Tag Archives: Survival Horror

Resident Evil – Long Play (Jill)

Anyone who knows me knows for a fact that I love the Resident Evil franchise. I think that the games are some of the best that survival horror has to offer.

Today’s long play starts where it all began, Resident Evil for the PlayStation, in 1996. Alpha Team members are headed for the mountains northwest of Raccoon City. With missing Bravo Team members to locate, and a diabolical pharmaceutical company performing twisted experiments, it’s sure to be a nightmare.

This particular long play showcases Jill’s scenario.

Resident Evil (Jill) Long Play

I really do love this game, flaws and all. Let’s be honest, though. There are a lot of flaws with this old title these days, especially now that we have remakes and also a remastering to compare it to. By today’s standards the game is as campy as it is dated. It isn’t exactly ideal, but it is a historical icon in gaming. That’s not something anyone can dispute and for me, that’s reason enough to play it.

Resident Evil Retrospective Review

Resident Evil features a fairly typical story. A rescue mission is taking place. With a string of murders running rampant across the fictional Raccoon City, it’s up to the police to find out what is really going on. In response to this, the Special Tactics and Rescue Service, or “S.T.A.R.S.” have been sent to look into the issue. Having been sent deep into the mountains, the first team has gone missing.

Tank controls and limited ammo supply is the name of the game here. The antiquated graphics leave much to be desired, and don’t even get me started on the voice acting.

Still, there’s an old world sort of charm to the original Resident Evil, and if you’re a fan of the horror medium, it’s worth a look if you haven’t played it already.

I’ve already done a full retrospective review of the game, so go ahead and give it a read if that interests you. There’s also a properly edited video of the script if that’s to your interest instead.

This has been Kernook of The Demented Ferrets, where stupidity is at its finest, and level grinds are par for the course. I’ll catch you next time. Meanwhile, check out some of our other great content below.

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Kern’s Thoughts on Resident Evil Village

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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….


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.

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Game Review: Resident Evil 3: Nemesis

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Hey everyone, it’s Kernook here. By now, it should come as no surprise to you that I’m a huge fan of the Resident Evil franchise, and Resident Evil 3: Nemesis from 1999 is by far my favorite title in the old series of games. I love this game, and I return to it often on my PlayStation that has seen far better days.

That being said, Resident Evil 3 is not a perfect game. Objectively Resident Evil 2 stands as the far better game, and the reasons why I like Resident Evil 3 are personal to me. Don’t worry, I won’t be speaking through rose tinted glasses here. Just because it is my absolute favorite, that doesn’t mean I don’t see the flaws.

The game has some very clunky elements. Questionable decisions were made that just don’t allow the game to have that same polished feel that its predecessor had. The game is certainly a step sideways rather than forwards when it comes to enhanced gameplay.

So let’s dive in and take a look at this amazing game, and why it fell a little short.

The Burdens of an Acclaimed Reputation

As I explained in my Resident Evil review, the game was a spiritual successor to Sweet Home, and the birth of survival horror as a genre. Due to the huge success, a second game came shortly after, and the fans clamored over all of the wonderful new additions Resident Evil 2 had to offer.

In the late 90’s Resident Evil had proven itself to be a series that was beloved by gamers everywhere, and this made it a hit. With two widely successful games in the series so far, and sales filling their pockets, Capcom knew they had a real gem to work with. A few spin-off games were already in production, but Capcom didn’t want the fans to wait too long. This resulted in another developmental kerfuffle.

They had faced one of these controversies in the past. I’ve highlighted that particular mess with my review of Resident Evil 1.5, which you can read here. The short version is this; Resident Evil 2 had a prototype that was scrapped due to disagreements in the development process.

Ultimately, this resulted in a lackluster game that was never finished. This prototype is loved by a select few, and is known in the fandom as Resident Evil 1.5.

Those still on the team at the time revitalized the game from the ground up. This was the right decision, making Resident Evil 2 the success it stands as today. Upon release, it quickly made incredible sales numbers. Many fans argue it’s the best game in the entire series, and really among the classic games it is very hard to dispute this fact.

Anyway, perhaps these past lessons about rushing the development process hadn’t been learned. Two spin-off titles were being produced at the time, and instead of making an entirely new title, both of these spin-off titles were in the running to take the place as the third official entry in the series.

For clarification, one game was Resident Evil: Nemesis. The other was Resident Evil: Code Veronica.

Quite frankly, I believe this is the core issue with a lot of the problems the game has. It stands to reason that taking a spin-off title and trying to contort it into a main story leaves, much to be desired.

Side Note: A Theory I Have

To be honest though, I don’t think the rush to release a new title was entirely unsound. Even though I do think the game did suffer a bit because of it. I’m sure that the precedent set by the swift release of prior games made the developers and the production staff behind the game feel a true sense of urgency.

Other horror titles were also in production by competing studios at the time, and this likely had a part to play in the decision to rush to a release. The games slipping into the market would promise some very heavy competition. What games you ask? That’s a very good question.

There are a few, but namely Silent Hill comes to mind as one such powerhouse title. It was in production at the time, and saw an earlier release in 1999 as well.

I can only imagine that the knowledge of Konami working to release Silent Hill in a timely manner, and Squaresoft releasing Parasite Eve in 1998 proved to Capcom that their hold over horror games on the PlayStation could be considered fickle at best. It is merely a theory, but I’m sure this contributed to some of the rushed decisions we ultimately see when in regards to Resident Evil 3: Nemesis.

What is important to remember is that while there were many horror titles in the original PlayStation era, few series were as popular, or as widely loved as Resident Evil or Silent Hill.

It is true that Clock Tower comes to mind as one such series that may stand up well against them, but due to gamers already knowing of that franchise as early as 1995, it’s hardly a fitting comparison. It released before the first Resident Evil had even seen the light of day, and Clock Tower already had a strong fan base crossing over from other platforms.

The Chosen Successor

From here on out, I will be calling the prototype to the game the “Nemesis prototype”. Capcom eventually chose their Nemesis prototype to become the third game in the series. It would proudly bear the number three upon it’s front casing, with the titular monster standing menacingly behind the title. When fans saw the game, we were hyped, and we just couldn’t wait to get our hands on it.

The game is known to us now as Resident Evil 3: Nemesis, released in September of 1999.

The issue is, this game was crafted to be a spin-off title first and foremost. It was never built or conceptualized to be a main series title. Originally, it had been handed to a small, and frankly very inexperienced team of people. The sort just getting their feet wet with larger and widely loved titles.

There was little knowledge among the group when it came to the vast lore of Resident Evil as a series. The game was intended to star an entirely new character, attempting to escape the horrors of the city now infested with zombies. However, this creative choice would not stand well against the already released and widely popular Resident Evil 2. The story was just too similar in thematic beats and story telling.

With two games out and set in stone, it was imperative that the next story reflected the already loved and established characters. With stories that hadn’t been entirely finished yet, the world needed building. The environment and threat from Umbrella needed to be extrapolated upon. When the “Nemesis Prototype” was chosen, and it underwent an exclusivity deal with PlayStation, cementing it firmly in place.

From there the wheels began turning into motion. Key plot lines were changed to include Jill Valentine from the first game as the main character for this new title.

She was chosen because she could still escape the city, and tying the story in closely with the events from the second game allowed many of the thematic elements to be kept from the initial prototype. They could still keep them well in-hand, without crapping all over the general premise that the “Nemesis Prototype” started with.

Shinji Mikami stepped in to help, as his previous experience gave him insight as to just how the game should be produced. Ultimately, the game is a mixed bag. Now let’s discuss why.

Story Troubles

Resident Evil 3: Nemesis makes the entire Resident Evil lore a bit messy thematically. Some parts take places before the events of Resident Evil 2. Meanwhile, others take place during the events, and some take place after the events. This makes the game stand as a strange narrative window into almost all of the early Resident Evil plot lines.

Jill is a former S.T.A.R.S. Alpha team member. She is coined by Berry, another teammate as the maser of unlocking.

In the first game, what started as a search for missing Bravo team members went south when monsters chased the group deep into the forest. Taking refuge inside the mansion, sinister truths began to unfold as zombies and other monsters run rampant.

At the start of Resident Evil 3: Nemesis Jill recounts the events. When the team returned to report what they’d seen at the mansion, the truth wasn’t received well. Due to the mishandling of information, and conspiratorial cover-ups, the dangerous T-virus has run rampant in the heart of the city. Now she must survive the hordes of zombies all over again.

Umbrella wasn’t going to go down without a fight. They had a new master plan. The pharmaceutical company gone wrong had a new bio-weapon they’ve been working on. This one is intelligent and deadly. Releasing it into the city streets, they’ve given this abomination one single mission. To eradicate remaining S.T.A.R.S. team members, and this creature will prove to be Jill’s most dangerous opponent yet.

As she calls it “My last chance, my last escape“. She attempts to flee the city, and bring light to these new horrors. During her escape, Jill teams up with a member of Umbrella’s own mercenary unit. A man by the name of Carlos Oliveira.

While it’s true that plot line itself is fairly straightforward, trying to break down exactly when certain events take place in relation to Resident Evil 2 can be a bit difficult. Thankfully though, this only really influences the most die-hard fans. An average player won’t be impacted by the questionable bits of lore buried deep.

Resident Evil has never really had the knack for complicated storytelling, particularly in it’s earliest games. What makes the plot of Resident Evil 2 so good is that it is very cleanly cut and masterfully written upon those surface level ideas. The details embedded into the core of the game need not be considered by the casual fans, and I think that has a lot going for it.

Meanwhile, Resident Evil 3 just can’t hold up as well. It can be too easily compared on a surface level, and to differentiate the game from its predecessor you need those finer details and several times playing the game due to branching paths. I’ll get to that later. For now the only point I want to make here is that most titles in the franchise linger on the surface elements.

That is where most gamers will collect the vast majority of the plot elements, and Resident Evil 3 fails to accomplish surface level storytelling. You need to be willing to dive deep to get the best out of it, and that shouldn’t happen in a zombie shooter.

This game requires that you understand the entire lore of Resident Evil up to that point. The events at the manor play a large role in the backstory. The corruption between Umbrella several key characters from the previous two games can’t be understated either. If you don’t know of these games, you likely have no idea what I’m talking about. That’s my direct point. The devil really is in the details on this one, and that makes Resident Evil 3: Nemesis much harder to simply dive into blindly.

Nemesis or Mr. X Clone?

Welcome to the devil within those details I mentioned above, the main big baddie of the game. This is another point of contention for the game. Nemesis is a clunky bugger on a good day, but we’ve already seen his mechanical style before. He chases the player in key moment of gameplay. Sound like something we’ve seen before? Well, it should because Mr. X does this during Resident Evil 2.

Many times when Nemesis crops up, the player can choose to fight or run away. Some battles are scripted boss battles that can’t be avoided, but there are plenty of times you can just run away too. This is a good time to discuss the multilayered storytelling, and the choose your own adventure style of gameplay. Occasionally, the player will encounter a moment when time slows down and the screen fades a bit to a whiteout.

Two choices will come onto the screen, and you have a few moments to choose one before the game picks for you. Doing nothing will always choose the option highlighted first. These moments don’t always include Nemesis, but it happens often enough with him that this is as good a section as any to discuss it.

I think this is why I love the game so much, and why it is my favorite. The layering of complex choices upon a first or second run of the game are staggering. For example, the first time this happens is an encounter with Nemeses. You can choose to run away, or you can choose to fight him. Here’s the funny thing though, you don’t have to fight him even if you choose the option to do so. Instead, you can run up to the dead body of one of your teammates and collect his identification card so that you don’t have to find yours later.

After grabbing it, you can run inside the police station and avoid the fight. Or if you choose to fight him accidentally, you can just run inside the police station anyway having done nothing.

This sort of complex narrative is done through player interaction, and it builds a very distinct style of gameplay that just can’t be overstated. You have options, often times way more than you think you do. Being creative and thinking about how best to tackle a situation is the core of the Resident evil formula, but here it really thrives.

How you choose to play after you’ve made a clear cut choice matters. It can and often does split the narrative path.

This matters on a personal level, and tactically it offers a far more robust gameplay experience on top of it. Without this key detail, Nemesis would certainly be a Mr. X clone many claim him to be. However, because these events are so often tied to a Nemesis encounters in some way, he’s absolutely not a clone, he stands on his own merits.

Your choices change some of your item pick-ups, bits of the narrative, and other small details. Each choice gives you a lot of tiny tactical options. Therefore, I firmly stand on the opinion that Nemesis is a much more improved villain over all. This is simply because the main story ties to him in a way that Mr. X could never hope for. Mr.X is an on rails experience, and he feels that way. Nemesis is on rails too, but at the time the game released he didn’t feel that way. That’s the difference here.

That being said, I still stand by what I mentioned before too. A casual player will miss out on the value this can offer. This concept is made for a hard core Resident Evil fan first and foremost. If you’re not going to think around the choice you pick, or you can’t think fast on your feet with all of the previous knowledge of Resident Evil games you should have by this point, most of the super small details will be lost on you.

Tank Controls and Dodge Maneuvers

Let’s talk about the new mechanics and the old. You know the game looks good for it’s time, even if it looks a bit trashy nowadays. You also know the soundtrack had to be good, and that’s a fact too. Typewriters and ink ribbons return, as well as all of the other stuff from previous games. There’s not much new here, though now there’s a gun powder system, that’s fairly standard and expected in the franchise now. Back in the day it was really cool, but why gush about something we’ve all been exposed to by this point?

So, we go to the core contentious mechanics that heavily influence the fandom. The Tank controls, and that dodge mechanic from hell. First however, let’s discuss something very few people bring up, in a segment I like to call “zombie eats bookshelf”. See for yourself…

See the zombie? See that bookshelf? He does that every single time! Without fail, I have yet to see him not have a go at the bookshelf instead of me, the fleshy person he should be after. This zombie absolutely loves that shelf. He won’t ever attack me unless I stand there long enough for him to figure out how to turn around. All of the other zombies could be dead, and he’s still playing with that shelf. Every single time, on any play through. He is not the only zombie to favor a wall or some other object either. The zombies are dumb, very, very dumb.

The enemies have never been too bright in these games, but certain ones are regularly more stupid this time around. It’s a real issue in this game because I notice it more in this one than in previous titles. This zombie tends to be the worst of them, which is why he gets the spotlight for most idiotic bullet sponge in the game in my opinion.

Okay, now then, onto take controls. I’ve said this before but tank controls deserve to be a gameplay choice, and I will 100% fight on that hill until the day I die for one simple reason. For me, it makes many games easier to play and enjoy. It doesn’t suit all gameplay styles though, and Resident Evil 3: Nemesis proves this in spades.

Now the tank controls themselves are fine. There’s nothing wrong with them even slightly, however a new gameplay mechanic was added that is without question very problematic. This little piece of unholy garbage is known as the “dodge maneuver”, and it’s just as crappy as you’d think it is by name alone.

What make tank controls fun for me is their predictability in the right sort of space. I know that when controlling my character, it will only run forward in very specific ways, and turn under very direct parameters. Tank controls aren’t a fluid control system. That’s why I like them.

However, the dodge maneuver takes everything I love about tank controls, and it ruins them. First of all, not only is the move clunky, it is very unpredictable. You might as well just send your character directly into the enemy you were trying to avoid. Trying to dodge will likely do it anyway, the thing is useless to anyone who isn’t a seasoned pro at the game.

The maneuver isn’t exactly player friendly, not to mention entirely not needed. That is the maneuver’s only saving grace. You don’t actually need to use it, and you can beat the entire game without having to use it at all.

Yep, you read that right. We don’t need this thing, the good ole fashioned Resident Evil “bait-and-run” works well enough on zombies. It’s the tried and true method. As for Dogs and other dangerous enemies, your old skills in previous games will serve you better than that maneuver.

Stop, look, and listen in every new area. All of the old hallmarks are there, including obvious warnings and attack patterns. Yes, some enemies move faster in this game sometimes, but you can and should be outsmarting or outrunning them. Classic Resident Evil has never been about blasting your way through everything, and it’s not about that here either.

If you ignore the dodging mechanic will you take a few hits? Oh yeah, sure, you will. However, you probably would have taken just as many, if not more hits just by using the damn maneuver anyway. You can still get the best rank in the game, never having used it once. Leave that thing to the top tier speed runners, the rest of us don’t ever need it.

Virtues of Easy Mode

This is the one and only game in the series that I will praise for having an easy setting. In most other Resident Evil games, having an easy mode only makes enemy placement or some puzzles easier to contend with. Enemies in these games are “bullet sponges” nine times out of ten on harder difficulties. Killing certain zombies qualifies as a strategy, and you don’t earn your Resident Evil stripes unless you know what zombies will screw you later. In Resident Evil 3: Nemesis, though having an easy mode set up the way it does actually has replay value.

On this mode, you’re geared out hard core. You have a wealth of bullets and ammunition at your disposal, and you can basically blast your way through the entire game. Unlimited ink ribbons and even coveted Magnum rounds are in the first item box you come across along with a slew of other healing items and weaponry.

You don’t have to play by the rules. You can run the early game with that high end weaponry. With unlimited saves, and more firepower than most people would ever know what to do with, this thing isn’t exactly an “Easy Mode” as much as it is a “Fun Mode”.

I’m actually kind of sad not all the games utilize this mentality, because easy mode turns Resident Evil 3: Nemesis into a glorified fun house and there’s something to be said for just toying around in the game every now and then.

In other games, this would be the worst idea possible, but Resident Evil 3: Nemesis has branching paths. Having a mode like this allows even the most casual players to see all of the options without investing too much time into the game. They can just recklessly blast their way through with no loss of difficulty later when they play for real.

This mode is far too easy to prepare you for harder difficulties, so the addition hurts nothing. Enemies basically melt, and your item boxes are bursting with all the equipment you need to thoroughly trounce Nemesis in every encounter you have with him if you’re even halfway competent. If you want the true ending, you still have the play and beat the game on the hard setting with absolutely none of the advantages easy mode gave you.

After playing easy mode, the curve in difficulty will be absolutely astronomical for the unsuspecting player.

As much as I love the typical way to play the game, I’ve got to admit, toying around in easy mode every now and then isn’t half bad either. Yeah, there’s absolutely no real difficulty at all, but it is fun. It has a real place here, and this is the only Resident Evil game where I will praise its inclusion.

Final Thoughts

This is a hard final thoughts to write. It doesn’t come easy to me, because I love this game, but at the same time it is a mess beyond words sometimes. I guess that’s the acknowledgement I need to give it. Let’s do that, then.

Let’s end right back where I started. I’ve said it before, I’ll say it again. Just because Resident Evil 3: Nemesis is my absolute favorite game in the classic series, that doesn’t mean I don’t see the flaws. I do, trust me, they’re everywhere.

The game is a mixed bag. I’ve praised it, I’ve bashed it, and I still can’t help thinking that my not so favorite zombie will still toy with the bookshelf next time I play the game. I’ve got my complaints with the game mechanics, and yeah the story was a bit clunky. Nemesis isn’t perfect, and although the branching paths are my favorite part of the game personally, I can see why people wouldn’t like them.

When you boil it all down, the game can’t possibly stand on the same level of quality as Resident Evil 2. There’s no denying it, I won’t try. The game was a major letdown for a lot of people. They had high expectations, and the game couldn’t live up to them.

Still, it’s not a complete failure either. This game had a lot of things going for it, and it was nice to have Jill back for another main series title. The easy mode is pure fun to play, and the freedom of gameplay and narrative choice surpasses both of its predecessors by far.

That being said, Resident Evil 3: Nemesis is the game that I like best. At least when it comes to the classic Resident Evil titles. I can’t urge you to play it, objectively it just isn’t that earth shattering. I refuse to tell you to avoid it, because I like it too much, and maybe someone else will to.

This thing is a very old game. If you you must play every Resident Evil game out there, pick it up and enjoy. If not, that’s okay too. Don’t feel like you’ve lost your chance at a true piece of monumental survival horror history. This game isn’t like the ones that came before it. Resident Evil and Resident Evil 2 have the claim to fame, and those are the ones you should pick up if that really matters to you.

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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.

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Game Review: Resident Evil 1.5

Hey everyone, it’s Kern here. I want to take a brief interlude into the troubles of game design, and the subsequent cancellation of what would be Resident Evil 2‘s first iteration.

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Unfortunately, that particular version of Resident Evil 2 was canceled. It is now known by hardcore fans as Resident Evil 1.5. Frankly, this unreleased attempt of a game deserves a discussion or two, and that’s the reason for this post.

It’s a shame that director Hideki Kamiya, and producer Shinji Mikami, hadn’t been able to see eye-to-eye on the game. If they had, the Resident Evil 2 that we know and love might have been vastly different.

As a failed prototype, Resident Evil 1.5 is an interesting look into what Resident Evil 2 could have become. There is no official release of Resident Evil 1.5. Thankfully, the build of Resident Evil 1.5 was leaked on the internet back in 2013. Fans of the series have managed to cobble together some form of playable version.

If you look hard enough the content for 1.5 is out there. If you can’t find the game to play yourself, there is plenty of game footage among members of the survival horror community. It’s worth a look at the very least.

Before we do that, though I just want to remind you that I already did a review of the first game. If you want all of the nitty-gritty about that, you should likely read that first.

The original Resident Evil was a huge success. The game was foundational to the survival horror genre, it gave rise to it, truth be told. Resident Evil did one thing above all else, it proved that gamers had a true hunger for survival horror, and a ravenous craving for more games in the genre. This would lead to many iterations and spin-offs over time, but Resident Evil was the first of its kind to popularize the genre.

Resident Evil Retrospective Review

Resident Evil features a fairly typical story. A rescue mission is taking place. With a string of murders running rampant across the fictional Raccoon City, it’s up to the police to find out what is really going on. In response to this, the Special Tactics and Rescue Service, or “S.T.A.R.S.” have been sent to look into the issue. Having been sent deep into the mountains, the first team has gone missing.

Failure to Launch

The success of the first game was so large that it stood to reason that they’d make another. Just a month after the original game was released, development began for a sequel. Hideki Kamiya was slated to direct the new game. Shinji Mikami was going to produce it. These two masterminds dove into their new concept, eager to make a much better survival horror experience.

They had big plans to surpass the fandom’s expectations when it came to the new game. That wasn’t going to be an easy thing to do, either. They had high hopes to fulfill here, both for themselves and for the growing number of Resident Evil fans. Initially these two men had three core ideas on how to make the sequel even better than the original.

  • Firstly, they wanted to make playing the game feel more dynamic. They felt that the first game wasn’t as strong as it could have been in this area.
  • Secondly, they planned to vastly expand the scope of Raccoon City. They wanted to broaden the scope of Resident Evil‘s already compelling narrative.
  • Thirdly, they wanted to include a wider range of highly detailed and stunning pre-rendered backgrounds. This would lend the game even better imagery than what was provided in the original game.

Unfortunately, this new vision wouldn’t be the one to be published. Hideki Kamiya and Shinji Mikami had all of the building blocks for a great game in place. However, each of them had different artistic visions.

Originally, Shinji Mikami wanted to complete the entire Resident Evil story with the sequel before moving onto other projects. He didn’t want to linger on this franchise for too long.

Hideki Kamiya vastly disagreed. He wanted to make a longer, more complex story. He planned on using the sequel to expand on Resident Evil‘s core themes. to create a wider universe.

In the end, Shinji Mikami eventually took a few steps back from the creative development of the game. It was his belief that the game was lackluster. He felt that the narrative was lacking something important. In his opinion, the game mechanics and story just didn’t meld together seamlessly. He asked to be kept informed about the game’s development, but otherwise handed the reigns over to Hideki Kamiya completely.

During the development cycle, Resident Evil 1.5 was nearly eighty percent complete before it was scrapped entirely. A new scenario writer had joined the team and everyone agreed that it was just better to rebuild the game from scratch.

Key Differences

Firstly, I suppose, is the game itself. Resident Evil 2 as we know it today is vastly different from Resident Evil 1.5. Many of the assets from the project couldn’t be used in the release of Resident Evil 2, most of them had to be remade. That being said, some of the modded versions of Resident Evil 1.5 use assets from the Resident Evil 2 game. They do this to help fill in the gaps in the unfinished product.

The story has quite a few changes in it too. Now, to be clear, the story wasn’t completely fleshed out in Resident Evil 1.5, and that reflects in the media. That said, the story as we do know it is vastly different.

In Resident Evil 1.5, the S.T.A.R.S operatives manage to convince the authorities that Umbrella is up to no good. They report that Umbrella was directly involved with problems in Arklay Mountains and within Spencer Mansion. During the game, this is referred to as the “Umbrella Incident”.

The Raccoon City Police were shutting down Umbrella’s laboratories, but the city isn’t safe. A massive viral outbreak has overtaken the city, and it’s the T-Virus.

There is a lot of political intrigue in Resident Evil 1.5. Subtext and implication suggests that Umbrella only released the virus to quiet the naysayers and silence opposition. The story slowly unfolds as the player experiences two different scenarios, starring two different characters. There are some interesting additions to the supporting cast as well.

The first is Leon Kennedy, a familiar name to anyone who knows of the Resident Evil franchise.

Leon’s personality stays much the same, and his basic story plot does too. Very little changes with him, and its clear that he was fleshed out conceptually very well from the start. Leon is still the rookie police officer we all know and love, but thankfully this time around it isn’t his first day on the job.

The second character is Elza Walker. she is a student at Raccoon University. Let’s be honest, she’s no Claire Redfield, that’s for sure.

Elza is a motorcycle enthusiast who returns back from a long vacation only to find that the city is completely overrun with zombies. She ends up crashing her motorcycle into the main lobby of the police station and closes the shutters, locking her inside.

Classic Leon is awesome in both 1.5 and Resident Evil 2. Though, I must say, the same doesn’t hold true for Elza. I prefer Claire over Elza any day.

No matter what scenario is chosen, the goals are roughly the same. Players must find a safe way out of the police department, save any survivors, and get out of the city. As far as survivors go, there are several.

The Birkin family makes a full fledged return. Sherry is still a child that needs protection. Annette and William are her parents. Ada Wong, Marvin Branagh, and Brian Irons, have returned as well. In Resident Evil 1.5, their roles have changed drastically. This is probably one of the most important reasons to play Resident Evil 1.5, because it gives us a look at what these characters could have been.

I won’t spoil too much, but there are some interesting things to take note of. In this version, Marvin spends a great deal of time with Leon throughout the game. Ada is an employee of Umbrella, she was under arrest until the outbreak occurred. Brian is more level headed, and less murderous, but his role is very small.

Mechanics: The Good, The Bad, The Broken…

There are a few oddities to make note of. Computers in the game make a point to remind the player to save their progress, but, there are standard Resident Evil typewriters too. I’m not really sure why the save system might be implemented in this way, but it is an interesting little detail.

You’ll have to be careful when running around. The game was still in development when it was scrapped, so there are plenty of broken boundaries.

You clip through things that you shouldn’t be able to, and all enemies can be seen. Yes, that also means you can see them through walls.

If you notice, it looks like Leon is standing on the table in this photo, and there are plenty of moments like this. Trust me, that’s not a rug. I assure you that dark square thing is, in fact, a table.

Furthermore, there is a huge range of weaponry to choose from in Resident Evil 1.5, but some of the items don’t have assets. Using an item that doesn’t have assets will crash the game.

Puzzles look to be standard Resident Evil format, though most aren’t completely implemented. You can go through the entire game without collecting key items. This is likely a good thing.

Other than that, playing Resident Evil 1.5 isn’t too different from the classic Resident Evil 2. There are more zombies on screen at any given time, and even other enemies can come in small packs. Tank controls and fixed camera angles make a return, of course. Anyone who has played the classic titles in the series will be well acquainted with them by now.

There’s just one problem. The controller can be very wonky…

The game never had an official console release. That means you have to play the game using an emulator. If you’re like me, you use an Xbox 360 controller. The directional pad on Xbox 360 controllers are a piece of garbage, and it can make playing the game difficult. If you have a controller with a better directional pad, you should use it.

The rest of the mechanical changes are small, but I have to admit that I actually prefer most of them. Shotguns can still completely destroy a zombie. However, you can’t aim upwards to take off a zombie’s head. Shotguns will only rip the zombie in half. This can be used to incapacitate a zombie entirely. If you aim below the belt, you can even take their legs clean off. I have to admit, it’s a nice touch.

There is one awkward thing, though. When comes to health bars and status effects, your character will show signs of being injured by having ripped up clothing or seeping wounds. This was a nice idea in practice, but for me it kills immersion. Obviously when you heal back up, the wounds go away and the clothing goes back to normal.

This looks a little odd, and quite frankly, I prefer the limping and slower movement speed that’s found in most classic iterations of the franchise. It simply works better in my personal opinion.

Interesting Visuals and Soundtrack

The sound design is a masterful mix between the first and second Resident Evil titles. The music itself has that classic Resident Evil vibe to it, but there is no voice acting in the game. Due to the fixed camera angles, it’s important that each monster has an auditory cue so that players can hear when they’re just off screen. This ethos is the same in all of the classic titles, and it makes a return here as well.

Visually the game is impressive for its time. However, as a fan it’s hard not to notice something. There is a strange middle ground between Resident Evil graphics and Resident Evil 2 graphics. Resident Evil 1.5 fits perfectly in the center of all of it, showing off what would happen if you merged the two styles completely. Everything is slightly more improved visually from the first game, but, the Resident Evil 2 that was officially released is by far better looking.

My favorite place has to be inside the police station. There’s a cold, sterile feeling that comes along with it. The colors are often muted, meaning that even the brown cardboard boxes on shelves become eye-catching. Truthfully, it isn’t as interesting as the police station in Resident Evil 2, but, it has its own charm to it.

Final Thoughts

There are a lot of good things to come out of this failed prototype of a game. In truth, there are some less than stellar things about it too. It has flaws in spades, but, that’s the point of playing it.

Resident Evil 1.5 is a stepping stone for classic survival horror. It conceptualizes a game’s development cycle in a way few prototypes can. That shouldn’t be overlooked.

The hard work and love that staff put into their crafted worlds can’t be understated either. This prototype was a steppingstone that showcases just how much effort it takes to make a series like Resident Evil.

Fans of the franchise shouldn’t miss the opportunity to experience this prototype in one way or another. If you have the chance to play Resident Evil 1.5, you should. If you need to watch someone else play it, you should still do it. The experience is worth the time, and I can’t stress that enough.

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.

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Resident Evil Retrospective Review

Hey guys, it’s Kernook here. Let’s enter into the realm of survival horror for a spell, shall we? This will be a retrospective review of Resident Evil. This review will only cover the original black box release of Resident Evil 1, for the PlayStation.

Resident Evil Review – Video Format

This review will not cover the directors cut, or the duel shock release of the game. That’s for two reasons. Firstly, the soundtrack was changed in both of those versions, and not entirely for the better. Secondly, even though I do have both the director’s cut and the original black box release, I usually don’t play the director’s cut version.

Furthermore, this review does not cover the Resident Evil remake. That’s a topic for a different day. It requires it’s own separate review. Today, I’m just going to be covering the original game. There’s a lot to cover here, so let’s get started.

Resident Evil as a franchise will always be very near and dear to my heart. In order to understand why, I need to give you a glimpse of my childhood. My personal upbringing with gaming isn’t necessarily something that should be emulated.

In 1989, I was born with Dyspraxia and Dysgraphia, which are non-curable motor-skill disorders. They’re also kind of weird, and when I was a child there was no good way to handle the disorders. Experts in the field of medicine sort of just shrugged it off. They weren’t entirely sure how to help alleviate the symptoms, which are a long list in and of themselves. Look it up if you want to, just know that not all of them apply to everyone. There is a spectrum.

What worked for me, probably as a fluke was incredibly lucky. I just want to make that clear. I don’t advocate for buying games for children who aren’t ready to handle the context of that game. Furthermore, I believe it’s up to parents to police their child’s gaming habits. It’s not for the media or the public to decide.

That being said, as a child I spent a lot of my time playing video games. I belonged to a family of gamers. My earliest memories contain eight-bit and sixteen-bit images splashed across the television screen. Sonic and Mario were my bread and butter. We were lucky to have a Sega Genesis, a Nintendo, and a Super Nintendo in the house.

Our gaming library wasn’t particularly vast. Thankfully, we had a large and active gaming family. My bother, older cousins, and even my mom, played video games. We often traded games and systems, to experience the best of all worlds. The medium of gaming was everywhere for me.

When I think about it now, playing the Resident Evil franchise in the late 90’s was one of the best experiences I could have had as a child. It helped a lot for my personal and particular problems. So, from here on out, when I talk about the franchise, just keep that. I do have a positive personal bias towards the franchise as a whole, and I won’t disregard that.

The Beginning: Sweet Home Mutates into Resident Evil

Any gamer that was around for the 90’s knows that it was a very experimental time in gaming history. Prior to the 90’s, playing games with 3D animation was laughable, expensive, and to casual players it was unheard of.

Frankly, 2D gaming was cheaper to develop, more accessible to gamers, and pandered to a wider family-style audience. In general, 2D gaming was just the commonality at the time. Occasionally computers offered a stepping stone into 3D gaming, but even that was limited at first. A lot of games that looked 3D weren’t. They just looked that way, using clever techniques and tricks of the eye.

Sony changed that with the release of the PlayStation. The powerhouse of a system opened doors for developers, and allowed gamers a glimpse into what fully realized worlds might look like.

Capcom, a Japanese video-game developer, had the bold idea of bringing one of their classic games over to the new console. Its name was “Sweet Home“. Now, here’s a little food for thought. Sweet Home was a title for the family entertainment system. It was made in 1989, so everything about it was made with the older platform in mind. Bringing it into a 3D space was going to be a monumental effort. The game was a fusion, containing both RPG and horror elements. Knowing that this would not be an easy task, Capcom asked Shinji Mikami to help them with the project.

To say that the project was a massive undertaking would be selling the matter short. Everything was against them in this effort. Sweet Home was a complex game with multiple story lines, and very intricately created puzzles. They couldn’t just up-heave the general concept, and then proceed to cram it into a 3D environment.

That surely would have been a complete disaster. Thankfully, that’s not what they did.

Instead, the ideas and themes of Sweet Home took on a life of their own. Eventually, from the ashes of all of those great ideas, a new game was born. It was known as Bio Hazard in Japan.

Unfortunately, there was another problem. They couldn’t use the name. A DOS game had already registered that name for a different brand, so Capcom couldn’t use it.

Capcom eventually re-named the title, and it became Resident Evil. The game, in a word, was masterful. There were plenty of horror games to play at the time, but none of them were quite like this one. With the release of Resident Evil, so too, came the birth of survival horror.

An Aside: A Plethora of “You Died” Screens

I was young when I began my Resident Evil journey. The first game I ever beat on my own was Resident Evil 3: Nemesis. Prior to that, I didn’t have the skills required to beat the games. I tried, of course, but I always needed help. Resident Evil 3: Nemesis had a freakishly low skill requirement on easy mode.

With tons of weapons and ammo in the item box at the start of the game, it’s actually pretty difficult to die. Well, I mean, unless you just stand there and let zombies eat you.

As a general rule, survival horror is not an easy genre to play. It’s generally made for adults. It’s not aimed at it kids, nor should it be. I played the genre as a child, but I had an older brother that was usually with me. Forcing myself to focus on cognitive puzzle solving, basic game controls, memorizing maps, and recalling enemy layouts were some of the hardest things I ever had to do in a game. This is why I say that playing these games helped me more than I ever could have perceived as a child. They were foundational tools for many of the skills I became able to do after holding a controller and thinking outside of the box.

After playing Resident Evil 3: Nemesis on easy, normal, and finally hard difficulty, I was able to go back to the older games in the genre and play them on my own. Before that, I usually never made it beyond the mansion in Resident Evil 1, or the police station in Resident Evil 2. Before that, poor inventory management, terrible ammo conservation, and a lack of ink ribbons usually did me in.

Entering the Nightmare

Entering into Resident Evil, a bazaar string of murders runs rampant. Victims are being eaten alive.

Resident Evil features a fairly typical story. A rescue mission is taking place. With a string of murders running rampant across the fictional Raccoon City, it’s up to the police to find out what is really going on. In response to this, the Special Tactics and Rescue Service, or “S.T.A.R.S.” have been sent to look into the issue. Having been sent deep into the mountains, the first team has gone missing.

When starting the game, players get to choose between two characters. Both of them are S.T.A.R.S officers. One is a man by the name of Chris Redfield. The other is a woman by the name of Jill Valentine. Each one has their own story, and it serves the player to go through each scenario at least once.

No matter what character you pick, you have a few not-so-simple tasks:

  • First, you must find the missing Bravo S.T.A.R.S. team members. At the very least, you must find out what happened to them.
  • Secondly, you must find out what has been happening deep in the Arklay Mountains just northwest of Raccoon City.
  • Thirdly, you have to survive this ordeal and come out of it alive.

The opening cinematic is the same for both characters. You find out that the other team’s helicopter has been heavily damaged, and no one is around. A pack of deranged zombie dogs attack the group. In a desperate attempt to survive the attack, the alpha team members make a mad dash to the nearby mansion. They hide inside, where they believe it will be safe.

Instead, they’ve walked headlong into the nightmare. The a virus has spread throughout the entire mansion, infecting everything from humans, dogs, plants, spiders, and more.

The Basics

The mansion itself is a labyrinth of narrow hallways. A maze that needs to be traversed bit by bit, carefully and with an eye out for the looming dangers.

Tight camera angles and tank controls keep the player on their toes. Now, I’ll say this, a lot of people complain about tank controls. In this current era of gaming, I agree they can be a bit clunky. That said, I never had an issue with them. In fact, they were almost second nature to me. For me, I had more of a problem with inventory management and trying not to use up all my ammo.

The game-takes small cues from Sweet Home, Alone in the Dark, and other story driven horror titles. With limited inventory and never enough ammo, players will be forced to explore many areas to find the items they need in order to progress.

Certain keys have to be acquired, and backtracking will happen more than once. This was a risky design decision, but I’m glad it works so well. Typewriters for saving and item boxes for inventory management will be utilized often. They have been carefully placed in areas that players visit often.

On the topic of item boxes and typewriters, they are instrumental in playing Resident Evil. These are core game mechanics across most of the titles. Space on your character is limited, and it is imperative that you plan accordingly. This includes saving your game. In order to save your game, you require ink ribbons. You’ll usually find them in small batches.

Every time you save your game, it costs an ink ribbon. The supply is limited and on the first play-through you might find yourself running out. The ink ribbon is a doubled edged sword, though. Higher end game rankings require faster completion times, fewer saves, and less healing items.

Thanks to constant puzzle solving, there is a sense of adventure woven into the narrative. To be honest, it couples nicely with the campy dialogue and nods to classic horror as a genre.

Nowadays, the original Resident Evil might be a bit too campy, but I still enjoy it. I think it works well, given the graphics of the era.

Newcomers need to remember that the PlayStation era was before high fidelity graphics were even possible in gaming. In my opinion, the goofy dialogue only adds to the charm. In some ways, it has even helped to age the game. Back in the day there were some parts of the game I had a hard time taking seriously. Nowadays, I think it’s actually impossible. I feel like everyone has that moment when they want to laugh out loud at least once. For me, that reason alone makes it an experience worth playing.

The Combat

Really, there is only one form of combat in Resident Evil. You can either aim your gun and shoot, or choose to run away. Both options have their place, and it’s important to know what option suits the situation best.

Skilled players can do no “save, knife only runs”, but that isn’t something average players will master. Certainly not on their first try.

Learning the contours of the mansion will help you to make these all too important decisions. You can’t murder every enemy in the entire game. Your ammo is limited, and this key fact is what defines the survival horror genre. Well, that, and the tank controls for earlier titles.

Your job is simply to survive by any means necessary. Choosing a live-and-let-live approach comes in handy inside wide open rooms. Outmaneuvering slower enemies will conserve ammunition. Narrow hallways will require a more aggressive approach.

Due to the stationary camera angles and tank controls, sometimes enemies will be hiding just off camera. The developers planned for that, giving every monster in the game some sort of audio cue. They were careful to make every sound distinct and clear against the ambient music of the soundtrack. Zombies have their moans, dogs growl, hunters make a clicking noise whenever they walk, and so on.

Even boss fights like Yawn have carefully placed cues to warn you about what kind of attack is coming. In general, careful players can usually avoid getting attacked by a monster off screen, all they need to do is wait and listen.

If you take damage from an enemy, you’ll have to rely on herbs and first aid sprays to heal you. They’re in short supply, and every time you get hit you put yourself into a sticky situation. Your character will begin to hold their side if the injury is bad enough. If they continue to take damage, they’ll begin to limp slowly, and this makes avoiding enemies difficult.

There are several boss battles, of course. Yawn is a battle you face twice. With the right weapons and preparation, they’re never too hard. If you conserve your ammo properly the bosses shouldn’t be your largest threat. In fact, I’d say that most boss battles in this game aren’t that big of a threat at all.

Instead, I’d say that forgetting where you might have left a zombie or two is a much bigger problem. Backtracking after a battle can be a death sentence. Especially if you’re low on ammo and healing items.

Final Thoughts

Resident Evil – Long Play (Jill)

Today’s long play starts where it all began, Resident Evil for the PlayStation, in 1996. Alpha Team members are headed for the mountains northwest of Raccoon City. With missing Bravo Team members to locate, and a diabolical pharmaceutical company performing twisted experiments, it is sure to be a nightmare.

The first Resident Evil game is a true classic among the survival horror genre. It isn’t insanely difficult, but it doesn’t forgive reckless new players either. The game has a learning curve, and it expects you to rise above every puzzle, enemy, and trap that it gives you.

The game is atmospheric in the best ways, utilizing visual assets in a way few games could back then. The musical sound design is flawless in the original black box edition of the game, ambient and often beautiful.

The musical quality is abysmal when it comes to the directors cut, or the duel shock releases of the game. Sadly, that’s the trade-off you make if you can’t get a copy of the original.

The voice acting is campy at best, embarrassingly bad at worst, but a lot of that dialogue became a touchstone for gamers around the world. People attend anime and gaming conventions cosplaying as the characters. Fan fiction flooded websites, and fan art followed soon after.

Best of all, nowadays speed-runners collectively band together to experience the game, giving rise to an entirely new audience of survival horror fans. All of that cannot be understated.

Obviously, with the original game being remade, we got to visit the mansion once more with the Resident Evil remake for the GameCube in 2002. Many prefer the remake over the original. I certainly do as well. The remake eventually received a PC port, which is by far the most visually impressive way to enjoy the game.

That said, returning to the original game every now and then is vastly important to gaming history. Survival horror as a genre would be completely different than it is today without the original Resident Evil.

This has been Kernook of The Demented Ferrets, where stupidity is at its finest, and level grinds are par for the course. I’ll catch you next time. Meanwhile, check out some of our other great content below.

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Fandom: Resident Evil 3 Remake Announcement Trailer

The announcement trailer can be found above.

As you can likely guess from the disclaimer, this is an old post. That being said, when the initial hype for the game was in full swing, I was one of the many fans excited for the game.

I’m sad to say I wasn’t a huge fan of the game, but I’ll talk about why when I review the game in it’s entirety. That’s a separate post though. For now, the content below is merely a time in fandom when I was far too excited for my own good.

The official trailer for the Resident Evil 3: Remake has me so excited to see what’s in store for the survival horror genre.

Old fans of the series will easily recall the dynamic game-play of the original game, released for PlayStation back in September of 1999. I’d like to take a few moments to share my fondness of Resident Evil, and Resident Evil 3: Nemesis particularly.

Playing as Jill Valentine was one of my favorite things to do in the early days of Resident Evil. Back in the first game, I played her story over Chris’s. Getting to return to her character after the events of Resident Evil 2 was what made me beg my mom for the game. She agreed to get it as a late birthday gift. I counted the days until it hit store shelves. Unfortunately the game dropped on a Wednesday, and I had to wait until Friday after school to get it.

The wait seemed like forever. Finally the day came, and I immediately started playing as soon as we arrived home with the game disc in hand. Playing Resident Evil three was a very memorable moment in my life. While many fans call Resident Evil 2 the best game in the franchise, I have always loved Resident Evil 3: Nemesis even more.

Despite the many flaws that Resident Evil 3: Nemesis had, I fondly recall that it was the first survival horror game I was able to beat on my own. My birthday is in the middle of September. I was a child, and survival horror was something that I just couldn’t help but be enamored with. The problem was that I was very young for a mature rated game. My older brother, 7 years my senior, usually had to help me with other games in the genre.

At the time, I was too young to understand some of the puzzles. I had trouble overcoming the problems that came with having a limited supply of ammo. Other survival horror games had me stumped, or were simply too difficult at the time. Without help, I didn’t get a chance to beat the games at all.

At least, not until Resident Evil 3: Nemesis released for the PlayStation. It was the game that allowed me to fully experience survival horror, without help from anyone. Looking back as an adult, the easy mode was probably too easy.

In hindsight offering such a huge capacity of weapons and ammo allowed me to blast my way through the entire game. I didn’t need assistance, but I also didn’t learn the skills required of other survival horror games. That said, while easy mode was too easy, the normal mode and beyond provided a sufficient challenge. After playing Resident Evil 3: Nemesis on easy, I returned to it invigorated. Feeling empowered and encouraged, I beat it two more times. Once on normal and once on hard. After that, I was able to return back to the other releases in the franchise. Finally, I could play them entirely on my own.

As you can see, I owe a lot of my love for survival horror genre to Resident Evil 3. Seeing this remake come out is a dream come true for me.

The release date for Resident Evil 3: Remake is April 3, 2020, and there seems to be plenty to look forward to.

I’m honestly at the edge of my seat waiting for this game to come out. I haven’t felt this much child-like glee for a game release in years. With a burst of healthy nostalgia, and an overwhelming excitement to see what changes have been made, I sit here with a smile on my face. For me, this heartfelt elation is what it means to be a gamer.

Seeing this franchise come back to life the way that it has in recent years does my soul good. There are few things in this world as simple as sitting down to play a game. Only a handful are more rewarding than sharing that passion with others like myself. Watching the hype slowly build as the fan base grows. I can’t put a price on it. It’s too valuable to me.

In some ways, I feel like a child again. I’m eagerly waiting to have the game in my hands. I can’t help counting away the moments until I can experience Jill’s story and Raccoon City anew.

When the game comes out, I’ll be playing, will you?

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.

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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.

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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