Author Archives: Jeanette

Resident Evil: Vendetta – Movie Review

Warning:  There are spoilers in this article.

It’s no secret to anyone who knows me is aware I am a huge fan of the Resident Evil video game series.  The same cannot be said for the live action “adaptation” films starring Milla Jovovich.  Though they featured many of the same characters from the game series, it was in name only.  My main problem with the live action movies are their complete disregard for the established stories, conflicts, and character histories that make the games so resonant and fantastic.

I much prefer the anime films which are more closely tied to and expand on the game series.  I enjoy Degeneration (2008) and Damnation (2012) so much that I’ve made them part of my DVD library.  When I first heard news of a third animated film called Vendetta, it instantly was added to my list of movies to see.  And that was before I found out it would mark the return of a character – Rebecca Chambers – who hadn’t been seen since the first two chronological games in the series.

I was even more excited to find out I would be able to see Vendetta on the big screen.  I purchased a ticket ahead of time on the site, FathomEvents.com, for a one-night showing on June 19.  This was something I had never done before, but it is a site I may go back to since they also bring older films back to select theaters for special showings.

I was pleasantly surprised by the décor of the theater – AMC Livonia 20 — showing Vendetta.  It looked much nicer and neater than the one I usually frequent – Star Southfield.  The one thing I was even more surprised about was that there was even a bar serving alcoholic beverages on the premises.  I’ve never been to a theater that featured such a thing.

As an added bonus, the theater had airplane seats that were quite cozy.  It wasn’t long before I settled in and waited for the film to start.  I was the first one there, but the place gradually filled with at least twenty to thirty more people.  I even struck up a short conversation with one of the movie-goers, whose husband was a bigger fan of Resident Evil than she was.  We didn’t exchange names, but I did find out the latest entry in the game series terrified her.

What made Vendetta even more enjoyable was that a documentary was shown prior to the actual film that talked about the making of the movie.  It even had the three main voice actors sharing their thoughts about the film.

Though I had seen a YouTube video depicting the first nine minutes of Vendetta ahead of time, the theater had such a good sound system that it made the opening sequence very creepy.  There were parts that were so explosively loud that it raised the tension level, especially when preceded by a quiet moment.   The sound of a gun being fired was at such a volume that it seemed like it had leapt off the screen.

Clockwise from top left – Leon, Glenn Arias, Chris, Rebecca

 

Joining the ranks of the many villains in the series is Glenn Arias, a bad guy with a tragic backstory.  In an effort to take out the notorious arms dealer, the government launched an attack on Arias’ wedding day.  Though he survived, he lost many of the people he cared about, including his new bride.  In retaliation, Arias went from dealing in conventional weapons to bio-weapons.

While it’s unlikely that Arias knew how to manufacture a new virus to threaten and potentially destroy the world with, he is quite the formidable villain.  I thought he was very similar to the franchise’s biggest baddie, Albert Wesker, but without the superpowers.  Arias is still a fast and spry enough fighter to give experienced soldier Chris Redfield a run for his money.

The movie’s fights are spectacular, especially for an animated film.  The mix of motion capture and choreography churns out some of the most amazing battles I’ve seen.

However, there were also moments that seemed a bit over-the-top and unrealistic.  For instance, seeing government agent Leon Kennedy shoot and take down a creature while leaning off the side of a motorcycle he’s driving on the freeway can’t be physically possible.

I also loved the story and the character arcs.  Each of the main characters is given their moment to shine, especially university professor and biochemist Rebecca.  Not only does she break up an argument between Chris and Leon, but she also reminds both why they’re in the fight against bio-terrorism.

One thing I found a bit iffy is that Rebecca becomes the damsel in distress in the second half of the film.  Arias abducts and attempts to woo her because she bears a strong resemblance to the wife he lost.  The mere fact that he believes she’ll reciprocate demonstrates just how psychotic he is.

Overall, I really enjoyed the movie – though I would have liked to know more about this new virus and how it worked.  Creating a strain that allows the host to differentiate between friend and foe rather than attack everyone in sight seems to be too complex for an arms dealer.  I’m inclined to think that Arias had help in this endeavor.

I look forward to more animated films in the future, especially if they match the caliber of Vendetta.  And it was good to find a new favorite movie theater in the process.

 

Photo credits:

Glenn Arias — https://images.nowloading.co/images/c_limit,q_auto:good,w_600/uvj7sycwjrjglfbsfrch/let-s-take-a-closer-look-at-the-player-characters-of-resident-evil-vendetta.jpg

Chris – http://scontent.cdninstagram.com/t51.2885-15/e35/15337152_1833873270157948_2646422972209823744_n.jpg?ig_cache_key=MTQxMjYwMjk1NDc1ODcyMjY0NQ%3D%3D.2

Leon – http://www.imfdb.org/images/thumb/f/ff/Resident_Evil_Vendetta_05.jpg/600px-Resident_Evil_Vendetta_05.jpg

Rebecca — https://i.ytimg.com/vi/C5uGdP_xtxo/maxresdefault.jpg

First Experience with Mass Effect: Andromeda

Note:  There are spoilers in this article.

 

Being an avid fan of the Mass Effect series, I had been looking forward to Mass Effect: Andromeda for what seems like forever.  Enough so that I couldn’t resist purchasing the Super Deluxe Edition to get twenty weeks of bonus content for the multiplayer side game.  As with Resident Evil 7 and Dead Rising 4, I was certain that Mass Effect:  Andromeda would not run on the computer I have.  Even more so in this case, since my PC is an i3 with only 6 GB of RAM and Andromeda required an i7 with 16 GB.

I still had to try, if only to cash in on the multiplayer content, but my PC became the Little Engine That Could.  I watched in awe as the game not only booted up, but actually ran without crashing.  I launched the multiplayer to collect whatever booster packs were available – I got an ultra-rare combatant and some nice weaponry in the process – before delving into the main game.  The picture is very grainy and there are a few minor bugs here and there, but nothing that really ruins the overall experience for me.

The story for Mass Effect: Andromeda is fairly simple.  You are playing as Sara or Scott Ryder, the default names given to a set of twins at the core of the story.  No matter which twin you choose as your character, the other still has a role to play.  You are part of an expedition to build a new home for humanity in a galaxy far removed from the Milky Way.  Such a task proves to be a challenge when it’s discovered that an unforeseen calamity has rendered all potential “golden worlds” uninhabitable.  It has also left the space station hub meant to be a waystation for colonists in dire straits.

To make matters worse for Scott or Sara, their twin is rendered comatose and their father, the expedition’s leader\Pathfinder, is killed at the end of the game’s first mission.  The task of finding planets to colonize and thus save thousands of people aboard the space station falls on the shoulders of Scott or Sara.


One of the things I love about Mass Effect: Andromeda is the character customization.  For my first outing, I picked the female Ryder twin, who I renamed as Claire.  The look I chose for her also determined the appearance of her brother and father.  The notion of having a non-playable character’s look be established by what is chosen for the main character is a feature I’d previously seen used in Fallout 4; I really dig the concept and hope to see it utilized in many more video games to come.

My character, Claire, and her father.

Though I had some idea of what to expect from having watched Youtube videos of the opening, I still felt like a out of my element at times.  The first thing that took some getting used to was jumping, particularly over long distances.  The game didn’t offer very clear instructions on how to leap over the more dangerous chasms on the first planet you explore.  I had to resort to trial and error and a lot of failed attempts before I made it across.

The next hurdle was in navigating the terrain.  I got turned around a number of times and was going in circles since there isn’t much deviation in the landscape.  The occasional fights I got into added to my confusion on which way I should be heading.  It’s a wonder that I even made it to a spot on the map where the story would advance.

It took me some time to get through the first mission, but all my roaming still yielded some discoveries about the planet I hadn’t seen in the Youtube videos.  Some landmarks I stumbled across got me inclined to think that this world will be revisited at a later point in the story.

Despite my eagerness to start exploring the next world to potentially colonize, I spent a good deal of time wandering around the space station hub – the Nexus – to talk to people and complete side quests.  After roughly two and a half hours spent “goofing off”, I finally ventured to the area of the Nexus where my character’s personal starship, the Tempest, could be found.  I might not have the best quality picture for the game, but I thought the ship looked beautiful when I first saw it.  In some ways, it looks nicer than the Normandy from the original Mass Effect trilogy.

The game crashed when I initiated a conversation with the Tempest’s pilot, but so far that’s been the only instance where it did.  There was no recurrence of this when I tried it again, so I gleefully surged ahead into the next part of the story.

Exploring the desert planet, Eos, came with its own set of challenges.  Soon after making my way to the planet’s surface, I uncovered a ground vehicle that could make it easier to get from one location to another – unless you’re like me.  As I’ve learned from many other video games that came before, I suck terribly at driving.  This largely led to me spending a half hour doing donuts around the derelict outpost where I found the vehicle or attempting to get up a very small hill with little success.  Part of the trouble associated with the latter was I couldn’t figure out how to shift from four-wheel to six-wheel drive.

After gaining access to and exploring an entire underground vault, I decided to shut down the game for the time being.  Mass Effect: Andromeda was set up so the game could be downloaded at the same time it was running.  I was disappointed when I saw the download, though near finished, had inexplicably halted.  I couldn’t figure out how to get it going again, so chose to cancel and restart it.  This turned out to be a mistake when the download started over from the very beginning.  I was unable to continue my saved game or access the multiplayer side game until it reached a certain point.  My internet connection isn’t the best, so it took two days to pick up where I left off.

As soon as I was able, I accessed the multiplayer game to participate in a few skirmishes.  I had no trouble joining a four-person team, but the load time to start the actual fight was unbelievably long.  After waiting several minutes to join in on the skirmish, I got a message saying my internet connection had been lost.  I subsequently tried a solo run.  While that one did launch after an excessive load time, I quickly got swarmed by the enemy units I was up against.  If that experience taught me anything, it’s to not stay in one spot for the entirety of the fight.

When I was able to resume the main game, I went about establishing a military outpost on Eos to serve as the first successful human colony in the Andromeda galaxy.  I then journeyed to another planet called Aya, where I met with the peaceful alien race, the Angara.  Sadly, this is where my fun came to a screeching halt.  After I recruited an Angaran team member, the game went into an infinite loading screen.  I thought if I gave it enough time, I would be able to carry on with whatever adventure came next.  After waiting nearly four and a half hours, I decided I would have to call it quits.  It appears I will need a new computer if I want to play out the rest of Mass Effect: Andromeda.

Until such time, I am determined to stay spoiler-free on what comes next in the story.  But the game has done such a good job setting up several mysteries with the antagonistic Kett alien race and the underground vaults built by an ancient species known as the Remnants that I will anxiously await the day where I get to see how the narrative plays out.   I can promise a continuation of my impressions of the game when that day comes.

©3/28/17

First Experience with Dead Rising 4

Note:  There are spoilers in this article.

 

Though Dead Rising 4 was released in December 2016, I was unable to play it until mid-March.  I had to wait until it was made available for my favorite gaming hub, the Steam Network, before I could download it.  Unlike Resident Evil 7, my resolve to stay spoiler-free until I could experience the game for myself was successful.

Like Resident Evil 7, I was certain that Dead Rising 4 would not run on my computer.  I chose to test it anyway and was pleasantly surprised when it booted up – although the load time for the starting screen took a while.  The only nitpicks I initially had were that shadows appear as distorted, blocky shapes, and there was a bit of a lag in the gameplay.  But that’s nothing that ruined the experience for me.  All I care about is that a game runs without crashing.

After the ending of Dead Rising 3 seemed to guarantee that there would be no more zombie outbreaks and that the story was over, the fourth game added another layer to the overall narrative.  In a lot of ways, Dead Rising 4 goes back to the roots of the series – it features photojournalist Frank West as the lead protagonist, takes place in the town of Willamette after a zombie outbreak has started, and has an intriguing mystery at its core.  It even lends some more depth to Dr. Barnaby, one of the antagonists in the original game who was responsible for starting the zombie epidemic in the first place.

One of the things I liked best about Dead Rising 4 is that, unlike its predecessors, there were no time constraints.  Instead of rushing through the game to solve the mystery before the clock ran out, I took my time exploring and killing zombies to my heart’s content.  I also love that the game brought back the option to dress the main character in a variety of wacky outfits, as well as create combo weapons and vehicles.  To take it one step further, Frank has access to a piece of military tech called an Exo-suit that can amplify his speed and strength.  In this outing, he throws cars at zombies to off them if he wants.  So far, I haven’t made much use of the Exo-suits apart when the game makes it a mission objective to put one on.  It is something to explore further.

While I encountered more than a few game glitches – my PC is old – nothing ruined the overall experience.  The one that really got annoying was when I undertook a mission to take out all the zombies present inside a pool hall.  Toward the end of the fight, the camera panned up to show a shot of some second story windows before a handful of the more aggressive zombies crashed through them; the camera angle remained fixed on the windows all through the ensuing fight and its aftermath.  While I worked out a way to kill the remaining creatures regardless, I was unable to exit the building since I couldn’t face the door.  Fortunately, this problem was corrected by loading the checkpoint given to me at the conclusion of the fight.

Apart from that glitch and the general lag in the gameplay, the other bugs I encountered regularly were seeing one or two zombies embedded inside a wall or walking into a room that is completely black.  I couldn’t see anything even with night vision enabled inside these black rooms.  While I enjoyed the game even with these glitches, I hope a newer, better computer will help eliminate them.

Overall, I liked the story developed for Dead Rising 4, but I also feel there are ways in which it could be better.  For starters, the character of Vick, one of Frank’s journalism students, didn’t live up to her potential.  In the opening chapter, I got the sense that she had a personal stake against the military group called Obscuris that was secretly creating and experimenting on zombies.  Had Obscuris taken someone Vick cared about for their experiments?  I was disappointed when this idea didn’t play out; Vick was simply a budding journalist out to write a prize-winning story.

I was also a bit disappointed with Calder, the “uber-zombie” hinted at during the first half of the game.  I remember feeling a sense of dread as I chased him through a train yard filled with mangled, heavily dented cars and then into the sewers.  I didn’t know what kind of monster to expect, but a highly intelligent former soldier decked out in an Exo-suit wasn’t quite it.  What made it weirder was when Frank caught up with Calder, the latter was, for some unknown reason, hell-bent on destroying the research that created him.

I felt that Calder and his motives could have been fleshed out better.  And if I had written the story, I would have had it so Vick and Calder were blood-related.  That would have made for quite the dramatic climax.

The ending to the main game still had its share of drama.  The final scene had Frank pulled from the rescue chopper by a horde of zombies and supposedly killed.  However, there has been news of an expansion pack called Frank Rising that will continue the story and have Frank striving to find a cure for zombie-ism before he fully joins the ranks of the undead.

I don’t know if there are any revelations that would allow for another game in the series.  Unless the company behind the Dead Rising franchise can come up with an intriguing, believable story for a fifth game, this may truly be the end of the road.  Whatever the future holds, I’ve definitely enjoyed the ride so far!

Despite my enthusiasm for Dead Rising 4, the game got pushed to the side for about a week in favor of Mass Effect: Andromeda – more on that in my next blog.

 

The Sims Experience

When I was much younger, I used to love seeing the stories I wrote come to life.  This usually entailed using my collection of My Little Ponies to act out the story, each of them representing a certain character therein.  Sometime during my teenage years, I obtained an obscure PC game that let the user create simulated stage plays.  I can’t even recall the title of it now, but it served as another way to bring my stories to life.  Nevertheless, my options were limited, and the stage play game even crashed when I made the dialogue for the characters too complicated.

Hearing news of a game called The Sims way back in 1999 seemed to be a dream come true.  It would allow the player to create a household of up to eight people and have full control over their actions.  While the original Sims game contained elements that its successors didn’t – such as children who remained perpetually young – it still allowed me to create physical representations of story characters I’d dreamed up over the years.

While each expansion pack released for The Sims enhanced the experience in some way, the limitations of the game would have made me tired of it sooner or later.  The announcement of its first successor, The Sims 2, solved this problem and got me even more excited to continue my forays into this world.

The Sims 2 surpassed the original game in many ways:  you could now have your starting family build a dynasty over generations, as Sims could now grow up and eventually die.  The game was more three-dimensional, and you were given more options of shaping a character’s look.  And what’s better, children would inherit their looks from their parents rather than not resemble them in the slightest.

When The Sims 2 was released in 2004, I fell in love with it so much that I gave up entirely on the original game and got rid of my collection.  This new versatility gave my imagination a workout.  Over time, I even formulated a couple stories through The Sims 2 that I may one day craft into a fiction story of my own.  And the option to create more realistic representations of my story characters added to my appreciation for The Sims 2.  So much so that I thought I would never tire of it.

As with the original game, each expansion pack released for The Sims 2 made the experience all the more enjoyable.  The option to send teenagers off to the college and follow their adventures there, allow families to adopt pets or start their own business at home, and to allow Sims to dabble in magic made it seem like there were no limits to where you could go with this.

I can’t recall why The Sims 3 – released in 2009 – seemed so much more appealing than its predecessor, but my addiction to The Sims 2 fell by the wayside once the newer game came along.  In retrospect, my decision to get rid of my Sims 2 collection is one I regret.  I was dazzled by The Sims 3 for the first few years, but my love for the series eventually soured.

The number of game glitches for The Sims 3 seemed to grow exponentially with each new expansion pack.  The one I detested the most occurred when I would play as a single family through several generations.  Whenever I tried to send one or more of the family members off on vacation or to college, the game would just freeze up.  This particular glitch demanded I delete whatever family I was playing as and start a brand new one from scratch.

I eventually got so frustrated and jaded that I stopped playing The Sims 3 and sold off the whole lot of it.  After more than a decade, I decided I was done with this life/family simulation game and thought I’d never look back.

Sometime late in 2015, I changed my tune when I purchased a copy of The Sims 4 that had been released a year prior.   At first, it was fun.  The Sims seemed more realistic than ever and their relationships and how they interacted with others could now be determined by their emotional states.  For instance, it is somewhat difficult to get a loner Sim and an outgoing Sim interested enough in each other that a romance blossoms.

I had created three different characters for the Sims 4, moved them into different houses, and began playing the game in earnest.  I had married each of them off and got to the point where each had a child.  Out of nowhere, all my saved data for The Sims 4 up and vanished.  I lost the three families I’d put some work into over several weeks and would have to start over from scratch.  I don’t have any explanation for what happened, but I was agitated enough to give up on the series once more.

Part of me wonders if the problems I experienced with The Sims 3 & 4 might not have been an issue if I’d had a high-end PC computer that would have made the glitches less prevalent.  But I may never bother to find out.  One thought that I’ve had percolating for some time is to repurchase The Sims 2 and its expansion packs since I never encountered any major issues with them.

I’ve been around video games enough to know that bigger and flashier games are not necessarily better than what’s come before.  My experience with the overall Sims series definitely proves this.

To sum it up:  Never discount the value of old-school video games.  They may hold more worth than something that looks like the best thing ever on the surface.

First Experience with Resident Evil 7: Biohazard

Note:  There are spoilers in this article.

As far as immersing myself in a brand-new game goes, Resident Evil 7 proved to be an interesting experience.  In the weeks leading up to its release, every new bit of information got me eager to begin playing.  Though it would not feature any of the established characters in the series – with one possible exception – I thought it would be refreshing to play as newcomer Ethan Winters, a non-combatant in search of his wife, Mia, who was believed to be dead for three years.

As soon as I downloaded the game on the more advanced of my two computers, I booted it up eager to start playing.  I was highly disappointed when the game crashed each time I tried to start it.  After three unsuccessful attempts, I determined that I would likely have to wait until I got a newer and more state-of-the-art computer before I could delve into the world of Resident Evil 7.

Despite my determination to stay spoiler-free, I couldn’t resist watching YouTube videos detailing the game and all its secrets.  While not the same as experiencing it first-hand, I still enjoyed the story, spooky atmosphere, and a few twists and turns along the way.  And I began to imagine ways in which this new installment ties in with previous games in the series.

I was resigned to writing a critical essay about Resident Evil 7 without actually playing the game.  But I was surprised when I found out on February 7th that the game would run on my more substandard computer.  I would liken it to trying to play a DVD with a VCR, but the game still ran all the way through without crashing.  I’m not sure what inspired me to try and start it, but I’m glad I did.

There were however several glitches present that made it interesting, such as a porch swing that looked like it was having an epileptic fit or seeing Mia’s hair literally flapping all over the place during a speedboat ride.  Perhaps the most disturbing glitch was seeing Ethan’s hands completely coated in blood before he’d even wandered into the dangerous house where much of the action takes place.

Examples of the game glitches encountered, and the perfect piece of toast in the bottom left.

In spite of the bugs, I still found the game enjoyable.  I’m glad to have gotten a chance to play it myself.  Since I’m someone who prefers to take their time and look around in detail, I observed quite a lot about the environment and what it tells about the characters.  One thing that I found humorous during my exploration was a perfectly-preserved piece of toast that seemed quite out of place in the decayed, moldy plantation where the game is set.

The villains, like the hero, are also new to the Resident Evil series.  In this outing, you must square off against the deranged Baker family – Jack, Marguerite, and their son, Lucas – and an evil genetically-engineered girl named Eveline who is capable of controlling people after she infects them with a mold-like virus.  There are moments where the Bakers seem to act of their own accord, so I’m inclined to think that Eveline’s victims come around to her way of thinking after a lengthy exposure.

On the other hand, Mia seems capable of fighting Eveline’s control, though she was the first to be infected.  This seems to suggest that Mia – and Jack and Marguerite’s daughter, Zoe – is more strong-willed or somewhat immune to the effects.  To clarify, Mia was part of a team in charge of transporting Eveline from one science facility to another when the latter somehow escaped containment.  This resulted in the destruction of the tanker they were aboard, which subsequently drifted into the bayou bordering the Baker’s home.

Not much is known about the Baker family and what their lives were like before Eveline entered the picture, but there are little things about their house or mannerisms that tell something of their respective backgrounds.  For instance, Lucas is quite skilled at engineering according to the trophies in his bedroom, though his journal entries tell that he was a psychotic killer even before Eveline got to him.  In addition, Marguerite’s biggest passion is cooking, but she gets offended because her meals, repulsive to normal people, are refused.  It’s hard to guess at Jack’s background, but it is known he is a former Marine.  Some of his hobbies may have included hunting or taxidermy.

You might ask what this story has to do with any of the previous games in the series, but I feel there are some interesting connections.  Perhaps the biggest setup for this scenario is tied into what Derek Simmons, the high-ranking NSA agent and main antagonist of Resident Evil 6, proclaimed in his final hours: “You have no idea what would happen if I die!”  As villainous as Simmons was – he did assassinate the U.S. President, after all – it is possible that he was holding a greater threat in check.  Just maybe, his demise paved the way for the organization that created Eveline.

Another interesting connection between Resident Evil 7 and its predecessors is how closely the Baker plantation resembles the Spencer mansion from the very first game.  A work order found in one of the plantation’s rooms reveals that the Bakers had hired an architecture firm named after the ill-fated George Trevor, the builder of the mansion.  It’s curious why the Bakers chose George’s style and inclination to create puzzle-based rooms meant to hide secret passageways for their own house, but there may be a simple explanation for this.  I think it’s possible the Bakers might somehow be related to the Trevor family; maybe they wanted to honor George’s vision.

There are also some oddities about this game that hint at a much larger picture.  For one thing, it’s curious how or why such a large ship went unnoticed for three years.  However, Ethan discovers some documentation inside a mine late in the game that indicates Lucas was somehow “freed” from Eveline’s control and was secretly monitoring her for the benefit of an unknown party.  It would be quite the twist if Lucas were one of the good guys despite the insane death traps he stages for some of the characters taken hostage by his family.

Even more puzzling is the military team who comes to the aid of Ethan (and Mia if she survived) at the very end of the game.  This team is aboard a helicopter that has an updated logo of the Umbrella Corporation, the corrupt pharmaceutical company responsible for starting the bioterrorism war.  What’s weirder is that one of the soldiers introduces himself to Ethan as Redfield, and the closing credits show Redfield’s first name to be Chris.

I am unsure what to make of this ending, but my imagination is in overdrive and my mind is filled with countless questions.  Is the Umbrella Corporation somehow back in play?  Are they the good guys now?  Is Chris Redfield, one of their long-standing opponents, really working for them, or is it just an imposter using his name?  I am certain these questions will be answered once Resident Evil 7’s expansion pack titled Not a Hero comes out in the spring, but I will be anxiously awaiting some resolution until then.

What I like most about Resident Evil 7 is how it uses the formula made popular by the early games.  There are puzzles you need to solve to advance through the house/game, limited inventory space that forces you to decide what to carry with you or store for later, and the requirement to save your ammo for when you really need it.  I failed a bit at the last one and was down to only one Magnum bullet and a limited amount of flamethrower fuel for the final fight; as if that wasn’t bad enough, I got eaten whole by the last monster when I stupidly stopped firing for a couple seconds.

All things considered, I didn’t do too shabby for my first playthrough, but I was really struggling to survive my third fight with a mutated Jack Baker.  Though I was sure I was going to get killed, I somehow managed to make it through in one piece.  In the end, I only died twice in the whole game.  And that was just on the easiest difficulty setting.  I shudder to think what the hardest difficulty will be like, but I’m not one to shy away from a challenge.