THE FRANCHISE IN A NUTSHELL:
In the beginning there was a mansion, its
surrounding property, and a laboratory underneath it. That was it. The game
relied on mystery, environment, it's slow-paced, high tension, moody atmosphere.
You had to save ammunition (the knife is your friend) not just for stronger
enemies, not just in case of a horde of zombies, but because you don't know when
you will REALLY need that ammunition; in fact, you were scared to use it. Hence,
the genre Survival Horror was born (some people consider Alone in the Dark the
first, which may be true, but Resident Evil was the first huge success).
Resident Evil 1-4 relied on this Survival Horror system. Actually, it was more
or less an attitude.
Yes, I did include Resident Evil 4 as a Survival
Horror game because at the beginning you have a basic handgun and a janky
shotgun--which belonged to a farmer, most likely--against these people that are
not acting entirely normal (yet they're not zombies, which was SO refreshing--at
the time) and a gigantic ogre like boss. In Resident Evil 4 there is a real
sense of John Carpenter's The Thing-esque paranoia about the odd acting
residence (which is essentially very true to the title "Resident Evil" in the
sense that you're going against these residents that are, indeed, evil; and the
Japanese title still concurs with the game, too). The deeper you go in Resident
Evil 4, the less scary it becomes, but that's because you've figured out the
mystery and now you're trying to solve the problem. But, the first half of the
game is pure horror (the first time you go into the village is probably the
scariest the franchise has ever been before and after)--and then even toward the
end of the game, there are still some moments of horror that will get
you.
Then there was Resident Evil 5: it was about a guy who killed a
bunch of angry people infected with parasites and Star Wars' misfit monsters and
Agent Smith from The Matrix made an appearance, but he dyed his hair blonde.
Okay, I'm joking as you know, but that doesn't mean it isn't the truth. It was a
decent action game (and Mercenaries was really fun with a partner) but not a
very good Resident Evil game. This was always my comparison: If Resident Evil 4
was the Casino Royale of the Resident Evil franchise (a reboot which saved a
dying franchise and breathed new life into it), then Resident Evil 5 was the
Quantum of Solace of the Resident Evil franchise (gimmick after gimmick and an
exploitation of the previous title's changes: what that means is that Resident
Evil 5 said to itself, "Resident Evil 4 changed a lot of things, so I'm going to
change even more things." A decent action game, but a horrible Resident Evil
game from almost every aspect except for its dazzling graphics.
RESIDENT
EVIL 6:
I thought that Resident Evil 5 was the Quantum of Solace of the
franchise . . . but I was wrong.
The game starts off without explanation:
Leon and an injured girl (Helena) are in a ravaged city--zombies are everywhere
and a helicopter is seemingly shooting at you. You make your way through the
city only for you to realize that it was just a very interactive title and
credits sequence. At the end of the gameplay you see a monster's foot and Leon
says something smart like usual and then we see the title--Resident Evil 6--and
now you're in the menu where you can choose your campaign or its multitude of
special features.
You can initially choose from Leon's campaign, Chris's
campaign, or Jake's campaign, but choose wisely because once you pick one you
have to see it through to the end. But, before getting into the campaigns, I'll
discuss my general thoughts about the game.
The general critiques about
RE6 have been quite consistent. Imagine that you have a person with ADHD that
loves action movies--but is trying to throw in horror to appeal to the fan
base--and is trying to put together a very elaborate plot without the necessary
skill for storytelling to tell it. The game is very unfocused; you're not sure
who's the main* villain--in fact, not even the villains know who the true
villains are. And when you beat the campaigns, only the least important details
are explained--and even worse--in mundane manners.
THE C-VIRUS (some
spoilers in third paragraph): 1/5
From the very start of the franchise
what interested me more than the mutants or the zombies or the ganados/majini,
was the virus or the parasite used to create such monstrosities. Resident Evil
was about the T-Virus (Tyrant Virus) and, if you take Lisa Trevor into
consideration, the origins of the G-Virus as well. Resident Evil 2 was about the
effects the T-Virus and the G-Virus (which resulted in a form of unstable
biological immortality at the cost of the human soul or consciousness); Resident
Evil 3--which takes place at the same time as Resident Evil 2--continued to lay
down the foundation of the T-Virus, but as opposed to showing the G-Virus (which
only Leon was going against), the game focused on to what extent the T-Virus
could be used for biological weaponry. For instance, the Nemesis-T Type was
designed by a European branch of Umbrella to prove that T-Virus test subjects
could still retain most of their intelligence. And to test out this hypothesis:
Go kill all the S.T.A.R.S. members in Raccoon City so we could kill two birds
with one stone. Resident Evil: Code Veronica was about the T-Veronica virus
(which is a little harder to explain, but it's important to know that it's a
variation of the Progenitor Virus which is the basis for all the previously
mentioned viruses). I'm going to skip explaining the biological agents in
Resident Evil Zero because it's essentially the same as in the first game, and
finally go into Resident Evil 4, which was a game changer. The T-Virus was
mentioned; Luis said that he had scene a sample at some medical center: that
means that the T-Virus has been ultimately erradicated from the world;
domesticated, you could say. Resident Evil 4, however, brought in a new type of
biological weapon--the Las Plagas. Although many of the Las Plagas experiments
in RE4 were accidental and experimental--such as the big salamander in the lake;
it was just a byproduct of the experimentations taking place. And then Jack
Krauser (who has a previously unknown history with Leon, but was later explained
in Resident Evil: Darkside Chronicles), who was previously working for Wesker,
pretending to work for Saddler, actually did take a gift from Saddler--the
Plagas, which he injected into himself--and became more powerful (although I
think the arm injure he had obtained against Javier in Darkside was a motivating
factor). At one point, he mutated his arm. The point being, all the mutations in
Resident Evil 4 made sense. And then we go into Resident Evil 5: the Uroboros
makes perfect sense in a biological standpoint, because such a virus would need
biological matter to grow in size; but it was the Las Plagas that didn't make
sense. Ricardo Irving, for instance, injected himself and became a giant sea
monster . . . oh, and he just happened to be on a boat . . . how
convenient.
Now, in Resident Evil 6, we have the C-Virus. Unlike in
Resident Evil 1-5, I have no idea what the origins are, I have no idea how its
biology works (other than it is a conductor of heat in many ways); I have no
idea, partially because there are no in-game documentation about this virus or
the B.O.W.'s designed from it. That's frustrating, because I don't know about
you guys, but in previous games I made sure I collected every single document
and I read them. At the time I didn't even like reading books (now I do, but
that's not the point), but I still enjoyed furthering my experience. Is it
realistic that there will be documents lying around? Probably not, but it's more
realistic that some of the insane, ridiculous action sequences in this game
which makes the motorcycle majini in Resident Evil 5 look like Christopher Nolan
realism. Does CAPCOM think we are illiterate and can't read or don't want to
read? Or, are they* the ones becoming illiterate (by the way, the game does have
documents, but they can only be accessed through Special Features; I read some
of the documents on the B.O.W.'s and they're not really explained intelligently,
and the explanation for some of them, like the Chainsaw mutatant, was downright
laughable--appearing that a thirteen year old fanboy wrote it without a sense of
what they were righting would be perceived as humorous)?
The C-Virus, oh
the C-Virus. The C-Virus makes zombies; the C-Virus causes zombies to become
obese, causes zombies to grow strange screaming organs in their throats, causes
some zombies to become Liker-wanna-bes, and causes some zombies to still wield
weapons--guns and bats and golfing clubs--and to still turn cranks occasionally
to hinder your process (come on!); the C-Virus causes zombie dogs--which are
identical to the T-variation (but what about cats? what about deer? what about
raccoons? what about birds? what about animals that escaped from the zoo?); the
C-Virus creates gigantic shark mutants, mutants that are three times as large as
4's El Gigante, mutants that somehow--through a C-Virus mutation--grow a
chainsaw for a hand which has its heart inside of it (I don't think Neo-Umbrella
designed this one through any scientific proceedure; I honestly think it just
created itself by a naturalistic evolution of the C-Virus), mutants that are
ripoffs of the Iron Maiden Regenerators from Resident Evil 4, or a snake that
can turn invisible; the C-Virus causes hosts who inject themselves directly to
still keep their intelligence, but to grow a lot stronger and to become
mutated--they're called J'avo; the C-Virus causes a J'avo to mutate into a dozen
different things, ranging from Bee-headed men that can send bees at you,
spider-bodied men, the growth of wings, the growth of two long legs for super
jumping, the growth of explosive larvi for their entire body, and more; the
C-Virus causes some J'avo to caccoon themselves and then spore new
horrors--lizard things (or, you can just say its the dinosaur that killed the
fat guy from Jurassic Park), bunky bohemoths with rocks for skin, flying
creatures, or a swarm of insects; the C-Virus is responsible for the coolest
B.O.W. since Nemesis, Ustanak, the bio-mechanic super freak . . .
But
how? The game never gets into the scientific aspects of the virus. That's
something that I always loved about the franchise until Resident Evil 5. Now,
granted, a lot of these mutations are very cool--but hardly any of them make
sense. Unless of course they went through the effort of trying to make them make
sense. Why couldn't one of their campaigns have been about figuring out how ONE
virus could do all these things? Another big problem is this: the C-Virus is TOO
GOOD. It'll put the T-Virus, G-Virus, T-Verinica, Las Plagas, and the Uroboros
out of a job. Especially since Ustanak is one of the hardest B.O.W.'s in the
series. You see the problem here, don't you?
They're trying to please the
fans in unintelligable ways. I'm sorry CAPCOM, I'm not that stupid. And I know
there are a lot of other fans who feel the same way.
GAMEPLAY:
2/5
Those of us who were good at RE4 were probably good at RE5; both
games essentially had the same gameplay mechanics, aside from RE5's clunky
inventory system. Well, RE6 throws that out the window in almost every way. The
gameplay is what wounds the entire game fatally. I don't mind about walking
while shooting, but I do mind about the unfixed camera behind the character. It
feels like I'm playing a videogame adaptation of a movie in some points of the
game. The weird thing is, the creators probably thought they were helping out
the player by having a fluid camera behind them at all times, but really it
gives me a headache and it's hard to aim my character when I need to run
somewhere. The old system had its flaws, but this
new-and-supposed-to-be-improved system creates even more.
Oh, and get
this. You know how you could shoot enemies in the legs in RE4 and RE5 and they
fall to their knees so you can do some interesting melee attacks? Well, in RE6
you can't shoot enemies to their knees--hence, creating less melee variety. I
wonder which one of the creators said to the others, "We should definitely get
rid of shooting enemies in the legs." It's a really strange decision they made
that I don't understand the point of which.
And quick time events. There
are tons of them, but none of them are as good as the Leon vs. Jack Krauser
scene from Resident Evil 4. A lot of people have complained about this, but I
didn't mind. I was just never blown away, aside from the final Ustanak battle at
the end of Jake's campaign. That was innovative, I must say.
LEON AND
HELENA: 4/5
Have you ever read an over bloated novel that could have been
a whole lot better if the author cut out at least 25% of it? Well, that's what
Leon's campaign felt like. His campaign is deliberately designed for the
Survival Horror Resident Evil fan--you know, the gamers that likely hate on RE4
and RE5 because they have no Survival Horror (or a lack of); "zombies" return
only* in Leon's campaign, and it also features some really cool
zombie-variations (although I couldn't help but compare most of them to Left 4
Dead's super zombies). Leon's campaign starts off in an intense situation
without much explanation, then travels through a zombie infested Tall Oaks, goes
to a church which happens to have an underground laboratory underneath (there is
sort of* a reason for this), then goes to China (which he randomly and too
conveniently reunites with an old acquaintance immediately after the rough
landing of the plane, which will undoubtedly make the player giggle with how
unlikely the by-chance meeting really is).
Leon's campaign is the heart
of Resident Evil 6. Leon knows Sherry, Leon knows Chris, Leon has a thing for
Ada (who seemingly is/isn't the villain in the game), and by theory does the
most important things in the game. The game's creator(s) deliberately did this
because Resident Evil 4 was the most successful in the franchise.
The
highlight of Leon's campaign is the atmosphere; the flaw is its overly bloated
length (this campaign feels as long as Resident Evil 5 as a whole, and yet there
are still two other campaigns--technically three more--to go).
CHRIS AND
PIERS: 2/5
The first thing that you will ask is: what the heck happened
to Jill Valentine? And who the heck is Piers? The game never answers those two
questions, but it only hints at the fact that Chris never gave up the fight
against bioterrorism after he saved the world from the Uroboros. It's a little
jarring when we first see Chris Redfield; he's lost his memory and he acts like
a depressed Tony Stark drinking and smoking himself to death in a bar in some
country. Piers was his old partner and he recruits Chris back into the force
(why didn't they just have Jill Valentine instead? I really don't know). Piers
is one of the least likeable characters in the franchise just because of how
bland he is and really has no purpose in the story or the history of the
franchise. I would have at least liked some references to what happened to Jill
Valentine, but I was left unsatisfied.
To say the least--and without
spoilers--Chris's story is structured oddly; but, moving on from that, there is
only one strength to his campaign. And that's when he and his team go into a
building to chase a snake B.O.W.. It did not contribute to the plot at all
(which is good, because RE6 is soooooo plot heavy that it gives me a headache);
nope, Chris is just in a frenzy to chase down this snake B.O.W. at all costs
(and it's no doubt a shout out to the first Resident Evil game). It's actually
when Chris is walking the "screenwriters" path to keep the plot moving when I
care the least about what's happening. The problem with Chris's campaign is that
they--the creators of the game--forced his purpose in the game (I'd like to say
more, but that would include spoilers) by giving him personal vendetta instead
of just doing his job. A BSAA operative's purpose is to kill B.O.W.'s and to
rescue civilians--it would have been a lot simpler if that's what Chris's
purpose in the game was, instead of being so plot driven.
Ultimately
Chris's campaign is a narrative mess. They tried way too hard with his
personality, his past (by ignoring a lot of it), his purpose, etc.. Instead of
just letting him do what he does best . . . kill B.O.W.'s and then--and ONLY
then--discover what's going on in the grand scheme of things. The ONLY
redemptive quality about his campaign was hunting the snake: that felt like
survival horror. Although, on that note, I wish that Chris could have been able
to save more of his team. There's no reward in inevitable cutscenes killing off
the team. In that sense, CAPCOM is the monster, not the snake. In this Skyrim
day and age, players need to be rewarded or punished for in game
choices.
JAKE AND SHERRY: 3/5
Let me say this right off the bat.
Only one element to this campaign makes it worthy of playing: the Nemesis-esque
bio-mechanical B.O.W. which was designed and programmed for one thing and one
thing only: to capture Jake Muller. Why? Well, if it hadn't been for most of the
trailers of the game, then it would be a spoiler, but since everyone knows, it
isn't a spoiler anymore. Jake Muller is Wesker's son. That's why he's important.
Sherry Birkin magically finds him in a European country (she wasn't--but somehow
was--trying to find him from the beginning. It's hard to explain. It goes back
to a similar awkward narrative that the Chris campaign had). And she knows that
he has rare antibodies that can save the world. Talk about taking it slow and
letting the player discover the mystery on their own, which is a huge problem
the game has in general . . . it treats the audience like everyone is a Michael
Bay fan and doesn't care about story and characters, but only the spectacle and
thrilling events. I think the usually-good-reviews that RE5 had sort of enforced
this ideology that
not-everything-has-to-make-sense-because-the-fanbase-doesn't-care-too-much-about-logic
(why CAPCOM? Are you saying I'm stupid or just complacent with the
mundane?)-just-give-them-zombies-and-they'll-be-satisfied. Honestly, I wish the
creators took care in their story as if I was watching a Christopher Nolan film
instead of a Michael Bay film. I think the Resident Evil fan base is too smart
for some of the very illogical "moments"/plot elements in RE6; a lot of which
are in Jake's and Sherry's campaign.
What I found most annoying about
this campaign is that I thought it would answer the most questions, such as what
"Ada Wong" is up to, and Jake's origins and what about the crazy awesome Ustanak
B.O.W.? As cool as these questions are, none of them are really answered at all.
They're half-baked ideas that never really formed.
When I played the Leon
campaign, I thought that Chris's and Jake's campaigns would make sense out of a
lot of random B.O.W.'s and plot events; when I played the Chris campaign,
nothing was answered, so I was thrilled that the Jake campaign would answer
everything. Nope. Not at all. His blood is important and that's all that you*
need to know.
CONCLUSION:
There are moments in the game that are
better than any moments from any of the other games. In fact, if they had
trimmed anywhere from 25% to 50% of the game, then maybe this game would be just
as good--if not better--than Resident Evil 4. But the problem is this: think of
RE6 as a buffet, but you can't choose what you eat; you have to eat in a
random--but set--order. If green beans are first, you gotta eat them. Then
cheesecake could be next (AWESOME), and then . . . you gotta eat piss and snot
soup (EEWWW), and then some tasty Chinese food, and then fried poop. You see,
it's the highs and lows of the game which makes it so disappointing. I could
have forgiven the clunky controls and awkward inventory if they cut out all the
mundane aspects of the campaigns, making them more to the point, even if each
campaign was cut in half. Then it would have been an amazing game.
But
it's all the crap (no pun intended) that you're force to eat which makes it so
frustrating at times; for instance, in the Leon campaign, there's a part where
you have to chase a zombie dog around a graveyard (spooky, right? You're in a
graveyard, so it HAS to be spooky--and there's lightning, too) because it has
the key . . . and somehow it's smart enough to know that you need it and it runs
away and doesn't attack you. And it's all the illogical inclusions of B.O.W.'s
(that are cool, mind you, but without purpose) which makes me feel like I'm
watching a Paul W.S. Anderson adaptation. Then there are all the pacing issues
too. It's such a fast paced game that you can't stop and smell the flowers and
enjoy--and be disturbed by--the horrific terrain and scary atmosphere. CAPCOM
tried to do way too much. They cannot make this the scariest game in the
franchise and a high octane thrill ride at the same time. They need to get off
the fence and decide what they want to do. And I hope it's the former, and not
the latter for the next game.
WAYS TO SAVE THE DYING FRANCHISE:
In
the beginning of my review, I referenced 28 Days Later. The reason is, CAPCOM is
trying to cure the franchise without truly understanding. Yes, they listened to
some complaints, but ignored others. Yes, Ustanak is an amazing B.O.W.; yes,
Chris isn't so bulky anymore; yes, zombies have returned (sort of); yes, they
tried. But they weren't very smart in the sense that they don't understand their
own franchise and they exploited beloved characters to the point of
ridiculousness. Must they deliberately hire a few fans to be the creative
directors in the next game? Does it need to come down to that? At this rate . .
. absolutely. If they want RE7 to survive. Otherwise, there's no hope
left.
Resident Evil is not Uncharted, it's not Gears of War, it's not
Call of Duty, it's not a racecar game, it's not an on-rails shooter. Resident
Evil, from 1-4, has always been about exploration and horror, stumbling onto a
mystery and trying to solve it, and survival. While Resident Evil 5 was not a
Survival Horror game, it did attempt to stay true to Resident Evil 4. It didn't
take enough risks, mind you, but it didn't step backwards either (the only*
gripe I have with RE5 is some of the story decisions and how Wesker could
teleport).
Resident Evil 7 needs to take a step back. No they need to
take a couple hundred meters back and objectively and subjectively look at the
franchise. What works? What doesn't work? Horror works. Too much action doesn't.
RE6 had so much environmental action to the point of predictability--such as
walking across a bridge, you knew it would fall--but the thing about
predictability is that it isn't scary. Actually with the environment going
haywire while playing the game, it could be looked upon as a Final Destination
videogame adaptation too (really). RE6 failed to understand that having
awesomely grotesque monsters doesn't make it a scary game (such as being in a
graveyard while there's lightning). Pacing is what makes games scary. Why were
the first few games so scary? Not because of what happened, but because of what
didn't* happen. In RE6 too much happened.
Resident Evil 7 needs to be
shorter (gasp!) and to the point. There needs to be a clear cut villain or two
or three (like in RE4), and a sense of exploration and difficulty. If Resident
Evil 7 took some RPG elements and throw in Dark Souls-esque difficulty and
strategy, it could be the greatest game of all time; but--and this is probably
scary for CAPCOM--they need another reboot. They must if they want to survive,
because for RE7, I'm going to be smart enough to read the reviews first, and if
it's not a good game--and if it's not a horror game--I'm not going to buy it.
And I consider myself a diehard fan. I've beaten Resident Evil 4 20+ times and
can't think of any flaws; I played Resident Evil 5 twice before realizing it was
a little bit of a disappointment; I played only the Leon S. Kennedy campaign to
realize that Resident Evil 6 was simply not a great game. RE6 felt like it was
essentially an on-rails game: there's no straying from the path and no sense of
exploring the area. Why not have a few houses available to go through to see if
there is anything of use?
And for the love of God, bring back the
merchant. I hate "buying" things on a screen. It might not make a whole lot of
sense how he can transport as quickly as you can, but at least the
buying/selling process makes sense with the merchant. Also they could give him a
backstory too, because clearly he isn't entirely human. And if your character
learns skills, then why not have random BSAA operatives around the city which
know skills that you can learn from? Maybe Erickson with a broken leg and hiding
on a roof can teach you a move or give you a gun if you find him crutches in the
city (but without any cookie crumb trail system to lead you the way; let the
players find it themselves), and the possibilities could go on forever. Kind of
like in Skyrim. And speaking of which, it needs to have a lot more RPG
elements.
All in all, CAPCOM needs to slow it down for Resident Evil 7.
Resident Evil fans (unless they're fans of the films, too) generally are patient
people: that's why they're Resident Evil fans. In the first five or six games,
there was a lot of walking around, not knowing what to do exactly; there were a
lot of puzzles and a lot of backtracking. So why are the creators treating us
like we have ADHD and no attention span and no intelligence at all? Seriously,
Resident Evil fans don't need (and generally don't want) non-stop action; we
don't need the cookie crumb trail system to tell us where to go (we like finding
our own way); we like to play a Resident Evil game and have a sense of
accomplishment afterward, like the effect that Dark Souls has--with difficulty
comes rewarding accomplishment. Come on CAPCOM. Know who your fans are. Don't
assume that we're all Paul W.S. Anderson fans. Some of us expected a Christopher
Nolan-esque tale, not another Schumaker game where the characters have rubber
nipples on their suits. The creator of the series mentioned recently that the
fans and the creators have like two parents trying to do what's best for their
kid, and that they're going to disagree with one another. Come on, CAPCOM!
That's a very unfair thing to say, because we're the ones who made you
successful, and we are--for the most part--flat out telling you guys that you're
going too far. If the fans and the creators are like two parents that disagree
with one another, then CAPCOM is trying to make our broad shouldered son into a
dancer instead of a football player, which is what he does best. Resident Evil
is not meant to be as ridiculous as its Paul W.S. Anderson film counterparts,
end of story.
IN A NUTSHELL:
Pros:
1) Great dialogue
2)
Terrifying creature designs
3) Enemy variety
4) Atmosphere
5) Really
great moments
6) The partner system is fixed (although I'd prefer without
one)
7) Imaginative boss battles
8) Fantastic cutscenes
9)
Ustanak
Cons:
1) Inventory (a step down from RE5)
2) Melee is too
convenient, and thus not rewarding
3) Controls are clunky, camera fluidity is
irksome
4) Mundane tasks (chasing a zombie dog around a cemetary)
5)
Forced plot (they meet up in the darnest spots)
6) No in-game documents
(which would help make sense out of some random B.O.W.'s)
7) No typewriters
(but it's such an on-rails game, why would it matter?)
8) No treasures (which
makes buying skills VERY difficult)
9) No point in exploration (BECAUSE THERE
ARE NO TREASURES OR DOCUMENTS!)
10) No merchant (come on, CAPCOM, bring the
man back)
11) The C-Virus (the T-Virus has children to feed; you're putting
it out of a job)
12) Too long (with too many mundane moments in all the
chapters to even revisit)
- On that note, the campaigns are so long that it
would be a task to replay any of the campaigns.
13) Not scary (although it
had its moments)
14) Confusing plot elements
15) Too much action
(seriously, this is Michael Bay's Resident Evil; I'd prefer Christopher Nolan's
or Frank Darabont's)
16) Vague B.O.W. origins (a chainsaw arm, really?)
Sunday, October 7, 2012
Wednesday, September 19, 2012
Resident Evil: Retribution (The Schumacher Era)
RESIDENT EVIL: RETRIBUTION (REVIEW)
When
I spent my fifteen bucks—one for me, one for my girlfriend—I knew I was getting
my money’s worth in one way or another; most likely it would be a laugh riot
and hence I’d consider the film the best comedy of the year . . . or I could be
pleasantly impressed that Paul W.S. Anderson (Resident Evil, Alien Vs. Predator) got some things right. Well, it’s
the former; no surprise there. But it’s also the funniest movie of the year by
far.
It’s
safe to say, however, that the Resident
Evil franchise has stepped into the Schumacher era of its overlong lifespan.
Alice may not be sporting rubber nipples on her suit, but the entire film had
its own metaphysical rubber nipples popping out left and right. The first rubber
nipple is during the intro in which Milla Jovovich speaks to the camera and
explains all the events from the previous films (at least in Apocalypse that made sense, because
toward the end of the film we saw that she talked to a camcorder); then the
film essentially starts straight to the Dawn of the Dead rip-off, which Alice
wakes up in a suburban house with a mute daughter (that speaks just fine) and
husband Carlos Olivera (what?!) and
then Carlos gets bit, oh no, and it’s so blatantly obvious that the film is
copying Dawn that I expected to see
Ving Rhames dressed as a cop and say the same exact lines he said to Sarah
Polley; then, what these not-quite-literal rubber nipples made me giggle the
most was all the copy and pasted elements from the video game franchise that
has no rhyme or reason to even be in the film. For instance, the zombies now
have mouths like the majini from Resident
Evil 5—you know, the mouths which CAPCOM clearly took from Guillermo del
Toro’s Blade 2 and made them not as
scary; yeah, those mouths—and in Retribution,
I finally thought that Anderson actually was about to make sense of something
every fan of the video game franchise was confused about. The Red Queen told us—yes,
literally, she talks to the camera too (Alice isn’t the only one)—that she was
initiating the Las Plagas Undead. In my mind, I thought, Yes, finally he’s explaining why the zombies have become fast with
majini-mouths. But, really . . . it was his excuse to have zombies with guns
and chainsaws (but why wield a chainsaw if you can use a gun?), that could ride
motorcycles and shoot guns at the same time—if that’s a spoiler, it’s a spoiler
best known upfront. This isn’t scary; this is outrageously funny. What also
doesn’t make sense is the fact that the Umbrella Corporation currently
manufactures the Executioners from Resident
Evil 5 and meticulously hammers in each nail in their heads and shoulders
just for theatrics—if it didn’t make sense in RE5, it’s definitely going to be a laugh riot in Retribution. Which it was. But even
funnier yet, while Alice was fighting Jill, and Luther (didn’t he die in Afterlife? I swear he did) and Leon were fighting
the evil Las Plagas-infected Rain (I was expecting her to become a giant sea
monster like Irving in RE5), I
thought to myself, Paul might make
terrible Resident Evil films, but he
might make a good Mortal Kombat film
. . . then I realized he already did . . . and it was terrible.
What
Paul W.S. Anderson doesn’t seem to understand is that copying moments and
characters from the games and pasting them into the films isn’t working. Fan
boys are going to pick out the illogical inclusion of the characters, like I am
right now; and people who aren’t fans of the games aren’t going to care if Leon
is in the film or not. At this point, however, I think Paul W.S. Anderson knows
how terrible the films are, and he’s taking advantage of it—bringing characters
back to life just for giggles, having hilariously cheesy dialogue every chance
available, and not really giving a crap how terrible the actors are acting (the
actor who plays Leon, for instance, just talks louder when he is supposed to be
angry)—also, Sienna Guillory—who plays Jill—was by far the weakest in the film
even though she did fairly well as Jill Valentine in Apocalypse.
I
will say, however, that Resident Evil:
Retribution had some interesting science fiction themes. That’s where Paul
W.S. Anderson excels the most at: abstract, absurd ideas—like an underground
laboratory—that somehow just works. In fact, it’s a great idea. I will go even
further to say that Resident Evil:
Retribution is a great science fiction zombie thriller, but it’s the Resident Evil game elements which makes
it a funny, funny farce and—as stated earlier—the best comedy of the year. It’s
too late now. The franchise is now five down . . . but how many more can Paul
W.S. Anderson and his wife Milla Jovovich go on?
Which
brings me to the Schumacher effect; there gets to a point in every franchise
that starts becoming a joke—whether films or video games (even music; Linkin Park,
for instance—although they deliberately rebooted their sound to survive the Nu
Metal extinction)—in which a reboot is necessary. Pierce Brosnan’s 007 became
too absurdly science fiction, enter Daniel Craig as the realistic bond (and
then there was Quantum of Solace,
which was going back into bad habits); Kilmer’s and Clooney’s Batman films
became gaudy and flamboyantly gothic with ridiculous set pieces and actors
casted based on their popularity (Jim Carrey and Arnold Schwarzenegger), enter the Christopher Nolan reboot; and in video
games, Fallout 3 and Turok to name a couple (although, when
you reboot a dying franchise that has previously made good money, you must make
it fantastic—like Fallout 3, as
opposed to Turok, which was average
and therefore the franchise isn’t really being considered for another reboot or
sequel). And now we’re getting to a point in the Resident Evil film franchise in which the rubber nipples are exposed—the
fan boys only watch the films to laugh; the unbiased viewers might come out
thinking it was entertaining, but over the top, and none of the monsters made any sense (and they wouldn’t
be alone—the B.O.W.’s didn’t make any
sense to me either); the actors are lazy; the plot is confusing when it’s vague
and absurd when it’s clear; and worse of all, the director doesn’t care about
the source material anymore.
I
think that Hollywood might pull out the Nolan card pretty soon, because Resident Evil does have very important
contemporary themes. Biological warfare seems more realistic than nuclear in
this day and age, but Paul and friends seem to be stuck on the zombies and the
theatrics of the game franchise, rather than the scientific aspects, the
concepts, the survival horror, and the atmospheric tension. What makes the Resident Evil video game franchise so endearing
are the story and the characters (which is why Resident Evil 5 was the worst—the lack of survival horror put aside—because
that’s when the game franchise stopped caring about story and characters; but I
blame the directors and producer of RE5 rather
than CAPCOM as a whole), but Paul W.S. Anderson focuses on plot (which isn’t
the same as story) and dresses up actors
like characters from the game franchise and names them that character from the
game franchise and prays that the fans don’t realize they’re nothing like the
character from the franchise. I give credit to the Harry Potter film series for at least attempting to stay true to
the story of the books; while still they’re nowhere near as good as the books
because filmmakers tend to care more about plot than they do story—which is a
wide spreading disease in the illiterate world of Hollywood—it’s still an
honorable attempt, unlike with the Resident
Evil franchise. Seriously, the Resident
Evil from games 1-4 have as good of a story as Harry Potter, so why did Paul W.S. Anderson butcher it?
Oh
yeah, I know why: after the first film Milla Jovovich had his baby, so that
meant that Alice had to reoccur in RE2, 3, 4, and 5, and hence altering the good storyline from games, and keeping
his wife happy and making money. But, that’s fine. I’m glad Anderson burned the
franchise to the ground, because I’d really like to see Guillermo del Toro (Hellboy) or Neill Blomkamp (District 9) try to helm a reboot.
Because, let’s face it, Resident Evil will
always be a money maker . . . but they need to know when to quit, otherwise a
reboot will be impossible. I initially didn’t want to watch Batman Begins because I was left with
the sour taste of Batman & Robin
in my mouth (YUCK!), but finally someone said, “It’s a crime thriller ninja
movie,” and I was like “Heck yeah, I’ll watch it”—and it was great. But if
Schumacher made one more Batman film, I don’t know if Nolan could have salvaged
the series. Which leaves me at the end of my review . . . will Anderson know
when to quit for the greater good of mankind?
I give this film a 2/5.
Thursday, June 14, 2012
The Best Novels I've Read
The
Best Novels I Have Read
Introduction:
For the past three
years I have been an aspiring author and avid reader. The following books are
from varying genres, varying publish dates and varying popularity. I have made
the list in descending order in terms of greatness; that's not to say that the
books at the top of the list are bad. All the books that have made my list, I
would highly recommend that you give them a chance, whether you think the book
or author is overrated or too unknown for you. I have searched and I am still
searching. It's my goal to kindle a desire in reading that I have never had
until three years ago. Please enjoy my list.
(This list is a work
in progress; eventually I'll add pictures and better descriptions of the books,
as well as new books.)
69. Roadwork by Richard Bachman (Stephen King)
68. The Running Man by Stephen King
67.
Firestarter by Stephen King
Thus far, Firestarter—out
of the seventeen Stephen King books that I’ve read—has been the most non-SK
book; it reads more like a Michael Crichton book, not just in content, but in
the way he writes. It’s a straight-forward on-the-run-from-badguys premise.
66.
The Willows by Algernon Blackwood
It's H.P. Lovecraft
meets with H.G. Wells. It's about two men on an island and one of the men
thinks the trees are moving--as in the act of covering ground. Are they? And if
they are moving, then what are they? It's a hard book to read because of the
vocabulary is really old English, but it's a fairly quick read.
65. The Martian Chronicles by Ray Bradbury
65. The Martian Chronicles by Ray Bradbury
64.
The Dead Zone by Stephen King
This book is Firestarter’s
twin brother—assuming that Firestarter
is a female; I make this allusion for a few reasons. Firstly, they’re back to
back; secondly, in King’s early career, they were both (in a sense) anti-war
books, and politically charged in general.
The Dead Zone is anti-climactic and the ending is
odd . . . but I think it’s a good sort of odd.
63.
The Island of Dr. Moreau by H.G. Wells
Frankenstein is to resurrecting the dead as The
Island of Dr. Moreau is to genetically splicing, or chimeras. A guy is the
only survivor of a shipwreck and ends up on an island in which a doctor is
genetically modifying animals and turning them into humanoids; it's a very odd
book but a classic in science fiction.
62.
The Caves of Steel by Isaac Asimov
Asimov is the Godfather of science fiction, and this
book is the first entry in his robot series. It’s a science fiction detective
story. Some of his writing is very vague; but I think it’s because he was
explaining things that he did not completely understand himself. However, the
dialogue is where Asimov excels at, and the plot twists.
61. Cujo by Stephen King
61. Cujo by Stephen King
60.
The Dark Tower VII: The Dark Tower by Stephen King
The best way to
describe The Dark Tower VII compared to the rest of the series is by
saying it's a bitter cup to swallow. For the entire series, Roland and his
ka-tet (Eddie, Susannah, Jake and Oy--along with Father Callahan from 'salem's
Lot) have been traveling toward the Dark Tower. And now their destination
is finally reached.
59.
World War Z by Max Brooks
WWZ is a very a
novel of loosely connected short stories about different scenarios; it’s
overrated, too. But, as a zombie fan, beggars can’t be choosers . . . and until
a good zombie book comes out, this’ll do, this’ll do.
58.
Fevre Dream by George R. R. Martin
57.
Let The Right One In by John Ajvide Lindquist
56.
At the Mountains of Madness by H.P. Lovecraft
55.
Harry Potter and the Order of the Pheonix by J.K. Rowling
The reason for it to
be so low on the list is the fact that Order of the Pheonix is about
one-hundred pages over-bloated. But, it still has its moments.
54.
Hearts in Atlantis by Stephen King
Hearts in Atlantis is a compilation of short stories that
are loosely connected. Low Men in Yellow Coats is the best of the short
stories--and the first one; it's also the short story that the Anthony Hopkins
adaptation is based off from. Low Men is also one of the best of the Dark
Tower "connection" books.
53.
Oryx and Crake by Margaret Atwood
52.
Watchmen by Alan Moore
51.
The Screwtape Letters by C.S. Lewis
50.
11/22/63 by Stephen King
49.
We Have Always Lived in the Castle by Shirley Jackson
48. The Wind Through the Keyhole (a Dark Tower story) by Stephen King
47.
1984 by George Orwell
If you love Guillermo
del Toro, you'll love this book. It's one of the first books I've ever read and
it got me into reading.
45.
Ender's Game by Orson Scott Card
44.
'salem's Lot by Stephen King
It's the
post-apocalyptic book that your girlfriend or wife or sister would like; and
likely she'd like it more than you.
42.
A Door into Summer by Robert A. Heinlein
41.
Carrie by Stephen King
40.
Child of God by Cormac McCarthy
39.
Harry Potter and the Chamber of Secrets by J.K. Rowling
38.
The Dark Tower II: The Drawing of the Three by Stephen King
37.
Rosemary's Baby by Ira Levin
This is the first
book that I felt a feverish sweat upon my face when the intensity starts
kicking in to
toward the middle of the book. It's one of the most terryfing books I've ever read (and as you can see, there's quite a few Stephen King books on my list).
toward the middle of the book. It's one of the most terryfing books I've ever read (and as you can see, there's quite a few Stephen King books on my list).
36.
Jurassic Park by Michael Crichton
35.
Do Androids Dream of Electric Sheep? by Philip K. Dick
34.
The Long Walk by Richard Bachman (Stephen King)
33.
Harry Potter and the Sorcerer's Stone by J.K. Rowling
32.
As I Lay Dying by William Faulkner
31.
Outer Dark by Cormac McCarthy
30.
The Dark Tower VI: Song of Susannah by Stephen King
One of the most
riskiest books of any franchise due to a certain character . . .
29.
The Dark Tower V: Wolves of the Calla by Stephen King
28. No Country For Old Men by Cormac McCarthy
28. No Country For Old Men by Cormac McCarthy
27.
Fahrenheit 451 by Ray Bradbury
26.
Blood Meridian by Cormac McCarthy
25.
The Halloween Tree by Ray Bradbury
24.
The Thief of Always by Clive Barker
23.
The Shining by Stephen King
22.
A Game of Thrones by George R. R. Martin
21.
Harry Potter and the Prisoner of Azkaban by J.K. Rowling
20.
The Dark Tower III: The Waste Lands by Stephen King
This third entry in the series is when things start getting bizarre in terms of genre and pacing. If you read the entire franchise back to back, the beginning of this book will likely feel odd and out of place. And then when things start to make sense, the pacing shifts again and now you're back in 1999 in the perspective of Jake--who died in the first novel. The first half of this novel is about Jake trying to come back to Mid-World from New York. Essentially, due to an event from Drawing of the Three, Jake is reborn in another world. And both Roland and Jake know it.
The best way to describe this novel is "genre bending."
19.
I Am Legend by Richard Matheson
18. Danse Macabre by Stephen King
A companion piece to "On Writing." Do you want to write/film horror, science fiction, or fantasy? Don't think about it until you read Danse Macabre. It'll expand your mind a great deal.
18. Danse Macabre by Stephen King
A companion piece to "On Writing." Do you want to write/film horror, science fiction, or fantasy? Don't think about it until you read Danse Macabre. It'll expand your mind a great deal.
17.
On Writing by Stephen King
If you want to be a
writer, then this is the must-read book; and it should be your
"guideline" to your mentality in daily writing and long-term writing.
16.
Harry Potter and the Goblet of Fire by J.K. Rowling
This was the turnaround point in the HP series; this
was when the series really got dark. And for that, this deserves to be as high
on the list for its pivotal role in the series as a dark catalyst.
This is the novel
that rivals Stephen King's The Stand as the greatest post-apocalyptic
horror epic. A lot of people verteran horror readers will say Swan Song
has more "heart" than The Stand, and I would agree to a point.
In truth, there are more gut-wrenching moments in Swan Song than there
are in The Stand. This book is for those who want to read a
post-apocalyptic with a supernatural twist and it's a little bit shorter than The
Stand. It's highly recommending for those who enjoy the horror genre or the
post-apocalyptic genre.
14.
Night Shift by Stephen King
13.
Harry Potter and the Deathly Hollows by J.K. Rowling
12.
The Dark Tower: The Gunslinger by Stephen King
11.
It by Stephen King
It is a very
strange metaphor for sex; like the saying “doing it”; it’s also about a shape shifting clown that kills children.
Everyone knows the story because Pennywise the clown (from the bad movie) is
really the mascot for spooky clowns, right? But, Stephen King’s It is really a deep, spooky, epic of
oddity.
10.
The Hobbit by J.R.R. Tolkien
9.
A Clash of Kings by George R. R. Martin
8.
The Lord of the Flies by William Golding
7.
The Hellbound Heart by Clive Barker
6.
The Stand by Stephen King
5.
The Road by Cormac McCarthy
The Road is the greatest, simplest Post-Apocalypse story ever written. There's no plot, other than following the road. But it's the story that makes it emotional and powerful. If drinking a stale can of Coke (or was it Pepsi?) is one of the best moments in the boy's life, you know that this world is bleak. I dare you not to cry by the end of this book.
The Road is the greatest, simplest Post-Apocalypse story ever written. There's no plot, other than following the road. But it's the story that makes it emotional and powerful. If drinking a stale can of Coke (or was it Pepsi?) is one of the best moments in the boy's life, you know that this world is bleak. I dare you not to cry by the end of this book.
4.
Boy's Life by Robert McCammon
One of the most
bizarre books ever. It's Wonder Years meets a murder mystery meets adult
versions of disney cartoons meets J.J. Abrams' Super 8. It's hard to put
a label on this book in terms of genre. It's about a boy and father who witness
a truck being pushed into deep lake; the father--who's a milk man--rushes into
the lake and he sees that a man is inside, but the man is already dead. The boy
sees a cloaked figure off the side of the lake in a shaded area. And from there
on, it's about the father's nightmares of the man in the truck, it's about the
boy's friends, the boy's bullies, a monster in the river in a community of
African Americans feed an animal to every so often (but does it really exist?),
it's about music, movies, death, rabid monkeys and dinosaurs and love-triangles
and a dead dog that's really alive but should be dead (think Frankenweenie),
it's about criminal legends and tales of heroes; it's about a boy's life.
Simple enough.
3.
Harry Potter and the Half Blood Prince by J.K. Rowling
In my opinion, this is the best book in the franchise because it is the darkest and it's the shortest (that's not to say I don't like long novels--but this novel cuts out all the fat and hits the nail on the head). It's a shame that the film strayed so far from what made this book so endearing.
2. A Storm of Swords by George R.R. Martin
Let me begin by saying that this is a landmark in dark fantasy. A Game of Thrones and Clash of Kings--no matter how intense you think they are--is nothing compared to A Storm of Swords. You could say that the entire series is one long novel and that this part of that really long novel is when the rope really starts to get tight with tension. It takes about two hundred pages or so until the pacing picks up . . . and then you won't want to stop. I guarentee you that.
In my opinion, this is the best book in the franchise because it is the darkest and it's the shortest (that's not to say I don't like long novels--but this novel cuts out all the fat and hits the nail on the head). It's a shame that the film strayed so far from what made this book so endearing.
1.
The Dark Tower IV: Wizard and Glass by Stephen King
Wizard and Glass is not a conventional entry in a
series. We completely take a rest from our journey to the dark tower, and we
listen to Roland of Gilead tell a story of his youth. Are we getting closer to
the dark tower when he tells his tale which takes up about seventy percent of
the novel? No, but perhaps we're getting closer to his redemption.
It's hard to put a
finger on why this book is so good; perhaps it's because at the beginning they
killed a villainous train AI by telling it dead baby jokes; or perhaps it's the
pause in the quest that we've been earning for. Also, aside from the first book
in the series, Wizard and Glass is the best written--there's a Cormac
McCarthy poetic feel to it.
Monday, March 12, 2012
Ways to Improve The Walking Dead (Season Three)
I would like to say they need to bring Frank Darabont (Shawshank Redemption, The Green Mile, The Mist) back as lead Producer, and occasional director (wouldn't it be nice to see him direct the first episode of every season?); but it's unrealistic to hope for such things, because it must have been a pretty good reason for him to leave. Maybe he disagreed with them trying to stretch the season into twelve episodes instead of six episodes, like season one. That doesn't necessarily matter whether he disagreed with it or not (which he probably did), but what matters is that I* disagree with it (I wanted to say fans, but I can't speak for them, I can only speak for me), because stretching out a season also means a lesser budget for each episode (and less zombies for you hardcore zombie fans), and it usually will mean the season will be slower--unless, of course, a lot of ground is traveled within the twelve episodes--but with The Walking Dead (Season 2), that's not the case because they've stayed on the farm for the entire season and the first half of the season was incredibly slow paced. So, the point is: yes, stretching out six episodes to twleve episodes has its flaws, but we don't know if it's the reason Frank left the show.
1. Writing
During Comic-Con 2011, Joe Hill (while promoting his own Graphic Novel series called Locke & Key) talked about his and his father Stephen King's interest in writing for the third season of The Walking Dead. And if Glen Mazzara wants to at least fill halfway into Frank Darabont's shoes, he needs to take the father and son up on their interest in writing for the show. Not only would it be ideal in writing Rick and Carl's relationship better, but it's because Joe Hill is experienced in writing graphic novels, and therefore he has a respect and insight for The Walking Dead's source material: a graphic novel. Also, The Walking Dead, being a Western with zombies, is right up Stephen King's alley. And I'm referring to The Dark Tower series which effortlessly blends the Western genre with horror, science fiction, fantasy, crime, mystery, etc.. I don't care if they need to give Stephen King his biggest paycheck yet, but they need to get him any way they can. And besides, the writers during this season definitely know how to create tension (a very, very slow burning tension I might add), but they riddled The Walking Dead with too many soap opera elements. It's become a soap opera with zombies; and not the other way around.
If the same group of writers write Season 3 with the same slow pace, I don't care how nicely it wraps up at the end--or how grand the finale is--I won't be satisfied, and that's that. It's not even necessarily about how many zombies are in the show, it's about a vibe. Frank got it (The Mist wasn't a zombie movie, but it had a zombie vibe--and a sort of Survival Horror that Season 2 of The Walking Dead doesn't even come close to having); and Glen, he doesn't understand it (or if he does, he doesn't understand how to obtain that Survival Horror vibe).
2. Chandler Riggs
The way Tom Hardy trained for The Dark Knight Rises, that's how the Producers of The Walking Dead needs to treat Chandler Riggs, the boy who plays Carl. I think all the fans of the show feel the same way; a lot of his dialogue is too forced; he tries to talk in a deeper voice than he has (and therefore hinders his acting ability); he doesn't know how to realistically act in front of Rick and Lori. Part of the problem is the writers of the show giving him lines that they should have realized that Chandler couldn't deliver.
3. Peer Pressure from AMC's Other Shows
I think this is a very subtle, almost impossible to prove theory, but it makes sense. Mad Men thrives off from its relationship drama; Breaking Bad thrives from its intense dialogue and emotional cliff hangers; The Killing thrives (well, it does have a second season) from being a mystery: therefore most of the audience, who are primarily women, who watch the show are pleased, because they want to be fooled over and over and over again. The formula is simple:
the killer who they thought was the killer wasn't the killer so there's another killer = The Killing (S2)
And The Walking Dead looks to its counterparts and . . . it tries to be like them, instead of being what it should be. Look at it this way, Rubicon (a fantistic, compelling show with rich characters, an innovative plot, and was exactly what it needed to be) got cancelled after one season, and the release date on the DVD/Blu-Ray? Your guess is as good as mine. This is what happens to shows that don't comform to the norm: they are assassinated. Maybe it's fear that is holding The Walking Dead back from being what it truly needs to be. In the entire second season of The Walking Dead, there are only two episodes that I thought were pure genius and fit the zombie "vibe." Only two out of twelve. So much of the first half of the second season was trying to build soap opera elements instead of zombie folklore/Survival Horror elements. The fall of Rubicon might have been an element in Season 2's inability to take risks. Although, like I said, it's hard to prove.
4. Location, Location, Location
Season One was half-urban, half-woods. But, really, they weren't in the city for that long. Besides, it was a very short season: only six episodes. Either way, it didn't show enough of either location where you got sick and tired. The writers changed it up per episode. Season Two, on the other hand, will have a unifying effect on most of the fans of the series: GET OFF THE FARM; WE'RE SICK OF IT! The funny thing is, at the end of the season, I almost want them to stay. But it took the writers of the show way too long for this emotional epiphany that was induced when we find out that Hershel is more of a Rambo than we originally had thought (but they should have shown that earlier in the season).
With that being said, it's time to get off the farm. And when I say get off the farm, I mean: if I see as much as one barn in Season 3--uh, let's just say, I might get a bad migrane and puke out blood. Season 3 needs to be almost completely urban because Season 2 has used up the rural setting to the point of depletion; Season 2 is to rural settings as Daniel Day-Lewis in There Will Be Blood is to oil.
I'm not a fan of the graphic novel series, but I think the escaped prisoner story arc could be interesting. And then I keep hearing something about a character called The Governor. Either way, Season 3 needs a setting that we won't get sick of, and it needs to have quicker pacing. We already know the characters, so we don't need an entire episode of character "A" stuck in location "B" and having him talk to imaginary friend "C"--we just need the show going back to its zombie roots using a good location to its utmost usage.
And weather. Maybe some snow wouldn't be such a bad thing.
5. This and That
Essentially Season Three could be something compelling. And in all honestly, the second season of most TV shows are usually kind of weak, because it's the "in-between" season. Almost always Season's three and four are really when it picks up. So hopefully The Walking Dead follows that trend. But it can't if it continues the way it's going. Even cinematic elements like cinematography have sort of sat in the back seat this season. There were really none of the "awe" moments that the first season had; and back to the my third point, if The Walking Dead should take tips from any show, it should be Breaking Bad in terms of the cinematography.
Last but not least, if Frank can't come back to direct the first episode of next season, why don't they try to find another A-List director? David Fincher, anyone? Or maybe someone completely qualified but unlikely, like Christopher Nolan's brother Jonathon? Jonathon has shown interest in television with Person of Interest. So is it that unrealistic that they would be able to have Nolan co-write and direct the pilot episode? Not at all. In all honesty, I'd love to see Zach Snyder direct the first episode for Season Three, too. I mean, Dawn of the Dead (2004) has been the only good zombie film in the last couple decades (28 Days Later doesn't have zombies in it, so it doesn't count, remember? They're infected with rage; they're not dead and you can kill them in ways other than damage to the brain--ergo, not zombies--but it's still a great film); in fact, the remake of Dawn of the Dead has been the greatest zombie movie since the original Dawn of the Dead . . . that's three decades!
6. In Conclusion: What They Should Do From Now On
If they can't get Frank back, they need to find a special guest director for episode one (some other good ideas: David Cronenburg, Neill Blomkamp, Guillermo del Toro, heck, even Eli Roth if they make sure he doesn't add a million F*** bombs in the script).
And Stephen King is a must-have on the writing staff. He's the most successful horror writer of All Time; they need to have him. Pay the man and his son whatever they ask for (which probably won't be that much) and have them work on the story for Season Three.
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