Tag Archives: Survival horror

Returning to the Resident Evil remake

I know I’ve complained about the preponderance of recent remasters, which makes my current enthusiasm for this, the 2015 remaster of the 2002 remake of 1996’s Resident Evil, as well as the long-awaited Majora’s Mask 3D, seem odd. I’ll defend my position, though, since neither of those games has been seen on shelves in more than a decade and at least two console generations – they’re retro, in other words. I’ll be less enthusiastic about a 1080p remaster of Resident Evil 6, should that arrive, believe me.

Resident Evil HD: The mansion lobby

This is a game that I always respected and wanted to like, but timid little 2002-vintage me never made it much beyond the appearance of Crimson Heads. A couple of hours, in other words. A humiliating admission for such an ardent horror fan, but sadly not an isolated one in my gaming back catalogue, which is a who’s who of abandoned horror classics. But while the years might have blunted the absolute dread I felt when playing this to the point where it didn’t really give me The Fear at all, like when I played through the original Silent Hill, though, time has left the solid mechanics alone. It’s a phenomenally well-designed game.

But where Silent Hill, being (a) a PS1 game and (b) doing in real-time what Resident Evil resorted to pre-rendered backdrops to accomplish, looks really rough now, the Resident Evil remake (REmake hereafter) still looks incredible. It’s genuinely one of the most beautiful games ever made, even on a GameCube, and quick polish for a new generation of systems has only enhanced it. Some FMV and dark backgrounds that can look somewhat over-compressed aside, the game looks almost flawless. A handful of rooms are apparently now rendered in real-time, and it’s absolutely seamless – meaning we had a game on the GC that could stand up alongside games from two generations on. Amazing.

Resident Evil HD: Jill Valentine

I’m continually blown away by the details in the visual and story design of this game. The Spencer Mansion, ridiculous as its gems, metal objects and death masks may be, is an iconic location, brimming with memorable rooms and scares. Lisa Trevor and her family add a harrowing subplot that’s significantly more disturbing than any number of exploding heads. It has fun in playing with your expectations, so that you can imagine the designers smiling as famous moments like the dogs through the window are subverted, or when the aforementioned Crimson Heads turn cleared rooms into dangerous ammo sinks. The voice acting still has B-movie charm without being impossible to take seriously like the original, while those touching up the script and removing some of the more egregious howlers had the good sense to leave alone some of the best writing.

As much as I love RE2 and 4, REmake is my favourite in the series. It’s pure survival horror, which, brilliant as it is, Resident Evil 4 isn’t. It’s also tight, creepy and self-contained, which the bigger and crazier RE2 isn’t. It’s also a lesson for newer games in how to do a lot without a huge abundance of content, supporting two stories, multiple endings and a series of enjoyable unlocks in a game that can comfortably be finished in five hours.

Retrospective: Silent Hill

Much of my gaming time over the last couple of months has been spent compensating for this generation’s dearth of creativity by delving deep into the back catalogue, saying goodbye to hardware backwards compatibility by enjoying some of my overlooked classics on the PS1 and PS2. One of these was the original Silent Hill, perhaps not afforded the credit it deserves in the wake of its admittedly better, more widely ported sequels, and certainly in the shadows of Resident Evil in the PS1’s survival horror canon, but one worthy of revisiting.

Silent Hill

As you’ll see above, it’s also responsible for possibly my favourite screenshot ever. (Courtesy of the Silent Hill Wiki.)

Despite its formidable reputation, I didn’t find Silent Hill scary. Its reputation for creeping psychological horror seemed overstated, with nothing that had me cursing it beyond a couple of cheap jump scares – an unexplained window breaking or sound of unseen objects clattering to the floor. Perhaps it’s too difficult nowadays to look beyond the rough edges and see a vicious creature torn from a tormented psyche when they look more like melted cake ornaments. Low-poly ones at that.

Shorn of what is arguably its raison d’être, though, Silent Hill is still worthy of your time. Firstly, a well-documented bug in the PS3’s backwards compatibility and some mixing issues aside, it’s one of the earliest games to have impressed me with its sound design. Akira Yamaoka’s dissonant soundtrack complements the Lynchian weirdness wonderfully and, along with the unsettling industrial sound effects, is by far the aspect of the game that has aged best.

When Silent Hill was re-imagined as Shattered Memories, it dropped combat entirely. This led me to believe that the combat, so often the weak point in games that aspire to more than action, would be terrible, but it’s really not. Ammo is scare enough to be valuable without discouraging you from pulling the trigger when necessary, and relying on melee combat is actually a realistic proposition. Simply by not having combat be a total drag, it outdoes most survival horror games, which is intended to be higher praise than it might sound like.

Not a life-changing classic, then, but another example of a clever, original franchise that has devolved into shooting and jump scares in this generation. People banging on about the depressing frequency with which this has happened may be getting tiresome, but you know how publishers can make us desist? Stop doing it.