Sometimes I can’t put into words why Resident Evil 2 is my favorite game of all time.
But goddamn could the man take a rocket to the face.
Fan Project Resurrects Resident Evil: Outbreak's Dead Online
Sometimes I have to marvel at fans’ tenacity.
Though marching toward a full decade since its release two whole console generations ago on the PS2 — the Former Champion of the World, as you may well remember — fans of the highly experimental and hopelessly ahead of its time spin-off, Resident Evil: Outbreak, are not content to let the dead lie.
If you don’t recall this obscurity, Outbreak File #1 and its “sequel”/expansion File #2 took the traditional, fixed-perspective scares of the pre-Resi 4 titles and created a scenario-based, cooperatively online game — Resident Evil's first foray into the online space.
Outbreak featured a bunch of cool ideas that you know Capcom’s teams have been wanting to toss into the games for years. Pitting you and a handful of other survivors in the ongoing ruination of Raccoon City, the game was a meaner, more survivalist focused experience that forced item management, combat tactics, and even environmental defense onto your group lest you all faced the business end of a horrible, T-Virus induced death. Fight alone and you die alone.
The series did not persist. A number of staggering design flaws made sure Outbreak would begin and end at cult status (without the PS2’s HDD the game didn’t just have loading times, it had goddamn loading eras). This wasn’t helped by Sony’s admirable but lackluster first try at console-only online.
The servers, of course, have long been shut down. But one group of survival horror activists said, “To fuck with that noise.” Enter the Outbreak Server Recreation Project. Through the magic of the project’s custom servers, you’re able to actually play online with both File #1 and File #2… if you own the Japanese versions of the games, that is (emulators also work, but aren’t condoned by the group, mind you).
If you’re like me, Operation Raccoon City didn’t scratch that Outbreak itch (personally, it just bruised the area around the itch, then pissed on it… to heal the bruising?). Perhaps this attention, albeit small, may plant the notion in a Capcom exec’s head to kick around the Outbreak IP once more. Imagine what today’s tech could do with this concept. With the popularity of similarly themed games like DayZ and State of Decay, a modern day restart of Outbreak starts to click.
Ah, wishful thinking. We may have to settle for our nostalgia. But at least you can take that nostalgia online again.
The Father of Survival Horror Wants to Bring Scary Back
Shinji Mikami, the Japanese game designer heralded as The Father of Survival Horror since unleashing Resident Evil unto the world in 1996, says gamers are too inured against being scared these days.
"Not much has changed when it comes to instilling terror in the player," Mikami said, talking up Edge Online at this year’s Tokyo Game Show. “But people have got used to the tropes of horror and they know what’s coming next, so in that sense it is harder to make them afraid.”
Shinji and his newly constructed team at Tango Gameworks are sure as shit going to try to rattle your nerves, though. Their vessel is the promising, tensely atmospheric The Evil Within — a new survival horror game steeped in classic scares. According to Mikami, it’s not about reinventing the genre; it’s about digging up its roots and latching on to what worked in the first place.
Constant gunplay, sporadic Quick-Time-Events, mindless action — what’s become routine in modern horror games the likes of Dead Space and, sadly, current Resident Evil installments are being done away with in The Evil Within. Contrary to this generation’s teachings, survival relies on far more than a loaded gun.
"The scariest parts will be when you encounter enemies that cannot be killed with a gun," says Mikami. Instead, you’ll have to use your environment and quick thinking to trap chainsaw swinging freaks lest you’re looking to lose a few feet above your shoulders.
When Bethesda, Tango’s parent company, initially announced the horror title (under the name Zwei), Shinji stated it would be his last directorial effort. A year later and the designer, thankfully, has changed his tune.
“I don’t think I’ll ever completely stop doing creative work,” he said. “We’re a studio that makes things, and that means we need a leader who also makes things. So I don’t think I’ll be taking my hands off the wheel completely. I want to give younger staff the chance to make games – that’s something I’m very passionate about – but I’m not sick of making games or anything. I want to continue in a creative role. That will never change.”
ALL NEW IQB! “House of S.T.A.A.A.A.R.R.R.R.R.S.S.S.S.” - Based off of House of Secrets #92 by Bernie Wrightson. Artwork and concept by your pal Rusty Shackles.
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Resident Evil Remake’s Poor Sales Upped the Action in RE4
Survival horror just ain’t what it used to be. In Resident Evil's case — in which its modern titles each and all feature robust amounts of gunplay and even martial arts action (you'd slap me if I told you that during the PS1 era) — a marked shift away from its survival horror roots can be traced back to one pivotal turning point in the franchise's history.
Series mastermind Shinji Mikami recalls that it was the 2002 Resident Evil remake’s financial failure that goaded him to turn Resident Evil 4 into Die Hard with parasitic, pitchfork-wielding villagers. I understand; I was befuddled by this news, too. The game was lauded as a critical success, after all. But Capcom’s exclusivity deal that locked REmake onto the Gamecube (and, years later, the Wii) might go a long way in explaining the disparity.
"The Resident Evil remake is one of my favorites of the series too,” said Mikami in an interview with IGN initially about a totally different game (The Evil Within). “But it didn’t sell very well. Maybe there weren’t many people ready to accept that. Because of the reaction to the Resident Evil remake, I decided to work more action into Resident Evil 4.”
Had the remake sold well, RE4 would have been a scarier, more horror driven game says Mikami. “With Resident Evil 1, 2, 3, and all the rest of the series beforeResident Evil 4, I was always saying to the staff, ‘Scaring the player is the number one thing.’ But for the first time, in Resident Evil 4, I told the team that fun gameplay is the most important thing… That all came out of the commercial failure of the Resident Evil remake.”
Even after all these years, Shinji is still burned about RE4's dominance overREmake. “And then of course Resident Evil 4 sold really well. I have kind of a lingering trauma there, because the Resident Evil remake didn’t sell — much more than people would think.”
My, my, our RE creators are having themselves a walk down memory lane as of late. Not too long ago, Hideki Kamiya was reflecting on how he very nearly ruined the hell out of Resident Evil 2 (the game was restarted from scratch at Mikami and team’s insistence even though the original build neared 60% completion). Can’t wait to hear in another decade just what the hell went awry with RE5 and 6. Keep an eye out for that article come 2023.
That’s the front of the RPD building.
No, you’re not hearing me. THAT’S THE FRONT OF THE RPD BUILDING.
Universal Studios’ Halloween Horror Nights is bringing Resident Evil to life like the T-Virus reanimates a corpse. The attraction serves as an eerie snapshot of Raccoon City before a thermonuclear missile turned Umbrella’s favorite little sleepy town into a smoking crater back in ‘98. Much too much awesome. I can’t— I can’t see through this awesome.
Resident Evil Joins Universal’s 23rd Halloween Horror Nights
If you’re like me and a) Live in Orlando and b) Are goddamn nutso about Resident Evil, then the S.T.A.R.S. have truly aligned for you, friend (Christ, one more pun like that and my blogging privileges will be revoked for good; and I won’t even raise an argument).
Universal Orlando’s annual Halloween Horror Nights has chosen its final spook-house for this year’s event — Resident Evil: Escape From Raccoon CIty. Rather than filling a space with Milla Jovovich imitators wrapped in spandex, this attraction is a full-on collaboration between Universal and Capcom, drawing direct inspiration from the long standing horror games.
As such, visitors will be attacked (and killed) by an assortment of flesh-motivated zombies, undead canines (or Cereberus’ if you want a high-five from me), and razor-tongued lickers. Fight through Raccoon City long enough without soiling your skinnies like a Chickenheart and even the Nemesis will rip his way out of your nightmares for a guest cameo.
Michael Aiello, the creative director who’s orchestrated this year’s shrieking madness, says Resident Evil fits the festivities like a square crank in a square hole. “We were able to create incredibly elaborate sets that plant you right in the midst of Raccoon City’s apocalyptic nightmare, along with terrifying adversaries that will send them running.”
Capcom’s isn’t the only zombie teeming universe represented this year, either. Look (out) for scare-shacks based on AMC’s The Walking Dead (which takes you from Woodbury to the fabled prison), Joss Whedon’s The Cabin in the Woods (ghoulies galore here including, hopefully, the zombie redneck torture family), and the freshly cut Evil Dead (hail to the rebooted king, baby).
Halloween Horror Nights 23, held at the Universal Orlando Resort, kicks off September 20th and runs all the way until November 2nd (on select nights, of course). Get you some tickets hereabouts.