Monday, April 29, 2013

Strike to Burn Productions & Resident Evil: Red Falls

(for my first two eBooks, check out: www.amazon.com/author/jordanpage)


First of all, I want everyone to know that Resident Evil: Red Falls (which you can find the first two trailers at www.youtube.com/striketoburn1 -- and don't forget to subscribe, jabronis) is coming along slowly but nicely. From the first couple cuts that I've seen, I can tell that it's going to be the most passionate and serious-toned Resident Evil fan film that's ever been made; certainly, it's easy for you to say there's a certain level of biasness in my statement, but I think when you all see the film, you'll understand what I mean. Resident Evil: Red Falls--originally called Resident Evil: No Hope Left (based entirely on Resident Evil 6's tagline and viral campaign, which at the time made sense to follow suit)--is a project full of blood, sweat, and tears. It wasn't a film where a bunch of teens bought a few cosplay costumes from Amazon.com, bought some fake blood, and yelled "Action" with their parents' home video camera and ran around the woods with fake guns.

No, Resident Evil: Red Falls is much more than that. It's a risk. Not much is known of the story from the two trailers available on Strike to Burn Productions' YouTube page. But I will say this (not a spoiler): the film takes place after Raccoon City (*gasp!*); it takes place after Resident Evil 4 and Resident Evil 5 (*double gasp!*); in fact, you could say it either takes place directly before Resident Evil 6, during, or slightly after. And get this . . . prepare yourself . . . no characters from the video games are actually going to be in the film. That's not to say it's a zombie film with RESIDENT EVIL slapped on as its title to get more views; in fact, two characters (well, technically three; I won't say who) from the series actually have a big influence on the plot. Think of it as Halo ODST . . . but in the world of Resident Evil.

The characters in RE: RF are the would-be heroes (or casualties) if the perspective of Resident Evil shifted to lesser known characters (well, let's not kid ourselves here: they're--the characters in RE: RF--are completely unknown characters; but when you watch our upcoming film, you'll get the sense that they really do exist in that fictional universe) with less experience against B.O.W.s, but with realistic reasons for joining the B.S.A.A. nevertheless (or attacking the B.S.A.A., in terms of the villains).

As the writer of RE: RF, I really wanted to stay away from conventional fan fiction. Normally fan fiction consists of events that take place in Raccoon City. And when I say fan fiction, I don't necessarily mean fan films (because fan films means you need a camera and more than one nerd to act in your film; if you want it to be good, you need money; and if you want it to be better, you need talent; therefore if you don't have a camera, money, or talent, fans stick with fan fiction in the written form). All the fan fiction I've read (or have heard about via word of mouth) has been in Raccoon City, how so and so discovered this secret Umbrella station, or Wesker was actually here when those characters were there, etc., etc., etc. . . . Other fan fiction deals with what fans want Resident Evil 7 to be about, and since Resident Evil 6 just came out, I'm not sure what fans are wanting in the next installment. I only know that CAPCOM listens to fans as well as a genuinely interested ninety-nine-year-old person will listen to their great grandchildren's Christmas present list; that's to say they hear fragments of the wishlist, but ultimately they'll give your parents the money to buy the presents for you. Resident Evil: Operation Raccoon City and both the Wii's Chronicles--Darkside and Umbrella--are examples of this metaphor. ORC was an action, third-person shooter; both the Chronicles games were on-rails shooters. I consider that miscommunication between fans asking CAPCOM for remakes and CAPCOM trying to be risky (and misunderstanding what the fans are really asking for--they're asking for the same treatment CAPCOM did with the first game in the series [the GameCube remake] to also be applied to Resident Evil 2 and Resident Evil 3: Nemesis, and I'm certain fans--me included--don't want "improved gameplay, they just want remastered graphics) about the remakes which they're for.

Partly I blame fans for this miscommunication as well--and now I'm getting into the realm of fan films. Fan films aren't like fan fiction because there are limits, there are materials needed, there are people needed. Fan films are usually terrible. Ninety-nine percent of Resident Evil fan films take place in the Raccoon City Forrest. Why? Because trees are common. And they're free. But I think CAPCOM had mistook this budgetary decision a lot of fan film filmmakers make as a WE LOVE RACCOON CITY statement. Maybe that is true, to some degree. But those fans . . . I won't say they're "not true fans," because that's cliché . . . so how should I say this? I don't think they're contributing to the solution. I think they're contributing to the problem. The problem: CAPCOM's further descent into mediocrity . . .

. . . but I think Resident Evil: Red Falls will set a new standard for fan films, and hopefully push CAPCOM to . . . well . . . start paying attention.

I wanted to take the critiques I had for CAPCOM's flailing, dwindling had-once-been-survival-horror franchise, and apply them to my story. Now, granted. RE: RF is not truly a horror film. But it definitely isn't The Matrix (Resident Evil 5), and it definitely isn't Final Destination with 28 Days Later zombies and not-zombies-not-ganados-not-majini super zombies with machine guns, blades, and intelligence to fly helicopters (Resident Evil 6); instead, RE: RF is rooted in realism. Two films had a lot of influence on the narrative structure and tone of the script: The Raid: Redemption and the scene in The Dark Knight when Batman is interrogating The Joker while Rachel and Harvey are tied up in warehouses full of explosives. If you combine the two of those and add Resident Evil moments, terminology (such as the B.S.A.A.), and history (for instance, Wesker's death is mentioned in the film), then you can sort of piece together what RE: RF will be like.

Another reason RE: RF isn't like "other" fan films--and perhaps more essential--is that it has a great director (Travis Hayward: www.twitter.com/striketoburn), a passionate crew (that had multiple functions: www.imdb.com/title/tt2443852/?ref_=fn_al_tt_1), and nearly sixty actors/extras.

But enough about Strike to Burn Production's Resident Evil: Red Falls. The real reason I made this blog entry was to shine light on some other fan films that I find are really well made--or at least influential--or fun. (The following fan films are not in any particular order.)

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Resident Evil: Down with the Sickness (by FreddieW) - http://www.youtube.com/watch?v=Z6xJJMIifi8&feature=share&list=PL257C0C316CA9EB9C

Project Resident Evil: Operation Mad Jackal (by evilcrewproductions) - http://youtu.be/cD_Kxjgw5W8

Resident Evil 4 (Bentley Bros) (by Bentlyma) - http://youtu.be/HxVAQYpNmUQ

Resident Evil - REAL LIFE fan film (by BARBSTER 360) - http://youtu.be/wddmYcXIt2g

Resident Evil: Welcome to Raccoon City (by Likeabosstvnow) - http://youtu.be/8glGj04rwv0

Resident Evil VS Silent Hill (by Brettsk8) - http://youtu.be/iO-a4aGeyjY

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Finally, check out our two trailers:

Requiem-Action Trailer - http://youtu.be/2Yy0NUuGLoQ

"Eat Me Alive" Trailer - http://youtu.be/4maMmvTTBek

Friday, March 15, 2013

The Man from Beastland (an epic poem)

This poem is inspired by Robert Browning. Can you find the meaning within the madness?
 
 
 
I
 
And he did not wave a flag
as he came with sword in hand
No shield,
no armor,
just a point he had to make
No, not for goodness sake,
but rather
God—there, in the bends of space
Snow and ice could not mend his heart of spice;
never again will he feel alright
Come, come, come you all,
come and run and stumble and fall
 
II
 
A boy tried and died
Mermudo, the protector of man,
came from that of the sand of red
Like Adam,
like you,
like me,
never again will they take
Child from mother,
but rather the
Badness—away from the hypocrisy of fakes
Slow to learn, quick to lie
whenever there’s a curse in flight
Come, crumble the towers of man,
dark and bright and tall
 
III
 
And here are the lutes,
the trumpets,
the percussions and bells
Singing a song of sorrow
and hell instead.
The last gunslinger is dead.
“Lissen,” said the blind man.
“Is that what I cannot see?”
The oceans, the lakes,
the flowers and seas
Gardens of marvel,
legacy of creations beyond you and me
Then he said,
“You can’t stop what is there,
Even if you’re scared.”
 
IV
 
Now listen you dweller of evil. You tart soul
With nowhere to go,
no place to love or hate
Except what a Negro calls a spade
Listen to your heart that’s been left alone
For so long like a fire
without kindle
This here is a window
to darkness beyond dark
 
V
 
Arrows alit and hit his emptiness
Screams and groans with no course to take
Into the bone and marrow, poison ran amuck—and flames
Answers find us in the end unless we never start
No beginning, no end—listen friend
 
VI
 
Fiend—when will you drop the bottle of pills?
Between your lust and hate
Regret—can’t you see there’s no such thing as fate?
When we met you said, “I will love you until the end.”
 
VII
 
So, at the end of the road to the tower
he entered with his ego attached
No glory—but horror, eons of euphoric
rage—a contradiction he can’t feel
And in the dying light of day
he faded into the sage of nonsensical pain
 
VIII
 
And he spread his wings and sailed away
Through the highlands and the dead woods
No food, no water, not but hope for change
No, not for me—but for the soulless
World—there, in the trends of hate
Poe, a ghost, a phantom of neverlove and lies
never again will he feel the sun shine
upon his face, his skin, the taste
of the sun and its call
 
IX
 
A girl lied and cried
Bonita, the prettiest of them all
came from the rib of a man long dead
Like Eve, like you, like me
never again will they take
Faith from the kid who refused
Gladness of the products of the world
Fast to hurt, slow to heal
Whenever sticks and stones break
Buildings, houses, towers, and malls
black and brown and tall
 
X
 
And here are the curses,
the blasphemies,
the love of hell
Discarding the lust inside o’ you,
like a shotgun or turtle shell, broke
O’ Discordia, you’re such a joke.
“Maturin,” said the blind man.
“The fake one you all believe, more than
The emotions, the breaking levees,
the greediness over needs
Graveyards of prodigy,
legacy beyond legacies beyond you,” and
Then he said,
“You can’t stop what is there,
Even in the end.”
 
XI
 
You listen and learn nothing. You fat cow
You eat, you eat, take what isn’t yours
As big as a whale, beyond all of the lore
Cut out your heart and eat it right now
For it best to cut what makes you sin
It is simple—or choose darkness beyond dark
 
XII
 
Inlaid fleets attacked without cause
Killed the queen, butchered goats and cows—all the same
Spears ate through the walls and the gates by flames
One man screams with an arrow through his chest
No hope to live, no kiss from his love—it’s the end
 
XIII
 
Bleed—when the needle sucks it out
Between your veins; you’re nothing now
Relapse—can’t you see there’s nothing else to take
You said, “I hate myself,” before you died again
 
XIV
 
So, at the end of the road to the tower
He entered, he stumbled, he fell
End of Journey—no more story to tell
Nostalgia came over his soul and it told him to run
Away from the light under the door in the room
But his hand opened it; what he found was doom.
 
XV
 
And carnelian clay crumbles underfoot
Feet so tired of miles they were wont and bruised
The decision they chose was a vision to bear
When the cold comes in through the door in winter
And the smug through the walls of the hot days
When they won, they spread their sin everywhere
When the bold stand to fight against the whore and sinner
It’ll be won by the one written in the word of God
To defy the man from beastland who comes,
Who already came, already come
 
XVI
 
And the smoke drove out men,
Dead and gone, in beds so long; came
The sand under the door with the light
Whispering a journey too dark to bear
But who cares when the truth has no sight?
Or bearing—no staring from a man blind
Or hearing from a man too ignorant to listen
And the glistening of raindrops, and its rhythm
On the pavement, or the grave
And the corpse says, “You’re not living anyway.”
The man from beastland watched the
Fire burn down homes and buildings and churches
He watched the
Hooves of horses trample the departed;
the horsemen tear down flags with extensions of hands;
Them all mocking the cross and what it stands for
He watched the
Swords cut through the innocent instead of the wicked;
And the stabbers just laughed at their pleas for mercy
They teased and they teased, stickin’ it deep
Pretending to consider their cries of, “Don’t kill me.”
He watched the
Slaughter of children white, black, yellow, big and small
The curses that flung and destroyed so many walls
He watched as nobody lived, until death took them all
Until then, the Beast from No Land wasn’t there at all.
 
XVII
 
And his boot crushed a mooing crow on death
Under his foot, the crimson clay stuck like mud
No place to wipe,
So treaded on he went,
Let the feet of miles, yards and meters clean his sole
No, not his soul,
That’s still dead
“God”—he said aloud, “It hurts.”
To the deity he doesn’t believe, but says it anyhow
Never does he twitch or cringe at the surge of irony
“Come, come, come to me
I will eat and feast and bleed you dry.”
And they followed his many lies,
But he never followed his own.

Sunday, October 7, 2012

Michael Bay's Resident Evil 6

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?)