For as long as the series has existed I've often found myself wishing
I liked the Resident Evil games. Despite revolving around so
many shared interests, and how I often get a good chuckle from the
movie counterparts, RE has simply never drawn me in. Part of the
problem is that I just plain suck at the series which subsequently
means there's little fun to be had when playing it. It's not
necessarily a matter of difficulty or suvival-horror tropes as I can
handle the likes of ultra-hard games like Ikaruga or scary
survivalist titles like Silent Hill. There's just something
about the overall design of the RE titles that leaves me
underwhelmed. Way back in 1998 I actually owned Resident Evil 2
and while so many others were lapping it up I was left in the gaming
dumps until I was able to buy the much better, and so much harder,
Final Fantasy Tactics. Every year around Halloween it's
natural to get a hankering for some scary games which brings me right
back to staring at this series I can't get into. This year I decided
to try and change all that. After 23 years I was going to beat a
Resident Evil game. So did I boot up any of the main entries
that are readily available on the PS4? Course not. Instead I sought
out a hated black sheep of the franchise. Naturally I’d love to
share the whole silly adventure with you all.
Starting up the game soon yields all
the usual series tropes, the dramatic menu voice, door opening
animations, all the classic monsters, and magnificently wretched
voice-acting. Even compared to the original the acting here is
absolutely ripe with poor mixing and characters either lacking or
expressing the wrong emotion for any given situation. The story at
least had a simple opening hook with the player taking control of an
amnesic survivor of a helicopter crash in an island town overrun with
monsters. Even with all these standard elements there were a few
differences that stood out.
The first change of note is how horror
is handled in this game. The general fear of any Resident Evil
title is whether or not there's a monster in the next room. As this
is designed to be a shooter the question becomes how many monsters
are behind that door? Damn near every room is packed with critters
with some of the bigger baddies showing up rather quickly. Depending
on how you go about it you'll be fighting giant spiders within
ten-minutes. Sometimes the player barely has a chance to avoid the
beasties with them being right up in your grill the moment an
environment loads. Some of the rooms even repopulate should you find
yourself backtracking. Combined with unlimited pistol ammo and the
focus is to deal with an onslaught of foes by taking out every one of
them rather than avoiding conflict.
While I mentioned backtracking you'll
rarely such a thing because the game structure is so much different
than its big brothers. The campaign is designed around focused linear
areas with occasional junctions where the player chooses one of
several branching paths. The effect on the story is minimal with
certain characters simply appearing less often depending on your
choices. However; certain items are only available down different
paths which means you can miss out on a few nicer pieces of equipment
depending on which branch you take. Thankfully all the primary
upgrades like the shotgun and magnum seems to exist at the choke
points. What this means for the player is that each environment goes
by much faster with none of the puzzles the core games are known for.
After nearly forty-minutes of play a
problem reared its ugly head. I'd been making good progress and it
was time to feed the cats yet I couldn't find a single save spot. A
quick search revealed something really bizarre. You can only save the
game when your character dies. What stays in your save file are all
of the weapons & ammo you've collected, not actual progress
through the story. That means you have to take this on in a single
sitting. I suppose this makes sense as it was designed around a more
arcade sensibility but this was still a poor design choice on the
developers part as the game plays so much better in short bursts.
You're always being kept on your toes, fighting one wave of monsters
after another, stretching that feeling for at least 90 minutes is
more exhausting than interesting. Nowadays a creative person can find
ways around this little hiccup which makes for a much better
experience.
As mentioned earlier the story starts
with the player controlling a crash survivor with amnesia. It doesn't
take long before he begins to piece together the situation. This
island town is owned and operated entirely by staff of the Umbrella
corporation, and he may actually be the heartless commander who
oversaw operations. Eventually he finds some kids who've manged to
survive and decides to redeem himself by getting them off the island.
Don't come in expecting any deep moral growth however as he remembers
the truth later on and has nothing to make up for. Just a decent
boring guy saving kids from monster island. And boy do I ever mean
boring as this guy seemingly forgot his personality in the crash.
Considering the branching paths some of the supporting cast barely
appear depending on which branch you take. On my main playthrough a
guy shot at me from a window while accusing the main guy of being
commander Vincent and there was no closure to that point whatsoever.
That same person can show up near the end but in my case it was the
nameless leader of Umbrella’s command squad. Most of the finer
story details are told through the typical files and diaries strwen
about the island (stationery sales must be through the roof) though a
number of these have glaring errors in grammar and spelling.
Clearly storytelling isn’t the main
draw for Survivor so what
about gameplay? Well it’s very straightfoward and almost acts like
a distilled version of the mainline RE titles. You walk around with
sluggish tank controls all while popping caps in monsters and
collecting items for personal use or to unlock the next environment.
It’s all very basic with
the most complicated choice being when to lower your weapon and run
to the other side of a room. Admittedly this strategic element
sometimes vanishes either because the location is to small to
maneuver around or because quicker enemies like hunters always block
your escape.
Let's talk about those monsters for a
moment. Most of the early franchise staples are accounted for be it
zombies, dogs, lickers, etc. Some can only be encountered down
certain paths so you can still have a surprise or two in later
playthroughs. There is one enemy type I believe is unique to this
game which is possibly one of the worst monsters ever placed in a
video game. About a half-hour through the adventure some Umbrella
commandos arrive to clean up the situation. In the introductory
cut-scene they seem to be regular humans. When encountered in-game
however they appear as these lanky, ape-like gimps who make wildcat
sounds, bleed green, and melt when killed. It's as if the development
team understood they should introduce something new and at the last
second someone yelled out “chimps in gas masks!” No way are these
critters keeping you up at night.
With everything mentioned thus far I
still haven't tackled the most important question; was I having any
fun? Actually... yeah, I sorta was. Don't get me wrong this game is
loaded with problems in all areas. The controls are sluggish, the
story is an absolute turd, there's tons of cheap hits steaming from
the small environments, and the item menu is one of the worst in
memory. At the same time the quick pace of the adventure coupled with
alterations to series formula such as having unlimited item storage
and pistol ammo made for a much more casual experience. In a way
Survivor is a better b-movie
simulation than its' bigger brothers could ever hope to be. Strange
as it may sound I found a sort of nostalgia for this game despite
never having played it before. Somehow it brought back the sensation
of camping out in my teenage bedroom with the rustle of trees
floating in through open windows. For an otherwise dumb game to
provide that sort of feeling, well there must be something deeper
going on with it.
Finally
we come to the big conclusion of the quest to finish and RE game. The
final area of the game is of course an underground laboratory
featuring the toughest enemies and a
Tyrant the player must go
three rounds with. At this point I had stashed plenty of grenades,
magnum bullets, and even shotgun shells should the former categories
not prove enough. Out of everything the grenade launcher proved to
be best as it would interrupt the attack animation of the final boss
who tried to stop players from fleeing via helicopter. As a reward
players are treated to one of the most ridiculous finishes to a boss
battle alongside possibly the worst ending line in gaming history.
When the two children ask what they will do now, our hero informs
them “I don't know, but
don't worry, we can fly as long as we have fuel.” Words to live by.
At last there was
a Resident Evil title under my belt. Not only did it feel good
to finally overcome this series but there's the extra bragging rights
of it being such an often disliked and forgotten piece of gaming
history. And despite all of the games numerous flaws the experience
was still entertaining enough that I booted up a second playthrough
to check out some of the other pathways while putting the more
advanced weaponry to work on weaker enemies. While it may not have
been a life-altering event playing this silly game on a cool
September night was the sort of unexpected element to help the season
feel complete.
Despite all the
bad press here in the states there must have bee some level of
success as the Gun Survivor series continued in different
iterations with different development teams. This first installment
was actually developed by a company called Tose rather than actual
Capcom staff. This little developer has been around for decades
working on all manner of games big and small including some of the
key RE games. Capcom would take over for sequels, one an arcade
cabinet shooter based off Code Veronica and another called
Dino Stalker which served as a spin-off of my beloved Dino
Crisis series. Finally Cavia would take over for Resident
Evil: Dead Aim and later alter the formula for Umbrella
and Darkside
Chronicles on the Wii.
Normally I wouldn’t care about sharing all of this with you but I’m
so impressed by how much history stemmed from something otherwise
deemed as a total failure. It’s like if the little engine that
could was also a chemical train that derailed right into a gated
community which, now that I think of it, would be a fantastic set-up
for the next Resident
Evil.
That’s
all I’ve got for you tonight folks. Got
a relatively busy weekend planned including a trip to Marshall, MI
for something they call Skeletonfest. I’m guessing there will be
skeletons involved. I’ll have a report on that up for you all in a
couple days, probably the presentation of mood tables next week, and
I’m gonna try and fit a regular update in for the site’s Super
Sentai fans. Right
now it’s a perfectly gloomy night to enjoy while devouring some
Indian food.