Resident Evil 7

Thursday, 30 March 2017

There has been so much debate about Resident Evil 7 being a "real" Resident Evil or not, due to the complete change of pace and the introduction of new characters in its cast. We already saw the differences from the demo already, and in fact the first person perspective was the less important one. Just think that both The Darkside Chronicles and the Umbrella Chronicles were not only first person, but moreover on rails.

As for the new character part, it's not the first time that this happens in a game series; when a new installment is released, it is likely to introduce one or more new characters. Leon Kennedy and Claire Redfield, for instance, are now fan favorites and are taken for granted in the Resident Evil universe, but when Resident Evil 2 came out, both of them were totally new to the series. And not to mention the two Outbreaks with the array of unknown and irrelevant characters that starred in them.

The plot of Resident Evil 7 doesn't drift much away from the Resident Evil spirit, although you are supposed to be unaware of it at the start. Ethan Winters travels to the swampy outskirts of a town in Louisiana looking for his wife Mia who had been missing for three years and all of a sudden sent a desperate message to him asking for help.
 

Upon arriving at the Baker property farm, where he expects his wife to be, he encounters a series of nasty surprises before he finds Mia locked in the basement of the family's guest house. Moments later, a ghoulish version of Mia attacks Ethan viciously, and a bit later she shows up again yielding a chainsaw with which she manages to chop off his left hand. Soon after, he is taken by surprise by a twisted-looking man who punches him in the face, and loses his senses.

He wakes up tied on a chair, with his hand sewn back into place. He realises he is at a dinner table, with three people opposite him. They are all members of the Baker family and they seem totally and hopelessly deranged. Jack Baker (the father) is the twisted guy from before, who identifies himself as "Daddy", Marguerite (the mother) has an even more deranged look on her face and Medusa-like hair on her head, and Lucas (the son) is an annoying lunatic who acts and talks like a spoiled evil kid. When the three Bakers leave to solve their own issues, Ethan manages to free himself and starts wandering around the house. Soon "Daddy" finds out he is not where he left him and goes looking for him. From that point, it's a twisted hide-and seek with "Daddy" stalking our hero, calling him 'little Ethan' in various tones and moods, taunting him in a morbid way and beating the hell out of him whenever they cross paths.
 

And all this while Ethan is looking for special items and keys that he needs in order to escape from that place and naturally these things are hiding in the most impossible places. Thankfully he receives help over the phone by Zoe, a woman who seems to know many things about the Bakers and their house and who gives useful instructions to Ethan. At some point, she reveals that she is a Baker too and that she and her family are all infected from a virus that totally controls people's minds making them go berserk, act like crazy and have hallucinations. She is not affected that much yet as she has been exposed to the virus for less time than the others. Mia, who had been living with them, has been infected too, which explains her crazy attacks earlier. Zoe needs Ethan to search the family's old house for a special ingredient that she needs so as to make a serum to cure herself and Mia. It is implied that she has at least some basic medical knowledge as she knows how to make the serum and also it was her who sewed Ethan's hand back.

Once in the old house, Ethan comes face to face with Marguerite, who is more violent and creepy than her hubby. She can be seen investigating the place with her oil lamp with which she summons giant flies that she then sends off to attack Ethan. After an unexpected attack, she runs off and Ethan has to chase her as he needs the lamp to complete a task. While looking for Marguerite, he arrives at a greenhouse just beyond where a grossly mutated Mrs Baker begins a series of attacks that are like no other.
 


Eventually Ethan defeats her and takes her lamp, completing his mission in the old house. As he is about to meet Zoe, he receives a call from Lucas who claims that he has taken Zoe and Mia as prisoners and is now waiting for Ethan as well. Before being able to reach the girls, Ethan must go through the Testing Area which is full of traps set by Lucas, while the young Baker keeps taunting him sadistically over the speakers. Obviously Lucas is a coward, and he never shows his face again except via a monitor, spitting out threats at Ethan from the safety of his lair which turns out to be the poor sound mixer's cabin. After passing successfully all the trials that Lucas has prepared, Ethan manages to find Zoe and Mia in a small boathouse on the pier. Zoe makes the serum and it's enough for two dosis, one for her and one for Mia. In perfect timing, a horribly mutated Jack Baker makes his dramatic appearance and of course Ethan has to fight him on his own. When they all think he's been defeated, he resurrects and the only thing that Ethan can do to get rid of him is to inject him with one of the serums, following Zoe's instructions.

Being left with just one dosis, Ethan has to choose which one of the girls he will cure. This will affect the conclusion of the next part, as well as the ending of the game. Either way, you get to play as Mia in the following section and you're on the ship that brought her there. It is revealed that Mia has been secretly working for a mysterious organization that produced a massive and devastating bioweapon called Eveline. Taking the form of a little girl, this bioweapon was able to control everything around it, taking over people's minds and eventually mutating them. Mia was escorting Eveline as a caretaker together with Alan, another agent who was also Eveline's guard. Alan was loose on his duty and Eveline managed to escape, causing a mayhem on the big ship which ended up wrecked in the swamps. Jack Baker, who lived nearby, found Eveline and Mia near the wrecked ship and brought them home to offer them first aid. Eveline however infected everyone in the house, including Mia who was also there. When we take control of Ethan again, it's the beginning of the final act, where his task is to go back to the guest house and kill Eveline.
 

This is just a basic outline of the plot which has more twists and turns that can be included in a synopsis. Overall the story is promising and the development is good, maintaining your interest and keeping you on your toes from beginning to end. There is enough gore to make you cringe, but the beautiful settings somehow make up for it. The Old House in particular has to be my favourite part scenery-wise: the gloomy light produced by oil lamps and candles, the swarms of insects buzzing here and there, the half-destroyed wooden floor with water underneath, the secret passages, make the whole place look like it came straight out of a dark and twisted fairy tale. Unlike all the latest installments of the series, Resident Evil 7 is rather adventure-oriented, resembling more the first games up to Code Veronica, which all focused mainly on searching for items and keys and solving puzzles. Action is here too, of course, and it is quite strong (especially on higher difficulties) but there are intervals where there is mainly exploration going on.

Making this new start for the series, it wasn't exactly necessary to abandon the popular characters for the sake of a new one, but since all the known characters were highly trained and experienced enough to simply breeze through any demanding mission, it would be much more challenging to have someone who had total ignorance about such tough situations. I would also guess that another reason for this choice from the part of the developers was the fact that a big part of the gaming community bashed Resident Evil 6, a tragically underrated game which brought together several of the saga's stars. It's as if the Capcom personnel thought: "So you didn't like Resident Evil 6 which had Leon and Chris and Ada and Sherry and an evil Ada clone and zombies and action and bromance and more zombies and family drama and highly trained agents and skilled soldiers and lush model design? Take a first-person shooter starring a guy next door you have never seen before, who is totally clueless about weapon use and whom you are never going to see in-game except in a couple of occasions when you will just spot his chin or the half of his body in the darkness and see how you like that."

This of course does not mean that Ethan is a bad choice for the protagonist part - I would say it's quite the contrary. Ethan may seem boring and unoriginal on first look, and he may not be even close to the average Resident Evil hero - in fact, given his total lack of awareness concerning weapon usage and dealing with hostiles, he is just a bit stronger than Resident Evil 4's Ashley. However as the plot unfolds, he demonstrates admirable instict and insight, and although he is completely unprepared for such extreme situations, he remains collected and in one piece (well, sort of) even when he is attacked by his possessed wife with a chainsaw or when "Daddy" Baker burns to death and then comes back to life in front of his eyes. In fact Ethan is so badass that at some point he grabs a chainsaw himself and temporarily defeats his stalker with unexpected skill and agility.
 

What is also interesting about Ethan is that he gives us the chance to view a bioterror threat from the eyes of an everyday man, instead of agents and soldiers that are aware of such things and know (or at least can think of) how to handle them. Something similar happened with the two Outbreaks, where most of the characters were civilians, but in those two games the heroes would act in groups aiding each other if necessary. Resident Evil 7's Ethan is on his own, relying only on himself, and moreso since he finds out that even his wife has been lying to him, albeit she did it to protect him. It is notable that this is the first game of the series in a while where the main protagonist doesn't have a partner while in action.

Although we know very little about Ethan when the game begins, we get to learn sides of his character that are revealed to us through his actions and from the way he manages to surpass the incredibly insane trials in the mad house of the Bakers. He is clearly scared, but he never lets his fear blur his thinking and as he moves on, he becomes more and more aware and conscious of his situation. His survival instinct proves to be pretty high; too high, in fact, given that he is an ordinary civilian.

 
The three Bakers are great baddies; they are so evil and vicious that they end up looking like a circus team. Jack Baker is even more creepy when you spot him slowly walking around the corridors of the house or when he almost sits on your lap when you try to drive the car in the garage, driving along with you, than when he storms towards you yielding a shovel. "Daddy" is a creepy madman with no limits in his lunacy and he is stalking Ethan around the house so persistently, that he runs the risk of looking and sounding like he has a crush on him in his own deranged and twisted way. Marguerite is even more vicious, nightmarish and terrifying, moreso since she mutates much sooner than Jack, and the way she attacks Ethan is gruesome and disgusting.

Lucas is a completely deranged guy, who shares the sadistic and degenerate psyche of his father and demonstrates it in even more obvious ways. He has a relatively normal look (except for the obvious ugliness and the schizophrenia in his eye) as the infection has not altered his physical appearance; this, together with the fact that, unlike his parents, he never actually mutates, possibly implies that he has more control over the infection than he shows, taking advantage of his situation so as to satisfy his sadistic and perverted instincts.
 

Eveline is just as annoying as a game boss should be, although this is hard to define in her case as she comes in more than one forms. As a little girl, she is programmed to repeat stereotypical melodrama about wanting to have a family, in an attempt to make her victims feel sympathy for her and eventually manipulate them, before gaining total control over them. When she sees that they can't serve her purposes any more or that they have betrayed her, she kills them just like that. After Ethan injects her with the E-Necrotoxine, her current form is revealed, and it's someone you have seen on more than one occasions in the most possible and impossible places in the Baker house. This however seems to be just a temporary stage as soon after she mutates into a grotesque, gigantic monster, threatening to devour anything that gets in its way. Of course our fearless hero puts an end to this.

The two girls, Zoe and Mia, are a bit undeveloped as characters on first look; we don't have the chance to know them a bit deeper (in the main game, at least, because there's significantly more stuff about them in the DLC) and this leaves us a bit neutral towards them. When you reach the point where you have to cure one of them, it is supposed to be a tough choice but neither of them is strong enough as a character to make this dilemma a dramatic one at that point. 


Having the chance to play as Mia later, however, we get to know another side of her, and this helps somehow to let us understand her better. Still, there is essential info missing about her; she had so much potential thanks to her secret profession, and the fact that a woman like her, a trained secret agent, ended up a helpless puppet in the hands of sadistic murderers because of a malicious infection that altered her brain and filled it with hallucinations, but all this serves more like extra information that supports the main plot and much less like her own personal drama.

In comparison, Zoe is given more depth, since she is a member of the infected family and the only one who has managed to maintain most of her sanity and clarity. Besides, she has been guiding and helping Ethan all along, albeit her main motive was to save her own ass. Most importantly, if you play the extra episode 'Daughters', you get to play as her and witness, through her eyes, the dramatic events that took place in the Baker house the night that Jack Baker brought Eveline home from the wrecked ship. This gives more background to her character, and you view her differently once you play the game again.

The game is split in two parts, in the first we play as Ethan in the Baker family property, in the second as Mia on the ship and in the finale we take control of Ethan again for the boss fight. The exploration in the main house and the surrounding areas is fascinating, creating a feeling of isolation, stillness and anxiety that gradually builds up as you get closer to your goal. A piano here, a pendulum there, a speechless and motionless old woman on a wheelchair on top of the staircase or behind a glass window, a stuffed deer standing in a room, a wooden bridge decorated with doll corpses, giant flies jumping at you, all these and many more elements contribute to a unique atmosphere, making you feel agony for your stranded hero who is being stalked by everything and everyone in that cursed place.
 

Mia's part on the ship, albeit brief, can get a bit confusing because all the corridors look identical and you may end up running around in circles for hours until you realise that you are actually on the wrong floor. This section feels somehow loose compared the rest of the game, as if it was added in to make the story longer. Of course it serves its purpose, but this doesn't make it feel less like a chore at times. But it doesn't lack anything in atmosphere and suspense, although it's quite different from the rest of the game, with its claustrophobic settings and gloomy sceneries.

Admittedly this game is the goriest in the Resident Evil universe, and there are scenes that will make you want to turn away from the screen, which is the best case scenario. The game designers are particularly generous when showing a murder you never expected to witness or an even more unexpected grotesque attack. The place where the Snake Key is hidden, however, and what Ethan has to do to get it, was what had me cringing in disgust the most, and made the chainsaw-chopping scene look like a clip from 'The Little House on the Prairie'.

The gameplay is generally classic first-person; once you get a defense weapon or a gun, you can use it against your enemy, and you can do a couple nice moves with the knife. But say goodbye to the cool dodge moves and melee attacks; these belong to the past. Apart from the three Bakers, the other enemies are the Molded, some extremely strong and violent creatures that come in several forms that are all equally creepy (although the fat ones probably take the cake). They resemble the Regenerador kind from Resident Evil 4, only these here are faster and go berserk when you shoot them. The greenhouse mini boss Marguerite is quite tough, mainly because she can attack in a variety of ways and surprise you when you least expect it, and takes a while to be defeated, even on Normal. "Daddy" Baker looks intimidating as a mini boss at the boathouse, but what you have to do to kill him is pretty clear and he can be killed relatively fast. In the tradition of all Resident Evil boss fights so far, the final fight with Eveline is not a tough one in its essence, but can get difficult depending on the difficulty in which you play. The fight is split in three parts, the first being just Ethan against Eveline, trying to approach her so as to inject her with a special necrotoxine. All Eveline does at that point is release a shockwave that pushes Ethan back so as to keep him away. On Easy, that shockwave hurt Ethan but never killed him, while on Normal it was a matter of minutes before he was dead. So it's more about the amount of damage the boss deals and less about what strategy you have to use to fight.

Although the game is mainly pure exploration, there are some nice puzzles based on shadow play to spice things up. What you are called to do in these puzzles is to take an abstract-shaped statuette, place it in front of a spotlight and turn it around so that its shadow on a painting on the wall ahead takes a specific shape, unlocking a secret passage. These puzzles are brilliant, in that it's very interesting to see these irrelevant objects gradually taking the desired shape in their shadow versions when turned to the right angles.
 

The characters are well-designed, their models are very expressive and their moves are natural and flowing. The audio and screen effects are also very good, adding to the overal realistic depiction of what is happening (ie, when Ethan is hurt, there is blood on the screen and if you don't heal him enough, there are still random blood drops here and there). The sublte music is very atmospheric and fitting, as is the ambience. When you enter a safe room, there is calm and soothing music playing, like in the older games.

And of course the game brings back the legendary item box, which automatically means that your inventory is limited, even when you get all the available expansions for it. Although this is a nice tribute to the classics, I admit that I prefer a decent-sized inventory space to stack my ammo, with all the other items not getting placed there instead of having to backtrack several times to take stuff in or out of an item box at the end of the world. Getting to know your inventory and what you should collect and when helps a lot though, and with a little organization you are able to keep a slot or two empty just in case an important item shows up.

The game creates its own checkpoints at various points, and you can also save as many times as you want at cassette players that are found in certain rooms. There are two default difficulty settings, Easy and Normal. Once you beat Normal, the hardest difficulty level, Madhouse, is unlocked. The Easy difficulty, though definitely not piece of cake, is quite player friendly, and is recommended for a first playthrough, so as to get to know the game, figure out strategies, discover helpful shortcuts and memorize the locations of important items. Normal is significantly harder, but you only get to feel this when you have to face a tough enemy or a boss. Madhouse is a very hard mode, where you may die with two hits - sometimes even one is enough to exterminate you. Moreover, you cannot save freely at the cassette players anymore, you must have cassette tapes so as to be able to use them. You get to find less ammo, items and enemies may be in different places and there are extra enemies in unexpected spots. Like with all tough modes, this requires more strategy, as wasting your ammo on the insanely tough and vicious enemies is not exactly an option. Thankfully, when this mode unlocks, you should already have vital items to back you up (with the exception of the fight with Mia in the attic, where it's just you and your gun).

By completing some challenges (ie, beating the game in under 4 hours) you unlock special items that you can use from that point and on, and which can be found in your item box even if you reload a previous save. These items remain in your inventory and you can use them even in a New Game, however you have the option to just leave them there if you want to make a completely fresh start.

There are several collectibles to find: files connected to the story, vintage coins with the pelican, State Bird of Louisiana, depicted on them, and there are small statuettes hidden in various places that you can shoot as an extra fun challenge. On two occasions you can exchange your collected coins with a powerful gun or an upgrade, which may prove quite useful on the harder modes.

When Resident Evil 4 was released, many people said it was nothing like a Resident Evil game because, among other things, it didn't have zombies and much of its action took place in plain daylight. However this game is now a classic, one of the best of the series, with a gameplay system that is exemplary and from many aspects, it stands out among the rest. I guess that if Resident Evil 7 had introduced a new element in an overall familiar package, it wouldn't have seemed so different; if for example it was first-person, but starring a popular character, or if it had a new character in a familiar setting.

It is worth mentioning however how the story of Resident Evil 7 connects to the series' world. The first version of Resident Evil 4 (now known as Resident Evil 3.5, which never saw the light of day) had an infected Leon Kennedy wandering around an abandoned farm house, hallucinating (or was it real?) about dolls coming to life and hookmen attacking him. Apart from the general idea in Resident Evil 7 about Eveline invading people's minds and causing them hallucinations, there is one section in the game that brings Resident Evil 3.5 to mind: very close to the end, Ethan returns to the guest house to find Eveline, and as he proceeds in the rooms and corridors to fight her, he is having flashbacks of his first visit there, when Mia constantly attacked him in her ghost version. These flashbacks are experienced as hallucinations, during which he sees the scenes happening in front of his eyes, while he is also able to see Mia being controlled by Eveline, who was the one who made her attack him.
 

This whole sequence is strangely dramatic, wonderfully set, and builds up the feeling of despair that all the involving characters are having - even Eveline, for her own reasons. And looks like it's a reminiscent of Resident Evil 3.5, as here too the hero is having hallucinations in an abandoned farm house, while ghostly inhabitants are attacking him and there are also creepy dolls popping up out of the blue: the giant doll that unexpectedly showed up in the kitchen made me almost jump in my chair.

As a side note, the game is greatly influenced by Sam Raimi's movie The Evil Dead (1981) and its sequels, and there are tons of references to those films, like the "Join Us" note that Ethan finds in the Sewer Gators van, the trout trophy that can be seen in a few places, the chopped-off hand, the chainsaw, and lots more. There is also a great tribute to the macabre dinner scene from Texas Chainsaw Massacre by Tobe Hooper (1974), seen in the Baker family table scene. The game has references to another classic film of the '80ties, which is David Lynch's Blue Velvet. The scene where Ethan is hiding in the house and Jack Baker is looking for him so as to kill him reminds of the scene in Lynch's film where Jeffrey (Kyle McLachlan) is hiding in the closet while Frank Booth (Dennis Hopper) is searching around to find him in rage. Some of the lines that Jack says during that scene are the same as Frank's and he even says them in the same note ("Here I come!", while the "Here piggy piggy piggy" line echoes Frank's "Hey pretty pretty"). The garage scene where Jack 'takes Ethan for a ride' by getting in the car with him and driving it onto a pile of iron bars directly references the scene in the film where Frank takes Jeffrey 'for a ride' as well and a terrifying drive in the highway ensues. Jack Baker identifies himself as "Daddy" just like Frank in the movie. The games in Lucas Baker's "Paradise" which involve installations with corpses nod to the grotesque setup with the corpse and the half-dead policeman, arranged by Frank in Dorothy's apartment close to the end.

It's not easy to say if Resident Evil 7 is actually a game that can find its own place in the series, as it is still very new and we don't know how much it will affect the possible upcoming installments. I can see it more as a side game, just like the two Revelations, that deals with causes and side effects and less as a main title. Still, with the much awaited remake of Resident Evil 2 still in the works, it was interesting to experience this different approach by Capcom. Resident Evil 7 may not bring something groundbreaking in the gaming world, and maybe it's a bit overhyped to some degree, but it's well-made and solid on its own merit, a captivating and memorable game with great replay value and many more things to discover in and about it.

Kafka's Revelations: Franz Kafka in Resident Evil Revelations 2

Thursday, 23 March 2017

In my recent analysis of Resident Evil: Revelations 2, I noted the several references to Franz Kafka that can be found throughout the game. But since the story is literally based on Kafka works, I thought it would be interesting to put together those elements that are related to the author and can be spotted in the four episodes of the game.

It's worth mentioning that early references to Kafka can be found in the first Resident Evil game. I am not sure about the original version, as I haven't played it, but in the remake and its recent HD remaster, a copy of The Castle can be seen on two occasions.

One, in the medical storeroom where you also find the serum:


Another one, in the small study where you find the dog whistle (and the lighter, if you play as Jill):


In Revelations 2, things become more specific as the main villain, Alex Wesker, seems to be obsessed with Kafka's books, and specifically with the short story In A Penal Colony and its concept. However there are many references to Kafka's other works, as well as his life, that exist in the whole game.

To begin with, the four chapters of the game borrow their titles from Kafka's works.

Episode 1 is 'Penal Colony'.


And rightly so, as it takes place in the prison where Claire and Moira are trapped. Barry's section of this chapter also has the prison area as a setting for most of its part. The original story of Penal Colony describes an isolated prison on an island where a condemned man is about to be executed.

Episode 2 is Contemplation.


Contemplation is a collection of stories by Kafka. This episode in the game is some sort of interlude, in the sense that all the involving characters have a little time to think about the state they are in and try to figure out ways to get out of their stressing situation.

Episode 3 is Judgement.


Kafka's Judgement narrates the story of a father and his son, who hide things from each other and don't communicate properly. The father's actions cause idirectly the son's death. In the game, we get to see both Barry and Moira (father and daughter, as connected to the father and son of the story) talking about their issues with each other to Natalia and Claire respectively. In this episode, we have the chance to learn the reason behind the bad relationship between them, and to see in more detail how each one of them views each other. We understand that it's mainly due to Barry's actions and attitude that he doesn't get along well with Moira, although he is a good man, and never wanted to hurt her feelings.

Episode 4 is Metamorphosis.


Metamorphosis is a story by Kafka about a man who discovers one day that he has transformed into an instect-like monstruous creature. It is not random that the final episode, the conclusion, is named after this story. There are several cases of transformation that we witness in the game, and they are both literal and allegorical.

There is Alex's metamorphosis, the most obvious and literal one. Alex transforms into a hideous mutated creature, after she failed to be reborn through Natalia.

Alex would have reconsidered power had she known how ugly she would turn

Then there is Neil's transformation, both literal and metaphorical: he turned into a mutant after Alex injected him, and he also had a spiritual and sentimental alteration when he tried to steal the virus from Alex, wanting to take advantage of its power.

Neil got mutated against his will but the result was fatal anyway

There is also Natalia's metamorphosis, which is internal, as she got possessed by Alex; a transformation that passed unnoticed by everyone around her.

If you notice sublte details, like Natalia's smirk, you can tell she's been possessed

And there's Moira's transformation, which is the most essential, in the sense that she is the only one of the 'transformed' characters whose metamorphosis is for the best: in a bildungsroman-esque twist of events, she is forced to take responsibility and do something she would never do otherwise: she grabs a gun in her hands, so as to kill Neil and save Claire's life. So later when she gets trapped under the rubble in the collapsing monument, the old Evgeny finds her, saves her and takes care of her. In the long six months that she passes by his side, she becomes wiser, both practically and mentally. Evgeny teaches her how to hunt and how to be able to survive in the toughest situations, and although they seem to not tolerate each other at all, by the end they form a close bond, to the extent that when Evgeny dies, Moira becomes a wreck. All this makes her reconsider her relationship with her father, she starts to view him through a different prism, and by the time they get to reunite, she seems ready to make up for all the wasted years. It is worth mentioning also that she saves yet two more lives, Natalia's and Barry's when she appears as deus ex machina at the end of Barry's story, to initiate the final act of Alex's downfall.

A wrecked but wiser Moira appears at just the right moment to save the day

It is notable that the two main characters, Claire and Barry, do not experience any transformation; they may have sentimental ups and downs, and they both pass through a process of epiphany - Claire when she finds out the truth about Neil, and Barry when he hears the message that Moira had left in her phone, that she directed to him saying she was sorry - but their personality remains solid and clear from start to finish. They represent the stability, clarity and logic and all the positive things that keep the world going, something that they both also prove with their actions: Barry travels to the isolated island to find Moira, and Claire goes back there as well, determined to save her.

The setting of the story is an island, just like in Kafka's Penal Colony.


Alex kidnaps her victims and imprisons them on that unnamed island, where she makes them lab rats for a twisted experiment: she injects them with a virus that responds to fear and which may turn the carriers into mutated monsters when they get too scared. To monitor their reactions, she attached bracelets round their wrists. These bracelets change colour depending on how scared the prisoners are, but they also have another use: they are some kind of receivers through which Alex can communicate with her victims.

Claire and Moira find themselves in the cells of an abandoned prison, and while looking around for ways to escape, they come across a room with a weird machine in it.


As an item that they need, the cog, is trapped in it and they can't operate the machine since the power is down, they have to do more exploration so as to turn the power on. When they get back to the room with the machine, they are able to operate it only to find out that there is a dead body trapped there along with the cog.

This machine is a replica of the torture machine described in Kafka's Penal Colony. In Kafka's story, it was used to inscribe the sentence of the condemned prisoner on his skin, allowing him to live for just 24 hours.

Near the end of Kafka's story, the machine malfunctions while one of the characters, the Officer, sets it up to inscribe some words on his skin, it drops and kills him. The dead body that Claire and Moira see in the machine they encounter nods to this.


There are four characters in Kafka's Penal Colony, just like the four main characters in Revelations 2.

The Condemned - a man who is to be executed.
The Officer - the man in charge of the machine that will perform the execution.
The Soldier -  a man who guards the Condemned.
The Explorer - a visitor to the island.

If we were to associate each of these characters to one of the characters in the game, we could identify the Condemned with Natalia, since she was the one chosen by Alex to fulfill her experiment and she is never freed from this destiny, no matter which version of the story you get .

The Officer is associated with Moira, as it's her intervention or not that will decide the fate of Natalia (the Condemned). In one version of the story, Moira dies by the falling rubble in the Monument, like the Officer dies when the machine stabs him to death.

The Soldier is Barry, who protects Natalia (the Condemned).

And the Explorer is Claire, who observes and connects hints together and is not as attached to the events as the other three characters whose fate seems to be directly affected by Alex's actions.

Throughout their journey, Claire and Moira come across hidden drawings on the walls, which are revealed when Moira highlights them with her flashlight.


These drawings are replicas of Kafka's original sketches that were found in his journals after his death. The minimalistic style of these drawings hardly betrays that they come from so many years ago.

The loading screens of each episode feature quotes from Kafka's works:


There are also several instances where Alex can be heard, through the bracelets, quoting or paraphrasing Kafka.

Alex nods to Gregor from 'Metamorphosis' as Gabe's falling chopper is leading him to a certain death
Claire and Moira listen to Alex as she recites Kafka through their bracelets
Alex's timing for getting philosophical is just as bad as her experiment
Alex mentions another character from 'Metamorphosis' while attacking Natalia

Close to the end of the first episode, Alex guides her prisoners to go to Wossek, "where life begins".


As it turns out, Wossek is the name of an inn, which is located in a deserted fishing village, several kilometers away from the prison area. The girls arrive there at the start of Episode 2.


Wossek was the name of the village where Kafka's grandfather lived.

In relation to this, his grandfather was a slaughterer. Thus it is not random that in the next episode in the game, Claire and Moira have to explore a slaughterhouse to find a key item.


Close to the start of this episode, Alex welcomes Claire and Moira to Kierling, "where all things come to an end".


Kierling is a district of Klosterneuburg, an Austrian town, where Kafka spent the last three months of his life, in a sanatorium.

It looks like Alex has taken over the island, and put names on everything, inspired by her obsession with Kafka.

Before entering the slaughterhouse, Claire and Moira have to enter and explore an abandoned factory.


At some point in his life, Kafka became a partner, along with his brother-in-law, in the first asbestos factory in Prague. The abandoned mine in the mountains in Barry's Episode 3 also alludes to this.


In addition, the gas-polluted underground mine in Barry's episode 4 is related to this fact as well, since asbestos is a mineral which may cause serious illnesses when inhaled for a long time.

The mine that hides Alex's hideout is filled with poison gas

A few years before that, Kafka had worked as an officer in an insurance institute which specialized in compensating idustrial workers for fingers or limbs that they lost during work. This relates to the factory of the game too, as well as to the liver replicas that you have to find, one in the factory and the other in the slaughterhouse.

The slaughterhouse liver drops out of a gross machine

The lost limbs reference could also apply to the Revenants in Barry's story, as these terrifying monsters are made of several human parts stitched randomly together.

Sometimes the random stitching of Revenants turns out to be particularly grotesque

The two livers that Claire and Moira find have to be placed on a statue of Prometheus, which blocks the door to the next part they have to visit. When you first approach that statue, Alex speaks accordingly, parallelizing Neil to Prometheus.


Although this alludes directly to the ancient Greek myth of Prometheus, it is connected to Kafka as well, as the author has also written a short story entitled Prometheus, which narrates four different versions of the aforementioned myth.

As you go along the game, you find several files, some of which are directly connected to Kafka.

There is one excerpt from Penal Colony and another one from The Trial.



There are also Alex's notes on Kafka, where she mentions the story of Metamorphosis and refers to her brother Albert.



The game ends with a scene where we see Natalia sitting in a room in the Burton residence, reading a book. The first phrase that she reads, is from the Third Notebook of Kafka's Blue Octavo Notebooks.


And she continues:

 "But now the bird is gone.
The bird has changed."
 

Resident Evil: Revelations 2

Thursday, 9 March 2017

After Resident Evil 6, which brought together several classic characters of the Resident Evil saga, Capcom released Revelations 2 as a side-game, featuring two other long-time favourites, Claire Redfield and Barry Burton.

Claire, the sister of Chris Redfield, appeared first in one of the first Resident Evil games, Resident Evil 2, and much later in Code: Veronica, sharing the main lead with Leon Kennedy and Chris, respectively. However these two appearances were enough (not counting The Darkside Chronicles which included summary remakes of both stories) to classify her as one of the most liked characters of the series. Barry's most memorable feature was in the original Resident Evil (and subsequently its remake) as Jill Valentine's partner, and although he only made guest appearances in a few other games later (at one of the endings of Nemesis or in a couple of Mercenaries games), he is a character particularly liked by fans. In Revelations 2, they join forces, although only in a small segment we actually see them taking action together, to bring down a terrifying villain who seems to be connected to them in more than one ways.
 

Resident Evil: Revelations 2 is a bizzare and strangely atmospheric tale which, although categorized as side-game, could very well take a place among the main installments, just like Code: Veronica (which also was considered a side-story, but essentially it could be Resident Evil 3 instead of Nemesis, which may have been a wonderful game, but was more like a complement to Resident Evil 2).

Revelations 2 sees Claire many years after Code: Veronica, now in her early 30ties, highly appreciated member of the Terra Save organization, units of which travel to places around the world that suffered bio-terror attacks, to help out the victims and survivors. Claire also recruited Moira Burton, Barry's daughter, to join the organization, much to Barry's discontent, as he fears this field is way too dangerous for his daughter. It's pretty clear from the beginning that Claire and Moira are great friends, and also that the situation between Moira and Barry is extremely tense, to the extent that they constantly fight with Moira showing sheer disrespect for her father. The reason for this tumultuous relationship will be known later on.

The story is split in four episodes, and each episode is split in two parts, one starring Claire and one starring Barry, six months later.

Episode 1: Penal Colony

During the party at the Terra Save headquarters for welcoming new members, the building is under attack and next thing you know, Claire wakes up in a dirty and stinky prison cell, the door of which magically opens as soon as she gets to her senses. Minutes later, she finds Moira in a similar cell and together they start a desperate attempt to escape from that place, while trying to figure out why they were brought there. Both of them have bracelets attached round their wrists, through which the intimidating voice of a woman can be heard, giving them weird instructions and revealing cryptic hints about the place and herself.
 

Getting out of the prison is not an easy task, and naturally there will be monsters stalking them and making their life even tougher. At some point, they spot a little girl in a white gown running in a corridor, but they immediately lose her from sight. Sooner or later they will be out and finally locate a radio tower, only to realize that they are actually on an island, separated from the rest of the world.

Six months later, Barry Burton arrives at the island looking for the girls. At the bay where he left his steamboat, and just as he is about to start exploring the place, he meets a little girl in a white gown, who asks him to take her with him. Despite his initial hesitation, Barry agrees and from then and on Natalia Korda, as is her name, will be his companion. Natalia seems to be able to see and sense enemies before the actually appear, something that will prove very useful during Barry's quest.
 

Barry and Natalia pass from the prison where Claire and Moira were held, only now the place is much more stinky and dirty, and the monsters have mutated even more and are creepier than before. After crossing a dark forest with lethal inhabitants, they manage to reach the radio tower but of course there is no sign of the girls.

Episode 2: Contemplation

Claire and Moira leave the radio tower and while exploring the place, they reach a fishing village where they come across two more Terra Save members, Pedro and Gabe, who have obviously been abducted and brought there too, as they are wearing bracelets as well. As it turns out, the creepy woman injected all the Terra Save members with a special virus which messes with the feeling of fear, and attached these bracelets round their wrists to check how each one responds to it: the bracelets are green when the person is feeling calm, they get orange when they sense mild anxiety or controlled stress, and become red when the person is overwhelmed by fear. This proves quite fatal for Pedro, who becomes so scared during an attack that the virus turns him into a monster.
 

At just the right time, Claire and Moira are aided by Neil Fisher, the Terra Save boss, who appears unexpectedly and saves them. Neil is also wearing a bracelet round his wrist, but seems quite cool throughout the whole sequence. They split again as they reach a town, and a bit later Claire and Moira get to meet Natalia whom they also spotted for a second during their prison break. Together the three of them manage to get out to another part of the town, but Natalia mysteriously disappears soon after.

Six months later, Barry and Natalia arrive at the fishing village, now inhabited by invisible monsters, and the town, where the most terrifying mutants await. They finally enter a secret lair with the most creepy decoration, where the grotesque figure of a hideous monster appears, calling Natalia by her name. However Barry and Natalia manage to escape, and exit out to the sewers.

Episode 3: Judgement

Claire and Moira continue their quest in an abandoned factory and later in a slaughterhouse, where all kinds of monsters lurk. Getting out of that place, and passing through equally hostile sewers, eventually they reach the tower from where the creepy woman is broadcasting her messages via the bracelets. There, they stumble upon a nasty surprise, and they are forced to fight and kill someone that one of them cares for.

Six months later, Barry and Natalia are wandering in the sewers looking for an exit. It is revealed that years ago Moira accidentally pulled the trigger of one of Barry's guns and wounded her little sister. This caused a major crisis in the family resulting in Barry and Moira being in such bad terms all these years. Barry and Natalia eventually reach a huge mine, where they are attacked be the grotesque monster of before.

Episode 4: Metamorphosis

Claire and Moira finally get to see the woman who has been talking to them all along, but after mumbling inconsistencies, she commits suicide in front of their eyes. Running for the exit as the countdown starts, they are stopped by falling rubble. Claire sees Moira getting trapped under a pile of cement. Her only option is to make a leap of faith into the ocean, hoping she will survive so that she will be able to get back to Moira as soon as possible.

Six months later, Barry and Natalia pass through a monster-occupied mine and arrive at a mansion which holds the secret entrance to the grotesque monster's lair. The final fight may vary, depending on how you chose to end Claire's Episode 3.
 

Borrowing the episode titles, the taglines that appear before the episodes, as well as many other elements, from Franz Kafka's literary work, Revelations 2 manages to create a unique atmosphere which combines mystery, terror, charm, a disturbing sense of isolation and the feeling of being constantly under observation, all this taking place in deserted, post-apocalyptic environments, both interior and exterior, that perfectly match the twisted plot in which the characters are entangled. The story is built around Kafka's stories and is directly related to them in several ways.

The Overseer, the cruel and paranoid woman who is behind all this, uses the bracelets that her prisoners wear to talk to them (the bracelets are some kind of receivers, through which her voice is transmitted). At certain points, she uses quotes from Kafka, which carry a special allegory to the scene they are heard in.

The episode titles, related directly to the characters, gain a different value when associated with the original stories they are taken from. There are also several other references to Kafka throughout the game, as well as extracts from 'Penal Colony' and 'The Trial' among the files that can be found throughout the game, and thoughts on 'Metamorphosis' in one of them.

During Claire and Moira's journey, Moira spots drawings on walls, highlighted by her flashlight. These are depictions of Kafka's own drawings, that were found in his diaries after his death. Although he did not think much of them himself, they got greatly appreciated posthumously and even served as cover images of his published books.



Revelations 2 involves characters, both leading and secondary, that are important part of the plot and their presence affects and gets affected by the events. The smart addition of a partner whose abilities are different than the main character's adds a lot to this. For example, Moira won't use a weapon in the main story, but she is able to pry open barred gates with her crowbar, which Claire can't; or she can highlight dark corners with her flashlight, thus revealing hidden ammo and items. Equally Natalia, who is too young to hold anything lethal, can point out hidden items thanks to her advanced perception, indicate a monster's weak point so that Barry can directly hit it there, crawl through tiny spaces where Barry can't pass, so as to unlock doors from the other side, or hit enemies with bricks, stunning them for seconds so that Barry can attack them.

The story is solid, strong and quite deep; the characters are consistent and their sentimental and personal development comes naturally, as a consequence of the life-changing events they experience. There are little details that underline traits and qualities in a very clever way; ie, during the attack at the Wossek Inn, when Pedro starts whimpering in terror, Moira advices him to chill out. Of course she is scared too, but she is the daughter of Barry Burton, so naturally there is a good amount of bravery in her.

The only thing that somehow doesn't fit character-wise, is the way Claire is shown treating little Natalia when she and Moira have the chance to talk to her for the firs time: we see Claire being quite pushy and persistent in her attempt to make the little girl speak, resulting in Natalia feeling scared and being unable to respond until Moira takes over and manages to loosen her up by talking to her gently. I guess that the creators wanted to show that Moira, despite her rebellious and headstrong nature, does have a good side and knows how to deal with children because she has a little sister herself, but it wasn't necessary to do this on the expense of having Claire acting like she did. We already know that Claire is good with children, since in Resident Evil 2 she found a scared Sherry and took her under her protection, always taking care of her and obviously knowing how to treat her. If she knew how to do all that when she was 19, it's hard to believe that she had no clue in her 30ties all of a sudden. This is a minor detail, but I think it contradicts and degrades Claire's personality a bit.

The gameplay is more or less like in Resident Evil 6, only simpler (ie, here you can perform only one simple dodge move). You can sprint at will, but for a limited time; then you need a few seconds to catch your breath while running normally, before you are able to do it again. Combat is easy to handle; as Claire and Barry, you have the option to use your knife whenever you please and you can combine melee and weapon attacks to successfully defeat enemies.


When you play the game for the very first time, you get to find weapons and items along the way and, assuming you locate the necessary upgrades, you can also expand your inventory space to the maximum. Such upgrades are hidden in special boxes that can only be opened by Moira and Natalia. Once you have found all the weapons and all the upgrades, they will remain in your inventory forever. You have the option to put away weapons at the Workbenches, but you can never discard them. This has a major downside, that you can never start a completely New Game; to do this, you have to literally delete your savedata and make sure that Steam synchronization is off, so that you are able to begin your game from scratch.

The game has four difficulty levels: Casual, Normal, Survival and No Escape. Completing specific tasks in the game also unlocks extra material, like screen filters, costumes, cutscenes, concept art galleries and files. There is a Raid Mode included, which is a variation of the old school 'Mercenaries', and offers several missions with different requirements. You can unlock many familiar characters to play with in Raid Mode, and there is a great variety of weapons that you can find in treasure chests throughout the missions or exchange at the in-game store with your collected battle points.