AFI Top 100 #033: One Flew Over the Cuckoo’s Nest
TLS gets themselves committed in order to review this AFI film about life in a psyche ward. [Aggregate score: 9.75]
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TLS gets themselves committed in order to review this AFI film about life in a psyche ward. [Aggregate score: 9.75]
Podcast: Play in new window | Download
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A few collected clips and moments (should be spoiler-lite at most, and definitely skill-free) to accompany the dialogue tree article touting the recently released and excellent Resident Evil 2 remake.
Already in this new year I find myself having a bout of déjà vu, in a good way. Back in early February of 2017, I wrote a piece on Resident Evil 7 and how it had, in my opinion, achieved a much-needed revitalization of the long-standing survival horror franchise. It sold quite well and was acclaimed by both reviewers and the fanbase. Following on the heels of that success, now almost exactly two years later, the 2019 remake of Resident Evil 2 has already shipped 3 million copies in its first week (and counting) and is garnering equal if not higher praise than RE7. I thus am in turn compelled to add onto the laurels lavished upon Capcom, and how they resurrected and reimagined such a well-known and beloved title.
I had been enthusiastically looking forward to the RE2 remake since it was announced. You see, the 1998 original is one of my all-time favorite titles, my first foray into the series and real exposure to the genre during my tender teenage years. RE2 was the game that showed me that the medium could be scary, gory, nerve-wracking and intense while containing at least a solid story framework, if not the most well-written. Indeed, the campiness of some of its elements was always part of its charm, especially with the more limited and rudimentary cutscenes/acting for the era, but it contained real horror as well; mainly due to the mechanics of managing resources against increasingly bizarre and difficult enemies (and more of them as you progressed) combined with the iconic fixed camera angle style, trying to solve oddly themed puzzles while knowing danger and death were always lurking around every new corner, and even some old ones.
RE2 kept you on your toes every step of the way, so that the moment you let your guard down for a second could mean the end. It also had the novelty of having multiple characters and storylines that intersected and overlapped, creating a much bigger tale than what it seemed on the surface. And the music, the goddamned incredible music my friends, added such a haunting layer to the already nail-biting atmosphere. The point is, I fell in love with and played the shit out of that game, even though I was never quite able to finish all the scenarios back then. Noob, I know, but it didn’t stop me from trying and retrying Leon A/Claire B and vise versa.
Fast forward to today, and although it’s been over 20 years at this point since I touched the original, the underlying feeling it imparted to my gaming sensibilities is hard to overstate. RE2 literally changed the way I viewed games and introduced me to a whole new side of them. It was the genesis for my predilection for horror games in general. I have to give RE2 all the credit it deserves for its impact both personally to me and to video gaming as a whole. So it was with more than a little excitement that I knew the remake would be the first game I played in 2019. And holy hell, is it just as good if not better than ever.
Before I go into specifics, I must state that this is what a ‘remake’ should be. A new bar has been set which all other remakes/remasters/what-have-you should and will likely be measured against. RE2 takes everything at the core that worked in the original, and updates/reinvents them to play and feel like a polished and slick as fresh blood modern horror title. It is the opposite of a lazy and cheap reskin, slapped together for some quick cash, and truly does the original justice. RE2 is a game that can equally be enjoyed by newcomers and longtime fans alike, as it feels both familiar and fresh in all the best ways. With that, allow me to touch some of the things it does to achieve this, but be aware, that may entail possible spoilers…
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Firstly, as mentioned above, what often made the original so unsettling was the fact that the camera angles served to heighten the fight-or-flight response provoked when encountering enemies upon initially entering an area. For the remake, the style was switched to a more RE4/standard third-person over the shoulder view. This works wonderfully since the cramped, tight corridors, hallways, stairwells etc. are perhaps more claustrophobic than previously because of it. RE2 manages to recreate the classic dreadful uncertainty without sacrificing playability/visibility. The mix of lighting/shadows alongside the superb sound design (which of course is a hallmark of any great horror) is an absolute masterpiece. Creeping cautiously around barely-lit corners, shining the small cone of your flashlight to catch a glimpse of a licker (the skinned-alive-looking exposed-brain-for-a-head-and-no-eyes-creatures) or hearing the menacing click-clack of its claws as it crawls along the walls is just as heart-pounding as it was in 1998. With the benefit of modern gen graphics/animation, it’s all the more unnatural and terrifying.
In fact, even the ‘bog standard’ zombies are a credible threat, again due to their design. They have a stilted, unpredictable movement pattern which in turn creates fantastically harrowing moments when trying to either combat or flee from them. Headshots don’t instantly drop them either, they’ll take a few bullets to the dome to even stagger and usually more on top of that to put down for good. Or you could always try some targeted dismemberment to incapacitate them, though this has risks of its own…and even if you think you have permanently dealt with them, creating a safe passage or clearing out a room, that still isn’t a guarantee. It’s again incredibly effective for preventing a sense of safety or complacency in the player. While it can sometimes seem unduly punishing, I assure you it isn’t actually unfair. If you stay alert and careful, it is completely doable, and they can reasonably be dealt with throughout. Just don’t get cocky, kid, as they can easily overwhelm a heedless player.
Another aspect that’s been kept but modernized to a degree is the extent of puzzle solving/item-acquiring to advance through the main landscape of the police department and areas beyond. One of the more famous features is that in universe, the setting of the Raccoon Police Dept. was converted from an old museum, thus explaining why there is such a preponderance of ancient art/relic related baubles to collect, combine, and shove into various receptacles to open up the next section. It may seem to be a bit of an artifact of older game design, but it still works well in the remake, and since they are now parsed down a bit/made less obtuse, it doesn’t feel as much of an annoying slog and backtracking fest as it once could’ve. Integrated into that is a new map system that shows clearly what areas have been looted fully and what items are left to collect in each and every room.
Those are a few of the major highlights regarding the positive changes in direction and design contained in the remake. In general, the main beats of the original Leon/Claire storylines are kept in, (locations, character encounters, boss fights etc.) however the remake does slightly shift exactly when they occur as well as streamlining them into two full campaigns vs. four, in addition to throwing in a few completely new inclusions/surprises. Though there are only slight changeups in the interactions and timing once you’ve seen the entire story from the intial A/B perspectives, it’s still possible to play the reverse order. Finally on top of that, the classic challenges like obtaining high grade rankings and other unlockables/mini modes all here intact, which adds to the replay factor. (Personal note: I’m attempting to platinum trophy this one, and nowadays any game that entices me to do that has earned high marks indeed.)
If there are nitpicks to be had, I would say perhaps a few instances of the boss fights in particular can have an archaic feel, specifically in terms of the size of the arena/enemy versus the player, but again once you get a handle on it, it’s not all that egregious. My other complaint is mostly due to the extra content that could’ve been included in the base game but instead is being sold separately as microtransactions (or is packaged with the deluxe edition.) While I admit I shelled out an extra three bucks to install the original score and effects, the new remixed versions are pretty great unto themselves. But, I fell prey to my nostalgia, and wanted to hear those eerie chords from so long ago reverberate through the station. As I said, small things in the grand scheme, but as a quick PSA for anyone out there on the fence or considering which version to get.
All in all, I maintain RE2 stands as one of the best survival horror games ever made, and the remake definitively proves that. It recaptures everything that was great about it 20 years ago, and updates the obsolete elements to be in line with the highest standards and expectations of the current generation. No matter your history (or lack thereof) with it, RE2 is a true treat either to return to or to experience now for the first time. It is a must-play for any fan of the genre. Here’s to hoping Capcom can keep up this momentum (and if the rumors are true, they are working on remaking RE3: Nemesis next.) Until then, I’ll see you in the ruins of Raccoon City, and watch out for Mr. X.
-Scott Thurlow
We attempt to hold onto what we’ve got while it lasts during a review of this dreamily evocative short story.
[Aggregate score: 8.25]
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TLS declares what makes the rockin’ world go ’round, and that does not include this film, which should get on its bike and ride.
[Aggregate score: 2.75]
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The Signals start to experience some unsteady, and some may say even nauseous, feelings over highly acclaimed Hitchcock classic, Vertigo.
[Aggregate score: 7.6]
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We decide not to review, but instead attempt to discuss at length the recent Black Mirror choose-your-adventure-style special, Bandersnatch, while also trying not to go insane doing so.
Big thanks again to Bob Camp for our amazing studio portrait. Check out more from him at:
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TLS invites you to court to hear us weave through a narrative of monologues, handjobs and intrigue in The Favourite.
[Aggregate score: 9.3]
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Time marches on, the new year has arrived, and thus the GDC has announced their nominees for the upcoming awards in March. And as I’m no exception to being a slave to time, I also once again will go over certain categories, (i.e. the ones I’m personally most interested in) giving my thoughts and predictions on them. Before I dive in though, just a quick reminder that these are distinct from The Game Awards previously covered (and in general thought to be more “credible” since the GDC is a peer-driven developer organization/event.) There is considerable overlap here, and I’m going to be sticking closely to my picks made for TGA, lest my own credibility wanes. However I am also nothing if not cynical, and so throughout I’ll be laying out both what I think will win vs. what I think should.
Let us start then as I have before (since time is also a flat circle) with the nominees for Best Audio. I chose Red Dead Redemption 2 and I definitely stand by that here. It is simply the most fitting soundscape to accompany the epic journey within the setting. Some standout tracks match perfectly to both big setpiece scenes as well as outside missions for whatever outlaw hijinks one gets up to during the course of exploring the Old West. I’m fairly certain the GDC will agree, but if not, I would point to God of War getting the win for the sweeping Norse score that compliments the story and action quite well.
For Best Debut, I’ll reiterate that I’m less familiar with this year’s titles, as my gaming was mostly dominated by huge open world AAA titles in 2018. Nevertheless, I’ve heard some solid buzz around both Florence and The Messenger, and checked out some gameplay footage of each. Moss, being a VR title, might have an edge (though there is a separate category reserved for solely VR games) and does look quite impressive. My assessment is that Florence probably has the overall advantage, but again given my surface-level knowledge here, I can’t say with as much confidence, and could see myself being way off on this one.
That will bring up Best Design which is always one of the tougher ones to call. At the outset, I would say it’s a fairly even three-way standoff between the “big ones”– God of War vs. Spider-Man vs. RDR2, (which actually would be fucking cool to see as a fight in a game unto itself) any of which stands a decent chance and I’d be ok with. But in somewhat of a dark horse/sleeper pick, I could definitely see Into the Breach nabbing this one, since it was able to inject some unique slants and mechanics into the standard tactical/strategy isometric genre, making it feel fresh in what is often a crowded market.
Next onto the Innovation Award, and off the bat I disagree with even including RDR2 here. For all its strengths, it remains a ‘Rockstar game’ at its core. And while that does mean fantastic production value and quality storytelling, it isn’t particularly innovating so much as perfecting its long-established formula at large. Thus I’m completely discounting it from this category. What I would choose (in a bout of déjà vu) is Return of the Obra Dinn for its spin on the puzzle/detective-em-up as well as its stripped down, stark and striking visual style to go along with the mystery. Tetris Effect has significant goodwill swirling around it too, and would be a good second choice.
Best Narrative has become more and more my main category to keep an eye on since it’s one of the biggest aspects of interest to me in videogames. Again, sticking to my earlier stance, I’ll take Spider-Man because of how well it balanced the line between established lore and setting up its own high-caliber story within that framework. This though is where the RDR2 juggernaut may rear its head and the GDC will comply by feeding it the award. God of War can also earn this one easily, which would be more than acceptable as it still remains my pick for…
…Game of the Year. As I said, God of War in my estimation was the most complete and impressive experience as a whole. While the other titles here are not miles behind it by any means, GoW delivers the most on almost all spectrums of a game overall, and stands out as to how the medium can mature and change. It manages the feat of keeping the core elements of a widely respected and popular franchise/character intact, while expanding and growing the property in a positive direction, all without sacrificing integrity or cowing to short-sighted industry trends. Still, I can see it coming down to one last knock-down drag-out bout between it and RDR2, which for one last time I am not against winning here, I merely purport that GoW is superior in execution, if only by a narrower margin than it might seem.
Combing quickly through the list of honorable mentions, less stand out this time around, but even so I’d give credit to: Assassin’s Creed: Odyssey, Far Cry 5, Detroit: Become Human and Where the Water Tastes Like Wine (and please let’s get a port of that for consoles!)
That’s all for the 2019 GDC predictions. Check back in March (and of course when our own Games & Gaming Culture top games episode releases) when the winners are finalized and I tally my score. Until then, cheers,
-Scott Thurlow
The Signals take a look at the life and legacy of former Vice President Dick Cheney through the lens of Adam McKay’s signature style in his latest flick.
[Aggregate score: 8]
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