Thoughts on Resident Evil 4

Leon Kennedy returns in the East European wilderness in search of the kidnapped daughter of the President. And everything wants to kill him.

It’s felt like the longest time to get into the swing of things with Resident Evil 4.

When I first tried it about four or so months ago, I didn’t get the appeal – at least not now in a post – RE2 Remake world. After my first failure and struggling with the control system I didn’t think I’d ever go back.

But I did go back — months later — and I am so so glad I did.

Resident Evil 4 has become a favourite of mine. I would put it alongside RE2 Remake in terms of enjoyment and replayability.

The Controls

The control system felt entirely foreign to me on that first play months before. I went into it expecting similar fluid controls of the recent RE remakes, but instead was greeted by something half way between that and the old tank controls of the originals.

The aiming felt so constricted — having to stop running, begin aiming, and then slowly move the gun’s reticle to where I needed to shoot.

However, after an hour or so of playing something happened — I noticed that I was just moving along and playing the game. I was no longer forcing anything.

What I first thought to be constricting was in fact what was helping to give tension to the game play. The fact I couldn’t walk and shoot meant I had to choose my moves more wisely.

Castle corridors

The Setting

The Eastern European setting is absolutely gorgeous. And the excellent soundtrack really helps tie the whole thing together.

The game never lost its claustrophobic feel for me either. Despite the early parts of the game being in relatively more open surroundings, the levels are designed in a way that leaves many corners to be surprised from. There were many times when I would hear a shuffling noise and not be able to fully pin point it.

Later on, the setting takes on a more Gothic tone in a huge, decadent castle — before leading you to it’s final location, which I’ll leave you to discover. The castle is a really stunning level and some great, sometimes over the top, moments in it.

I especially enjoyed a no-combat section where you have to control Ashley to get her to Leon safely. Some truly spooky moments in that little section.

Overall, the game was much longer than I was expecting. Just as I thought it was moving towards a resolution a whole new chapter would begin. Despite the 16 or so hours of play time I spent, the experience felt so much longer — and I mean that in a good way.

Approaching the Castle

The Enemies

The game really throws you in at the slightly deeper end. I thought I would never get past the first village encounter — it felt impossible with just too many enemies coming at me at once. But after persevering and reaching the end of the first chapter, it felt like it was all coming together.

The early part of the game sees Leon fighting off the village’s residents who have all become victim to a mind-controlling parasite. Controlled by some unseen entity they run at you before slowing to a walk just a few metres away. This gives you that time to aim the weapon and fire — so they don’t just all run at your face at once.

Later on you’ll meet creepy cultists and flying bugs, before working your way through the game’s hierarchy of main villains.

There was one enemy type in particular that was equal parts inventive and terrifying. But I’ll leave you to discover those for yourself, should you dare to play. 😛

The Graveyard and the Church

In Summary

Resident Evil 4 went from being a game I couldn’t stand — just down to it’s controls — to one I couldn’t do without now. After getting past the initial confusion over the half-tank/half-fluid control system, it really is a blast to play.

The village and Gothic setting make me even more excited for the upcoming PS5 “Resident Evil 8 (Village)”. Taking what they learnt and developed with RE7 and applying it to this kind of Gothic setting, Capcom could be making something really special to experience.

I can’t recommend RE4 enough. For it’s crazy story, hideous and tough monsters and often cheesy dialogue.

Leon needs you.

Moving my video share links to my own Peertube

I am moving all of my old YouTube embedded videos to my self-hosted Peertube videos. So that Google inc. can not track you on my site.

Peertube is a self-hosted alternative to YouTube and, to a lesser extent, Vimeo.

I say lesser extent because I think Vimeo’s business model is very different from YouTube’s (Google inc’s).

Whenever a YouTube video is shared on a web page, it is basically like a Trojan horse. Yes, it lets your visitors watch a video directly in your website, but it’s doing so much more behind the curtain.

It is allowing your visitors to be tracked across the web. When a person lands on a web page that has a YouTube video embedded into it, they are seen and tracked by YouTube’s owners: Google inc.

Please don’t do this.

Moving to Peertube

I am very technologically privileged in that I have the know-how to set up my own “peertube” site (an instance as they are called). So I am not saying that people should all use that.

But do at least consider something like “Vimeo” as an alternative, or maybe even self-host the videos on your website if you have the available storage space.

I am in the process of migrating videos in my older posts over to my own Peertube website (My Jams are already moved). If you notice any I have missed, please do let me know in comments below. 🙂

I don’t want the few people who visit my site to be tracked whilst here. I want this to at least be a safe space from the surveillance and advertising swamp that is the modern web.

Notes from British History podcast episode 2

My notes from Episode 2 of the British History Podcast.

  • Covering 70,000BCE to about 100BCE
  • 70,000BCE start of the last ice age, temperature dropped by less than 10oF
  • There were Woolly Mammoths and Giant Deer in Britannia
  • 40,000BCE neanderthals started arriving to Britannia
  • 30,000BCE modern humans started arriving to Britannia
  • 22,000BCE A “cold snap”. Britannia became a treeless tundra for 1,000s of years.
    • Everything went south.
    • Things that did stay adapted to the dropping temperature.
    • Sea level was about 417 feet lower than it is today
    • Britannia was connected to both the continent and Ireland

Doggerland was the connecting area of land that connected britannia to the continent that, by around 6,500BCE, was completely underwater:

Map showing the location of Doggerland and Doggerbank

14,000BCE

  • People started arriving back to Britannia as the temperatures began to rise again. The came from southern France and Spain.

12,000BCE

  • End of the last Ice Age.
  • Ireland is split off from Britannia completely.
  • Britannia still just about connected to continent by a land bridge
  • Woodlands began coming back
  • Humans begin using small flint tools
  • Many animals dying out due to rising temperatures. That, and the humans hunting them.

7,150BCE

  • Cheddar Man
    • Man of about 21 years old
    • From the Cheddar Region
    • Died due to a blow on the head
    • Marks on his skeleton due to bones being scraped clean:
      • This is thought to be either burial rituals (secondary burial)
      • Or possibly cannibalism
    • He is related to at least two residents of modern-day Cheddar
    • Also related to about 11% of modern European population
  • The land from Britannia to continent becoming marshy.

6,500BCE

  • Doggerland now completely sank into the channel
  • Britannia is separated from the continent.

4,000BCE

  • Britannia hits the Neolithic Age (aka New Stone Age)
  • Britannia Population of about 10,000

2,500BCE

  • Stonehenge was built.

1,000BCE

  • Hill forts begin popping up across country.
  • Britannia now in Bronze age, whilst the rest of Europe was in the Iron Age.

700BCE

  • Iron begins being introduced into Britannia.
  • There was a slow switch over to Iron, probably sped up by warring tribes wanting the upper hand in battle.

500-400BCE

  • Celts begin arriving from France and Northern Spain
  • At least 2 groups of Celts:
    • Goidelic (which became Gaelic) – Settled in Ireland around 350BCE
    • Brythonic (which became Welsh, Cornish and Briton)
    • Celts as a whole came from the Hellstat Territory in central Europe around 6th Century BCE
  • Britannia was actually known of Albion, from the Latin word meaning white.

325BCE

  • Greek navigator Pytheas arrived on shores of Britannia
    • Had a way of navigating and mapping the island by putting a stick in the ground and noting it’s shadow at various times of the day.
    • The name Britannia came from him calling the people he found “Pretani”, meaning “The Painted People” – This made “Pretannike” – The land of the painted people. In Latin P’s often substituted to B’s and so became Britannia.
  • Distinct cultural groups
    • Coastal people — often traders.
      • Kent was most advanced
    • Inland people — often hunters and scavengers.
  • The way the land was meant that many communities were small in size.

200BCE

  • Trade is increased
  • Contact with Greece emerges due to the widely available Greek coins.
  • Major exports from Britannia were thought to be Tin, Copper and Hunting Dogs.

100BCE

  • Gallo Belgic coins start appearing.
    • Believed to be due to people accepting payments from military services.
    • Some Britons were mercenary fighters for hire.
  • “Oppidum” sites increasing — this is according to Caeser.
    • Large walled towns often in thickly wooded areas, protected by ditches.
  • Britannia was largely an agricultural economy.
  • Population now around the 1,000,000 area.
    • They spoke a Celtic language
  • The “Traditional English countryside” pretty much had its beginnings at this point.
  • The Religion of the time was Druidism.
  • Discovery of Lindow Man in a peat bog at Lindow Moss near Wilmslow in Cheshire
    • Possibly struck on the head (but not killed)
    • Then strangled (but not killed)
    • Then his throat cut.
    • Mistletoe pollen found in his stomach.
      • A possible back up for the claim by Romans that the Druids did human sacrifice.

Uzumaki anime teaser

A teaser trailer for the upcoming Uzumaki 4-part anime on Adult Swim. I am now officially excited!

Teaser for the upcoming Uzumaki 4-part anime

I’ve not really seen or heard much on the new 4-part Uzumaki anime series coming on Adult Swim next year. However, after seeing this teaser and I am now officially excited!

It seems to look like they have actually taken panels from the manga and animated them, as opposed to re-imagining them. And the effect looks incredible in my opinion.

Kirie looks gorgeous and the section showing her looking up at the face in the cremation smoke creates a stunning effect (no spoilers on who’s face it is :P)

I’m really looking forward to this series but I do hope that each episode is around an hour long at least. 4 parts seems way too little to fit the entirety of the Uzumaki Collection in to. And surely they can’t be taking any chapters out of it?

UK Hellstar Remina release date and cover art

Hellstar Remina is getting an official VIZ Media release! And the cover is absolutely gorgeous

U.K. Release Date: 7th January 2021.

Pre-order on amazon today by clicking here.

Hellstar Remina is getting an official VIZ Media release! I can’t explain how excited I am for this. I have read it previously online but will be so happy to be able to pay for an official copy and actually give back to Junji Ito for this insanely addictive story!

I wrote up my thoughts on Hellstar Remina a while back too.

The cover art is absolutely beautiful too!

Junji Ito might be working on a Horror Game with Hideo Kojima

Junji Ito has mentioned that he has been in contact with Kojima about a possible horror game. This is truly exciting news!

P.T. was one of the biggest teases to horror game fans. Revealed as being a teaser for a then-upcoming reboot of the Silent Hill franchise, it was soon after cancelled and the demo removed from the PlayStation store 🙁

Fans of both Hideo Kojima and Junji Ito were left to wonder what could have been…

…but we may just get our dream horror game yet!

It’s still all speculation

From what I can gather, Junji Ito himself has mentioned that he has been in contact with Kojima about a possible horror game. Just the mere thought of this was enough to get me salivating.

On top of this, Kojima has mentioned a couple of times that his next game could be a horror game.

The board is set… the pieces are moving… 😀

Just what could we even imagine from the minds of these two incredible creative people!?

I’m going to be doing my best to keep on top of this project as best I can for not only my own obsession, but to keep you all in the loop too. 🙂

They’ve worked together before

Anybody who has played past the first few hours or so of Kojima’s latest masterpiece game, Death Stranding, may have noticed Ito actually appearing as a character within the game: The Engineer.

Although the voice is not his own, his appearance at least was scanned into the game, which made a welcome surprise for Horror Manga fans the world over.

With some of the themes of dead fish on the beaches (ALA Gyo) in some of the games scenes made people even believe that Ito was a creative voice behind Death Stranding. I’m not sure this was true, but Kojima is obviously a fan of Ito’s — it stands to reason that he would take at least some inspiration from the master of Horror Manga.

I can’t wait to see what Junji Ito can bring to the world of gaming.

I have found that Hideo Hojima’s games often tend to have a healthy dose of horror sprinkled in — especially with his most recent Death Stranding.

The moments when encountering the B.T’s of the game were some truly incredible moments of gameplay. They were, for me, instantly iconic — and often damn scary. I had never seen such mechanics in play before with a consistent feeling of dread at some encounters.

Just the thought of Junji Ito working with him, whether that be in just the concept art or with some kind of game direction, I can only imagine into what realms of horror they can take us as players and consumers of these stories.

Where we not only get a sprinkling of horror from a Kojima game, but a full on assault of the senses. 😀

Thoughts on Days Gone

Days Gone is an apocalyptic game on the PlayStation 4. A beautiful, violent and unforgiving world.

Bend Studios’ Days Gone took a while to grow on me, I wont lie. The main reason for this was a couple of blue screen crashes I experienced during the early hours of it.

However, fast forward a few months to my restarting it and it quickly became a favourite game of mine.

As replayability goes, this is up there as one of the best for me — I literally jumped straight back into New Game + after the credits had rolled on my first playthrough.

What is Days Gone about?

Days Gone puts you in the very capable boots of Mr Deacon Saint John — a biker from Farewell, Oregon. The story opens on day zero of a mysterious outbreak that sees people devolve into violent none-thinking animals.

After his wife Sarah is injured, they are separated as he manages to secure her a place on an outbound medical helicopter — Deacon must stay behind to make sure his best friend, Boozer, makes it out alive. However, that is the last he sees of her.

Fast-forward 2 years or so and we join Deacon and Boozer riding through the Oregon forest roads in pursuit of someone. From here you take control of Deacon’s destiny and must survive a world that is literally always coming for you.

One of the main threads throughout the story is whether or not Deacon will ever see Sarah again. That story and his undying love for his beloved is beautifully told by not only the writers but the people portraying those characters too.

An unfolding story

One of the biggest criticisms I see for Days Gone is it’s narrative structure and how it almost feels like it could be ending, before introducing a new set of characters. But I found this to be one of its biggest draws for me.

The story felt more like a novel at times than a typical video game narrative. And I loved that story.

Instead of a simple structure like:

  1. Setup characters
  2. Setup conflict
  3. Work to resolve conflict

It was more like:

  1. Setup main characters and the world they live in
  2. Drop into their lives at a given point
  3. See how their lives unfold from there

Our own lives are rich and we meet people at different points in those lives. We don’t just get introduced to all the people we will ever know at the start and continue to the finish line.

Days Gone does a great job at actually telling an unfolding story where different characters enter and exit at various points. It gives it that extra piece of realism for me and it’s a story that just keeps getting better.

The World

The World of Days Gone is fucking stunning. That’s the only way I can put across my complete love for this world. The weather effects look incredible — especially in the heavy rain and blizzards.

The towns, outputs and lake houses dotted all over and hidden amongst the wilderness beg to be found and explored. I can’t really put across the feeling I get whilst just wandering about the world finding new houses and farms.

I could spend hours just riding the broken roads — circling the entirety of the map — just for relaxation. Of course that relaxation is quashed when you accidentally run up against a horde of freakers.

Oh and I haven’t mentioned the wildlife yet!

I remember one instance after completing the game’s main story where I was riding around looking for the collectables. I kind of got lazy in my diligence and before I knew it, as I was getting off my bike, one of the world’s many huge bears attacked me from out of nowhere. I literally jumped out of my skin.

And then there are the pack-hunting wolves and later, the crows.

The world of Days Gone is brutal and unforgiving, and I love it.

Freakers and Hordes

Freakers are the “zombies” of Days Gone, except more fierce, fast and agile than traditional zombies. Although one on one isn’t too much of a challenge — in fact the AI can be very easy to get around at times — as soon as you pull more than a few freakers, things can escalate… very quickly.

One of this games technical achievements that made the press was the concept of a Horde of freakers: literally hundreds of enemies on screen and running at you at once. That feeling of discovering your first Horde — the world has many of them — coming over the brow of a hill or feeding in a pit, is a hard feeling to beat.

The freakers are often found dotted around the world in most places — especially at night — but Hordes will travel in a large pack between a water source, a feeding pit and their daytime refuge — a nearby cave normally. Choosing when and where to attack will depend very much on your confidence and fighting preferences.

One thing I will say is that these Horde battles can get unbearably tough at times (and long) — especially on higher difficulties. Being chased by hundreds of freakers often means that more will be pulled into that group as you pass by the other freakers just wandering the world.

I had one fight recently on my new game plus that lasted just less than an hour, and I barely made it out alive.

Summary

Days Gone is as beautiful as it is deadly. With many of the familiar parts of a traditional open world game — bandit camps, collectables, side quests and varying storylines — this game still manages to carve out its own niche within that genre.

It’s in a league of its own. And although it can be very occasionally buggy, the amount of stunning moments this game holds, greatly outweighs it’s very few flaws.

If you like Open World games and Horror, you need to be checking out Days Gone.

If you’re commenting on The Last Of Us Part 2 with criticism “Bad Storytelling”, then you don’t know what Storytelling is.

Get your dummies back in your prams, accept that you simply didn’t like it (bet most of you didn’t play it), and just move on.

It’s okay not to like something.