Resident Evil VIII Village - title

Village seems to be positioning itself as a sort of "greatest hits" of earlier Resident Evil games. I'm not sure it all comes together as well as Capcom must have hoped it would. Resident Evil VII Biohazard did an excellent job of modernizing the design philosophies of the original Resident Evil game. Map design, inventory and resource constraints, and the "fight or flight" nature of enemy encounters all perfectly re-captured the feel of the original PS1 classics, without all of the clunkiness.

Village maintains the exploratory map design of the original Resident Evil and of Resident Evil VII, but it also tries to port concepts and aesthetics from the Resident Evil 2 remake and from Resident Evil 4. The RE2 stuff fits well enough, but the RE4 influences just don't feel compatible with classic design philosophy.

The setting instantly reminded me of Resident Evil 4.

Clash of philosophies

Right off the bat, the general aesthetic screams "Resident Evil 4". The game begins in a small, rustic, eastern European village at the foot of a gothic castle. Just like in RE4, you're quickly ambushed by the monstrous villagers and have to desperately fight your way out. Resident Evil 4 replaced the traditional zombies of the series with semi-aware "ganados"; Village similarly breaks away from the traditional zombies, but this time, the monsters are werewolves.

Not long into the game, you'll start smashing crates to reveal hidden loot, and pixel-hunting along the walls and ceilings for obnoxious sparkling gems to shoot down and collect. Also just like in Resident Evil 4, you'll routinely get rewards of items and money from defeated enemies. That money and loot is used to buy items or upgrade your equipment at a shop, just like in Resident Evil 4. This is where the game started to break down for me.

Loot, ammo, and cash can be recovered from smashed crates or defeated enemies.

Giving the player rewards of in-game cash for defeating foes (and for wasting bullets to shoot glowing gems off of walls) completely changes the motivations of the player in how we deal with enemies. I'm no longer carefully considering whether to try to sneak past an enemy or run away, nor am I ever firing off a single round at an enemy's knee to stun or cripple it so I can get away without consuming more resources, the way I might in REmake2. Since every defeated foe returns some of the resources that I invest into killing it, there is no "fight or flight"; only "fight". The enemies stop being threatening or frightening, especially on the standard difficulty setting, in which ammunition is readily available and the monsters patiently await their turns to charge and attack.

Even inventory management is mostly thoughtless. The more linear, more action-oriented, and less puzzle-oriented design of the game means that key items and treasures are not put in your limited inventory, and there isn't even a storage box to keep excess weapons or supplies. Only weapons, ammo, and healing items go into your briefcase. Everything else has unlimited storage. Even crafting components have separate, unlimited storage (the only exception being the animals meats needed for the Duke to cook meals -- more on this later).

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I'm not a particularly voracious reader of fiction. Most of my reading is in the form of books and magazines about science or history. But I do try to squeeze in a novel here and there -- usually something from the canon of classics. I never write about them on this blog because I doubt I have anything of value to say about them. Besides, being predominantly a video game writer means that I lack the vocabulary for expressing critical opinions of non-interactive media. I struggle to get by with the reviews of movies and TV shows that I write.

However, I read a rather unique novel over the summer that I do feel I can discuss. In large part, my willingness to talk about this particular novel comes from the fact that this particular novel actually has an interactive element to it that makes some of my video game criticism lingua more applicable. The novel in question is House of Leaves by Mark Z. Danielewski, published by Pantheon Books in 2000.

I was introduced to this book by a YouTube video from Noah Caldwell-Gervais about the 2019 Blair Witch game on the XBox. Towards the end of the video, he talks about the conclusion of the Blair Witch game, which involves surreal, looping hallways. He goes on to talk about the recent fad of looping hallways, which has been seen in games ranging from Blair Witch to Layers of Fear to P.T.. He then talks about a novel which may have served as an inspiration for these games, and which attempts to simulate the feeling of being lost in a corridor (and the ensuing madness that it brings on) through the structure and organization of the text itself. This piqued my interest, and I promptly hopped onto Amazon and ordered a copy of the book. I was going to have a lot of downtime during the stay-at-home lockdowns of the COVID-19 pandemic, and needed something to help kill the time.

I was inspired to read House of Leaves after watching Noah Caldwell-Gervais' critique of Blair Witch.

Indeed, I ended up enjoying House of Leaves, which has become a sort of paradigm shift for me in terms of how the written word can engage the reader. For me, House of Leaves is a watershed work of literature, in much the same way that Demon's Souls was a watershed video game. House of Leaves is my first encounter with true "ergodic text" (unless you want to count the "Choose Your Own Adventure" books I read as a child) and has redefined (for me) how a textual work (such as a book) can go about engaging its audience, and how it can tell a story in a more interactive manner than other peers in the respective media.

It's impossible to discuss this book and its merits without going into spoiler territory. As such, there will be some minor or moderate spoilers in this review. I'll try to keep them as light as possible, but consider yourself warned.

Lost in the pages

House of Leaves employs several framing devices to tell multiple narratives simultaneously. At the center is a documentary movie, called The Navidson Record about a family (named the Navidsons) exploring a supernatural house that is bigger on the inside than it is on the outside, and which regularly changes its interior size and geometry in increasingly impossible ways. This movie is being reviewed and researched by a third party named Zampanò, who is writing a book about the documentary in the hopes of determining if the documentary depicts a real supernatural phenomena, or if it is the work of Hollywood trickery. Zampanò dies while working on this book, and his research is recovered by a third party named Johnny Truant, who attempts to piece together Zampanò's research and finish his work. Both Zampanò and Johnny become increasingly obsessed with The Navidson Record, and eventually go mad.

To further obfuscate the work, the introduction establishes that the original version of the work was a series of scattered pages, photographs, video clips, and audio recordings that were passed around on paper, VHS, and cassette tapes before being posted piecemeal to internet message boards in the mid-to-late 90's. The scattered documents were eventually collected by a book publisher and edited together into a single published work, which is implied to be the novel that you are holding in your hand.

Danielewski employs multiple framing devices to tell between 2 and 4 concurrent narratives.

Zampanò transcribed the events of the film into text, along with his own interpretations and commentary. Then Johnny reviewed Zampanò's notes, and added his own interpretations and commentary on top Zampanò's commentaries, while also maintaining a journal of his daily life (and decline in sanity).

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The Haunting of Hill House

Oh boy, this is going to be a tough one to talk about. I have very mixed, and somewhat polarized views of how this turns out, and as such, I'm struggling with whether or not I can offer a recommendation. The first five or six episodes are fantastic! After that, however, I really feel like the show peters out, begins to meander and run in place, and then kind of unravels in the end. Those first five or six episodes are so good, however, that I think I can recommend the series as a whole based on the strengths of its first half.

I can't discuss this show without getting into spoilers, so be warned that the further down you read, the more spoiler-y this will become.

A masterfully suspenseful start

Each of the first five or six episodes is told from the point of view of a different sibling in a family that is tormented by a summer spent in a haunted house. This structure creates a deeply textured and nuanced tapestry, in which each episodes recasts the events of the previous episodes in a new light. Giving each character his or her own episode provides us with a rich character study that helps us to understand each character's attitude when they all get together and the family drama gets rolling. All the while, the subtle supernatural elements create a building sense of intrigue as the mysteries surrounding Hill House, and the family's last night there, continue to mount and the plot continues to thicken.

Each of the first six episodes is told from the perspective of a different character.

I really love the camera work! Slow pans and zooms are used with excellent effect to draw out scenes and add tension and keep the scene mysterious. Sometimes, there's a creepy detail in the background. Other times, there's an ominous lack of anything creepy to see as the camera slowly pans from character to character across a room or down a hallway. In any genre other than horror, these labored camera movements would seem wasteful and pointless, but they really add to the atmosphere here.

The set design is also really great. The gothic Hill House provides an excellent and ominous set piece, but the other sets are also uncanny and unnerving in their own right, especially Shirley's funeral home. Around episode 6 or 7, I was really starting to struggle with reconciling the geometry of Hill House, and this is something that is paid off really well at the end of the series.

The geometry of Hill House becomes a source of unease as the series develops.

A meandering, incoherent ending

Unfortunately, the series faltered a bit for me after the sixth episode. At this point, all the characters are together in one place, and so no one character receives the focus of the narrative. The story starts to meander a bit here, while also running in place, as the intrigue that was so carefully crafted in the preceding episodes is squandered, new plot points and concepts are thrown at the audience, and old plot points and concepts just disappear.

...

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Now that Dark Souls is supposedly over (pending the inevitable DLC for Dark Souls III), it's time to wonder what new games From Software and Hidetaka Miyazaki might decide to make. Will they continue to make Souls-like games (ala Bloodborne)? Will they go back to older IPs like Armored Core or King's Field? All indications seem to point towards the company going back towards making mech games along the lines of Armored Core (though it may be a new IP).

I've played some of the Armored Core games, and I actually really liked some of the PS1 / PS2 - era games. But I would actually much rather see the company try their hand at something different. I'd like to see this company (under Miyazaki's direction) take a stab at a genuine horror game.

Hidetaka Miyazaki
Miyazaki has said that Dark Souls is likely over. So what's next for his company?

They've already played around with some horror concepts in some of the Souls games. Levels like the Tower of Latria and Valley of Defilement in Demon's Souls had genuinely frightening atmospheres. The Dark Souls games also had their share of some horror-inspired levels. Sen's Fotress and Tomb of the Giants have the pacing of a horror level. And of course, Bloodborne was a whole game inspired by Gothic horror and Lovecraft.

Granted, these games were all hack-and-slash action games, rather than genuine horror games, but ...

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Bloodborne title

Well, it's finally time for me to buy a PS4. I avoided it for a year and a half because there weren't any games that I cared to play that weren't also available on PC or PS3. But, since Bloodborne is a PS4 exclusive, and I'm a huge Demon's Souls and Dark Souls fan, I had to cave and buy the new console in order to play this game. Luckily for me, this game is good enough to be a console-seller, and I don't regret my purchase one bit!

Bloodborne - praise the moon
Bloodborne is finally here! Praise the moon!

Soaking yourself in the blood of your prey

Mechanically, Bloodborne does not deviate significantly from its Souls predecessors. Most of the controls are the same, and the game was immediately comfortable for me, being that I'm an experienced Souls player.

But the way that the game is played deviates significantly from the previous games - much moreso than Dark Souls deviated from Demon's Souls. The three Souls games strongly favored defensive gameplay tactics and a more cautious, patient style of combat. Dark Souls II tried to encourage faster, more aggressive gameplay by further developing two-handed melee combat, but that only applied to specific character builds and was only moderately effective. Bloodborne enforces an aggressive model as practically the only viable one.

Bloodborne removes the comfort and security of a shield and replaces it with a steampunk gun. The gun's range is limited by the ability to acquire a target lock-on, and there's no manual aim that I'm aware of, so you can't sit back and snipe enemies from a safe distance. Some of the functionality of the shield does carry-over to the gun though. For example, shooting an enemy as they attempt to attack you will stun them, and you can follow-up the "parry" with a critical "visceral attack". But since this is a gun and not a shield, you can perform this parry at range, which opens up some new tactical possibilities.

Bloodborne - rifle spear hunter
Bloodborne adds guns to the familiar Demon/Dark Souls formula, but still encourages aggressive, in-your-face combat.

And since you don't have a shield, you're going to take a lot more direct hits than you would in the previous games. In order to offset this, you can regain some of your lost HP by attacking an opponent immediately after taking damage and infusing yourself with their blood. Literally. There is a lot of blood in this game, and it will stick to your character and soak you from head to toe if you survive long enough.

These features strongly encourage more active and technical play, since you're more likely to survive by counter-attacking than by running away and hiding. You can't get away with just holding up your shield and tanking through levels with the basic 3 or 4-hit sword combos. You need to learn the more advanced maneuvers and techniques that the game offers, and you need to use them. This keeps the player in the thick of the action and the pace of the game on overdrive. It also adds a lot of apprehension, since you can't run around the level with a shield up in case an enemy jumps out at you. You constantly feel exposed and vulnerable. These changes don't necessarily make the game "better" than the Souls games, but they do encourage and reward better play. Both models are valid and fun, but Bloodborne does get the adrenaline pumping in ways that Dark Souls just couldn't [outside of PvP]. In fact, after playing Bloodborne, you may go back to Dark Souls (or Demon's Souls) and find that you're suddenly better at those games too!

Devil May Cry
Similarities to Devil May Cry abound.

In fact, Bloodborne's combination of guns, swords, trenchcoats, gothic horror, and brutal difficulty remind me a lot of the first and third Devil May Cry. While Devil May Cry encouraged melee combat by rewarding "style" points that converted directly to currency to pay for character upgrades, Bloodborne forces you into melee by making it a way to keep yourself alive! So it's more fundamental. It's doesn't get quite as fast and fantastical as Devil May Cry because the character doesn't have all of Dante's powers, and you have to deal with ammo restrictions. You can only carry a finite amount of bullets, so you can't go over-the-top with your gun or stay too far away from the action...

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A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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