Tag Archives: Chris Redfield

First Impressions of Not a Hero & End of Zoe

I’ve been waiting a long time to play Not A Hero, an expansion pack, or DLC, to Resident Evil 7Not a Hero was originally scheduled to be released in spring 2017, but the add-on got pushed back to December because the production crew felt the game wouldn’t meet the expectations of the fans.  While I was anxious for answers to mysteries presented at the end of Resident Evil 7, I was also patient enough to wait for them.

My most burning questions centered around the soldier who claimed to be Chris Redfield, a veteran hero of the Resident Evil series.  Was it really him?  If so, why would he be working for a company calling itself Umbrella — the corrupt pharmaceutical company responsible for creating genetic-altering viruses and horrific monstrosities?  What was the meaning behind the DLC title, Not a Hero?

Early on December 12, I loaded up Resident Evil 7, eager to play the DLC that I expected had been automatically downloaded the day before.  I was surprised when I didn’t find Not a Hero listed among the menu options.  The only new title present was End of Zoe, a secondary DLC title scheduled to be released the same day.  I immediately shut down the game and searched for Not a Hero on my main gaming hub, the Steam Network.  It wasn’t listed there either.

I searched for answers online, and found one forum that seemed to indicate the add-on would only become available upon completion of the main game.  Not seeing any other option, I proceeded to play through Resident Evil 7 in its entirety.  This took almost the whole day because I kept taking breaks at various points.  The last thing I wanted to see after the closing credits was an ad for Not a Hero explaining how to download and install the DLC.

I was a bit aggravated to see that the desired title was now listed on the Steam Network.  I don’t know if it was made available at some point during the day or if my playthrough of Resident Evil 7 unlocked it.  In either case, I proceeded to install it with the intention of playing it the next day.

I woke up around 2AM on December 13.  Rather than try to get back to bed, I chose to begin playing Not a Hero.  I learned in the first few minutes of gameplay the main character is indeed Chris; he is voluntarily working with a new company called Blue Umbrella dedicated to fighting the horrors created by its namesake.

Not a Hero largely has Chris pursuing Lucas Baker, a sadistic madman and budding bioterrorist who had escaped capture during Resident Evil 7.  The DLC, as with the base game, is told from a first-person perspective, with the player experiencing the world through Chris’ eyes.  Despite checking out trailers and tidbits on what to expect, I went into the game largely blind.  I was very eager to uncover whatever mysteries and dangers awaited me.

Unfortunately, the lack of knowledge worked against me in several instances.  I acted like such a noob during the first few hours of my playthrough, it’s a wonder I didn’t get killed more than four times.

I believed I had a pretty good arsenal at my disposal to begin with.  A pistol, combat knife, shotgun, and several grenades seemed like they would be a good defense against the creatures lurking in the mines.  I changed my mind when I first encountered a variant of the monster that could regenerate and wouldn’t go down so easily.  I initially ran from it, then realized I had to go back in to retrieve a key needed to get to a soldier that Lucas had captured.

Trying to rescue said soldier didn’t go so well.  I unlocked the cell door and approached him.  The cave soon filled with poisoned air and started a death trap that Lucas had put together specifically for his prisoner.  Rather than take an air filter that the doomed soldier offered to Chris, I stupidly tried to make a run for it even though my oxygen reserves had fallen to 5%.  I was pretty much dead in an instant.

Once I retrieved the air filter and installed it, I was left with the problem of how to take out the regenerating monster in the cave where the key had been.  After futilely trying to find special ammo that would stop the creature from healing, I cheated and looked online for tips.  The answer was simple: go back to the main cavern and go through the green door to find a night vision filter and the needed ammo.

Upon going through what I thought was the right door, I found myself in a pitch-black tunnel.  But I didn’t let that deter me, nor did I think I was in the wrong place.  I blindly stumbled through the tunnel and proceeded to set off a variety of pressure-plate traps and tripwires.  Surprisingly, I didn’t get killed during this determined search for items.  I had just enough healing items to make it through in one piece.

I don’t know how long it took me to determine that the door I’d gone through was blue, not green.  Once I figured that out, finding the items I needed was a cinch.  The next challenge was to find my way back to the main cavern.  I found that turrets had been set up in the tunnels I’d used to get to this point.  Initially, I tried shooting the turrets to take them out — which didn’t work — and inadvertently used up the special ammo I’d collected.  My answer on how to conquer the turret obstacle was to run past them to minimize the damage.  Death #2.

When I loaded the last save point, I was given a tip on the loading screen to find an alternate route back to the main cavern.  Once I got through that segment, I returned to the blue door.  Finding my way through these tunnels went much smoother.  At least until I reached a room where another soldier had been taken prisoner by Lucas.  This area was loaded with laser tripwires and explosives.  My first not-so-brilliant idea was to lob a grenade into the room to neutralize the bombs.  Death #3.

Upon closer inspection, I found that it was possible to get through the room without setting off the tripwires.  I carefully navigated my way to the imprisoned soldier and initiated a conversation with him.  The next thing I knew, I heard Lucas taunting Chris over the intercom before the tripwires started rotating in my direction.  Death #4.

On my third try at this, I discovered that I needed to cut the power for the room before talking to the soldier.  This still didn’t save the guy, as he’d been outfitted with a collar bomb that was shortly detonated remotely.  Soon after the soldier was killed, Lucas activated an explosive he’d strapped to Chris’ arm at an earlier point in the game.  I was given a time limit to find some liquid nitrogen canisters to temporarily neutralize the bomb and remove it.  Death #5 occurred because I didn’t make it before the clock ran out.

Similar follies plagued me through the remainder of the game, and I believe I died a total of nine times.  While I was happy to make it through Not a Hero, I was left to reflect on my disappointment with the story.

It hit me, once I finished the game, that Chris is starting to develop a reputation for failing to save the team members he’s working alongside.  The same premise was used in Resident Evil 6 and the recent anime film, Vendetta.  At the very least, I would have liked to see this point addressed in Not a Hero — either through some inner monologue from Chris or through a philosophical debate between him and Lucas.

I feel that Chris’ failings is the meaning behind the DLC title.  It is possible that on some level he no longer views himself as heroic.  I have to wonder if this storyline is building toward something big.  I see two possible outcomes to this scenario: either Chris decides to throw in the towel and retire out of shame, or he encounters a situation that redeems him and possibly has him sacrificing himself for the greater good.

My dissatisfaction with Not a Hero was surpassed by the other DLC, End of Zoe.  The secondary game focused on Lucas’ sister, Zoe, who is infected with the virus present in Resident Evil 7.  The basic plot is that her Uncle Joe – an ex-marine – finds her and strives to locate a cure for her.

Joe is essentially a character who relies largely on his fists to take down the creatures standing between him and the means to save his niece.  My main nitpick with this scenario is the excessive number of locations where you can save the game.  In one area, I could barely take twenty steps before coming to another room where I could save my progress.

As with Not a Hero, I played End of Zoe on the easiest difficulty but didn’t find it nearly as much of a challenge.  Despite playing as a character whose specialty is unarmed combat, I didn’t die once during my first playthrough.  I feel that perhaps the easy mode was made too easy.  I hope that the medium and hard difficulty settings will put End of Zoe on par with the other DLC.  I would hold the secondary game in higher regard if that’s the case.

Overall, I feel that Resident Evil 7 and its add-ons opens up some interesting doors for the future of the franchise.  I look forward to whatever story comes next.

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 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.

My List of Top Ten Things Wrong With Resident Evil 6

In my August 2016 blogpost, I stated that the 2012 video game, Resident Evil 6, deserved its own list of nitpicks. It’s my opinion that RE6’s developers went way overboard in terms of content, and it resulted in one of the most flawed video games I’ve ever played.  Though none of the previous games in the series is entirely perfect, the one thing that they all have going for them is that they operated on a small scale.  Generally, each is limited to 1-3 main characters that the player can control throughout the game and take place in areas that are limited in scope.

2016-9Sept-Photo1

From L to R – Jake, Sherry, Chris, Piers, Helena, Leon, Ada (photo credit below)

RE6 upped the ante by giving the player their choice of seven separate characters to play – four returning from previous games and three newcomers – and having the action taking place in the United States, China, and somewhere in Eastern Europe, as well as on a submarine, a jumbo passenger jet, an aircraft carrier, and a deep-sea oil rig. I feel that both elements ended up hurting the game since more time was spent on their development than on crafting a solid story. (Photo credit)  As if the game didn’t suffer enough with its wider character selection and global scale, I found RE6’s many monsters either annoying or over-the-top.  If the developers had spent as much time working out the kinks in the narrative as they did designing the characters, creatures, and environments, the game would be much more enjoyable.

While I have my share of problems with this game, I don’t hate it as much as many players whose scathing reviews I’ve seen. I consider myself pretty open-minded, and one of the things I do like is how RE6 has four separate campaigns that each contain a piece of a much larger story.

Before I delve into a breakdown on what irked me the most about RE6, I’ll start with an overview of each of the four scenarios.  Government agent Leon Kennedy strives to expose the mastermind behind a string of outbreaks and teams with a rogue Secret Service agent named Helena Harper who was coerced into committing acts of terrorism.  Captain Chris Redfield of the Bioterrorism Security Assessment Alliance (B.S.A.A.) seeks revenge against a female terrorist who decimated a military team he commanded, while Chris’ protégé, Piers Nivans, strives to keep him from crossing the line.  NSA operative Sherry Birkin undertakes a mission to find and protect a mercenary named Jake Muller, whose blood may hold the key to neutralizing a new manmade virus that’s been unleashed on the world.  And corporate spy Ada Wong launches her own investigation when she discovers she will be made a scapegoat for these new acts of bio-terrorism.  For anyone who may not have played this game but would like to, please be warned that there are spoilers ahead.

And now, on with the list.

10) Leon has an insane amount of patience.

After being forced to kill the zombified U.S. President, Adam Benford, at the start of her and Leon’s story, Helena comments out loud that the President’s death is her fault.  Each time Leon questions her for an explanation throughout the first two chapters of their campaign, she continually makes excuses for procrastinating.  Even though he was close friends with President Benford and only just met Helena, I can understand Leon letting it slide once or twice.  But it’s a wonder he doesn’t lose it after she blows him off a total of five times.  What makes the scenario even more insane is that when Helena finally does reveal what going on, her whole character is called into question.  At the end of the second chapter, she discloses that she was compromised because her sister’s life was on the line.

9) Psychological trauma, what’s that?

Chris’ story kicks off with him going AWOL after the loss of almost his entire squad, trying to lose himself in a bottle as a means of forgetting.  Piers tracks his former captain down after six months have gone by with the intention of bringing him back into the fold.  Yet, the immediate response of everyone in the B.S.A.A. is to throw Chris right back in the field without any treatment whatsoever.  It’s even more boggling that Chris has any sense left in between coming off a serious drinking binge, suffering from PTSD, and later obsessively pursuing the woman who killed his teammates.

8) Might as well have a neon sign that says ‘I’m up to no good.’

One of the things I found most puzzling about Resident Evil 6 were the gargantuan humanoid creatures called Ogroman in Chris’ campaign.  For the sake of argument, I will say that RE6’s villainess, Carla, was the one who manufactured the enormous beasts encountered by the protagonists.  I will also assume that she wanted to keep her activities hidden from the game’s other villain, Simmons, so he wouldn’t swoop in and shut her down.  Yet she still tempts fate and blatantly throws several creatures that are larger than a two-story house at the military, as well as spearheads a bio-terrorist organization called Neo-Umbrella.  Since Simmons is a character who has government connections, likes to maintain order, and stay on top of things, it’s a wonder that Carla is able to operate unhindered for at least a six-month period.

7) The villains who wield far too much power.

I can understand the need for RE6’s game designers, after the apparent death of the series’ supervillain, Wesker, in the fifth game, to come up with a bad guy or two worthy of filling the void.  Yet both Carla and Simmons are able to get away with an awful lot.  Between the two of them, they lay claim to a total of three or four enormous secret facilities or bases, orchestrate a presidential assassination, destroy a U.S. city with a guided missile, cause not one but two massive outbreaks that kill at least half a million people, put a big dent in the forces of a global militaristic organization, manufacture one of the most destructive genetic-altering viruses present in the Resident Evil series, and almost bring about the end of the world.  On top of all that, either Carla or Simmons has an aircraft carrier, an oceanic oil rig, and a nuclear sub in their possession.  Dead or not, I imagine that Wesker has to envy these two for greatly outdoing him in the very game that marks their first appearance.

6) Daddy issues.

I consider Sherry and Jake’s campaign the most polished and straightforward out of the four, but I also feel that it held a wasted goldmine of dramatic elements that could easily have been brought into the story.  Midway through their campaign, Jake discovers that the father he’s never known is none other than the late Albert Wesker.  If it were up to me, I would have put more emphasis on how Jake deals with the revelation that his absentee dad was the world’s most wanted bioterrorist.  It would have been interesting to see more of Jake’s transition from a selfish, greedy soldier of fortune at the start of the game to a character who aims to be the antithesis of everything his father stood for.  Even the scene between Jake and his dad’s greatest rival, Chris, toward the end could have been better written and a much more defining moment, for both of them. Instead, Jake, who has shown hatred toward his father through interactions with Sherry, is inexplicably angry at Chris for having killed Wesker.

5) Carla shares Simmons’ obsession with Ada?

The source of the conflict between the two villains in RE6 has an interesting basis, even if the plot itself was not well thought out.  More than a decade prior to the events in the game, Simmons was deeply infatuated with Ada, to the point that he didn’t take it well when she left him.  He spent a great deal of time experimenting with genetics and harming countless people in an attempt to create a doppelganger.  He ultimately succeeded with his devoted lab assistant, Carla, who he brainwashed to behave like the real Ada.  This scheme backfired when Carla regained her memory and went mad with thoughts of revenge.  The one thing I find the most unbelievable about this whole scenario is that Carla makes no attempt to change her appearance once she remembers.  Throughout an entire game that takes place over a six month period, both Ada and Carla have hairstyles that are a perfect match. One could argue that Carla made sure she’d be indistinguishable from the real Ada when it came to framing her.  But given that Carla’s master plan was to destroy the world, why bother?

4) Time for a career change.

From the time of her first appearance in Resident Evil 2 in 1998, Ada has never been known as anything other than a freelance spy.  One can assume that she enjoys what she does or she wouldn’t still be at it by the time the sixth game rolls around in 2012.  While it’s puzzling why Carla even attempts to pin the latest string of terrorist attacks on her, there is a plot element toward the end of Ada’s campaign that makes even less sense.  A peek into Ada’s thoughts reveals that she intends to destroy any evidence that would prove she’d played no part in instigating the attacks.  Unless being labeled as a bioterrorist is some weird way of increasing her notoriety or deepening the pool of people looking to hire her, Ada must really be begging to spend the rest of her days behind bars if any law enforcement agency or the military ever catch her.

3) Zombies on a plane.

My explanation for the plane crash that occurs in chapter 4 of Leon’s campaign is that the game developers must have really wanted a grand spectacle to mark Leon and Helena’s arrival in China.  But the events leading up to it are just plain idiotic.  The buildup to this scenario is as follows.  Leon learns from one of his allies that Simmons is en route to China, and Leon and Helena book a flight in pursuit.  Sometime during the last leg of their trip, the heroes discover that the pilot has fallen victim to a virus and has mutated into a horrific creature that is infecting everyone on board, except for the protagonists.  The game’s biggest mystery is that it never explains how or why the pilot is targeted.  By this point, Simmons had just been made aware by Ada that Carla is on a rampage, so his focus had to be primarily on dealing with her.  And it’s doubtful Carla would set her sights on eliminating Leon and Helena out of nowhere since she pretty much ignores them throughout the whole game.  Unless there was an unknown third villain in play operating from the shadows, it would have been impossible for anyone to start an epidemic aboard a specific jet that had been in the air for roughly twelve hours.

2) Just die already!

Generally, I’m someone who likes a challenge and to square off with any game’s final boss that takes extra time and effort to triumph against.  But RE6 sets the bar ridiculously high when it comes to Leon and Helena battling against Simmons.  Within minutes of being exposed to Carla’s specially-made viral cocktail, Simmons mutates into an oversized canine-like creature and is seemingly stopped when he gets dragged underneath a bullet train that subsequently derails.  But it doesn’t stop there.  For Round Two, he transforms into a mutant T-Rex and seemingly dies again after getting pumped full of lead.  Round Three sees him go back to his first stage mutation and supposedly bite it when Ada stabs him in the side and drops him into a raging inferno.  For the final round, he becomes a giant housefly – God,I wish I was kidding about this – and is ultimately defeated after several lightning strikes courtesy of a metal antenna that gets stuck in him and getting shot by a rocket launcher. And yet what finally kills him is that he reverts to his human self, gets impaled on an obelisk, and bleeds out.  To say all of this is overkill is a vast understatement.

1) If the monsters don’t get you, the camera angles will.

One thing that annoyed me the most about RE6 aside from the many plot holes was a certain game mechanic that got me killed more than once.  Sometimes, when my character was running from something dangerous, the tendency of the camera view to shift by a 90 or 180 degree angle without warning often resulted in said character sprinting in the wrong direction.  This aspect was never more frustrating than when I was playing the last chapter in Chris’ campaign and had to run up this inclined spiral walkway to get away from a giant creature that was after me.  The game keeps track of how many times you’re killed, and in all other chapters, my death count averaged from 3-5.  For Chris’ final chapter, I got killed well over a hundred times before I got it right.  To give an idea, here is a video recorded by another player of the scenario in question.

For a game that has this many flaws, you might ask why I’m in the minority of people who don’t flat out hate it. I would say that as a writer with a very vivid imagination, I see ways in which those imperfections can be corrected.  I have even done so through writing my own What-If fanfiction stories.  I am currently working on an alternate take of the events in the fifth game, a story titled Tangled Web. And I have some ideas in store for a sequel to said story that will borrow the best elements from RE6.

And, whenever I get around to writing my planned fanfiction sequel to Tangled Web, I can guarantee a cooler climax than battling a giant insect.

Resident Evil illogical moments

Until the first live-action Resident Evil movie starring Milla Jovovich came out in 2002, I had never actually played any of the games. My general experience with the series was limited to watching gameplay videos online or reading the novel adaptations written by S.D. Perry.  I don’t favor the films since they are anything but faithful adaptations and have all the established characters from the Resident Evil, or RE for short, universe play second fiddle to an all-original character portrayed by Jovovich.  But the games aren’t without their share of problems.

While most of the games in the series have stellar stories, epic action sequences, interesting heroes and villains, and truly iconic monsters, there are also moments that don’t make any sense whatsoever if you think about it. Which I have.  What follows is my list of the ten most illogical things in the Resident Evil video game series.  I thought about including a moment from the latest main entry in the series, but there is so much wrong with RE6 that it deserves its own list.

10) Are the bad guys really this bored or stupid?

The opening for RE4 has government agent Leon Kennedy journeying to a remote area in Spain in search of the President’s missing daughter, Ashley.  Story-wise, I believe only two hours transpire from when Leon first encounters a hostile cult-like terrorist group behind the abduction to when he finds a random note written by one of the cultists.  This note not only acknowledges Leon’s presence in their village, but it also flat out states where Ashley is being held.  Given that the cultists have been hell-bent on eliminating Leon as a threat up to this point, it begs the question on why one of them would take the time to write this.  And, the note’s writer may as well have added an additional sentence: I’ll just leave this lying on a table where the intruder can easily spot it.

9) Fear of getting wet?

The water puzzle in the prequel game, Resident Evil Zero, where you have to move three crates to form a pathway over this rather small tank – simply to retrieve a valve needed to access a locked room, I might add – couldn’t be more ridiculous if it tried.  One thought that crossed my mind, as I was pushing the boxes into place, was ‘Why can’t Rebecca or Billy just swim across to get what they need?’  What makes it even more absurd is that this puzzle is encountered just after Billy pulled himself out of a waterway and hadn’t had time to dry off.

8) Shoddy containment measures.

One of the most curious aspects of RE5 is how many monsters are roaming about unchecked in Wesker’s secret facility.  While one could argue that the game’s antagonists unleashed the majority of them to deal with Chris and Sheva, the cages for the Lickers tell a different story.  The beasts are seen confined within a glass enclosure that they can, and do, easily break out of when the heroes are passing by.  There is evidence that at least three people have been killed by these creatures before Chris and Sheva even stumble upon them.  Given that the Lickers are one of the deadliest creatures present in the series, it’s questionable why even Wesker doesn’t take better care to protect his own staff from them.

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Clockwise from top left: Wesker distracted by Alexia; Resident Evil Zero’s crate puzzle; Glass cage for the Lickers in RE5; Chris preparing to punch a boulder; Rachel Foley running from a monster; and Ben’s prison cell in RE2. (photo credits at end)

7) Did the dogs really stay by the doors the entire time?

The first game in the series kicks off with members of the paramilitary organization, S.T.A.R.S., taking refuge in a seemingly deserted mansion after being chased through the woods by a group of zombified Dobermans.  The majority of the game centers around trying to find an alternate way out, as any attempt to exit through the front doors results in one of the dogs gaining entry to the house and attacking whichever character tried to leave.  It doesn’t matter what point of the game it is; the dogs are always there.  Why they stick around that area even when the S.T.A.R.S. members aren’t anywhere near the main hall is anyone’s guess, especially when there has to be something more accessible to hunt somewhere in the forest.

6) Wesker is far too easily distracted.

In RE: Code Veronica, the mainstay villain of the series, normally known for having remarkable focus and awareness, can’t seem to decide who to give his undivided attention to at various points.  During one scene where he has his mortal enemy, Chris, in a chokehold and is threatening to end his life, Wesker hears the game’s primary villainess, Alexia, laughing on a nearby computer monitor before the screen goes dark.  For whatever reason, Wesker throws Chris aside and immediately takes off to chase her down.  Yet later, when Wesker is actually fighting Alexia, he seemingly forgets about her and lunges toward Chris when he realizes the latter is present in the room.  As a result, Alexia nearly succeeds in setting Wesker on fire.

5) Turn off for the relentless killing machine?

RE3 sees Jill Valentine attempting to escape the doomed Raccoon City while also trying to survive against a genetically-engineered humanoid creature called Nemesis that’s been programmed to kill her and the other S.T.A.R.S. survivors from the first game.  Jill is relentlessly pursued by Nemesis throughout RE3 until a period where she is infected with a virus and requires a cure to keep breathing.  A man named Carlos, who isn’t even a S.T.A.R.S. member, comes to her aid by manufacturing the antidote she needs.  Even though Jill has been left unprotected and virtually helpless, Nemesis comes after Carlos while he’s on his way back to her.  Given that Nemesis otherwise dogs her every step of the way, this sudden deviation is very curious.

4) Must have found a plot hole to walk through.

During an exploration of the derelict, creature-infested police station in RE2, rookie cop Leon and corporate spy Ada come across a man named Ben who’s locked himself in a jail cell.  Ben states that he wishes to stay in there because he feels it’s safer than roaming the halls.  Later in the game, Leon is literally at the other end of the hall from the holding cells when he hears Ben screaming.  When the scene cuts to Ben, he’s seen being attacked by a particularly large monster that’s somehow gotten into the cell with him though the door is still shut and there is no other viable entry point in sight.  Even odder is that when Leon makes it over there less than a minute later, the creature is nowhere to be found.

3) How many members does this terrorist group have?

Much of the plot of RE: Revelations revolves around a bio-terrorist group known as Veltro and an investigation on whether or not they’re still active.  Several pairs of military teams are sent to investigate the cruise ships that Veltro had been using as their base of operations, only to find that each ship is overrun with mutated members of the terrorist group.  Ridiculously overrun, as there never seems to be any shortage of creatures around during the exploration of the primary ship, the Queen Zenobia.  During one battle, there’s even an endless supply of humanoid monsters coming out of the vents to replace the ones killed by the player.

2) How did she make it into the military if she’s this spineless?

The government organization known as the FBC, or Federal Bioterrorism Commission, featured in Resident Evil: Revelations seemed to have many promising agents to its name.  Three of the four who were featured most prominently – Raymond, Jessica, and Parker – seemed more than capable of keeping their wits in dangerous situations.  Not the case with Rachel Foley.  While it’s unclear how long she’d been an agent prior to being sent to investigate the Queen Zenobia, she immediately turns into a proverbial damsel in distress when faced with just one of the mutated creatures roaming the ship.  She even throws her gun at the creature when she runs out of bullets.

1) Chris suddenly becomes Hercules.

Even though I’ve seen the most outlandish moment in RE5 as the butt of many jokes on the internet, I still have to include it on this list.  During the game’s final battle, Chris Redfield’s idea of creating a safe pathway for his partner, Sheva, is to repeatedly punch a boulder three times his size to get it to move.  You would think that, after Chris stated in an earlier point in the same game that he’s no superhero and even exhibited signs of pain just from punching his arch-enemy, Wesker, in the face, there would be some hesitation before carrying out this daunting task.  Nope.  Not only does Chris rush in and start whaling on this giant rock, but he also gets it rolling aside in under 30 seconds.

Regardless of this list of criticisms, I am a huge fan of the video game series. What I like most is how the games have evolved with the times.  I love the puzzle-driven adventures released from 1996 to 2002 just as much the high definition third-person shooter style from 2004 on.  Each game, excluding the spinoffs of Operation Raccoon City and the Chronicles series, brings something unique to the table that sets it apart from the rest.  Whether you prefer the tense, fast-paced scenario in RE3 that forces the player to keep moving, the twist-around-every-corner story present in Code Veronica, the impressive cinematic fights involving Wesker in RE5, or even discovering the secret cause of the first outbreak in Resident Evil Zero, there is something to satisfy just about everyone.

And the soon-to-be-released RE7, coming next year, promises a new spin on the series. According to reports, it will be a first-person shooter and will return the series to its “horror roots.”  It is unknown yet what the story will be or if any of the previous characters of the series will even be present in this newest installment, but it is something to which I am very much looking forward.
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Photo credits:
1–Wesker distracted by Alexia
2–Resident Evil Zero’s crate puzzle
3–Glass cage for the Lickers in Resident Evil 5
4–Chris prepares to punch a boulder
5–Rachel Foley runs from a monster
6–Ben’s prison cell in Resident Evil 2