round Table Ferret/Fluffy Ferret: Josh Sayer

Review: The Promised Neverland

Hey everyone, it’s Kern here. Before I begin, I want to make it clear that I will be discussing The Promised Neverland anime at length. I will not diving deep into the manga on this review. I will be mentioning it, but not actually reviewing it. The written media for this series is amazing, and quite frankly it needs it’s own spot here on the blog.

The reason the anime for this series is so good in season one isn’t the same reason why the manga is also wonderful. They are very different ways to enjoy this story, and it would diminish both works to compare them in a single review.

This is not an anime made for young viewers, and thus some of the themes depicted in the series might be considered disturbing. That is the nature of this anime, you have been warned.

Like Anime and Gaming content? Check out our other platforms and support our content:

Click to Donate

You can help support us through PayPal or Patreon.


The Promised Neverland is a story that caters to older viewers who enjoy darker tales. It isn’t squeamish about cutting to the core of emotional uncertainty. It doesn’t pull any punches either. This anime is terrifying due to the nature of its implications.

What makes this series so good, is that it doesn’t try to craft a narrative too big for its own good. With tightly packed pacing, it manages not to feel rushed. The themes are dark, but I see no reason to sugar coat things. The anime isn’t subtle about it, so I won’t be either.

The majority of this story revolves around children being raised to be consumed like cattle. This is contained in a society that no longer runs on the strength of mankind alone. Intelligent demons inhabit the world, and they eat humans. If that bothers you, don’t watch this series.

Anime like this one has the gift of animation on its side. If this were a live action, I wouldn’t be able to watch it. The show would border on the line of too inhumane, and absolutely revolting. The fact that it is an anime lends a certain power to its creation, and more accessibility because of it.

After all, not everyone reads manga. There are anime only fans out there, and this first season offers plenty to enjoy for those who like this sort of unsettling story.

That being said, if you do read manga, don’t bypass this one. The Promised Neverland has one of the richest experiences in the written media that I’ve ever come across.

The Story: Removing Childlike Innocence

The general idea of the plot is as trite as you’d expect it to be, if you went by the simple plot synopses. This anime is far from trite and doesn’t much care who it offends as it spins its twisted tale of an orphanage gone wrong.

Basically these seemingly orphaned children are raised at an isolated and incredibly idyllic facility. This place is known as the “Grace Field House”. Unfortunately a few of the smart children discover the secret of this orphanage. It’s not a paradise, it’s hell on earth. With demons running society, their sinister reason for existence soon becomes clear.

These children are raised for purpose of becoming meals, no better than pigs to the slaughter. They’re killed to become food.

This is what they were raised for. Terrified of this, the children of the orphanage rally together in order to escape. This is not made easy. Their caretaker, who they call “Mama”, grew up in a home not unlike this one. She knows all of their tricks, and it becomes a battle of wits to see if the children can escape successfully or not.

Ultimately this the main drive of the story, at least so far as the first season is concerned. The entire thing is wrapped in beautiful animation. The atmospheric soundtrack truly distinguishes itself fittingly in the world of the show. If you’re an anime only fan, the show won’t do you wrong.

The series is directed by Mamoru Kanbe and written by Toshiya Ono during season one. You can clearly see the love and care poured into the series by the team at ColverWorks.

I know many find the manga to be far superior when it comes to the story and how it plays out. However, I’d beg to disagree. It comes down for a simple question for me. Ju

It’s certainly a psychologically bent show, but in what way is it best enjoyed? This brings me to the crux of many disputes regarding the anime. Do you want it to be a horror or a thriller?

The best choices really comes down to that.

Horror or Thriller?

The Promised Neverland is both of these things, but when it comes to the anime it is far more a thriller than it’s manga counterpart. The manga is more terrifying, each turn of the page offers a better shock value.

I couldn’t possibly bring myself to care about that, but I can see the appeal. If you want The Promised Neverland to feel more like a true horror story, you should read the written media. If you want it to feel more like a suspenseful thriller, the anime is superior in every way.

The anime itself takes a different approach. It isn’t trying to shock or awe you with every narrative twist and turn. Rather, it places these plot twists in front of you and asks you to absorb them quickly. Instead of initial shock, you’re expected to keep up with the anime. You don’t have much time to analyze every tiny detail on screen.

The manga asks you to savor every moment, the anime pushes you along for the ride. In that way, viewers are more akin to the children trapped in the orphanage.

For the characters, there is no time to over think every little detail, and outwitting their “Mama” becomes a constant chore. It means the difference between life and death.

For the viewer, the anime offers feeling of urgency that is controlled and contained as every second ticks by.

Written media just can’t promise to provide the same inherent urgency on rails. That all comes down to the pacing of a reader. Faster readers will blow through the content very quickly, and if you’re like me that’s a downfall.

Therefore, the anime experience is one I find far more enjoyable. I get more out of the vocal acting, musical composition, animation style and general pacing of the show than I did from the horror aspect of the manga itself.

Now let me be clear, when it comes to story line, that is entirely a different issue. As of season two the story-line diverts heavily. It has split the fandom in ways season one never did. If you want the full manga story-line, you will not find that in the anime as of season two. You must read the written media to fully enjoy that side of the story.

This is why I must also separate the reviews for this series. Season two is still ongoing, and that’s a discussion for another time.

Characters: Wonderfully Conceptualized, Poorly Executed.

For me, the characters are the worst part of the series in absolutely every way. Characters are handled a little bit better in the written media, but not much. The anime has character failings in spades, and I can easily explain why.

There are many characters in this anime. During season one, most of them are under the age of eleven.

There are only two adults that have any reasonable merit in season one, and both of them are villains. The rest are demons that rarely have screen time at all. What this does is put the viewer into the mind of childish fears and ambitions to resist against authority.

Yet, this series was not made for children. Therefore, typically it would be hard to relate to them as an adult viewer. Only a story appealing to a true sense of danger would give a viewer something to latch onto.

You either have a concept of empathy and recall what childhood was like, or you don’t. You must suspend your disbelief that these young kids could outsmart and outmatch their greatest danger in season one.

Mama Isabella was groomed for her position at the orphanage. She was militantly raised to be superior in every way.

All in all, there’s two choices. Allow the kids to win the day, or let them all die and become demon chow. We know the show isn’t going to murder them all off, so plot armor it is!

This is just another tired old trope to be honest. I find it a little lazy. Especially when it comes to the way certain events play out. Mama Isabella can cripple these children thoughtlessly, and flat out does do that to one of them.

The whole idea behind the “Grace Field House” is that children are the most flavorful and delicious when they’re raised in a happy environment. Free of extensive emotional turmoil. This house provides some of the best human meat available.

Well, that just craps all over the idea that you could break a little girl’s shin, now doesn’t it?

By the time the children are ready to escape, they’ve seen enough of what hell on earth looks like. With that kind of emotional upset, they certainly wouldn’t taste very good. They’d likely be no better than scrap meat at this point. This is what I mean by you just have to suspend disbelief.

Other than the narrative of the world itself, you’d simply watch the show for the sake of hoping the children would be okay. Frankly, that’s a piss-poor narrative to strive for. After all, the main three children aren’t exactly easy to relate to. I doubt many of us were the brightest, most athletic, and top of our class as children.

Thankfully, the anime seems to understand this.

The story appeals to a near parental urge to hope these children beat the odds, but this is still a dystopia and the viewer knows it. Connecting with the characters becomes even more difficult if you think they’ll end up dead and turned into food.

So, to me the characters are flat out the weakest thing this series has to offer. Are they awful? No, not at all. However, they aren’t in the least bit relatable either.

We see this in anime all the time though, and it’s just the way things go. It’s not a deal breaker, it’s just a fact of this type of story.

In Conclusion

The Promised Neverland is a good series, but it is not a masterpiece. I love it, and I do highly suggest it to fan of darker storytelling. It’s great for what it is, but you’ll have to forgive it for what it isn’t.

That said, there is a lot of baggage that you see whenever you pull off the “fan goggles” and really look at the series maturely. It doesn’t stand up to scrutiny, like other anime of its type.

The series has flaws, gaping holes in logic, and a habit of being so far up it’s own ass with its narrative, that it doesn’t see any of it. It’s trying to tell a mature story, but in some ways it’s so childish in its handling of serious situations that it feels like an “edge-lord” tried to write it.

That being said, it’s still vastly entertaining. I know I sound almost ruthless in my critiques, but that comes from watching way too many anime in my life and knowing what I like.

I like The Promised Neverland, and it is completely worth your time to give it a try. However, it won’t ever be an anime that sits proudly on my open shelf. Nope, it’s in an old VHS/DVD cabinet. That’s where I store the majority of the shows that I don’t re-watch very often and have no desire to display.

A word of advice. If you’re going to watch this series, don’t look for any real depth. The character moments can be contrived at times, and others they’re just flat out stupid.

This is a pop-corn anime, philological horror or not. For me, that’s all it can ever be. The thing is, I’m perfectly fine with that. I enjoy this series, and I know others will too.

This has been Kernook of The Demented Ferrets, where stupidity is at its finest and level grinds are par for the course. I’ll see you next time.

Click to Donate

You can help support us through PayPal or Patreon.

Meanwhile, check out some of our other great content below. You can also find more information about supporting us at the bottom of this post.

With your contributions, you make our efforts possible. Thank you for supporting our content. Patreon supporters receive access into our official Discord server, and a few other perks depending on the tier. If you don’t care for Patreon, and don’t care about perks, you can always support us through PayPal too… links below.

Those who join via Patreon get special perks, such as extra content, quicker updates, and more.

Click to Donate

To Our Supporters

Thank you for helping us to enrich our content.

Patreon Supporters:
($3) Little Ferrets: None
($5) Demented Minions: Francis Murphy and Andrew Wheal.
($7) Fandom Ferret: None
($14) True Blue Ferret: None.
($25) Premium Ferret: None.
($50) Round Table Ferret/Fluffy Ferret: Josh Sayer