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#specifically the re6 version of leon just because
fuyoart · 3 months
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agent leon kennedy gets transferred to a secret base in the cheyenne mountains and takes orders from sgc to eradicate b.o.ws, in space.
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ovaryacted · 2 months
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Honest question, how do you think Leon would propose?
Love ya Nic, have a great day/night! ❤️
Omg, anon, I'm so sorry I haven't answered this until now even though I truly wanted to when I first saw it! I literally was grinning from ear to ear thinking about this and the different ways Leon would propose to his significant other. Thank you so much for this ask, it really made me happy. 🫶
Now, I think the way Leon approaches marriage will definitely depend on where he is in his life. He can be both attentive and intentional on the proposal itself, or he's more focused on the final product and ends up being an impulsive knucklehead. So I will break this down based on the different versions of him, and I hope you enjoy my thoughts on this!
RE2R - Baby boy, most definitely would be very considerate towards the whole process. I see him taking a more romantic approach despite being shy, taking their partner out to dinner, and spending a pretty penny on the whole thing. He'll get a bouquet of roses, take you to some nice restaurant in the city, and does some real corny shit like put the engagement ring in the dessert, or he'd actually get on one knee and ask you properly. Either way, I think this specific version of Leon would give you the sweetest most intentional engagement, and it would be more endearing because he's nervous the entire time and scared you'd say no but when you kiss him, he's all smiles afterward.
RE4R - Now Leon is a couple of years older with more life experience under his belt that he didn't necessarily ask for. If he was lucky enough to have a partner that he wants to marry, he would still be considerate enough to actually ask them but the proposal would be more intimate and personal. He'd probably take you to somewhere quiet and scenic, he'd want it to be more private and away from other people to ease his own anxieties. He may or may not get on one knee in front of you or decide on just holding your hands, but he would still ask you, or say that he wants you in his life for as long as he's here. Much more sentimental because he's an emotional type of guy, and he's the type to probably have the ring in his pocket instead of the case itself, but it is still a lovely gesture.
ID! - For sure goes back to his romantic roots. Similar to him in RE2R, I still see him doing the whole restaurant thing, but probably rents out an actual section in the restaurant so it's more private. He has the entire night planned, takes you to a nice exclusive dinner (cause duh), is very smug and corny about things, and woos you with his silly jokes before popping the question seriously. Afterwards, he'd take you to a nice hotel room with champagne and really treats you to a nice night out because it's what you deserve.
RE6 - Now at his age and with his level of trauma, it can go either nicely, or very impulsively. If he's intentional and wants that special moment, Leon will plan it out and do it properly. But I think it would be more realistic if he's impulsive, or just never finds the right way to propose to the person he loves. He'd come back home with the ring sitting in his pocket but wouldn't ask you for weeks. Every time he thinks it's the right time to propose to you, he either chickens out from asking at all, or he gets sent off on another mission and isn't able to come back for some time. He wants to do it right, really does, but he'll eventually grow impatient and just blurts out the statement like a dumbass. At least here, he'll probably say it when he's desperate, just says "Marry me" as he's kissing you over and over. It's embarrassing, but once he realizes he can't live without you and doesn't want to wait any longer, he will just say it because it's better if he did than if he never gets the chance to do it in the first place.
Vendetta - Good luck on getting him to ask cause he literally won't. The question may or may not slip out into a drunken mess of words that he won't remember in the morning, or you'll mention something about marriage and he'll brush it off. That man would not give one fuck about getting married when he literally doesn't think life is worth living. If you want to marry him, it will take a lot of convincing him that he's even worth the emotional investment. Leon wants to feel love and reciprocate it, but he's also scared that if he does get married, it'll turn into collateral so he would be less inclined to even want that.
DI! - A little more sensical than he was in the past, Leon at this point will either do a proper proposal, or he will unintentionally suggest that he wants to marry you. He's the type to buy the engagement ring the moment he knows he wants to be in your life for whatever is remaining of it, and he'll keep it hidden or tucked away for months, or carry it on him as a reminder to ask you one day. In a moment of weakness, he can also just pop the question as he's being with you in bed, loving you. His eyes will crinkle as he smiles, looking at you with so much affection that it'll probably come out as a hypothetical like "What if we got married?". You entertain the idea, not thinking he's serious but when he goes quiet after a second and gives you a bashful stare, you just say "You're not serious are you?", and he holds the ring in front of you like "Very serious". It's sudden, it's even a tad bit silly, but it's him and you can't help but say yes anyway.
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alicerosejensen · 10 months
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Please, since you are responding to requests now, then you may have a little specific text or headlines about how Leon ID, RE4, RE6, Vendetta (any one you like better) copes with the fact that the reader constantly abandons him for the fictional ideal of another man, but in the end always she returns to him, and Leon just loves her so much that he can't refuse her.
If it's too much for you, but please forgive and forget.
No it's fine) I fucking loved the idea. If the text comes out good enough, then maybe I'll even write the second part if someone likes it 😉
Who is she?
Warning: Reader asshole (I apologize); Fem.reader; cheating; Leon constantly forgives; unhealthy relationships; There is a barely noticeable mention of the age difference; Any version of Leon
Synopsis: Leon is tired of forgiving you over and over again, knowing that you always run away from him to another man whom you consider your prince, but when you are disappointed… maybe he should think about himself?
note: I don't think Leon could forgive cheating at all, and even if he did, it would only be once, but just let's dream a little. This man has so much shit that in some of the alternate universes we can imagine that he can forgive the reader.
English is far from my native language, so I apologize for all the errors.
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First of all, he was also tired of impermanence. Glass after glass and the beloved princess who is constantly looking for a charming prince again in his head becomes an innocent maiden with soft skin and not that ruinous mermaid who somehow constantly pulls him into her nets. Fingers hold a glass of whiskey in his hands and Leon sees his own reflection in the amber liquid. At the time, you could really be the same sea woman from the legends who drags sailors to the bottom of the oceans, but the trouble is that Leon is at the bottom of the bottle every time you think you have found an incomprehensible ideal in which you will definitely not be disappointed anymore.
Maybe it was your inexperience and young age? Leon remembers how he met you, and he didn't need much. Maybe one or two nights without commitment, without love, because in her heart lived a mysterious woman in red, who sometimes left paper airplanes with traces of lipstick after rare nights.
But you…
For some reason, you have sunk deep into his blood, and Leon himself could not let you go. Gentle touches, stroking your hair in a dream, it was as if he had returned to the skin of Leon's rookie with puppy eyes full of devotion in his gaze. When he nuzzled your neck, touching the skin with his lips, hugging you around the waist so tightly, but painlessly.
It wasn't even about sex, but rather about some kind of warmth and comfort that enveloped like a light veil. Passion was, however, Leon quickly left it in the background, making love to you his priority. Not just a physical attraction, but something more sublime. Just to lie together like this while you're texting someone on your phone, leaving him blissfully unaware that a replacement has been found for him.
"After all, you said yourself that you don't need love," you told him the first time he saw this fucking correspondence in one of the last chats when you were taking a shower. "And I want to be loved"
Then you stood in front of him in a towel with wet hair, while he clutched your phone in his hand, trying to suppress the desire to smash it on the floor. Last night you told him that you were fine with him, and later corresponded with another guy, telling him the same thing. Anger from resentment completely filled his soul. But you were right… He immediately made it clear that he didn't need a serious relationship, but didn't you see all his sincere affection afterwards? He gave you everything you wanted and treated you with such awe, as if he had fragile porcelain in front of him that needed to be taken care of.
And he let you go reluctantly, because it didn't occur to him that you needed those three simple words "I love you", which he didn't think of uttering even in a fit of passion.
The only thing Leon found solace in was alcohol and work that took away all moral resources. But returning to an empty apartment, he wanted more than anything in the world to see you, sleep and bask in the same bed or take you somewhere far away from the noisy city for a week to relax with him. However, his princess was with her Prince charming, which he unfortunately was not. Apparently Leon was some kind of antagonist of this story or just a minor character who is remembered when the plot demands it, because the princess soon became disillusioned with the prince who did not justify all her ideals.
And so history repeats itself… The mermaid swims out of the depths of the sea again to drag him to the bottom with her… It's a funny comparison considering that Leon himself lets you drag him to this very bottom. He forgave… It wiped away your tears, kissing your cheeks flushed from crying and pressed your body to his chest, holding so tightly as if you could fall.
You're so young. So inexperienced and probably a little touchy, so you ran away from him to some asshole who didn't appreciate you as the only flower in the whole wide world. Forgiving you was so easy.
You returned to him that was the main thing after which Leon was going to take care of you to the fullest, not intending to give you to anyone anymore. The relationship was the healing of his traumas. Leon did not even consider what happened between you cheating. There was just a misunderstanding, but now he was going to build trust with you. So as you lay on the crumpled sheets, his lips gently kissed your back. He liked the idea that he was no longer alone. That he doesn't need to live the worst moments of his life alone.
Therefore, returning home always made him look like a dog that was eager to see his beloved person to whom he was attached, and if Leon had a tail, he would definitely wag it so that he could demolish half the apartment.
"Why was it necessary to seek love from other men?"
Leon never considered himself the best partner in the world. Okay, maybe he really doesn't have enough free time to spend with you, but that never means he enjoyed being away from you! Gifts were just a way to make amends with you for his absence, but then he always tried to make up for lost time by inviting you to places ranging from expensive restaurants to a pleasant week-long romantic cruise.
But now, sitting at the table in his apartment and looking into your seemingly sincere tears with pleas for forgiveness, Leon remembers how you left him for the second time.
"What did you promise me?" His voice is ringing in your head, while a cold reaction, along with an indifferent smirk, leaves no chance.Finally, he raised his icy eyes to you, forcing you to remember all your false promises of loyalty to him. "How many times have you promised me that you love me, huh?
Do you remember this number yourself? because Leon is already tired of counting and forgiving.
Silence freezes between the two and only the sound of the heels of your beautiful expensive boots that he gave you not so long ago is heard. You walked up to him and a trail of your perfume enveloped his nose as your fingers stroked the back of his hand.
It is difficult to resist your feminine charms. Initially, Leon considered you the embodiment of a dream that he could reach. As a result, your game of "Love" turned out to be even worse than when Ada played with him. At least she was as honest with him as her secrecy allowed, and you...
"That the last suitor did not live up to expectations again?" sarcastically remarks Leon overturning the glass into himself, drinking the contents completely. "And my beloved princess is running back to the dragon's lair to start waiting for another stupid cute boy who, in her imaginary dreams, will be the one?" Alcohol does not dull the heartache that you brought him with your cheating.
"I'm sorry..." you whisper pathetically, gently grabbing his forearm causing him to let out a low chuckle "Please..."
"What is the number of times? The fifth?" The hand reaches for the bottle again.
Leon is tired of forgiving. Tired of listening to your vows of love and then finding texts with other guys and finding out that you go on dates while he risks his life on a mission.
However, Leon could not himself, he still loved you, but he could no longer forgive these endless antics. The second time, you ran away yourself, telling him that you had found the love of your life, leaving him completely discouraged and confused. That's just this "love" lived for only 2 months, and you couldn't take it anymore, running away from your new lover back to him. Crying, drunkenly clinging to him, and no matter how he was offended by your mean act, Leon's nobility did not allow him to leave you in trouble... Of course, he loved, of course, he wanted you to be there, so when you sobered up and looked at him with such sweet eyes full of tears and sincere remorse for the mistake you made, Leon didn't have the strength to give up on you.
In order for him to forgive, it was only necessary to snuggle up to his back, hug his stomach, sniff and say that you love him very much. You just made a mistake.
Exactly the same scenario was repeated for the third and fourth time, with the only difference being that Leon himself saw a chat with guys on your phone. The last time, he even waited out of interest to see if you would tell him about your subject sighing or if he would have to catch you red-handed again. Fuck, even Ada didn't play on his emotions like that. In the end, Leon decided that he had had enough.
But here you two are again. An endless cycle of cheating and forgiveness.
Part of Leon knew he shouldn't give in to you, but it was so hard to say no. It is already impossible to atone for such an act, and Leon rightly does not want to listen to sweet speeches again, trusting them once again so that in a couple of months he will start licking the wounds from your separation from him again.
"I made a mistake. Again," you said softly, and Leon even ignored you for a while, thinking about something of his own.
"A mistake?" Leon looked at you in disbelief. "It was a mistake the first time. Then I humbled myself and forgave you the second time, but the third, fourth and fifth? Are you serious?!"
"I'm sorry…I'm so sorry."
Oh, those sweet cheeks of yours and tearful eyes that could destroy any defense of his broken heart. You always speak so sincerely that Leon does not understand if you are a good actress or if some kind of chemical chain is really going on in your head, because of which you are constantly looking for love on the side. It's always not enough for you, but for some reason you sleep with him, eat, live, whisper beautiful words and even make ill-conceived plans for children. Casually and more in jest than seriously, but these conversations were!
The problem is that he loves you, but your feelings for him are like a cigarette. And only ashes remain of them. With each new attempt, he wanted to believe that it would be just you and him, but there was always someone else. And Leon just doesn't know where to put himself. Clumsy in the relationship, he didn't even notice or didn't want to notice your manipulations, but looking into your eyes, he wants to forgive you again and again, giving another attempt to start over.
But there is a limit to everything.
"Leon…" a gentle, even voice interrupts the silence. He could dream about you for the rest of his days, thinking that somewhere in your heart there is still a real love for him. Therefore, when he looks up at you again, he feels only bitterness and sadness.
But what can you know about his sorrows? And yet Leon is not surprised by your presence here. You say you missed him, but this time he wasn't going to believe it.
"What do you want this time?"
"You" you answer without the slightest delay, watching as he drinks another dose of alcohol. "Only you. I know I hurt you, but now everything will be different!"
Finally, a sarcastic grin touches his lips. This makes you feel uncomfortable and your stomach seems to curl up inside, telling you that he is so tired of these toxic relationships that he no longer wants to get involved with anyone.
"Are you serious?!" Leon laughs, twirling the glass in his hands. "Where did that prince go? Believe it or not, I'm not even interested in what happened to you this time because you came running to me again to cry and ask for forgiveness. I've had enough of this shit. I'm done"
He already said this last time, but now you bite the inside of your cheek, taking an empty glass from his hands, pushing your fingers into his palm, hoping that tactile contact will give you the advantage to bring everything back and correct all mistakes.
Because of this, Leon head and heart are in conflict again. The desire to be with the woman he loved unrestrainedly was even stronger than Ada was attracted to, but his mind told him that it would be stupid. Even when you knelt down next to him.
"Please believe me. I understand how much pain I brought you, but I realized a lot. I don't need anyone else give me a chance to fix everything!"
"I really want to believe you. If only I could," he said before kissing your palm in his hand. "Not after all your games"
"No more games," you honestly admitted, trying to convince him.
As if it were true. He does not want to check your phone for the presence of questionable correspondence, looking through the texts of forwarded messages with lovers. He was annoyed by the thought of it, but he really still loved you. Besides, Leon didn't want you to get away with it anymore.
"All those meetings… they didn't really mean anything to me. But I only realized it now."
"You already swore to me in love, swore that those men meant nothing to you, but I always caught you and we went back to where we started. If it didn't mean anything to you, why were you always looking for love on the side? Looking for it from other men when I tried to give you everything you wanted?!" Leon lowered his gaze, looking at you with bloodshot tears. "I don't want to take it anymore" He said before grabbing his glass and taking another shot of whiskey.
"This…it was all such a huge mistake of mine. Foolishness."
"Foolishness?" He grinned and his beautiful blue eyes darkened with anger, "Maybe you just don't know how to be faithful? I forgave the first time because we had a condition that we only sleep, but when it turned into a relationship… I had the strength to accept you for the second, third fucking fourth time, but if you think I'm blind and stupid, then you're very wrong. Look for your ideal further since you haven't seen my kind attitude towards you under your nose!"
Alcohol flows through his veins causing the pain he felt to subside a little. His voice broke and Leon bit his lip, not wanting to say more, but here you are clinging to his back with your arms wrapped in a tight ring of hugs endlessly begging for stupid forgiveness.
"Why couldn't you just love me?"
"I love." Your voice almost turned into a plea when you saw that he was giving up. He let those hugs envelop him, but it didn't get any better. "I will never again… I will never betray you. Please believe me."
He would like to… however, he knows that these words are likely to be followed by another knife in the back. Your hands are too warm and it reminds Leon of those happy moments when he did not remember about your love affairs. About those moments when you were just together.
But then Leon stands up to his full height and you literally rush to him in the hope of that very forgiveness. Looks at him with puppy eyes, forcing him to press his cheek to your crown, feeling his beloved and such a native smell. And it was no less pleasant to respond to your kisses. Leon was just basking with you for a while, maybe because of a drunken fog in his head. The words of love were so tender, sweet and poured like honey into the ears, actually being poison. He could even spend the night with you in this state, but there wasn't that much alcohol in his blood.
"I'm sorry, I'm sorry." you grab his face by stroking his cheek with your thumb and for some reason he touches your nose with his nose, smiling sweetly. "give me another chance. The last one."
Leon presses against your forehead, pulling your hands away from him, and grabs your face. Not violent, no. But at the bottom of the sapphire eyes you see darkness. One move of his, and the thin neck will clearly break under the influence of his power.
Leon hates that feeling. He hates that you know what power you have over his feelings and heart. You need a couple of affectionate words, a puppy look and gentle hugs so that he digs into your lips with a rough kiss, to which you will respond
"It was the last chance." He said that when he pulled away from your lips, part of him knew that he was making another mistake "Damn it, you better live better according to every word you say. Because if I forgive you, I won't go through this rubbish anymore. Do you understand?"
Leon closed his eyes and exhaled, although he realized only at that moment that he was holding his breath. It was nice to feel your soft lips, even in a moment overshadowed by a broken heart.
"I love you," he whispered, hoping that this time it wasn't simple words that could easily turn out to be unrequited.
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sapphire-weapon · 9 months
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Hi! Sorry if this counts as shitstirring... But you got me thinking... Do you really think that someone really needs to play the games in order to fully understand the story? Or is watching them and reading up on them enough? Thanks, and sorry!!!
Don't be sorry. This is a valid question that deserves an honest answer.
There's nuance to this. This isn't just a simple "yes or no" question.
Do I think that you need to play the games to understand the story? No, I don't. Resident Evil's story is not difficult (though, you'd never know that, looking at the fandom). It's very easy to watch the games and movies, go "ok I got it", and move on.
Do I think that you need to play the games to be considered an authority on the canon? 100%, absolutely. And I'll tell you why.
We spend a lot of time talking about narrative direction and storytelling devices and the use of tropes and cinematography here on this blog, but the one thing that we really need to keep in mind at all times is that Resident Evil is a game first and a story second. This has been the design philosophy since the series's conception. This is why RE4 OG's story was slapped together in three weeks. This is why RE5 was the way that it was. This is why RE7 is what RE7 turned out to be.
The narrative of Resident Evil is not something that exists separately or divorced from its gameplay. In fact, the opposite is true. RE's story is not only influenced by its gameplay, it actually -- in some cases -- is directly written as a result of its gameplay.
I've talked about the story behind RE4's development before, but.
Was RE6's story borderline incomprehensible, and did it jump approximately sixteen sharks? Yes. Was that the main reason why RE6 failed? Absolutely fucking not. Not even close.
RE6 turned out the way that it did because RE6 was developed and released during a time in which the biggest moneymakers in the AAA game space were brown & bloom multiplayer shooters. Capcom wanted in on that gravy train.
RE5 sought to take the award-winning formula that RE4 developed and add a multiplayer element to it in order to initially chase that trend, and RE5 for a very long time was the highest-selling Resident Evil title ever made.
Capcom looked at that and took it to mean that it was RE5's added multiplayer element that made it so successful. They weren't exactly wrong, either. RE5, for a lot of people, was like a version of RE4 that you could play with your friends.
Wesker was not killed in RE5 because Capcom thought it was an appropriate time narratively to kill him. Wesker's death was a symbolic one -- it was the death of the "old" Resident Evil -- the death of the slow, plodding, single player experience that the entire AAA industry had convinced themselves was no longer viable monetarily and not what players wanted. This was especially true for RE, after the unprecedented success of the more action-focused RE4 changed the entire third person shooter genre forever.
By the time we reach RE6, Capcom is all on on this. Three campaigns, all with co-op, all of which play differently. Chris's story is what Chris's story is in RE6 because Capcom knew that most players were probably going to reach for his campaign first, considering he was the protagonist of the most recent release and, therefore, the most recognizable to players who maybe weren't necessarily super familiar with RE. They specifically wanted Chris's campaign to feel like a traditional third person shooter in order to get new players hooked, because Capcom was convinced that that's what a majority of gamers at the time in general wanted.
Leon's story is what Leon's story is in RE6 because it was designed specifically to cater to people who loved RE4 and would reach for him first over Chris. So, they gave Leon a female partner (Helena in place of Ashley) and a slower, more traditional horror setting (while still being action-oriented), and they tried to kill two birds with one stone by having Ada running around and also being the damsel in distress, so to speak, to replicate the "save the princess" plotline from RE4.
But the biggest issue with all of this was that it turned the design philosophy of the game into "how can we sell this?" over trying to just make a good horror game -- and it showed. Capcom cut a hell of a lot of corners in terms of pacing and level design and enemy design and enemy variety in favor of focusing on the combat system (which was never adequately explained and had its nuances lost on approximately 80% of the playerbase), the netcode, and making the game's story as easy to consume and digest as possible while chasing specific market trends.
RE6 didn't go super hard on Aeon because the writing staff was just so ~dedicated to the ship~. RE6 went hard on Aeon because they wanted Leon to look heroic and save the girl just like he did in RE4 but didn't want to create another Ashley after how universally hated she was. Knowing that is how I say so confidently that Remake is retconning Aeon -- it's because the ship itself was never the point. They used it as a gameplay contrivance that they thought would help sell RE6, and it blew up in their faces. So now they're trying something new.
The actual experience of playing Resident Evil 6 was downright miserable to a vast majority of the fanbase because it was a soulless, hackneyed mess that didn't even have the decency to bother giving itself a spooky atmosphere. It was an uninspired series of long hallways filled with bullet sponge enemies and literally nothing else.
So, when the story was stupid and fan favorites like Leon felt like they got screwed over on top of all of that because the same design philosophy of "make this as mass marketable as possible" bled into the story from the gameplay, that was just the shit icing on the shit cake.
People probably would have been much more forgiving of RE6's story if the game design itself was better. Or, conversely, people would've been much more forgiving of RE6's game design if the story was super compelling.
But RE6 was neither.
And so RE7 was Capcom's way of trying to re-learn how to do pacing, level design, and atmosphere. The gameplay was the most important thing. That's why they didn't even bother using the legacy characters and created Ethan and the Bakers. The legacy characters would've been a distraction. They had to fix things one step at a time: gameplay first, story second.
That's why RE7 is RE7 and why we have only seen Leon in CGI movies and not games since 6 (Remakes not withstanding). RE7 fixed the gameplay, and Vendetta, ID, and DI served to reconfigure and redefine Leon's character, and I'm more than sure that they're going to try to finally blend those things together in RE9.
And if you don't play the fucking games, and if you don't fucking understand how the games industry works, you're not going to have any of that fucking context going into your meta analysis.
That's why braindead motherfuckers in this fandom look at that stupid remark made about how the one director thought that Leon and Ashley holding hands during RE4make's gameplay made them look "too close" and they read way too much into it -- it's because the spoken words of the directors are all they have to go off of, and they don't realize what a bad gameplay decision having Leon and Ashley hold hands would have been.
If you don't play the fucking game, you don't know that the half-second it takes for Leon to switch from his knife to his gun can mean the difference between taking a hit or not -- and so you would have no reason to think of how annoying it would be to add yet another half-second delay to Leon drawing his gun if he had to disengage from Ashley first. If you fuck with the normal gameplay loop with something that only happens when Ashley is with you, it will make the player start to resent Ashley, and that's the opposite of what the devs wanted to do -- which is what the fucking conversation in the interview was about in the first place!
That is far more likely the reason why the handholding was cut. And while that decision was being made, it was probably pointed out that having them hold hands made it look like they were on a date -- and that's absolutely not the tone/atmosphere that this game was going for. That is far more likely what was meant by "too close."
It had nothing to do with ensuring that the players perceived Leon and Ashley's relationship as platonic. It had everything to do with tone and atmosphere and the pacing of the normal gameplay loop. It's just that "*juts a thumb in his direction* This guy thought it made them look too close" was a way fucking easier explanation of what they probably thought was a really fucking unimportant anecdote about a character animation that didn't matter.
But if you don't play the games, you won't know that.
If you don't play the games, Word of God is all you have to go on. That's why people who don't play the games insist on all Word of God being explicit canon. It's because they can't use the games themselves as a baseline -- and that gives them a skewed, fucked up perspective of what Resident Evil is trying to do and be and accomplish.
This kind of shit is constantly in my head when I'm writing my meta and trying to predict where a game's story will go next.
I pull my meta directly from the games, because that is what Resident Evil is. It is a series of games that are trying to be good games first and interesting stories second.
And if you don't understand that, you have no business calling yourself an authority on the canon.
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doomednarrative · 1 year
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I asked awhile ago about your fav version of Chris, but what about Leon? Is there a specific game or movie that makes you particularly fond of his character?
I know RE6 is devisive in the fandom but god RE6 Leon is my Leon. As much as I love RE2make and RE4, RE6 Leon just felt like such a natural progression of his character from those points and there's so many little moments of him caring for people in that game specifically even with all the action badass stuff going on around him, and I love that for him. Matt Mercer as Leon has really grown on me too honestly and become my favorite for him, he clearly has a lot of love for him as a character and it's evident in his performance.
I will also say that I love Damnation Leon specifically, say what you might about his design there but as far as RE animated movies go I loved that one and I loved how they approached Leon there as a guy who would fuckin absolutely go off radar just to help people because that's the kind of person he is. Degeneration felt like such a character assassination of him tbh and Damnation felt like it actually understood who Leon is at the core so it's my other favorite of his appearances.
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fonulyn · 3 years
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I saw your post explaining why you love Leon Kennedy in the tags and you seem very knowledgeable about him! 💖 I’m newer to the fandom and I‘ve only played a few games but really like him as a character so far. This may sound silly but I see some people say he doesn’t have any character development and I was wondering if this is true? Since you seem knowledgeable about him I thought you would be a good person to ask to explain how he develops as a character throughout the games and movies? Don’t worry about including spoilers, I don’t mind!
like I told some other anon before, those people complaining about his characterization most often just hate him for the sake of hating him and nothing is good enough for them, so I wouldn't pay them a lot of attention tbh. considering RE as a whole, none of the characters gets super detailed and nuanced character arcs but saying Leon specifically doesn't get development is just plain wrong.
so, I'm not exactly sure which definition of "character development" you're referring to, because it can mean either the changes the character goes through as they go through the different plot points, or it can mean character getting more and more defined as more gets revealed about them throughout the story. so I'll just... ramble a bit about both?
so as for how Leon changes throughout the games/movies... this kinda depends on which version of him you want to consider canonical because the original-RE2 Leon was at least sassier than his remake counterpart :'D but like. he starts out as someone who respects authority maybe a tad too much, like in the remake he takes the side of the superior officer before he gets actual proof that there's something going on ("I'm sure he had his reasons" in the jail). but as time progresses he loses his faith in authority figures, bit by bit. he still plays (mostly) by the rules but like. the clearest example that comes to mind is in Damnation at the end when they're looking up at the sky and Leon comments on how they've been watched all the time. he sounds downright disappointed, and it's clear he's not as bright-eyed as he was years before. but well, it's not like he has much choice in what he does, he was blackmailed to take the job to begin with, so.
another noticeable thing about him is how he becomes more tired, and less optimistic about the future and how it'll turn out. in RE2 he's ready to take the bad guys down, says he'll do anything to help and vows to fix everything, and by Vendetta he says he feels like he's stuck in a loop with no way out because he has realized that fixing everything just is not a possibility in the real world. and it makes perfect sense. like, the more bad guys he takes down the more keep popping up, and it never ends. there's an endless supply of assholes who want to either make money or destroy the world or something in between, and Leon's stuck dealing with them all. that'd make about anyone tired. and it's visible in all the installations how he goes from thinking it's possible to right all wrongs (RE2, ID) to just trying his best to save anyone he can (Damnation, RE6 [tho it could be in part also righting a wrong as it is a revenge story]).
but still, despite how tired he gets, he still gets up and he still fights and he hasn't lost all hope. it's like. he seems to have more moments when he struggles to find the strength to go on but he always does, he always gets up and tries again. and it's one of the things I love about him. I know some people say that he's given up entirely by Vendetta, but I just can't agree with that. he has a moment of weakness, but when push comes to shove he does help, he does take the threat down (not alone, but y'know :'D), and if he'd lost all hope he wouldn't have even left with Chris. he never loses that drive to help people, which is so very him.
as for the second definition, the whole "more gets revealed and the character gets more depth with it", I don't think Capcom does very well with that altogether :'D their characters don't really have backstories that they could reveal, and they avoid inter-game/movie references a lot, so it's kind of hard for them to do that naturally with anyone. we don't learn that much about anyone, and it's all up for interpretation and it's up to us to peel off the layers. I think RE2 does a fairly good job with Leon, tbh, we see him go from "what the fuck is going on here?" to that passionate speech at Kendo's, and we learn about his personality through his actions. and if you're willing to look at how he acts, how he reacts in different situations, how he relates to people? it's fairly easy to build a clear picture of how he ticks. except then some people only choose to see the one-liners and forget everything else. which. sucks. it's like they refuse to even give him a chance. and I'm not saying everyone has to love him and everyone has to think he's the best, of course not! but just because you might not relate to a character personally or find them appealing personally, it doesn't mean they're a bad character.
i'm sorry i... kind of got lost in a rant :'D idk if this answered your question at all? if you wanna chat more just shoot me another message!
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howtofightwrite · 5 years
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Q&A: Resident Evil
I always wanted to know if Ada Wong could really have survived after the tyrant threw her at the control panel in the original RE2, and how could someone survive the type of fall she suffered in the remake RE2, could you answer the doubt of an Ada enthusiast?
Going in reverse order, the remake is on my to do list. It’s installed on my PC right now, but I haven’t had the time. I’ve seen Ada do a lot of things over the years that are, flat out, not survivable. So, without seeing the fall your talking about, if you’re asking? Probably not. Or at least, not without serious injuries. That’s never stopped her before, but Resident Evil has always had a “tangential” relationship with realism.
The console in the original game? No. Mr. X chucks her into that with enough force to put a huge dent in it. The thing appears to be steel, and she goes in directly against her head and spine, so no, Ada should not be able to survive that.
When you slow down the animation, (for example: Because you’re watching it in a blurry .avi to analyze exactly what happened) it starts to look even less survivable, as the first point of impact is pretty clearly, her skull.
We do find out that, as an adult, Sherry can survive those kinds of injuries in RE6. Something about the specific G-Virus strain she’s infected with (I do understand the lore explanation, but, it’s not relevant), so she should be resilient and recover from injuries like those seen. (When she’s under player control, her health mechanics are consistent with the other characters in that game.)
I’m bringing this up, because I’m not 100% sure that Ada isn’t modified to some degree. To the best of my knowledge, the games have never tipped their hand to say that she might also be a carrier for some unique viral strain. I don’t think that’s the intended read, simply because it would have become a plot point by now, but it’s one of the only ways to justify Ada’s resilience, aside from just shrugging and saying, “action movie rules.”
That is the real answer here, by the way. Ada, Leon, and Claire all run on action movie logic. They take ridiculous amounts of punishment and keep going. I do like it when a setting has justifications for that kind of durability, (again, Sherry comes to mind in RE2 & 6), but it’s genre acceptable behavior. And, as much as they are horror games, even going to the original Resident Evil, there’s action movie DNA mixed in.
Also, having kinda trashed the original game over the console damage, it is worth remembering that Resident Evil 2 came out on the original Playstation, 21 years ago. At that point in time, the technology available was limited. The game used prerendered backgrounds, because the PS1 couldn’t handle rendering the entire image in 3d. That would have been over the hardware budget. The damage we see to the console is over the top and cartoonish, because the actual game hardware had a very limited polygon budget, and needed to convey to the audience that Mr X had damaged it when he threw Ada into it. Within that context, if we assume the damage to the console is grossly exaggerated for visual clarity, not to indicate the amount of force used. It’s possible Ada could survive that. Travel distance and speed are both pretty low in the cutscene, so the force shouldn’t be extreme enough to mangle the console like that. By extension, Ada hitting it like that drifts into the territory a potential for serious injury, but, one you could walk away from with superficial damage, if you got lucky on the impact.
There’s a weird bit of trivia here, and this could be an issue with watching the .avi at 60hz, when it was originally designed to be viewed at 24hz, but there’s a frame where Ada does not render when she’s being thrown. I suspect the version held by Mr X is swapped out for the normal Ada model roughly at the moment when you get the blood spray on impact, and the console swapping out. Someone who has more familiarity with the PS1’s architecture might be better able to better explain this, and it is possible I’m simply misreading the .avi compression blur. I’m only bringing this up, because I have been digging through that video while working on this post, and saw some weird things.
So, to the original question, “Yeah, maybe?” Looking at Resident Evil and asking about realism kinda misses the point. Ignoring RE6, the games usually start from a fairly grounded point, and gradually escalate into insane antics. This is a pretty common narrative structure, but when Resident Evil goes big, it gets really crazy. I’m not mocking either, because, to the series credit, it usually manages that escalation very well, to the point that you don’t realize just how insane its gotten until you’re punching boulders in a volcano.
-Starke
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Q&A: Resident Evil was originally published on How to Fight Write.
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videogamesincolor · 5 years
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Resident Evil 2 (2019) - Not quite the ‘re-imagining’ it purports to be (SPOILERS)
[Written: Feb 4-25, 2019. As always, act brand new on my post, you will catch the fastest block in the west.]
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The 2019 iteration of Resident Evil 2 shares a lot of common ground with games like Silent Hill: Shattered Memories versus something like Bluepoint Games’ Shadow of the Colossus or even Sega’s Yakuza Kiwami series. 
The first game is a re-imagining – effectively a reboot –, recreated from the ground up with almost little to do with its predecessor. The others are genuine remakes that change very little in the way of the framework or structure of the game and merely recreate or repair its presentation with the graphical fidelity (or control schemes) of the present era.
While both profit and rely on nostalgia, a remake has the specific ‘obligation’ to maintain what came before it. A re-imagining has cart blanche to do what it wants under the pretense that it has no obligation to restore or replicate. In the case of Resident Evil 2, it’s a bit funny in the fact that the existence of its reboot was reliant on the 2002 remake of Resident Evil.
During the re-release of the 2002 Resident Evil remake in 2015, Capcom more or less ransomed the idea of making a “remake” of Resident Evil 2 by placing the burden of that reality on the shoulders of Resident Evil HD. Or rather, the shoulders of their consumer base.
If Resident Evil HD didn’t meet publisher sales expectations, no “remake”. It was an easy sell, of course, because the Gamecube remake was not a game everyone played (on account of Nintendo console exclusivity). To no surprise, Resident Evil HD ended up being their “fastest selling digital title” in 2015. That same year, Capcom officially announced the Resident Evil 2 “remake” was becoming reality, went radio silent, and the aged fandom wept.
Common knowledge, but Capcom originally wanted a remake for RE2O in the vein of the 2002 remake. Mikami, however, was preoccupied with Resident Evil 4. He would never return to look back on the series because Capcom was Capcom, which inspired Mikami to depart from the company.
I think the assumption folk made (at the time), was that because the reboot was necessitated by the financial success of Resident Evil HD, Capcom might go for an experience similar to the 2002 remake, but with the graphical fidelity of present day consoles.
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Graphical remasters and remakes are a “hit and miss” production. They happen because publishers (and by extension, developers), know there is profit to made in the machine of nostalgia, not (necessarily) because they’re interested in preserving or restoring old games. You see developers clearly holding back the desire to remix instead of being completely restorative, removing things they either didn’t like or expanding on things that couldn’t be done with previous hardware. 
Yet, “if it ain’t broke, just update the visuals, maintain the rest”, is an adage some prefer. More often than not, remakes end up splitting older and younger audiences down the middle regardless of what changes or what remains. And that’s without taking into account bugged and half-hearted releases that never get addressed by devs.
But, Resident Evil 7 (“we swear it’s not a reboot”) happened, and it was fairly clear what direction Capcom was going to go in. While Capcom and fanbase for the game were content with calling Resident Evil 2 a “remake”, Capcom later insisted, “This is not a remake. It’s a retelling, a new game built from the ground up.” So, on the surface, RE2R definitely has more common with Shattered Memories than it does 2002’s Resident Evil. But, where Shattered Memories wasn’t interested in treading so familiar waters, the same cannot be said of this reboot.
The 2019 iteration of Resident Evil 2 is a monkey’s paw wish of a game, just based on the observation of how the established fanbase is reacting and my own personal feelings (as someone with no nostalgia for it). For some, they got exactly the experience they wanted (more RE7). For others, modifying the game (on PC, naturally) to recreate an experience closer to the 1998 release is a must. And then there are some who are simply disinterested in the game, content with the original, or dissatisfied with the creative or business choices made by Capcom (and given Capcom’s track record, I can’t blame them).
Within the game itself, there is a lot about the reboot that feels unfocused, hindered by budget, last minute decisions, a blandly retold narrative, and trying to cling to abstract bones in an effort to maintain the audience it courted, when abandoning those bones might’ve been a better idea.
I. Presentation – The "Realistic” “Re-Imagining”
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If Marvin’s final moments with Leon or Claire weren’t enough to convince you the of the severity of the situation, maybe a emotionally manipulative scene with Dad and Zombie child will.
The Resident Evil series is not one known for its screenwriting. If anyone’s being real honest themselves, the shit’s bad 90% of the time, reached peak stupidity in RE6 and just kinda self-destructed from there. YMMV, but Resident Evil is the “so-bad-bad-its-good” game you could enjoy up to a point. The 2002 Resident Evil remake took a particularly poor script localization and improved upon its delivery, right down to the voice direction (which could still be a bit stilted). Yet, you never got the feeling RE1R was striving to be anything other than what it was: A cinematic-based video game that reveled in the aesthetic of Gothic environment design, mood, and b-movie monsters with a world domination plot thrown for extra spice. It had a decent sense of humor, and often poked fun at itself.
RE2O built its foundation on the basic principles of the original (isolation, aesthetic, framing, mood), but focused a little more on its humor, body horror and action-movie flair. The plot of RE2O was as bare-bones as it got with the presentation of its narrative. A new cop and an AWOL cop’s bike enthusiast sister wind up trapped in a police station, accidentally stumble across a corporate conspiracy and must escape a giant underground complex before it blows up. Simple stuff. And the dialog – with a fairly improved localization and English performances – got you from point A to point B.
For everything I didn’t like about RE7 (from its aesthetic, plot, combat, creature design, and its bologna white characters), it was, to some degree, an attempt to recapture the camp and b-movie horror that RE4 so firmly embraced without damaging its atmosphere. RE7 was self-aware enough to embrace the inanity that was its premise in a way the series had only recently attempted again in Resident Evil Revelations 2, which also had its tongue firmly placed in its cheek. Resident Evil is a game comfortable with its silliness, but can still deliver a tense mood and atmosphere.
It’s disappointing that RE2R adopts the tone of, “Please, take me seriously”, with all the self-awareness that RE6 had when it tried to be an action/thriller.
RE2R’s primary issue is tone and presentation. From the jump you can tell the scenario writers of RE2R want the game to be this gritty drama with “complex characters”, grounded in reality, right down to the HBO-levels of profanity and the redundant use of “bitch” littered throughout the script. In an attempt to remold a cast of characters designed for the absurd into “realistic” persons, what you get characters largely disinterested in their circumstances. Claire and Leon seem only mildly inconvenienced by the end of the world. They casually shout over explosions (that might as well not have happened), and often can’t be arsed to sound anything other than annoyed by most events that unfold around them as repetitive canned reactions regurgitate through the speakers.
The script doesn’t trust scenes like Leon’s one-to-one moments with Marvin to sell the dire circumstance. So, casually chauvinistic characters like the Gunshop owner (who got comically bodied by zombies) becomes a saccharine drama piece that stalls the progression of the plot in what might be one of most disingenuous moments I’ve seen in a game. When monsters like William Birkin, Mr. X, the Licker, and the plant monsters eventually begin to appear, they stand out and heighten the already problematic uncanny valley present in the game, and seem better suited for the elder games of the series.
You never really get moments like Chief Irons sorrowfully lamenting, “And to think taxidermy used to be my hobby”, Ada shrugging dismissively at Leon’s pride as a police officer, Annette getting conked upside the head by falling debris, or Claire tricking Mr. X into jumping over the ledge to go after the G-Virus hidden in Sherry’s locket and straight up calling him a sucker. The drab, washed out presentation of the plot, played so deadly serious, honestly made for a joyless experience.
RE2R asks and answers the questions like, “What if Leon was wearing civvies on the way to work?” or “What if Ada Wong pretended to be an FBI agent?” A lot of it comes off like a fan novelization that proudly boasts “My version of how Resident Evil 2 would go”. The first time you read it, maybe it’s an interesting take to indulge, but the more you revisit it, the more unessential or cosmetic the changes end up feeling. (The only real cosmetic change that doesn’t seem weird to me is the idea that the police hijacked a museum and made it their dumping grounds.)
A lot of changes to the plot seem to function largely on the assumption that things like Ada posing as a civilian, Sherry being sent to the police station by her parents (as opposed to leaving her in a unprotected living residence with no immediate help), the RPD knowing about the Mansion Incident and brushing off the survivors (Chris, Jill, Barry, etc.), or Ben the reporter locking himself a jail cell to avoid other monsters, are things that strain suspension of belief or just wouldn’t happen in “real life”. So things of that nature either get removed or reworked altogether, often times for jump scares telegraphed a mile away, or left hanging for prequel baiting (because Capcom knows folk are going to be clamoring for another remake of RE1 and RE3).
The plot and its progression feels condensed down to something that’s like the bullet points version of RE2O. It over-simplifies what was already a simpleton of a narrative, largely to compress a lot of events into two campaigns that now never work in harmony. To add insult to that injury, Claire and Leon never communicate, let alone work together. They pretty much forget the other exists, thus making that friendship pretty non-existent.
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Say hello to your friends. Say hello people who care. Nothing’s better than friends.
With regard to the two campaigns, for all the focus Capcom places on Leon – the mascot of the reboot itself –, Claire’s campaign is probably a better presentation of a rebooted RE2O, even with its drawbacks to Claire as a character overall (more on that later). The highlight of Claire’s campaign is the fact that her friendship with Sherry Birkin remains intact. I actually think it gets a better representation here than in the original, or what was only marginally improved in side-games like Darkside Chronicles. The downside is that the two interact even less than they did in RE2O, the plot separating them immediately after forming a partnership.
There are some genuine moments of scripted walk-n-talk between Claire and Sherry as they explore the early parts of the game, which in turn makes Claire a far more engaging character than she is with Leon (who is devoid of any real charm or personality in this reboot). The downside, however, is that Sherry is reduced to a prop, where she was a far more proactive party in the original game. That and by the end of Claire’s campaign, there is a lot of “shitty mom” apologia from Claire, whose basic human decency makes her better guardian than Annette Birkin.
Annette Birkin is questionably re-framed as a sympathetic and even tragic hero character who “never meant for this to happen”, never-mind she and her husband (who is also framed as a victim) were involved in the testing, abuse and deaths of orphaned children in the name of science. Then there’s the whole virus that turns people into zombies. But, yeah, what a tragic figure.
My primary issue with the narrative of Leon’s campaign is that they decide to tie him more into the Umbrella plot (aka, Ada and Claire’s shtick) instead of having him focus on finding a way out and helping other people. The reboot actually had the opportunity to employ the “help the other survivors” bit I always felt was dropped in the original (but revisited in Outbreak), and put Leon’s altruistic character into more action. But, then the reboot removes this motivation altogether by making Marvin and RPD’s rescue efforts a complete and utter failure (thanks, Capcom). 
His plot lacks any real momentum, largely because the game nixes his original cast dynamic. Despite nothing crucial happening in his campaign until the end of it, his bears the greatest consequence on the reboot’s compressed narrative. The outright removal of his friendship with Claire, and even the briefest interaction he has with Sherry, makes Leon pretty bland as hell. 
The only time he comes off as remotely personable is when he interacted with Marvin. Otherwise, it’s one eye open, one eye closed with this iteration of the character. The fact that he’s less of a take charge personality, and more of pushover (to sad degrees) also makes for less entertaining interaction all around.
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You can tell someone with no ability to write or direct romantic subplots handled this. Whoof.
And while I’m not against reworking the Ada/Leon dynamic where the start of an attraction is a little less like a brick to the head (”Ada wouldn’t do that. I KNOW her!”)?  A): this is Capcom, so that didn’t happen, B):  It’s still pretty much like a brick to the head, only this time it’s last minute, with less foundation, and outright unimaginative. Nothing about the execution of the “romance” in this game works at all. Where Ada and Leon at the very least had a functional rapport and partnership in RE2O, in the reboot the majority of their time is spent in passive aggressive disharmony. The outright antagonism between the two characters in the reboot is not only boring, but not remotely conducive for what follows near the climax.
As something that takes up the majority of his narrative, for worse instead of better, a lot the dialog – a direct consequence of what they choose to do with Ada – is comprised of uninspired “enemies-to-lovers” shtick, right down to drab flirt dialog and throwing one’s words back at the other (“I didn’t realize you were keeping score” / “I didn’t realize we were keeping score”).
The worst thing about his campaign is Ada’s depiction. The reboot effectively turns her into a character who does more damage to her own agenda than Leon being remotely present. I get the writers think having Ada posing as a federal agent is “smart” or “realistic”, but the character instead comes off as more suspicious than a civvie with a gun. She’s a pretty terrible spy in this reboot. Reboot Ada is an antagonistic character with zero charisma or personality, there’s no fun in finding out her ulterior motives. On top of that, the FBI shtick is probably the dullest iteration of the character since her “fringe observer” status in her RE6 campaign. 
But, where you had complete control of her and she was motivated by her own subplot (that did intersect with Leon, sometimes), realized in gameplay and plot, RE2R reduces Ada to a purely cinematic and expositional tag-along character with no agency in the narrative. A lot of what was done to and happens to Ada’s character is purely in service of Leon’s plot and actions. They really fire-bombed the character, but if you’re a hardcore Ada/Leon shipper, then her function will have served its purpose, both for you and Leon’s arc.
Marvin Branagh is humanized on such a level he is no longer the same character from the original game, but his role is effectively the same one. Like Ada, Marvin was re-contextualized largely as a sacrifice to Leon’s character arc (this is not a vibe you get with Claire’s campaign ever). Chief Irons, who feels like he appears out of nowhere, with no buildup, has been reduced to this kind’ve ineffectual kidnapper who disappears just as quickly.
Resident Evil is at its best when it knows it’s an interactive horror b-movie – with action elements – and has a director who knows how to balance all those elements. Beyond the singular moment wherein Claire Redfield declares “I’m gonna kill the monster” while wielding a six shooter and Annette Birkin is actively cheering for the death of her Frankenstein husband, RE2R never tries to be that kind’ve game. It actively runs away from schlock, and so it is the less remarkable product.
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Things gleamed from Resident Evil 2′s abandoned direction offer a far more interesting “re-imagining” than 2019 end result. To a degree.
Part of the problem with Capcom’s attempt to “re-imagine” RE2O is that it wants to cling so badly to the framework and story beats of the original game instead of creating an identity of its own. It wants the ability to say, “we’re a totally different story!”, but at the same time does very little to become a different story, and exiles itself to this island of nowhere because it actively alienates the connections to the games that come before and after it.
This is where I think, while a lot of people disliked Shattered Memories, it’s a better re-imagining of the original Silent Hill, because its bold enough to actually commit to that definition. Capcom’s execution here is pretty half-hearted, deliberately so.
I’ve only just chosen to acknowledge the prototype of Resident Evil 2, but despite knowing the devs were not happy with the end result (and just scrapped it), it does a lot of things that this reboot honestly should’ve at least attempted.
Not only does it handle the character plots in a way where scenario nonsense would not be a problem, you basically had (what are now) established (or nixed) characters in different roles, reasonably isolated from the RE1 plot, working in tandem with your player characters (Eliza and Leon) and their cast of characters, who were never designed to meet until the apparent end of the game. Also, Marvin had a larger role and a functional relationship with Leon (I hate Capcom).
As a “retelling” of RE2O, RE2R is pretty weak. There are so many ways Capcom could’ve “re-imagine” RE2O if they were being genuine about that, but the final product more or less proves they weren’t. It’s over-reliance on referencing or leaning on things from RE2O hinders more than helps the game. It invites comparison to what is a better product despite its age. 
The reboot wants to be taken seriously, and does everything it can to project that image to the detriment of its presentation. RE2O more or less reveled in its silliness, and shlocky horror movie tropes and knew you would enjoy the ride anyway.
Separate Ways, Broken Scenarios
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Claire and Leon working together, solving the problems...
RE2O’s scenario system was a fairly interesting way of presenting the story of two characters, and I always wondered why this was never more of a thing in games. Claire and Leon’s plot were separated on two discs (PS1). Leon was first, Claire, second. Completing one character’s “A Scenario” unlocked the other character’s “B Scenario”. Certain gameplay actions created minor consequences to affect the respective character’s scenarios (if you took a certain weapon or item over another, it wouldn’t appear in the other character’s alternate scenario).
The scenario system and the corresponding plots of the player characters were clearly developed in tandem with each other. Whatever goofs arose from therein, the narrative position of the characters remained firmly in place (largely because they were told through cinematics).
Claire’s B scenario always felt the most changed because the cinematics had to accommodate for a change to get Claire in places I was otherwise unaccustomed to seeing her. Legit, some of the cinematic differences were wild.
Back in June 2018, Capcom made it clear that RE2R was not intended to have a scenario campaign at all. The decision was (apparently) made back in 2017, when it was clear doing an A/B scenario was going to be costly on a AAA budget. It was only going to be a single campaign for Leon and Claire. So, Claire and Leon’s campaigns in RE2R are, structurally and plot-wise, “Scenario A and B did a fusion dance”.
In execution, their campaigns are like choose your own adventures. It asks the question “what if you went with Claire?” and its answer is “Leon de-spawns and doesn’t appear again until the end of the game”. It’s definitely not “Two strangers walkie-talkie a plan to escape a zombie infested city”.
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Inside or outside, the B Scenario for the player characters barely differentiates itself from Scenario A
In this case, they should’ve stuck to their guns, just released one campaign per character (it’s not exactly like the absence of the B scenarios would actually impact their sales. Not with the fans whipped into a frenzy) and focused on getting their plot to work a little better.
“Claire B” and “Leon B” come off like a slapdash cut-and-paste job that made me question whether or not I had hit something on the controller that was causing the sequences to skip right through whole gameplay segments. Yet, now armed with the knowledge of a year before, it would explain why nothing in this game’s presentation ever feels like it gels, or was hastily put together.
Another issue the RE2R’s alternate scenarios make is not maintaining the characters static narrative placement as RE2O did. I think this is where you really start to see how little interest Capcom had in Claire as a character versus Leon. 
RE2R’s “Claire A” Scenario opens with a brief clip of Claire on her bike, talking to someone on the phone about Chris, then hearing something in the gas station store. The game then proceeds to put her in the exact same circumstances as Leon, which is baffling. They really have her doing the Leon shtick and repeats what she did in “Leon A”, but inside the gas station. Whack.
If you play “Leon A” first, she appears out of nowhere like she’s been attacked outside the gas station somewhere nearby. Her motorcycle isn’t even anywhere in view, so, the natural assumption you make is that maybe they’ll show that later when you play “Claire B”. Maybe there’s another area you can explore.
Nah. In “Claire B” the exact same cinematic plays again, trailer music starts, cut to black, and, it jumps to her intro scene in “Leon A”. At no point are you given a unique gameplay level or cinematic for Claire to bridge the gap between Leon heading for the store exit and Claire being chased by zombies that suddenly surrounded the gas station. She lit. just spawned into the area! Whack.
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Now for some awkward car dialog
The original game was smart enough to give you a cinematic where she scoped out an empty diner and happened across some zombies while Leon’s boots were being accosted outside by zombies near his jeep. It really sold the idea of events happening concurrently to two different people within the same area.
Claire in “Claire B” doesn’t even get a section where she runs through the city after escaping the T-bone incident. The game just drops you in the graveyard, and then drops you at the rear police station gate where Leon spots her outside. You do a lot of backtracking in RPD with zero character interaction, and then, about an hour into the game, you end up on the exact same track as you did in “Claire A” (meeting Sherry, saving Sherry, Birkin #3-5 fight, escape) with no scene restructuring or whatnot, just the standard “Extended Ending” shtick.
“Leon B” in RE2R shares the exact same problems as “Claire B”. It feels like an abridged version of “Leon A”. Beyond Leon standing outside the gas station store and instant transmission’ing to the back of the police station there are zero story differences. But, with Leon you always have the reassurance that you can just play “Leon A” if you want a more complete experience.
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Driving motorcycles in the rain is, factually, an accident waiting to happen
Claire regardless of the scenario you choose for her, A or B, will never get a unique starting gameplay moment of her own. While I think they did a far better job of reworking “Claire A” better than either of Leon’s scenarios, that’s disappointing. Claire really feels like something of a afterthought. 
Other detractors from the scenario nightmare include Mr. X following you around in the A Scenario and the B Scenario, instead of the B scenario only. Mr. X went from a fairly unsettling stalker of a boss enemy, who worked on slasher movie principals (the monster appears out of nowhere when you least expect him), then quickly transformed in a wearying exercise of dodging an enemy type that overstays its welcome. Both scenarios feature the helicopter crash and skylight Licker ambush, etc., etc.. 
If they couldn’t build upon or better realize what the 1998 game did, then the B Scenario was best left to the wayside. Naturally, Capcom didn’t follow their own advice and the want to cater to nostalgia bit them in the ass. 
Water is wet.
II. Gameplay – Night of the Living Bullet Sponges
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Lickers (who are still terrifying) are practically one-hit-kill monsters now. Yippie.
There is a lot about the cinematic presentation of the elder Resident Evil games that defines much of its identity. An identity strong enough that most games that came out during the high point of its career were content to copy or refine its formula (Temco’s Fatal Frame, Konami’s Silent Hill 3, and Capcom’s Onimusha and Haunting Ground for example). There is a lot that loses the more it – a two decade old franchise – attempts to keep up with an ever-changing landscape of what’s considered modern-gaming-at-the-moment, instead of going to sleep like Onimusha, or even being forcefully put out to pasture like Silent Hill and Dead Space.
RE2R is a standard third person shooter that de-emphasizes cinematic presentation within its plot and its game space. There are no establishing cinematics, and the Kamiya action-movie-esque flair that made the last stretch of the climax what it is, is thoroughly absent. RE2R instead opts to – present the plot of the game completely within the game space itself with minimal cinematics. Sometimes it works, other times, it doesn’t.
Lickers drop unceremoniously on your head in your first encounter, Mr. X just appears out of nowhere then hounds you like Jehovah’s Witnesses, the sound of a helicopter crash goes whizzing by in time for you to walk past the model that’s already in the wall, Marvin becomes a zombie with no real sense of mourning or terror about his passing, Ada Wong gets the worst on-screen send off, etc. Cinematic moments that were meant to emphasize and foreshadow the decaying situation of the police station and the stakes of the characters are just kinda nullified.
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Sherry Birkin’s gameplay segment is one of my favorite parts of the reboot.
I think one of the reasons Claire’s campaign leaves a better impression on me than that of Leon’s is what they decided to with Sherry Birkin’s part in her plot. Leon’s scenario has Ada trudging through a boring sewer corridor hunting for fuse boxes and then the game knocks her out so Leon can come to her rescue. With Sherry, you get something a little more creative, something that doesn’t treat her like a momentary distraction from the player character like it does with Ada. The entire orphanage level, from its presentation, to its level design, is probably what I would’ve liked to haven seen more of in the game.
The game puts you in the shoes of Sherry, but instead of traveling through sewers on your own, you’re exploring and searching an empty building that invokes a mood similar to – but not like – 2002’s Resident Evil. Obviously, this choice was made to keep Leon and Claire’s paths from intersecting (fuck that, I guess), and in a lot of ways, the game abandons the mechanics of Resident Evil and becomes a modern Clocktower game.
Chief Irons becomes the scissorman to Sherry’s Jennifer Simpson, and you, the player, have to navigate a fairly limited space to get away from him. They basically expand upon the Natalia stealth segments from Resident Evil Revelations 2 and create a fantastic gameplay segment full of distressing near misses and a legitimate win for Sherry. (I only wish they had allowed her to lock Irons in the bathroom. He would’ve Nicholson’ed his way out anyway.) Unfortunately, it ends with a Deus Ex Birkin appearance and leaves the player asking more questions that it’s not interested in answering on any level. Also Mr. X just spontaneously appears as well, which only compounds the Deus Ex Birkin thing.
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Where you could soccer kick a head from a zombie in the original, Claire and Leon can barely expend energy to shake ‘em off their shins. Fantastic.
Combat wise, in a lot of ways, RE2R feels like a chore. A regression of the advancements that RE4 and RE1R was able to strike a balance with, but later iterations leaned too heavily on or used too little. Hell, I even think it’s a regression of how Dead Space approached combat. RE1R encouraged the player of doing away with zombies much in the same fashion as its counterpart and RE2O, with tactile and visible indicators that the zombies were dead (pools of blood under the body, dismemberment, headshots), but, it also threw in the risk of dealing with a new threat (Crimson Heads) if you chose not to oil and burn the bodies you left behind as you cleared the area. The gameplay was solid about letting the player know their resources had been put to good use.
RE4 encouraged smarter gunplay, aided by laser sight, and critical damage hits to other areas of the Ganados. The risk of taking headshots were being attacked by the parasites that could take large chunks of your health out in tandem with the mobs that – one way or another – would catch up to you. Dead Space took the critical hit system of RE4 and transformed it into a mechanic that made the complete dismemberment of the Necromorph critical to survival. Effectively, both you and the enemies were fairly balanced against each the other. You were never so strong that you could blast through your opponents and your opponents were never so OP that you lost unnecessary resources trying to kill them.
The same really cannot be said of RE2R. Nothing about the combat or enemy encounters feels particularly balanced for much of anything save busywork and resource death. There is no real balance between yours and the strength your opponent. I’ve heard RE4’s adaptive difficulty is still in play here, but if it is, its implementation here is not great. I certainly never reached that flow-state where I felt I was in harmony with the game.
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Yeah, I didn’t miss this bit at all.
Headshots are nullified in a way they’ve never been in the series, and right off you can tell what the devs consider a “challenge” in terms of gameplay. Zombies eat bullets as badly as any mid-tier B.O.W., regardless of what difficulty setting you choose. In standard I saw six-to-nine bullets go into the head of a zombie and there was no guarantee they were dead until you saw their head explode or maybe saw them twitch. In hardcore (my sister’s preferred mode), zombies will eat eight-to-twelve-or-more bullets to the head and the consequence is the same.
It’s imperative to try and incapacitate the undead, because minimizing your enemy count in RE2R is an exercise of frustration and often, a waste of bullets. Zombies move far faster than they did the original iteration of this game, practically zapping over to you no matter how much space is between you and them. They do just about the same, if not more, damage to you. The common defense against this is grenades, flashbangs and knives. If you haven’t used them for other things (like Ninja vanishing or crowd control), it’s the quickest way to get out of their hold. It’s simply not as reliable or was enjoyable a method to fight the zombies off in the vein RE4 provided (German Suplexes, kicks, elbows to the face, a knife that isn’t dollar store plastic, dodging, etc.).
If you can avoid them, by all means, avoid them. The consequence, however, is if you have to backtrack, well, you might be running into a bigger crowd, one that may include the problem monster of the given area (Lickers, Mr. X, Dogs, Plant Monsters, etc.) and potentially less resources. It’s a particular problem in the police station with Mr. X following you everywhere and not being remotely helpful enough to do some of the killing for you. He just gently pushes them out of the way.
A lot of the time, my sister was preoccupied with head-shots (against all odds) while I spent my time (trying to) cap their knees, and remove their limbs (so they couldn’t grab us after I capped their knees) so we could sprint our way through environments when the opportunity presented itself (largely to save ammo for another problem area). She’s the better shot, I’m only great with projectile weapons (so Claire’s campaign is even better to me in that regard), which I largely prefer on principal of strength. For me, there is no real satisfaction in the game’s combat, not even in a fight-or-flight sense (prime example: the village and castle encounters in RE4), or on a level capable of inducing the worst panic attack in me like Dead Space 2′s opening hospital sequence.
I was frustrated with near misses. My sister was a little more forgiving about the changes despite never being to make the clean headshots she wanted. We only really agreed on mutual dislike of the boss battles, but’s more or less how we feel about all of RE’s bosses. There is not a single one we’ve enjoyed fighting, and the worst ones were all in RE6 (which literally had us not talking to each other for days afterward) and Revelations 2.
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Local zombie mocks police station’s lack of shutters
RE2R is pretty generous with its ammo cashes, with most of what you need readily available. The map, for the most part, makes locating items easier, but spotting them poorly lit environments, and around mini horde-like numbers that seemingly materialize out of nowhere is a bit of chore. Rarer types of ammo, like shotgun or automatic weapon ammo are often hidden in safes or lockers with combination locks.
Resource management returns in the reboot, copy-pasted from RE7, right down to the stark menu and a minimalist design that makes item management, I guess, less busy (color wise). It works, so it doesn’t bother me in context. The maps are definitely easier to read and a little more explicit about what items are where, but have otherwise maintained the “cleared” / “in progress” blue and red dynamic. 
Depending on the difficulty level you’re playing on --- easy (assisted), normal (standard), or hard (hardcore) ---, your resources will be readily available to you, somewhere in the middle, or few and far between (in practice). Hard mode will have you rely on ink ribbons to save your game (like a standard PS1-PS2 game), and I think there are no checkpoints. Save points are scattered in new locations and are a brief safe haven.
Puzzles in Resident Evil have always been a series of frustrating events, particularly slide-and-complete-the-picture and “find the missing themed piece” puzzles. But, this game actually made me appreciate them, largely because the gun-play is no longer a satisfying aspect (and probably will never be again). 
Mechanically speaking, a lot of the puzzles or item hunts from RE2O are sort’ve retained, but they’ve been mixed up or their importance to getting to one place or another has been (extremely) reduced or made even more convoluted. The reboot is definitely not that interested in puzzles, so it feels and is designed less like a dungeon crawler.
Item hunting in order to solve puzzles requires you backtrack quite a number of times through the environment-of-the-moment. However, backtracking is perhaps more nightmare-ish and gauntlet-like than previous entries because it seems like the game spawns more zombies into the area. And with Mr. X basically breaking the exploratory pace of the game, the want to explore your environment is actively discouraged.
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[Sighs Loudly For a Thousand Years]
Despite the game’s over-reliance on Mr. X, breaking from the series formula of not over-exposing its mini-bosses (the Regeneradors, Verdugo, or even that huge Centipede in a Trenchcoat for example, were not following you everywhere), Mr. X was, for a short time, the only ‘combat’ element in this game that invoked the right kind of déjà vu.
It was actually satisfying knocking him down, and ducking his punches at the last minute. I mean, at least it was in levels having nothing to do that Ada Wong segment. (Then. he. kept. coming. back.)
Ending him isn’t quite as satisfying as it is in the original game. Not because he effectively became an SNK boss, but because the component that makes that fun (The Resurrection of Ada Wong and the emancipation of the Rocket Launcher) was removed entirely from the game for a sequence far, far blander in comparison.
III. Non-Union for Billion Dollar Corporations
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Around 2015 or so, there were rumblings (outright vocalizations)  from unionized voice actors that shed some light on some particularly horrible business practices that developers and publishers were carrying out on voice actors. They were either not being paid their due, or not allowed proper rest-time during the jobs they worked on. Big studios like Insomniac Games, EA Games, Activison, and the like were mistreating voice actors, often to the point where some confessed to experiencing vocal damage, stress or injuries sustained from shitty work conditions and people who clearly viewed their occupation as a lesser division of their project’s production.
At the same time, well before the strike became officiated, Capcom made the conscious decision not to hire unionized voice actors for the production of the Resident Evil 2 reboot. No one knew about this until 2017, when the game was well on its way to being released the following year (before a delay pushed it to 2019) and the Strike was ongoing. Alyson Court (on-again-off-again VA of Claire Redfield), Matthew Mercer (the most recent VA for Leon), and Courtenay Taylor (the most recent VA for Ada Wong) all announced that they weren’t reprising their roles in the game because the reboot was not a union project, but it was not a result of the strike.
Some vocalized their displeasure with this, even going as far as to say that they wouldn’t buy the game in a show of support of the actors. Others aren’t sparing it a glance because they’re otherwise disappointed with the creative direction anyway. But if the reception of the game from basic users – aware of the circumstances or not – is anything to go by, solidarity will typically lose out to FOMA (Fear of Missing Out). Especially if you’re not getting anything out of it personally or emotionally as a consumer of media.
I’m not particularly interested in demeaning non-union voice actors, (I’ve watched and paid for many a-thing that used non-union labor). Capcom, despite working on union projects, also continues to dabble in non-union label as well. I know Capcom’s likely wasn’t interested nor aiming to help voice actors not represented by SAG-AFTRA (or other organizations) become better known or gain better opportunities.
The less money they can probably shell out with non-union work, the better it is for them in the long run. Knowing the striking voice actors didn’t remotely get what they wanted out of negations (and probably didn’t get the support they wanted on account of whataboutism) will probably only embolden Capcom and other publishers and developers to make/continue behavior like this, whether or not another strike ever occur.
Resident Evil has never been particularly known for its voice acting beyond the scope of how terribly it started out in 1996 and kinda petered out on the platform of “meh, it’s not completely terrible” with later entries.
The series could hire some fantastic voice actors (Rino Ramano, Karen Dyer, Sally Cahill, and Paul Mercier, for example), and a lot of them can deliver some dud performances regardless of experience. At the end of the day, unless they have an equally strong director and screenwriter, you’re going to end up with an embarrassment of riches that may become memes one day (“Complete. Global. Saturation.”).
That said, RE2R’s issue seems to lie primarily within the writing. In an attempt “humanize” characters, major to minor, the script is often littered with profanity that not only distracts from the point of what you’re reading or listening to, but adds unnecessary fat to a script that’s already bogged down with dialog and text.
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The downside to a rebooting a 20 year old game, is when corporations indulge in fandom bullshit. RE2R is pretty rife with cutesy dialog meant to whip the “Cleon” shippers into a frenzy. Its nauseating, really.
Claire and Leon’s conversation at the back of the police station is a prime example of that: Instead of having the dialog delivering urgency of the scene,  the objective of the characters we get an aimless exchange full of flirty dialog, and two characters not all that concerned with zombies materializing behind them (given they take forever to put the fire under their boots). In RE2O, at least the writers were smart enough to have the characters meet in a zombie-free room or hall.
I’ve seen people make the Realism™ argument constantly with this game (esp. when counterpointing the gameplay criticisms), but, "realism” is a weak argument and esp. when you’re simply looking to be dismissive. When dialog begins to wander from its point, when profanity hinders more than helps your delivery, your story not only loses impact, it rather shows you’re a mite lazy or weak as a writer. 
Comparatively, RE2O was able to communicate the urgency, anger and tone of their characters, and under no circumstances were they this reliant on profanity or long-winded dialog. The issue isn’t that profanity is present, or that the game is text or dialog heavy, it’s how its executed. And at present, the execution is lacking in a strong focus or reduces the game to script written by someone who just realized, “wait, I can make characters swear????”
I can honestly see why a lot of protagonists in survival-horror games were silent for so long outside of cinematics, or simply had substituted thoughts (”I better find Ashley quick”). Running commentary really does break the immersion. 
Claire and Leon go from mildly relatable to mechanical models spewing canned reactions that lost their bite forty minutes ago. It’s like being stuck with multiple versions of the Generic Husband from RE7 who “what the fucks?” at every single thing when given the opportunity. So, in a lot of ways, it has a lot of the same problems that made the dialog in Resident Evil Revelations 2 anguish to listen to (hello, Moria Burton), but it lacks such charming (/s) quips like, “Holy balls, my life is awesome!”
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That said, not all of the performances are terrible. The voice actors for Claire (Stephanie Panisello), Marvin (Christopher Mychael Watson) and Sherry (Eliza Pryor) probably leave the greatest impression, and are arguably the strongest performers in the game. Christopher Mychael Watson in particular gives a wildly different performance depending on who you’re playing as (Leon or Claire) and has the strongest rapport with Stephanie Panisello.
Nick Apostolides, on the other hand, he just turns in a really unremarkable performance as Leon. Like, in comparison to Mercer, Mercier, he simply does not charisma to inject personality into what is an otherwise really boring version of Leon. He definitely doesn’t have the hammy, but dead-serious delivery of Paul ”why does no one listen to me?” Haddad (Leon’s original VA). 
I think one of the more disappointing sequences in the game is when Leon returns to the main lobby in the station and gets jumped by zombie Marvin. Instead of sounding devastated, Leon just sounds mildly disappointed his C.O is a zombie (Panisello gives you a better impression of Claire’s heartbreak). And because this scene isn’t a cinematic, you as a player are just running around in circles hoping you have enough ammo to kill the bullet sponge zombie Marvin. When Marvin is finally a gory mess on the ground, Leon saying, “Don’t worry, Lieutenant. I’ll stop this” (paraphrasing) to the pieces of Marvin’s body, comes off as unintentionally hilarious, right down to the delivery of Apostolides.
My feelings are about the same on Jolene Andersen (but we all can’t be Sally Cahill, can we?), but also makes me wonder why Capcom didn’t go the distance to hire a Chinese-American voice actress for Ada. They clearly had the opportunity to do so, they found a Black actor for Marvin, but they just didn’t bother with Ada.
The worst performances out of the bunch is probably Daddy Gunshop owner, “Hello Human” reporter guy, Annette “You’ll Never Get the G-Virus” Birkin, and Chief Irons.
IV. Capcom’s Adventures in Sexism Rebooted
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One of these characters had some thought put into their design. It’s not the character on the left.
The Resident Evil series is no stranger the sexualization or objectification of female characters. Historically, for every step forward Resident Evil takes with the presentation of its female characters, it takes six steps back. If there is a female character in the series, the chances are she’s going to be wearing something meant purely for the male gaze, while her male companions wear something far more appropriate for the game’s plot. It only gets worse with alternate costumes, which are typically comprised of sexy school girl fantasies, Daisy Duke hot pants, anti-Black fetishism, and little red riding hood looks. (And no, costumes like Chris’ Sailor Man and Mad Max looks aren’t a counterpoint gotcha.)
RE2R, on the surface, seems to be yet another step-up in the presentation department for female characters in the series. Claire is wearing a leather jacket over a black tank top and sports jeans instead of shorts in new her default costume, they even presented Ada Wong in a world’s ugliest looking trenchcoat. Even better, one of Claire’s alternate costumes is a suit pants and shirt look. Claire has three alternate costumes that aren’t even remotely fanservice-y in the least and it’s great.
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Then Capcom announced the “Classic Costume” for Claire and finally revealed Ada Wong without the trenchcoat, and it was business as usual. Claire Redfield’s “Classic Costume” in the reboot is, for lack of a better word, closer to fanservice-y than the original leotard under shorts, black shirt, and vest combo ever turned out to be. The only marked improvement made are the shorts are equal to the length of the leotards and no longer look like underwear.
Where the tank top worked with her new jacket and jeans, it throws the entire look of the original costume’s framing off, and based on the cinematics. While it’s nowhere near as sexualized as her Revelations 2 alt costume, Capcom’s intent here is pretty clear.
Effectively, Claire looks closer to a character who would appear in a Michael Bay produced horror film, whose talking points are usually how sexy the actress makes being terrified look. In the original she was simply meant to look “cool”. When she removed the vest, and wore the holster over her black shirt, she did.
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Ada Wong goes from wearing a halter top dress with leggings, and flat heeled shoes that looked fairly maneuverable in, to looking as though she’s been zip-locked into a red slip that doesn’t fit her, finished off with a tacky tiny black bow, a choker and two inch heels. 
The entire look of it rather screams at you like a flashing ad banner advertising for an explicit website fetishizing Chinese-American woman. A lot of the fan art coming out of the fandom for Ada Wong in the remake is reflecting more or less that, so the target audience has been completely satisfied in this regard.
She looks absolutely ridiculous in gameplay segments because the dress was designed with no reactionary physics. It doesn’t flex the way a dress does around legs. It looks like a bad mod made by a fan that wanted a “sexier” looking Ada Wong.
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Even outside the context of alternate costumes, female characters like 18-Year old Rebecca Chambers (who isn’t even in this game) ends up being oddly sexualized in a photograph where she was originally just sitting on the ground with a basketball in front of her leg, grinning like a goofy kid on a Scholastic paperback from the 90s.
Were it not for the fact that they were legitimately aiming to make Annette Birkin look undesirable, I’d be surprised that she didn’t appear in this game wearing a lab coat, half-open dress shirt, office skirt and three inch heels with heavy makeup.
Meanwhile, Leon Kennedy gets a “Classic Costume” that gets no [major] alternations to its look and thus is restored, unlike Claire or Ada, normal civilian clothing, and a Noir costume. Ada basically got no alternate costumes despite her playability, and I think it was the same with Sherry as well?
Standard, tried and true sexism aside, when it comes right down to it, even if your female character has the reputation of characters like Leon, “How can I make her sexier?” is a question Capcom all too readily answers instead of being creative.
V. RE Engine or, a Trip into the Dark Valley of Uncanny Gray People Land
Photorealism in games isn’t something I’m crazy about and how I react to it ultimately depends on the developer. A lot of video games have been worse for it – dead eye and plastic looking characters is an issue that persists – while very few have used it to the advantage of their creativity.
The major thing that puts me off is the blandness of a photo-realistic white faces. Developers are have shown they can sleepwalk a photo-realistic white face with no issues, but when it comes to the faces of people of color, well, either their biases start to show in the designs (its real easy to make a caricature of Black or non-Black face for video game devs) or their limitations are inherent in their how they see faces that don’t look like them.
I find myself struggling to say what I enjoyed about this game on a visual aspect, because its biggest detriment is without a doubt the RE Engine.
Environment Design - You want it Darker
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Creative Assembly’s Alien Isolation did something I really liked. And that’s make the player reliant upon its darkness. You spend as much time in the light as you do enshrouded in the dark. The A.I. systems of Amanda Ripley’s enemies: Hostile humans, androids on an aggressive warpath of helpfulness, and the Xenomorph make hyper-aware of just how exposed you are bathed in the light, just as the dark and shadow make you equally aware that you’re just as open to an attack from the Xenomorph who needs no light to see you should it ever spot you therein.
A lot of the design philosophies in RE2R were built on the groundwork established by RE7, but its disadvantage was the player’s familiarity with RE2O’s level design. In a lot ways, I think they opted for pitch black environments to break that confidence. There are several environments throughout the presentation of RE2R that are turn-the-lights-off dark (which makes for an unpleasant experience for my eyes), but in a way that’s more superficial than essential.
Most areas in the game contain low-level lightning most of the series is known for, but it lacks any of the color and saturation from older games that make set pieces stand out. The most light you’ll see in RE2R is within the lobby, library and upper offices of the police station and the underground lab at the climax of the game. 
The closest the game ever gets to replicating the atmosphere and mood of the older Resident Evil games is probably the orphanage level and the later street level in Claire’s campaign. The lightning and shadows are perfect there.  But, more often than not, RE2R is content to plunge you into a adversarial darkness repeatedly with a flashlight. In addition to the game’s muted or desaturated colors and washed out look, nothing about the environment design really stands out as remarkable outside of the aforementioned levels.
I don’t think I’ve read so many complaints about having to adjust the contrast, color, brightness, and etc just to get one area or another to look normal before this game (in relation to RE). It’s apparently bad enough that PC Modders are creating mods that fix the overall presentation of the game (more color contrast, sharper image, improved lightning). Devil May Cry 5‘s environment and lightning design tends to looks leagues better than this game, and its got its fair share of bland looking levels. 
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The screenshot is edited, but this is a solid approximation of how dark it is in a lot of areas.
Where almost no light worked in a game like Amnesia: The Dark Descent, SOMA, Penumbra, or even Silent Hill, RE2R’s design template actively discourages exploration in a way the older games did the opposite. It gives you the impression that the game has more to hide than it does to show you. The 2002 Resident Evil remake is still one of the best examples of cinematic light, dark, and shadow created purely for navigation purposes. The game is seventeen years old (holy shit), and legit, I don’t think there is a Resident Evil game in the series that nails how essential lightning is to your environment like this one.
On an aesthetic level, the reboot fails to capture the period of the world that its predecessor was basically developed, lived and breathed in. Setting aside product placement (“Pepsi”) and musical cues (“Baby one More Time”) is beyond Capcom’s budget, it’s the little things about the environment and level design in the reboot that really fails to say, “Here lay 1998. We’re a year away from the full-blown Y2K craze, floppy discs, and pagers were still a thing.”
There’s a tape recorder, yes, there are big, blocky computers sitting on hardwood desks and gas prices I still can’t believe my father grouched over in comparison to the shit they have us paying now, but, a lot of those things feel like superficial window dressing on a poster board. 
The environment design and world of RE2R feels very much like a 2019 era world with very little ringing true of the 90s.. I don’t think any damages the authenticity of the world much like the design of the characters – who look a little too 21st century as opposed to individuals trapped in a moment of time – now twenty years ago – and the same can be said of the secret evil lair of the Umbrella Corporation.
Everything in the final level of the game feels like something of Paul W.S. Anderson’s Resident Evil (The HIVE), and less like a lab that was built and constructed with what a 90s era architect would think was cutting edge tech and aesthetic of the late 1990s. It got to a point where I honestly think they should’ve just set the reboot in 2018.
Character Design - Petrified Faces and Awkward Mouths
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He’s lit. melting in the rain right now.
Photo-realistic characters live and die by how well they imitate life without setting off the alarms in your mind. RE2R falls on the spectrum of “missing your mark” in a lot of ways. Characters in RE7 had the look of wax mannequin dolls walking around terrorizing you’re equally doll-esque player characters (with no heads). Nothing about how these characters were rendered and animated was particularly great, and it constantly triggered the meant response of “there is something wrong with what I’m looking at” that often comes with the uncanny valley.
The biggest issue facing the grand majority of the white characters RE2R is the fact that Capcom is still manipulating faces like they’re still using stylized animation and not an engine “based in reality” to its detriment. Characters are puppet-esque, or look particularly unfinished in the washed out environment and desaturated colors. This is noticeable in throwaway characters like the trucker in the opening cinematic (eating a burger that reacts unlike food) with a face that seems ready to melt off of its model at any moment, Chief Irons, “Hello Human” reporter guy, and the father and zombie daughter from the trite Gunshop sequence begging for its SAG award. None of these characters emote or animate well and draw the eye to the imperfections of the engine than wow you with its animation.
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Among the central cast, the characters that look the worst rendered in the RE Engine are probably Claire Redfield and Annette Birkin. Both characters look as though the face models simply did not cooperate with Capcom tweaking the faces. Annette is more puppet-like than say, Claire (who at least has genuine moments of humanity). The less than stellar facial and lip animation is extremely noticeable on Annette's model who might’ve been promoted to minor antagonist at the last minute, because she has no business moving so robotically. It probably doesn’t help matters that Capcom designed her character with the philosophy of “working women don’t care about their appearances” (paraphrased) in mind, which makes their changes to Ada and Claire all the more suspect.
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Claire’s biggest issue seems to be that Capcom simply spent less time on her than they did Leon. The model’s face is often stiff and under-animated, so it looks like Claire’s face is struggling to emote. This is especially notifiable when you compare Claire’s model to her living counterpart (who is far more expressive in a still image than her 3D model). Capcom more than likely tweaked the model’s face more than a little bit, and to the character’s detriment. Honestly, it’s comparable to how she ended up looking in CGI film Degeneration (where her face barley animated). Claire’s model really, really, really needed more work, or Capcom needed to find a face they could work with better than the one they chose.
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Leon is the character they clearly spent more time on, at least in terms of details. In general, his animations are probably stiffer than Claire. Most of the cinematics involving close-ups of Leon’s face make it appear as though Leon has mastered the art of talking through one’s teeth without moving their lips, and he’s not particularly emotive unless the emotion is an extreme one.
Out of the characters with any remote screen-time or plot-related dialog, the only ones that look slightly more remarkable are Ada Wong and Marvin Branagh. Marvin in particular might be the best example of what the RE Engine can do with unique faces and competent performance from the animators and the actor. 
Ada Wong looks better than she ever did in Resident Evil 6, and while this not my favorite rendition of her character on any level, she is only female character in the game – in terms of character design – that got a decent face model.
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The only drawback with these two characters that Marvin looks as ashy white as the white characters (and no blood-loss isn’t a justification for that) and he shares the same thousand yard dead-eye look in his eyes that a lot of the other characters have. The less-than-stellar facial animation is more than a little noticeable in Ada Wong’s sequences a well (was she snarling or trying to annunciate words at Annette?).
The zombies and non-human enemy types look better suited the grayscale, clay-esque look the RE Engine gives everything. Zombies require almost little to no real facial animation, but against the backdrop of reality they are truly out of place (to reiterate). The same can be said of characters like Mr. X or William Birkin’s monster form.
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The big sell Capcom made with the zombies and monsters in RE2R is that they could render insane amounts of gore, based on the human anatomy. On paper, it definitely sounds like a cool idea, in execution? I’ve been so desensitized to gore and human guts – within the fictional spectrum – that this really doesn’t impress me. (My sister, on the other hand, needed a moment.) 
It’s like, “Yeah, that guy’s arm is are hanging off alright.” But, unless you’re giving me RE4 or Dead Space level styled deaths, where the gore is put on display with a sort’ve Evil Dead irreverence, well, the most your doing is just demonstrating gross anatomy. It’s cool, but not exactly satisfying, esp. when taking the clay-esque look of the models into consideration. The masturbatory gore dislay is also probably a big reason why firearms and explosives against zombies no longer have the desired effect. The most you’ll be doing a lot of the time is peeling the skin off of a model, which I guess, is your cue to go, “Wow, look these physics, look at that gore.”
There are some developers who really know how to work with photo-realistic environments and, even moreso, how to render photo-realistic characters, be they based on living people or not. Remedy Entertainment (using the in-house engine, Northlight Engine), is one, and Naughty Dog – who still rely heavily on stylization – has only recently entered that threshold during the PS4 era.
A lot of this of course, is a consequence of experience with that medium. Naughty Dog’s history with more animated styles definitely helps more than harms their photo-realistic models and environment. Remedy Entertainment’s persistent desire to render the real world in a 3D environment has simply improved as the tech has gotten better.
Capcom, like Square Enix and the late Konami, was always at its best with hybrid blend of animation and photo-realism. Resident Evil was rendered and designed in such a way that it straddled the line of photo-realism and stylistic animation in way no other games did. It wasn’t too real, and it wasn’t too cartoony.
That creative style lent itself to their level design as one was often not without the other. The Gothic horror design of mansions or European countries, and the stark familiarity of places like a police station, a cruise ship or a prison island, were often picture-esque or surreal by design. The RE Engine is probably the biggest step backward in terms of design and atmosphere.
VI. Conclusion – “All Employees Proceed to the Bottom Platform.”
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Hey, look, a callback to Resident Evil 2. Neat.
As a game I played with my sister, passing he controller to her every fifteen minutes, I had fun based purely on how she reacted to the game. Whatever my quibbles, the most fun I’ve had with this game is probably screaming and yelling with my sister, and acting as her personal exposition machine. 
She asks so many questions about what the hell is going on in the greater scheme of the plot. She doesn’t care, per-say, but she asks anyway because she knows I like reading Wikipedia and thus have the answers. I can only tell her what I know from the previous games, which I know effectively don’t count for shit with this reboot.
That said, the reboot just made me weirdly appreciative of what went into the creation of the original Resident Evil 2, especially in terms of structure, gameplay and presentation. The reboot is ultimately something that feels like it was produced within a AAA space, right down to its paid DLC offerings, which once would’ve been natural unlockables in the game. It’s budget was probably sunk by the over-lavish requirements of the RE Engine, and just from looking at it, this game had budget it was straining against. It ultimately ends up making its predecessor all the more crucial and unique.
It kinda highlights just how useless exploiting nostalgia is in the process of replicating things. You don’t get the same results, and in the end you’re only playing an imitation of something that was a consequence of the right people coming together at the right period of time. It’s what makes things like polygonal character skins, or “play this game with lower resolution settings”, give the impression that devs largely miss the point or misunderstand what people like or continue to like about older productions, even when a newer imitation of it comes out (the discussions people have about Metal Gear Solid vs. The Twin Snakes highlights this best, I think).
I enjoyed Bluepoint’s Shadow of the Colossus, they went above and beyond the call of duty to reproduce the original, but I often find myself playing the older far more than its 2018 remake, because the latter ultimately lacks what Team Ico put into that game.
In its attempts to be a retelling of the game, RE2R probably would’ve been better off abandoning the entire framework and creating something entirely new (I say again). But because it never tries to be different enough from its counterpart, especially in terms of story beats, the end result is a condensed soup with missing flavor. Otherwise, I think restorative would’ve been a better move than remixing it. Not something I could say about Shattered Memories. If I could describe RE2R, outside of the interaction I had with it in the company of my sister, “boring” would be the kindest descriptor I could give it. Everything about its aesthetic, to the delivery as a much toned down version of RE2O, was not gripping [for] me.
Comparing this reboot to something like DMC5, something using the same engine, but manages to be more vibrant in design and presentation, makes RE2R look unremarkable in comparison. The visual quality of the game tended to remind me of the presentation of Ready at Dawn’s The Order 1886, which was also heavily reliant on photo-realistic graphics and a washed out presentation.
This game is nowhere near as engaging as its original. And because the campaigns are basically a Frankenstein hybrid of the original A/B set up, a lot of the changes to the plot seem really superfluous or detrimental to the structure overall.
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They really did Ada dirty in this game.
Playing the events of RE2O as more overly dramatic or serious effectively makes for a really dull game. A more reality-based RE isn’t something I’m particularly interested in, especially since the end result appears to be a less exciting product. The fact that they did so little with or reduced characters like Marvin and Ada – who are nowhere near as present or independent of the scenario characters as they should be, just makes for a greater disappointment.
RE2R is a reboot of the original 1998 game in all the ways that are reflective of RE7’s design principals, carrying the pretense of realism on its shoulders. RE2R keeps some of the bones of RE2O, but discards the rest in exchange for something trying really hard to be different, but familiar enough to invoke déjà vu. If you spent the radio silence hoping for the lavish recreation Mikami made of his 1996 original in 2002 for Gamecube audiences, you sadly won’t find it here. If anything this more or less proves something like that will never happen again.
RE2R strives to be a third person iteration of RE7 with an older title. If you weren’t crazy for what a lot of people more or less called “Resident Evil in Name Only” when it was released in 2017, chances are you won’t enjoy your time with RE2R. If you were completely and utterly for RE7, the RE Engine and all that this blueprint entails, you’ll basically have a good time with RE2R and whatever else gets remade under this umbrella.
The last temptation I have toward this game is playing it heavily modified on the PC because the mods for this game actually look like something to mess with. I’m just waiting for the “Classic Ada” costume mod, because that dress is some of the laziest character design I’ve ever seen.
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xxdeathnotronic · 7 years
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As I said earlier, I finished Resident Evil 7, and while I gave my thoughts at the end of my video, I do want to just kinda put them down here. Especially considering I’m such a hardcore fan of the games before RE4. BTW, this will have story spoilers, so. PLEASE scroll past fast if you’re on mobile, and skip over.
I want to mention that I’m 29, and have been playing Resident Evil since 1997/1998 (I can’t pinpoint the exact year, but it was in that range because the first game I played was Resident Evil Director’s Cut.) So basically almost 20 years jfc, yes I’m old.
When Resident Evil 4 was released, I was originally very hyped because it was another game with Leon, and I loved RE2. But... much to my dismay... there was such a focus on fighting and clearing rooms, and less on exploring. That actiony vibe started with Code Veronica, honestly, but Code Veronica still had that nostalgic feeling. So, I was pretty bummed about RE4, and later RE5... and even more so by RE6. So much that I didn’t even touch the Revelations games. I just didn’t care. So, when they announced Resident Evil 7 at E3, and it looked so fucking good, and so fucking scary. I was surprised, and hopeful. My favourite thing about Resident Evil is exploring the location you’re in. I know the Spencer Mansion in the Arklay Mountains like the back of my hand, both layouts, the original and the REmake. I’ve played Resident Evil 2 and 3 so many times, I forget which one is the one where there’s a first aid spray at Rebecca’s desk in the STARS office in the RPD.  Resident Evil 7 delivered in that regard. Exploring the Baker mansion was the best part, I was doing a Let’s Play of the game, and my total playtime was 9 and a half hours.  The Bakers were interesting pursuers, and considering how the story goes, they’re a very sad part of the story. It humanizes them. Something that rarely happens in games with pursuers. Seriously, think about it? Chris in Outlast, he’s a pretty shitty dude prior to being a big monster. Traeger also pretty shitty prior to being a monster. And even in prior Resident Evil games, Nemesis was a creation specifically made to kill you, same with Mr. X. Jack and Marguerite were genuinely normal people prior to the story. Lucas was kind of always an asshole. Resident Evil 7′s story was very Resident Evil. Sorry, but it is. Its about a bioweapon that got out of hand. End of story. I’ll admit the last two parts of the game were my least favourite, beyond a very amazing cutscene. I don’t like a lot of combat. I’m not good at it, but you know what... I gave a lot of difficulty. Hell, I didn’t even notice lead ups to boss fights. I literally wandered into Marguerite’s boss fight and I didn’t even realize there were gimmicks to each boss, which is DEFINITELY a thing carried over from RE4. (Prior RE bosses only required dealing enough damage, there were not a lot of “You must hit this place” or “Do this specific attack at this time” moments.)  The ending does confuse me. I got the bad ending straight away, but I don’t mind. It was good for me, and I have since seen the good ending. I’m hoping the DLC coming in the spring will explain more about that. I enjoyed Resident Evil 7. It had nice call backs to Resident Evil, every puzzle felt like a Resident Evil puzzle. The Baker house was a great environment. You can tell the game was made for VR, but it doesn’t ruin the non-vr version. (And the VR version is so good. I played a bit of the game in VR and it was so good. I played the boss fight with Jack in the garage, and being in VR during that part was insane. The perspective is perfect, nothing feels too big, or too small, you feel like you have to duck at some points. its good.) I’m not sure what else is coming this year that I’ll even be interested in playing, but for now... Resident Evil 7 is a high contender for GOTY for me, especially if the DLC is great. I just wish my computer didn’t get so hot playing it because I’d love to speedrun it or get through it again in my new game plus.
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sapphire-weapon · 1 year
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Real shit the real reason why I’m so excited by the idea of Separate Ways going beyond the events of RE4′s main campaign and culminating in a boss fight against Wesker is because this is an opportunity to finally decouple Ada’s character from Leon.
There was always so much potential for Ada, but the fact that Capcom has only ever hitched her to the back of Leon’s story wagon and has never let her just be her own goddamn character is probably the biggest disservice that they’ve done not just to any character in the series, but also the series itself.
Imagine a version of Chris’s RE6 campaign where Leon didn’t poke his fucking ass into it and it was just Chris going after Ada until the Carla reveal happened and pulled the rug out from under Chris without Leon softening the blow first. Imagine how much better of a story that would’ve fucking been.
I feel like this is something that Capcom has wanted to do for a while, which is why they put her in Umbrella Chronicles -- which is, to date, the single only title that Ada has ever appeared in without Leon -- but Capcom has also historically been afraid of Upsetting The Fanbase(TM), so they backed off on the idea when the response to her inclusion in UC was lukewarm at best.
The Remake team seems to be willing to take risks, so I hope this is a risk they take. I want to see Ada be her own character doing her own things -- because she has so many things going on that always, always get dropped in favor of more pointless melodrama with Leon.
It’s another huge fucking reason why I hate the ship. He holds her back SO much from a narrative and character advancement perspective. I would probably be much warmer towards the ship if the two of them really were their own separate people living separate lives that sometimes crash into each other unexpectedly -- but that’s not what the ship is. It’s what Capcom, I think, intends for it to be, but that’s not how they write it. Leon is his own independent person doing his own independent thing, but Ada very much is not. Ada does not exist in the story without him with her. And I don’t fuck with that. It makes her less of a character and more of just an extension of Leon, and Ada as a concept should rightfully be so much more than that.
I want the Remake series to branch off into its own separate timeline specifically for this reason. I want new games that have Ada doing things on her own. I want the series to show all of the shit she gets herself involved in and what the consequences are, because she is actually such a huge part of the story and is never allowed to actually be shown that way.
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sapphire-weapon · 1 year
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In re4 it says in the intro:
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Specifically want to focus on "protecting the new president's family"
In the OG it's his first time meeting ashley, but would this presumably have meant he was planned to be on the president's secret service? We never really see this in any of the other material following RE4 (I think???), so I'm not sure if he ever follows through with this.
We also don't see it in the remake! So would you say this was retconned, or did I maybe misinterpret this?
Leon also says in the intro of OG:
"Soon after [the incident at the Spencer Mansion (aka the events of RE1)], the news was out to the whole world revealing that it was the fault of a secret viral experiment conducted by the international pharmaceutical enterprise, Umbrella. [...] With the whole affair gone public, the United States government issued an indefinite suspension of business decree to Umbrella."
and yet in RE6 the entire inciting incident that kicks off Leon's campaign is that the president is going to "reveal the truth about what happened in Raccoon City"????
Like???
Literally what is still being kept secret, exactly??
And it bothered me for the longest fucking time until RE4make was announced to be in development and someone went and interviewed Shinji Mikami regarding his thoughts on it, and Mikami's response was (paraphrased) "I support any attempt at a remake as long as they fix the story and give it a better one. We wrote literally the entire story of RE4 in two weeks because we'd spent so much time perfecting the gameplay that we legit forgot to write a story."
And then all the pieces clicked together and it finally started to make sense.
So we really gotta keep in mind what RE4 OG actually was at the time of release. Prior to RE4, the last two major RE releases were REmake and RE0, both of which completely and utterly fucking bombed. Mikami, to this day, considers REmake his magnum opus, and for it to sell like complete and utter dogshit to the point where it almost legit ended his career was literally traumatic for him. In 2013-2014 leading up to the launch of The Evil Within, he would say in interviews that he still had nightmares about how badly REmake performed after he'd poured so much into it.
In those same interviews, he also talked about how RE4 was a make or break moment not just for his career, but for the entire RE franchise. If RE4 underperformed, not only would he get fired from Capcom, but they were going to pull the plug on Resident Evil all together. This is a huge reason why RE4 took so long to come out compared to previous RE titles and why two different completely viable builds for RE4 got scrapped (one became Haunting Ground and one became Devil May Cry) before they settled on the version of the game that was actually released.
It's also why they fixated so hard on the gameplay and let the story go by the wayside.
So, Leon's voiceover in the original RE4 literally only exists for two reasons:
to get players who have never played an RE game before relatively up to speed with what's happened in the story up to this point
to give some explanation to existing fans why Leon is in Spain looking for the game's escort mission when, the last time we heard about him, he was just... nebulously with the government and was working as a point of contact between Claire and Chris in CVX.
Basically, neither Mikami nor Capcom had a plan for Leon's character at the time RE4 was being made. It had already been established in the RE3 epilogues that Leon and Sherry had been kidnapped by the US Government and that the gov't was holding Sherry hostage and forcing Leon to work for them, but... that was about it. That was the only sort of baseline that Mikami and his team were working off of, so they basically were making it up as they went along and taking whatever liberties with his character and the base lore that they needed to in order to make the game coherent and successful.
We also need to keep in mind that Mikami left Capcom in the time between RE4's Gamecube release and its PS2 release (and that's a whole fucking drama all on its own), so he was not at all involved in the writing or creation of Separate Ways.
So, the father of the entire Resident Evil franchise, who developed the whole fucking idea himself, and who created and directed RE4's base game fucking dipped out right after release, leaving absolutely no notes behind because Capcom fucked him over, which left the PS2 team to just kind of fucking... figure it out on their own during the creation of Separate Ways, because Sony wanted exclusive content for their version of the game. So now, in addition to Mikami taking liberties with Leon's character for the creation of the base game, the B-team now had to take even more liberties because they didn't know what the fuck to even do.
Like.
Degeneration is a bad fucking movie and it's a huge shitshow, but I do not at ALL fault or envy the writers or directors of that movie, because I wouldn't even know where to START when it came to working off of the spaghetti plot that RE4 just kind of threw at the wall and hoped stuck.
And there's more I can go into about Degeneration, too, and why that's such a shitshow and how half of it doesn't make sense, but. That's for another post.
So, all of this to say... don't take Leon's voiceover in the intro to RE4 OG too seriously. It was literally just a way for Mikami and his team to really quickly just be like "okay, so, there were zombies and shit in the previous games, but now that's over and Leon's a government agent, and he's going after the president's kidnapped daughter. everyone follow me??? yes??? ok good let's start the game." because the story was a rush job, and the game was developed under extreme duress, and all that mattered was that it made enough sense to not put people off.
Like... does it suck, as a Leon/Ashley shipper, to see in the intro that he was actually, at one point, specifically assigned to her? And that the rest of the series then just ignored that? Yes. It does suck. But, the only reason why that was said in the first place was just as a scene-setter, and, realistically, there was no way to keep Leon relevant in the RE series if he was just assigned to presidential security detail. And of course they were going to want to make sure Leon stayed relevant in RE because of how much of a cultural phenomenon RE4 actually became. They'd have been stupid to not change the role of his character to one that could be used over and over and over again for different stories.
But at the time, Mikami and his team didn't know -- and had no way of knowing -- just how successful RE4 was going to become. It was just as likely that RE4 was going to go the way of REmake, and the series was going to die with its release. So, if it died, at least it ended with Umbrella being defeated and long gone, and Leon having a mostly happily-ever-after in a cushy gov't job protecting the president's family.
We know now that that's not how it went, so things had to change, but. It would've been a fine way for things to have ended, if they did, in fact, end there.
So it just kind of... is what it is.
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sapphire-weapon · 4 months
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Honestly, I don't think Capcom would dare to remake RE6. The game has a lot of flaws, and the over-the-top Fast and Furious action style isn't even the worst of them.
The story in general is a fucking shitty mess, the villains are a joke, specifically Simmons and his stupid obsession with Ada and his ridiculous transformations (who the hell thought a fly and a dinosaur were good ideas?). Not to mention that Jake and Helena must be among the most forgettable characters in the main saga; to this day no one can explain how Wesker had a son, or what was the point of making so much hype for a character we'd never hear from again despite being the son of the most important RE villain.
RE6 is still the mockery of the fandom, people still make videos making fun of how ridiculous and bad the game is, and I don't blame them. That's why RE7 was so abysmally different, because Capcom listened to the fans and they understood that RE6 is simply NOT what the fandom wanted. A remake of RE6 would also imply that Capcom has to redo the story of the game that almost killed their most important franchise. It's not just about polishing some flaws that the original story had or changing some events/scenes (as happened with RE2R and RE4R), it's about changing like 80% of the game to make it good. And I swear, if they make a totally original game no soul on this earth is going to complain, because the only good things people remember about RE6 is: hand-to-hand combat, Leon's perfect ass and Piers and his dynamic with Chris.
to this day no one can explain how Wesker had a son
i mean i can.
he put his penis inside of a woman's vagina and ejaculated while she was ovulating and used no birth control.
it's not that complicated rly.
but overall, what you don't seem to understand, anon, is that RE6 is one of the best-selling resident evil games ever released.
ever.
it has about the same amount of sales as every version of OG RE4 that was ever released combined.
they would be fucking stupid not to remake it. like, just absolutely smooth-brained drooling idiot in a dunce cap stupid to not remake that game.
and the way that it got there is because RE4 was a cultural phenomenon, which then turned RE5 into the best-selling RE game up to that point because it was billed as "RE4 you can play with your friends" -- and then when RE5 was released to financial, critical, and fan success, that reputation and that hype pulled in so many sales for RE6.
capcom can absolutely repeat that success and rake in shittons of money, now that they have managed to replicate RE4make being a cultural phenomenon that's pulled a brand new audience into resident evil, just like OG did. they would be so stupid to not keep that success rolling the exact same way they did with OG.
capcom is a business, and a business exists to make money.
we are getting an RE6make. as far as i'm concerned, this is not up for debate. they need to release another leon game in the remake timeline within the next five years to fully capitalize on RE4make's success -- regardless of how well RE5make does -- and RE6 is the only option, because it is the last numbered title he's been in. (and before you go: what about that operation javier game that just got hinted at -- that would be a spinoff, and that's not the same thing.)
capcom used to say that an RE2make would never happen. they were terrified to remake RE2. and they were right to be.
they were also terrified to remake RE4. and they were definitely right to be.
but i don't think they're scared anymore. they're going to look at RE6make as an opportunity, not a roadblock. RE6make is their opportunity to do it right this time and have that game bolster their reputation instead of tank it while raking in shittons and shittons of money.
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sapphire-weapon · 11 months
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Hey, can you tell me a little more about how RE6 was recieved by fans? I know it's generally disliked, but I'm curious as to how original fans actually reacted to the writing. When I played it a few months ago (I got into RE last year), it absolutely threw me. I thought the characterisation and the romances and overall plot were horrendous. I'm even wary of accepting half of it as canon!
First, there's Jake Muller. While I did actually like him, because I thought the whole anti-hero trope was refreshing, his whole superpowered story that was never picked up again was... pretty bad. Chris and his amnesia was tolerable at best. I did actually enjoy his dynamic with Piers (and I shipped the hell out of them I'm ngl, lol) but he felt so ?? off. I can't explain it. I thought how Piers was killed was super cheap and unnecessary too.
Then there's Leon... jesus christ Leon. He was awful in that game. He had such a weird relationship with Helena and an underwhelming reunion with Sherry. Then there's the absolute mess that was his relationship to Ada. It made me physically cringe. "You... have feelings." This man has not seen her in YEARS, with a long history of betrayal. Why in the world is he moping around and getting into physical altercations with Chris Redfield to protect her, ignoring her crimes? I laughed so hard. They made him absolutely absurd and senseless. I can't stand the RE6 version of him, I'm sorry. He was hard to tolerate.
Then... the Ada campaign. Holy Jesus the Ada campaign, with the slime clone!? WHAT WAS THAT!? And apparently she dated the villain or something and he was upset because he was madly in love with her, if I remember correctly? I specifically saved her campaign for last because I was so excited for Ada content, only to be met with the laziest, cardboard cutout 2000's Hollywood tropes. Tripe. But at least I got a good laugh from it.
Am I alone with these opinions? I genuinely thought pretty much everything about it was rubbish, lacking effort and made no sense. They were ALL weirdly out of character and I'd never desire to replay it. Could this be a general consensus? I'd love to hear your experience and what the original reception was like. I know RE6 is generally slated, but that seems for gameplay, rather than the rubbish story!
Most of the criticisms about RE6's story surrounded:
Leon being a "simp" for Ada
Simmons just making absolutely no sense at all and turning into a T-Rex somehow and making the confrontation with him underwhelming and stupid as a result
Sherry's powers being underwhelming and kind of a cop-out for giving her extreme plot armor
Chris's amnesia being completely pointless and stupid, as well as his entire campaign being horribly unfun to play
The Carla Radames storyline being the single dumbest shit in mainline Resident Evil, and that includes the whole Ashford siblings thing involving Alexia being a 7 year old prodigy working alongside Albert goddamn Wesker
There were other criticisms, too, surrounding the enemy and level designs, as well as the game's tendency to just have something blow up when they didn't know how to transition a scene. But. Those ^ were the big things.
The three things that were regularly and almost universally praised about RE6's writing were:
The general atmosphere of Leon and Helena's campaign
Piers Nivans
The pacing and imagery of Ada's campaign
#3 has since been removed from the list, because the whole tone of her campaign got fucked up when they patched in a co-op partner for her.
But, on RE6's release, Ada's campaign was a solo mission, and it was praised as the single best campaign in the game, period. Ada being forced to go through a maze of hallways with images of her own face forming on the walls and a voice yelling "I AM ADA WONG" was genuinely unnerving back when it was just her going it alone. And, back then, her campaign wasn't available from the start, either. You had to beat all three of the other campaigns first to even unlock it.
I, personally, was far less critical of RE6 than most of the wider fandom was -- and that was for a few reasons.
I was able to forgive RE6 for a lot of its stupid bullshit because I loved other parts about it so much more than I hated it, and those beloved parts were:
Giving us better insight on Leon's mental state through the various files found throughout the game
Giving us Leon and Chris's friendship and portraying it as beautifully as they did (I said this before, but I walked away from RE6 thinking "No one on this planet loves Leon Kennedy more than Chris Redfield does")
Giving us Leon as a full-grown adult and a professional (before the whole bullshit with Ada poked its fucking ass into his campaign and ruined the story)
Chris's personality, for the most part. In the flashback sections before his men are killed/he ends up with amnesia, and then later in the game after Leon soothes his giant asshurt about Ada -- those sections are some of the best moments Chris has as a character post-REmake (huge parts of RE5 were not kind to him lmao)
Ada's campaign, for the reasons listed above
Turning Wesker into a pump&dump deadbeat dad (I'm sorry but this is still very funny to me, even today)
Actually returning Sherry to the storyline and keeping her kind-hearted and good-natured instead of dead inside like she very well could have been (also RE6 is the only title in the entire series that actually calls attention to Leon's paternal love for Sherry, even a little bit)
Piers Nivans. Just... in general. Piers is still the best-written, most charismatic single-title character that Resident Evil has ever produced, and yes I'm including Remake Luis and Remake Ashley in that. I love him unconditionally, and I'm so upset that he's dead.
The Rasklapanje monsters being objectively scarier than Regenerators, somehow
... Even though you can put their limbs in the microwave and shit, which is actually hilarious and I love it
The combat system just in general. People shit on RE6's combat only because they don't understand it. If you try to just stand and shoot things like RE4 and RE5, you're gonna run out of ammo and you're gonna have a bad time. RE6 is a hybrid shooter/brawler that encourages a very aggressive playstyle. Once you figure that out, this game becomes HELLA fun.
I think RE6 has the potential to be great in the Remake series, because there is a lot of good stuff there. It's just buried under the much more obvious, glaring, REALLY BAD SHIT that's there, too.
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sapphire-weapon · 10 months
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You 100% made sense and I was the one who worded my ask poorly actually lol. (Please excuse that, I am super sleep deprived and speaking nonsense!) Yes, all the same character, but I guess I meant I tend not to like every aspect. Far from it. I tend to enjoy tragic storylines (such as Vendetta and soaked cat RE4make) because, I don't know. I'm a sucker for angsty drama. I guess I meant to ask which is your favourite part that portrays (in your opinion) an interesting part of him and where he is mentally in that specific story. There's parts where he's just so frustrating, but then another piece of content is nitpicked and he becomes interesting and easy to empathise with. Hell, he's so complex! I may still be making my point very poorly, because gosh, I need to go to bed! Hopefully I'm a little clearer this round, lmao.
okok I feel u anon I get u now
still not sure how I'd rank them, though. because, like
I LOVE RE4make Leon, and I LOVE the prospect of him having a different attitude/viewpoint from the one he had in OG and the possibilities of opening up a completely alternate version of events moving forward.
but DI is the single best depiction of the totality of OG Leon's character.
how tf do I say I like one over the other
it's the same with OG RE2 and RE2make Leon. I like them equal amounts for COMPLETELY DIFFERENT reasons.
I guess if we JUST use OG, for me, it'd go:
Death Island
RE4
RE2 tied with the parts of RE6 that are not tied up with Ada's bullcrap
Vendetta
^ I would call this bracket the "I genuinely enjoyed all/most aspects of the story he's in and the depiction of him in it" bracket
Infinite Darkness
Damnation
^ These two are in the "he personally drives me nuts but it's important for his character arc and I recognize that" bracket
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Darkside Chronicles
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The parts of RE6 that ARE tied up with Ada's bullcrap
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Degeneration
^ This is the "I don't know what the fuck they were doing and I don't think Capcom did either" bracket
And since RE2make and RE4make were both written and being developed at the same time, I don't see them as two separate stories. That's just one long, continuous story, in my head. He's just "Remake Leon" to me, and I enjoy him at the same level as I do DI & OG RE4.
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