Yes, I mostly played RESIDENT EVIL VILLAGE to partake in the cultural conversation as, apart from RESIDENT EVIL 4, I don’t care much for the series’ trademark blend of jump scares and camp. (Although I am now very tempted to dive into RESIDENT EVIL 7, which I initially wrote off as an interactive facsimile of THE TEXAS CHAIN SAW MASSACRE.)
VILLAGE severely overtaxed my ailing PS4 — my poor console’s fan was working so hard that it trampled over any aural atmosphere Village may have — but it’s undeniably a triumph of tech and scenic design. The attention to details is astounding, mesmerizing even. That said, it feels like it’s design-by-commitee that succeeds in spite of itself. If it reminds me of anything, it’s HALF-LIFE 2 with its regimented and sectional use of mechanics. Hell, Heisenberg’s factory feels like a whole-cloth rip of HALF-LIFE 2’s final chapter, sans gravity gun. (That said, HALF-LIFE 2 doesn’t hate hands nearly as much as RESIDENT EVIL VILLAGE.
Still, it’s a fun time! As you’d expect from Resident Evil, the characters are all half-baked, even though they’re clearly cribbing from Kojima’s Metal Gear Solid boss book, so it’s a bit sad to see characters that could have been interesting reduced to caricatures, but it’s Capcom and it’s RESIDENT EVIL and to expect anything more would be wishful thinking.
It took a while, but I just wrapped up PARADISE KILLER, an extremely stylish, absolutely bonkers murder mystery game for Switch/PC. It’s so bonkers that, when my wife asked why it was named PARADISE KILLER, I had to think for a bit and then responded: “It’d take me at least five minutes to detail why, and I don’t have the energy for that right now.”
That said, I do love a challenge, so here it goes: humanity has been visited by gods and, in a way to appeal to the gods’ sensibilities, a faction of semi-immortals (who go by the moniker The Syndicate) have been building ideal islands — this may or may not be a riff on Gaunilo’s ‘Lost Island’ argument, who knows? — by kidnapping mortal humans to build said islands. Unfortunately, each of the prior 24 islands have been corrupted by demonic influence, causing them to self-destruct the island and move on to a new, more perfect island. The immortals get to ascend to the new island, whereas the mortals are ceremoniously slaughtered. Island 25, dubbed Perfect 25, has been built and The Syndicate are transferring over, but halfway through the migration the leaders of The Syndicate are murdered. To solve the mystery, Syndicate investigator Lady Love Dies is brought out of her multi-million year exile. (She’d previously been tricked by a demon to help undermine an island.) The game itself has you navigate Lady Loves Dies throughout the mostly empty vaporware aesthetic of Island 24 to interrogate the remaining Syndicate members, gather evidence, and then dole out sweet bullet justice.
Phew. See? Absolutely bonkers, and I didn’t even go into the blood crystals, reality drive, or lingering ghosts.
Now, please don’t take this post as an ecstatic recommendation. This game is practically tailor-made for me, thanks to its high-concept pitch, exceedingly idiosyncratic dialogue, non-sensical item collection, low-anxiety stakes, absolutely infectious soundtrack and casual romancing, but it’s not exactly a ‘good game’. Most of the time you’re roaming around the island for hours to find someone to talk to, all while getting distracted by the numerous items that litter Island 24. You can purchase a few power-ups, which consist solely of ways to allow you to explore more of the island, slightly faster, which you’ll appreciate because you will get lost, a lot. It’s an open world game, but lacks the hallmarks of what one expects from open world design, such as sensible urban layouts or proper landmarks, or even easy fast travel. (You can fast travel, but it’ll cost you.)
Also, the end is more than slightly underwhelming. It’s worth noting that, while it’s a murder mystery, you can accuse anyone you want, regardless of evidence. Even after the trials are over, you can dole out justice haphazardly by executing or exiling anyone left on the island.
That said, it was a perfect game for me at this time, as it helped me through the tail end of winter and eased me into spring. I desperately need to pick up a copy of the soundtrack.
(YouTube) You may be thinking: wait, METAL GEAR SOLID 3 (MGS3 from here on out)? That’s a video game! I’ve played it! It’s not a film!
Surprise! METAL GEAR auteur Hideo Kojima released a three-and-a-half-hour non-interactive version of MSG3 as part of the METAL GEAR SOLID 3: EXISTENCE (MGS:E) limited edition version of MGS3. While Kojima insists that it isn’t a film — partially because I suppose folks have assumed he’s always wanted his games to be films instead of games, due to the extraordinarily lengthy cut-scenes he utilizes — but let’s call a spade a spade: it’s a film. Nowadays, folks don’t hesitate to discuss the influence of video game camera and storytelling techniques on films — I had the gall to do so when I wrote about ENTER THE VOID a few months back — but MGS3:E was one of the first non-full-motion video games that I can think of where the creator tried to take their game, repurpose it, and sell it as non-interactive entertainment.
You probably won’t be surprised to hear that the end result is extremely clumsy[ 12/9/20, 5:16 AM Almost verbatim what I said ~14 years ago.]. A lot of that boils down to the fact that Kojima has historically been an aspirational-but-graceless storyteller (see: MGS1 & MGS2) often riffing off of works he likes instead of weaving something new. For what it’s worth, it feels like with MGS3, Kojima finally started figuring out how to write proper character arcs, and even managed to pen a heartfelt ending, but if you rob the view of the interactive efforts it took to get from point A to point B, well, you end up with a lot of dull flailing.
That said, it’s still a noteworthy attempt, and has helped mold his current storytelling sensibilities into something more subtle and interesting via DEATH STRANDING. (Well, subtle for Kojima.) While it’s a narrative best experienced with the interactive core it was built for, this effort is still a fascinating curio.
If you’d like to read more about METAL GEAR SOLID 3: EXISTENCE, check out my initial write-up from waaaay too years ago.