Welcome to our fourth and final episode examining 1996's survival horror classic Resident Evil. We discuss the major story beats of the section, the nonsensical mess of the ending, the tyrant, and talk about some pillars and takeaways from the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Finishing the game! In the labs.
0:29 Segment 1: The end and takeaways
52:03 Segment 2: Reviews and what's next
Issues covered: current events, RE story beats, the thin hand-waving at a conspiracy involving Wesker, multiple endings, filling out the map and finding the three computers, faking urgency, new game+ stuff, credits sequence, commitment to melodrama, Wesker and Revolver Ocelot, famous villains, asymmetry and symmetry in monsters, foreshadowing and suspense, lack of feedback fighting the tyrant, poor telegraphing, teaching is important, custom coding vs systemic work, frustrated filmmakers, disempowerment/anti-wish fulfillment, genre reinforcing well with mechanics, self-contained/holistic spaces, better puzzles at the end, resource management, cinematic cameras and techniques.
Games, people, and influences mentioned or discussed: John Oliver, Last Week Tonight, Metal Gear Solid series, LOST, Chrono Cross, Silent Hill 2, Siri, Starfighter, 343 Industries, Hideo Kojima, Shinji Mikami, Capcom, Warren Spector, Firewatch, Sean Vanaman, Jake Rodkin, The Evil Within, DOOM (1993), Quake, Tomb Raider (2013), The Descent, Soma, Amnesia, Frictional Games, Penumbra, Alien: Isolation, Dead Space, Event Horizon, Rage, DOOM (2016), Yarkie, ChadBarth, TIE Fighter, Rogue One.
Join us next week for a little bonus content for Thanksgiving week!
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